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[GUIDE] Pacts, Patrons, and Power, a Warlock guide
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<blockquote data-quote="mellored" data-source="post: 6914171" data-attributes="member: 6801209"><p>© = concentration</p><p></p><p>[sblock=Cantrips]</p><p><span style="color: goldenrod">Eldritch Blast</span>: The strongest attack cantrip in the game. Even blades want this to have some ranged options.</p><p></p><p><span style="color: #00ffff">Booming Blade</span>: A weapon cantrip that allows Dex based Warlocks to deal decent damage. Works superb with warcaster to have a nasty OA. Also works well with darkness + devils sight, since you need to see the enemy in or order to OA, you can hit and run, making them trigger the secondary damage.</p><p><span style="color: deepskyblue">Minor Illusion</span>: Massive amount of utility here. Even just putting up a 5' wall to hide behind helps.</p><p></p><p><span style="color: blue">Green Flameblade</span>: The other weapon cantrip with nice anti-horde ability. Though it's generally slightly harder to get enemies within 5' of each other. You can take both and use them in different situations.</p><p><span style="color: blue">Mage Hand</span>: Try to make a habit of using this to opening doors and chest from a distance.</p><p><span style="color: blue">Prestidigitation</span>: Some good utility here.</p><p><span style="color: #0000ff">Thunder Step</span>: Utility and damage in one.</p><p><span style="color: #0000ff">Toll the Dead</span>: A decent backup if you find yourself with disadvantage (in melee).</p><p></p><p>©Bonfire: Concentration competes with too many other things, though with repelling blast and some coordination it's possible to get good damage from this.</p><p>©Friends: Advantage on a few checks is probably not worth pissing someone off. <span style="color: deepskyblue">Better</span> with mask of many faces, which can turn the downside into a plus.</p><p>Lighting Lure: Short range and short pull, though it's a strength save and V only which has it's uses.</p><p>Magic Stones: If you have any allies who don't have ranged attacks (barbarian, paladin), this can help. Can also give it to your familiar, though it takes you an action to cast it. No reason to use it yourself.</p><p>Poison Spray: A backup if you are caught in melee.</p><p>Sword Burst: A backup if you are caught in melee against a horde. V only is nice.</p><p></p><p><span style="color: deepviolet">Blade Ward</span>: Usually a little better than dodge (stacks with disavantage) which could be good if your concentration on something important.</p><p><span style="color: deepviolet">Frostbite</span>: Low Con creatures probably aren't making weapon attacks. It also fails to scale with multi-attack.</p><p><span style="color: #ee82ee">Infestation</span>: Funny, but repelling blast is much better control.</p><p>©<span style="color: deepviolet">Thunderclap</span>: Use poison spray if your looking for melee ranged options.</p><p></p><p><span style="color: red">Chill Touch</span>I don't think there's any creature that regenerates fast enough to be worth the loss of damage.</p><p>©<span style="color: red">True Strike</span>: You're better off using your action to attack, then get advantage on 1 attack the next round. And to add insult to injury, it even takes concentration.</p><p>[/sblock]</p><p></p><p>[sblock=level 1 spells]</p><p><span style="color: blue">Armor of Agathys</span>: A nice chunk of THP and damage. Best used against hordes so the damage will last for more hits.</p><p><span style="color: #0000ff">Cause Fear</span>: A nice control spell that keeps enemies at bay. Scales well.</p><p>©<span style="color: blue">Expeditious Retreat</span>: With some room, you can hit and run away from enemies until they die, particularly with repelling blast. Though if you use this trick a lot, multi-class rogue. This also doesn't scale.</p><p>©<span style="color: blue">Hex</span>: A good default way to improve your damage. Improves both with duration allowing 1 cast to last all day, as well scaling with Eldritch Blast's multi-attack so it stays a solid option when combined with non-concentration spells. Note that it has less range than eldritch blast. It also has a few out of combat uses.</p><p></p><p>Comprehend Languages: It's good to know what the enemy is talking about.</p><p>Hellish Rebuke: Low damage, but you don't have many competing reactions. Combines nicely with hex as it leaves your bonus action and concentration free.