I need some opinions and advice, I am a new warlock and I feel as if our group lacks "survivability."
My intention for this character was going to be to go pure warlock... But we lost one of our heaviest hitters to a class and character change and our barbarian is never around...
So, I have dabbled into the idea of re-classing/ multi-classing. (My DM is okay with having this happen btw.)
[Warlock/ Goo/ PoT 5] and [Rogue/ Phantom 3] > This is what it would amount too.
As that is the most lore appropriate pick I could find for my character, I am on the fence about it though... I feel like I should pick up this slack and find some way to help buffer up our lack of melee and fill in the void... I like this character and she is my first play-thru as a warlock, I have played mostly fighters and barbarians for most of my table top lifespan and wanted to do something different but I guess these are the cards that have been dealt... Any advice on what do?
[Human/ Warlock of the Great Old One] (Myself) [Mountain Dwarf/ Cleric of the Forge] [Half-Elf/ Druid Circle of the Moon] [Human/ Bard College of Valor]
[Warforged/ Artificer Battle Smith] turned into ["Custom Lineage Blood Hunter"] (Same Person, just his Warforged decided to move on and he wants to play this new guy all I know is it's a homebrew)
I dunno if this will help but this is some of my character information, I will note that I have a custom background that yields me this feature and these skills.
[Researcher]
Medicine
Investigator
Herbalism Kit
Abyssal
LvL 8 Warlock/ Great Old One/ Pact of the Tome/ Human Variant
Stats:***Stats can be shuffled around for this. (Edited here for clarity)
My advice is don't go anywhere near the front lines. With your stats (DEX of 12) you will have a AC of 13 with studded leather armor, you cannot use shields, you do not have access to the Shield spell or Mage Armor spell. In short you will be very very easy to hit. Not to mention you actually do not fulfill the multiclass requirements of 13 DEX to multiclass into Rogue in the first place. Even if your DM handwaves the requirement what will you be doing in the front lines anyway? Your STR and DEX scores of 12 make weapon combat fairly unappealing, I suppose you could use Shocking Grasp but you stand to do much better damage at range with Eldritch Blasts.
I don't see the reason for you to have to step up to the front lines when you have a Forge Cleric and a Moon Druid that could fulfill that role better.
Now if you could move your stats around then it becomes a different matter but if not then stay the heck away from the frontlines.
Ah yes...I should have been more clear on that end, yes I can shuffle around stats for this. Started writing this at 3 am, lol forgive my lack of clarity on that end.
I don't see the reason for you to have to step up to the front lines when you have a Forge Cleric and a Moon Druid that could fulfill that role better.
Now if you could move your stats around then it becomes a different matter but if not then stay the heck away from the frontlines.
My concern is a forge cleric and moon druid won't be enough, the moon druid is new in some respects too and our forge cleric is hard to down, but having the ability to down the enemy more quickly so we can mitigate the spell and ability attrition from a lengthy battle would be nice.
Hmmm in that case have you considered Paladin instead of Rogue? Theme wise it should be fairly easy to reflavor your character into a Conquest Paly 5/ GOO Warlock 3 since Conquest Palys are known to go to extreme lengths for power, a pact with a GOO is certainly within the realms of possibility. A plate wearer will have much better survivability compared to a light armor wearer on the front lines and a Paly also brings more utility to the table that a Rogue in terms of extra healing and support. Also Warlock spell slots are great for smiting with since they return on a short rest.
Hmmm in that case have you considered Paladin instead of Rogue? Theme wise it should be fairly easy to reflavor your character into a Conquest Paly 5/ GOO Warlock 3 since Conquest Palys are known to go to extreme lengths for power, a pact with a GOO is certainly within the realms of possibility. A plate wearer will have much better survivability compared to a light armor wearer on the front lines and a Paly also brings more utility to the table that a Rogue in terms of extra healing and support. Also Warlock spell slots are great for smiting with since they return on a short rest.
I did give it a thought but lore wise a Paladin would not fit. I am able to play with the magical tattoo's as well so standard armor and stuff for AC and such shouldn't be an issue.
