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Warlock, levels 1,10,20

loisel

First Post
Hello,

In the same vein as http://www.enworld.org/showthread.php?t=228158 and http://www.enworld.org/showthread.php?t=227877, here's a Warlock. I did this because I wasn't sure whether Warlocks were any good, and that's what I want to play. All told, I think they're a little better than I thought, but I don't think they actually do a lot more damage than non-strikers, so maybe they're not actually strikers. In particular, looking at the dwarf above, I think it's pretty even, and I had to be a bit fiddly to stay competitive. Also, if you think "striker" as "rogue replacement", it doesn't work, because warlock is missing dex (so thievery is not so good), stealth (I took it as a feat) and the usual panoply.

Since my goal was an actual striker (i.e., lots of damage to single targets), I took the infernal pact. This means that the most important stat is con, followed by int and finally cha. These are not so good stats to depend on, so I went with half-elf, which is also not such a good race otherwise, I think. By the way, I call shenanigans on the myth that AC is much higher than the rest. That's probably only true for defenders.

I'm not spelling out every single detail because I just want to get an idea. For the same idea, I kept the gear spartan, you can mentally add all the bells and whistles. Let me know if I made mistakes. Things I'm not sure: the dilettante power I took, and the wizard at-will I took for wizard training.

Buckit, Half-Elven Warlock 1

STR 8 -1 HP 30; BLOODIED 15
CON 18 +4 SURGE 7 PER DAY 10
DEX 10 +0 AC 14; FORT 14, REF 13, WILL 14
INT 15 +2 INIT 0; SPEED 6
WIS 11 +0
CHA 16 +3

SKILLS: Bluff +8, Insight +7, Stealth +5, Thievery +5, Religion +7.
FEATS: Skill Training (Stealth)

Class features: curse (+1d6 damage), pact boon (1 temp hp when cursed foe dies, wooo.)

POWERS:
Unless otherwise noted, all powers have Range 10. All ongoing effects have (save ends).
At-Will:
Eldritch Blast +4 vs Ref, 1d10+4
Hellish Rebuke +4 vs Ref, 1d6+4 fire, if you are damaged before next turn, another 1d6+4 damage.

Encounter:
Diabolic Grasp +4 vs Fort, 2d8+4 and slide the enemy 3 squares.
Divine Challenge (dilettante): mark as minor action, close burst 5, single target, mark has -2 to attack except anyone except you and takes 3+cha bonus damage when it first attacks someone else.

Daily:
Flames of Phlegethos +4 vs Ref, 3d10+4 fire and ongoing 5 fire.

EQUIPMENT: leather armor

Buckit, Half-Elven Warlock 10

STR 8 -1 HP 77; BLOODIED 38
CON 20 +5 SURGE 19 PER DAY 11
DEX 10 +0 AC 22; FORT 22, REF 21, WILL 21
INT 17 +3 INIT +5; SPEED 6
WIS 11 +0
CHA 16 +3

SKILLS: Arcana +13, Bluff +13, Insight +12, Stealth +10, Thievery +10, Perception +10, Religion +13.
FEATS: Skill Training (Stealth), Action Surge, Arcane Initiate, Astral Fire (+1 to fire power damage), Light Step (+1 overland movement), Skill Training (Perception).

Class features: curse (+1d6 damage), pact boon (10 temp hp when cursed foe dies.)

POWERS:
Unless otherwise noted, all powers have Range 10. All ongoing effects have (save ends).
At-Will:
Eldritch Blast +12 vs Ref, 1d10+7
Hellish Rebuke +12 vs Ref, 1d6+8 fire, if you are damaged before next turn, another 1d6+8 damage.

Encounter:
Diabolic Grasp +12 vs Fort, 2d8+7 and slide the enemy 4 squares.
Fiery bolt +12 vs Ref, 3d6+8 fire, adjacent also take 1d6+11.
Infernal moon curse +12 vs Fort, 2d8+10 poison+immobilizes enemy til end of next turn.

Divine Challenge (dilettante): mark as minor action, close burst 5, single target, mark has -2 to attack except anyone except you and takes 3+cha bonus damage when it first attacks someone else.
Prestidigitation (arcane initiate): various small utilities.

Daily:
Flames of Phlegethos +12 vs Ref, 3d10+8 fire and ongoing 5 fire.
Hunger of Hodar, shadow burst, no hit roll, 2d10 necro damage, sustain minor +12 vs fort for 1d6+5.
Iron Spike of Dis +12 vs Ref, 3d10+7, immobilized. On miss, 1/2 dmg.

