Okay, this is a problem i've had with Warlocks for awhile. Why only 2 spell slots? Yes they eventually get a 3rd and a 4th , but at that point its just kinda meh? Everyone else is casting like 18 spells. Now, why is it this way? All your spells upcast and cast at the highest level possible. Ok thats neat what else? Oh you get your spells back on a short or long rest. Neat! Amazing, i can cast like 20 spells then right? Nope! only 2 so thats like....6 spells a day! BUT ITS ALWAYS UP CASTED WOOO. This isn't worth it. I think by standard they should get 4. Or when you take ASI you can instead to choose to gain a spell slot. This will both make the class interesting/funner to play instead of "Eldritch Blast simulator 2.0". Whats everyones opinions on this?
This is only an issue if your party doesn't take short rests. If you're taking appropriate short rests it's fine.
Some homebrew/alt rules you could try are +1 spell slots somewhere around level 6-7, using spell points instead of slots, or extending mystic arcanums all the way down to level 1.
Naw this is more of a fundamental problem i have with Warlocks in general not as a DM or player, but just in general. I feel that Flavoring Eldrithc Blast is essentially just hit or miss theres no epic back and forth like there is in a sword fight or melee combat. So your turn is "Oh neat im out of spell slots...ELDRITCH BLAST...oh it missed....oh that one hits...". Other classes can do multiple fun spells and be interesting and have fun while warlocks its NO YOU GET 2-6 PER DAY BEFORE LEVEL 11 then its 3-9. It wouldn't really be that op to just say Warlocks now just have 4 spell slots and keep their current benefits. This just means that their spells are 4-12 spells per day, which thats about on par with other spell casters and doesn't make you FEEL BAD for using a spell like misty step and now your down an important AOE combat spell or suggestion you feel trapped and limited on what you can do.
I think you are falling into the trap that many have regarding the Warlock. They are simply not mechanically built to be like the other arcane casters. Think of them as ranged attackers who get a couple potent spell slots. I've been playing a warlock in our current campaign, and I can tell you the wizard would kill to have a consistent damage dealing attack that doesn't burn a spell. With invocations, a Warlock is among the highest damage dealers in a group. The other spell casters *need* the spell slots because they cannot deal that kind of damage without burning a spell.
In our last session I laid waste to a critter with the Hex\EB combo that ended a combat earlier than the DM expected. One of my fellow players said it best, "the warlock is a one trick pony. But it's a brutally effective trick". Leave the two spell slots, and if someone finds spamming EB boring, they really should play a different class.
No see, YOU'RE falling into the trap of DND that damage = everything. There are some incredibly fun and interesting utility spells that make things interesting or allow you to do MORE and the warlock doesn't get to do those things because they have to decide "well i get to HEX and MAYBE do this other spell." Then you just eldritch blast spam till no end. You are trading spells for potency but losing ALL OF THE FLAVOR. All of it just gone and hidden behind eldritch invocations and the eldritch blast cantrip. I honestly think EB should be different per warlock sub class you take. Genie it changes based on the genie you pick, Undead should be NECROTIC etc. And Wizard DOES have consistent damage through cantrips 2d10/3d10 firebolt damage isn't a joke. If you won't give me MORE spell slots then give me MORE/DIFFERENT Hexes that do DIFFERENT things. Make them more "Voodoo" oriented and really make me curse people and hex them , further weakening them. Give me the flavor of more spells or just give me more spells to cast. Genie warlock , wanna know what they do? They cast 2 spells and then spam eldritch blast forever. That is boring and unflavorful of a ******* GENIE. They gave undead warlock some flavor with its form and being able to cast a cantrip in that form that gains bonus's and it changes how they play - YES - YES thats what a subclass should DO. It should influence how you should play other then "Oh every warlock subclass should cast HEX/HEX BLADES curse + Agonizing blast and ELDRITHC BLAST x infinity." And thats what EVERY-SINGLE-SUBCLASS does. They all (aside from undead) boil down to doing JUST that. Hexblade might swing its sword instead or pact of the chain might cast a touch spell, but it all defaults to JUST ELDRITCH BLAST.
It can feel like spreading the class a bit thin to get through without spamming short rests.
Some things I've done in my last warlock playthrough to get more mileage:
Take something like magic initiate or fey touched for more spells
see how much I can abuse the invocations for diguise self, levitate, and silent image in combat
I played a warforged and occasionally took short rests while in a bag of holding or strapped to the barbarian's back
cloud of daggers + moving people around with Eldritch blast invocations with possible metamagic feat for quicken spell
Use the telekinetic feat to abuse
Look for interactions with Ghostly Gaze (ask DM for their ruling on using on if Chill Touch or Sacred Flame can be used through walls)
Abuse other invocations as much as possible
I mean, the Warlock's whole spiel is that they only got power from another source that wants to screw them over and that falls far short of a Divinity in terms of power. It makes sense that they get a bit less in terms of full abilities, but try to game whatever they do get.
Warlock is spellcasting on hard mode due to the limited resource. EB+AB makes it manageable from a damage standpoint.
I think its best to think of them as a half caster and compare them to artificer/ranger/paladin. In particular the Ranger is a great comparison because of Hunter's Mark/Hex.
I am enjoying the challenge of piecing together feats, invocations, cantrips, rituals (pact of the tome) and a level dip into cleric to make a versatile spell caster.
Okay, this is a problem i've had with Warlocks for awhile. Why only 2 spell slots? Yes they eventually get a 3rd and a 4th , but at that point its just kinda meh? Everyone else is casting like 18 spells. Now, why is it this way? All your spells upcast and cast at the highest level possible. Ok thats neat what else? Oh you get your spells back on a short or long rest. Neat! Amazing, i can cast like 20 spells then right? Nope! only 2 so thats like....6 spells a day! BUT ITS ALWAYS UP CASTED WOOO. This isn't worth it. I think by standard they should get 4. Or when you take ASI you can instead to choose to gain a spell slot. This will both make the class interesting/funner to play instead of "Eldritch Blast simulator 2.0". Whats everyones opinions on this?
Because you get the best ranged attack cantrip in the game, your spell slots come back on a short rest and you have invocations? Sure, some spells that are good at lower levels don't scale well as the warlock levels up. MY suggestion is...switch out those spells. Warlocks are fine and not underpowered. They have great utility, good damage and plenty of multiclassing options.
If you don't like spell slots that come back on a short rest and invocations that are very useful and powerful, then I suggest you play a wizard or sorcerer and move along.
While the are some kind of sharp limits to a Warlock's power, inside them, they are quite powerful. They are an odd mix of Cleric, Wizard and Sorcerer. They don't have any understanding of their spells, they don't study for them. The Patron just hands them over. That's why those Pact Slots are always upcast to the max. The Warlock doesn't cast those, their Patron just handed them over. They use them a bit like a Sorcerer, in that they are innate, but they don't have meta-magic. All power, no fine control over it.
