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Is Warlock broken?
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<blockquote data-quote="Ryuujin" data-source="post: 6875470" data-attributes="member: 35840"><p>Not sure where Ashrym is getting a bunch of that. The Warlock, and Sorcerer had the LEAST amount of playtest. They were the two classes introduced first after the core four. But they were in two playtest packets, with no changes between the two, then REMOVED because people freaked out that the melee focused archetype of the Sorcerer was well melee focused and so tough, as if the whole class would have been that way.</p><p></p><p>At the time classes only went to level 5. After those two classes were removed the very makeup of classes changed massively. MASSIVELY. So much so that the actual versions of those classes we got back then would not fit into the game now without some hefty changes, besides they only went to 5th level. All four core classes changed a lot, new classes like Druid, Bard, Barbarian, Paladin and Ranger were all added and went through some big changes. And Warlock and Sorcerer were never brought back.</p><p></p><p>As the public playtest ended a private playtest, which probably had little to do with the public playtest that seemed to do no good, tested the warlock and sorcerer. Between that final private playtest and the official release the Warlock, and Sorcerer I believe, as well as Monk, Fighter, and possibly a few other martial classes, were all nerfed. Particularly their final level 20 ability. Which is why those classes pretty much have a terrible capstone that is basically worthless.</p><p></p><p>Now for those interested in what the Warlock and Sorcerer were like in the playtest? Lets go over the classes at the time.</p><p></p><p></p><p>The playtest packet was from 08/17/12, there was another one put out afterwards but it shared the 081212 Classes packet. Classes only went up to 5th level at the time, it was a playtest afterall. There was no Proficiency modifier. Classes had one or both of Weapon Attack and Magic Attack. </p><p></p><p>The Cleric for example started at +2 in both Weapon Attack and Magic Attack, and went up to uh +2 in both by 5th level. Their spell DC was 10+Wis Mod, so basically didn't scale as well. They started with 1 Channel Divinity per day, 2 a day at 4th level, they could use it to either heal a living being 1d8, 2d8 at 5th level, plus Wis mod hp or harm an undead for the same amount in holy damage. Evil clerics switched it around, harming living or healing undead. Casting was kind of similar to how it is now, except for preparing spells. The cleric prepared a number of spells equal to their spell slots, while also having their domain spells auto-prepared like now. They start with one Orison, basically cantrips now but they didn't scale, and gained another at 5th level, and 9th level despite the chart not going that high. An example Orison available to the Cleric is Radiant Lance it is 50' range make a magical attack and on a hit it does 1d8+4 radiant damage. Hmm radiant and holy as two separate damage types it looks like. The Cleric's Religion feature gives them training in one of a number of Lores, different skills. Being proficient in a skill gives you +3 to the roll and at every even level you can increase the bonus to one of your skills by +1 to a max of +7. The Cleric chooses a Domain at 1st level. Uh wow. So the two domains in the playtest for the Cleric are Sun and War. Sun gives you the Radiant Lance orison in addition to whatever other orisons you have, proficiency with light and medium armor, and resistance to radiant and fire damage. It adds a spell to each spell level as auto prepared, and at 2nd level you can use up a use of Channel Divinity to deal 1d8+Wis mod radiant damage in a 20ft radius sphere, Con save for half. War gains martial weapon proficiency and proficiency with all armor and shields, and when they use Channel Divinity they can make an attack as part of the same action. By the way the Cleric normally starts with no armor proficiencies, what they get they gain from their Domain. The classes at the time also gained a +1 to a stat, cleric gained +1 to Wisdom, Strength, or Constitution score.</p><p></p><p>Fighter was the next class, they got +1 to Strength, Dexterity, or Constitution score, and proficiency in all armor and all shields. They start with +3 Weapon Attack and go up to +4 at 4th level. They start with a 1d6 Expertise Dice which goes up to 1d8 at 3rd and 2d8 at 5th level. They could spend an expertise die to use a combat maneuver and at the start of each of their turns, this improved in later playtests then got spread around/nerfed, they regained all of their spent expertise dice. They start with Deadly Strike, aka roll your dice for extra damage, and Parry aka roll your dice to reduce damage, maneuvers and gained more depending on Fighting Style. At 1st level they pick a Fighting Style which gives them more maneuvers at certain levels. The Fighting Styles, like the Domains of the Cleric also have suggested gear for the character. In the playtest the Fighting Styles gave maneuvers at 1st, 3rd, and 5th level. Duelist gave Tumble, Jab and finally Shift. Protector gave Protect, Push and Knock Down. Sharpshooter gave Precise Shot, Snap Shot and Shift. Finally Slayer gave Glancing Blow, Cleave and Jab. If someone wants to know more about these manuevers let me know and I will go over them.