D&D (2024) 2024 Player's Handbook reveal: "New Warlock"

"The character builder's paradise".


We last saw the Warlock in Playtest 7, with a lot of features from 2014 restored from the previous version. Still, a lot of questions (for me) remain: here's my list from before the video ran:
  • Will the three pacts still be invocations, and will it be possible to get all of them by level 2? (I hope not). Yes.
  • If they are invocations, will people still believe they are getting more invocations than thry had in 2014? Yes.
  • What will the Pact of the Chain special creature options be? (We've seen the Sphinx of Wonder previewed already.) Is there still going to be a (M-sized) skeleton option? YES!
  • Will Pact of the Tome still have the lame rewritten Ritual Caster rules, of only two 1st level rituals, and never any more? (I hope not). No answer, but I doubt it's been changed.
  • Is it conceivable that anyone would not take Pact of the Blade as one of their Invocations? (Doubt it.) No answer. They did not talk about whether later invocations will give Extra attack, or other concerns here.
  • Will anyone be able to take Eldritch Blast? "Warlock Specific"
(Happily, many of these questions were indeed answered in the video!).
I think warlock really benefits from having the subclasses come at level 3: you can "dabble" in the occult without selling your soul until level 3 (though admittedly, the wording of the fluff text does not require you to sell your soul).

OVERVIEW
  • Invocations at 1, Magical Cunning at 2 (as in PT7)
  • Crawford claims we will get more eldritch invocations. Assuming the table's as in PT7, this is a bit of a fudge: there's one for a pact at level 5 (no gain) and one extra, at level 5, and for most it will go, I feel, to another pact). Yes there's more flexibility.
  • Main choices are Pact Boons. "This is a big deal" -- "it is a juicy choice" they say, and Crawford makes it clear you can get them all "over time". "Over time", though, is by level 2. To me this is too much too early.
  • NEW: all pact boons at level 1 now.
  • NEW: "More Spooky critter options" for Pact of the Chain, speaking to Patron types. Complete list: Slaad tadpole. Skeleton, Imp, Pseudodragon, Quasit, Sprite (Fey), Sphinx of Wonder (Celestial), Venomous Snake. All will be in the PHB.
  • Spellcasting has been enhanced: more invocations work with warlock spells. Now they don't just affect Eldritch Blast (which is warlock-specific -- not clear how that's mechanized, though). You can have Ray of Frost with Repelling Blast.
  • NEW: Lessons of the First Ones only lets you take an Origin Feat.
  • Contact Patron at 9, Mystic Arcanum at 11+, expanded spell list (though not as big as sorcerer).
  • All subclasses get an expanded spell list.
SUBCLASSES

ARCHFEY - "a teleportation fantasia"
  • Gameplay was not living up to the flavour. Going "all-in" on Teleportation.
  • Additional effects occur whenever you cast the spell, not just the free casting from Steps of the Fey. (Refreshing step and Taunting Step confirmed, as in PT7 apparently).
  • Beguiling Defenses, causing psychic damage
  • Bewitching magic at 14 as in PT7 -- "ridiculous in all the best ways".
CELESTIAL
  • NEW: from expanded class spell list. Summon Celestial on spell list.
  • NEW: Guiding Bolt, Cure wounds and Aid (Aid was not on PT7 list) on subclass list
  • You can be "a hired hitman from the gods"
  • NEW: Searing Radiance at 14 now can apply to an ally.
FIEND
  • Magical weapons no longer pass your damage resitance (in reference to Fiendish Resilience at 10?)
  • "tankiness" seen in BG3 is also here: Dark One's Blessing seems completely rewritten, as it was described in the Design Note of the PT7.
GREAT OLD ONE
  • NEW: Summon Aberration might be a version of the Mind Flayer (an option in the Summon Abberation spell)
  • when you do damage, you can do psychic.
  • Psychic Spells for enchantment/illusion without Verbal/Somatic (but you still need Material); damage may be Psychic. Clairvoyant Combatant can be a battle of wills (focusing damage to one target -- a nod to AD&D psionic battles). Eldritch Hex also as in PT7.
 

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Not to mention the Barbarian, Monk, Paladin, and Ranger only ever get 2 attacks.
Warlocks break the rules. That's their whole thing. Their Familiars are better. Their Cantrip is better. They get at will spells at lvl 2 when the Wizard can't do that till lvl 18. They can infiltrate better than a Rogue, Ritual Cast better than a Wizard, and snipe better than a Ranger. Usually not all at the same time, but that's WHY they only get two spell slots most of their career. They cheat. They skip the practice and just get the info and skill from their patron. I see no issue with a Warlock standing toe to toe with a Fighter and the Fighter saying "That's not fair! I had to work to do that!" and the Warlock just smirking and saying "Get used to disappointment."
 

at being customizable? really?
Unless every class is equally customizable (same number of decision points, same number of choice at each point, same relevance to each choice) - yeah, technically one will be at the top.

Realistically, the goal is for each class to have enough options to fully cover the intended fantasy. Which I would say most 2014 classes pull off; at least after Tasha's came out.
 


Fair enough.

As I said in the OP, for me there's a big disappointment coming from the placement of pacts with invocations:
  • you can have all three by level 2 (and I expect many will want two)
  • the "expanded number of choices" (from 8 to 10 in the playtest) in fact boils down to only one extra invocation at level 5 (since pact is one of them)
    • (also, if there is no option to substitute origin feats with backgrounds, then the option to take an extra feat allows builds that might otherwise have obstacles).
  • pact of the blade is too good compared to the others -- I think eveyone wil end up with it, by level 5 at the latest.
  • (unconfirmed) the weakening of Ritual Caster feat (carried over into Pact of the Tome) ultimately weakens the teamwork aspect of an adventuring party -- having two rituals, both level 1, is just a disappointment.

I'd love to be wrong about all of these.
I have a general sense that most 5.5 changes make things “more spectacular” and “easier” for the pc…

Not sure that is what 5e needed.

I hope that is not how it ends of feeling…or if it does that monsters get a bit of a lift too.

I mostly play warlocks and as others have said the real excitement will be with the invocations which are not spelled out much…

Fingers crossed
 


In the sense that the core rogue can duel 1vs1 and get Sneak Attack easily from Vex or Steady Aim, and can disengage from foes they hit (at a 1d6SA cost). That's most of the stuff people use (and Advantage on skills ain't all that with Reliable Talent)
And for people who aren't just taking swashbuckler as a multi-class dip, most of the rest of it is still MIA. It's also an extremely popular archetype. It'll be back in a future book.
 

I'm not saying that the 2024 rules will allow you to do a bonus action as a regular action instead, but I am saying I just saw a very solid hint that will be the case.
 

I think some consider it offensive if Warlocks get 3 attacks, when all other non-Fighter warrior classes get 2. Rogues get 1.
Playtest Warlock got a 3rd attack at 11, same as fighter.

But I expect it was rebalanced since the playtest. It was a bit OP once you added spells like Spirit Shroud.

Not that I have any evidence yet.
 

And for people who aren't just taking swashbuckler as a multi-class dip, most of the rest of it is still MIA. It's also an extremely popular archetype. It'll be back in a future book.
You mean the few people who make it past level 9 and want to taunt despite being a rogue? Because 3 is absorbed, 13 is bad, and 17 is an epic feat.

I have little doubt there will be a new swashbuckler ... who will be at least as overhauled as the Archfey or GOOlock
 

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