Util:
Beguiling tongue: encounter, +5 to bluff/diplomacy/intimidate.
Dark One's Own Luck: daily, reroll.
Shielding Shades: daily, when damaged, reduce damage received to 0.

EQUIPMENT: leather armor +2, wand +2, amulet +2.



Buckit, Half-Elven Warlock 20 (Life Stealer)

STR 9 -1 HP 130; BLOODIED 65
CON 23 +6 SURGE 32 PER DAY 12
DEX 11 +0 AC 32; FORT 30, REF 30, WILL 28
INT 20 +5 INIT +10; SPEED 7
WIS 12 +1
CHA 17 +3

SKILLS: Arcana +20, Bluff +18, Insight +18, Stealth +15, Thievery +15, Perception +16, Religion +20.
FEATS: Skill Training (Stealth), Action Surge, Arcane Initiate, Astral Fire (+1 to fire power damage), Light Step (+1 overland movement), Skill Training (Perception), Fleet Footed, Combat Anticipation, Danger Sense, Twofold Curse, Wizard Daily, Wizard Utility.

Class features: curse (+2d6 damage), pact boon (20 temp hp when cursed foe dies.)

POWERS:
Unless otherwise noted, all powers have Range 10. All ongoing effects have (save ends).
At-Will:
Eldritch Blast +20 vs Ref, 1d10+10
Hellish Rebuke +20 vs Ref, 1d6+11 fire, if you are damaged before next turn, another 1d6+11 damage.

Encounter:
Fiery bolt +20 vs Ref, 3d6+11 fire, adjacent also take 1d6+11.
Infernal moon curse +20 vs Fort, 2d8+10 poison+immobilizes enemy til end of next turn.
Soul Flaying +20 vs Will, 2d8+15 necro
Soul Scorch (Paragon) +20 vs Will, 3d8+16 fire+necro, +10 damage if you have matching life spark.

Divine Challenge (dilettante): mark as minor action, close burst 5, single target, mark has -2 to attack except anyone except you and takes 3+cha bonus damage when it first attacks someone else.
Prestidigitation (arcane initiate): various small utilities.

Daily:
Iron Spike of Dis +20 vs Ref, 3d10+10, immobilized. On miss, 1/2 dmg.
Tendrils of Thuban +20 vs Fort, 4d10+10 cold, immobilized. Sustain minor +20 vs Fort, 1d10+10, immobilized (save ends).
Soul theft (Paragon) +20 vs Fort, 3d8+10, up to 3 targets, and get soul spark if they die. 1/2 damage on miss, no soul sparks.
Disintegrate (Wizard) +19 vs Ref. Hit: 5d10+9, ongoing 10, then ongoing 5. Miss: 3d10+9, ongoing 5.

Util:
Beguiling tongue: encounter, +5 to bluff/diplomacy/intimidate.
Dark One's Own Luck: daily, reroll.
Shielding Shades: daily, when damaged, reduce damage received to 0.
Stoneskin: wiz daily, damage reduction 10 for the encounter.
Life spark summons (Paragon): summon slayed enemy for one more regular attack on my next turn.

EQUIPMENT: leather armor +4, wand +4, amulet +4.
 
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CrimsonNeko

First Post
From what I can tell, locks aren't made to be pure DPS. I think calling them strikers is fair though, since they are still based on decimating single targets, they just do it by debuffing or damage over time.
 



WOLead

First Post
Got it early, so I went and tried to go for the Star Pact version here myself. The Pacts actually don't seem to change much, it just sets the At-Will powers, the bonus from something dieing under the Warlock's curse, and extras coming from Encounter abilities. I personally liked the Pact ability from Stars myself, influencing my decision. Though the teleport ability of the Fey was also tempting, I just couldn't see myself taking advantage of it completely. As mouth-watering Infernal's damage sounds, I just can't make heads or tails of it.

The Dilettante chosen was Lay on Hands. Only usable once a day at first, but could come in handy to save an ally or oneself in a pinch since it is a minor action, compared to Second Wind's Standard.

Joren, Half-Elven Warlock w/ Star Pact 1

Using the array (16, 14, 14, 13, 10, 8) then adding the Half-elf's +2 Con and Cha

STR 8 -1 HP 28; BLOODIED 14
CON 16 +3 SURGE 7 PER DAY 9
DEX 10 +0 AC 15; FORT 13, REF 14, WILL 14
INT 16 +3 INIT 0; SPEED 6
WIS 13 +1
CHA 16 +3

SKILLS: Stealth + 5; Insight + 8; Thievery + 5; Intimidate + 8
FEATS: Improved Fate of the Void

Class features: curse (+1d6 damage), pact boon (+2 to any single d20 roll during your next turn[Cumulative for each cursed enemy dieing so three cursed enemies dieing before your next turn would net +6])

POWERS:
Unless otherwise noted, all powers have Range 10.
At-Will:
Eldritch Blast +3 vs Ref, 1d10+3
Dire Radiance +3 vs Fort, 1d6+3 radiant. If the target moves nearer to you on its next turn, another 1d6+3 damage.

