Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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="Leatherhead" data-source="post: 7708760" data-attributes="member: 53176"><p>[sblock=Warlock]</p><p></p><p><strong><em><u>The Hexblade</u></em></strong></p><p>Because Katanas are magic.</p><p></p><p>This is a pact with an Artifact weapon, in case that wasn't clear. It's also heavily pact blade themed, but I think you got that already.</p><p></p><p><strong><em>Expanded Spell List</em></strong></p><p><em>Shield</em>, which is totally rad given the warlocks short rest mechanics.</p><p><em> Wrathful Smite</em>, which is worse than <em>Hex</em> in virtually every way, unless you also want to inflict fear for some reason.</p><p><em>Branding Smite</em>, better than Wrathful, but still not worth picking.</p><p><em>Magic Weapon</em> which I could see being used as a legitimate alternative to <em>Hex</em> for t1-t2 characters.</p><p><em>Blink</em> Could save you some pain, but you are trying to be a melee character, so it can also backfire on you when there is a massive hole in the front line.</p><p><em>Elemental Weapon</em> Upgrade to <em>magic weapon</em>, also a potential <em>Hex</em> replacement, if you don't mind the duration.</p><p><em>Phantasmal Killer</em> Not something I would pick.</p><p><em>Staggering Smite</em> Another smite not worth using over<em> Elemental Weapon</em> or <em>Hex</em>.</p><p><em>Cone of Cold</em> Could be nice, to end the world in ice.</p><p><em>Destructive Wave</em> Potentially harder to use than <em>Cone of Cold</em>, also don't scale, but has better damage coverage.</p><p></p><p>So like half of them are of dubious value, bleh.</p><p></p><p><strong><em>Hex Warrior</em></strong></p><p>The level one dip to end all level one dips. Make melee attacks using Charisma without using the <em>Shillelagh</em> cantrip. Of note, this will work on all one-handed weapons, including versatile ones to get a bypass on the two-handed restriction. Also gives you medium armor and shield proficiency so you can get away with skimping on Dex.</p><p></p><p><strong><em>Hexblade’s Curse</em></strong></p><p>Something to use your bonus action on once you drop <em>Hex</em> for<em> Magical Weapon</em>. Lets you land more crits and also boosts your damage in general. Once per rest, but it will come through when you need it.</p><p></p><p><strong><em>Shadow Hound</em></strong></p><p>This is, weird. You can track someone forever, and negate anything less than full cover for the times you want to use your<em> Eldritch Blast</em>. It's not un-useful, just a bit out of place. Still, it has some interesting exploration pillar potential if you use it to tail someone.</p><p></p><p><strong><em>Armor of Hexes</em></strong></p><p>Gives the target of your curse A 50% chance for any hit to instead miss you. It also stacks with disadvantage, which Warlocks have the ability to inflict quite easily. Could be enough to push them to the non-squishy side of the class spectrum. But you have to remember it only works on one target at a time.</p><p></p><p><strong><em>Master of Hexes</em></strong></p><p>At this level, you are flat out replacing the spell <em>Hex</em> with your subclass ability. a bit Ironic for something named Hexblade, but whatever.</p><p></p><p><u>Thoughts</u></p><p>A significant number of the spells are basically useless, and it doesn't want to stick with <em>Hex</em> despite being the Hexblade, which will cause confusion. Level 1 is the dip to end all dips for cha-based gish characters.</p><p></p><p><strong><em><u>The Raven Queen</u></em></strong></p><p>Because WotC wants to confuse me even more over the worshiper/pact-maker divide.</p><p></p><p><strong><em>Spells</em></strong></p><p>Not a bunch to write about, a few cold damage spells for flavor. Though<em> sanctuary </em>and<em> spiritual weapon </em>are kind of interesting.