</p><p>©Protection from Evil and Good: Decent in the right campaign. Though you tend to fight those creatures more at higher levels.</p><p>Unseen Servant: A longer duration mage hand. Comprehend Languages: It's good to know what the enemy is talking about.</p><p></p><p><span style="color: deepviolet">Arms of Hadar</span>: Low damage, low range, and bad scaling. Though it's one of your few AoE spells.</p><p><span style="color: deepviolet">Charm Person</span>: Friends cantrip will cover most of the situations, and without a save.</p><p><span style="color: deepviolet">Illusory Script</span>: There are a few ways to use this for an intrigue game.</p><p></p><p>©<span style="color: red">Witch Bolt</span>: Low damage and easy to disrupt. I houserule that the extra damage also increases.</p><p>[/sblock]</p><p></p><p>[sblock=level 2 spells]</p><p>©<span style="color: #daa520">Suggestion</span>: So many uses both in and out of combat. "Bring me your leader's weapon" or "assassinate the king" for instance. <span style="color: #00ffff">Some DM's</span> may dampen this a bit.</p><p></p><p>©<span style="color: deepskyblue">Darkness+Devils Sight</span>: You have advantage on all your attacks and enemies have disadvantage to hit you. This adds roughly the same damage as hex does for eldrich blast, great much better defense, but less duration. For hexblade (<span style="color: #daa520">Sharpshooter/ GWM</span>) it adds much more damage. Consider <span style="color: #00ffff">scouting abilities</span>, so you can cast it before battle. Everyone without special senses fights normally, with disadvantage from not being able to see the target canceling advantage of not being seen by the target. <span style="color: #ee82ee">Barbarians, Samarui, and shield masters</span> may not appreciate it, as 1 disadvantage cancels out all advantages.</p><p></p><p>©<span style="color: blue">Cloud of Daggers</span>: Good automatic damage even blade can use, but it's a pretty small area. Works better with repelling blast and other movement control things.</p><p>©<span style="color: blue">Crown of Madness</span>: When 2 enemies are standing next to each other, cast this on the one that goes next. Also remember that charmed enemies can't attack you. Drop it if you can't get any use out of it. Doesn't scale.</p><p>©<span style="color: blue">Hold Person</span>: This allows you and allies to crit. Humanoids aren't rare targets.</p><p>©<span style="color: blue">Invisibility</span>: Good way to sneak around. Improves into mass invisibility.</p><p>©<span style="color: #0000ff">Shadow Blade</span>: +1d8 damage is already better than hex, but it also comes with possible advantage. Scales well.</p><p></p><p>Mirror Image: This can absorb several attacks without needing concentration. Tends to get slightly worse as you level as creatures gain multi-attack and higher to-hit.</p><p>Misty Step: Never bad to have on hand.</p><p>Shatter: The best AoE spell of this level.</p><p>Spider Climb: Has its uses. Though look at ascendant step for an alternative.</p><p></p><p>©<span style="color: deepviolet">Earthbind</span>: Stunning a creature with Tasha's hideous laughter or hypnotic pattern will make it fall down faster and more painfully. Though this does have impressive range.</p><p>©<span style="color: deepviolet">Ray of Enfeeblement</span>: Other control spells tend to be better.</p><p>©<span style="color: #ee82ee">Mind Spike</span>: Low damage that takes concentration for seemingly no reason.</p><p></p><p><span style="color: #ff0000">Darkness</span> (without devils sight): Cancels out everyone's advantage and disadvantage. More likely to do harm then good.</p><p><span style="color: red">Enthrall</span>: Poor in pretty much every circumstance.</p><p>[/sblock]</p><p></p><p>[sblock=level 3 spells]</p><p>©<span style="color: deepskyblue">Hypnotic Pattern</span>: The go-to mass control spell.</p><p>©<span style="color: deepskyblue">Fear</span>: Better control than hypnotic pattern, but harder to target. It can also make enemies provoke OA's.</p><p></p><p><span style="color: blue">Counterspell</span>: A nice off-action way to save your party from a fireball. Though your spell slots are a bit more limited then other casters.</p><p><span style="color: blue">Dispel Magic</span>: Good when you need it.</p><p>©<span style="color: blue">Hunger of Hadar</span>: A nice zone of control. Works great with <span style="color: #00ffff">devils sight and repelling blast</span>. Though the <span style="color: #ee82ee">damage doesn't scale</span> at all.</p><p>©<span style="color: blue">Fly</span>: Good utility here.