Encounter:
Dreadful Word +3 vs Will, 2d8+3 Psychic and -4 to target's will defense until the end of your next turn.
Lay on Hands (dilettante) Minor Action: Useable 1 once a day

Daily:
Curse of the Dark Dream +4 vs Ref, 3d8+3 psychic and slide the target 3 squares.

Armor: Leather

Joren, Half-Elven Warlock w/ Star Pact 10

STR 8 -1 HP 75; BLOODIED 37
CON 18 +4 SURGE 18 PER DAY 10
DEX 10 +0 AC 22; FORT 21, REF 21, WILL 22
INT 16 +3 INIT +5; SPEED 6(Running 10)
WIS 13 +1
CHA 18 +4

SKILLS: Stealth + 10; Insight + 13; Thievery + 10; Intimidate + 14; Arcana + 13; Untrained + 7+Mod(Diplomacy +2 extra from Race)
FEATS: Improved Fate of the Void, Arcane Initiate, Ritual Caster, Jack of All Trades, Action Surge, Fast Runner

Class features: curse (+1d6 damage), pact boon (+2 to any single d20 roll during your next turn[Cumulative for each cursed enemy dieing so three cursed enemies dieing before your next turn would net +6])

POWERS:
Unless otherwise noted, all powers have Range 10.
At-Will:
Eldritch Blast +11 vs Ref, 1d10+6
Dire Radiance +11 vs Fort, 1d6+6 radiant. If the target moves nearer to you on its next turn, another 1d6+6 damage.

Encounter:
Dreadful Word +11 vs Will, 2d8+6 Psychic and -4 to target's will defense until the end of your next turn.
Frigid Darkness +11 vs Fort, 2d8+6 Cold and target grants combat advantage. Target also takes a -3 AC penalty.
Sign of Ill Omen +11 vs Will, 2d6+6 and target rolls twice for next attack and uses the lower with a penalty of -3 on both rolls.

Lay on Hands (dilettante) Minor Action: Usable 1 once a day
Mage Hand(Arcane Initiate): (Magical Non-necro Thing T. Thing)

Daily:
Curse of the Dark Dream +11 vs Ref, 3d8+6 psychic and slide the target 3 squares.
Hunger of Hodar, shadow burst, no hit roll, 2d10 necro damage, sustain minor +11 vs fort for 1d6+6
Curse of Black Frost +11 vs Reflex, 2d8+6 cold. Effect: Target moves, takes another 1d8 cold(save ends), though if saved CoBF cannot be sustained. Sustain Minor: Target takes 2d8 cold.

Utility:
Beguiling Tongue: +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
Fey Switch: You and 1 ally in switch places.
Shadow Form: You become insubstantial, gain fly 6, and can't take standard actions until the end of the encounter or 5 mins. Minor action reverts.

Equipment: leather armor +2, wand +2, amulet +2.

Joren, Half-Elven Warlock w/ Star Pact 20 (Doomsayer)

STR 9 -1 HP 127; BLOODIED 63
CON 20 +5 SURGE 31 PER DAY 11
DEX 11 +0 AC 31; FORT 29, REF 29, WILL 30
INT 18 +4 INIT +10; SPEED 7(Running 11)
WIS 15 +2
CHA 20 +5

SKILLS: Stealth + 15; Insight + 19; Thievery + 15; Intimidate + 20; Arcana + 19; Untrained + 12+Mod(Diplomacy +2 extra from Race)
FEATS: Improved Fate of the Void, Arcane Initiate, Ritual Caster, Jack of All Trades, Action Surge, Fast Runner, Twofold Curse, Running Shot, Uncanny Dodge, Fleet-Footed, Lasting Frost, Evasion

Class features: curse (+2d6 damage), pact boon (+2 to any single d20 roll during your next turn[Cumulative for each cursed enemy dieing so three cursed enemies dieing before your next turn would net +6])

POWERS:
Unless otherwise noted, all powers have Range 10.
At-Will:
Eldritch Blast +24 vs Ref, 1d10+9
Dire Radiance +24 vs Fort, 1d6+9 radiant. If the target moves nearer to you on its next turn, another 1d6+9 damage.

