Hello, I’m looking for advice as to how to kit my Celestial Warlock with support spell I’m currently second level and in a party with a Paladin and a archery fighter.
Cantrips: Light, Sacred Flame, Eldritch Blast, Guidance. Make sure you go Tomelock at level 3 for more.
Leveled Spells: Hex (target strength - you have a Paladin who wants to shove and doesn't want to be shoved), Armor of Agathys, Cure Wounds (you'll typically have 0 available spell slots in battle, but with time to take short rests, you can use Cure Wounds to ramp up the party's healing rate; AoA is to help keep you alive and punish the enemy for messing with you)
Invocations: Agonizing Blast, Repelling Blast (Repelling Blast will save your Paladin from provoking OAs, and Agonizing Blast is functionally mandatory)
I'm also running a celestial warlock. My character's currently at 13th level and has been pretty effective as both a healer and damage dealing. I would suggest a couple of things as far as utility:
Invocations - Devil's Sight, Eyes of the Rune Keeper, Eldritch Sight.
Pact Boon - Pact of the Tome. You get 3 cantrips from any spellcasting class, which is nice and it's a requirement for invocations like Aspect of the Moon, Far Scribe, and Gift of the Protectors which are pretty useful.
Cantrips - Eldritch Blast (always a crowd favorite), Toll the Dead, and Mind Sliver
Leveled Spells - Cure Wounds is a must. Invisibility, Lesser Restoration, and Shadow Blade will be good spells to take for 2nd level.
I set up my character to lean more on the damage dealing cantrips, which do get pretty sick the higher you go, and keep the level spells for support. Although it's save or nothing, you should be able to lean on Toll the Dead and Mind Sliver for damage output. Toll the Dead is 1d8 necrotic, but can be upped to 1d12 if the target's taken damage. And for Mind Sliver, it's an Intelligence saving throw, so you'll able to get this to land more often than not, not to mention, they'll get 1d4 against their next saving throw.
Between Healing Light and being able to case Cure Wounds at max level, you can be a very effective combat healer. And, depending on the invocations and pact boon you take, you can fit a lot of different roles and be very useful out of combat.
I made an assimar celestial warlock who had a Unicorn patron.
They sure are a blast to play, and a fun kind of healer. I focused my spells much on what they get from their patron, such as lesser restoration. I cannot say how many times that spell has saved our bacon. But, also fun to have revivify as I was the only one who could take it in my group at the time. It did make me more careful with when to cast spells outside of cantrips. I also found different summoning spells to be a great support, adding more bodies to the pile usually helps. (My GM was more into me having a personal connection with the creatures I summoned, such as with Conjure Fey for example)
Basically I made a male disney princess with a Tressym that everyone came to think of as Grumpy Cat. That's him on my avatar btw.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello, I’m looking for advice as to how to kit my Celestial Warlock with support spell I’m currently second level and in a party with a Paladin and a archery fighter.
Cantrips: Light, Sacred Flame, Eldritch Blast, Guidance. Make sure you go Tomelock at level 3 for more.
Leveled Spells: Hex (target strength - you have a Paladin who wants to shove and doesn't want to be shoved), Armor of Agathys, Cure Wounds (you'll typically have 0 available spell slots in battle, but with time to take short rests, you can use Cure Wounds to ramp up the party's healing rate; AoA is to help keep you alive and punish the enemy for messing with you)
Invocations: Agonizing Blast, Repelling Blast (Repelling Blast will save your Paladin from provoking OAs, and Agonizing Blast is functionally mandatory)
I'm also running a celestial warlock. My character's currently at 13th level and has been pretty effective as both a healer and damage dealing. I would suggest a couple of things as far as utility:
I set up my character to lean more on the damage dealing cantrips, which do get pretty sick the higher you go, and keep the level spells for support. Although it's save or nothing, you should be able to lean on Toll the Dead and Mind Sliver for damage output. Toll the Dead is 1d8 necrotic, but can be upped to 1d12 if the target's taken damage. And for Mind Sliver, it's an Intelligence saving throw, so you'll able to get this to land more often than not, not to mention, they'll get 1d4 against their next saving throw.
Between Healing Light and being able to case Cure Wounds at max level, you can be a very effective combat healer. And, depending on the invocations and pact boon you take, you can fit a lot of different roles and be very useful out of combat.
Thanks
I made an assimar celestial warlock who had a Unicorn patron.
They sure are a blast to play, and a fun kind of healer. I focused my spells much on what they get from their patron, such as lesser restoration. I cannot say how many times that spell has saved our bacon. But, also fun to have revivify as I was the only one who could take it in my group at the time. It did make me more careful with when to cast spells outside of cantrips. I also found different summoning spells to be a great support, adding more bodies to the pile usually helps. (My GM was more into me having a personal connection with the creatures I summoned, such as with Conjure Fey for example)
Basically I made a male disney princess with a Tressym that everyone came to think of as Grumpy Cat. That's him on my avatar btw.