</p><p></p><p>The Rogue gets +1 to their Strength, Dexterity, or Intelligence score. Light armor, basic weapons, finesse weapons and simple and martial ranged weapons. They start with +2 Weapon Attack going up to +3 at 5th level. They start with 2d6 Sneak Attack at 1st level going up by 1d6 each level to 6d6 at 5th. They start at Skill Mastery 10 going up to Skill Mastery 11 at 5th. Skill Mastery has the Rogue use the higher of their Ability Modifier for the skill or +3, and uh wow . . . they start out with the 11th level Rogue feature from the final book, so they use the +3 or correct ability modifier whichever is higher and when they roll a skill they use either the roll of the die or 10, 11 at 5th level, whichever is higher. Sneak Attack starts higher than the final, and scales a lot faster, but requires Advantage instead of working when an ally is adjacent to the target. Rogues get a Scheme, like Clerics get Domain and Fighter gets Fighting Style. The Rogue's Scheme gives them a background, in addition to the background every character already gets. The two, in the playtest, Schemes also have class features at 1st, 2nd and 5th levels. Thief gets Thief Sneaking at 1st which lets them attempt to hide when lightly obscured and can also hide behind an object that can cover at least a quarter of their body. At 2nd Thief gets Night Vision which lets them treat darkness as shadows and shadows as normal light up to a radius of 30 feet after spending at least 1 minute in darkness or shadows. And 5th level Thief gets Hit and Run which lets them move up to half their speed as part of the same action as an attack in which they deal Sneak Attack, this movement doesn't provoke. The other scheme in the playtest was Thug. Thugs at 1st level have Thug Tactics which lets them deal Sneak Attack when a target is within reach of two or more creatures that are friendly to the Thug. Level 2 gives them City Savvy which means they cannot be surprised while they are able to take actions and level 5 is Cheap Shot which means that when they deal Sneak Attack damage to a creature that creature's speed drops to 0 until the end of the rogue's next turn. At level 2 all Rogue's gain Knack which lets them give themselves advantage on a check twice per day, increasing to 3x a day at 5th and 4x a day at 9th.</p><p></p><p>And finally the Wizard, the final core class and the last class before the two just added in classes Sorcerer and Warlock! +1 to their Intelligence or Constitution score. No armor, and a grand total of 4 specific weapons. Almost the inverse of Fighter. A Magic Attack bonus that starts at +3 and goes up to +4 at 4th level, except they are still given a +2 Weapon Attack bonus, which seems a bit unfair. The Wizard's DCs start at 11+Int mod and go up to 12+Int mod at 4th. All their class features come in at 1st level. They get more spells per day than the Cleric, getting 2 3rd level spells at 5th instead of the Cleric's 1. They start with a spellbook with 5 1st level spells, each level after they gain Int mod more spells. Still could find spells out in the wild. Both Cleric and Wizard do have Ritual access. Start with 3 minor spells, like the cleric orisons because back then they weren't all called cantrips. Magic Missile is a minor spell. Magic Missile choose a creature within 100ft and that creature takes 1d4+1 force damage. Arcane Knowledge is like the Cleric's Religion Knowledge and gives them a skill, again needs to be one of the skills listed as a Lore. They don't seem to have Schools yet, that will be added in a later playtest packet and the early School options do include a generalist build.</p><p></p><p>The Sorcerer gets +1 to Charisma or Constitution score. Like the cleric they get +2 to Weapon and Magic Attacks all through the first 5 levels. Spell DC is 10+Cha mod. Slower Max Spell level progression only getting 2nd level spells at 4th level. They have Willpower, starting at 3 at 1st level, 4 at 2nd, 8 at 3rd, 10 at 4th and 16 at 5th level. Basically the spell point variant in the DMG now, but things happen as they spend them. They start with knowing 2 spells and gain another each level. They know 2 minor spells from the Sorcerer list. Costs 1 Willpower to cast a 1st level spell and 2 to cast a 2nd level spell. Cannot cast spells while wearing armor, believe Wizard has this too, but the one and only Sorcerer origin changes this. At 1st level they choose a Sorcerous Origin each grants certain abilities at certain levels when you use Willpower to cast spells. The one in the playtest is Draconic Heritage. This gives them proficiency in all armor and shields as well as able to cast in armor, proficiency with martial melee weapons and increase the Weapon Attack rolls by 1. Can spend 1 WP to use Dragon Strength which gives them the next time they hit a hostile creature with a melee attack in the next minute they deal an extra 2d6 damage. Once they have spent 3 WP in a day they gain a +2 bonus to the damage rolls of melee attacks for the rest of the day. At 4th they can spend 2 WP to use Dragon Scales which is a reaction to taking damage and reduces the damage by 10, and grants you resistance to the damage type of your heritage until the end of your next turn. As well at 4th level after they have spent 10 WP in a day they manifest dragon scales that gives them resistance to the damage type associated with their dragon until the end of the day.