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General Tabletop Discussion
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Warlock One of the More Complicated 5E classes?
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<blockquote data-quote="auburn2" data-source="post: 6896070" data-attributes="member: 6855259"><p>So I agree the Warlock is a difficult build, this is particularly true if you try to build a roleplay character. Those opting for a power build have it easier as long as they read the rules and are fluent with the choices. I don't think it is needless though, it lets you tailor your character to suit yourself.</p><p></p><p>That said I think it is a great character to multiclass. I have a human fighter-battlemaster 6 warlock 2 in one of my campaigns. I am going to take that to Warlock 6 and the rest of way as fighter. I picked fey (fiend was not thematically viable) and will get the tome pack. Rituals do not make for a power build but they are nice to have in a campaign, especially for a character that is primarily a fighter. I have toyed with the idea of chain pact, it would be nice to have a faerie flying around doing my bidding but I think I like tome better. </p><p></p><p>blade pact seems designed for fighter types but honestly does not offer much of value I see. I carry my sword everywhere (and my hand axe .... and my dagger ..... and my net) so I won't generally need to waste an action to call a weapon from elsewhere and if I was mysteriously unarmed for some reason I would just get a weapon from another party member (better in my hands than theirs) or a dead enemy.</p><p></p><p>I multi-classed mostly for the invocations and spells which will add some versatility and flavor. I did get eldritch blast but almost didn't. My character is primarily a sword and board melee gal. Eldritch blast lets her deal damage at range when she needs to without resorting to a missile weapon, but given the choice it will still be a sword. </p><p></p><p>I see a lot of neat possibilities for this character in the future. Devil's sight + darkness giving everyone else except me disadvantage. I have already used hex quite a bit, I work it in cooperation with the party mage or cleric, find out what spell they are going to cast next turn and hex someone with a penalty on that save. Works great with banishment, even with a good Charisma(?) save he will still often fail because of the hex. Put a tough enemy out of the fight while you mop up the minions. Then buff and heal, surround the area he is going to return to and chop him to peices when the caster ends the spell.</p></blockquote><p></p>
[QUOTE="auburn2, post: 6896070, member: 6855259"] So I agree the Warlock is a difficult build, this is particularly true if you try to build a roleplay character. Those opting for a power build have it easier as long as they read the rules and are fluent with the choices. I don't think it is needless though, it lets you tailor your character to suit yourself. That said I think it is a great character to multiclass. I have a human fighter-battlemaster 6 warlock 2 in one of my campaigns. I am going to take that to Warlock 6 and the rest of way as fighter. I picked fey (fiend was not thematically viable) and will get the tome pack. Rituals do not make for a power build but they are nice to have in a campaign, especially for a character that is primarily a fighter. I have toyed with the idea of chain pact, it would be nice to have a faerie flying around doing my bidding but I think I like tome better. blade pact seems designed for fighter types but honestly does not offer much of value I see. I carry my sword everywhere (and my hand axe .... and my dagger ..... and my net) so I won't generally need to waste an action to call a weapon from elsewhere and if I was mysteriously unarmed for some reason I would just get a weapon from another party member (better in my hands than theirs) or a dead enemy. I multi-classed mostly for the invocations and spells which will add some versatility and flavor. I did get eldritch blast but almost didn't. My character is primarily a sword and board melee gal. Eldritch blast lets her deal damage at range when she needs to without resorting to a missile weapon, but given the choice it will still be a sword. I see a lot of neat possibilities for this character in the future. Devil's sight + darkness giving everyone else except me disadvantage. I have already used hex quite a bit, I work it in cooperation with the party mage or cleric, find out what spell they are going to cast next turn and hex someone with a penalty on that save. Works great with banishment, even with a good Charisma(?) save he will still often fail because of the hex. Put a tough enemy out of the fight while you mop up the minions. Then buff and heal, surround the area he is going to return to and chop him to peices when the caster ends the spell. [/QUOTE]
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