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Warlock: Best Designed Caster?
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<blockquote data-quote="koga305" data-source="post: 6370596" data-attributes="member: 6747640"><p>I've built quite a few D&D 5E characters over the past few weeks (got to love that fresh, new Player's Handbook) and I've come to the conclusion that the Warlock is the cleanest and most fun of the full casters to build. Why?</p><ul> <li data-xf-list-type="ul">It has a very focused and limited selection of spells. When I play a first-level Wizard and pick Burning Hands, Charm Person, Color Spray, Find Familiar, Mage Armor, and Magic Missile as my first-level spells, (with the Dancing Lights, Fire Bolt, Poison Spray and Prestidigitation cantrips) I don't feel like any particular type of magic-user. Icould choose all blasty spells, but that would be an inferior choice - I'd have fewer options. By contrast, a Warlock with Eldritch Blast, Friends, Charm Person, and Hex feels quite distinct, as does one with Chill Touch, Minor Illusion, Arms of Hadar, and Unseen Servant.</li> <li data-xf-list-type="ul">The class makes resource management easier while still feeling tactical. Wizards often have to choose between an inferior (to, say, a Fighter) at-will option and a significantly superior, but limited spell. Warlocks have the option to upgrade to an awesome at-will attack (almost better than an Archer fighter) or other powerful out-of-combat at-will options (Disguise Self, Silent Image). Their spells are also a bit easier to ration, in my opinion - it's easier to predict when you will next get a Short Rest than a long one.</li> <li data-xf-list-type="ul">It's easy to learn all of a Warlock's abilities at a quick glance. Clerics and Druids are awful for this - at first level, a Cleric has six first-level spells prepared (which can be swapped out from the entire list every day), and things only get worse as the levels go up. By contrast, the Warlock gains roughly one spell per level, and many of its abilities are</li> <li data-xf-list-type="ul">Warlocks can cover many party roles. A Blade Pact warlock can be a good secondary front-line fighter (with some other abilities for backup), while a spell-focused warlock can serve as an effective battlefield controller. The Eldritch Blast-based Invocations can make the class into a veritable missile platform (with knockback on each hit!), and the Chain Pact lends itself to effective scouting. The Warlock's focus on Dexterity and Charisma lend it to useful Exploration (Acrobatics, Stealth) and Interaction (Deception, Intimidation, Persuasion) skills as well, and the Tome Pact's Rituals can complement this.</li> <li data-xf-list-type="ul">The Warlock's flavor is flexible yet extremely evocative. The Pact choice at first level defines the class, with simple (mind manipulation, soul stealing, telepathy) abilities that are versatile and make you feel like you've made a pact with a powerful force every time they're used - similarly, the Blade/Chain/Tome choice creates a visible class feature that further defines your character. When creating a Warlock, you have to ask "Why did this character choose to make a pact?" Warlocks tend to stand out in a crowd because they've made choices that most people would never make.</li> </ul><p></p><p>Personally I would like to see more casting classes like the Warlock - specific flavor and focus, easy-to-use mechanics (seriously, for a focus on "Simplicity," why are spells so <em>complicated?</em>), and well-designed resource management.</p></blockquote><p></p>
[QUOTE="koga305, post: 6370596, member: 6747640"] I've built quite a few D&D 5E characters over the past few weeks (got to love that fresh, new Player's Handbook) and I've come to the conclusion that the Warlock is the cleanest and most fun of the full casters to build. Why? [LIST] [*]It has a very focused and limited selection of spells. When I play a first-level Wizard and pick Burning Hands, Charm Person, Color Spray, Find Familiar, Mage Armor, and Magic Missile as my first-level spells, (with the Dancing Lights, Fire Bolt, Poison Spray and Prestidigitation cantrips) I don't feel like any particular type of magic-user. Icould choose all blasty spells, but that would be an inferior choice - I'd have fewer options. By contrast, a Warlock with Eldritch Blast, Friends, Charm Person, and Hex feels quite distinct, as does one with Chill Touch, Minor Illusion, Arms of Hadar, and Unseen Servant. [*]The class makes resource management easier while still feeling tactical. Wizards often have to choose between an inferior (to, say, a Fighter) at-will option and a significantly superior, but limited spell. Warlocks have the option to upgrade to an awesome at-will attack (almost better than an Archer fighter) or other powerful out-of-combat at-will options (Disguise Self, Silent Image). Their spells are also a bit easier to ration, in my opinion - it's easier to predict when you will next get a Short Rest than a long one. [*]It's easy to learn all of a Warlock's abilities at a quick glance. Clerics and Druids are awful for this - at first level, a Cleric has six first-level spells prepared (which can be swapped out from the entire list every day), and things only get worse as the levels go up. By contrast, the Warlock gains roughly one spell per level, and many of its abilities are [*]Warlocks can cover many party roles. A Blade Pact warlock can be a good secondary front-line fighter (with some other abilities for backup), while a spell-focused warlock can serve as an effective battlefield controller. The Eldritch Blast-based Invocations can make the class into a veritable missile platform (with knockback on each hit!), and the Chain Pact lends itself to effective scouting. The Warlock's focus on Dexterity and Charisma lend it to useful Exploration (Acrobatics, Stealth) and Interaction (Deception, Intimidation, Persuasion) skills as well, and the Tome Pact's Rituals can complement this. [*]The Warlock's flavor is flexible yet extremely evocative. The Pact choice at first level defines the class, with simple (mind manipulation, soul stealing, telepathy) abilities that are versatile and make you feel like you've made a pact with a powerful force every time they're used - similarly, the Blade/Chain/Tome choice creates a visible class feature that further defines your character. When creating a Warlock, you have to ask "Why did this character choose to make a pact?" Warlocks tend to stand out in a crowd because they've made choices that most people would never make. [/LIST] Personally I would like to see more casting classes like the Warlock - specific flavor and focus, easy-to-use mechanics (seriously, for a focus on "Simplicity," why are spells so [I]complicated?[/I]), and well-designed resource management. [/QUOTE]
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