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General Tabletop Discussion
*Dungeons & Dragons
What if Warlocks were the only spellcasters?
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<blockquote data-quote="Ath'kethin" data-source="post: 8457304" data-attributes="member: 6798775"><p>I've run campaigns where the only full casters are warlocks for years. I often expand that idea to being the only casters at all are Warlocks. It works because Warlocks can fill any caster niche and have radically more dimension and flavor than other casters.</p><p></p><p>I started doing this when I ran a Primeval Thule campaign years ago, and it proved popular enough that I just kept it up. </p><p></p><p>I do make/allow the following changes, however:</p><p></p><p>1. I give them the Ritual Caster feat, which provides a little more diversity and range without a big power boost. I also add the Ritual tag to magic circle, which it lacks for some reason. </p><p></p><p>2. Allow them to use a martial weapon if they want. This change has had absolutely no impact on game balance but allows for cool visuals IME.</p><p></p><p>3. Reflavor eldritch blast. It's such a dull power, and reskinning it to match the Warlock's patron theme just makes it way cooler. For example, a Warlock dedicated to a Great Old One representing unfettered growth and untamed nature might cause a quick burst of tree branches and foliage to burst from the target's body. Same mechanical effect, but less laser-gun-y.</p><p></p><p>4. Allow invocations that formerly affected only eldritch blast to affect any spell, like the OP.</p><p></p><p>5. The Primeval Thule Player Companion customized the GOO Warlock base on which specific Great Old One the Warlock pacts with. This choice affects the bonus spell list as well as the 14th level feature, and completely changes the feel of the class. I love it and broadly use this approach with all Warlocks.</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 8457304, member: 6798775"] I've run campaigns where the only full casters are warlocks for years. I often expand that idea to being the only casters at all are Warlocks. It works because Warlocks can fill any caster niche and have radically more dimension and flavor than other casters. I started doing this when I ran a Primeval Thule campaign years ago, and it proved popular enough that I just kept it up. I do make/allow the following changes, however: 1. I give them the Ritual Caster feat, which provides a little more diversity and range without a big power boost. I also add the Ritual tag to magic circle, which it lacks for some reason. 2. Allow them to use a martial weapon if they want. This change has had absolutely no impact on game balance but allows for cool visuals IME. 3. Reflavor eldritch blast. It's such a dull power, and reskinning it to match the Warlock's patron theme just makes it way cooler. For example, a Warlock dedicated to a Great Old One representing unfettered growth and untamed nature might cause a quick burst of tree branches and foliage to burst from the target's body. Same mechanical effect, but less laser-gun-y. 4. Allow invocations that formerly affected only eldritch blast to affect any spell, like the OP. 5. The Primeval Thule Player Companion customized the GOO Warlock base on which specific Great Old One the Warlock pacts with. This choice affects the bonus spell list as well as the 14th level feature, and completely changes the feel of the class. I love it and broadly use this approach with all Warlocks. [/QUOTE]
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What if Warlocks were the only spellcasters?
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