</p><p></p><p><em><strong>Sentinel Raven</strong></em></p><p>The best familiar ever. Also part of the set up for the character with the absolute best vision ever.</p><p></p><p><strong><em>Soul of the Raven</em></strong></p><p>You can become a raven. Unfortunately, you can't do awesome dogfights with <em>Eldritch Blasts</em>. However, you will still make for an excellent spy, at-will flight is always good, and being tiny could have some advantages in bypassing some barriers.</p><p></p><p><strong><em>Raven’s Shield</em></strong></p><p>It took ten levels to get a benefit that was explicitly about combat. And it's just ok. Immunity to the frightened condition (is that the same as immunity to fear?), resistance to necrotic will be welcome when it comes up, and advantage on death saving throws is going to be a lifesaver at times, but nothing really grabs you. Unlike being able to summon a conspiracy of ravens, or something like that.</p><p></p><p><strong><em>Queen’s Right Hand</em></strong></p><p><em>Finger of Death</em> once per day. Time to start gathering your own zombie horde. Which is wierd, because the Raven Queen was anti-undeath iirc.</p><p></p><p><u>Thoughts</u></p><p>Somehow both cool and boring, possibly due to the dearth of passive powers and subtle pacifistic nature of them. The capstone is out of character for the Raven Queen. And I still have no clue what WotC are trying to do by making warlocks take powers from gods. A Solid Meh.</p><p></p><p><strong><em><u>Eldritch Invocations</u></em></strong></p><p>This is new! And quite a number of these are for one patron only, for reasons.</p><p></p><p><strong><em>Aspect of the Moon</em></strong> (archfey)</p><p>Sadly, you don't get a magical tiara. Fortunately for the rest of the group, we don't have to picture your character in a mini-skirt.</p><p>Instead, you no longer have to sleep, and gain immunity to sleep effects. But you still have "rest" for 8 hours a day to recharge the batteries. Why not Great Old One? I dunno.</p><p></p><p><strong><em>Burning Hex</em></strong> (Hexblade)</p><p>Automatic Damage to the target of your Hexblade's Curse. Gives you a use for your bonus action, I guess. I still wouldn't pick it due to action economy.</p><p></p><p><strong><em>Caiphon’s Beacon</em></strong> (great old one)</p><p>Some skills and an incredibly situational advantage to attack rolls VS charmed targets. Not really all that interesting for something known as the Purple Star of Doom.</p><p></p><p><strong><em>Chilling Hex</em></strong> (hexblade)</p><p>Like Burning Hex, but useful. A liberal interpretation of the rules could find that the target of the curse also receives the damage.</p><p></p><p><strong><em>Chronicle of the Raven Queen</em></strong> (You shouldn't need me to point this out. However, only for Tome Pacts.)</p><p>An at-will <em>Speak with Dead</em>. Only much less powerful, and true to the knowledge of whatever dead thing you just asked, instead of cryptic. Will it break a murder mystery? Only if you let it.</p><p></p><p><strong><em>Claw of Acamar</em></strong> (goo-blades)</p><p>Tentacle-Smite. Like the Paladin's <em>Divine Smite</em>, only with Warlock spell slots, meaning it's <strong>beefy</strong> and frequent. Who needs multiclass rules anymore? </p><p></p><p><strong><em>Cloak of Baalzebul</em></strong> (fiend)</p><p>Poison damage aura with a side of intimidation advantage. Not going to be most useful thing.</p><p></p><p><strong><em>Curse Bringer</em></strong> (hexblade-blade)</p><p>Better than Claw of Acamar, it gives you a rider that is arguably better than your level 14 ability. Also a Silver Greatsword so that Githyanki want to kill you more.</p><p></p><p><strong><em>Kiss of Mephistopheles</em></strong> (level 5 fiend with <em>eldritch blast</em>)</p><p>Gives you<em> Fireball</em> as a bonus action when you cast <em>Eldritch Blast</em>. Not only is it a free spell learned, but it significantly improves your burst potential, and extends the range on Fireball if you make some other picks. It's deadly as heck.