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Is Warlock broken?
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<blockquote data-quote="SailorNash" data-source="post: 6873889" data-attributes="member: 6788401"><p>Gladly! I knew I never would be as powerful as a Wizard, and frankly, I shouldn't be. But what I lacked in power I thought I'd make up for in reliability and versatility...I'd be able to cast a large number of lesser spells very often, almost "fire and forget" due to refreshes. The Pact Magic didn't work out quite so well due to the lack of rests, but the Tome feature surely would help make up for that major weakness.</p><p></p><p>In theory, it was exactly what I wanted. But in practice, with Wizards and Clerics being more popular classes, whenever something came up that fell into one of their backyards there was always someone else who could already do it. My class did reach out into their spell lists, but their fluff made them the best to deal with whatever situation required a quick religious spell, let's say. It made more character sense, even if mechanically it was all the same.</p><p></p><p>I did have two really fun bits, however...both due to dipping into Druid (the odd class we didn't have) for the cantrips. I almost single-handedly defended everyone against a werewolf as I was the only one who could manifest a magical weapon on the fly. And for Guidance, instead of just mentally adding +1d4, my Cthulhlock gladly offered anyone who desired a bit of his patron's wisdom...at some devious DM-derived price to be paid in full later. That part was just fluff, but they were asking for Far Realms magic to pry their brains open and force external knowledge into them, after all. It's a shame we all died too soon for anything to come of that...</p></blockquote><p></p>
[QUOTE="SailorNash, post: 6873889, member: 6788401"] Gladly! I knew I never would be as powerful as a Wizard, and frankly, I shouldn't be. But what I lacked in power I thought I'd make up for in reliability and versatility...I'd be able to cast a large number of lesser spells very often, almost "fire and forget" due to refreshes. The Pact Magic didn't work out quite so well due to the lack of rests, but the Tome feature surely would help make up for that major weakness. In theory, it was exactly what I wanted. But in practice, with Wizards and Clerics being more popular classes, whenever something came up that fell into one of their backyards there was always someone else who could already do it. My class did reach out into their spell lists, but their fluff made them the best to deal with whatever situation required a quick religious spell, let's say. It made more character sense, even if mechanically it was all the same. I did have two really fun bits, however...both due to dipping into Druid (the odd class we didn't have) for the cantrips. I almost single-handedly defended everyone against a werewolf as I was the only one who could manifest a magical weapon on the fly. And for Guidance, instead of just mentally adding +1d4, my Cthulhlock gladly offered anyone who desired a bit of his patron's wisdom...at some devious DM-derived price to be paid in full later. That part was just fluff, but they were asking for Far Realms magic to pry their brains open and force external knowledge into them, after all. It's a shame we all died too soon for anything to come of that... [/QUOTE]
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