</p><p>©<span style="color: #0000ff">Summon Lesser Demon</span>: What could go wrong with uncontrollable killing machines? Best if you cast it into a room (take advantage of the 60' range) and shut the door behind them. Don't forget that you can end concentration at any time. Upgrade to Summon Greater Demon later. <span style="color: #00BFFF"><span style="font-family: 'Verdana'">Chains of Carceri </span></span>work as insurance. <span style="color: #ff0000">Less good</span> if your allies rush in.</p><p></p><p>©Enemies Abound: Best to cast and run away. Doesn't scale.</p><p>©Major Image: Nice utility, though direct control is usually better than indirect control. Too bad you can't get it to it's 6th level slot.</p><p>Remove Curse: Not something you'd spend a lot of slots on, but it's good to have it when you need it.</p><p>Thunder Step: Low damage, but it can help get you out of a sticky situation.</p><p>Tongues: A way to make use of your Charisma.</p><p>©Vampiric Touch: Low damage and low healing. You can usually end up with more HP by killing things faster. Though it can use out of combat in conjunction with fiendish vigor, trading in your extra THP for real HP. Though cure wounds would heal just as much.</p><p></p><p>©<span style="color: deepviolet">Gaseous Form</span>: I can't think of many good reasons why you would want to slowly move around. Maybe put it on a cleric with spiritual guardian, or concentrating on some other important spell.</p><p></p><p><span style="color: red">Magic Circle</span>: This casts too slow and doesn't last long enough to be of any use outside of manufactured circumstances.</p><p>[/sblock]</p><p></p><p>[sblock=level 4 spells]</p><p>©<span style="color: deepskyblue">Banishment</span>: Charisma saves are extremely rare making this good for that alone, but it also has a good control effect. Remember you can end concentration at any time.</p><p>©<span style="color: #00ffff">Summon Greater Demon</span>: You get at least 1 good command, plus the 60' range, so you send it into the enemy room while you wait outside. Barlugura has -1 to Cha saves and no magic resistance, making the default choice. <span style="color: #ee82ee">Less good</span> if your allies rush in.</p><p></p><p><span style="color: blue">Dimension Door</span>: Escape from a dungeon, rescue an ally from a jail, all sorts of good stuff.</p><p>©<span style="color: #0000ff">Shadow of Moil</span>: A partial upgrade to Darkness that doesn't require devils sight, and some other minor benefits. However, it's a much <span style="color: #ee82ee">shorter duration</span> and takes an expensive component, so you might not want it.</p><p><span style="color: #0000ff">Sickening Radiance</span>: A big damage zone. Though exhaustion takes a few levels to do anything noticable in a big battle, and there is no half damage. Stick with wall of fire if you can get it. Better with <span style="color: #00ffff">repelling blast</span>.</p><p></p><p>Blight: Enough damage over eldritch blast to make it worthwhile before level 17.</p><p>Charm Monster: You have an hour to get what you want.</p><p></p><p><span style="color: deepviolet">Elemental Bane</span>: Hex is better for you in every way, but this does have some possible use with certain allies. Like conjuring 8 minor elementals.</p><p><span style="color: deepviolet">Hallucinatory Terrain</span>: It's a bit hard to come up with any good uses for this except maybe making an ambush spot or a place to hide.</p><p>[/sblock]</p><p></p><p>[sblock=level 5 spells]</p><p><span style="color: #00ffff">Synaptic Static</span>: It's not quite fireball, but it's the best AoE default warlocks get.</p><p></p><p><span style="color: blue">Contact Other Plane</span>: Without Int saves, you want to be careful and cast this before a long rest in a safe place. But it's still a good way to get information during your downtime.</p><p>©<span style="color: #0000ff">Far Step</span>: A good way to hit and run, or just run fast out of combat.</p><p>©<span style="color: blue">Hold Monster</span>: Another good control spell.</p><p>©<span style="color: blue">Scrying</span>: A nice spy tool.</p><p><span style="color: #0000ff">Negative energy flood</span>: Good damage when you get it, and a free zombie can distract enemies. Eldrich Blast wins <span style="color: #ff0000">at higher levels</span>.</p><p></p><p>©Dance Macabre: You need to have available corpses, but 5 is enough for a bit of damage and to absorb a few hits. Just be careful of an enemy with an AoE.