I've looked at most other classes, but settled on Rogue/ Phantom as it would be the most fitting for her and how my DM plays her patron thus far.
Keep in mind, warlocks are limited spell casters and great single target damage dealers. With Eldritch blast, hex, and agonizing blast you’re getting 2 attacks a round that each do 1d10+1d6+4 damage. That’s a LOT of damage as long as you stay out of melee!
Keep in mind, warlocks are limited spell casters and great single target damage dealers. With Eldritch blast, hex, and agonizing blast you’re getting 2 attacks a round that each do 1d10+1d6+4 damage. That’s a LOT of damage as long as you stay out of melee!
Very true and that is how I was playing her until we lost our main melee guy.
What your party lacks most isn't a front liner. If a Moon Druid and a Forge Cleric can't handle the front line, nothing can. You have a Blood Hunter to cover ranged combat, you have a Bard for support, and those are the best ones for that job, what you don't have is battlefield control and area damage. What your party needs most is a Wizard. Swap your Charisma and your Intelligence, the rest of your scores are fine.
What would be better all around would be to stay with Warlock, and no multi-classing of any kind. You're having fun, the party is having fun, the DM is having fun, why mess with success? Play it and see what happens.
What your party lacks most isn't a front liner. If a Moon Druid and a Forge Cleric can't handle the front line, nothing can. You have a Blood Hunter to cover ranged combat, you have a Bard for support, and those are the best ones for that job, what you don't have is battlefield control and area damage. What your party needs most is a Wizard. Swap your Charisma and your Intelligence, the rest of your scores are fine.
What would be better all around would be to stay with Warlock, and no multi-classing of any kind. You're having fun, the party is having fun, the DM is having fun, why mess with success? Play it and see what happens.
If I wanted to play some uninteresting stuffy nerd I would have rolled a wizard.
I do appreciate your comment however, as I am sure if I had rolled a wizard my problems would be solved.
While I do think maybe a forge cleric and a moon druid should be okay handling that stuff...in a perfect world. It just seems dicey to me relying on that kinda set up, coming from a strictly combat back ground.
I do just want to stay a warlock but I like living as well... I don't just want my character to die for a stupid reason. I want to exhaust all resources in making sure I did everything I could, which includes picking up some sort of slack that we currently have.
Keep in mind, warlocks are limited spell casters and great single target damage dealers. With Eldritch blast, hex, and agonizing blast you’re getting 2 attacks a round that each do 1d10+1d6+4 damage. That’s a LOT of damage as long as you stay out of melee!
Can Eldritch Blast benefit from sneak attack damage?
You are working at cross purposes with yourself. You lost a Berserker Barbarian, which is arguably a kind of "striker", someone who deals lots of damage in bursts, but your number one concern is "survivability" and playing a striker isn't helpful at all for that. You won't play a Paladin, which is a much better kind of striker than a Warlock, you won't play a Wizard because you think they are jokes, even though your party actually needs the role they fill best, which is area of effect damage and control over the battlefield, you can't accept the idea that one of the toughest kinds of Cleric around, using the best possible race for being tough, and one of the toughest kinds of Druid there is can't keep themselves alive with a Bard backing them up, ranged damage dealing is pretty well covered by your Blood Hunter... what exactly do you want?
You need to step back and make a decision about what matters most. You say that survivability in a group with a huge amount of that already seems "dicey", and yet you are playing a game that involves rolling dice, so that's kind of something you have to get used to. You don't want to die for a "stupid" reason, like playing something you actually enjoy, so your best idea is to make yourself a better striker? Paladins are probably the best combination of tank and striker that there is in the game, but you won't play one. The king of all strikers is a pure Assassin, not a Goolock/Phantom. If you like Phantom, the proper Patron is probably not the Great Old One, that would be more in line with the Undead or maybe the Undying.
If you want to pick up the slack left by your Berserker and you want survivability, play a Totem of the Ancestral Guardian Barbarian. Those are probably the best tanks in the game.
If you want a survivability with some serious striker potential, play a Paladin.
If you want to be fill a roll nobody else is in already, play a Wizard.
If you want to be the best striker you can possibly be play an Assassin.