</p><p></p><p>And finally the Warlock. In this playtest they used Int. +1 to their Intelligence, Dexterity, or Constitution score. Light armor, basic weapons, finesse weapons and simple ranged weapons. Weapon and Magic attack as well as Spell DC are all the same as Wizard. Know 3 Invocations at 1st level, 4 at 2nd and 5 at 4th. Eldritch Lore like the Wizard and Cleric abilities. Like Sorcerer they only get 2nd level spells at 4th. They cannot actually cast spells though, only rituals. There is one pact in the playtest, basically a named Fey. Verenestra Fey Pact, at 1st level a small wart appears on their face, and when speaking to a creature that can understand them they can spend one of their Patron's Favors, short rest recharge resources which they get two of and that power some of their Patron abilities and some of their Invocations, to get advantage on all Cha checks made to influence it for the next hour if its hit point maximum is lower than the Warlocks. At 3rd their irises turn a bright gold, and as a reaction can impose disadvantage on a melee attack made against them by a living creature. At 5th level spiderwebs of thin white scars appear on their neck and arms, and as an action can spend one of their Favors to teleport up to 30' to a location that they can see. In the playtest there were only two types of Invocations, Lesser which used Favors to power them and Minor which were at will. Baleful Utterance is a lesser that makes a 15' cone of sound that all creatures in it must make a Con save taking 2d6 thunder damage and deafened on a failed save, half damage and no deafness on a success. Increases to 2d8 at 3rd level. Eldritch Blast is one of two minor invocations. Make a magical attack against a creature within 50 feet of the warlock, on a hit the creature takes 3d6 force damage, and increases to 4d6 at 3rd level. This is basically the only at will magical attack in the playtest that actually scales.</p><p></p><p>I would go over more but I am running late for work.</p></blockquote><p></p>
[QUOTE="Ryuujin, post: 6875470, member: 35840"] Not sure where Ashrym is getting a bunch of that. The Warlock, and Sorcerer had the LEAST amount of playtest. They were the two classes introduced first after the core four. But they were in two playtest packets, with no changes between the two, then REMOVED because people freaked out that the melee focused archetype of the Sorcerer was well melee focused and so tough, as if the whole class would have been that way. At the time classes only went to level 5. After those two classes were removed the very makeup of classes changed massively. MASSIVELY. So much so that the actual versions of those classes we got back then would not fit into the game now without some hefty changes, besides they only went to 5th level. All four core classes changed a lot, new classes like Druid, Bard, Barbarian, Paladin and Ranger were all added and went through some big changes. And Warlock and Sorcerer were never brought back. As the public playtest ended a private playtest, which probably had little to do with the public playtest that seemed to do no good, tested the warlock and sorcerer. Between that final private playtest and the official release the Warlock, and Sorcerer I believe, as well as Monk, Fighter, and possibly a few other martial classes, were all nerfed. Particularly their final level 20 ability. Which is why those classes pretty much have a terrible capstone that is basically worthless. Now for those interested in what the Warlock and Sorcerer were like in the playtest? Lets go over the classes at the time. The playtest packet was from 08/17/12, there was another one put out afterwards but it shared the 081212 Classes packet. Classes only went up to 5th level at the time, it was a playtest afterall. There was no Proficiency modifier. Classes had one or both of Weapon Attack and Magic Attack. The Cleric for example started at +2 in both Weapon Attack and Magic Attack, and went up to uh +2 in both by 5th level. Their spell DC was 10+Wis Mod, so basically didn't scale as well. They started with 1 Channel Divinity per day, 2 a day at 4th level, they could use it to either heal a living being 1d8, 2d8 at 5th level, plus Wis mod hp or harm an undead for the same amount in holy damage. Evil clerics switched it around, harming living or healing undead. Casting was kind of similar to how it is now, except for preparing spells. The cleric prepared