As they go along in levels, they get more and more Invocations, which are sort of like racial abilities. They Patron is changing them into something other that whatever race they were born as. Their eyes get modified so they can see the same way that Devils do. Maybe they stop having to sleep all that much. Exhaustion does set in, the have to sleep eventually, but can be put off quite a long time.
They get a bunch of at will, doesn't require a spell slot spells. Who needs more Pact Slots?
And unlike almost all casters, very nearly everything comes back on a Short Rest. How many casters can take an hour long nap and be fully ready to go?
Because you get the best ranged attack cantrip in the game, your spell slots come back on a short rest and you have invocations? Sure, some spells that are good at lower levels don't scale well as the warlock levels up. MY suggestion is...switch out those spells. Warlocks are fine and not underpowered. They have great utility, good damage and plenty of multiclassing options.
If you don't like spell slots that come back on a short rest and invocations that are very useful and powerful, then I suggest you play a wizard or sorcerer and move along.
This. Unlike a wizard or sorcerer, you don't need to stock up on damaging spells because you have a cantrip that is about as good and costs you nothing. You can even alter\boost it with invocations if you like. Those two spell slots you do have; can be used on some of the utility every group needs. Dispel Magic, Invisibility, and other spells any group could use are available on a short rest. Invocations at will like Disguise Self, Devil Sight, Detect Magic. And you get to either be some CHA based gish Hexblade, be the best ritual caster in the game, or have a powerful familiar nobody else can get without DM fiat. If that stuff doesn't seem worth it, don't play the class. There is a reason people multi into Warlock; they get stuff that is is really useful.
Naw this is more of a fundamental problem i have with Warlocks in general not as a DM or player, but just in general. I feel that Flavoring Eldrithc Blast is essentially just hit or miss theres no epic back and forth like there is in a sword fight or melee combat. So your turn is "Oh neat im out of spell slots...ELDRITCH BLAST...oh it missed....oh that one hits...". Other classes can do multiple fun spells and be interesting and have fun while warlocks its NO YOU GET 2-6 PER DAY BEFORE LEVEL 11 then its 3-9. It wouldn't really be that op to just say Warlocks now just have 4 spell slots and keep their current benefits. This just means that their spells are 4-12 spells per day, which thats about on par with other spell casters and doesn't make you FEEL BAD for using a spell like misty step and now your down an important AOE combat spell or suggestion you feel trapped and limited on what you can do.
This is only an issue if your party doesn't take short rests. If you're taking appropriate short rests it's fine.
Some homebrew/alt rules you could try are +1 spell slots somewhere around level 6-7, using spell points instead of slots, or extending mystic arcanums all the way down to level 1.
Using the spell points rules variant means a much greater number of spells can be cast. The warlock can basically break up their two fourth-level spell slots into a number of lower level spell slots. No need to feel weird about casting that misty step.
Extending mystic arcanum down to first level means an extra 1st, 2nd, 3rd, 4th, and 5th level spell for you to cast. Take misty step as your 2nd-level mystic arcanum and again, no need to feel weird about casting misty step.
Even better you can mix and match these suggestions.
Also, I've played a warlock without eldritch blast and had a great time. Lots of invocation options open up when you're not worried about maximizing EB. Damage is still respectable and utility increases dramatically.
Not to mention you eventually get the Arcanums, although the 6th level choices kind of suck. I would kind of like for there to be a few more options, like an upcast lightning bolt.
Okay, this is a problem i've had with Warlocks for awhile. Why only 2 spell slots? Yes they eventually get a 3rd and a 4th , but at that point its just kinda meh? Everyone else is casting like 18 spells. Now, why is it this way? All your spells upcast and cast at the highest level possible. Ok thats neat what else? Oh you get your spells back on a short or long rest. Neat! Amazing, i can cast like 20 spells then right? Nope! only 2 so thats like....6 spells a day! BUT ITS ALWAYS UP CASTED WOOO. This isn't worth it. I think by standard they should get 4. Or when you take ASI you can instead to choose to gain a spell slot. This will both make the class interesting/funner to play instead of "Eldritch Blast simulator 2.0". Whats everyones opinions on this?
Depends on level. WOTC's official stance, solved for by converting slots to spell points and assuming 2 short rests per day, and ignoring access to additional slots/points in specific classes (e.g. we can use Bards or Druids for comparison, as they don't have that at all), Warlocks have more spell points per day than normal full casters until level 5. From level 6 onward, normal full casters have more, presumably because Warlocks have access to invocations. That remains true even if you add in the severely crippled Mystic Arcanum mechanic of having L6-L9 spells that can't be upcast and have to be a preselected spell (and hence can't be an upcast lower-level spell). It gets much more involved if you want to assume invocations that let you sling spells - for example, if you can spam an L1 spell all day, I can make assumptions about your spell points, like that you cast the spell exactly 21 times a day, but those assumptions are likely to break down depending on the invocation.
If you want to address the issue, I recommend a light touch and playtesting the results. Here's a decent first step that doesn't deviate too much from existing numbers:
New Invocation:
Additional Spell Slots
Prerequisite: Warlock level 6
You gain additional spell slots equivalent to a Warlock 1/6 your Warlock level - at level 1, you have 1 additional level 1 slot. At level 12, this increases to 2 additional level 1 slots. At level 18, this increases to 2 additional level 2 slots.
No, no THIS. If something happens out of combat and you use...misty step, polymorph, dimension door etc. YOU ARE DOWN 1 of 2 or 1 of 3 spell slots for the next combat. Now lets say you use those 1-2 spells...now for the next combat (especially in dungeons/out in forests) What do you do? ELDRITCH BLAST. Thats it...nothing else...ALL SUBCLASSES RESORT TO ELDRITCH BLAST(aside from undead). A Genie warlock gets his spells from a GENIE, why can't the genie give them something like Wild Magic? Or EB is now chaos blast and does random damage types. Fathomless Lock instead of EB you whip out a tentacle made of void energy at people, fiend lock you throw dark fire that keeps burning and water can't put it. FLAVOR is something lock SORELY lacks and theres more to dnd then "just combat". Locks have the best cantrip damage wise...yep...how does this help you in a social encounter or roleplay or something OUTSIDE combat? You blew all of your load in the first combat now you're hampered. Or again vice versa you used your spells outside combat now its time for the first combat encounter of like 3? Can't short rest you're in a dungeon, if you get jumped or other whats the warlock gonna do? Oh yeah I CAST MISTY---eldritch blast. I only say this because there are MANY dm's that run books by the rules as written (not faulting them for this), but without the rules there or the option for that rule they'll never change their minds.
Locks have the best cantrip damage wise...yep...how does this help you in a social encounter or roleplay or something OUTSIDE combat?
The Warlock likely has the highest CHA of the characters in the group. Most builds also have skill proficiency in Persuasion/Deception/Intimidation. They also have access to Disguise Self *at will*. Outside of combat, the Warlock is geared to be the party face, and has the skills and invocations to do this all day.