If you want to stick with your Warlock, which you clearly like very much, drop the Phantom and put in Assassin there.
Or, if none of the any of the suggestions you've gotten thus far suits your fancy, when all else fails there's the Ranger, but the Blood Hunter really is just a weird kind of Ranger, there's the Monk, and I don't know those well enough to even guess if they would be good, there is the Sorcerer, which combines with Warlock almost too well, and there is the Artificer, who is kind of an all-around utility type with Wizard spells, the ability to make magic items and the power to use more of them for themselves. Those are kind of techno-magical Bards, they fill all sorts of roles.
Honestly, I'd suggest that you stay Warlock - just switch up your Invocations. Your party has two very tankable characters... you just need damage and control.
I would go
Agonizing Blast
Lance of Lethargy
Repelling Blast
Book of Ancient Secrets
With that, you can either crowd control and keep your target pushed back away from your tanks so that they can concentrate on tanking while the bard and bloodhunter do their thing, or if they have a target locked down, you just hang out in back and do crazy damage.
If you're coming from a melee background, don't think of yourself as a full caster... think of yourself as a ranged damage/support class. You're basically an archer with benefits with Eldritch Blast.
Honestly, I'd suggest that you stay Warlock - just switch up your Invocations. Your party has two very tankable characters... you just need damage and control.
I would go
Agonizing Blast
Lance of Lethargy
Repelling Blast
Book of Ancient Secrets
With that, you can either crowd control and keep your target pushed back away from your tanks so that they can concentrate on tanking while the bard and bloodhunter do their thing, or if they have a target locked down, you just hang out in back and do crazy damage.
If you're coming from a melee background, don't think of yourself as a full caster... think of yourself as a ranged damage/support class. You're basically an archer with benefits with Eldritch Blast.
Honestly, your party looks great as is...
Thank you, this helps narrow some things down for me and thanks they(my team) I know would appreciate your comment.
I'd say stick warlock. A moon druid should be enough on the front lines on their own for a party of 4 and you have a forge cleric to back them up you don't need a 3rd there, but you already have the valor bard if you need a 3rd. So 3 people comfortable on the front lines out of a party of 4. You don't need to step in there. What your party probably needs is DPR as none of those are great there stick warlock and support from the back with spells/eldritch blast. If the DM is letting you change a bunch of things, maybe the pact and some invocations. Fathomless, Genie, and the undead can add some extra DPR on their basic attacks fairly well, hexblade as well. Or at least the invocations, old one is fun even if it isn't the best mechanically.
I'd say stick warlock. A moon druid should be enough on the front lines on their own for a party of 4 and you have a forge cleric to back them up you don't need a 3rd there, but you already have the valor bard if you need a 3rd. So 3 people comfortable on the front lines out of a party of 4. You don't need to step in there. What your party probably needs is DPR as none of those are great there stick warlock and support from the back with spells/eldritch blast. If the DM is letting you change a bunch of things, maybe the pact and some invocations. Fathomless, Genie, and the undead can add some extra DPR on their basic attacks fairly well, hexblade as well. Or at least the invocations, old one is fun even if it isn't the best mechanically.
I appreciate this thank you, more to consider and mull over.
I'd say stick warlock. A moon druid should be enough on the front lines on their own for a party of 4 and you have a forge cleric to back them up you don't need a 3rd there, but you already have the valor bard if you need a 3rd. So 3 people comfortable on the front lines out of a party of 4. You don't need to step in there. What your party probably needs is DPR as none of those are great there stick warlock and support from the back with spells/eldritch blast. If the DM is letting you change a bunch of things, maybe the pact and some invocations. Fathomless, Genie, and the undead can add some extra DPR on their basic attacks fairly well, hexblade as well. Or at least the invocations, old one is fun even if it isn't the best mechanically.
I have to agree here... Undead Warlock is a beast! At your level, you'd already have the class features below:
Form of Dread
1st-level Undead feature
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
Grave Touched
6th-level Undead feature
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
Which means that when you're in Form of Dread, your Eldritch Blasts are doing 2d10 + (depending on Invocations) of Necrotic Damage x2 Blasts. That's 4d10 + as a Cantrip... plus Fear as a Control mechanism. And you're only a few levels away from 3 blasts per round. That's crazy single target damage, and amazing crowd control against minions...
