I am contemplating Aasimar, celestial warlock, maybe to level 3. Then rouge the ret of the way. Thinking perhaps part or associated with a group the being runs which he directs to fight devils.
To add to that, You can use the beacon of hope spell, and make the d6 just be a flat 6, meaning you have the ability to heal anywhere from 18-30 points of health as a bonus action
I am playing a Scourge Aasimar Sorlock pact of blade. He is the son of a Solar and is given a prophecy to become the ruler of a nation. However, all he really wants is to just keep his family safe and allow the growth of others. That being said... I created two insane combos using eldritch blast and a longsword:
Celestial Storm:
12d10+60(Agonizing Eldritch Blast) + 12d6(Hex)
Average damage of 165, crit damage of 328
Uses Quickened Spell, Action Surge, and grasp of Hadar to pull someone up to 120ft towards you, attack with 12 bolts of eldritch energy, and be able to half that barbarian's health.
Divine Wrath:
4d4/6/810/12(pact weapon of choice)+36(STR mod of +4 and charisma mod of +5) +24d8(4 eldritch smites at 5th lvl)
Average Damage of 166 and crit damage of 332 using a Glaive or Longsword.
Slash the opponent 4 times using Lifedrinker, Thirsting Blade, Action Surge, and burning all your warlock slots for eldritch smites. Even if just one of them hits your opponent, they are knocked prone.
Even if you fell in battle, searing vengeance and healing light makes you unstoppable. Add to this the Scourge Aasimar bonus of 20 radiant to one damage and an extra 10 damage to anyone within 10 feet of you... the enemy will rend to ash while ypur light shines beyond them.
On your Divine Wrath are you using both strength and charisma mods at the same time? If so how does that work? I know a Paladin Oath that allows you to use both for a melee attack but I am not aware of a warlock combo to allow that.
On your Divine Wrath are you using both strength and charisma mods at the same time? If so how does that work? I know a Paladin Oath that allows you to use both for a melee attack but I am not aware of a warlock combo to allow that.
If I'm thinking correctly, he uses his normal melee attack mod (STR) for normal attacks, and Lifedrinker invocation (or maybe thirsting blade?) allows you to ALSO add your CHA modifier to attacks.
If he went patron - Hexblade > Hex Warrior he would be just adding his CHA twice (once for the actual attack (since Hex Warrior allows you to use CHA as your weapon modifier instead of Str/Dex) and the 2nd time for the additional invocation bonus)
How can you put the celestial as a patron using this app?
If you bought Xanathar's Guide to Everything or just bought the Celestial Warlock stuff on DnD Beyond it will be available in the Edit Character screens. If you didnt purchase either you need to make a bunch of Homebrew stuff.
I just multiclassed into celestial, I'm playing a whispers bard. Very thematic "light vs. dark" theme going on. Healing spells help a lot and hex/guiding bolt combo is great for ranged damage. Planning on taking pact of the blade later on
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“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
The last time I played one, my character was basically an errand boy of a bored Solar who needed less obvious ways to acquire artifacts of evil.
I chose pact of the tome, and played it almost like I was playing a light cleric; Blasting on one turn and going full support on the others. For my cantrips I chose eldritch blast, sacred flame, fire bolt, guidance, minor illusion, and chill touch, which gave me decent out-of-combat abilities on top of some hard to resist magic attacks.
I actually don't remember what invocations I took; I had devil's sight and the ritual caster one for sure, but the rest is a blur.
I personally don't think it can fill the role of a pure support character in a high level campaign, but in a low tier game it easily out-heals classes who are considered primary support; I brought our barbarian back from the brink of death (2 hp) by using 5d6's of my healing light on him at once, which actually surprised our cleric by how much I could heal. The main reason I say it's not a viable high-level support class is because the lack of spell slots means you would likely wind up tossing out healing lights with 3-4d6's on a regular basis, which just isn't economical for a long rest ability in my opinion.. Then again, it's a bonus action, and you're still primarily an offensive class, so if you wanted to play it as a midliner that could back up both the offensive classes and the support classes, then it is one of the absolute best choices, and thematically, I find it to be one of the most interesting warlocks to play as, which would make me want to try it even if it was terrible (thankfully it's one of the more solid warlock classes).
