Warlock Class Details
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Sworn and Beholden
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
Creating a Warlock
As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?
Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.
What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?
How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.
QUICK BUILD
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.
The Warlock Table
Level |
Proficiency |
Features |
Cantrips |
Spells |
Spell |
Slot |
Invocations |
---|---|---|---|---|---|---|---|
1st |
+2 |
2 |
2 |
1 |
1st |
— |
|
2nd |
+2 |
2 |
3 |
2 |
1st |
2 |
|
3rd |
+2 |
2 |
4 |
2 |
2nd |
2 |
|
4th |
+2 |
3 |
5 |
2 |
2nd |
2 |
|
5th |
+3 |
— |
3 |
6 |
2 |
3rd |
3 |
6th |
+3 |
3 |
7 |
2 |
3rd |
3 |
|
7th |
+3 |
— |
3 |
8 |
2 |
4th |
4 |
8th |
+3 |
3 |
9 |
2 |
4th |
4 |
|
9th |
+4 |
— |
3 |
10 |
2 |
5th |
5 |
10th |
+4 |
4 |
10 |
2 |
5th |
5 |
|
11th |
+4 |
Mystic Arcanum (6th level) |
4 |
11 |
3 |
5th |
5 |
12th |
+4 |
4 |
11 |
3 |
5th |
6 |
|
13th |
+5 |
Mystic Arcanum (7th level) |
4 |
12 |
3 |
5th |
6 |
14th |
+5 |
4 |
12 |
3 |
5th |
6 |
|
15th |
+5 |
Mystic Arcanum (8th level) |
4 |
13 |
3 |
5th |
7 |
16th |
+5 |
4 |
13 |
3 |
5th |
7 |
|
17th |
+6 |
Mystic Arcanum (9th level) |
4 |
14 |
4 |
5th |
7 |
18th |
+6 |
— |
4 |
14 |
4 |
5th |
8 |
19th |
+6 |
4 |
15 |
4 |
5th |
8 |
|
20th |
+6 |
4 |
15 |
4 |
5th |
8 |
Class Features
As a warlock, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
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.
Spellcasting Ability
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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Eldritch Invocations
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. Your invocation options are detailed at the end of the class description. 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.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.
Mire the Mind
Prerequisite: 5th level
You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.
Thief of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Pact Boon
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.
Pact of the Blade
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 (see the Weapons section for weapon options). 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.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Mystic Arcanum (6th level)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
You regain all uses of your Mystic Arcanum when you finish a long rest.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
Spell Level | Spells |
---|---|
1st |
|
2nd |
|
3rd |
|
4th |
|
5th |
Dark One’s Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One’s Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
The pull is limited to "once on each of your turns" but the push just says "when you hit a creature" which seems like it can be applied to each hit
you have to buy them
thats not how 5e works, extradimensional spaces don't automatically create portals to the astral, that stuff must be explicitly stated
Great Cthulhu can change and warp his form at will, but his basic shape stays the same. It's kind of the ability to grow or shrink his wings, but never completely absorb them. Said shape is loosely described as an octopus-headed anthropod, a scaly/rubbery body, huge claws, and long narrow wings. Standard size is generally best described as a walking mountain. His race lies entombed in the sunken city of R'lyeh in the Pacific, living in a sort of living death, eternally sleeping so long as the city remains below the waves. Of his race, however, he is by far the most powerful, and is their ruler and high priest. Though he sleeps, he often sends horrific dreams to mortals. He is served by the race of Deep Folk, and far more prevalent to 5e, Star Spawn. Primarily worshipped among sea-folk, so maybe sahaugin. Knows hundreds of spells.
This was all taken from the Keeper's Handbook of Call of Cthulhu and paraphrased for simplicity, so I'd say it's reasonably reliable for a description.
Hey, does anyone have any info on Great Cthullu? I know he's a great old one, but that's about it. Can someone enlighten me?
Just realized through in game actions that the genie bottle is an extradimensional space and it can be problematic if you bring in another genie bottle or a bag of holding… Or it can be really good to run away quickly!
Graps of Hadar is once on each of your turns.
Repelling Blast has no limits on how often it triggers, it just requires you to hit.
Can the Tentacle of the Deeps feature be used to restrain a target?
I would like a way to make Homebrew Pact Boons or Homebrew Eldritch Invocations for warlocks,
I kinda want Todd's Pact of the Coin, or Improved Talisman invocation, that upgrades 1d4 to a d6, and can eventually upgrade to a d12 like the battle master's superiority die, along with casting spells from whoever holds it, possibly add an amount you can make for the group to buff you and your allies like you can make an amount of Talismans equal to you Profiency Mod.
Now imagine a Tasha book build, where you have the Improved Talisman and Your genie Bottled respite are the same item thats the source of so much power, Rebuke, Protection and the Talisman you hold is always the main one and centers you power as a conduit to other allies. Getting the Genie's ability to take people into the Vessel for rests always goes into yours.
