Level Up (A5E) Warlock Archetype Curse scaling

Anonymous3

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Do the Warlock curses (Alien Curse; Diabolical Curse; and Spellbinder’s Curse) scale with Warlock level or character level?
It says " This bonus increases by 1d4 at 10th level, and again at 15th and 20th level." but unsure which level it is referring too.
 

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Perfect. Thanks

I'm trying to think of such wording in the AG and the only thing I can think of are features that scale with proficiency.

Do cantrips work in the same way? ie., scale off the class which took the cantrip?
 

I can’t quickly find language confirming it, but cantrips scale with character level like in O5e.

Notably, eldritch blast was changed to a class feature and scales with warlock levels.

I also can’t think of any class features off the top of my head that scale with character level.
 

While on topic, sort of, I was comparing the curse damage feature to Divine Favor. It seems quite strong in that it provides 1 minute, concentration free, Divine Favor, albeit for one target, with some extras and rechargeable on a short rest.
 


The curse does give additional damage each time your Eldritch Blast, weapon attack, spell, etc., damages a target. So at say Warlock level 11, your Eldritch Ray does d10 + 2d4 from your archetype curse + d6 if you have Hex also running, and you get three such ranged ray attacks at the target on your turn.

Likewise, if you have Thirsting Blade (which I assume counts as Extra Attack) and are two-weapon fighting, then you'd have four attacks (2 main hand + 2 off-hand) that each benefit from + d4 damage form the Archetype curse at Warlock level 5. I'd be tempted to play a two-weapon fighting Warlock with Pact of the Blade, Life Drinker, Thirsting Blade, and Devouring Blade (level 12+, gives 2 extra attacks rather than one, from the 2024 Player's Handbook), to have 5 attacks at level 12+ inflicting this extra damage. I will note that the 2024 PHB reduced the extra damage from Lifedrinker, instead of adding the spellcasting ability modifier to damage, it adds +d6 damage and allowing you to spend a hit die to recover HP. That said, Warlocks tend to be glass cannons in melee combat, and that's a high investment in eldritch invocations to make it so effective. And it does take a bonus action to activate the Warlock archetype curse, so that means you won't be getting the additional two-weapon fighting attacks that round.

In play with a ranged Warlock character using mostly Eldritch Ray, I find the Warlock archetype curse quite useful, but I tend to delay using it until we have a battle vs. a big bad. In contrast, the 1st level spell Hex can be worth casting vs. regular opponents for the extra damage. In a prolonged battle against a big opponent, I'll get both Hex and the curse running, but they each take a bonus action, so it takes at least a couple of rounds to wind up. The action economy mechanic works effectively to limit how quickly this additional damage comes online, especially for a two-weapon fighting build.
 
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Thank you. Great input.

I was thinking about it in terms of a single dip for a Herald.
A TWF Herald would make the best use of it especially one that that is using the Spellbinder's Curse and Protection-from-Good-and-Evil spell. This combination seems really solid for a short rest feature. Both of which would come from the Warlock dip.

The first turn wouldn't be that bad given that you can use your bonus action (curse); action (Protection spell) and then just wade into enemy attacks. With some luck you'd accumulate a large pool of Faerie dice very quickly and use those to power your attacks in the following turns. A side benefit is that if the battle ends early you can hold onto those Faerie dice until you rest.

Is there a better dip than that for a TWF Herald? (Other than a Fighter dip-let's ignore that for now).
 

If your DM allows it, then the 5E D&D Hexblade archetype of Warlock is a perfect match for Herald, as you get your Charisma modifier to attack and damage, and adding it a second time to damage at Warlock level 2 with the Lifedrinker eldritch invocation. You can look up Padlock and Hexadin for example munchkin builds for this sort of combination.

There's a strong argument that you should go for Sacred Aura at Herald level 6 as soon as possible. At Herald level 11, your melee weapon attacks do an extra d8 radiant damage. Given how smite damage and other Herald powers scale, there's good reason to be single-classed for a decent while.

You said to ignore it, but the Fighter level dip for Herald is really strong. It adds 2x proficiency bonus to your exertion pool, 3 maneuvers, and you can add your ability damage modifier to off-hand attacks if you want that two-weapon fighting build. I don't think there's any better multi-classing combinations available really for an A5E Herald build, unless you are looking further afield at something like Hexblade.
 

It's all within A5e (AG only) so Hexblade is out (that class is just way too front loaded).
Fighter is a strong pick but I wanted to discuss the merits of Warlock (Spellbinder) and whether there was a better option (other than fighter1). Rushing Herald 6th makes sense.

Divine Smites are really good but they require a long rest. It appears that the Spellbinders Curse could give the Herald a lot of mileage given that it is a short rest feature. Even without the curse, the spellpoints to cast Protection every short rest is the equivalent of three (3) 1st level spell slots per long rest.

Is this worth an ASI/Feat/Feature latter on? I'm not sure but taking it at 8th seems good.
 

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