Locks have the best cantrip damage wise...yep...how does this help you in a social encounter or roleplay or something OUTSIDE combat?
The Warlock likely has the highest CHA of the characters in the group. Most builds also have skill proficiency in Persuasion/Deception/Intimidation. They also have access to Disguise Self *at will*. Outside of combat, the Warlock is geared to be the party face, and has the skills and invocations to do this all day.
Yes, but the REST of the post talks about spells. I can nitpick too. Their great with social work(sometimes), but what about getting over a chasm or solving a puzzle or getting around/doing things? You get 2! spell slots to try n figure that stuff out where others get WAY MORE. And if you DO blow that spell slot on something like a teammate fell off a cliff BOOM BBAM your out an entire spell for the next combat and the combat following etc. Only to then just sit there and cast a flavorless spell over and over(regardless of subclass). Yes a wizard might just cast firebolt, but he has MANY-MANY other things he CAN do or might do a warlock has...1-2 things they can do differently otherwise you sit there and if someone gets in your face you don't get to misty step you have to take that hit you can't/don't get to be clever cuz you wasted that spell slot saving your teammate (maybe not wasted but you get it). Now because you only get TWO spell slots you're forced and PUNISHED for helping a teammate earlier or solving a puzzle etc.
I can't tell if you were responding to my post or not, so I don't know how much sense it makes to emphasize that my solution gets you more slots in a fashion totally unreliant on combat mechanics. It amounts in every way to converting one of your invocations known to additional slots, and you wanted more slots. But I'll try to address your specific concerns.
No, no THIS. If something happens out of combat and you use...misty step, polymorph, dimension door etc. YOU ARE DOWN 1 of 2 or 1 of 3 spell slots for the next combat. Now lets say you use those 1-2 spells...now for the next combat (especially in dungeons/out in forests) What do you do? ELDRITCH BLAST. Thats it...nothing else...
There are several ways to mitigate this with invocations - the Tomepact-only Book of Ancient Secrets invocation is ritual caster but better, for example. The following invocations unlock specific, spammable spells:
Armor of Shadows (L1 spell at will)
Fiendish Vigor: Same deal.
Mask of Many Faces: Same deal.
Misty Visions: Same deal.
Otherworldly Leap: Same deal, but prereq L9.
Ascendant Step (L2 spell at will, prereq L9)
Master of Myriad Forms: Same deal, but prereq L15.
Shroud of Shadow: Same deal, but prereq L15.
Beast Speech (L1 spell at will, has the ritual tag so generally a subset of Book of Ancient Secrets)
Eldritch Sight: Same deal.
Eyes of the Rune Keeper: Very similar, but you get approximately half value - it's about half as useful as Comprehend Languages at will.
Chains of Carceri (L5 spell at will with restrictions, prereq Chainpact and L15)
Visions of Distant Realms (L4 spell at will, prereq L15)
Whispers of the Grave (L3 spell at will, prereq L9)
ALL SUBCLASSES RESORT TO ELDRITCH BLAST(aside from undead).
In combat, this is about as significant as complaining that all Barbarians resort to their maul, greatsword, or glaive, but it has no apparent connection to the general issue of Warlock spell slots. You can build a Hexblade for credible melee damage, but you'll need to include in your build a way to encourage Booming Blade to happen. There are multiple ways to do this.
A Genie warlock gets his spells from a GENIE, why can't the genie give them something like Wild Magic?
Wild Magic is a bad feature from both a PC perspective, since it nerfs you, and from a DM perspective, since it's very selfish, requiring a lot of camera time on one specific PC just to make their feature work.
Wild Magic is the single worst Sorcerer subclass for a reason.
As your DM, if you can come up with a way to have your Wild Magic go off automatically, so I don't have to police it, I'm fine with you just having Wild Magic, but I'll make sure the others PCs know you're a Wild Mage and you'll have to live with the consequences. It'll be on you to get your rolling done quickly if it comes up a lot.
Or EB is now chaos blast and does random damage types.
Most DMs are fine with their PCs taking strict nerfs, like this one would be. If you want your character to be strictly worse, go ahead - but if the other PCs come to regard you as a combat liability, that's on you.
Fathomless Lock instead of EB you whip out a tentacle made of void energy at people, fiend lock you throw dark fire that keeps burning and water can't put it. FLAVOR is something lock SORELY lacks and theres more to dnd then "just combat". Locks have the best cantrip damage wise...yep...how does this help you in a social encounter or roleplay or something OUTSIDE combat?
So... don't spend your spell slots in combat, and save them for between combat uses? No one is forcing you to use your slots in combat. You can just lean into cantrips if you want. And Eldritch Blast can be reflavored, like any spell. Yours can be tentacle shaped or fire shaped, it's fine. The mechanics of your spell being recognized are handled by people seeing you cast, not people seeing the spell effect.
You blew all of your load in the first combat now you're hampered. Or again vice versa you used your spells outside combat now its time for the first combat encounter of like 3? Can't short rest you're in a dungeon,
Yes you can. The single easiest way is to be a Genielock, but there are many solutions to getting this done.
if you get jumped or other whats the warlock gonna do? Oh yeah I CAST MISTY---eldritch blast. I only say this because there are MANY dm's that run books by the rules as written (not faulting them for this), but without the rules there or the option for that rule they'll never change their minds.
I just don't think the class works for what you see as a character you want to play. But I'll try to dissect each of your points, basing it my experience playing a chainlock the last two years. My experience has not been as you are describing.
"Their great with social work(sometimes)," I'm the party Face, and so much more efficient than the rest of the team in RP-centric sessions. I have yet to find a situation where a whopping 20 CHA and proficiency in social skills, plus Disguise Self for free hasn't been better than the rest of the group.
"but what about getting over a chasm or solving a puzzle or getting around/doing things?" Having an imp familiar has made getting a rope tied atop a ravine, working a lever on the other side of a drawbridge, and other party movement issues possible. As for puzzles; we played Hidden Shrine of Tamoachan in TTYP and without getting spoilery, the Pelota challenge was wrecked by the imp.
"You get 2! spell slots to try n figure that stuff out where others get WAY MORE" Our party Ranger has spells too. You know what they get used on? Hunter's Mark, Bane, and other combat needs. Ranger is a ranged attacker just like most Warlocks, but ask a Ranger who's spells are more restricted.
"Yes a wizard might just cast firebolt, but he has MANY-MANY other things he CAN do or might do a warlock has" Wizard also has to prepare spells, so that large spellbook gets narrowed down. And in play the Wizard has to be even more conservative with spells, since they are waiting a long rest. For each time they get to cast that dramatic spell that impacts an encounter or hazard, they also are tossing Firebolt hoping to do 10 points of damage while they watch the Warlock do with Eldritch Blast what they would need cast Scorching Rays to even hope to match. Can't tell you how often when the party knows they are near a short rest, they lean on the Warlock for Dispel Magic, Misty Step, Tongues.