</p><p>Dream: Long range communications, or slowly assassinate someone. Remember you can do this per short rest, so you can make plenty of attempts each time they sleep to ensure they never get their rest.</p><p></p><p>©<span style="color: #ee82ee">Enervation</span>: Damage and healing could be good, and 60' is long enough that the enemy has to take a turn to run away, but simply running behind a pillar and back out will break the connection. Better for hexblades with warcaster, who can threaten the enemy with an OA if they try and escape (you can still hit with your reaction), but still not good.</p><p>©<span style="color: #ee82ee">Infernal Calling</span>: Unfortunately, the only devil at this level has good insight. <span style="color: #0000ff">Better</span> if you get expertise and perhaps a friendly cleric's guidance or bards inspiration.</p><p></p><p>©<span style="color: #ff0000">Wall of light</span>: You have better zones, and higher damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6914171, member: 6801209"] © = concentration [sblock=Cantrips] [COLOR=goldenrod]Eldritch Blast[/COLOR]: The strongest attack cantrip in the game. Even blades want this to have some ranged options. [COLOR=#00ffff]Booming Blade[/COLOR]: A weapon cantrip that allows Dex based Warlocks to deal decent damage. Works superb with warcaster to have a nasty OA. Also works well with darkness + devils sight, since you need to see the enemy in or order to OA, you can hit and run, making them trigger the secondary damage. [COLOR=deepskyblue]Minor Illusion[/COLOR]: Massive amount of utility here. Even just putting up a 5' wall to hide behind helps. [COLOR=blue]Green Flameblade[/COLOR]: The other weapon cantrip with nice anti-horde ability. Though it's generally slightly harder to get enemies within 5' of each other. You can take both and use them in different situations. [COLOR=blue]Mage Hand[/COLOR]: Try to make a habit of using this to opening doors and chest from a distance. [COLOR=blue]Prestidigitation[/COLOR]: Some good utility here. [COLOR=#0000ff]Thunder Step[/COLOR]: Utility and damage in one. [COLOR=#0000ff]Toll the Dead[/COLOR]: A decent backup if you find yourself with disadvantage (in melee). ©Bonfire: Concentration competes with too many other things, though with repelling blast and some coordination it's possible to get good damage from this. ©Friends: Advantage on a few checks is probably not worth pissing someone off. [COLOR=deepskyblue]Better[/COLOR] with mask of many faces, which can turn the downside into a plus. Lighting Lure: Short range and short pull, though it's a strength save and V only which has it's uses. Magic Stones: If you have any allies who don't have ranged attacks (barbarian, paladin), this can help. Can also give it to your familiar, though it takes you an action to cast it. No reason to use it yourself. Poison Spray: A backup if you are caught in melee. Sword Burst: A backup if you are caught in melee against a horde. V only is nice. [COLOR=deepviolet]Blade Ward[/COLOR]: Usually a little better than dodge (stacks with disavantage) which could be good if your concentration on something important. [COLOR=deepviolet]Frostbite[/COLOR]: Low Con creatures probably aren't making weapon attacks. It also fails to scale with multi-attack. [COLOR=#ee82ee]Infestation[/COLOR]: Funny, but repelling blast is much better control. ©[COLOR=deepviolet]Thunderclap[/COLOR]: Use poison spray if your looking for melee ranged options. [COLOR=red]Chill Touch[/COLOR]I don't think there's any creature that regenerates fast enough to be worth the loss of damage. ©[COLOR=red]True Strike[/COLOR]: You're better off using your action to attack, then get advantage on 1 attack the next round. And to add insult to injury, it even takes concentration. [/sblock] [sblock=level 1 spells] [COLOR=blue]Armor of Agathys[/COLOR]: A nice chunk of THP and damage. Best used against hordes so the damage will last for more hits. [COLOR=#0000ff]Cause Fear[/COLOR]: A nice control spell that keeps enemies at bay. Scales well. ©[COLOR=blue]Expeditious Retreat[/COLOR]: With some room, you can hit and run away from enemies until they die, particularly with repelling blast. Though if you use this trick a lot, multi-class rogue. This also doesn't scale. ©[COLOR=blue]Hex[/COLOR]: A good default way to improve your damage. Improves both with duration allowing 1 cast to last all day, as well scaling with Eldritch Blast's multi-attack so it stays a solid option when combined with non-concentration spells. Note that it has less range than eldritch blast. It also has a few