D&D 5E Proposed Houserule: Warlock Spell Slots


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I guess it depends on whether you think a low (1st to 4th) level warlock should play more like a wizard or more like a ranged eldritch knight.
Considering that EB is hasn't really started scaling like crazy yet at Tier 1, I think 1 slot might be too hampering at Tier 1. Maybe if it got an additional invocation, and there was house rule that invocations that grant spells don't consume slots.
 

a third spell slot would allow the warlock to feel more free to cast outside of combat... I like it.

I think that if anyone is concerned about the power of this, give the warlock a level 1 slot. A level 7 it's a 2nd level slot, and at level 9 it's a level 3 slots.
 

Hell even if I did want it to play like an Eldritch knight, 1 spell slot wouldn’t do that.

Considering that EB is hasn't really started scaling like crazy yet at Tier 1, I think 1 slot might be too hampering at Tier 1. Maybe if it got an additional invocation, and there was house rule that invocations that grant spells don't consume slots.
What I proposed effectively gives the warlock one spell slot recoverable on a short rest and a daily spell slot starting 2nd level. Over the course of an adventuring day, a 3rd level warlock has the same number of spell slots as a 3rd level eldritch knight. A 4th level warlock has the same number of spell slots as a 4th level eldritch knight if they are able to finish just one short rest.

It should play like a spellcaster. Like a character whose entire identity is magic. It sure as hell shouldn’t play like a fighter that has a tiny touch of magic.
Not trying to be argumentative, but I'm wondering what you are looking for in a warlock.

Mechanically, the original 3.5e concept of a warlock was of a magic using class with strong at-will magical abilities - effectively, a spellcaster that would never run out of spells.

5e partly retains that concept by giving the warlock eldritch blast and some invocations that can be used at will, but it also gives the warlock spell slots recoverable on a short rest. This means that a warlock's effective number of spell slots over the course of an adventuring day, compared to spellcasters with daily spell slots, is heavily dependent on how many short rests they take. This is the balance I'm aiming for, which is why my proposal was to take away one short rest slot from 2nd to 4th level (which, based on the spell slot progression, I think a warlock shouldn't get in the first place) and replace it with an effective daily spell slot (two daily slots at 5th level and three at 13th level).

If you want a character with the thematic characteristics of a warlock - warlock spells, warlock pact, etc., but has more spell choices available at any one time, a better option may be to just replace the warlock's short rest spell slots with the 1st to 5th level daily spell slots of a wizard of the same level.
 

Not trying to be argumentative, but I'm wondering what you are looking for in a warlock.
With respect, I’m not interested in this line of discussion.
The 5e warlock mostly does what I want a warlock to do, except that my group, like many others, don’t run 6 encounter days with 2-3 short rests. 🤷‍♂️
 

Out of curiosity, would a warlock with a standard full caster progression be unbalanced? If so, what would need to be altered to make it closer to balanced?
 

Out of curiosity, would a warlock with a standard full caster progression be unbalanced? If so, what would need to be altered to make it closer to balanced?
massively.
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because of this
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massively.
Okay, three fixes:

  • EB invocations only affect one beam.
  • Devil's Sight does not work on magical darkness until level 7.
  • Hexblade's Hex Warrior requires 3rd level.

Then give Warlock standard spell progression, except they lose 1 spell slot at each level (to a minimum of 1 spell of that level). Then create these Invocations:

Expanded Warlock Magic I
Requires level 4, ability to cast 2nd level warlock spells
When you select this invocation, you gain additional spell slots,. You gain one 1st level spell slot and one 2nd level spell slot.

Expanded Warlock Magic II
Requires level 8, ability to cast 4th level warlock spells, Expanded Warlock Magic I
When you select this invocation, you gain additional spell slots. You gain one 3rd level spell slot and one 4th level spell slot.

Expanded Warlock Magic III
Requires level 10, ability to cast 5th level warlock spells, Expanded Warlock Magic I, Expanded Warlock Magic II
When you select this invocation, you gain an additional spell slot. You gain one 5th level spell slot.
 

Okay, three fixes:

  • EB invocations only affect one beam.
  • Devil's Sight does not work on magical darkness until level 7.
  • Hexblade's Hex Warrior requires 3rd level.

Then give Warlock standard spell progression, except they lose 1 spell slot at each level (to a minimum of 1 spell of that level). Then create these Invocations:

Expanded Warlock Magic I
Requires level 4, ability to cast 2nd level warlock spells
When you select this invocation, you gain additional spell slots,. You gain one 1st level spell slot and one 2nd level spell slot.

Expanded Warlock Magic II
Requires level 8, ability to cast 4th level warlock spells, Expanded Warlock Magic I
When you select this invocation, you gain additional spell slots. You gain one 3rd level spell slot and one 4th level spell slot.

Expanded Warlock Magic III
Requires level 10, ability to cast 5th level warlock spells, Expanded Warlock Magic I, Expanded Warlock Magic II
When you select this invocation, you gain an additional spell slot. You gain one 5th level spell slot.
The fact that eb has multiple attacks rather than working like a normal cantrip that just adds dice is the big problem because everything including +n wands get multiplied & if a gm introduces anything that changes how cantrips work eldritch blast needs a special carve out because it's a force damage fighter extra attack heavy crossbow+crossbow expert that scales with character rather than class level
 

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