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Blade Pact Warlocks and Conventional Wisdom
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<blockquote data-quote="dco" data-source="post: 7092732"><p>My point precisely is that you have a lot of options with the warlock:</p><p>- With good CHA any build can be very effective at range with eldritch blast, a cantrip.</p><p>- They are full spell casters with a limited spell selection, 2 spells slots per short rest can be better or worse depending on the situation. The wizard for example at lvl 5 will only cast at best 3 spells of lvl 3, the warlock could cast far more if he gets short rests.</p><p>- The bladelock can also be very effective at melee, as affective as a paladin, the paladin gains one attack and 1D8 at lvl 11, the bladelock gains 1 attack and up to +5 at level 12.</p><p></p><p>I don't think the Bladelock should be a tank or the tank, far from it, but he can tank well specially against low hitting monsters and low HP monsters, he is not a damsel.</p><p>Fighters get more attacks, more damage per attack until lvl 12, probably more AC, more HP and their class features that help them do their work better. If people want the warlock to be better fighters multiclassing if allowed is a good option, but then they will be worse warlocks, at some point is better to go full eldritch knight if you want to emulate a fighter.</p><p></p><p>The class features of the warlock are very good, you can pick those invocations before lvl 5 for example:</p><p>Agonizing blast, Devil's sight, Mask of many faces, Armor of shadows, Fiendish vigor, Misty visions...</p><p>The archfiend is the best option for a bladelock, you gain lvl+CHA THPs with a kill, at lvl 6 +1D10 to a save per short rest, at lvl 10 the resistance you choose per short rest, at lvl 14 you can deliver 10d10 psychic damage and a turn lost per long rest. 3 of those features makes you tank.</p><p>Then you have the spells, up to 4 spells slots of lvl-5 per short rest, one of lvl 6, 7, 8, 9 at higher lvls per long rest. At low levels it is more restricted with only 2 slots but sometimes it's better, specially when you are travelling and the encounters are more sporadic.</p><p></p><p>To be ignored makes no sense. Hex is good but for a bladelock I prefer hellish rebuke and armor of agathys, and things like misty step, etc for the rest of spells. My warlock has magical attacks and a magical weapon, creates minor illusions, walks on walls, disguises as the enemies he kills and gains lots of surprise rounds and sometimes information, he is sneaky, sees in the darkness magical or not, teleports, casts fireballs, soon he will get invisible with an action using shadows, etc. The fighter does nothing of those things, he is better at other things but if I wanted that I would be a fighter, that's my other point, and if you house rule and give the warlock more things at some point they can end extremelly powerful.</p></blockquote><p></p>
[QUOTE="dco, post: 7092732"] My point precisely is that you have a lot of options with the warlock: - With good CHA any build can be very effective at range with eldritch blast, a cantrip. - They are full spell casters with a limited spell selection, 2 spells slots per short rest can be better or worse depending on the situation. The wizard for example at lvl 5 will only cast at best 3 spells of lvl 3, the warlock could cast far more if he gets short rests. - The bladelock can also be very effective at melee, as affective as a paladin, the paladin gains one attack and 1D8 at lvl 11, the bladelock gains 1 attack and up to +5 at level 12. I don't think the Bladelock should be a tank or the tank, far from it, but he can tank well specially against low hitting monsters and low HP monsters, he is not a damsel. Fighters get more attacks, more damage per attack until lvl 12, probably more AC, more HP and their class features that help them do their work better. If people want the warlock to be better fighters multiclassing if allowed is a good option, but then they will be worse warlocks, at some point is better to go full eldritch knight if you want to emulate a fighter. The class features of the warlock are very good, you can pick those invocations before lvl 5 for example: Agonizing blast, Devil's sight, Mask of many faces, Armor of shadows, Fiendish vigor, Misty visions... The archfiend is the best option for a bladelock, you gain lvl+CHA THPs with a kill, at lvl 6 +1D10 to a save per short rest, at lvl 10 the resistance you choose per short rest, at lvl 14 you can deliver 10d10 psychic damage and a turn lost per long rest. 3 of those features makes you tank. Then you have the spells, up to 4 spells slots of lvl-5 per short rest, one of lvl 6, 7, 8, 9 at higher lvls per long rest. At low levels it is more restricted with only 2 slots but sometimes it's better, specially when you are travelling and the encounters are more sporadic. To be ignored makes no sense. Hex is good but for a bladelock I prefer hellish rebuke and armor of agathys, and things like misty step, etc for the rest of spells. My warlock has magical attacks and a magical weapon, creates minor illusions, walks on walls, disguises as the enemies he kills and gains lots of surprise rounds and sometimes information, he is sneaky, sees in the darkness magical or not, teleports, casts fireballs, soon he will get invisible with an action using shadows, etc. The fighter does nothing of those things, he is better at other things but if I wanted that I would be a fighter, that's my other point, and if you house rule and give the warlock more things at some point they can end extremelly powerful. [/QUOTE]
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