The problem with the PDK is that their new toys use up their basic class features without giving them more use of them so they effectively have less ressources than other archetypes. The Indomitable one is also too situation to be worth a full class feature. The PDK should do more than it does now.They are not as bad as they look on paper though. The principal weirdness with the PDK (and the champion, as a matter of fact) is that they only have 1 feature are 3rd level, while other fighter archetypes gain 2 or 3, even if some of them are as minor as a bonus proficiency or whatever; its still better than nothing. But beyond that, the rallying cry is more or less one casting of Mass Healing Word per short rest, a 3rd level spell. At 7th level, they gain 1 expertise and 1 other skill prof if you planned a little in advance. That's not bad either, there's not a lot of class that offer double prof on a skill. Bulwark makes Indomitable at least passable; you'll fail the saving throw anyway even with the re-roll because you'll likely want to use it on a non-proficient save. Might at least make it worthwhile by allowing a ally with potentially a better save modifier to succeed against an effect. All that put over the main fighter chassis which is highly functional, while a little boring, makes for a nice archetype that brings more than ''moar damagez!'' to the group.
For the AA, I must say that after seeing one in play, the banishing arrow, the grasping one and the semi-blind one are pretty nasty against the boss of an encounter. I'm still butthurt that my girlfriend kinda soloed the second Cryanwrath encounter in HotDQ by banishing him while they cleared the mooks with him, then grasping him while the party plinked him with ranged weapons like a bunch of miserable cowards!
It is extremely easy to keep a rogue from sneak attacking if you make a determined effort to. The most basic thing is to just take the dodge action and give him disadvantage. Any creature can do that and unless the Rogue has a way to force advantage to cancel the disadvantage there is no way he can sneak attack regardless of their allies positioning. That is not to say it is not a high cost but it is very easy to do
This is why I keep saying that the pact of the blade should have simply let you pick a warlock cantrip, and change it's attacks to melee spell attacks using a weapon that you can manifest as part of making an attack or as a bonus action. Boom. Now it can be Eldritch Strike in all but name, and benefit from all the Eldritch Blast Invocations.The Arcane Archer and Purple Dragon Knight are some of the worse subclasses in the game though, no one wants those guys. And the Samurai is about as exciting as the Champion, but at least is a decent pick I guess. Doesn't excuse the base class not getting anything.
And Rogues CAN gets their sneak attack every turn. The class is basically balanced around that idea. It's not difficult.
Why not? The PHB doesn't have a good 'gish' class (aside from maybe the Paladin's smites), I think it should be possible to pick between the ranged and melee options of the Warlock, but either side shouldn't be taking up ALL your invocations. A EB spammer only take Agonizing Blast to be about as potent as an archer, so I think a melee Warlock should only need 1 Invocation as well (and that they should have SCAG style melee cantrips in the PHB) to be good in melee. You should have room for more utility invocations.
This is why I keep saying that the pact of the blade should have simply let you pick a warlock cantrip, and change it's attacks to melee spell attacks using a weapon that you can manifest as part of making an attack or as a bonus action. Boom. Now it can be Eldritch Strike in all but name, and benefit from all the Eldritch Blast Invocations.
Also, Agonising Blast should be "choose a warlock cantrip that you know." rather than only working on EB.
It's pretty good but it relies on an awful lot of assumptions, and by making them AC12, instead of likely 18+ at that level, you're making it so that basically any CC/debilitating effect that is a rider on an attack roll is definitely going to hit them. It is extremely strong at level 7 though, for sure, just because of the huge numbers (which is essentially a level/CR discrepency - a level 7 PC is more like CR4 than CR7, but Polymorph treats them as CR7), assuming you have the willing victims. I just don't buy all this gibberish about how you're going to cast it 3x a day and it's way better than Wizards and so on. It's more like a great trick when you have two damaged frontliners and need them to beat the snot out of people for you, Donkey Kong-style.
