It sounds like in general no rebuilding, and you're already in progress. So honestly. Your options come down to Multiclassing something to get a few choice healing spells. or taking Healer feat next ASI. DO note that the healer feat is fantastic out of battle healing, in battle its not great when you are squishy and all your allies are big and strong-and up close to the enemy that can mess you up. Plus you also need to have the healing kit in hand (which may or may not take 2 hands? I forget).
Honestly depending on what kind of Rogue it is, they'd be better off with that feat, more so if they're a Theif w/ fast hands. Which opens up to in battle healing and they have the mobilty to get away with it. Even a non Theif one has the benefit of a bonus action move w/ dash.
honestly I think you'l probably have to ride the Short Rests for most things for now. I do thnk the divine sorcerer dip is probably your best bet. How far is up to you. But the metamagic points-sorcerer spell slots will give you versatilty, and short rests can be used to restore those sorcerer spell slots via metamagic points and warlock slot conversaion (expensive but occasionally it might come up) if you have slots left etc. nets you Cure Wounds to use with your warlock slots for emergencies and or before a short rest. And you can get Healing Word, which you'll use mainly for picking up someone who is downed-with your low level sorcerer slots. The metamagic points for some tricks (such as a ranged cure wounds in a bad moment). The rest would be a balancing act
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I've played main healer as a Warlock. I played celestial of course, the bonus action healing is just too good. I also went V-human and got Healer Feat. With these two I had no issues overall. auto scaling cure wounds is strong, I can pop it when i needed to heal a massive amount in a hurry. It was also fantastic to pop right before a short rest.
Honestly if I was doing it again, I'd dip into sorcerer as well. 2 or 3. Likely Shadow or one of the newer ones. some metamagic for the scaling slots is fun, and gives more uses/longeviety and a few extra treats. (such as Magic Missle).
These days I'd probably see if i can use that background or was it race? that gives Prayer of Healing. and some of the preventive/cure stat spells.
I'd also suggest some damage field control. such as the eldritch blast invocations that push, allowing you to help set up or help allies escape or move. Kind of depends on your group and how they play though. I don't thinkI'd use Toll the Dead at all.
oh wow thanks for the elaboration, really appreciated.
no toll the dead? interesting. if it's not super obnoxious do you see any general huge mistakes on this level 5 loadout? getting bless w/ fey touched, switching out hex. cheers
I see nothing wrong with it off hand to me. I personally don't like Toll but that is entirely me. If you like it go for it. I do tend to enjoy having two damage types with me. An attack and a Save is good. So having one of each is nice.
Eldritch Sight. Is this the darkvision effect, or is this the read anything effect?
toll is like, there's a little debate but yeah it generally covers a save dmg option but mostly i'm really into the concept which is a draugr patron tough straightforward working class sailor, like willem dafoe from florida project, so it's like for the undead flavor and the straightforwardness.
eldritch sight is actually the detect magic at will one.
which is funny coz we're at the witchlight so literally everything is magic.
i'm really considerrring devil sight, which is the see in all darkness including magical darkness effect, and i kinda considered eyes of the runekeeper which is the reading effect, but the overall concept is like, i do want an explorer reader/speaker undead guy but also, the working class riverboat thing. and i have comprehend already which later will be a ritual.
what other warlocky things have you tried that were surprisingly cool or creative. i just realized at undeadlock 6, with the light cantrip, i'll be able put a bright glowing knife in my mouth and dive into water that i can't drown in, so i might even like build around that a little, just out of sailor radness. thanks for the feedback :)
Not identify. By RAW, you can identify am item just by holding it during a short rest. About the only time identify comes up is if an item is cursed, since it can (DM permitting) tell you it's cursed without attuning to it.