"1-2 things they can do differently otherwise you sit there and if someone gets in your face you don't get to misty step you have to take that hit you can't/don't get to be clever cuz you wasted that spell slot saving your teammate" At the lower levels, my DM learned early that swarming the Warlock means Burning Hands takes out 3-4 hapless critters. If you played Sunless Citadel, you know how much fun that is on twig blights. At the higher levels, pick your spots. Our Wizard would be crushed if a critter got within 5 feet as well. For us, party tactics covers this if they know my warlock can't Misty Step. Also helps having an invisible familiar who loves opportunity attacks.
"Now because you only get TWO spell slots you're forced and PUNISHED for helping a teammate earlier or solving a puzzle etc" Our cleric bemoans being a Heal-Bot when we take on more damage than we'd like. Same when the barbarians burns through rages. Resources are the thing the party needs to manage. What I did was put a priority on magic items that are utility with X number of uses per day. Also took invocation that don't cost a spell slot. If one of those spells saves the party bacon, I'm not punished because I'm reminding them of my well timed save. I bet the person the warlock saved won't argue a short rest.
I can't tell if you were responding to my post or not, so I don't know how much sense it makes to emphasize that my solution gets you more slots in a fashion totally unreliant on combat mechanics. It amounts in every way to converting one of your invocations known to additional slots, and you wanted more slots. But I'll try to address your specific concerns.
No, no THIS. If something happens out of combat and you use...misty step, polymorph, dimension door etc. YOU ARE DOWN 1 of 2 or 1 of 3 spell slots for the next combat. Now lets say you use those 1-2 spells...now for the next combat (especially in dungeons/out in forests) What do you do? ELDRITCH BLAST. Thats it...nothing else...
There are several ways to mitigate this with invocations - the Tomepact-only Book of Ancient Secrets invocation is ritual caster but better, for example. The following invocations unlock specific, spammable spells:
Armor of Shadows (L1 spell at will)
Fiendish Vigor: Same deal.
Mask of Many Faces: Same deal.
Misty Visions: Same deal.
Otherworldly Leap: Same deal, but prereq L9.
Ascendant Step (L2 spell at will, prereq L9)
Master of Myriad Forms: Same deal, but prereq L15.
Shroud of Shadow: Same deal, but prereq L15.
Beast Speech (L1 spell at will, has the ritual tag so generally a subset of Book of Ancient Secrets)
Eldritch Sight: Same deal.
Eyes of the Rune Keeper: Very similar, but you get approximately half value - it's about half as useful as Comprehend Languages at will.
Chains of Carceri (L5 spell at will with restrictions, prereq Chainpact and L15)
Visions of Distant Realms (L4 spell at will, prereq L15)
Whispers of the Grave (L3 spell at will, prereq L9)
ALL SUBCLASSES RESORT TO ELDRITCH BLAST(aside from undead).
In combat, this is about as significant as complaining that all Barbarians resort to their maul, greatsword, or glaive, but it has no apparent connection to the general issue of Warlock spell slots. You can build a Hexblade for credible melee damage, but you'll need to include in your build a way to encourage Booming Blade to happen. There are multiple ways to do this.
A Genie warlock gets his spells from a GENIE, why can't the genie give them something like Wild Magic?
Wild Magic is a bad feature from both a PC perspective, since it nerfs you, and from a DM perspective, since it's very selfish, requiring a lot of camera time on one specific PC just to make their feature work.
Wild Magic is the single worst Sorcerer subclass for a reason.
As your DM, if you can come up with a way to have your Wild Magic go off automatically, so I don't have to police it, I'm fine with you just having Wild Magic, but I'll make sure the others PCs know you're a Wild Mage and you'll have to live with the consequences. It'll be on you to get your rolling done quickly if it comes up a lot.
Or EB is now chaos blast and does random damage types.
Most DMs are fine with their PCs taking strict nerfs, like this one would be. If you want your character to be strictly worse, go ahead - but if the other PCs come to regard you as a combat liability, that's on you.
Fathomless Lock instead of EB you whip out a tentacle made of void energy at people, fiend lock you throw dark fire that keeps burning and water can't put it. FLAVOR is something lock SORELY lacks and theres more to dnd then "just combat". Locks have the best cantrip damage wise...yep...how does this help you in a social encounter or roleplay or something OUTSIDE combat?
So... don't spend your spell slots in combat, and save them for between combat uses? No one is forcing you to use your slots in combat. You can just lean into cantrips if you want. And Eldritch Blast can be reflavored, like any spell. Yours can be tentacle shaped or fire shaped, it's fine. The mechanics of your spell being recognized are handled by people seeing you cast, not people seeing the spell effect.
You blew all of your load in the first combat now you're hampered. Or again vice versa you used your spells outside combat now its time for the first combat encounter of like 3? Can't short rest you're in a dungeon,
Yes you can. The single easiest way is to be a Genielock, but there are many solutions to getting this done.
if you get jumped or other whats the warlock gonna do? Oh yeah I CAST MISTY---eldritch blast. I only say this because there are MANY dm's that run books by the rules as written (not faulting them for this), but without the rules there or the option for that rule they'll never change their minds.
I have no idea what this means.
for #1- Yes warlock can take Invocations to get a couple extra spells that have 1 use. MOSt of them come bback on a long rest - so you know that short rest mechanic the game doesn't use whatsoever? Yep doesn't matter for this thing your investing a CLASS RESOURCE ON. I love these things they add flavor and allow you to do things outside of your spells.
#2 - YES But a barbarian can swing his axe down and it gets bblocked by a shield then uses the hilt of his axe to swing under the shield to get a stab in dealing damage. THERES FLAVOR here and talking and action...Eldritch blast gets...do i hit or miss? Oh i miss it goes into the ground....neat....Theres no flavor to it its just ELDRITCH BLAST.
#3 AGAIN COMBAT LIABILITY DND is more then just fricken combat. Barbarians are a class thats literally just a combat liability in general. A fighter does what they can do but 10x better. Zealot/Berserker are just strictly purposefully hurting your group - but they can be fun and interesting flavor wise and do things outside combat. Yes i can flavor my spell, but again DM's MIGHT NOT ALLOW IT. Why? BBecause they stick to the rules and rules as written NO eldritch blast is force and its void energy. LOTS of DM's Do this and if there is a RULE for lock to have more spells they are more then likely to add it or allow it.
#4 - I love wild magic its fun and interesting and super flavorful - it is not optimal in anyway - BUT ITS FUN. And i meant wild magic in more of the terms as changing your magic on you because their a Genie and they're kind of ******** and if you've made a pact with them then you don't know what you've gotten into.
#5 - Yeah i agree
#6 - Yes, but sometimes i want to be helpful in combat AND OUTSIDE FRICKEN COMBAT. 2 spell slots DO NOT allow for this or purposefully jack-ribs you because you decided to Dimension Door the falling Barbarian and save him. MORE spell slots allows me to DO MORE THINGS then just "Hex - Eldritch Blast - Suggestion oh suggestion failed."
