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5e Warlock
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<blockquote data-quote="Dausuul" data-source="post: 6367263" data-attributes="member: 58197"><p>Quick summary:</p><p></p><ul> <li data-xf-list-type="ul">Warlocks get cantrips (0-level spells that can be cast at will). <em>Eldritch blast</em> is a warlock cantrip. So you can get it if you want, but you don't have to.</li> <li data-xf-list-type="ul">Warlocks also get invocations, which are special abilities unique to the class. Some invocations are always-on or usable at will, while others are usable daily. Examples include Devil's Sight (you can see in darkness, including magical darkness); Agonizing Blast (beefs up your <em>eldritch blast</em> damage); Sculptor of Flesh (cast <em>polymorph</em> once/day).</li> <li data-xf-list-type="ul">Finally, warlocks get spells. You only have a couple of spell slots, but their level increases up to 5th level as you level up, and you regain them after a 1-hour rest. Warlocks have their own spell list. When you reach level 11, you start to gain additional 1/day spell slots usable for spells of 6th level and higher.</li> <li data-xf-list-type="ul">You have three options for your warlock patron: The Archfey, the Fiend, and the Great Old One, corresponding to 4E's fey pact, infernal pact, and star pact respectively. A variety of options are listed for each (including, to my amusement, Great Cthulhu as an option for the Great Old One). Each patron offers access to some special spells and class powers.</li> </ul><p>I have to admit the class design feels inelegant to me, what with the two different kinds of spell slots, cantrips <em>and</em> invocations, etc. I'd have preferred the class be a bit more streamlined. However, having built a warlock, I'm pretty impressed with the results. The class really nails the feel of the warlock; half spellcaster, half supernatural being.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6367263, member: 58197"] Quick summary: [LIST] [*]Warlocks get cantrips (0-level spells that can be cast at will). [I]Eldritch blast[/I] is a warlock cantrip. So you can get it if you want, but you don't have to. [*]Warlocks also get invocations, which are special abilities unique to the class. Some invocations are always-on or usable at will, while others are usable daily. Examples include Devil's Sight (you can see in darkness, including magical darkness); Agonizing Blast (beefs up your [I]eldritch blast[/I] damage); Sculptor of Flesh (cast [I]polymorph[/I] once/day). [*]Finally, warlocks get spells. You only have a couple of spell slots, but their level increases up to 5th level as you level up, and you regain them after a 1-hour rest. Warlocks have their own spell list. When you reach level 11, you start to gain additional 1/day spell slots usable for spells of 6th level and higher. [*]You have three options for your warlock patron: The Archfey, the Fiend, and the Great Old One, corresponding to 4E's fey pact, infernal pact, and star pact respectively. A variety of options are listed for each (including, to my amusement, Great Cthulhu as an option for the Great Old One). Each patron offers access to some special spells and class powers. [/LIST] I have to admit the class design feels inelegant to me, what with the two different kinds of spell slots, cantrips [I]and[/I] invocations, etc. I'd have preferred the class be a bit more streamlined. However, having built a warlock, I'm pretty impressed with the results. The class really nails the feel of the warlock; half spellcaster, half supernatural being. [/QUOTE]
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