It also works great with Hexblade, if you want to get into melee again... although based on your party, I'd probably stay in the back.
My ONLY issue with playing a blaster is that it can get a bit repetitive, but the RP and out of combat support it brings to the table makes it all worth while.
I'd say stick warlock. A moon druid should be enough on the front lines on their own for a party of 4 and you have a forge cleric to back them up you don't need a 3rd there, but you already have the valor bard if you need a 3rd. So 3 people comfortable on the front lines out of a party of 4. You don't need to step in there. What your party probably needs is DPR as none of those are great there stick warlock and support from the back with spells/eldritch blast. If the DM is letting you change a bunch of things, maybe the pact and some invocations. Fathomless, Genie, and the undead can add some extra DPR on their basic attacks fairly well, hexblade as well. Or at least the invocations, old one is fun even if it isn't the best mechanically.
I have to agree here... Undead Warlock is a beast! At your level, you'd already have the class features below:
Form of Dread
1st-level Undead feature
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
Grave Touched
6th-level Undead feature
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
Which means that when you're in Form of Dread, your Eldritch Blasts are doing 2d10 + (depending on Invocations) of Necrotic Damage x2 Blasts. That's 4d10 + as a Cantrip... plus Fear as a Control mechanism. And you're only a few levels away from 3 blasts per round. That's crazy single target damage, and amazing crowd control against minions...
It also works great with Hexblade, if you want to get into melee again... although based on your party, I'd probably stay in the back.
My ONLY issue with playing a blaster is that it can get a bit repetitive, but the RP and out of combat support it brings to the table makes it all worth while.
Couple of mistakes here my friend. Firstly, Grave Touched lets you add additional damage to ONE attack so only ONE Eldritch Blast beam will get boosted because each beam counts as a separate attack.
Second point concerns the "It also works great with Hexblade" part. Undead and Hexblade are two DIFFERENT subclasses so you cannot combine their features.
Nitpick over have a nice day.
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I need some opinions and advice, I am a new warlock and I feel as if our group lacks "survivability."
My intention for this character was going to be to go pure warlock... But we lost one of our heaviest hitters to a class and character change and our barbarian is never around...
So, I have dabbled into the idea of re-classing/ multi-classing. (My DM is okay with having this happen btw.)
[Warlock/ Goo/ PoT 5] and [Rogue/ Phantom 3] > This is what it would amount too.
As that is the most lore appropriate pick I could find for my character, I am on the fence about it though... I feel like I should pick up this slack and find some way to help buffer up our lack of melee and fill in the void... I like this character and she is my first play-thru as a warlock, I have played mostly fighters and barbarians for most of my table top lifespan and wanted to do something different but I guess these are the cards that have been dealt... Any advice on what do?
============================================================
Some info, my group consists of...
[Human/ Warlock of the Great Old One] (Myself)
[Mountain Dwarf/ Cleric of the Forge]
[Half-Elf/ Druid Circle of the Moon]
[Human/ Bard College of Valor]
[Warforged/ Artificer Battle Smith] turned into ["Custom Lineage Blood Hunter"] (Same Person, just his Warforged decided to move on and he wants to play this new guy all I know is it's a homebrew)
[Aasimar/ Barbarian Path of the Berserker]============================================================
I dunno if this will help but this is some of my character information, I will note that I have a custom background that yields me this feature and these skills.
