As these Invocations are always on, being able to improve this Cantrip is a huge reason to select it; even if you plan to run Pact of the Blade and stab things, Eldritch Blast is a great option. Considering Warlocks are Charisma based casters, my next recommendation is Friends. Gaining advantage on all of your Persuasion attempts can be the difference between a positive or a negative outcome. For this article, I am not going to consider any of the expanded spell lists from your Patron.
Feel free to trade either of these options for those presented with your Patron. Because Warlocks have so few spell slots, you should look for spells that have prolonged effects or longer durations.
The first spell every Warlock should have is Hex. This has a concentration time of an hour, deals additional damage every time you attack them, only costs a bonus action to cast, and allows you to hex a specific ability which imposes disadvantage on the target every time they make an ability check using the hexed ability. The best part is that you can curse a new creature if the target is ever reduced to 0 hit points.
Cast it early in a combat and you can hex every single creature you fight. The next spell you should grab is Arms of Hadar. The other great thing about this spell is that it is an area of effect spell affecting all creatures within 10 feet of you including allies! Games Tabletop Games. Do you have any tips for new Warlocks? Let us know in the comments! Pack Tactics can offset Sunlight Sensitivity, and thanks to Pact of the Chain you have easy access to a powerful familiar to trigger Pact Tactics.
Default Rules : With a familiar or a conveniently-place ally , Pack Tactics can give you easy Advantage. Avoid offensive spells which rely on saving throws, and you should do fine. Note that errata has corrected the multiple versions of the Orc to all provide the same traits. The Intelligence decrease has been removed, and the Primal Intuition now allows selecting two skills from a list.
Default Rules : An excellent option for a blade pact warlock. Dexterity boosts your AC and possibly your weapon attacks depending on your ability scores , and Charisma boosts your spells. Not quite as good as the Mountain Dwarf poison resistance, Darkvision or the Githyanki innate spellcasting , but pretty close. The innate spellcasting is neat, but the spells are very situational.
Default Rules : A fantastic option for blade pact warlocks. Good ability score increases, and the innate spellcasting provides some good utility options. Default Rules : Constitution and Charisma is a perfect combination for a Charisma-based spellcaster, and getting Persuasion for free is great. Setting-specific races are address below. Talk to your DM about what races are allowed in your game.
If you want to disguise yourself constantly, consider Mask of Many Faces instead. The Standard Half-Elf is better and provides similar benefits. Of course, you could just take Fiendish Vigor and walk into every fight with a pile of temporary hit points. You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase. A warforged hexblade can do even better: half-plate, a shield, and 14 Dexterity brings you to 20 AC with very little effort.
While the design intent for Dragonmarks was that they would offer some innate spellcasting for everyone, every dragonmark includes an expanded spell list which is arguably a more significant benefit than most of the provided racial traits. Dragonmarks are uniquely helpful for the Warlock.
Any amount of extra spellcasting can significantly improve your capabilities since your spell slots are so limited. Dragonmark traits replace some of your normal racial traits, as described in the entry for each Dragonmark. Basically a worse locathah unless you plan to put ability score increases into Constitution and ignore Dexterity entirely.
Animal Enhancement offers several excellent options as you gain levels, and saves you the trouble of getting those effects from your limited number of spell slots.
Vedalken Dispassion provides an excellent defensive option, and Tireless Precision can make you more effective at some non-magical stuff. If you just want durability the Yuan-Ti Pureblood may be more effective, but the Vedalken is still a very effective choice. Wildemount elves share the core traits of PHB elves, but Wildemount adds two new subraces. See above for more information on other elf subraces. Wildemount halflings share the core traits of PHB halflings, but Wildemount adds a new subrace.
See above for information on other halfling subraces. Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices. Racial feats are discussed in the Races section, above. Since Warlocks already have high Charisma and access to two Face skills, look for Persusasion, bonus languages, and possibly Insight.
Instead, this section will cover feats which I think work especially well for the class or which might be tempting but poor choices. Only Blade Pact Warlocks actually need weapons, which means that only Hexblades should be using them. Hexblades get proficiency with shields, and since warlocks have relatively low hit dice and hexblades still only get medium armor I think a shield is a good idea most of the time.
For more on multiclassing, see my Practical Guide to Multiclassing. Your eyes search for the source of the purple blast that just blew past your hair. After adjusting from the momentary brightness, they land on a burnished orange Tiefling, her white eyes reflecting the violet hues of the fizzling spell. She stands tall and graceful with her leather armor and elegantly curved horns, her beauty as enchanting as her power.
If you need a functional build with nothing fancy or complicated, this is a great place to start. The combination of Tiefling and Infernal patron place a lot of emphasis on fire damage. Fortunately warlocks can always fall back on Eldritch Blast. If your party already has a Face, it may be helpful to adjust your ability scores to raise your Intelligence, then pick up options like Arcana, History, Nature or Religion.
Also keep in mind that certain Eldritch Invocations can give you proficiency in more skills. None of the options in the basic rules are an especially good fit for us as a Face, unfortunately.
Criminal gets us a redundant proficiency in Deception which we can trade for Persuasion, and Noble gets us Persuasion on its own, so either of the two will work. Elemental Adept Fire and Flames of Phlegethos will both help keep your fire damage options useful, and Magic Initiate can help pad your spellcasting options. At this level you can cast Hellish Rebuke as a racial spell, so knowing it as a Warlock spell is less useful.
The Warlock starts immediately with a relationship to their patron. Pact Magic starts of slow. You get just two spells known and just one spell slot to share between the two, so your spell slot needs to do a lot of work between short rests. Use Burning Hands to handle multiple enemies, or save your spell slot for Hellish Rebuke if something gets into melee with you. For cantrips, take Eldritch Blast for fighting and Mage Hand for utility.
I would normal say Prestidigitation, but you get Thaumaturgy for free as a Tiefling, which I think provides enough magical miscellany to get you through first level. When combat breaks out, your go-to option is either Eldritch Blast or your crossbow. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
In your study of occult lore, you have unearthed Eldritch Invocations , fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice.
When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. You can use your action to create a pact weapon in your empty hand.
You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon no action required , or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.
You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
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