</p><p></p><p><strong><em>Frost Lance</em></strong> ( Fey with <em>eldritch blast</em>)</p><p>Gives your <em>eldritch blast</em> the ray of frost rider, but not the damage. Some combos with <em>repelling blast</em>.</p><p></p><p><strong><em>Gaze of Khirad</em></strong> (7th level goo)</p><p>x-ray vision, keen!</p><p></p><p><strong><em>Grasp of Hadar</em></strong> (goo with<em> eldritch blast</em>)</p><p>The opposite of <em>Repelling blast</em>, only worse.</p><p></p><p><strong><em>Green Lord’s Gift</em></strong> (fey)</p><p>Maximum healing on yourself. IF you are in a game without a healer, maybe?</p><p></p><p><strong><em>Improved Pact Weapon</em></strong> (blade pact level 5)</p><p>Your pact weapon is a +1 weapon now. Handy, but of marginal use in most games.</p><p></p><p><strong><em>Mace of Dispater</em></strong> (fiend blade)</p><p>The obligatory fiend pact variation, it does force damage, but turns your weapon into a mace and knocks prone.</p><p></p><p><strong><em>Moon Bow</em></strong> (fey blade)</p><p>It's a bow, does that even work right with a pact weapon? I suppose it does, also does smite radiant, which makes this one potentially the best of the invocations like it.</p><p></p><p><strong><em>Path of the Seeker</em></strong> (seeker, wow they remembered)</p><p>You get ranger travel powers and advantage on checks to let you move again. a bit meh.</p><p></p><p><strong><em>Raven Queen’s Blessing</em></strong> (raven queen with <em>eldritch blast</em>)</p><p>Finally, a way for warlocks to heal people without a tome. It has the 4e thing where you spend HD, but something has to counter the at-will nature of the ability.</p><p></p><p><strong><em>Relentless Hex</em></strong> (level 5 hexblade)</p><p>You can teleport to the target of your curse, but only if you are within 30'. Interesting, but I dunno if I would pick it over other things.</p><p></p><p><strong><em>Sea Twins’ Gift</em></strong> (fey)</p><p>The ability to swim and breathe underwater. Also cast <em>water breathing</em>, solid.</p><p></p><p><strong><em>Seeker’s Speech</em></strong> (seeker)</p><p>You get two floating language proficiencies that you can swap out every long rest. a bit mundane. </p><p></p><p><strong><em>Shroud of Ulban</em></strong> (goo 18)</p><p>invisibility as an action at will with no spell slot cost cool beens.</p><p></p><p><strong><em>Superior Pact Weapon</em></strong> (level 9 blade)</p><p>A +2 weapon now, but only if it wasn't magic, so it's less likely to be useful.</p><p></p><p><strong><em>Tomb of Levistus</em></strong> (fiend)</p><p>This just sucks. It leaves you vulnerable for an entire turn in order to gain some temp hps against one attack per rest. Needs lots of work.</p><p></p><p><strong><em>Ultimate Pact Weapon</em></strong> (15 blade)</p><p>+3 weapon, but if you don't have a magic weapon by now I wonder how you survived this long.</p><p></p><p><u>thoughts</u></p><p>Some chaff, also some of the restrictions are a bit much for pact weapons. But also some needed things.</p><p>[/sblock]</p><p></p><p>[sblock=Wizard!]</p><p><strong><em><u>Lore Mastery</u></em></strong></p><p>The Generalist wizard, at last.</p><p></p><p><strong><em>Lore Master</em></strong></p><p>Expertise in lore checks, also INT for your initiative. Something from 4e, but you are still going to want lots of Dex at this point unless you are a dwarf.</p><p></p><p><strong><em>Spell Secrets</em></strong></p><p>The first bit is nice, swapping energy damage on the fly every time you use a spell slot lets you bypass some of the more annoying resistances, or target some choice vulnerabilities when combined with <em>Lore Master.</em></p><p>The second bit is BRUTAL. You can clutch target the weak save, which lets you bring on the pain at a lower level than other wizards, and humiliate monsters in ways that they aren't used to. The Short rest recharge is possibly the perfect frequency to do something like this.