out of combat uses. Comprehend Languages: It's good to know what the enemy is talking about. Hellish Rebuke: Low damage, but you don't have many competing reactions. Combines nicely with hex as it leaves your bonus action and concentration free. ©Protection from Evil and Good: Decent in the right campaign. Though you tend to fight those creatures more at higher levels. Unseen Servant: A longer duration mage hand. Comprehend Languages: It's good to know what the enemy is talking about. [COLOR=deepviolet]Arms of Hadar[/COLOR]: Low damage, low range, and bad scaling. Though it's one of your few AoE spells. [COLOR=deepviolet]Charm Person[/COLOR]: Friends cantrip will cover most of the situations, and without a save. [COLOR=deepviolet]Illusory Script[/COLOR]: There are a few ways to use this for an intrigue game. ©[COLOR=red]Witch Bolt[/COLOR]: Low damage and easy to disrupt. I houserule that the extra damage also increases. [/sblock] [sblock=level 2 spells] ©[COLOR=#daa520]Suggestion[/COLOR]: So many uses both in and out of combat. "Bring me your leader's weapon" or "assassinate the king" for instance. [COLOR=#00ffff]Some DM's[/COLOR] may dampen this a bit. ©[COLOR=deepskyblue]Darkness+Devils Sight[/COLOR]: You have advantage on all your attacks and enemies have disadvantage to hit you. This adds roughly the same damage as hex does for eldrich blast, great much better defense, but less duration. For hexblade ([COLOR=#daa520]Sharpshooter/ GWM[/COLOR]) it adds much more damage. Consider [COLOR=#00ffff]scouting abilities[/COLOR], so you can cast it before battle. Everyone without special senses fights normally, with disadvantage from not being able to see the target canceling advantage of not being seen by the target. [COLOR=#ee82ee]Barbarians, Samarui, and shield masters[/COLOR] may not appreciate it, as 1 disadvantage cancels out all advantages. ©[COLOR=blue]Cloud of Daggers[/COLOR]: Good automatic damage even blade can use, but it's a pretty small area. Works better with repelling blast and other movement control things. ©[COLOR=blue]Crown of Madness[/COLOR]: When 2 enemies are standing next to each other, cast this on the one that goes next. Also remember that charmed enemies can't attack you. Drop it if you can't get any use out of it. Doesn't scale. ©[COLOR=blue]Hold Person[/COLOR]: This allows you and allies to crit. Humanoids aren't rare targets. ©[COLOR=blue]Invisibility[/COLOR]: Good way to sneak around. Improves into mass invisibility. ©[COLOR=#0000ff]Shadow Blade[/COLOR]: +1d8 damage is already better than hex, but it also comes with possible advantage. Scales well. Mirror Image: This can absorb several attacks without needing concentration. Tends to get slightly worse as you level as creatures gain multi-attack and higher to-hit. Misty Step: Never bad to have on hand. Shatter: The best AoE spell of this level. Spider Climb: Has its uses. Though look at ascendant step for an alternative. ©[COLOR=deepviolet]Earthbind[/COLOR]: Stunning a creature with Tasha's hideous laughter or hypnotic pattern will make it fall down faster and more painfully. Though this does have impressive range. ©[COLOR=deepviolet]Ray of Enfeeblement[/COLOR]: Other control spells tend to be better. ©[COLOR=#ee82ee]Mind Spike[/COLOR]: Low damage that takes concentration for seemingly no reason. [COLOR=#ff0000]Darkness[/COLOR] (without devils sight): Cancels out everyone's advantage and disadvantage. More likely to do harm then good. [COLOR=red]Enthrall[/COLOR]: Poor in pretty much every circumstance. [/sblock] [sblock=level 3 spells] ©[COLOR=deepskyblue]Hypnotic Pattern[/COLOR]: The go-to mass control spell. ©[COLOR=deepskyblue]Fear[/COLOR]: Better control than hypnotic pattern, but harder to target. It can also make enemies provoke OA's. [COLOR=blue]Counterspell[/COLOR]: A nice off-action way to save your party from a fireball. Though your spell slots are a bit more limited then other casters. [COLOR=blue]Dispel Magic[/COLOR]: Good when you need it. ©[COLOR=blue]Hunger of Hadar[/COLOR]: A nice zone of control. Works great with [COLOR=#00ffff]devils sight and repelling blast[/COLOR]. Though the [COLOR=#ee82ee]damage doesn't scale[/COLOR] at all. ©[COLOR=blue]Fly[/COLOR]: Good utility here. ©[COLOR=#0000ff]Summon Lesser Demon[/COLOR]: What could go wrong with uncontrollable killing machines? Best if you cast it into a room (take advantage of the 60' range) and shut the door behind them. Don't forget that you can end concentration at any time. Upgrade to Summon Greater Demon later. [COLOR=#00BFFF][FONT=Verdana]Chains of