Immoralkickass
Adventurer
Most of warlocks problems lie in the balance of their powers, i.e. it is obvious what is good and what is not. It is severely amplified by their limited and precious spell slots, making players constantly wondering if a spell is worth the slot or not. Most would agree that the spell balance is horrible, like for example, Witchbolt and Crown of Madness are utter crap, utility spells not worth your slots, some spells scale poorly, and some are better off left to people who can use it more efficiently (like using low level spell slots, or even funnier, by a tome lock who dont have to waste spell slots on rituals).Out of curiosity, what problems do Warlocks normally have?
Even though I would like to be optimised and take the commonly-agreed 'best spells', i hate to be a wizard wannabe. I care a bout my RP too, and i'd like for the thematically 'warlocky' spells (like Arms of hadar, Witchbolt) to be unique, or at least more powerful on a warlock.
Another problem is that warlocks are very front-loaded. They get most of the good stuff very early on, and their spell system don't really support high level play. This is why most people love to multi-class and take 'warlock dips'. Mystic Arcanum allows warlocks to be considered full casters, though very limited and thus most people would advise going multi-class.
Then there is the blast lock v blade lock debate. This one is a no contest. Unless you start the campaign at level 12, blast lock is the clear winner. At later levels, blade lock eventually beats blast lock in terms of damage, but EB's 120 ft range still makes it better.
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