</p><p></p><p><strong><em>Alchemical Casting </em></strong></p><p>Metamagic, for Wizards. but on a much more limited scope. Which is fair, but you should be able to nail anything that doesn't have resistance to spells with whatever you want now.</p><p></p><p><strong><em>Prodigious Memory</em></strong></p><p>You have exactly the right spell when you need it most. This is really evocative, I see a wizard digging in their book for the right page in the middle of combat.</p><p></p><p><strong><em>Master of Magic</em></strong></p><p>Once per long rest you can pull the ultimate hat trick, because sometimes you really need to cast <em>raise dead</em>. </p><p></p><p></p><p><u>Thoughts</u></p><p>This is probably a bit op in ways I can't think of at the moment, but I am a bit out of it after looking at all the warlock stuff. This is basically everything I ever wanted in a wizard.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7708760, member: 53176"] [sblock=Warlock] [B][I][U]The Hexblade[/U][/I][/B] Because Katanas are magic. This is a pact with an Artifact weapon, in case that wasn't clear. It's also heavily pact blade themed, but I think you got that already. [B][I]Expanded Spell List[/I][/B] [i]Shield[/i], which is totally rad given the warlocks short rest mechanics. [i] Wrathful Smite[/i], which is worse than [I]Hex[/I] in virtually every way, unless you also want to inflict fear for some reason. [I]Branding Smite[/I], better than Wrathful, but still not worth picking. [I]Magic Weapon[/I] which I could see being used as a legitimate alternative to [I]Hex[/I] for t1-t2 characters. [i]Blink[/i] Could save you some pain, but you are trying to be a melee character, so it can also backfire on you when there is a massive hole in the front line. [I]Elemental Weapon[/I] Upgrade to [I]magic weapon[/I], also a potential [I]Hex[/I] replacement, if you don't mind the duration. [I]Phantasmal Killer[/I] Not something I would pick. [I]Staggering Smite[/I] Another smite not worth using over[I] Elemental Weapon[/I] or [I]Hex[/I]. [I]Cone of Cold[/I] Could be nice, to end the world in ice. [I]Destructive Wave[/I] Potentially harder to use than [I]Cone of Cold[/I], also don't scale, but has better damage coverage. So like half of them are of dubious value, bleh. [B][I]Hex Warrior[/I][/B] The level one dip to end all level one dips. Make melee attacks using Charisma without using the [I]Shillelagh[/I] cantrip. Of note, this will work on all one-handed weapons, including versatile ones to get a bypass on the two-handed restriction. Also gives you medium armor and shield proficiency so you can get away with skimping on Dex. [B][I]Hexblade’s Curse[/I][/B] Something to use your bonus action on once you drop [I]Hex[/I] for[I] Magical Weapon[/I]. Lets you land more crits and also boosts your damage in general. Once per rest, but it will come through when you need it. [B][I]Shadow Hound[/I][/B] This is, weird. You can track someone forever, and negate anything less than full cover for the times you want to use your[I] Eldritch Blast[/I]. It's not un-useful, just a bit out of place. Still, it has some interesting exploration pillar potential if you use it to tail someone. [B][I]Armor of Hexes[/I][/B] Gives the target of your curse A 50% chance for any hit to instead miss you. It also stacks with disadvantage, which Warlocks have the ability to inflict quite easily. Could be enough to push them to the non-squishy side of the class spectrum. But you have to remember it only works on one target at a time. [B][I]Master of Hexes[/I][/B] At this level, you are flat out replacing the spell [I]Hex[/I] with your subclass ability. a bit Ironic for something named Hexblade, but whatever. [U]Thoughts[/U] A significant number of the spells are basically useless, and it doesn't want to stick with [I]Hex[/I] despite being the Hexblade, which will cause confusion. Level 1 is the dip to end all dips for cha-based gish characters. [B][I][U]The Raven