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First playtest thread! One D&D Character Origins.
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<blockquote data-quote="EzekielRaiden" data-source="post: 8737140" data-attributes="member: 6790260"><p>My approach would be to make Pact and Patron still things you choose, but both at 1st level. Patron gives you the lion's share of your abilities. Pact unlocks access to important Invocations, some of which are "necessary" to make certain approaches viable (more or less the way they are now, but more strongly connected.) Kill the Hexblade patron entirely. Have the Blade Pact give proficiency with one-handed martial weapons and with shields, and allow the Warlock to use Charisma <em>for accuracy only</em>, not for damage. Then have an Invocation which lets you use two-handed weapons and lets you add your Cha mod to damage, and which requires 3rd level.</p><p></p><p>Boom. Instantly fixes both the Blade Pact being kind of sucky without Hexblade, <em>and</em> fixes the overblown "a two-level Warlock dip is crazy!!" criticisms.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8737140, member: 6790260"] My approach would be to make Pact and Patron still things you choose, but both at 1st level. Patron gives you the lion's share of your abilities. Pact unlocks access to important Invocations, some of which are "necessary" to make certain approaches viable (more or less the way they are now, but more strongly connected.) Kill the Hexblade patron entirely. Have the Blade Pact give proficiency with one-handed martial weapons and with shields, and allow the Warlock to use Charisma [I]for accuracy only[/I], not for damage. Then have an Invocation which lets you use two-handed weapons and lets you add your Cha mod to damage, and which requires 3rd level. Boom. Instantly fixes both the Blade Pact being kind of sucky without Hexblade, [I]and[/I] fixes the overblown "a two-level Warlock dip is crazy!!" criticisms. [/QUOTE]
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First playtest thread! One D&D Character Origins.
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