D&D (2024) The new warlock (Packet 7)

EB though, and usually AB, you'd be, well not insane, not to take, but one of:

1) Clueless about building characters - nothing wrong with that unless you think you aren't, unfortunately about 30-40% of people who are clueless at this think they're experts or at least competent, but trip up on the most basic math and logic.

3) Respect to irrational hatred for certain abilities I guess!
Mod Note:

“Insane”, “clueless” and “irrational” are not terms conducive to ongoing civil discourse. Choose your rhetoric more carefully in the future, please.
 

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Am I blind or are all the "you can now cast spell X using your warlock spell slot" invocations gone now?
They're gone. And very little of value was lost.
Those spells aren't on the Warlock spell list, though, right? At the very least, if the invocations are going to be removed, the spells should be put on the Warlock spell list.
  • bane
  • bestow curse
  • compulsion
  • confusion
  • conjure elemental
  • hold monster
  • polymorph
 


As we know that few games actually play to 11+ level, I would argue that any ability past 10th isn't part of the "core class", its part of the "epic version" of the class that only a handful of tables will experience. (heck even levels 9 and 10 are pretty rare for a lot of tables).

So if a class doesn't get short rest mechanics until 11+, I would argue the class identify does not include SR.
all class features should be before 11th level,

later on can only be improvement or more usage of the same.
 

all casters should be, highest of int, wis or cha

Confused Curb Your Enthusiasm GIF


I dont know if I go that far, but the class that is really just borrowed power?

Sorcerer/Bard - Cha
Artificer/Wizard - Int
Cleric/Druid - Wis
Lock - YOLO (Int/Wis/Cha)

Whatever, something like that? Just feels better to me.
 

They explained that one in the design notes, they just… accidentally called it favor of the chain master for some reason.

• Favor of the Chain Master has been cut in favor of importing Investment of the Chain Master from Tasha’s Cauldron of Everything.


Also, since Gaze of Two Minds works on creatures of any type now, that reproduces half the functionality of Voice of the Chain Master. You do miss out on the ability to speak through your familiar, but since you can cast from its space with Gaze, you could cast Minor Illusion from its space to make your voice come out of its mouth.
Favor of the Chain master was a (pretty cool) invocation from the last playtest version of the Warlock (although I never did find a description for Eldritch Strike). Voice of the Chain Master is gone regardless, and having to use a bonus action every round to keep Gaze of Two Minds going, plus what you pointed out, feels particularly clunky (not to mention requiring you pick a particular cantrip as well). Ah well, things they come, things they go.
 

he changes to the Archfey I find are a little bland. The misty step focus is strange. I much more preferred the illusion idea, but that got sucked into the Great Old ONe, which is now a WAY more enjoyable and cooler looking Warlock patron. The Great Old One got a seriously crazy glow up. Would be keen to play this.
I do like some of the old Archfey pact features. Oh well, can always have them as Patron rewards once your Piety score reaches a certain level with your Patron.
 

Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
Good thing you can see yourself. Usually. Otherwise, don't use this unless an ally is within 10 feet of you.

Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
Don't be next to your allies when you use this! Unless you're a masochist of course, then you do you.

Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.
Don't be next to your allies when you use this one, either. Unless you're a sadist. Which you probably are.
 


Still think they need an invocation that let's you cast more spells.

I.e.
Expanded Tome
Perquisite: tome.
You get a level 2 slot, and add a spell from any class list up to 2nd level to your tome.
Special: You can take this up to 4 times, each time getting a slot and spell 1 level higher (max level 5).
I love this idea but I would open it up a bit more so that it was on par with Thirsting Blade so maybe more like this.

Learned Tome
Prerequisite: 5th level, Pack of the Tome
The eldrtich knoweldge granted by your tome increases, granting you a 2nd level spell slot. In addition you may att 1 2nd level spell from any class list into your tome. At level 11 you gain a 3rd level spell slot and a second spell of up to 3rd level is inscribed in the book.
 

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