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Celestial Patron Warlock, Blade Pact
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<blockquote data-quote="ClaytonCross" data-source="post: 7482133" data-attributes="member: 6880599"><p>As other have said do what you like and enjoy. I am just posting ideas.</p><p></p><p>Some people have an issue fluff wise with the shield and staff compatibility "problem" I see two fluff solutions options along with it being possible to actually wield a staff and shield with some success in real life.</p><p>1. The shield is a Long Kite shield with a stand at the bottom so you pivot around it while you fight like dancing around a pole or small wall that you can move to some degree. </p><p>2. The shield is a round shield that uses your staff as a handle so its never in the way because the move together. Though technically that would mean your using two hands for your staff its countered by the weight of the shield reducing you back to the 1d6 in order to use the shield and staff at the same time "both" two handed.</p><p></p><p>Fiendish vigor - Remember your not using a spell slot, your casting it at level 1. So at level 2 when you can get its ok, but at level 3 Armor of Agathys is better and at level 10 your getting <strong>Celestial Resilience</strong> and nether stack so... I don't recommend it.</p><p></p><p>Tomb of Leviticus - up front looks like a "tank" ability but its only really good if your not the tank of your group and your about to die due to "you are incapacitated" + "melts away at the <strong>end</strong> of your next turn" Don't get my wrong its a great "o"crap I'm gonna die" save ability but if your the one holding the line its usually best to do more damage in a hope to not have to use it in the first place and so enemies stand and fight you another round instead of running past you and killing your friends. If you have at least one other High AC ally to stand next to though that's no longer and issue. <strong>I would still recommend prioritizing melee combat damage you will use every round instead of the o'crap don't die button you might not need it you do enough damage</strong>. If you find you need a place holder or your have some free invocation space through it in there but Pact of the Blade is not short on combat invocations.</p><p></p><p>My Invocation <u><em><strong>suggestions</strong></em></u>:</p><p>Spells lvl 1: <strong>Armor of Agathys</strong> and I personally prefer <strong>Protection from Evil and Good... because at level 1 I am afraid of a ghost</strong>.</p><p></p><p>Spells lvl 2: <strong>Expeditious Retreat</strong> (I would use this to close with long range enemies while casting bane at low level, might trade off later)</p><p>lvl 2: <strong>Mask of Many Faces</strong> (So you can look like enemy patrols and surprise attack at point blank and its just good fun... Understandable if its not the style your looking for) </p><p>lvl 2: <strong>Armor of Shadows</strong> (if you go with <strong>Polearm master</strong> at level 1, maybe re-skin as Armor of Light) or <strong>Thief of Five Fates</strong> (if you take the <strong>Moderately Armored</strong>, Cast Bane with a warlock slot once per long rest, its concentration but its arguably better to have the added defense for you and the party until you get the ability to do more hits to trigger hex with using Polearm master at level 4 and Thirsty blade at level 5)</p><p>Note: <strong>I recommend against Devil's Sight and darkness as a melee character</strong> because it will also blind allies trying to attack the same target. It is really best to use this tactic on your self at ranged. However, it your the only one in your group without darkvision maybe grab it instead of Mask of many faces so your not the beckon of light when everyone else is trying to sneak up... or maybe light that torch and have your friends sneak 30ft away... )</p><p></p><p>Spells lvl 3: trade Expeditious Retreat for <strong>misty step</strong> for closing and escaping, then take <strong>hold person</strong></p><p>lvl 3: Trade out Mask of Many Faces for <strong>Improved Pact Weapon</strong></p><p></p><p>Spells lvl 4: <strong>Hex</strong> now that your sure to have polearm master and your only a level away from having polearm master and m</p><p>lvl 4: Polearm master or Moderately Armored which ever you did not take before.