D&D 5E Pact of the Blade / Bladelock, looking for thoughts

Mu Zein Wallah

First Post
Hello, thanks for reading.

I know there has been A LOT ( can that be emphasized enough ) talk on the Bladelock. While I would prefer not to have this talk devolve as they tend to do, I would like to hear some constructive feedback. So I started out not by thinking of damage but instead what were the things that seemed off by the sub-class. They ended up being these:

  • For a melee combatant access to armor can be important, only being able to have light armor with no investment really hurts.
  • From the above i got, in order to have a particular concept it may require a significant feat/invocation/multiclass tax.
  • And finally (as you knew was coming) why should i swing/thrust/cut something when I can simply blast it with the best cantrip in the game, while only investing in one or two Invocations
So after a significant amount of reading I came to the some possibilities that i may implement.
  1. Allow Pact of the Blade access to Medium Armor and Shields; the hope is to alleviate some of the burden of the first two bullet points, without giving two much to her.
  2. Removal of Thristing Blade; instead give the Pact an extra attack at 5th lvl.
  3. Introduce a new invocation; something like Apollyon's Carapace, Requirement: Pact of the Blade, Gain Heavy Armor Proficiency.
  4. Well you can't give them something without taking something away. Decrease the damage of Eldritch Blast to 1d8 per Beam.
  5. Agonizing Blast can not be taken either make it have a pact requirement of Tome/Chain or force a change upon taking pact of the blade. This one I am iffy about, it seems very harsh.
  6. And finally one that I am toying with to reduce MAD. Pact Weapon, when rolling to hit and damage your pact weapon use either your Str modifier( or Dex modifier if normally capable) OR your Chr modifier. (Change wording on Lifedrinker to read now apply both your Str(or Dex ...) and Chr when calculating damage). Now this is very dramatic but I dont think it changes the numbers all that much, but i have not done the math on this.
So those are my thoughts. Thanks for reading.
~mu
 

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Just my opinion based on playing Dex based blade warlocks. Overall it seems that you've really focused your suggestions around the idea of helping the Strength based blade warlock concept. (1-3, 6) all benefit Strength based blade warlocks much more than Dex based blade warlocks.

1) This is nice plus for strength based bladelocks, but doesn't really make a big difference for Dex based bladelocks. I'd still add at least the Medium armor proficiency. I'm not as sure about the Shield proficiency

2) I wouldn't do this. All three Pacts have an associated Invocation, although Book warlocks can take theirs at lvl 3 and the Chain invocation isn't very exciting. This really isn't an extra burden for bladelock

3) I don't really see this. This seems specifically designed for the Strength based bladelock.

4 & 5) Not surprisingly, I don't like this at all. One of really nice things about the blade lock for me is the versatility of being competent in both ranged and melee combat depending on the situation.

6) I REALLY don't like this. I strongly prefer that weapon attacks for all classes depend on the stats, and avoid making weapon attacks dependent on whatever the classes primary stat seems to be. This is just a top level verisimilitude thing for me personally.
 

I don't try to make Strength warlock's viable. Instead I focused on bringing Dex up to par. The simplest way I can do it is these two house rules.

PACT OF THE BLADE
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier.

LIFEDRINKER
When you hit a creature with your pact weapon on your turn, the creature takes extra necrotic damage equal to half your warlock level. You do not add your Charisma modifier to damage a second time.

This puts their damage slightly higher than Agonizing Blast, but still in the same damage band--ie, fighter and rogue are still superior. I did this because I decided to try not nerfing Agonizing Blast.

You can probably break this with multiclassing.

I have an alternate method of balancing the subclasses that I have archived in favor of the one above. My other method was more cautious--weaking Agonizing Blast and then raising bladelocks slightly above it.

AGONIZING BLAST
Add only half your Charisma modifier (rounded up) to damage dealt on a hit.

LIFEDRINKER
The extra necrotic damage is equal to 1d10 + half your Charisma modifier (rounded up).

As I said, I'm archiving this one and using the one at the top, as I didn't want to have to nerf anything unless absolutely necessary, but if it proves to be a problem I can always revert back to this one.
 

I think the easiest build for a "pure" blade warlock is:

Dex up + Decent Dex based Armor + Blade Pact + Life Drinker + Thirsting Blade + Devil's Sight + Darkness Spell

Can't hit you when they can't see you. Hit them in the dark.
 

I'd like to see the 5th level extra attack invocation become a feature and add a short rest recharging attack feature similar to the encounter powers of the original hexblade.
 


Hello, thanks for reading.