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I personally don't think it can fill the role of a pure support character in a high level campaign, but in a low tier game it easily out-heals classes who are considered primary support; I brought our barbarian back from the brink of death (2 hp) by using 5d6's of my healing light on him at once, which actually surprised our cleric by how much I could heal. The main reason I say it's not a viable high-level support class is because the lack of spell slots means you would likely wind up tossing out healing lights with 3-4d6's on a regular basis, which just isn't economical for a long rest ability in my opinion.. Then again, it's a bonus action, and you're still primarily an offensive class, so if you wanted to play it as a midliner that could back up both the offensive classes and the support classes, then it is one of the absolute best choices, and thematically, I find it to be one of the most interesting warlocks to play as, which would make me want to try it even if it was terrible (thankfully it's one of the more solid warlock classes).
If someone is not unconscious you probably shouldn't be healing then, barring it being a barbarian raging or someone holding an important concentration spell, healing people when they are not unconscious is often wasteful.
Yeah, one of the major issues with health in DnD is how often it doesn't matter before you're dead. Functionally, 1 health is often the same as half your max or something, relative to the enemies you are fighting and is why action economy and sheer numbers of enemies are more telling. 10 goblins hitting you for 1 will kill you faster than some guy hitting you once for 10.
Functionally, the bonus healing on Celestial is at it's best when it's getting someone up. Otherwise, don't bother.
Yeah, a D6 unmodified Healing Word without possibility of the usual counters is very interesting. Personally, I love the function. My usual DM even gave me a magical item tailored with some enhancements for it at one point, adding a D4 to the healing if the person was still alive at the start of the next round, functionally making it a HoT and rewarding a more aggressive usage of it.
And I've never been above just a decent leveled Cure Wounds either tbh.
Yeah, one of the major issues with health in DnD is how often it doesn't matter before you're dead. Functionally, 1 health is often the same as half your max or something, relative to the enemies you are fighting and is why action economy and sheer numbers of enemies are more telling. 10 goblins hitting you for 1 will kill you faster than some guy hitting you once for 10.
Functionally, the bonus healing on Celestial is at it's best when it's getting someone up. Otherwise, don't bother.
That's very true. I suppose you could ignore healing all together if your party isn't dead, even if it functionally doesn't matter when they get healed as long as they get healed before death, in my experience people tend to flip out if they get knocked unconcious when you could've healed them before they went down. But I guess if you're playing with functionality in mind it's the same, yea. Didn't really think about it that way.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Players who flip out are probably more RP focused. That's okay! You can explain to them why you did what you did and teach or just you know, heal them so they don't die. You'll be less efficient overall, sure, but if they're RP focused and your DM is good, you probably don't need to be optimized. And if you find yourself struggling, you can always go back.
Also yeah Relux, using leftover spell slots for Cure Wounds is great, save then Hit Dice.
What spells do everyone take? I try to go with things that make use of the scaling for our slots and also remain flavourful. One of my favourite early grabs is usually Guiding Bolt, love that advantage.
Currently playing a eldritch knight (lvl7)/celestial warlock (lvl 6) (pact of the tome +book of ancient secrets) , 9 cantrips but only 3 are damaging spells, went with some healing spells and revivify , the rest are fire/radiant based for that celestial buff, having a great time flinging spells and hitting stuff and being able to decide which spell slots to use is great, im not the dedicated healer but those celestial healing dice have saved the party more than once
Players who flip out are probably more RP focused. That's okay! You can explain to them why you did what you did and teach or just you know, heal them so they don't die. You'll be less efficient overall, sure, but if they're RP focused and your DM is good, you probably don't need to be optimized. And if you find yourself struggling, you can always go back.
Also yeah Relux, using leftover spell slots for Cure Wounds is great, save then Hit Dice.
What spells do everyone take? I try to go with things that make use of the scaling for our slots and also remain flavourful. One of my favourite early grabs is usually Guiding Bolt, love that advantage.
Flaming Sphere is a great pick for a second level spell. Its damage will scale up with your spell slots and since it can be used with a bonus action you can use it and eldritch blast on the same turn. It also gives you zoning options if you play smart. No creature will enjoy staying put inside it, so it creates a contested 15ft circumference sphere you can play around with. Just be sure not to catch anything on fire you dont want to catch on fire ;)
I actually find Flaming Sphere kinda odd as a spell, it's frustrating to play in more ways than one.
