Dark One's Blessing is powerful, but it doesn't heal. It gives Temp HP. These are buffer HP.
Remember Temp HP doesn't stack, only the highest stays.
It gives CHA Mod + Lvl in Temp HP every time you drop someone... Which at high level can be a lot, but at level 1 you're looking at ~4hp (Cha 16, lvl 1)... and it goes up by +1 every level and possibly another +1 with an ASI. Yes at level 20, that's going to be 25 temp hp... but it's level 20.
This ability is also dependent on the Warlock getting the kill and there being sufficient minions (instead of a single big bad) to refresh the ability during a combat.
I rarely see this mentioned, but my favorite feature of the Warlock is that you are not tied to lower level spells. Look at that spell table; at level 8 how many level 1 spells do you have to keep? NONE! You want all 4th level spells, go for it. Throw in the Invocation "Book of Ancient Secrets" and you can add rituals you find to your spell book, so that means you can free up even more slots for other spells because you have your book with rituals on you.
My Warlock, is an Aasimar Variant, Pact with The Undying. The Among the Dead feature is worth it alone, and getting Daylight for being Aasimar has come in handy several times as well.
I rarely see this mentioned, but my favorite feature of the Warlock is that you are not tied to lower level spells. Look at that spell table; at level 8 how many level 1 spells do you have to keep? NONE! You want all 4th level spells, go for it. Throw in the Invocation "Book of Ancient Secrets" and you can add rituals you find to your spell book, so that means you can free up even more slots for other spells because you have your book with rituals on you.
It is a interesting point. For my Warlock character I only choose spells that get more powerful as you raise them (except Hex... since it doesn't really get more powerful but CAN last longer.) I play a Pact of the Tome as a melee character as so I make extensive use of Armor of Agathys! There are some pretty good 1st level spells!
With the right invocations and feats, Eldritch Blast has a range of 600 feet. Thats one reason to choose warlock!
Not sure where feats come into it but F yeah Eldritch blast can become a beast of an attack.
Spell Sniper feat + Eldritch Spear. More range than you're likely to ever need - unless you encounter plenty of enemies on flat terrain during the day.
Don't forget that if you pick up 3 lvls of Sorcerer you can use Metamagic to double that again with distance spell. Granted you would probably need Eyes of the Eagle to even be able to target anything 1200 ft away.
Great for taking potshots at Giants before they can turn you into a astronaut.
With the right invocations and feats, Eldritch Blast has a range of 600 feet. Thats one reason to choose warlock!
Not sure where feats come into it but F yeah Eldritch blast can become a beast of an attack.
Spell Sniper feat + Eldritch Spear. More range than you're likely to ever need - unless you encounter plenty of enemies on flat terrain during the day.
Sorry for Reviving this, but im now imagining a game set in Kansas.
A different look - I don't like crutching 1 cantrip playing a Warlock...one because it isn't fun. And two because it's boring casting the same 1 spell every turn.
I play a warlock as a Support Tank - Utilizing control based spells for the Spell Slots, and using Pact of the Blade + Invocations to increase Melee Damage (2nd Attack, +Weapon Dmg etc.) So in most fights you utilize your spells to - sleep, charm, frighten, banish, etc. the enemies away from squishy party members, and then Melee Tank. There's risk in this playstyle, but if played right you can also trivialize an entire fight ESPECIALLY low level when most mobs don't have over 100hp. A single Sleep spell can put an entire horde of goblins or orcs to sleep and allow your damage dealers to pick them off one by one.
I actually never really used Eldritch unless and enemy was fleeing and I didn't want them to live. Also allowing Toll of the Dead makes the Warlock a lot more fun having a secondary cantrip low levels.
A different look - I don't like crutching 1 cantrip playing a Warlock...one because it isn't fun. And two because it's boring casting the same 1 spell every turn.
I play a warlock as a Support Tank - Utilizing control based spells for the Spell Slots, and using Pact of the Blade + Invocations to increase Melee Damage (2nd Attack, +Weapon Dmg etc.) So in most fights you utilize your spells to - sleep, charm, frighten, banish, etc. the enemies away from squishy party members, and then Melee Tank. There's risk in this playstyle, but if played right you can also trivialize an entire fight ESPECIALLY low level when most mobs don't have over 100hp. A single Sleep spell can put an entire horde of goblins or orcs to sleep and allow your damage dealers to pick them off one by one.
I actually never really used Eldritch unless and enemy was fleeing and I didn't want them to live. Also allowing Toll of the Dead makes the Warlock a lot more fun having a secondary cantrip low levels.
Or use spells like Thunder step to help friends escape the monsters while at the same time damaging them. I try to play my HexBlade the same way you do, mostly hitting with my Glaive and utilizing my high AC and HP to help shield the other spellcasters.
