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So...warlocks?
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<blockquote data-quote="ppaladin123" data-source="post: 6367886" data-attributes="member: 60923"><p>They do get misty step, which is a 30 ft teleport but you probably don't want to use it if you can help it because....</p><p></p><p>Until level 11 you are limited to two spell slots between rests. That is a fairly serious restriction. On the other hand the slots gain in power such that they are eventually 5th level. It seems like you'd want to focus on spells that improve/grow stronger when cast at higher levels and on long-duration buffs/debuffs/area spells to really get the most out of this. For example: Hex, Fly, Spider Climb, Evard's Black Tentacles (if Great Old One).</p><p></p><p>The Patrons offer a few nice spells but the abilities they offer are mostly defensive until the capstone.</p><p></p><p>The invocations are mostly damage and scouting/utility oriented. The Pact of Chain and Pact of the Blade Warlock could be excellent scouts/infiltrators. In battle they'd mostly rely on eldritch blast (or the the blade with thirsting blade and lifedrinker), with the spell slots used for "oh crap" moments or the occasional well-timed/well-placed megaspell.</p><p></p><p>The Pact of the Tome seems like he is meant to be a utility caster outside of battle and a Eldritch Blaster/occasional debuffer inside of battle. You can collect rituals from every class and use invocations to further this.</p><p></p><p>So you might get:</p><p></p><p>Invocations:</p><p></p><p>speak with animals at will</p><p>detect magic at will</p><p>"read all writing"</p><p>speak with dead at will</p><p>arcane eye at will</p><p>witch sight: see true forms of creatures/through illusions</p><p></p><p>and spells:</p><p>comprehend languages</p><p>identify</p><p>unseen servant</p><p>water walk</p><p>tenser's floating disk</p><p>etc.</p><p></p><p>This might be helpful if you don't have a wizard in your party and you need some out of combat magic support. </p><p></p><p>Still, I think the warlock is a bit of an odd bird; if the bard or monk were the classic "5th man" in 3e, I think the warlock fills that role here.</p></blockquote><p></p>
[QUOTE="ppaladin123, post: 6367886, member: 60923"] They do get misty step, which is a 30 ft teleport but you probably don't want to use it if you can help it because.... Until level 11 you are limited to two spell slots between rests. That is a fairly serious restriction. On the other hand the slots gain in power such that they are eventually 5th level. It seems like you'd want to focus on spells that improve/grow stronger when cast at higher levels and on long-duration buffs/debuffs/area spells to really get the most out of this. For example: Hex, Fly, Spider Climb, Evard's Black Tentacles (if Great Old One). The Patrons offer a few nice spells but the abilities they offer are mostly defensive until the capstone. The invocations are mostly damage and scouting/utility oriented. The Pact of Chain and Pact of the Blade Warlock could be excellent scouts/infiltrators. In battle they'd mostly rely on eldritch blast (or the the blade with thirsting blade and lifedrinker), with the spell slots used for "oh crap" moments or the occasional well-timed/well-placed megaspell. The Pact of the Tome seems like he is meant to be a utility caster outside of battle and a Eldritch Blaster/occasional debuffer inside of battle. You can collect rituals from every class and use invocations to further this. So you might get: Invocations: speak with animals at will detect magic at will "read all writing" speak with dead at will arcane eye at will witch sight: see true forms of creatures/through illusions and spells: comprehend languages identify unseen servant water walk tenser's floating disk etc. This might be helpful if you don't have a wizard in your party and you need some out of combat magic support. Still, I think the warlock is a bit of an odd bird; if the bard or monk were the classic "5th man" in 3e, I think the warlock fills that role here. [/QUOTE]
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