Queen[/U][/I][/B] Because WotC wants to confuse me even more over the worshiper/pact-maker divide. [B][I]Spells[/I][/B] Not a bunch to write about, a few cold damage spells for flavor. Though[I] sanctuary [/I]and[I] spiritual weapon [/I]are kind of interesting. [I][B]Sentinel Raven[/B][/I] The best familiar ever. Also part of the set up for the character with the absolute best vision ever. [B][I]Soul of the Raven[/I][/B] You can become a raven. Unfortunately, you can't do awesome dogfights with [I]Eldritch Blasts[/I]. However, you will still make for an excellent spy, at-will flight is always good, and being tiny could have some advantages in bypassing some barriers. [B][I]Raven’s Shield[/I][/B] It took ten levels to get a benefit that was explicitly about combat. And it's just ok. Immunity to the frightened condition (is that the same as immunity to fear?), resistance to necrotic will be welcome when it comes up, and advantage on death saving throws is going to be a lifesaver at times, but nothing really grabs you. Unlike being able to summon a conspiracy of ravens, or something like that. [B][I]Queen’s Right Hand[/I][/B] [I]Finger of Death[/I] once per day. Time to start gathering your own zombie horde. Which is wierd, because the Raven Queen was anti-undeath iirc. [U]Thoughts[/U] Somehow both cool and boring, possibly due to the dearth of passive powers and subtle pacifistic nature of them. The capstone is out of character for the Raven Queen. And I still have no clue what WotC are trying to do by making warlocks take powers from gods. A Solid Meh. [B][I][U]Eldritch Invocations[/U][/I][/B] This is new! And quite a number of these are for one patron only, for reasons. [B][I]Aspect of the Moon[/I][/B] (archfey) Sadly, you don't get a magical tiara. Fortunately for the rest of the group, we don't have to picture your character in a mini-skirt. Instead, you no longer have to sleep, and gain immunity to sleep effects. But you still have "rest" for 8 hours a day to recharge the batteries. Why not Great Old One? I dunno. [B][I]Burning Hex[/I][/B] (Hexblade) Automatic Damage to the target of your Hexblade's Curse. Gives you a use for your bonus action, I guess. I still wouldn't pick it due to action economy. [B][I]Caiphon’s Beacon[/I][/B] (great old one) Some skills and an incredibly situational advantage to attack rolls VS charmed targets. Not really all that interesting for something known as the Purple Star of Doom. [B][I]Chilling Hex[/I][/B] (hexblade) Like Burning Hex, but useful. A liberal interpretation of the rules could find that the target of the curse also receives the damage. [B][I]Chronicle of the Raven Queen[/I][/B] (You shouldn't need me to point this out. However, only for Tome Pacts.) An at-will [I]Speak with Dead[/I]. Only much less powerful, and true to the knowledge of whatever dead thing you just asked, instead of cryptic. Will it break a murder mystery? Only if you let it. [B][I]Claw of Acamar[/I][/B] (goo-blades) Tentacle-Smite. Like the Paladin's [I]Divine Smite[/I], only with Warlock spell slots, meaning it's [B]beefy[/B] and frequent. Who needs multiclass rules anymore? [B][I]Cloak of Baalzebul[/I][/B] (fiend) Poison damage aura with a side of intimidation advantage. Not going to be most useful thing. [B][I]Curse Bringer[/I][/B] (hexblade-blade) Better than Claw of Acamar, it gives you a rider that is arguably better than your level 14 ability. Also a Silver Greatsword so that Githyanki want to kill you more. [B][I]Kiss of Mephistopheles[/I][/B] (level 5 fiend with [I]eldritch blast[/I]) Gives you[I] Fireball[/I] as a bonus action when you cast [I]Eldritch Blast[/I]. Not only is it a free spell learned, but it significantly improves your burst potential, and extends the range on Fireball if you make some other picks. It's deadly as heck. [B][I]Frost Lance[/I][/B] ( Fey with [I]eldritch blast[/I]) Gives your [I]eldritch blast[/I] the ray of frost rider, but not the damage. Some