The thing that makes the Warlock's Otherworldly Patron ability. Dark one's blessing is so OP, it's almost like god modding. What also makes it good is the Edritch blast
Thus far, I love Dark One's Blessing. My mouthy Tiefling has slung enough insults at enemies that those temp hit points are a necessary to avoid dying.
I'm pumping DEX on my Fey Pact BladeLock and just picked up the Improved Pact Weapon Invocation. Now I've got my choice between a +1 Rapier or a +1 Longbow that do just as much damage as Agonizing Blast. Next level I'll have max DEX and the best AC in my group with the Armor of Shadows Invocation.
Invocations give you a lot of useful at-will spell effects. Eldritch blast (or bladelock's weapon) gives you a decent damage source too. Think of yourself less as a wizard or cleric and more like something more comparable to an elemental monk or whatever. You've got a decent base for dealing damage and some fun utility on top of that.
Warlocks are designed with the assumption of an average number of short rests in a typical day though, which means in groups that don't believe in short rests they can feel weaker and less engaging. Just something to keep in mind since from my experience that's the most likely aspect of the adventuring day to vary from group to group and it can really impact how strong the Warlock feels.
Is the Warlock worth playing no. To have a class built around one cantrip and needing to skin some other class on it tells me there are big problems under the hood.
Is the Warlock worth playing no. To have a class built around one cantrip and needing to skin some other class on it tells me there are big problems under the hood.
Every class is worth playing, it all depends on what kind of character you want to play, as well as every class can be taken and multiclassed with others if your idea or the story allows/demands it. I always found the purely mechanical reasoning behind multiclassing pretty weak (IN MY OPINION, I do not pretend everyone thinks the same). The Warlock can be a great choice for character class if you want something that has relatively few things to keep track of but the biggest versatility potential of any other class thanks to Invocations. I see it as the perfect class for someone wanting to play a Elric of Melniboné kind of character, going the Hexblade route (albeit I do not like at all the lvl 6 feature). It can be the perfect face of the party, if one prefers to go non-combat focused (let's always remember combat is NOT everything you can do in D&D) and veer more on the utility side of things.
I see the argumentation of Eldritch Blast being the only thing a Warlock can do efficiently a lot, but that's just plain not true, it is a class with an enormous potential, it is just no as immediately apparent as with most other classes.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Is the Warlock worth playing no. To have a class built around one cantrip and needing to skin some other class on it tells me there are big problems under the hood.
My Warlock is single-classed and seldom uses Eldritch Blast.
I see the argumentation of Eldritch Blast being the only thing a Warlock can do efficiently a lot, but that's just plain not true, it is a class with an enormous potential, it is just no as immediately apparent as with most other classes.
My complaint, although admittedly a very, very small one, is not that Eldritch Blast is the only thing a Warlock con do efficiently, but rather a thing they end up doing a lot of, and hence it turns boring, or feels very one-note.
On the other hand, Fighters and Barbarians are almost always attacking with the same weapon, Monks are probably doing the same combo very often (not sure, haven't really seen one in action, unfortunately!), and Rangers probably play very similarly to Warlocks, what with Hunter's Mark and either melee or ranged attacks being very similar to Hex and melee or Eldritch Blast. I know I ended up firing way more Chill Touches than I expected to as a Necromancer.
In my case, it might be a disconnect between what I expected after reading the description (a "weird" caster, firing off many strange, disturbing spells, using magic abilities in strange new ways) and what the class actually is (one, maybe two spells per encounter, and lots of Eldritch Blast and/or weapon attacks). Granted, this is mostly (almost exclusively) from a combat perspective.
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why do you feel its op? let alone god mode?
You can heal lot's of health when you are high level and it's just to OP. Okay maybe I it's not God Mod or too OP but it's still good
That is very true DukForau.
Dark One's Blessing is powerful, but it doesn't heal. It gives Temp HP. These are buffer HP.
Remember Temp HP doesn't stack, only the highest stays.
It gives CHA Mod + Lvl in Temp HP every time you drop someone... Which at high level can be a lot, but at level 1 you're looking at ~4hp (Cha 16, lvl 1)... and it goes up by +1 every level and possibly another +1 with an ASI. Yes at level 20, that's going to be 25 temp hp... but it's level 20.
This ability is also dependent on the Warlock getting the kill and there being sufficient minions (instead of a single big bad) to refresh the ability during a combat.
Okay, thanks for letting me know!
I rarely see this mentioned, but my favorite feature of the Warlock is that you are not tied to lower level spells. Look at that spell table; at level 8 how many level 1 spells do you have to keep? NONE! You want all 4th level spells, go for it. Throw in the Invocation "Book of Ancient Secrets" and you can add rituals you find to your spell book, so that means you can free up even more slots for other spells because you have your book with rituals on you.