[Researcher]
LvL 8 Warlock/ Great Old One/ Pact of the Tome/ Human Variant
Stats: ***Stats can be shuffled around for this. (Edited here for clarity)
STR: 12 (+1) DEX: 12 (+1) CON: 18 (+4)
INT: 15 (+2) WIS: 16 (+3) CHA: 19 (+4)
Feats:
Eldritch Invocations:
Spells and Rituals:
Eldritch Blast
Chill Touch
Shocking Grasp
Magic Stone
Vicious Mockery
Minor Illusion
Guidance
Blight
Counter Spell
Dispel Magic
Hunger of Hadar
Hex
Hypnotic Pattern
Invisibility
Summon Undead
Thunder Step
Identify
Unseen Servant
Feign Death
Tiny Hut
Water Walk
My advice is don't go anywhere near the front lines. With your stats (DEX of 12) you will have a AC of 13 with studded leather armor, you cannot use shields, you do not have access to the Shield spell or Mage Armor spell. In short you will be very very easy to hit. Not to mention you actually do not fulfill the multiclass requirements of 13 DEX to multiclass into Rogue in the first place. Even if your DM handwaves the requirement what will you be doing in the front lines anyway? Your STR and DEX scores of 12 make weapon combat fairly unappealing, I suppose you could use Shocking Grasp but you stand to do much better damage at range with Eldritch Blasts.
I don't see the reason for you to have to step up to the front lines when you have a Forge Cleric and a Moon Druid that could fulfill that role better.
Now if you could move your stats around then it becomes a different matter but if not then stay the heck away from the frontlines.
Ah yes...I should have been more clear on that end, yes I can shuffle around stats for this. Started writing this at 3 am, lol forgive my lack of clarity on that end.
My concern is a forge cleric and moon druid won't be enough, the moon druid is new in some respects too and our forge cleric is hard to down, but having the ability to down the enemy more quickly so we can mitigate the spell and ability attrition from a lengthy battle would be nice.
Hmmm in that case have you considered Paladin instead of Rogue? Theme wise it should be fairly easy to reflavor your character into a Conquest Paly 5/ GOO Warlock 3 since Conquest Palys are known to go to extreme lengths for power, a pact with a GOO is certainly within the realms of possibility. A plate wearer will have much better survivability compared to a light armor wearer on the front lines and a Paly also brings more utility to the table that a Rogue in terms of extra healing and support. Also Warlock spell slots are great for smiting with since they return on a short rest.
I did give it a thought but lore wise a Paladin would not fit. I am able to play with the magical tattoo's as well so standard armor and stuff for AC and such shouldn't be an issue.
I've looked at most other classes, but settled on Rogue/ Phantom as it would be the most fitting for her and how my DM plays her patron thus far.
Keep in mind, warlocks are limited spell casters and great single target damage dealers. With Eldritch blast, hex, and agonizing blast you’re getting 2 attacks a round that each do 1d10+1d6+4 damage. That’s a LOT of damage as long as you stay out of melee!
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Very true and that is how I was playing her until we lost our main melee guy.
What your party lacks most isn't a front liner. If a Moon Druid and a Forge Cleric can't handle the front line, nothing can. You have a Blood Hunter to cover ranged combat, you have a Bard for support, and those are the best ones for that job, what you don't have is battlefield control and area damage. What your party needs most is a Wizard. Swap your Charisma and your Intelligence, the rest of your scores are fine.
What would be better all around would be to stay with Warlock, and no multi-classing of any kind. You're having fun, the party is having fun, the DM is having fun, why mess with success? Play it and see what happens.
<Insert clever signature here>
If I wanted to play some uninteresting stuffy nerd I would have rolled a wizard.
I do appreciate your comment however, as I am sure if I had rolled a wizard my problems would be solved.
While I do think maybe a forge cleric and a moon druid should be okay handling that stuff...in a perfect world. It just seems dicey to me relying on that kinda set up, coming from a strictly combat back ground.
I do just want to stay a warlock but I like living as well... I don't just want my character to die for a stupid reason. I want to exhaust all resources in making sure I did everything I could, which includes picking up some sort of slack that we currently have.
Can Eldritch Blast benefit from sneak attack damage?
No it does not sadly, Sneak Attack can only be triggered from a ranged weapon or a finesse weapon attack.
You are working at cross purposes with yourself. You lost a Berserker Barbarian, which is arguably a kind of "striker", someone who deals lots of damage in bursts, but your number one concern is "survivability" and playing a striker isn't helpful at all for that. You won't play a Paladin, which is a much better kind of striker than a Warlock, you won't play a Wizard because you think they are jokes, even though your party actually needs the role they fill best, which is area of effect damage and control over the battlefield, you can't accept the idea that one of the toughest kinds of Cleric around, using the best possible race for being tough, and one of the toughest kinds of Druid there is can't keep themselves alive with a Bard backing them up, ranged damage dealing is pretty well covered by your Blood Hunter... what exactly do you want?
