• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Warlock, Pact of the Blade, Melee

My issue with 'locks is also an issue I have with Rangers -- in order for them to deal competitive damage, they need Hex up. A Bladelock has to be in melee, so odds of being able to rely on Hex remaining up are lower than it would be for a Boltlock. Combine with the fact that Hex requires Concentration, which reduces the overall effectiveness of their spell casting and you have some problems. Add in the loss of Bonus Actions switching targets for the Hex and it gets even worse.

I love the concept of Bladelocks and enjoyed playing the one I did, but in terms of 'balance' there are issues.

I imagine the War Caster feat would really come in handy for such a build, especially with a Human(Variant) who could get it for free at Level 1.
 

log in or register to remove this ad



Both War Caster and Resilient are helpful. That's 8th level minimum, unless you're Human, and even then, you're giving up +2 to 2 stats, which puts you further behind other classes in overall output. Also, apparently, many GMs don't use Feats, which obviates the point.
 

I don't have my PHB with me right now, so I'm going off memory, but I know there's a warlock invocation that lets you add your Cha bonus in necrotic damage to eldritch blast. I'm assuming any blaster warlock is going to grab it first thing. I'm pretty sure you only get to add it once per casting rather than once per damage die.

Its on each eldritch blast hit and damage die. Evocation wizard and dragon sorcerer's get their respective abilities only once, but they work on AoE spells as well.
http://www.sageadvice.eu/2014/09/06/agonizing-blast-damage/
 

I think what you lose in consistent melee damage is more than made up for in the ability to drop a Hunger of Hadar, or some other very nasty spell.

It flies in the face of flavor to a small degree, but a bladelock does not need to run into melee. Someone might pick it just to have a melee option if they do get in melee, and then they can play just like any other warlock in combat. It is the option for versatility and back up plans. Also, nothing says you couldn't make your pact weapon a glaive and work toward the sentinel-polearm master combo, then after you stop the guy that charged you, light him up with multiple eldritch blasts to the face.

You aren't going into combat with the same options and plans as the fighter, rogue, barbarian, paladin, or monk, but that doesn't mean you can't still become a serious threat on the battlefield, as the general solution of attacking a warlock in melee is not as good a solution when dealing with you.
 

I think what you lose in consistent melee damage is more than made up for in the ability to drop a Hunger of Hadar, or some other very nasty spell.

It flies in the face of flavor to a small degree, but a bladelock does not need to run into melee. Someone might pick it just to have a melee option if they do get in melee, and then they can play just like any other warlock in combat. It is the option for versatility and back up plans. Also, nothing says you couldn't make your pact weapon a glaive and work toward the sentinel-polearm master combo, then after you stop the guy that charged you, light him up with multiple eldritch blasts to the face.

You aren't going into combat with the same options and plans as the fighter, rogue, barbarian, paladin, or monk, but that doesn't mean you can't still become a serious threat on the battlefield, as the general solution of attacking a warlock in melee is not as good a solution when dealing with you.

This right here is what it's all about. A Blade Pact Warlock doesn't have to be a front line combatant all day, every day. (Or any day at all.) They're much more versatile than that, which is the best thing about them.
 

How versatile are you, really, with 2 spells per short rest? Especially if you go 2-3 encounters between short rests? Yes, the Warlock has versatility. I have played and enjoyed one. From a balance standpoint, though, I believe they suffer comparatively.
 

Anyone who values Eldritch Blast over a melee attack shouldn't place PotB. From what I've been reading, most of you guys are theory crafters and don't actually know how to play warlocks.

If you're going to play a pact of the blade, STR should be your main stat, then CON not CHA. The reason I say STR and not DEX is because DEX limits your pact blade options to scimitar, short sword and rapier, that can be a viable option if that's what you want your character to be though, but if you go with DEX, the CHA should be second. STR warlocks are the 80/20 melee to spell casting ratio, where DEX might be more of a 40/60.

If you go with Human or Dwarf which in my opinion are the best races, you can have heavy armor proficiency at level 4, which makes negates the problem with not having a DEX bonus.

Weapons - all versatile weapons will do 1d10+STR, all polearms do 1d10+STR, all 2h weapons do either 2d6+STR or 1d12+STR. Every one of them are options.

When it comes to feats, Heavily armored is golden. Polearm master is decent, but it's a limited feat. Great weapon master works with all weapons used with 2 hands. Other options can be, Tough, and Savage Attacker. For DEX warlocks; Mobile, and defensive duelist are better great, and Warcaster.

Spells - since CHA is NOT the primary stat, your save DC will be lower. Be careful with your spell choices. The best choices will be ones that require no save. Eldritch Blast, if you take it, I wouldn't invest invocations in it. Though it is good, it should be a secondary means of attack. Green Flame Blade, and/or Booming Blade are great cantrips.

Sent from my SM-T813 using Tapatalk
 

If you're going to play a pact of the blade, STR should be your main stat, then CON not CHA. The reason I say STR and not DEX is because DEX limits your pact blade options to scimitar, short sword and rapier, that can be a viable option if that's what you want your character to be though, but if you go with DEX, the CHA should be second. STR warlocks are the 80/20 melee to spell casting ratio, where DEX might be more of a 40/60.

To add onto this, if you're going DEXlock, I highly recommend looking into dual wielding, depending on if you use the SCAG cantrips or not. A 3rd attack, even without modifiers, goes a long way into closing the power gap between Agonizing Blast and your regular attacks.

That said, I still ended up looking at taking a swash 3 dip for a little extra oomph when not spellcasting.
 

Into the Woods

Remove ads

Top