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Community
General Tabletop Discussion
*Dungeons & Dragons
Making my player's warlock more fun!
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<blockquote data-quote="pdegan2814" data-source="post: 6946974" data-attributes="member: 6801202"><p>Warlocks are going to start off pretty simple, but their power definitely grows. When it comes to straight damage-dealing, Eldritch Blast combined with the Agonizing Blast invocation and possibly Hex is tough to get away from, it's just so freaking effective. Warlocks will eventually gain access to Hold & Dominate spells that let them take on something of a controller role. Warlocks also gain plenty of utility for exploration and social interaction, especially through their choice of Invocations(Levitate/Detect Magic/Speak With Dead/Disguise Self/etc at-will, seeing through illusion magic, and so on). Plus, the Tomelock gets to borrow fun cantrips from other classes, broadening their capabilities. Borrow Shillelagh and have a viable melee attack that works with Booming & Green-Flame Blade. Grab Thorn Whip for a counterpart to Repelling Blast, and be able to both push AND pull targets across the battlefield. Thaumaturgy to spook people with. Spare The Dying if the Cleric goes down and you just need them to hold on until the battle is over. </p><p></p><p>And of course, there's the Warlock's Patron. Talk to the player about why they chose the Patron they did, what drove their character to make a bargain, etc. Help the player flesh out their backstory and have it shape their motivations, as well as possible goals for the character that you as the DM can incorporate into your adventure somehow. Warlocks can be really fun characters to play, but in my opinion a lot of what makes them interesting comes from beyond the pure mechanics of the class.</p></blockquote><p></p>
[QUOTE="pdegan2814, post: 6946974, member: 6801202"] Warlocks are going to start off pretty simple, but their power definitely grows. When it comes to straight damage-dealing, Eldritch Blast combined with the Agonizing Blast invocation and possibly Hex is tough to get away from, it's just so freaking effective. Warlocks will eventually gain access to Hold & Dominate spells that let them take on something of a controller role. Warlocks also gain plenty of utility for exploration and social interaction, especially through their choice of Invocations(Levitate/Detect Magic/Speak With Dead/Disguise Self/etc at-will, seeing through illusion magic, and so on). Plus, the Tomelock gets to borrow fun cantrips from other classes, broadening their capabilities. Borrow Shillelagh and have a viable melee attack that works with Booming & Green-Flame Blade. Grab Thorn Whip for a counterpart to Repelling Blast, and be able to both push AND pull targets across the battlefield. Thaumaturgy to spook people with. Spare The Dying if the Cleric goes down and you just need them to hold on until the battle is over. And of course, there's the Warlock's Patron. Talk to the player about why they chose the Patron they did, what drove their character to make a bargain, etc. Help the player flesh out their backstory and have it shape their motivations, as well as possible goals for the character that you as the DM can incorporate into your adventure somehow. Warlocks can be really fun characters to play, but in my opinion a lot of what makes them interesting comes from beyond the pure mechanics of the class. [/QUOTE]
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Making my player's warlock more fun!
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