D&D 5E Z's New Character- Advice

Zardnaar

Legend
Well I get to play again with a new PC. Joining a group, level 3 playing lost mines of phandlver which I have played before but gonna keep my mouth shut.

The DM uses a higher stat array. After racials as a variant human I have these scores.

Str 10
Dex 14
Con 17
Int 10
Wis 12
Cha 18

The party has an Earth Genasi Barbarian, dual wielder ranger, scout rogue, a wizard and druid, not sure of the missing subclasses. Anyway 3 ranger characters hence the warlock thing. I took the tomelock option and waterhavian noble option (SCAG). Looking at having a lot of utility via rituals.

Invocations

Agonizing Blast
Book of Ancient Secrets

Cantrips (7 lol) 2 base, +3 tomelock, +2 celestial

Eldritch BLast
Presdigination
Guidance
Shocking Grasp
Light
Sacred Flame
Druidcraft

Rituals

Find Familiar
Comprehend language

Spells Known

Guiding Bolt
Hold Person
Cure
Shatter

Skills

Deception
History
Intimidation
Perception
Persuasion

Feat: Healer

So the basic idea is ranged PC with a bit of utility with my social skills and a few cantrips and uidance to helpout in the exploraiton pillar. Combat is going to be mostly eldritch blast+ hex but I have flaming sphere+ guiding bolt to use as well.

A side helping of healing is also there with 4d6 bonus action healing via celestial, the healer feat, and cure spell (in extremis). Picking up some rituals maybe via the wizard will also help. Anyway thoughts on what I am trying to achieve. Putting a bit of effort into out of combat stuff, expect to excel in combat/social and not such to much at exploration due to cantrips, guidance, rutuals etc. This is kind of my idea of a rounded character.
 
Last edited:

log in or register to remove this ad

I like the idea and the choices overall.

"Anyway thoughts on what I am trying to achieve. Putting a bit of effort into out of combat stuff, expect to excel in combat/social and not such to much at exploration due to cantrips, guidance, rutuals etc. This is kind of my idea of a rounded character."

The only bit that would make me stop and pause is the choice at this time to have both flaming sphere and hex.

Both are concentration. Both deal damage (or add damage to existing attacks.) Both add a small amount of damage (extra d6 on a hit vs extra d6 given 2d6 on failed saves) and so they seem to be fitting the same role with the same neighborhood of output.

When you have so few spells and so few slots - i tend to try and open more doors - emphasize more kinds of things i can do - rather than double up on different flavors to do the same thing. You actually wind up with three damaging spells once you add in guiding bolt.

So, i would strongly consider dropping one of those three for a different effect type - maybe hold person, maybe invisibility, maybe suggestion (or even charm person since it is not concentration.) Personally, i would consider dropping HEX until you hit 5th level - where the double shots from EB make hex more worth its weight.

I would like to suggest Minor illusion as a cantrip - it has many uses. Again, opening doors.

Finally, i would be replacing comprehend as ritual for Unseen Servant. very very useful especially if you whip out a pair or trio of them.

But, except for the not tripling up on damage spells when you only have four spells - these are IMO mostly a matter of "what do you want to be doing?" decisions.

Do you want to be the guy jumping to the arcane scripts to decipher - or are you Ok leaving that to the wizard while you excel at "minions" (familiar and servant) and the other stuff?
 
Last edited:

It's hard to give advice on how to play a character without foreknowledge of the table being played at. That being said, your concept looks pretty solid. I had an Aasimar Celestial warlock playing in my Storm Kings Thunder campaign, and he was built under similar pretenses (getting the Aasimar healing pool + Celestial healing pool), that PC rocked, the player had a lot of fun with it.

I'd not take the Healer Feat, though. The action economy of it ( pull out you healer's kit and then administer a heal) combined with the hindrance of only one time per rest per person makes it slightly underwhelming given that you already have a healing pool as a Celestial Warlock, and that people can throw a Hit Die or two during their short rests(YMMV). Again, this comes down to how the table is staged, how grueling the campaign/DM style is, and whether or not your Druid plans to set aside prepped spells for Cure Wounds/Healing Word, and Healing Spirit ( << this spell is awesome BTW). If it were me, I'd take War Caster, enable an agonizing blast opportunity attack ( among other target specific spells), or, Spell Sniper for the maximum cantrip mastery just for kicks :)

on an aside,
I am homebrewing the Pressed Indignation cantrip as we speak!
 


I like the idea and the choices overall.

"Anyway thoughts on what I am trying to achieve. Putting a bit of effort into out of combat stuff, expect to excel in combat/social and not such to much at exploration due to cantrips, guidance, rutuals etc. This is kind of my idea of a rounded character."

The only bit that would make me stop and pause is the choice at this time to have both flaming sphere and hex.

Both are concentration. Both deal damage (or add damage to existing attacks.) Both add a small amount of damage (extra d6 on a hit vs extra d6 given 2d6 on failed saves) and so they seem to be fitting the same role with the same neighborhood of output.

When you have so few spells and so few slots - i tend to try and open more doors - emphasize more kinds of things i can do - rather than double up on different flavors to do the same thing. You actually wind up with three damaging spells once you add in guiding bolt.

So, i would strongly consider dropping one of those three for a different effect type - maybe hold person, maybe invisibility, maybe suggestion (or even charm person since it is not concentration.) Personally, i would consider dropping HEX until you hit 5th level - where the double shots from EB make hex more worth its weight.

I would like to suggest Minor illusion as a cantrip - it has many uses. Again, opening doors.

Finally, i would be replacing comprehend as ritual for Unseen Servant. very very useful especially if you whip out a pair or trio of them.

But, except for the not tripling up on damage spells when you only have four spells - these are IMO mostly a matter of "what do you want to be doing?" decisions.

Do you want to be the guy jumping to the arcane scripts to decipher - or are you Ok leaving that to the wizard while you excel at "minions" (familiar and servant) and the other stuff?
Thanks normally I go for a single target spell and an AoE. EB+ hex is the single target, options were limited for the AoE. THink I will take hold person instead of FS.
 




Anyone have a suggestion for a celestial patron? I have the 3.5 book of exalted deeds otherwise make something up?
I am quite fond of couatls.
If still bound to cause may need to have agents in the bigger world for intel, defenders to stage pre-emptive raids on threats and maybe just to see things and be nurtured.

If not bound, they have more freedom but are still burdened by knowing their upcoming death. That is a fantastic tool for a lot of hooks and drama.

To me their life cycle at its core has a number of good solid dramatic beats for story purposes that tie-in well with pcs journey and patronage.

On watch and after watch finding my place in the world.
Far from my death and death is approaching - especially crossed with the watch or free thing.
 
Last edited:


Remove ads

Top