I want to play a Hexblade Bladelock without sucking, compared to both other Warlocks and other melee/ranged weapon attackers. A hexblade that doesn't multiclass can get at most 3 attacks in a round with a weapon (using feats as well), compared to a EB spammer's 4 attacks. The highest damage dice you can do for this if you just want to make 3 attacks every round, not dependent on killing other creatures, without being mounted is 1d6 (crossbow expert, hand crossbow). While mounted, it's 1d12 (but there are disadvantages to that as well) with a lance and the dual wielder feat.If you want a melee character why did you choose Warlock? They should not be on par with other melee characters.
Adding "you can attack an additional target" clause to AB or another invocation makes other warlock invocations tempting.This is why I keep saying that the pact of the blade should have simply let you pick a warlock cantrip, and change it's attacks to melee spell attacks using a weapon that you can manifest as part of making an attack or as a bonus action. Boom. Now it can be Eldritch Strike in all but name, and benefit from all the Eldritch Blast Invocations.
Also, Agonising Blast should be "choose a warlock cantrip that you know." rather than only working on EB.
The thing with Agonizing Blast is that is scales poorly with Cantrips who don't make multiple attacks the say way Eldritch Blast does.
I’m fine with it just being better for EB than for Firebolt. It’s still worthwhile for Firebolt.Adding "you can attack an additional target" clause to AB or another invocation makes other warlock invocations tempting.
It doesn't boost EB nearly as much.
So at level 5, you can 1d10+4 * 2 + 1d10+4 on another target, or you can 2d10+4 on two targets (firebolt).
It is a power upgrade however.
Level 3,4 and 5 spells are all similar in power level and most scale pretty poorly. Wizards essentially get the ability to cast one of their best spells every encounter starting at 7th level and surpass it by 9th. All the while having subclass features, ritual casting, 7 level 1-2 slots for additional utility, a better spell list and more spells known.
I just want to step-in with something I see often about "scaling" with damage with spell.
Alot of spells are AoE and it's expected that they do damage across multiple creatures at once. The DMG gives a guideline of how many targets to expect an AoE to hit.
If we use that, the expected damage a 3rd-level fireball is expected to deal is 112, split over 4 targets. When a spellcaster upcasts to 4th-level, it's expected to do an extra 4d6 damage, boosting it to an expected 126 damage.
Now, a warlock has limited damage spells known anyways. The only 4th-level damage spell they know is blight, which does 8 more single target damage than fireball, but is only single-target. Plus, a warlock only gets fireball via the fiend patron.
Unless you go fiend, it's hard to use a warlock's spell slots in a purely offensive way.
While that would be theoretically true, it's actually impossible.
If a wizard had 1 spell slot of 4th level and expended that one, then took a short rest, they would only get back the 1, since only 1 4th-level spell slot was expended. Meanwhile, if they had expended 2 5th-level spell slots, they would only get back 2 more. Meaning in order for a wizard to cast their strongest spell once an encounter, there'd need to be less than 3 encounters at level 7 and 9 and less than 5 encounters at level 8 and 10.
And remember, arcane recovery is not a pool that you pull from like sorcery points. Once you do it, that's it. Any half-levels you don't convert to spell slots are completely wasted for that day and another short rest will not allow you to get those spell slots back, which is why it's incorrect when someone says a sorcerer's font of magic is equal to a wizard's arcane recovery.
One subclass cannot prove that the class doesn't suck. If the base class doesn't have that, it shouldn't really be in consideration for if the class sucks or not.
The Arcane Archer and Purple Dragon Knight are some of the worse subclasses in the game though, no one wants those guys. And the Samurai is about as exciting as the Champion, but at least is a decent pick I guess. Doesn't excuse the base class not getting anything.
In the games I DM a Rogue can almost always get SA it in round 1 but only in about 4 rounds out of every 10 after the first time he does it in a battle against intelligent monsters.
The Rogue can get TWO sneak attacks every round, but that is difficult.
In a game where feats are used, I think Rogues are underpowered.
The problem with the PDK is that their new toys use up their basic class features without giving them more use of them so they effectively have less ressources than other archetypes. The Indomitable one is also too situation to be worth a full class feature. The PDK should do more than it does now.
the Arcane Archer's problem is that they run out of cool things to do in a flash and only recharge on long rest.
The ability to swap sorc points for slots is better than arcane recovery. It's not usually better than spending sorc points on metamagic though, and ends up a minor consideration because if it.