Tbh, i kinda thought this was how it was gonna be, a little disappointed on how underpowered the Talisman is vs the other Boons.
great tips but one thing you missed- the push and pull for that eldritch blast invocation can only be used once per turn
Edit - cool to find out the push can be used every hit
By the way can you change your cantrip spells when you level up
Well, what class. does the player want to play? They should make their own choice before diving into the specifics. You could have them play similarly to a kenku (being mute) or have them been awakened by a druid or other being. If THEY want to play some kind of warlock, I would recommend a patron that is much more care-free like the Archfey or even a Genie. I see no obvious reason why a Celestial, Fathomless, Fiend, or Undead would awaken some chickens. Maybe there is an obscure GOO that likes to just do whatever the hell they want?
If you chose Yuan-ti Pureblood as your race, there's really no reason to choose Devil's Sight as one of your second level invocations. You already have Darkvision as a Yuan-ti, and you can't cast the Darkness spell until you reach third level anyway. Plus, while the Devil's Sight/Darkness spell combo is a fantastic tactic, especially for a Hexblade Warlock, it can be quite situational with at 15ft radius. I cast it once in an online one shot via Discord not realizing just how big a 15ft radius is on the battle map and effectively blinded my entire party.
I was not invited back for any subsequent one shots...
One great choice in my opinion for your second level invocation is Repelling Blast, (after taking Agonizing Blast, of course). Being able to push people at a distance while simultaneously dealing serious Force damage is huge. You can do things like push people off cliffs, or push attacking creatures out of melee range of, say, your wizard, so he or she could run away without provoking Attack of Opportunity. And if you're on top of a castle rampart defending against climbing invaders? It's gonna be a blood bath! At level 11 you could be knocking down 3 per round since each beam of Eldritch Blast can be directed at a different target. So much great stuff you can do with a ranged push! :)
So I have a player who wants to be 5 chickens in a trench coat but others would have to roll insight in order to find out so Im thinking of having them be a warlock so they can be understood. Which patron would be the best to go with or would warlock be the best class to go with??
WoTC made DnDB their official online version, but they also wanted to have other companies (like roll20) also sell their books. This resulte in WoTC not being able to give thir customers something on the Hasbro site that would direct them away from any other licenced 5e reseller.
This could easily be fixed it any one service would unlock a book if you purchased it anywhere else. They make thir money from subscriptions so its not like it would be bad for anyone's business. There can't be that many people who would spend $800 five times to unlock all books on all formats.
Don’t forget he could also fall under great old one as well. Or fiend depending on how your dm wants to interpret fenrir.
Welcome to corporations. WotC is owned by Hasbro. If I had to guess, WotC doesn't care for it either, but they're being forced to by their higher-ups.
I totally agree that the hardcovers should come with a code to get the book in dnd beyond. At least a discount sheesh
So my brother-in-law finally talked me into switching from 3.5 to 5E. I looked through the classes and decided on a Hex Blade. It seems strange that your required to pick a subclass. It's even stranger that some classes get subclass at first level and while others get their subclass at 3rd and they don't require any prerequisites. Because of the way the mechanic works, I don't feel like I'm playing a Warlock so much as I'm playing a Hex Blade and that's good because I don't when to play a straight spell slinger. My second decision was race. I decided to play a Yuan-ti for the cha bonus and the spell resistance. I also just liked the idea of playing a sultry snake woman. Human, for the feat, was my second choice. Rolled my stats, very little decision making there due to class requirements. High stat should be Cha followed by dex or con. My third big choice is weapons, went with spear and shield. No decision for armor, you just try to get the best. I got my armor to an 18 at 1st level. Choice 4 was spell selection but it's pretty obvious that Warlocks should grab Eldritch blast. So that's it really. Four choices and you have a character. You can make a character, using the app in less than a minute. But I'm not done yet because I like to plan ahead so I went online to get an idea for future feats and EVERYONE says the same thing, Polearm Master and Greater Weapon Master. I looked at pact Boons and thought about Pact of the Chain instead of the obvious choice. Eldritch Evocations were my next concern. I've got Eldritch blast so it would be dumb not to take Agonizing Blast (at least initially) and then Demon sight (darkness at 3rd!!!). Good start but I want some Evocations that will help my melee. Improved Pact Weapon can only be obtained at 3rd level because it has a prerequisite Pact Boon which is Pact of the Blade. Wow Great :/ Thirsting Blade at 5th also requires Pact of the Blade. You basically have to take that one or else give up your extra attack. Eldritch Smite is good but it uses spell slots so it's arguably better at higher levels and Life Drinker has a prerequisite of 12th level. I've come to the conclusion that after the first 3 or 4 choices you make, at character creation, your done with the mechanical design of your character unless you multclass. 5E really is the Candy Land of Dungeons and Dragons.
OK, just joined a new campaign and was rolled a warlock, im wanting to use fenrir for a patron and i have him narrowed down to either; hexblade, celestial, or archfey. any thoughts, advice or comments?