a number of spells equal to their spell slots, while also having their domain spells auto-prepared like now. They start with one Orison, basically cantrips now but they didn't scale, and gained another at 5th level, and 9th level despite the chart not going that high. An example Orison available to the Cleric is Radiant Lance it is 50' range make a magical attack and on a hit it does 1d8+4 radiant damage. Hmm radiant and holy as two separate damage types it looks like. The Cleric's Religion feature gives them training in one of a number of Lores, different skills. Being proficient in a skill gives you +3 to the roll and at every even level you can increase the bonus to one of your skills by +1 to a max of +7. The Cleric chooses a Domain at 1st level. Uh wow. So the two domains in the playtest for the Cleric are Sun and War. Sun gives you the Radiant Lance orison in addition to whatever other orisons you have, proficiency with light and medium armor, and resistance to radiant and fire damage. It adds a spell to each spell level as auto prepared, and at 2nd level you can use up a use of Channel Divinity to deal 1d8+Wis mod radiant damage in a 20ft radius sphere, Con save for half. War gains martial weapon proficiency and proficiency with all armor and shields, and when they use Channel Divinity they can make an attack as part of the same action. By the way the Cleric normally starts with no armor proficiencies, what they get they gain from their Domain. The classes at the time also gained a +1 to a stat, cleric gained +1 to Wisdom, Strength, or Constitution score. Fighter was the next class, they got +1 to Strength, Dexterity, or Constitution score, and proficiency in all armor and all shields. They start with +3 Weapon Attack and go up to +4 at 4th level. They start with a 1d6 Expertise Dice which goes up to 1d8 at 3rd and 2d8 at 5th level. They could spend an expertise die to use a combat maneuver and at the start of each of their turns, this improved in later playtests then got spread around/nerfed, they regained all of their spent expertise dice. They start with Deadly Strike, aka roll your dice for extra damage, and Parry aka roll your dice to reduce damage, maneuvers and gained more depending on Fighting Style. At 1st level they pick a Fighting Style which gives them more maneuvers at certain levels. The Fighting Styles, like the Domains of the Cleric also have suggested gear for the character. In the playtest the Fighting Styles gave maneuvers at 1st, 3rd, and 5th level. Duelist gave Tumble, Jab and finally Shift. Protector gave Protect, Push and Knock Down. Sharpshooter gave Precise Shot, Snap Shot and Shift. Finally Slayer gave Glancing Blow, Cleave and Jab. If someone wants to know more about these manuevers let me know and I will go over them. The Rogue gets +1 to their Strength, Dexterity, or Intelligence score. Light armor, basic weapons, finesse weapons and simple and martial ranged weapons. They start with +2 Weapon Attack going up to +3 at 5th level. They start with 2d6 Sneak Attack at 1st level going up by 1d6 each level to 6d6 at 5th. They start at Skill Mastery 10 going up to Skill Mastery 11 at 5th. Skill Mastery has the Rogue use the higher of their Ability Modifier for the skill or +3, and uh wow . . . they start out with the 11th level Rogue feature from the final book, so they use the +3 or correct ability modifier whichever is higher and when they roll a skill they use either the roll of the die or 10, 11 at 5th level, whichever is higher. Sneak Attack starts higher than the final, and scales a lot faster, but requires Advantage instead of working when an ally is adjacent to the target. Rogues get a Scheme, like Clerics get Domain and Fighter gets Fighting Style. The Rogue's Scheme gives them a background, in addition to the background every character already gets. The two, in the playtest, Schemes also have class features at 1st, 2nd and 5th levels. Thief gets Thief Sneaking at 1st which lets them attempt to hide when lightly obscured and can also hide behind an object that can cover at least a quarter of their body. At 2nd Thief gets Night Vision which lets them treat darkness as shadows and shadows as normal light up to a radius of 30 feet after spending at least 1 minute in darkness or shadows. And 5th level Thief gets Hit and Run which lets them move up to half their speed as part of the same action as an attack in which they deal Sneak Attack, this movement doesn't provoke. The other scheme in the playtest was Thug. Thugs at 1st level have Thug Tactics which lets them deal Sneak Attack when a target is within reach of two or more creatures that are friendly to the Thug. Level 2 gives them City Savvy which means they cannot be surprised while they are able to take actions and level 5 is Cheap Shot which means that when they deal Sneak Attack damage to a creature that creature's speed drops to 0 until the end of the rogue's next turn. At level 2 all Rogue's gain Knack which lets them give themselves advantage on a check twice per day, increasing to 3x a day at 5th and 4x a day at 9th. And finally