#6 - If you read further you would see that YES you can short rest in a dungeon, but it might cause your party to get jumped and now your short rest didn't matter and while getting jumped ALL YOU CAN DO IS ELDRITCH BLAST. Which see #2 as to why this is boring/uneventful. Oh i missed oh i hit. etc etc etc etc. And if anyone gets in ur face you have to resort to using your action to disengage you don't get to use neat spells to try do something about it you just get to sit there and take it or disengage and run. You can decide to eldrithc blast at disadvantage, but now you're being punished for playing your class, by helping your teammate or being useful in combat. The point is that you don't always get a short rest its not a dependable way to get back spells. Because if you're safe why not just long rest? Why no barricade the doors - seal it with MAGIC - oh wait you spent your spells...nope can't help here your useless.
#7 - Some DM's only play by the book (a lot of them actually) simply because theres a lot to read and rules give a base line to start from. So, they only allow things AS WRITTEN. So, for those DM's /players it would be nice for a rule or optional rule to be PHYSICALLY WRITTEN DOWN - so they have something they can point to.
I just don't think the class works for what you see as a character you want to play. But I'll try to dissect each of your points, basing it my experience playing a chainlock the last two years. My experience has not been as you are describing.
"Their great with social work(sometimes)," I'm the party Face, and so much more efficient than the rest of the team in RP-centric sessions. I have yet to find a situation where a whopping 20 CHA and proficiency in social skills, plus Disguise Self for free hasn't been better than the rest of the group.
"but what about getting over a chasm or solving a puzzle or getting around/doing things?" Having an imp familiar has made getting a rope tied atop a ravine, working a lever on the other side of a drawbridge, and other party movement issues possible. As for puzzles; we played Hidden Shrine of Tamoachan in TTYP and without getting spoilery, the Pelota challenge was wrecked by the imp.
"You get 2! spell slots to try n figure that stuff out where others get WAY MORE" Our party Ranger has spells too. You know what they get used on? Hunter's Mark, Bane, and other combat needs. Ranger is a ranged attacker just like most Warlocks, but ask a Ranger who's spells are more restricted.
"Yes a wizard might just cast firebolt, but he has MANY-MANY other things he CAN do or might do a warlock has" Wizard also has to prepare spells, so that large spellbook gets narrowed down. And in play the Wizard has to be even more conservative with spells, since they are waiting a long rest. For each time they get to cast that dramatic spell that impacts an encounter or hazard, they also are tossing Firebolt hoping to do 10 points of damage while they watch the Warlock do with Eldritch Blast what they would need cast Scorching Rays to even hope to match. Can't tell you how often when the party knows they are near a short rest, they lean on the Warlock for Dispel Magic, Misty Step, Tongues.
"1-2 things they can do differently otherwise you sit there and if someone gets in your face you don't get to misty step you have to take that hit you can't/don't get to be clever cuz you wasted that spell slot saving your teammate" At the lower levels, my DM learned early that swarming the Warlock means Burning Hands takes out 3-4 hapless critters. If you played Sunless Citadel, you know how much fun that is on twig blights. At the higher levels, pick your spots. Our Wizard would be crushed if a critter got within 5 feet as well. For us, party tactics covers this if they know my warlock can't Misty Step. Also helps having an invisible familiar who loves opportunity attacks.
"Now because you only get TWO spell slots you're forced and PUNISHED for helping a teammate earlier or solving a puzzle etc" Our cleric bemoans being a Heal-Bot when we take on more damage than we'd like. Same when the barbarians burns through rages. Resources are the thing the party needs to manage. What I did was put a priority on magic items that are utility with X number of uses per day. Also took invocation that don't cost a spell slot. If one of those spells saves the party bacon, I'm not punished because I'm reminding them of my well timed save. I bet the person the warlock saved won't argue a short rest.
#1 - Yes again their great with social work (sometimes) it depends on roleplay/dice roll, but yes on average...but if you fail that roll what do you have to fall back on? Lets cast suggestion - Oh it failed - COMBAT - You're now down a spell slot and are 50% less useful. You burn that last spell slot helping someone in combat - you beat combat - Guards show up - Now all you can do is eldritch blast and maybe use a spell that requires a LONG REST to get back. Ya know LONG REST the thing everyone else gets their spell slots back on ...to be more useful.
#2 - Yes now we get into the PACTS - Pact of the Blade is just better then familiar damage wise and will out perform it in every regard possible - Pact of the Tome allows you to get a bajillion ritual spells (YES THANKS) and can do everything a familiar lock can...but better. BUT I LOVE THIS you have flavor you get to do things and thinking MATTERS - using your "CLASS RESOURCES" as you mention YES this is what is suppose to happen....but a wizard can also just cast find familiar and do exactly as you're doing and if their dude dies they're not down an entire CLASS RESOURCE and get jack -ribbed for playing.
#3 - Yes, but a ranger gets to do things that are useful like find food, lead the party through traps , track and hunt down monsters - their class is about survival and hunting - things the FLAVOR of the class does EXTREMELY WELL. Warlock gets to cast eldritch blast and be situationally useful.
#4 - Nothing is more limiting then 2 spells...nothing. The wizard can PREPARE AND USE 8+ spells and in MOST cases taking a short rest - might as well just shore up and take a long rest making your short rest gimmick - useless. And all you et out of that long rest is -- wait for it - 2 spell slots and some invocations. And again...this game isn't all combat - yes a wizard might have to cast scorching ray to MATCH Eldritch blast - and thats the problem they've given warlock such an OP cantrip that its all they rely on for ANYTHING and default to. That is boring and flavorless.
#5 - Burning Hands is okay, but theres 20 other spells better to use in almost any given circumstance where burning hands is good - another spell is better. And no - that wizard can use defensive spells like misty step - shield - mage armor etc etc etc etc multiple times...you get to use those spells...twice MAYBE. His odds are MUCH MUCH greater then yours.
#6 - If your class has to rely on magic items to COMPETE with other classes - don't you see how thats a problem? You have to rely on this MAGIC ITEM that is somewhere in the world to HELP OR BE USEFUL. You have 2 spell slots to be useful with and because there is only 2 and they are POWERFUL spells you want to save them for when YOU can get the most use out of them - yes? K you are now defaulted to ONLY A FLAVORLESS ELDRITCH BLAST. MORE spell slots allows you to DO MORE and adds more flavor and adds more THINGS and more OPTIONS - not just default to PEW PEW.
I want to also say that i love this and see all of this as a debate and am in no way ANGRY i like to emphasize points and it might come off as rude or angry and i want it to be known that i am taking all of this as constructive critism and would love for more people to give insight/debate this point to help me change my mind or help me sway others.