I know there has been A LOT ( can that be emphasized enough ) talk on the Bladelock. While I would prefer not to have this talk devolve as they tend to do, I would like to hear some constructive feedback. So I started out not by thinking of damage but instead what were the things that seemed off by the sub-class. They ended up being these:

  • For a melee combatant access to armor can be important, only being able to have light armor with no investment really hurts.
  • From the above i got, in order to have a particular concept it may require a significant feat/invocation/multiclass tax.
  • And finally (as you knew was coming) why should i swing/thrust/cut something when I can simply blast it with the best cantrip in the game, while only investing in one or two Invocations
So after a significant amount of reading I came to the some possibilities that i may implement.
  1. Allow Pact of the Blade access to Medium Armor and Shields; the hope is to alleviate some of the burden of the first two bullet points, without giving two much to her.
  2. Removal of Thristing Blade; instead give the Pact an extra attack at 5th lvl.
  3. Introduce a new invocation; something like Apollyon's Carapace, Requirement: Pact of the Blade, Gain Heavy Armor Proficiency.
  4. Well you can't give them something without taking something away. Decrease the damage of Eldritch Blast to 1d8 per Beam.
  5. Agonizing Blast can not be taken either make it have a pact requirement of Tome/Chain or force a change upon taking pact of the blade. This one I am iffy about, it seems very harsh.
  6. And finally one that I am toying with to reduce MAD. Pact Weapon, when rolling to hit and damage your pact weapon use either your Str modifier( or Dex modifier if normally capable) OR your Chr modifier. (Change wording on Lifedrinker to read now apply both your Str(or Dex ...) and Chr when calculating damage). Now this is very dramatic but I dont think it changes the numbers all that much, but i have not done the math on this.
So those are my thoughts. Thanks for reading.
~mu

Bullets:

* Variant human uses a feat for it; mountain dwarf; or multiclass cleric, fighter, or paladin; or just take the hit on opportunity cost because that happens no matter which class a person plays. Or possibly a DEX based but that gets more complicated to build, imo, and still be competitive.
* It's not as significant as a person might think. Polearm master grants that extra attack and allows STR (and CHA eventually) on the extra attack to leave agonizing blast far behind. Eldritch blast would be best used with crossbow master because of the disadvantage on attacks with hostiles within 5 ft. It's really only 1 more invocation with the potential for more combat feats. Polearm master and thirsting blade together puts weapon use ahead of eldritch blast without difficulty and is pretty good adding CHA later as well. 3d10+15 isn't as much as 2d10+1d4+15+6 with only a +2 CHA bonus, for example.
* The best damage cantrip in the game still doesn't keep up to weapon damage with feats. That's why. This is particularly true at lower levels because of extra attacks from class features, feats, or TWF. The cantrips won't be competitive until 17th level.

I would keep that in mind with any house rule changes and the thing to really watch out for is unexpected synergy with other aspects of the game. I can already take 1 level of fighter to start with for armor, CON save proficiency, and a fighting style. Giving medium armor and shield proficiency isn't a big deal if it's easy to acquire for little downside anyway. It does marginalize the proficiency bonus a person might get by taking dwarf as a race because the armor, STR, and CON all work for the subclass anyway.

1. This is minor but doesn't have much flavor. I don't actually see it as necessary because it's not difficult to acquire.
2. The reason this isn't done is because that's the level 3rd-level spells become available. Subclasses and classes are structured with paced abilities in their levels and you'll notice class progression is blank as 3rd level spells open up. What you intend is to break that pattern by giving a strong ability to one subclass for free and not other subclasses. 3rd level spells is pretty strong when you cast all your spells in that slot multiple times and why it's part of the invocations with a cost.
3. All you've done is add an invocation requirement after trying to remove invocation requirements. Heavy armor proficiency is very limited in the game. You would be better off making medium armor the invocation, IMO.
4. There's no point using eldritch blast if a person has invested in weapon ability scores and feats. Eldritch blast does less damage. There's no point in taking agonizing blast unless a person wants a ranged option but CHA is likely lacking behind as secondary to the main attack ability score.
5. There's no point, again. Eldritch blast does not do more damage than weapons.
6. MAD happens to all hybrid caster / melee. Just let the combat or the magic be more important and take a small hit. A 17 or 18 spell DC instead of a 19 on a melee build will still be okay and give a good damage bonus from lifedrinker. I think MAD is preferable in many cases because classes with access to high levels of magic (including blade warlocks) shouldn't also have access to great armor, high damage, etc without some cost or tradeoff. It's too easy to marginalize other classes that don't have such access to the magic and already focus on combat.


I do think there is room for more invocations to increase specialization and that would be the route to go. I wouldn't remove thirsting blade and give it for free. I would leave it as is. I would also consider medium armor and shield as an invocation and heavy armor as another invocation requiring the first one.

