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Companion thread to 5E Survivor - Subclasses (Part XIII: Warlock)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8821500" data-attributes="member: 6790260"><p>A season is approximately three months. "Weeks" is pretty clearly a significant portion of a season, and if "rust" refers to a grain blight, all the more reason to think in seasonal terms since that's <em>literally</em> about growing seasons and a harvest failure that won't manifest until...well, harvest time.</p><p></p><p></p><p>D&D's rules just don't support effects on the timeline of multiple weeks or longer, and a class built exclusively around such effects would be extremely difficult if not impossible to play in the vast majority of content. A class <em>not</em> built exclusively around that...would get features approximately equivalent in impact to things like <em>eldritch blast.</em></p><p></p><p>That is why I said what I said. You are either proposing a character class that lives and works at a time scale that doesn't fit into the mechanical structure of D&D (and probably never <em>has,</em> even back into the logistics-and-heisting old school style), or you are proposing something that the Warlock already does reasonably well, especially if you choose to play Pact of the Tome and take Book of Ancient Secrets. Indeed, the BoAS Tomelock is uniquely suited to being an excellent ritualist because, unlike any other class in 5e, it doesn't have a limit to its ritual learning: ALL rituals can be scribed into the Book of Shadows, regardless of class, so long as you can find a copy.</p><p></p><p>A class built <em>exclusively</em> around effects that take even <em>weeks</em> to truly manifest is simply not something that D&D is designed for, and one that is <em>not</em> built exclusively for that will already find a home among the extant classes. Doubly so if you go Tomelock and focus all of your Invocations on utility effects rather than combat; you don't even have to take <em>eldritch blast</em> if you don't want to, and Tome gives you three cantrips from any list you like. Take, for example, <em>shillelagh</em> or <em>primal savagery</em> (melee option), <em>message,</em> and <em>druidcraft</em> to create a classical "witchy" type character, or <em>sacred flame, guidance,</em> and <em>spare the dying</em> to be a medicine-man type healer-seer (with <em>mage hand</em> and your choice of other baseline Warlock cantrip, probably <em>prestidigitation.</em>)</p><p></p><p>Invocation choices could be something like (in order taken): Book of Ancient Secrets and Beguiling Influence, One With Shadows (upgrading to Shroud of Shadow at 15), Devil's Sight, Whispers of the Grave, Ascendant Step, Master of Myriad Forms, Visions of Distant Realms. This produces a character replete with "subtle" effects, powerful at-will magic (especially once you hit level 15), and an emphasis on social and investigative things rather than offense.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8821500, member: 6790260"] A season is approximately three months. "Weeks" is pretty clearly a significant portion of a season, and if "rust" refers to a grain blight, all the more reason to think in seasonal terms since that's [I]literally[/I] about growing seasons and a harvest failure that won't manifest until...well, harvest time. D&D's rules just don't support effects on the timeline of multiple weeks or longer, and a class built exclusively around such effects would be extremely difficult if not impossible to play in the vast majority of content. A class [I]not[/I] built exclusively around that...would get features approximately equivalent in impact to things like [I]eldritch blast.[/I] That is why I said what I said. You are either proposing a character class that lives and works at a time scale that doesn't fit into the mechanical structure of D&D (and probably never [I]has,[/I] even back into the logistics-and-heisting old school style), or you are proposing something that the Warlock already does reasonably well, especially if you choose to play Pact of the Tome and take Book of Ancient Secrets. Indeed, the BoAS Tomelock is uniquely suited to being an excellent ritualist because, unlike any other class in 5e, it doesn't have a limit to its ritual learning: ALL rituals can be scribed into the Book of Shadows, regardless of class, so long as you can find a copy. A class built [I]exclusively[/I] around effects that take even [I]weeks[/I] to truly manifest is simply not something that D&D is designed for, and one that is [I]not[/I] built exclusively for that will already find a home among the extant classes. Doubly so if you go Tomelock and focus all of your Invocations on utility effects rather than combat; you don't even have to take [I]eldritch blast[/I] if you don't want to, and Tome gives you three cantrips from any list you like. Take, for example, [I]shillelagh[/I] or [I]primal savagery[/I] (melee option), [I]message,[/I] and [I]druidcraft[/I] to create a classical "witchy" type character, or [I]sacred flame, guidance,[/I] and [I]spare the dying[/I] to be a medicine-man type healer-seer (with [I]mage hand[/I] and your choice of other baseline Warlock cantrip, probably [I]prestidigitation.[/I]) Invocation choices could be something like (in order taken): Book of Ancient Secrets and Beguiling Influence, One With Shadows (upgrading to Shroud of Shadow at 15), Devil's Sight, Whispers of the Grave, Ascendant Step, Master of Myriad Forms, Visions of Distant Realms. This produces a character replete with "subtle" effects, powerful at-will magic (especially once you hit level 15), and an emphasis on social and investigative things rather than offense. [/QUOTE]
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Companion thread to 5E Survivor - Subclasses (Part XIII: Warlock)
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