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Okay, this is a problem i've had with Warlocks for awhile. Why only 2 spell slots? Yes they eventually get a 3rd and a 4th , but at that point its just kinda meh? Everyone else is casting like 18 spells. Now, why is it this way? All your spells upcast and cast at the highest level possible. Ok thats neat what else? Oh you get your spells back on a short or long rest. Neat! Amazing, i can cast like 20 spells then right? Nope! only 2 so thats like....6 spells a day! BUT ITS ALWAYS UP CASTED WOOO. This isn't worth it. I think by standard they should get 4. Or when you take ASI you can instead to choose to gain a spell slot. This will both make the class interesting/funner to play instead of "Eldritch Blast simulator 2.0". Whats everyones opinions on this?
This is only an issue if your party doesn't take short rests. If you're taking appropriate short rests it's fine.
Some homebrew/alt rules you could try are +1 spell slots somewhere around level 6-7, using spell points instead of slots, or extending mystic arcanums all the way down to level 1.
Naw this is more of a fundamental problem i have with Warlocks in general not as a DM or player, but just in general. I feel that Flavoring Eldrithc Blast is essentially just hit or miss theres no epic back and forth like there is in a sword fight or melee combat. So your turn is "Oh neat im out of spell slots...ELDRITCH BLAST...oh it missed....oh that one hits...". Other classes can do multiple fun spells and be interesting and have fun while warlocks its NO YOU GET 2-6 PER DAY BEFORE LEVEL 11 then its 3-9. It wouldn't really be that op to just say Warlocks now just have 4 spell slots and keep their current benefits. This just means that their spells are 4-12 spells per day, which thats about on par with other spell casters and doesn't make you FEEL BAD for using a spell like misty step and now your down an important AOE combat spell or suggestion you feel trapped and limited on what you can do.
I think you are falling into the trap that many have regarding the Warlock. They are simply not mechanically built to be like the other arcane casters. Think of them as ranged attackers who get a couple potent spell slots. I've been playing a warlock in our current campaign, and I can tell you the wizard would kill to have a consistent damage dealing attack that doesn't burn a spell. With invocations, a Warlock is among the highest damage dealers in a group. The other spell casters *need* the spell slots because they cannot deal that kind of damage without burning a spell.
In our last session I laid waste to a critter with the Hex\EB combo that ended a combat earlier than the DM expected. One of my fellow players said it best, "the warlock is a one trick pony. But it's a brutally effective trick". Leave the two spell slots, and if someone finds spamming EB boring, they really should play a different class.
No see, YOU'RE falling into the trap of DND that damage = everything. There are some incredibly fun and interesting utility spells that make things interesting or allow you to do MORE and the warlock doesn't get to do those things because they have to decide "well i get to HEX and MAYBE do this other spell." Then you just eldritch blast spam till no end. You are trading spells for potency but losing ALL OF THE FLAVOR. All of it just gone and hidden behind eldritch invocations and the eldritch blast cantrip. I honestly think EB should be different per warlock sub class you take. Genie it changes based on the genie you pick, Undead should be NECROTIC etc. And Wizard DOES have consistent damage through cantrips 2d10/3d10 firebolt damage isn't a joke. If you won't give me MORE spell slots then give me MORE/DIFFERENT Hexes that do DIFFERENT things. Make them more "Voodoo" oriented and really make me curse people and hex them , further weakening them. Give me the flavor of more spells or just give me more spells to cast. Genie warlock , wanna know what they do? They cast 2 spells and then spam eldritch blast forever. That is boring and unflavorful of a ******* GENIE. They gave undead warlock some flavor with its form and being able to cast a cantrip in that form that gains bonus's and it changes how they play - YES - YES thats what a subclass should DO. It should influence how you should play other then "Oh every warlock subclass should cast HEX/HEX BLADES curse + Agonizing blast and ELDRITHC BLAST x infinity." And thats what EVERY-SINGLE-SUBCLASS does. They all (aside from undead) boil down to doing JUST that. Hexblade might swing its sword instead or pact of the chain might cast a touch spell, but it all defaults to JUST ELDRITCH BLAST.
It can feel like spreading the class a bit thin to get through without spamming short rests.
Some things I've done in my last warlock playthrough to get more mileage:
I mean, the Warlock's whole spiel is that they only got power from another source that wants to screw them over and that falls far short of a Divinity in terms of power. It makes sense that they get a bit less in terms of full abilities, but try to game whatever they do get.
Warlock is spellcasting on hard mode due to the limited resource. EB+AB makes it manageable from a damage standpoint.
I think its best to think of them as a half caster and compare them to artificer/ranger/paladin. In particular the Ranger is a great comparison because of Hunter's Mark/Hex.
I am enjoying the challenge of piecing together feats, invocations, cantrips, rituals (pact of the tome) and a level dip into cleric to make a versatile spell caster.
Because you get the best ranged attack cantrip in the game, your spell slots come back on a short rest and you have invocations? Sure, some spells that are good at lower levels don't scale well as the warlock levels up. MY suggestion is...switch out those spells. Warlocks are fine and not underpowered. They have great utility, good damage and plenty of multiclassing options.
If you don't like spell slots that come back on a short rest and invocations that are very useful and powerful, then I suggest you play a wizard or sorcerer and move along.
While the are some kind of sharp limits to a Warlock's power, inside them, they are quite powerful. They are an odd mix of Cleric, Wizard and Sorcerer. They don't have any understanding of their spells, they don't study for them. The Patron just hands them over. That's why those Pact Slots are always upcast to the max. The Warlock doesn't cast those, their Patron just handed them over. They use them a bit like a Sorcerer, in that they are innate, but they don't have meta-magic. All power, no fine control over it.
As they go along in levels, they get more and more Invocations, which are sort of like racial abilities. They Patron is changing them into something other that whatever race they were born as. Their eyes get modified so they can see the same way that Devils do. Maybe they stop having to sleep all that much. Exhaustion does set in, the have to sleep eventually, but can be put off quite a long time.
They get a bunch of at will, doesn't require a spell slot spells. Who needs more Pact Slots?
And unlike almost all casters, very nearly everything comes back on a Short Rest. How many casters can take an hour long nap and be fully ready to go?
<Insert clever signature here>
This. Unlike a wizard or sorcerer, you don't need to stock up on damaging spells because you have a cantrip that is about as good and costs you nothing. You can even alter\boost it with invocations if you like. Those two spell slots you do have; can be used on some of the utility every group needs. Dispel Magic, Invisibility, and other spells any group could use are available on a short rest. Invocations at will like Disguise Self, Devil Sight, Detect Magic. And you get to either be some CHA based gish Hexblade, be the best ritual caster in the game, or have a powerful familiar nobody else can get without DM fiat. If that stuff doesn't seem worth it, don't play the class. There is a reason people multi into Warlock; they get stuff that is is really useful.
I feel like you just skipped over my suggestions.
Using the spell points rules variant means a much greater number of spells can be cast. The warlock can basically break up their two fourth-level spell slots into a number of lower level spell slots. No need to feel weird about casting that misty step.
