Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Share Your Thoughts On My Warlock Houserules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xeviat" data-source="post: 6967670" data-attributes="member: 57494"><p>Good goals, except the last. I'm not really sure about that. The DMG does state that 2 short rests per day is an assumption. If your group isn't getting that, then the fighters and warlocks are weakened, and it becomes better to be a long rest focused class. I'm actually looking to do the exact opposite.</p><p></p><p></p><p></p><p>I can support the first dot. Like the sorcerer, the warlock suffers from a restricted spells known list; the bard gets 22, so shooting for that area seems like it would be okay. This helps them so they can have thematic spells while still grabbing the most effective spells.</p><p></p><p>I'm not sure about the second dot, though. I don't feel like the warlock needs more spell slots. If you convert warlock spell slots to MP, they're pretty much right along side the wizard, even with the wizard's Arcane Recovery (they're a bit behind during the teens, but they end up right along side them early game and end game). But that's assuming 2 short rests per day.</p><p></p><p></p><p></p><p>I'm not really certain about this. Aside from a few choice invocations (more on this later), invocations are about gaining options, not power. Many are a 1st or 2nd level spell at-will, but they're not too powerful. Others are learning a new spell outside your repertoire, but you're limited in how often you can use it. Others are solid utility things. Only Agonizing Blast, Lifedrinker, and Thirsting Blade really add power to your character. If these are the stand outs, I'd rather look at them (more later).</p><p></p><p></p><p></p><p>You're losing me here. I do support giving them Medium Armor at 3rd level. The core ability is only really giving you proficiency in one (floating) weapon. Pact of the Tome gives you 3 cantrips. Based on feats, where 2 cantrips is worth (the better part of) half a feat, and armor proficiency is half a feat, and 1 weapon proficiency is 1/4th of a feat, I'm completely okay with giving medium armor to them. I gave the warlock who last wanted to do blade pact the same ability. It's pretty needed.</p><p></p><p>I can support Cha to hit and damage instead of Str or Dex. Valor bards and templary clerics don't get that, so I'm not 100% sold. As for agonizing blast, what if they took it at 2nd level? Pact Boons aren't chosen till 3rd level. Seems odd.</p><p></p><p>Then there's extra attack. You say that no one else has to spend a resource on getting extra attack. Well, I disagree. The classes which gain extra attack, generally speaking, gain only extra attack at that level (half casters get 2nd level spells then too, that's true, but the subclasses that get it at 6th level don't get anything else). Take a look at the Warlock's 6th level. That's when they're getting Misty Escape (reaction invisibility+teleport once per short rest), Dark One's Own Luck (once per short rest +1d10 to an ability check or a saving throw), or Entropic Ward (impose disadvantage on one attack against you, if miss, gain advantage to attack them, once per short rest). Do you not consider these to be full abilities? Maybe one could argue that they're comparable to 2nd level spells, but that's still a 2nd level spell per short rest (so 3 a day) instead of the Ranger or Paladin's 2 3rd level spell slots. It's a tough call.</p><p></p><p>(2d6 or 1d8+4)*2 does compare against (1d10+4)*2 (agonizing blast vs thirsting blade), but it is slightly behind if you're going for a Dex build (less necessary with medium armor).</p><p></p><p></p><p></p><p>Again, I'm not sure about these, but only because I think Eldritch Invocations should be for Utility and Options, not power.</p><p></p><p>How do I reconcile Agonizing Blast, Lifedrinker, and Thirsting Blade? I remove them. I also remove Eldritch Blast from the cantrips, and move it to 2nd level as a class ability (and I remove 1 invocation known from the Warlock, starting at 2nd level).</p><p></p><p><strong>Eldritch Blast</strong></p><p>Starting at 2nd level, your reserve of eldritch power becomes so innate that you can always tap into it at a moment's notice. This manifests as, along with your Invocations, your Eldritch Blast. As an action, you can make an Eldritch Blast attack, as long as you have a free hand or an arcane implement in hand. Eldritch blast is a spell attack, utilizing your Charisma modifier for its attack roll, that deals 1d10 plus your Charisma modifier force damage. It has a range of 120 feet. At 5th level, whenever you use your action to attack with Eldritch Blast, you can attack twice with Eldritch Blast, and this increases as you gain levels: at 11th level, you can attack three times with Eldritch Blast, and at 16th level you can attack 4 times with Eldritch Blast.</p><p></p><p>Then, here's how I adjust Pact of the Blade</p><p></p><p><strong>Pact of the Blade</strong></p><p>You can use your action to create a pact weapon in your empty hand, allowing you to attack with your Eldritch Blast in melee. While wielding your pact weapon, it deals 1d12 plus your Charisma modifier damage and deals your choice of slashing, piercing, or bludgeoning damage (chosen at the time you manifest it). If you make a ranged attack with Eldritch Blast, your pact weapon dissipates and must be summoned again. It also disappears if it is more than 5 feet away ... *snip* You also gain proficiency in medium armor.</p><p></p><p>Last, I'd add invocations to allow the Blade Pact Warlock to throw their blade (20/60 range) as an attack, and one which allows you to choose from other damage types.</p><p></p><p>Then, to sort of make up for taking away agonizing blast, I'd add more blast options to modify eldritch blast. Eldritch Spear and Repelling Blast would be options that you have to choose, possibly changed into Actions of their own. Then choices for a small 10 ft radius bust attack, and other blast options, could be added, to bring back some of their 3rd Edition toys.</p><p></p><p>TL<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />R: I'm not sure that Warlocks need more spells. Blade Pact warlock is lacking. Heck, I think Pact of the Chain needs to get scaling HP on their familiar, lest it only be a toy of low levels. At least Tome's extra cantrips are useful across the game (though Eldritch Blast does overshadow the attack cantrips).</p></blockquote><p></p>