I wouldn't do anything to give more damage; consider what you can already do with 2 or 3 attacks plus all the available bonuses plus magical bonuses via weapon or other magic plus the fact you might harvest or find a way to purchase poisons. Serpent venom is fairly affordable early and half damage on a save is still a bonus to damage not available on eldritch blast, even with the lowish save on it.

Hope the feedback helps. It's not meant to be argumentative but I understand how it can appear on the internet.
 

My own personal house rule:

When attacking with your pact blade, you use Charisma instead of the usual ability score.
 

So after a significant amount of reading I came to the some possibilities that i may implement.
  1. Allow Pact of the Blade access to Medium Armor and Shields; the hope is to alleviate some of the burden of the first two bullet points, without giving two much to her.
  2. Removal of Thristing Blade; instead give the Pact an extra attack at 5th lvl.
  3. Introduce a new invocation; something like Apollyon's Carapace, Requirement: Pact of the Blade, Gain Heavy Armor Proficiency.
  4. Well you can't give them something without taking something away. Decrease the damage of Eldritch Blast to 1d8 per Beam.
  5. Agonizing Blast can not be taken either make it have a pact requirement of Tome/Chain or force a change upon taking pact of the blade. This one I am iffy about, it seems very harsh.
  6. And finally one that I am toying with to reduce MAD. Pact Weapon, when rolling to hit and damage your pact weapon use either your Str modifier( or Dex modifier if normally capable) OR your Chr modifier. (Change wording on Lifedrinker to read now apply both your Str(or Dex ...) and Chr when calculating damage). Now this is very dramatic but I dont think it changes the numbers all that much, but i have not done the math on this.
So those are my thoughts. Thanks for reading.
~mu
Counter thought -
  • While I agree that Medium armor is something that should happen, I'm not sold on shields. I'm used to thinking in terms of the Hexblade and Soulknife, neither of whom used a shield. Its not a classic image for the class.
  • If you go that route, I'd make the level 12 automatic as well - that's basically the Blade's equivalent to Improved Smiting. And I would come up with some other Invocation that improved a "hexblade" style as well; something on par with rituals or super-familiar, but won't be necessary. Maybe like the equivalent of Magic Weapon spell for their blade (see below)?
  • I'm actually opposed to giving them access to heavy armor so easily. Much like the Barbarian only gets medium armor in exchange for resistances, the Blade focuses on THP and "reprisal" things like armor of aggy, hellish rebuke that happen when you get hit. Hexblades kind of want to get hit in combat. Too high of an AC is bad for the class.
  • Sure you can; in fact, its kind of a poor move, imho. Tome of the book gives three cantrips without penalty. Chain gets a super familiar (which has issues of its own). I get that eldritch blast is still stronger at some points, but the hexblade gets to add more damage from magic weapons, which offsets. If you don't want to count on magic items, then make an Invocation that lets weapons they summon be automatically magical with bonuses, but won't work with magic items you bond. The problem with Eld.Blast is that it reduces MAD and grants extra attacks at high level beyond what the blade does, not the d10 opposed to d8.
  • It is harsh. You're shoving the idea of "no eldritch blasting!" pretty hard. Let it be a choice. Utility versus more damage options.
  • If you want to make it less MAD... you could just change Lifedrinker to 1d8 necrotic damage (equal to the paladin's) which lets you worry less about CHA at all. Really, permitting the hexblade to "dump" CHA is actually the answer to your eldritch blast woes as well.
  • Much like a Paladin's and Ranger spells, and the Ranger's spells, Hex and others spells are a critical part of the Blade's damage output and resistance. But we suffer from Concentration woes. The blade's other invocation can be something to help with that? Alternatively, hack the Fiend path's Dark One's Own Luck to help with more than one save a rest, while letting the Fey and GOO rely on other style spells to avoid damage?
 

[Medium armor proficiency] is minor but doesn't have much flavor. I don't actually see it as necessary because it's not difficult to acquire.

It may not be necessary, but the reason I like it is that 1.) it fits the flavor of Pact of the Blade, and 2.) Pact Weapon is IMO really weak already. If you're getting armor via fighter multiclassing already, you've got proficiency with all weapons, so all Pact Weapon gives you in that case is a "summon weapon" ability that takes a full action, which is pretty meh. I'd flavor Pact Weapon as "your patron imbues you with a weapon and martial knowledge" and give the medium armor proficiency and pact weapon together in order to obviate the need for multiclassing.

The other two ways to get medium armor are 1.) variant human, and 2.) mountain dwarf. Mountain dwarves don't get shield proficiency BTW.
 

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