Extending mystic arcanum down to first level means an extra 1st, 2nd, 3rd, 4th, and 5th level spell for you to cast. Take misty step as your 2nd-level mystic arcanum and again, no need to feel weird about casting misty step.
Even better you can mix and match these suggestions.
Also, I've played a warlock without eldritch blast and had a great time. Lots of invocation options open up when you're not worried about maximizing EB. Damage is still respectable and utility increases dramatically.
Not to mention you eventually get the Arcanums, although the 6th level choices kind of suck. I would kind of like for there to be a few more options, like an upcast lightning bolt.
Depends on level. WOTC's official stance, solved for by converting slots to spell points and assuming 2 short rests per day, and ignoring access to additional slots/points in specific classes (e.g. we can use Bards or Druids for comparison, as they don't have that at all), Warlocks have more spell points per day than normal full casters until level 5. From level 6 onward, normal full casters have more, presumably because Warlocks have access to invocations. That remains true even if you add in the severely crippled Mystic Arcanum mechanic of having L6-L9 spells that can't be upcast and have to be a preselected spell (and hence can't be an upcast lower-level spell). It gets much more involved if you want to assume invocations that let you sling spells - for example, if you can spam an L1 spell all day, I can make assumptions about your spell points, like that you cast the spell exactly 21 times a day, but those assumptions are likely to break down depending on the invocation.
If you want to address the issue, I recommend a light touch and playtesting the results. Here's a decent first step that doesn't deviate too much from existing numbers:
New Invocation:
Additional Spell Slots
Prerequisite: Warlock level 6
You gain additional spell slots equivalent to a Warlock 1/6 your Warlock level - at level 1, you have 1 additional level 1 slot. At level 12, this increases to 2 additional level 1 slots. At level 18, this increases to 2 additional level 2 slots.
No, no THIS. If something happens out of combat and you use...misty step, polymorph, dimension door etc. YOU ARE DOWN 1 of 2 or 1 of 3 spell slots for the next combat. Now lets say you use those 1-2 spells...now for the next combat (especially in dungeons/out in forests) What do you do? ELDRITCH BLAST. Thats it...nothing else...ALL SUBCLASSES RESORT TO ELDRITCH BLAST(aside from undead). A Genie warlock gets his spells from a GENIE, why can't the genie give them something like Wild Magic? Or EB is now chaos blast and does random damage types. Fathomless Lock instead of EB you whip out a tentacle made of void energy at people, fiend lock you throw dark fire that keeps burning and water can't put it. FLAVOR is something lock SORELY lacks and theres more to dnd then "just combat". Locks have the best cantrip damage wise...yep...how does this help you in a social encounter or roleplay or something OUTSIDE combat? You blew all of your load in the first combat now you're hampered. Or again vice versa you used your spells outside combat now its time for the first combat encounter of like 3? Can't short rest you're in a dungeon, if you get jumped or other whats the warlock gonna do? Oh yeah I CAST MISTY---eldritch blast. I only say this because there are MANY dm's that run books by the rules as written (not faulting them for this), but without the rules there or the option for that rule they'll never change their minds.
The Warlock likely has the highest CHA of the characters in the group. Most builds also have skill proficiency in Persuasion/Deception/Intimidation. They also have access to Disguise Self *at will*. Outside of combat, the Warlock is geared to be the party face, and has the skills and invocations to do this all day.
Yes, but the REST of the post talks about spells. I can nitpick too. Their great with social work(sometimes), but what about getting over a chasm or solving a puzzle or getting around/doing things? You get 2! spell slots to try n figure that stuff out where others get WAY MORE. And if you DO blow that spell slot on something like a teammate fell off a cliff BOOM BBAM your out an entire spell for the next combat and the combat following etc. Only to then just sit there and cast a flavorless spell over and over(regardless of subclass). Yes a wizard might just cast firebolt, but he has MANY-MANY other things he CAN do or might do a warlock has...1-2 things they can do differently otherwise you sit there and if someone gets in your face you don't get to misty step you have to take that hit you can't/don't get to be clever cuz you wasted that spell slot saving your teammate (maybe not wasted but you get it). Now because you only get TWO spell slots you're forced and PUNISHED for helping a teammate earlier or solving a puzzle etc.
There are several ways to mitigate this with invocations - the Tomepact-only Book of Ancient Secrets invocation is ritual caster but better, for example. The following invocations unlock specific, spammable spells:
In combat, this is about as significant as complaining that all Barbarians resort to their maul, greatsword, or glaive, but it has no apparent connection to the general issue of Warlock spell slots. You can build a Hexblade for credible melee damage, but you'll need to include in your build a way to encourage Booming Blade to happen. There are multiple ways to do this.
Most DMs are fine with their PCs taking strict nerfs, like this one would be. If you want your character to be strictly worse, go ahead - but if the other PCs come to regard you as a combat liability, that's on you.
So... don't spend your spell slots in combat, and save them for between combat uses? No one is forcing you to use your slots in combat. You can just lean into cantrips if you want. And Eldritch Blast can be reflavored, like any spell. Yours can be tentacle shaped or fire shaped, it's fine. The mechanics of your spell being recognized are handled by people seeing you cast, not people seeing the spell effect.
Yes you can. The single easiest way is to be a Genielock, but there are many solutions to getting this done.
I have no idea what this means.
I just don't think the class works for what you see as a character you want to play. But I'll try to dissect each of your points, basing it my experience playing a chainlock the last two years. My experience has not been as you are describing.
"Their great with social work(sometimes)," I'm the party Face, and so much more efficient than the rest of the team in RP-centric sessions. I have yet to find a situation where a whopping 20 CHA and proficiency in social skills, plus Disguise Self for free hasn't been better than the rest of the group.
"but what about getting over a chasm or solving a puzzle or getting around/doing things?" Having an imp familiar has made getting a rope tied atop a ravine, working a lever on the other side of a drawbridge, and other party movement issues possible. As for puzzles; we played Hidden Shrine of Tamoachan in TTYP and without getting spoilery, the Pelota challenge was wrecked by the imp.
"You get 2! spell slots to try n figure that stuff out where others get WAY MORE" Our party Ranger has spells too. You know what they get used on? Hunter's Mark, Bane, and other combat needs. Ranger is a ranged attacker just like most Warlocks, but ask a Ranger who's spells are more restricted.
"Yes a wizard might just cast firebolt, but he has MANY-MANY other things he CAN do or might do a warlock has" Wizard also has to prepare spells, so that large spellbook gets narrowed down. And in play the Wizard has to be even more conservative with spells, since they are waiting a long rest. For each time they get to cast that dramatic spell that impacts an encounter or hazard, they also are tossing Firebolt hoping to do 10 points of damage while they watch the Warlock do with Eldritch Blast what they would need cast Scorching Rays to even hope to match. Can't tell you how often when the party knows they are near a short rest, they lean on the Warlock for Dispel Magic, Misty Step, Tongues.
