D&D 5E (2024) ENworld Warlock Builds.

Reposting some of builds I want to try

Man Shoots, Gods Carry the Bullets
Fighter 1/Celestial Pact Warlock 6
Feats: Alert, if using crossbow then Crossbow Expert
Weapon mastery: slow
Gear: Heaviest armor you can get and either hand crossbow with shield or musket
Cantrip: True Strike
Invocations: Repelling Blast (True Strike), Agonizing Blast (True Strike), Pact of the Chain

Use alert to go after your familiar, who gives you Help action. On your turn you cast True Strike and fire with your charisma, changing damage to radiant. True Strike, Agonizing Blast and Radiant Soul add 15 to damage, you push enemy away and halve their speed. All while sitting on possible ac of 20.

Different variant of the build would be using Assassin Rogue in place of Fighter for more single target damage and Cunning Strike, at cost of armor, works well with musket build.

Will make separate post for each build I'll add
 

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Team Mom Multiattack
Combination of Coffeelock and Short Rest Superstar

Human Archfey Warlock 6/Clockwork Soul Sorcerer 6/Champion Fighter 3
Feats: Musician, Tireless Reveler, Lord's Alliance Agent, Inspiring Leader, Chef
Spell: Eldritch Blast
Invications: Repelling Blast, Agonizing Blast, Lessons of the Forst Ones, Pact of the Chain (Sphinx of Wonder)

So here is how it works: You give everyone inspiration on a short rest, as well as temporary hit points and better hp recovery. You get inspiration if someone uses one and you give free inspiration out on a crit. With Eldritch Blast, Quicken Spell and Improved Critical, you have around 50-60% chance to crit once a turn. That is before we factor how often you get inspiration and how you can delete dusadvantage on attacis with Restore Balance. On top of a lot of defensive or buff/debuff options like Restore Balance, Bastion iof Law, Steps of the Fey and Misty Escape. On top if usual coffelock silliness.
 

Pushlock? Yoyo-lock? Graterlock? Bouncelock? Bladelock-knockback? Bladeknock? Build... maybe it already has a name, new to the Warlock builds. Also not sure if this would actually be fun for us to play but seems interesting / worth describing.

This is an extension of the Push > Persistent AOE Damage Dealers described in D4 Helldritch Blaster (he is better at coming up with names) - I think he also talked about the cheese-grater approach in "Thornlock" which is based on similar premise but with a grappler Warlock doing the pushing...

Basically you need to move enemies into persistent AOE effects that hurt / debuff / incapacitate them.

A few main push / Yo-yo mechanism:
  • Eldridge Blast w/ Repelling Blast
    • This gets a big upgrade at Lvl 5 when you can use Gaze of Two Minds w/ Pact of the Chain to cast EB/RB from your own position or from invisible familiar's position (provides lots of flexibility for positioning and direction of movement).
  • Weapon Mastery combined with Pact of the Blade to get Push (Pike, Warhammer, Greatclub, Magic Heavy Crossbow - Ask your Artificer friend for a +1 Repeating Shot Heavy Crossbow)
    • This gets a big upgrade if you take Polearm Master Feat and Weapon Mastery with Pike - gives you around 2-3 attacks per turn w/ 10' reach and 10' push per attack (I think you can even get one more attack with push on crits / killed enemies if you also get Great Weapon Master).
    • You obviously get more attacks when Thirsting Blade/Devouring Blade come online.
  • Alternatively, True Strike + Repelling Blast = flexibility between melee with Pact Weapon and range (light crossbow or shortbow)
    • Mainly works at lower levels since you cannot combine True Strike with Thirsting Blade so lose too many attacks at higher levels.
  • Can also take Charger or Telekinetic Feat to give you more pushin' for the cushions (your enemies)...
Few Persistent AOE Spell Options:
  • Hunger of Hadar (Lvl 3 - 150' range, 20' radius AOE, Blinded + 2d6 cold + 2d6 acid damage + difficult terrain).
  • Wall of Fire (Lvl 4 - 120' range, 60' long x 20' high x 1' deep AOE, 5d8 w/in 10' of wall on one side)
  • Spike Growth (Druid/Ranger Lvl 2 - 150' range, 20' radius AOE, 2d4 for every 5' movement)
  • Web (Wizard/Sorcerer/Artificer Lvl 2 - 60' range, 20' cube AOE, Dex ST or restrained + difficult terrain)
  • Create Bonfire (Too weak/small? Cantrip - 60' range, 5' cube AOE, Dex ST or 1d8 fire damage)
  • Cloud of Daggers (Easier to move spell? Lvl 2 - 60' range, 5' cube AOE, 4d4 slashing damage)
  • Prismatic Wall would be insane to push people through (but most 9th level spells are insane)
  • Lots of other options - see list below.
So basically the strategy is that you (or your partners) create an AOE hazard - causing the most damage to the most people when you place it (and/or selecting strategic placement that allows you to push people into it). Then you position yourself and your familiar to attack remaining enemies and push them back into the AOE effects in ways that cause them the most damage all over again. Most effects push people 10' - Push Weapon Proficiency, Repelling Blast, Charger but these can stack in multiple ways to move people further: Multiple Beams of Eldritch Blast, True Strike w/ Repelling Blast + Weapon Mastery (I think), Weapon Mastery + Charger.

You and you-through-the-familiar (Gaze of Two Minds) cannot attack on the same round but you should be able to literally yo-yo a handful of enemies back and forth through a Wall of Fire or keep pushing them into the middle of the Hunger of Hadar. Added bonus - the imp can fly through the Wall of Fire without damage and can see into the darkness of the Hunger of Hadar (I think - apparently anyone outside the darkness can see into it if they have darkvision).

EDIT: Added bonus - list of persistent AOE spells (created with AI so forgive errors).
View attachment 429524
I added a list of Persistent AOE spells. Any that I should prioritize?
 

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