the Wizard, the final core class and the last class before the two just added in classes Sorcerer and Warlock! +1 to their Intelligence or Constitution score. No armor, and a grand total of 4 specific weapons. Almost the inverse of Fighter. A Magic Attack bonus that starts at +3 and goes up to +4 at 4th level, except they are still given a +2 Weapon Attack bonus, which seems a bit unfair. The Wizard's DCs start at 11+Int mod and go up to 12+Int mod at 4th. All their class features come in at 1st level. They get more spells per day than the Cleric, getting 2 3rd level spells at 5th instead of the Cleric's 1. They start with a spellbook with 5 1st level spells, each level after they gain Int mod more spells. Still could find spells out in the wild. Both Cleric and Wizard do have Ritual access. Start with 3 minor spells, like the cleric orisons because back then they weren't all called cantrips. Magic Missile is a minor spell. Magic Missile choose a creature within 100ft and that creature takes 1d4+1 force damage. Arcane Knowledge is like the Cleric's Religion Knowledge and gives them a skill, again needs to be one of the skills listed as a Lore. They don't seem to have Schools yet, that will be added in a later playtest packet and the early School options do include a generalist build. The Sorcerer gets +1 to Charisma or Constitution score. Like the cleric they get +2 to Weapon and Magic Attacks all through the first 5 levels. Spell DC is 10+Cha mod. Slower Max Spell level progression only getting 2nd level spells at 4th level. They have Willpower, starting at 3 at 1st level, 4 at 2nd, 8 at 3rd, 10 at 4th and 16 at 5th level. Basically the spell point variant in the DMG now, but things happen as they spend them. They start with knowing 2 spells and gain another each level. They know 2 minor spells from the Sorcerer list. Costs 1 Willpower to cast a 1st level spell and 2 to cast a 2nd level spell. Cannot cast spells while wearing armor, believe Wizard has this too, but the one and only Sorcerer origin changes this. At 1st level they choose a Sorcerous Origin each grants certain abilities at certain levels when you use Willpower to cast spells. The one in the playtest is Draconic Heritage. This gives them proficiency in all armor and shields as well as able to cast in armor, proficiency with martial melee weapons and increase the Weapon Attack rolls by 1. Can spend 1 WP to use Dragon Strength which gives them the next time they hit a hostile creature with a melee attack in the next minute they deal an extra 2d6 damage. Once they have spent 3 WP in a day they gain a +2 bonus to the damage rolls of melee attacks for the rest of the day. At 4th they can spend 2 WP to use Dragon Scales which is a reaction to taking damage and reduces the damage by 10, and grants you resistance to the damage type of your heritage until the end of your next turn. As well at 4th level after they have spent 10 WP in a day they manifest dragon scales that gives them resistance to the damage type associated with their dragon until the end of the day. And finally the Warlock. In this playtest they used Int. +1 to their Intelligence, Dexterity, or Constitution score. Light armor, basic weapons, finesse weapons and simple ranged weapons. Weapon and Magic attack as well as Spell DC are all the same as Wizard. Know 3 Invocations at 1st level, 4 at 2nd and 5 at 4th. Eldritch Lore like the Wizard and Cleric abilities. Like Sorcerer they only get 2nd level spells at 4th. They cannot actually cast spells though, only rituals. There is one pact in the playtest, basically a named Fey. Verenestra Fey Pact, at 1st level a small wart appears on their face, and when speaking to a creature that can understand them they can spend one of their Patron's Favors, short rest recharge resources which they get two of and that power some of their Patron abilities and some of their Invocations, to get advantage on all Cha checks made to influence it for the next hour if its hit point maximum is lower than the Warlocks. At 3rd their irises turn a bright gold, and as a reaction can impose disadvantage on a melee attack made against them by a living creature. At 5th level spiderwebs of thin white scars appear on their neck and arms, and as an action can spend one of their Favors to teleport up to 30' to a location that they can see. In the playtest there were only two types of Invocations, Lesser which used Favors to power them and Minor which were at will. Baleful Utterance is a lesser that makes a 15' cone of sound that all creatures in it must make a Con save taking 2d6 thunder damage and deafened on a failed save, half damage and no deafness on a success. Increases to 2d8 at 3rd level. Eldritch Blast is one of two minor invocations. Make a magical attack against a creature within 50 feet of the warlock, on a hit the creature takes 3d6 force damage, and increases to 4d6 at 3rd level. This is basically the only at will magical attack in the playtest that actually scales. I would go over more but I am running late for work. [/QUOTE]
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