</p><p></p><p>Spells lvl 5: trade Protection from Evil and step back to level 2 spells for <strong>Invisibility</strong> (to get in close like getting Mask of Many Faces back in a way...or let a friend sneak around on your concentration) because at level 5 I am less afraid of ghosts, then take <strong>Thunderstep</strong> to close with enemies or shift to new enemies while leaving the old ones dead or in pain both while taking a friend with you.</p><p>lvl 5: <strong>Thirsting Blade</strong>, trade Armor of Shadows or Thief of Five Fates for <strong>Eldritch Smite</strong></p><p></p><p>Spells lvl 6: <strong>Fly</strong> for air melee (dangerous but better than sitting and twiddling your thumbs while the range player fight) or to help move the party before taking a rest. Also, you could thunder step on to a dragons back then if you fall off you could cast Fly to catch yourself on the way down if its high enough to be afraid.</p><p></p><p>Spells lvl 7: Shadow of Moil is the obvious choice here... but it is used in battle and concentration and your planning to be in the thick of it... I suggest <strong>Hallucinatory Terrain</strong>, cast then rest getting your spell slot back and protecting the group to some degree. </p><p>lvl 7: I would actually grab <strong>Mask of Many Faces</strong> back just because its a concentration way of getting in close to start a fight, sneak past if you don't want to fight, and because its just plain fun. </p><p></p><p>Spells lvl 8: Would likely step back to level 3 spells and get <strong>Magic Circle</strong> so ghosts and vampires can be afraid of me and my whole party instead.</p><p></p><p>Spells lvl 9: upgrade hold person to <strong>Hold Monster</strong> because it works on all creatures including humanoids, Then take <strong>Synaptic Static</strong>...I know your melee and you might not want this but its a non-concentration opener to a group of enemies that lowers their attack roles by 1d6 and does good damage. Its a really good, "oh good their back up just arrived... give me a second to kill them all and I will be right back to help you finish this guy." or "I was going to teleport in but when I realized your all melee and would need to get a bit closer... I just started laughing my...err....but off"</p><p>lvl 9: I prefer Maddening Hex to Cloak of flies because Maddening hex does not risk hurting allies, but this would be a good time to get <strong>Tomb of Leviticus</strong> if your so inclined.</p><p></p><p>I am not really going to worry about anything past here but life drinker. All key points met, your just looking for the best character flavor and party fun options at this point. So have fun and try crazy thinks that just might work... lol.</p><p></p><p>lvl 12: <strong>Lifedrinker</strong></p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7482133, member: 6880599"] As other have said do what you like and enjoy. I am just posting ideas. Some people have an issue fluff wise with the shield and staff compatibility "problem" I see two fluff solutions options along with it being possible to actually wield a staff and shield with some success in real life. 1. The shield is a Long Kite shield with a stand at the bottom so you pivot around it while you fight like dancing around a pole or small wall that you can move to some degree. 2. The shield is a round shield that uses your staff as a handle so its never in the way because the move together. Though technically that would mean your using two hands for your staff its countered by the weight of the shield reducing you back to the 1d6 in order to use the shield and staff at the same time "both" two handed. Fiendish vigor - Remember your not using a spell slot, your casting it at level 1. So at level 2 when you can get its ok, but at level 3 Armor of Agathys is better and at level 10 your getting [B]Celestial Resilience[/B] and nether stack so... I don't recommend it. Tomb of Leviticus - up front looks like a "tank" ability but its only really good if your not the tank of your group and your about to die due to "you are incapacitated" + "melts away at the [B]end[/B] of your next turn" Don't get my wrong its a great "o"crap I'm gonna die" save ability but if your the one holding the line its usually best to do more damage in a hope to not have to use it in the first place and so enemies stand and fight you another round instead of running past you and killing your friends. If you have at least one other High AC ally to stand next to though that's no longer and issue. [B]I would still recommend prioritizing melee combat damage you will use every round instead of the o'crap don't die button you might not need it you do enough damage[/B]. If you find you need a place