Encounter:
Strand of Fate +24 vs. Ref, 1d8+9 and target gains vulnerability 14 to all attacks until the end of your next turn.
Frigid Darkness +24 vs Fort, 2d8+9 Cold and target grants combat advantage until end of your next turn. Target also takes a -4 AC penalty.
Coldfire Vortex +24 vs. Fort, 2d10+12 ColdORRadiant + Secondary to adjacent creatures +24 vs. Ref, 1d10+12 ColdORRadiant.
Fates Entwined(Paragon): +24 vs. Will, 2d8+9 psychic and until the end of your next turn, you take damage, target takes half as psychic.

Lay on Hands (dilettante) Minor Action: Usable 2 a day, once per encounter.
Mage Hand(Arcane Initiate): (Magical Non-necro Thing T. Thing)

Daily:
Curse of the Dark Dream +24 vs Ref, 3d8+9 psychic and slide the target 3 squares.
Wrath of Acamar +24 vs. Ref, 4d10+9 necro and disappears to starry realm(save ends). Target cannot take actions or be targetted, and takes 1d10 necro at start of his turn. Save returns the target.
Curse of Black Frost +24 vs Ref, 2d8+9 cold. Effect: Target moves, takes another 1d8 cold(save ends), though if saved CoBF cannot be sustained. Sustain Minor: Target takes 2d8 cold.
Long Fall into Darkness(Paragon) +24 vs. Will, 4d8 + 9 psychic and target is left prone and stunned. If miss, half damage and target is dazed.

Utility:
Beguiling Tongue: +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
Fey Switch: You and 1 ally in switch places.
Shadow Form: You become insubstantial, gain fly 6, and can't take standard actions until the end of the encounter or 5 mins. Minor action reverts.
Accursed Shroud(Paragon): No miss. Place Warlock's Curse on target. Target rerolls all successful attacks while affected by curse.
Eye of the Warlock: See through target's eyes for line of sight and effect, and use powers from target's square.

Equipment: leather armor +4, wand +4, amulet +4.
Yes, those feats are setup to allow constant running on the battlefield due to the lack of Misty Step. No where near as damaging in one shot as the Infernal build of loisel, but hopefully a bit more adaptable. And a hopeful combo.

Though with dilettante, I hope I am using it right for Lay on Hands. It doesn't seem to infer any constraints but At-Will of another class.
 
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Aservan

First Post
Yes but dillettante says you must pick from at will powers and under the paladin write up those are listed under the class features section not the powers. It says in the text "The paladin has three class features that work like powers: Channel Divinity, divine challenge, and lay on hands." They are specifically not powers they only work like them. Ergo I am pretty sure you were not intended as a Half-elf to pick them. I am not sure that it is game breaking or anything, but it does rob Paladin of a lot of his thunder.
 

loisel

First Post
Aservan said:
Yes but dillettante says you must pick from at will powers and under the paladin write up those are listed under the class features section not the powers.

This is bound to be one of the first things they clarify.

I like the star pact dude, you chose feats I didn't even know about (I chose my feats kinda randomly.) What bothers me as I browse the MM is that I find lots of monsters that are immune to fire, poison, etc..., and several more that have sky high resistance (20 or 30) to fire.

On the other hand, I dunno if I'm reading this right, but I haven't seen a single monster with any resistance to plain old damage.

I think I'm gonna make a ranger...

S. Loisel

Edit: Lay on hands is a much better idea than my challenge.
 
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WOLead

First Post
loisel said:
This is bound to be one of the first things they clarify.

I like the star pact dude, you chose feats I didn't even know about (I chose my feats kinda randomly.) What bothers me as I browse the MM is that I find lots of monsters that are immune to fire, poison, etc..., and several more that have sky high resistance (20 or 30) to fire.

On the other hand, I dunno if I'm reading this right, but I haven't seen a single monster with any resistance to plain old damage.

I think I'm gonna make a ranger...

S. Loisel

Edit: Lay on hands is a much better idea than my challenge.
Darn, here I was hoping to bounce ideas off of ya. And yeah, those resistances that start when the Paragon level enemies show up do look nasty, though the Vulnerable Radiant ones look kinda nice, especially with a ranged dual hitting at-will Radiant power.
 

Grazzt

Demon Lord
loisel said:
On the other hand, I dunno if I'm reading this right, but I haven't seen a single monster with any resistance to plain old damage.

I dont recall seeing any either actually. Couple of monsters get "Resist XX all" when they change forms though (like a gargoyle for example)
 

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