"1-2 things they can do differently otherwise you sit there and if someone gets in your face you don't get to misty step you have to take that hit you can't/don't get to be clever cuz you wasted that spell slot saving your teammate" At the lower levels, my DM learned early that swarming the Warlock means Burning Hands takes out 3-4 hapless critters. If you played Sunless Citadel, you know how much fun that is on twig blights. At the higher levels, pick your spots. Our Wizard would be crushed if a critter got within 5 feet as well. For us, party tactics covers this if they know my warlock can't Misty Step. Also helps having an invisible familiar who loves opportunity attacks.
"Now because you only get TWO spell slots you're forced and PUNISHED for helping a teammate earlier or solving a puzzle etc" Our cleric bemoans being a Heal-Bot when we take on more damage than we'd like. Same when the barbarians burns through rages. Resources are the thing the party needs to manage. What I did was put a priority on magic items that are utility with X number of uses per day. Also took invocation that don't cost a spell slot. If one of those spells saves the party bacon, I'm not punished because I'm reminding them of my well timed save. I bet the person the warlock saved won't argue a short rest.
for #1- Yes warlock can take Invocations to get a couple extra spells that have 1 use. MOSt of them come bback on a long rest - so you know that short rest mechanic the game doesn't use whatsoever? Yep doesn't matter for this thing your investing a CLASS RESOURCE ON. I love these things they add flavor and allow you to do things outside of your spells.
#2 - YES But a barbarian can swing his axe down and it gets bblocked by a shield then uses the hilt of his axe to swing under the shield to get a stab in dealing damage. THERES FLAVOR here and talking and action...Eldritch blast gets...do i hit or miss? Oh i miss it goes into the ground....neat....Theres no flavor to it its just ELDRITCH BLAST.
#3 AGAIN COMBAT LIABILITY DND is more then just fricken combat. Barbarians are a class thats literally just a combat liability in general. A fighter does what they can do but 10x better. Zealot/Berserker are just strictly purposefully hurting your group - but they can be fun and interesting flavor wise and do things outside combat. Yes i can flavor my spell, but again DM's MIGHT NOT ALLOW IT. Why? BBecause they stick to the rules and rules as written NO eldritch blast is force and its void energy. LOTS of DM's Do this and if there is a RULE for lock to have more spells they are more then likely to add it or allow it.
#4 - I love wild magic its fun and interesting and super flavorful - it is not optimal in anyway - BUT ITS FUN. And i meant wild magic in more of the terms as changing your magic on you because their a Genie and they're kind of ******** and if you've made a pact with them then you don't know what you've gotten into.
#5 - Yeah i agree
#6 - Yes, but sometimes i want to be helpful in combat AND OUTSIDE FRICKEN COMBAT. 2 spell slots DO NOT allow for this or purposefully jack-ribs you because you decided to Dimension Door the falling Barbarian and save him. MORE spell slots allows me to DO MORE THINGS then just "Hex - Eldritch Blast - Suggestion oh suggestion failed."
#6 - If you read further you would see that YES you can short rest in a dungeon, but it might cause your party to get jumped and now your short rest didn't matter and while getting jumped ALL YOU CAN DO IS ELDRITCH BLAST. Which see #2 as to why this is boring/uneventful. Oh i missed oh i hit. etc etc etc etc. And if anyone gets in ur face you have to resort to using your action to disengage you don't get to use neat spells to try do something about it you just get to sit there and take it or disengage and run. You can decide to eldrithc blast at disadvantage, but now you're being punished for playing your class, by helping your teammate or being useful in combat. The point is that you don't always get a short rest its not a dependable way to get back spells. Because if you're safe why not just long rest? Why no barricade the doors - seal it with MAGIC - oh wait you spent your spells...nope can't help here your useless.
#7 - Some DM's only play by the book (a lot of them actually) simply because theres a lot to read and rules give a base line to start from. So, they only allow things AS WRITTEN. So, for those DM's /players it would be nice for a rule or optional rule to be PHYSICALLY WRITTEN DOWN - so they have something they can point to.
#1 - Yes again their great with social work (sometimes) it depends on roleplay/dice roll, but yes on average...but if you fail that roll what do you have to fall back on? Lets cast suggestion - Oh it failed - COMBAT - You're now down a spell slot and are 50% less useful. You burn that last spell slot helping someone in combat - you beat combat - Guards show up - Now all you can do is eldritch blast and maybe use a spell that requires a LONG REST to get back. Ya know LONG REST the thing everyone else gets their spell slots back on ...to be more useful.
#2 - Yes now we get into the PACTS - Pact of the Blade is just better then familiar damage wise and will out perform it in every regard possible - Pact of the Tome allows you to get a bajillion ritual spells (YES THANKS) and can do everything a familiar lock can...but better. BUT I LOVE THIS you have flavor you get to do things and thinking MATTERS - using your "CLASS RESOURCES" as you mention YES this is what is suppose to happen....but a wizard can also just cast find familiar and do exactly as you're doing and if their dude dies they're not down an entire CLASS RESOURCE and get jack -ribbed for playing.
#3 - Yes, but a ranger gets to do things that are useful like find food, lead the party through traps , track and hunt down monsters - their class is about survival and hunting - things the FLAVOR of the class does EXTREMELY WELL. Warlock gets to cast eldritch blast and be situationally useful.
#4 - Nothing is more limiting then 2 spells...nothing. The wizard can PREPARE AND USE 8+ spells and in MOST cases taking a short rest - might as well just shore up and take a long rest making your short rest gimmick - useless. And all you et out of that long rest is -- wait for it - 2 spell slots and some invocations. And again...this game isn't all combat - yes a wizard might have to cast scorching ray to MATCH Eldritch blast - and thats the problem they've given warlock such an OP cantrip that its all they rely on for ANYTHING and default to. That is boring and flavorless.
#5 - Burning Hands is okay, but theres 20 other spells better to use in almost any given circumstance where burning hands is good - another spell is better. And no - that wizard can use defensive spells like misty step - shield - mage armor etc etc etc etc multiple times...you get to use those spells...twice MAYBE. His odds are MUCH MUCH greater then yours.
#6 - If your class has to rely on magic items to COMPETE with other classes - don't you see how thats a problem? You have to rely on this MAGIC ITEM that is somewhere in the world to HELP OR BE USEFUL. You have 2 spell slots to be useful with and because there is only 2 and they are POWERFUL spells you want to save them for when YOU can get the most use out of them - yes? K you are now defaulted to ONLY A FLAVORLESS ELDRITCH BLAST. MORE spell slots allows you to DO MORE and adds more flavor and adds more THINGS and more OPTIONS - not just default to PEW PEW.
I want to also say that i love this and see all of this as a debate and am in no way ANGRY i like to emphasize points and it might come off as rude or angry and i want it to be known that i am taking all of this as constructive critism and would love for more people to give insight/debate this point to help me change my mind or help me sway others.