If we wanna talk concentration spells that are fun to hold, I'm a huge fan of Cloud of Daggers. Lotta dice, interactions with our pushing mechanics and all around MVP of single square movement denial.
I actually find Flaming Sphere kinda odd as a spell, it's frustrating to play in more ways than one.
If we wanna talk concentration spells that are fun to hold, I'm a huge fan of Cloud of Daggers. Lotta dice, interactions with our pushing mechanics and all around MVP of single square movement denial.
I mean you dont want to use it in an enclosed wooden room but aside from that Im curious what makes the spell annoying. A 5 ft object isnt all that difficult to maneuver, the lingering damage only hurts allies if they start their turn in its space, and as a bonus action you can do damage to an enemy and force them to either commit to standing still and take more damage, or make them move. For me the ability to move the sphere is what makes it valuable, because it makes it have more uses than the static cloud of daggers.
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I am contemplating Aasimar, celestial warlock, maybe to level 3. Then rouge the ret of the way. Thinking perhaps part or associated with a group the being runs which he directs to fight devils.
To add to that, You can use the beacon of hope spell, and make the d6 just be a flat 6, meaning you have the ability to heal anywhere from 18-30 points of health as a bonus action
I am playing a Scourge Aasimar Sorlock pact of blade. He is the son of a Solar and is given a prophecy to become the ruler of a nation. However, all he really wants is to just keep his family safe and allow the growth of others. That being said... I created two insane combos using eldritch blast and a longsword:
Celestial Storm:
12d10+60(Agonizing Eldritch Blast) + 12d6(Hex)
Average damage of 165, crit damage of 328
Uses Quickened Spell, Action Surge, and grasp of Hadar to pull someone up to 120ft towards you, attack with 12 bolts of eldritch energy, and be able to half that barbarian's health.
Divine Wrath:
4d4/6/810/12(pact weapon of choice)+36(STR mod of +4 and charisma mod of +5) +24d8(4 eldritch smites at 5th lvl)
Average Damage of 166 and crit damage of 332 using a Glaive or Longsword.
Slash the opponent 4 times using Lifedrinker, Thirsting Blade, Action Surge, and burning all your warlock slots for eldritch smites. Even if just one of them hits your opponent, they are knocked prone.
Even if you fell in battle, searing vengeance and healing light makes you unstoppable. Add to this the Scourge Aasimar bonus of 20 radiant to one damage and an extra 10 damage to anyone within 10 feet of you... the enemy will rend to ash while ypur light shines beyond them.
On your Divine Wrath are you using both strength and charisma mods at the same time? If so how does that work? I know a Paladin Oath that allows you to use both for a melee attack but I am not aware of a warlock combo to allow that.
If I'm thinking correctly, he uses his normal melee attack mod (STR) for normal attacks, and Lifedrinker invocation (or maybe thirsting blade?) allows you to ALSO add your CHA modifier to attacks.
If he went patron - Hexblade > Hex Warrior he would be just adding his CHA twice (once for the actual attack (since Hex Warrior allows you to use CHA as your weapon modifier instead of Str/Dex) and the 2nd time for the additional invocation bonus)
If you bought Xanathar's Guide to Everything or just bought the Celestial Warlock stuff on DnD Beyond it will be available in the Edit Character screens. If you didnt purchase either you need to make a bunch of Homebrew stuff.
I just multiclassed into celestial, I'm playing a whispers bard. Very thematic "light vs. dark" theme going on. Healing spells help a lot and hex/guiding bolt combo is great for ranged damage. Planning on taking pact of the blade later on
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
Yes. With Lifedrinker, you add your charisma modifyer in necrotic damage.
The last time I played one, my character was basically an errand boy of a bored Solar who needed less obvious ways to acquire artifacts of evil.
I chose pact of the tome, and played it almost like I was playing a light cleric; Blasting on one turn and going full support on the others. For my cantrips I chose eldritch blast, sacred flame, fire bolt, guidance, minor illusion, and chill touch, which gave me decent out-of-combat abilities on top of some hard to resist magic attacks.
I actually don't remember what invocations I took; I had devil's sight and the ritual caster one for sure, but the rest is a blur.
