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Celestial Patron Warlock, Blade Pact
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<blockquote data-quote="ClaytonCross" data-source="post: 7483669" data-attributes="member: 6880599"><p>So I play a Tomelock and I eased my limit of spell slots 3 ways.</p><p></p><p>1. This may sound crazy but I took <strong>magic initiate</strong> Warlock the first level spell being Hex. Because Hex is a warlock spell and I know it Sage advice clarified that I can indeed cast it using my pact spell slots. This meant at I had 3 spell slots at low levels, one only for hex but it gave me a good back up option AND since it counts to spells known I was able to pick a different level 1 known spell give me another option.</p><p></p><p><a href="https://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf" target="_blank">https://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf</a></p><p><a href="https://www.sageadvice.eu/2015/09/24/can-wizard-use-magic-initiate-feat/" target="_blank">https://www.sageadvice.eu/2015/09/24/can-wizard-use-magic-initiate-feat/</a> <- Jeremy Crawford pointing out to some personally.</p><p></p><p>"Magic Initiate </p><p>If you’re a spellcaster, can you pick your own class when you gain the Magic Initiate feat? Yes, the feat doesn’t say you can’t. For example, if you’re a wizard and gain the Magic Initiate feat, you can choose wizard and thereby learn two more wizard cantrips and another 1st-level wizard spell."</p><p></p><p>2. <strong>Rod of the pact Keeper</strong>, I made it a mission of my characters to free up his resources and started researching for it in game. I was allowed to find out it existed, search it out, and purchase the uncommon one. It adds +1 to hit, +1 to Spell DC, and as an action once each day I can restore one spent Pact Spell slot all the way up to the spell slot 5 version. (This gave me the ability to sacrifice a turn to restore a spell slot which opens up some casting options with my other combat options aren't good.)</p><p></p><p>3. While buying the Rod of the pact Keeper, I just happened to find a <strong>pearl of power</strong> which is like having second rod of the pact keeper BUT when it restores my spell slot it can't come back higher than a 3rd level slot even though I have 4th level slots. </p><p></p><p>4. <strong>I have not achieved this yet</strong> but I am currently looking for a "ring of spell storing" its taking some time because its a rare item, they can hold 5 spell slots which means it can hold anyone spell when I hit level 9. At lower levels it actually works better because even if I cast a level 1 spell, it counts as a level 5 slot. HOWEVER, my magic initiate ability casts at level 1 so I can put 5 level 1 hex spells in it. </p><p></p><p><strong>This means all together I could actually be capable of casting 10 spells as a warlock <u>before</u> getting my 3rd pact slot at Warlock level 11</strong>. Though with limited options and needing to sit out turns at times to recharge slots. I would also point out that 3 of these options are magic items and don't impact character design its just a matter of if your GM will let you find them and if your willing to attune all 3 because they do <strong>all 3 require attunement</strong>. Magic initiate got me 2 extra cantrips putting me more inline with a sorcerer in early freedom of casting and gave me a third daily spell option which has really helped because typically we only have 1 fight a day a the rest of the group stops to recover which really hurt my warlock as a caster. On the other hand if your going to be a Tomelock staff fighter, Warcaster is more important to you than Magic initiate. Also keeping in mind many weapons and armor <strong>don't</strong> require attunement so their may not be a conflict with you taking the magic items for this. This is not really useful for Eldritch smite but if we are honest Eldritch smite on a thirsty blade pact of the blade could use all for spell slots at level 19 in the first two rounds... hats a 20d8 nova but then what? The fifth level spell Enervation does 4d8 damage of 10 rounds (40d8) while healing you and only uses 1 spell slot so you could use it 4 times for 160d8.... so in the end your not really going to want to use Eldritch smite after level 9 and other options like hold monster might do less damage but let you beat the crap out of enemy who can't fight back … that's offensively and defensibly better for you I think. </p><p></p><p>Booming blade at level 5 adds 1d8 on hit and 2d8 more if they move (and it scale up for free at 11 & 17) + 1d8 shillelagh + 1d6 hex with warcaster+polarm master you can do that again if they move to attack you or move away.