My Warlock, is an Aasimar Variant, Pact with The Undying. The Among the Dead feature is worth it alone, and getting Daylight for being Aasimar has come in handy several times as well.
It's been my favorite Warlock build.
For my Warlock character I only choose spells that get more powerful as you raise them (except Hex... since it doesn't really get more powerful but CAN last longer.)
I play a Pact of the Tome as a melee character as so I make extensive use of Armor of Agathys!
There are some pretty good 1st level spells!
To hammer it home - short rest spell slots. I repeat, short rest spell slots. Also invocations.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
It really depends on your DM, mine doesn't really give us opportunities to do the short rest spell slots, and when he does, he throws monsters at us.
Playing: Nothing Right Now
DM-ing: The Secrets of Skyhorn Lighthouse
Check out my homebrew: THE WARPER
A different look - I don't like crutching 1 cantrip playing a Warlock...one because it isn't fun. And two because it's boring casting the same 1 spell every turn.
I play a warlock as a Support Tank - Utilizing control based spells for the Spell Slots, and using Pact of the Blade + Invocations to increase Melee Damage (2nd Attack, +Weapon Dmg etc.) So in most fights you utilize your spells to - sleep, charm, frighten, banish, etc. the enemies away from squishy party members, and then Melee Tank. There's risk in this playstyle, but if played right you can also trivialize an entire fight ESPECIALLY low level when most mobs don't have over 100hp. A single Sleep spell can put an entire horde of goblins or orcs to sleep and allow your damage dealers to pick them off one by one.
I actually never really used Eldritch unless and enemy was fleeing and I didn't want them to live. Also allowing Toll of the Dead makes the Warlock a lot more fun having a secondary cantrip low levels.
Fierna is the best Duchess of Hell
I'm pumping DEX on my Fey Pact BladeLock and just picked up the Improved Pact Weapon Invocation. Now I've got my choice between a +1 Rapier or a +1 Longbow that do just as much damage as Agonizing Blast. Next level I'll have max DEX and the best AC in my group with the Armor of Shadows Invocation.
Pact of the Blade is awesome and I'm loving it.
DICE FALL, EVERYONE ROCKS!
Invocations give you a lot of useful at-will spell effects. Eldritch blast (or bladelock's weapon) gives you a decent damage source too. Think of yourself less as a wizard or cleric and more like something more comparable to an elemental monk or whatever. You've got a decent base for dealing damage and some fun utility on top of that.
Warlocks are designed with the assumption of an average number of short rests in a typical day though, which means in groups that don't believe in short rests they can feel weaker and less engaging. Just something to keep in mind since from my experience that's the most likely aspect of the adventuring day to vary from group to group and it can really impact how strong the Warlock feels.
Is the Warlock worth playing no. To have a class built around one cantrip and needing to skin some other class on it tells me there are big problems under the hood.
Every class is worth playing, it all depends on what kind of character you want to play, as well as every class can be taken and multiclassed with others if your idea or the story allows/demands it.
I always found the purely mechanical reasoning behind multiclassing pretty weak (IN MY OPINION, I do not pretend everyone thinks the same). The Warlock can be a great choice for character class if you want something that has relatively few things to keep track of but the biggest versatility potential of any other class thanks to Invocations.
I see it as the perfect class for someone wanting to play a Elric of Melniboné kind of character, going the Hexblade route (albeit I do not like at all the lvl 6 feature).
It can be the perfect face of the party, if one prefers to go non-combat focused (let's always remember combat is NOT everything you can do in D&D) and veer more on the utility side of things.
I see the argumentation of Eldritch Blast being the only thing a Warlock can do efficiently a lot, but that's just plain not true, it is a class with an enormous potential, it is just no as immediately apparent as with most other classes.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
My Warlock is single-classed and seldom uses Eldritch Blast.
DICE FALL, EVERYONE ROCKS!
My complaint, although admittedly a very, very small one, is not that Eldritch Blast is the only thing a Warlock con do efficiently, but rather a thing they end up doing a lot of, and hence it turns boring, or feels very one-note.
On the other hand, Fighters and Barbarians are almost always attacking with the same weapon, Monks are probably doing the same combo very often (not sure, haven't really seen one in action, unfortunately!), and Rangers probably play very similarly to Warlocks, what with Hunter's Mark and either melee or ranged attacks being very similar to Hex and melee or Eldritch Blast. I know I ended up firing way more Chill Touches than I expected to as a Necromancer.
In my case, it might be a disconnect between what I expected after reading the description (a "weird" caster, firing off many strange, disturbing spells, using magic abilities in strange new ways) and what the class actually is (one, maybe two spells per encounter, and lots of Eldritch Blast and/or weapon attacks). Granted, this is mostly (almost exclusively) from a combat perspective.