I personally don't think it can fill the role of a pure support character in a high level campaign, but in a low tier game it easily out-heals classes who are considered primary support; I brought our barbarian back from the brink of death (2 hp) by using 5d6's of my healing light on him at once, which actually surprised our cleric by how much I could heal. The main reason I say it's not a viable high-level support class is because the lack of spell slots means you would likely wind up tossing out healing lights with 3-4d6's on a regular basis, which just isn't economical for a long rest ability in my opinion.. Then again, it's a bonus action, and you're still primarily an offensive class, so if you wanted to play it as a midliner that could back up both the offensive classes and the support classes, then it is one of the absolute best choices, and thematically, I find it to be one of the most interesting warlocks to play as, which would make me want to try it even if it was terrible (thankfully it's one of the more solid warlock classes).
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
If someone is not unconscious you probably shouldn't be healing then, barring it being a barbarian raging or someone holding an important concentration spell, healing people when they are not unconscious is often wasteful.
Yeah, one of the major issues with health in DnD is how often it doesn't matter before you're dead. Functionally, 1 health is often the same as half your max or something, relative to the enemies you are fighting and is why action economy and sheer numbers of enemies are more telling. 10 goblins hitting you for 1 will kill you faster than some guy hitting you once for 10.
Functionally, the bonus healing on Celestial is at it's best when it's getting someone up. Otherwise, don't bother.
Yup, because it means you can cast your healing more often than other fullcaster can effectively cast healing word.
Yeah, a D6 unmodified Healing Word without possibility of the usual counters is very interesting. Personally, I love the function. My usual DM even gave me a magical item tailored with some enhancements for it at one point, adding a D4 to the healing if the person was still alive at the start of the next round, functionally making it a HoT and rewarding a more aggressive usage of it.
And I've never been above just a decent leveled Cure Wounds either tbh.
Oh yeah, I love just using remaining spell slots to use cure wounds just before short rest.
That's very true. I suppose you could ignore healing all together if your party isn't dead, even if it functionally doesn't matter when they get healed as long as they get healed before death, in my experience people tend to flip out if they get knocked unconcious when you could've healed them before they went down. But I guess if you're playing with functionality in mind it's the same, yea. Didn't really think about it that way.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Players who flip out are probably more RP focused. That's okay! You can explain to them why you did what you did and teach or just you know, heal them so they don't die. You'll be less efficient overall, sure, but if they're RP focused and your DM is good, you probably don't need to be optimized. And if you find yourself struggling, you can always go back.
Also yeah Relux, using leftover spell slots for Cure Wounds is great, save then Hit Dice.
What spells do everyone take? I try to go with things that make use of the scaling for our slots and also remain flavourful. One of my favourite early grabs is usually Guiding Bolt, love that advantage.
Currently playing a eldritch knight (lvl7)/celestial warlock (lvl 6) (pact of the tome +book of ancient secrets) , 9 cantrips but only 3 are damaging spells, went with some healing spells and revivify , the rest are fire/radiant based for that celestial buff, having a great time flinging spells and hitting stuff and being able to decide which spell slots to use is great, im not the dedicated healer but those celestial healing dice have saved the party more than once
Flaming Sphere is a great pick for a second level spell. Its damage will scale up with your spell slots and since it can be used with a bonus action you can use it and eldritch blast on the same turn. It also gives you zoning options if you play smart. No creature will enjoy staying put inside it, so it creates a contested 15ft circumference sphere you can play around with. Just be sure not to catch anything on fire you dont want to catch on fire ;)
I actually find Flaming Sphere kinda odd as a spell, it's frustrating to play in more ways than one.
If we wanna talk concentration spells that are fun to hold, I'm a huge fan of Cloud of Daggers. Lotta dice, interactions with our pushing mechanics and all around MVP of single square movement denial.
I mean you dont want to use it in an enclosed wooden room but aside from that Im curious what makes the spell annoying. A 5 ft object isnt all that difficult to maneuver, the lingering damage only hurts allies if they start their turn in its space, and as a bonus action you can do damage to an enemy and force them to either commit to standing still and take more damage, or make them move. For me the ability to move the sphere is what makes it valuable, because it makes it have more uses than the static cloud of daggers.