Carceri [/FONT][/COLOR]work as insurance. [COLOR=#ff0000]Less good[/COLOR] if your allies rush in. ©Enemies Abound: Best to cast and run away. Doesn't scale. ©Major Image: Nice utility, though direct control is usually better than indirect control. Too bad you can't get it to it's 6th level slot. Remove Curse: Not something you'd spend a lot of slots on, but it's good to have it when you need it. Thunder Step: Low damage, but it can help get you out of a sticky situation. Tongues: A way to make use of your Charisma. ©Vampiric Touch: Low damage and low healing. You can usually end up with more HP by killing things faster. Though it can use out of combat in conjunction with fiendish vigor, trading in your extra THP for real HP. Though cure wounds would heal just as much. ©[COLOR=deepviolet]Gaseous Form[/COLOR]: I can't think of many good reasons why you would want to slowly move around. Maybe put it on a cleric with spiritual guardian, or concentrating on some other important spell. [COLOR=red]Magic Circle[/COLOR]: This casts too slow and doesn't last long enough to be of any use outside of manufactured circumstances. [/sblock] [sblock=level 4 spells] ©[COLOR=deepskyblue]Banishment[/COLOR]: Charisma saves are extremely rare making this good for that alone, but it also has a good control effect. Remember you can end concentration at any time. ©[COLOR=#00ffff]Summon Greater Demon[/COLOR]: You get at least 1 good command, plus the 60' range, so you send it into the enemy room while you wait outside. Barlugura has -1 to Cha saves and no magic resistance, making the default choice. [COLOR=#ee82ee]Less good[/COLOR] if your allies rush in. [COLOR=blue]Dimension Door[/COLOR]: Escape from a dungeon, rescue an ally from a jail, all sorts of good stuff. ©[COLOR=#0000ff]Shadow of Moil[/COLOR]: A partial upgrade to Darkness that doesn't require devils sight, and some other minor benefits. However, it's a much [COLOR=#ee82ee]shorter duration[/COLOR] and takes an expensive component, so you might not want it. [COLOR=#0000ff]Sickening Radiance[/COLOR]: A big damage zone. Though exhaustion takes a few levels to do anything noticable in a big battle, and there is no half damage. Stick with wall of fire if you can get it. Better with [COLOR=#00ffff]repelling blast[/COLOR]. Blight: Enough damage over eldritch blast to make it worthwhile before level 17. Charm Monster: You have an hour to get what you want. [COLOR=deepviolet]Elemental Bane[/COLOR]: Hex is better for you in every way, but this does have some possible use with certain allies. Like conjuring 8 minor elementals. [COLOR=deepviolet]Hallucinatory Terrain[/COLOR]: It's a bit hard to come up with any good uses for this except maybe making an ambush spot or a place to hide. [/sblock] [sblock=level 5 spells] [COLOR=#00ffff]Synaptic Static[/COLOR]: It's not quite fireball, but it's the best AoE default warlocks get. [COLOR=blue]Contact Other Plane[/COLOR]: Without Int saves, you want to be careful and cast this before a long rest in a safe place. But it's still a good way to get information during your downtime. ©[COLOR=#0000ff]Far Step[/COLOR]: A good way to hit and run, or just run fast out of combat. ©[COLOR=blue]Hold Monster[/COLOR]: Another good control spell. ©[COLOR=blue]Scrying[/COLOR]: A nice spy tool. [COLOR=#0000ff]Negative energy flood[/COLOR]: Good damage when you get it, and a free zombie can distract enemies. Eldrich Blast wins [COLOR=#ff0000]at higher levels[/COLOR]. ©Dance Macabre: You need to have available corpses, but 5 is enough for a bit of damage and to absorb a few hits. Just be careful of an enemy with an AoE. Dream: Long range communications, or slowly assassinate someone. Remember you can do this per short rest, so you can make plenty of attempts each time they sleep to ensure they never get their rest. ©[COLOR=#ee82ee]Enervation[/COLOR]: Damage and healing could be good, and 60' is long enough that the enemy has to take a turn to run away, but simply running behind a pillar and back out will break the connection. Better for hexblades with warcaster, who can threaten the enemy with an OA if they try and escape (you can still hit with your reaction), but still not good. ©[COLOR=#ee82ee]Infernal Calling[/COLOR]: Unfortunately, the only devil at this level has good insight. [COLOR=#0000ff]Better[/COLOR] if you get expertise and perhaps a friendly cleric's guidance or bards inspiration. ©[COLOR=#ff0000]Wall of light[/COLOR]: You have better zones, and higher damage. [/sblock] [/QUOTE]
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