holder or your have some free invocation space through it in there but Pact of the Blade is not short on combat invocations. My Invocation [U][I][B]suggestions[/B][/I][/U]: Spells lvl 1: [B]Armor of Agathys[/B] and I personally prefer [B]Protection from Evil and Good... because at level 1 I am afraid of a ghost[/B]. Spells lvl 2: [B]Expeditious Retreat[/B] (I would use this to close with long range enemies while casting bane at low level, might trade off later) lvl 2: [B]Mask of Many Faces[/B] (So you can look like enemy patrols and surprise attack at point blank and its just good fun... Understandable if its not the style your looking for) lvl 2: [B]Armor of Shadows[/B] (if you go with [B]Polearm master[/B] at level 1, maybe re-skin as Armor of Light) or [B]Thief of Five Fates[/B] (if you take the [B]Moderately Armored[/B], Cast Bane with a warlock slot once per long rest, its concentration but its arguably better to have the added defense for you and the party until you get the ability to do more hits to trigger hex with using Polearm master at level 4 and Thirsty blade at level 5) Note: [B]I recommend against Devil's Sight and darkness as a melee character[/B] because it will also blind allies trying to attack the same target. It is really best to use this tactic on your self at ranged. However, it your the only one in your group without darkvision maybe grab it instead of Mask of many faces so your not the beckon of light when everyone else is trying to sneak up... or maybe light that torch and have your friends sneak 30ft away... ) Spells lvl 3: trade Expeditious Retreat for [B]misty step[/B] for closing and escaping, then take [B]hold person[/B] lvl 3: Trade out Mask of Many Faces for [B]Improved Pact Weapon[/B] Spells lvl 4: [B]Hex[/B] now that your sure to have polearm master and your only a level away from having polearm master and m lvl 4: Polearm master or Moderately Armored which ever you did not take before. Spells lvl 5: trade Protection from Evil and step back to level 2 spells for [B]Invisibility[/B] (to get in close like getting Mask of Many Faces back in a way...or let a friend sneak around on your concentration) because at level 5 I am less afraid of ghosts, then take [B]Thunderstep[/B] to close with enemies or shift to new enemies while leaving the old ones dead or in pain both while taking a friend with you. lvl 5: [B]Thirsting Blade[/B], trade Armor of Shadows or Thief of Five Fates for [B]Eldritch Smite[/B] Spells lvl 6: [B]Fly[/B] for air melee (dangerous but better than sitting and twiddling your thumbs while the range player fight) or to help move the party before taking a rest. Also, you could thunder step on to a dragons back then if you fall off you could cast Fly to catch yourself on the way down if its high enough to be afraid. Spells lvl 7: Shadow of Moil is the obvious choice here... but it is used in battle and concentration and your planning to be in the thick of it... I suggest [B]Hallucinatory Terrain[/B], cast then rest getting your spell slot back and protecting the group to some degree. lvl 7: I would actually grab [B]Mask of Many Faces[/B] back just because its a concentration way of getting in close to start a fight, sneak past if you don't want to fight, and because its just plain fun. Spells lvl 8: Would likely step back to level 3 spells and get [B]Magic Circle[/B] so ghosts and vampires can be afraid of me and my whole party instead. Spells lvl 9: upgrade hold person to [B]Hold Monster[/B] because it works on all creatures including humanoids, Then take [B]Synaptic Static[/B]...I know your melee and you might not want this but its a non-concentration opener to a group of enemies that lowers their attack roles by 1d6 and does good damage. Its a really good, "oh good their back up just arrived... give me a second to kill them all and I will be right back to help you finish this guy." or "I was going to teleport in but when I realized your all melee and would need to get a bit closer... I just started laughing my...err....but off" lvl 9: I prefer Maddening Hex to Cloak of flies because Maddening hex does not risk hurting allies, but this would be a good time to get [B]Tomb of Leviticus[/B] if your so inclined. I am not really going to worry about anything past here but life drinker. All key points met, your just looking for the best character flavor and party fun options at this point. So have fun and try crazy thinks that just might work... lol. lvl 12: [B]Lifedrinker[/B] [/QUOTE]
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