You need to step back and make a decision about what matters most. You say that survivability in a group with a huge amount of that already seems "dicey", and yet you are playing a game that involves rolling dice, so that's kind of something you have to get used to. You don't want to die for a "stupid" reason, like playing something you actually enjoy, so your best idea is to make yourself a better striker? Paladins are probably the best combination of tank and striker that there is in the game, but you won't play one. The king of all strikers is a pure Assassin, not a Goolock/Phantom. If you like Phantom, the proper Patron is probably not the Great Old One, that would be more in line with the Undead or maybe the Undying.
If you want to pick up the slack left by your Berserker and you want survivability, play a Totem of the Ancestral Guardian Barbarian. Those are probably the best tanks in the game.
If you want a survivability with some serious striker potential, play a Paladin.
If you want to be fill a roll nobody else is in already, play a Wizard.
If you want to be the best striker you can possibly be play an Assassin.
If you want to stick with your Warlock, which you clearly like very much, drop the Phantom and put in Assassin there.
Or, if none of the any of the suggestions you've gotten thus far suits your fancy, when all else fails there's the Ranger, but the Blood Hunter really is just a weird kind of Ranger, there's the Monk, and I don't know those well enough to even guess if they would be good, there is the Sorcerer, which combines with Warlock almost too well, and there is the Artificer, who is kind of an all-around utility type with Wizard spells, the ability to make magic items and the power to use more of them for themselves. Those are kind of techno-magical Bards, they fill all sorts of roles.
<Insert clever signature here>
Honestly, I'd suggest that you stay Warlock - just switch up your Invocations. Your party has two very tankable characters... you just need damage and control.
I would go
With that, you can either crowd control and keep your target pushed back away from your tanks so that they can concentrate on tanking while the bard and bloodhunter do their thing, or if they have a target locked down, you just hang out in back and do crazy damage.
If you're coming from a melee background, don't think of yourself as a full caster... think of yourself as a ranged damage/support class. You're basically an archer with benefits with Eldritch Blast.
Honestly, your party looks great as is...
Thank you, this helps narrow some things down for me and thanks they(my team) I know would appreciate your comment.
Dang...
I'd say stick warlock. A moon druid should be enough on the front lines on their own for a party of 4 and you have a forge cleric to back them up you don't need a 3rd there, but you already have the valor bard if you need a 3rd. So 3 people comfortable on the front lines out of a party of 4. You don't need to step in there. What your party probably needs is DPR as none of those are great there stick warlock and support from the back with spells/eldritch blast. If the DM is letting you change a bunch of things, maybe the pact and some invocations. Fathomless, Genie, and the undead can add some extra DPR on their basic attacks fairly well, hexblade as well. Or at least the invocations, old one is fun even if it isn't the best mechanically.
I appreciate this thank you, more to consider and mull over.
I have to agree here... Undead Warlock is a beast! At your level, you'd already have the class features below:
Form of Dread
1st-level Undead feature
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
Grave Touched
6th-level Undead feature
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
Which means that when you're in Form of Dread, your Eldritch Blasts are doing 2d10 + (depending on Invocations) of Necrotic Damage x2 Blasts. That's 4d10 + as a Cantrip... plus Fear as a Control mechanism. And you're only a few levels away from 3 blasts per round. That's crazy single target damage, and amazing crowd control against minions...
It also works great with Hexblade, if you want to get into melee again... although based on your party, I'd probably stay in the back.
My ONLY issue with playing a blaster is that it can get a bit repetitive, but the RP and out of combat support it brings to the table makes it all worth while.
Couple of mistakes here my friend. Firstly, Grave Touched lets you add additional damage to ONE attack so only ONE Eldritch Blast beam will get boosted because each beam counts as a separate attack.
Second point concerns the "It also works great with Hexblade" part. Undead and Hexblade are two DIFFERENT subclasses so you cannot combine their features.
Nitpick over have a nice day.