[QUOTE="Xeviat, post: 6967670, member: 57494"] Good goals, except the last. I'm not really sure about that. The DMG does state that 2 short rests per day is an assumption. If your group isn't getting that, then the fighters and warlocks are weakened, and it becomes better to be a long rest focused class. I'm actually looking to do the exact opposite. I can support the first dot. Like the sorcerer, the warlock suffers from a restricted spells known list; the bard gets 22, so shooting for that area seems like it would be okay. This helps them so they can have thematic spells while still grabbing the most effective spells. I'm not sure about the second dot, though. I don't feel like the warlock needs more spell slots. If you convert warlock spell slots to MP, they're pretty much right along side the wizard, even with the wizard's Arcane Recovery (they're a bit behind during the teens, but they end up right along side them early game and end game). But that's assuming 2 short rests per day. I'm not really certain about this. Aside from a few choice invocations (more on this later), invocations are about gaining options, not power. Many are a 1st or 2nd level spell at-will, but they're not too powerful. Others are learning a new spell outside your repertoire, but you're limited in how often you can use it. Others are solid utility things. Only Agonizing Blast, Lifedrinker, and Thirsting Blade really add power to your character. If these are the stand outs, I'd rather look at them (more later). You're losing me here. I do support giving them Medium Armor at 3rd level. The core ability is only really giving you proficiency in one (floating) weapon. Pact of the Tome gives you 3 cantrips. Based on feats, where 2 cantrips is worth (the better part of) half a feat, and armor proficiency is half a feat, and 1 weapon proficiency is 1/4th of a feat, I'm completely okay with giving medium armor to them. I gave the warlock who last wanted to do blade pact the same ability. It's pretty needed. I can support Cha to hit and damage instead of Str or Dex. Valor bards and templary clerics don't get that, so I'm not 100% sold. As for agonizing blast, what if they took it at 2nd level? Pact Boons aren't chosen till 3rd level. Seems odd. Then there's extra attack. You say that no one else has to spend a resource on getting extra attack. Well, I disagree. The classes which gain extra attack, generally speaking, gain only extra attack at that level (half casters get 2nd level spells then too, that's true, but the subclasses that get it at 6th level don't get anything else). Take a look at the Warlock's 6th level. That's when they're getting Misty Escape (reaction invisibility+teleport once per short rest), Dark One's Own Luck (once per short rest +1d10 to an ability check or a saving throw), or Entropic Ward (impose disadvantage on one attack against you, if miss, gain advantage to attack them, once per short rest). Do you not consider these to be full abilities? Maybe one could argue that they're comparable to 2nd level spells, but that's still a 2nd level spell per short rest (so 3 a day) instead of the Ranger or Paladin's 2 3rd level spell slots. It's a tough call. (2d6 or 1d8+4)*2 does compare against (1d10+4)*2 (agonizing blast vs thirsting blade), but it is slightly behind if you're going for a Dex build (less necessary with medium armor). Again, I'm not sure about these, but only because I think Eldritch Invocations should be for Utility and Options, not power. How do I reconcile Agonizing Blast, Lifedrinker, and Thirsting Blade? I remove them. I also remove Eldritch Blast from the cantrips, and move it to 2nd level as a class ability (and I remove 1 invocation known from the Warlock, starting at 2nd level). [b]Eldritch Blast[/b] Starting at 2nd level, your reserve of eldritch power becomes so innate that you can always tap into it at a moment's notice. This manifests as, along with your Invocations, your Eldritch Blast. As an action, you can make an Eldritch Blast attack, as long as you have a free hand or an arcane implement in hand. Eldritch blast is a spell attack, utilizing your Charisma modifier for its attack roll, that deals 1d10 plus your Charisma modifier force damage. It has a range of 120 feet. At 5th level, whenever you use your action to attack with Eldritch Blast, you can attack twice with Eldritch Blast, and this increases as you gain levels: at 11th level, you can attack three times with Eldritch Blast, and at 16th level you can attack 4 times with Eldritch Blast. Then, here's how I adjust Pact of the Blade [b]Pact of the Blade[/b] You can use your action to create a pact weapon in your empty hand, allowing you to attack with your Eldritch Blast in melee. While wielding your pact weapon, it deals 1d12 plus your Charisma modifier damage and deals your choice of slashing, piercing, or bludgeoning damage (chosen at the time you manifest it). If you make a ranged attack with Eldritch Blast, your pact weapon dissipates and must be summoned again. It also disappears if it is more than 5 feet away ... *snip* You also gain proficiency in medium armor. Last, I'd add invocations to allow the Blade Pact Warlock to throw their blade (20/60 range) as an attack, and one which allows you to choose from other damage types. Then, to sort of make up for taking away agonizing blast, I'd add more blast options to modify eldritch blast. Eldritch Spear and Repelling Blast would be options that you have to choose, possibly changed into Actions of their own. Then choices for a small 10 ft radius bust attack, and other blast options, could be added, to bring back some of their 3rd Edition toys. TL:DR: I'm not sure that Warlocks need more spells. Blade Pact warlock is lacking. Heck, I think Pact of the Chain needs to get scaling HP on their familiar, lest it only be a toy of low levels. At least Tome's extra cantrips are useful across the game (though Eldritch Blast does overshadow the attack cantrips). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Share Your Thoughts On My Warlock Houserules
Top