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7483669, member: 6880599"] So I play a Tomelock and I eased my limit of spell slots 3 ways. 1. This may sound crazy but I took [B]magic initiate[/B] Warlock the first level spell being Hex. Because Hex is a warlock spell and I know it Sage advice clarified that I can indeed cast it using my pact spell slots. This meant at I had 3 spell slots at low levels, one only for hex but it gave me a good back up option AND since it counts to spells known I was able to pick a different level 1 known spell give me another option. [URL]https://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf[/URL] [URL]https://www.sageadvice.eu/2015/09/24/can-wizard-use-magic-initiate-feat/[/URL] <- Jeremy Crawford pointing out to some personally. "Magic Initiate If you’re a spellcaster, can you pick your own class when you gain the Magic Initiate feat? Yes, the feat doesn’t say you can’t. For example, if you’re a wizard and gain the Magic Initiate feat, you can choose wizard and thereby learn two more wizard cantrips and another 1st-level wizard spell." 2. [B]Rod of the pact Keeper[/B], I made it a mission of my characters to free up his resources and started researching for it in game. I was allowed to find out it existed, search it out, and purchase the uncommon one. It adds +1 to hit, +1 to Spell DC, and as an action once each day I can restore one spent Pact Spell slot all the way up to the spell slot 5 version. (This gave me the ability to sacrifice a turn to restore a spell slot which opens up some casting options with my other combat options aren't good.) 3. While buying the Rod of the pact Keeper, I just happened to find a [B]pearl of power[/B] which is like having second rod of the pact keeper BUT when it restores my spell slot it can't come back higher than a 3rd level slot even though I have 4th level slots. 4. [B]I have not achieved this yet[/B] but I am currently looking for a "ring of spell storing" its taking some time because its a rare item, they can hold 5 spell slots which means it can hold anyone spell when I hit level 9. At lower levels it actually works better because even if I cast a level 1 spell, it counts as a level 5 slot. HOWEVER, my magic initiate ability casts at level 1 so I can put 5 level 1 hex spells in it. [B]This means all together I could actually be capable of casting 10 spells as a warlock [U]before[/U] getting my 3rd pact slot at Warlock level 11[/B]. Though with limited options and needing to sit out turns at times to recharge slots. I would also point out that 3 of these options are magic items and don't impact character design its just a matter of if your GM will let you find them and if your willing to attune all 3 because they do [B]all 3 require attunement[/B]. Magic initiate got me 2 extra cantrips putting me more inline with a sorcerer in early freedom of casting and gave me a third daily spell option which has really helped because typically we only have 1 fight a day a the rest of the group stops to recover which really hurt my warlock as a caster. On the other hand if your going to be a Tomelock staff fighter, Warcaster is more important to you than Magic initiate. Also keeping in mind many weapons and armor [B]don't[/B] require attunement so their may not be a conflict with you taking the magic items for this. This is not really useful for Eldritch smite but if we are honest Eldritch smite on a thirsty blade pact of the blade could use all for spell slots at level 19 in the first two rounds... hats a 20d8 nova but then what? The fifth level spell Enervation does 4d8 damage of 10 rounds (40d8) while healing you and only uses 1 spell slot so you could use it 4 times for 160d8.... so in the end your not really going to want to use Eldritch smite after level 9 and other options like hold monster might do less damage but let you beat the crap out of enemy who can't fight back … that's offensively and defensibly better for you I think. Booming blade at level 5 adds 1d8 on hit and 2d8 more if they move (and it scale up for free at 11 & 17) + 1d8 shillelagh + 1d6 hex with warcaster+polarm master you can do that again if they move to attack you or move away. [/QUOTE]
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