combos with [I]repelling blast[/I]. [B][I]Gaze of Khirad[/I][/B] (7th level goo) x-ray vision, keen! [B][I]Grasp of Hadar[/I][/B] (goo with[I] eldritch blast[/I]) The opposite of [I]Repelling blast[/I], only worse. [B][I]Green Lord’s Gift[/I][/B] (fey) Maximum healing on yourself. IF you are in a game without a healer, maybe? [B][I]Improved Pact Weapon[/I][/B] (blade pact level 5) Your pact weapon is a +1 weapon now. Handy, but of marginal use in most games. [B][I]Mace of Dispater[/I][/B] (fiend blade) The obligatory fiend pact variation, it does force damage, but turns your weapon into a mace and knocks prone. [B][I]Moon Bow[/I][/B] (fey blade) It's a bow, does that even work right with a pact weapon? I suppose it does, also does smite radiant, which makes this one potentially the best of the invocations like it. [B][I]Path of the Seeker[/I][/B] (seeker, wow they remembered) You get ranger travel powers and advantage on checks to let you move again. a bit meh. [B][I]Raven Queen’s Blessing[/I][/B] (raven queen with [I]eldritch blast[/I]) Finally, a way for warlocks to heal people without a tome. It has the 4e thing where you spend HD, but something has to counter the at-will nature of the ability. [B][I]Relentless Hex[/I][/B] (level 5 hexblade) You can teleport to the target of your curse, but only if you are within 30'. Interesting, but I dunno if I would pick it over other things. [B][I]Sea Twins’ Gift[/I][/B] (fey) The ability to swim and breathe underwater. Also cast [I]water breathing[/I], solid. [B][I]Seeker’s Speech[/I][/B] (seeker) You get two floating language proficiencies that you can swap out every long rest. a bit mundane. [B][I]Shroud of Ulban[/I][/B] (goo 18) invisibility as an action at will with no spell slot cost cool beens. [B][I]Superior Pact Weapon[/I][/B] (level 9 blade) A +2 weapon now, but only if it wasn't magic, so it's less likely to be useful. [B][I]Tomb of Levistus[/I][/B] (fiend) This just sucks. It leaves you vulnerable for an entire turn in order to gain some temp hps against one attack per rest. Needs lots of work. [B][I]Ultimate Pact Weapon[/I][/B] (15 blade) +3 weapon, but if you don't have a magic weapon by now I wonder how you survived this long. [U]thoughts[/U] Some chaff, also some of the restrictions are a bit much for pact weapons. But also some needed things. [/sblock] [sblock=Wizard!] [B][I][U]Lore Mastery[/U][/I][/B] The Generalist wizard, at last. [B][I]Lore Master[/I][/B] Expertise in lore checks, also INT for your initiative. Something from 4e, but you are still going to want lots of Dex at this point unless you are a dwarf. [B][I]Spell Secrets[/I][/B] The first bit is nice, swapping energy damage on the fly every time you use a spell slot lets you bypass some of the more annoying resistances, or target some choice vulnerabilities when combined with [I]Lore Master.[/I] The second bit is BRUTAL. You can clutch target the weak save, which lets you bring on the pain at a lower level than other wizards, and humiliate monsters in ways that they aren't used to. The Short rest recharge is possibly the perfect frequency to do something like this. [B][I]Alchemical Casting [/I][/B] Metamagic, for Wizards. but on a much more limited scope. Which is fair, but you should be able to nail anything that doesn't have resistance to spells with whatever you want now. [B][I]Prodigious Memory[/I][/B] You have exactly the right spell when you need it most. This is really evocative, I see a wizard digging in their book for the right page in the middle of combat. [B][I]Master of Magic[/I][/B] Once per long rest you can pull the ultimate hat trick, because sometimes you really need to cast [I]raise dead[/I]. [U]Thoughts[/U] This is probably a bit op in ways I can't think of at the moment, but I am a bit out of it after looking at all the warlock stuff. This is basically everything I ever wanted in a wizard. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
Top