Purify food and drink is kind of a weird one. It could potentially matter a lot, but in most campaigns (where most DMs don't bother tracking food at all), it will never come up.
oh ok thanks, I'm still kinda confused about identify rules in general, and mostly like the warlock concept of like being always super capable and knowledgeable in tombs.
any better rituals other than familiar that have been surprisingly useful w/ ancient secrets?
Lots of them can be useful, the thing is they're often situational. I like Tenser's floating disk, especially if there's no str based characters in the party and you need to carry something heavy. Unseen servant can be fun. Alarm can help with watches during a long rest, and Leomund's tiny hut is an even better version to allow you to camp. Skywrite can be very useful for long-distance communication. Phantom Steed can give you a horse, so long as you don't mind hopping off every hour and spending another 10 minutes casting it again. Comprehend languages can help with reading and listening to strange things, just note it only lets you understand the language, not speak it.
It sounds like in general no rebuilding, and you're already in progress. So honestly. Your options come down to Multiclassing something to get a few choice healing spells. or taking Healer feat next ASI. DO note that the healer feat is fantastic out of battle healing, in battle its not great when you are squishy and all your allies are big and strong-and up close to the enemy that can mess you up. Plus you also need to have the healing kit in hand (which may or may not take 2 hands? I forget).
Honestly depending on what kind of Rogue it is, they'd be better off with that feat, more so if they're a Theif w/ fast hands. Which opens up to in battle healing and they have the mobilty to get away with it. Even a non Theif one has the benefit of a bonus action move w/ dash.
honestly I think you'l probably have to ride the Short Rests for most things for now. I do thnk the divine sorcerer dip is probably your best bet. How far is up to you. But the metamagic points-sorcerer spell slots will give you versatilty, and short rests can be used to restore those sorcerer spell slots via metamagic points and warlock slot conversaion (expensive but occasionally it might come up) if you have slots left etc.
nets you Cure Wounds to use with your warlock slots for emergencies and or before a short rest. And you can get Healing Word, which you'll use mainly for picking up someone who is downed-with your low level sorcerer slots. The metamagic points for some tricks (such as a ranged cure wounds in a bad moment). The rest would be a balancing act
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I've played main healer as a Warlock. I played celestial of course, the bonus action healing is just too good. I also went V-human and got Healer Feat. With these two I had no issues overall. auto scaling cure wounds is strong, I can pop it when i needed to heal a massive amount in a hurry. It was also fantastic to pop right before a short rest.
Honestly if I was doing it again, I'd dip into sorcerer as well. 2 or 3. Likely Shadow or one of the newer ones. some metamagic for the scaling slots is fun, and gives more uses/longeviety and a few extra treats. (such as Magic Missle).
These days I'd probably see if i can use that background or was it race? that gives Prayer of Healing. and some of the preventive/cure stat spells.
I'd also suggest some damage field control. such as the eldritch blast invocations that push, allowing you to help set up or help allies escape or move. Kind of depends on your group and how they play though. I don't thinkI'd use Toll the Dead at all.
oh wow thanks for the elaboration, really appreciated.
no toll the dead? interesting. if it's not super obnoxious do you see any general huge mistakes on this level 5 loadout? getting bless w/ fey touched, switching out hex. cheers
I see nothing wrong with it off hand to me. I personally don't like Toll but that is entirely me. If you like it go for it. I do tend to enjoy having two damage types with me. An attack and a Save is good. So having one of each is nice.
Eldritch Sight. Is this the darkvision effect, or is this the read anything effect?
toll is like, there's a little debate but yeah it generally covers a save dmg option but mostly i'm really into the concept which is a draugr patron tough straightforward working class sailor, like willem dafoe from florida project, so it's like for the undead flavor and the straightforwardness.
eldritch sight is actually the detect magic at will one.
which is funny coz we're at the witchlight so literally everything is magic.
i'm really considerrring devil sight, which is the see in all darkness including magical darkness effect, and i kinda considered eyes of the runekeeper which is the reading effect, but the overall concept is like, i do want an explorer reader/speaker undead guy but also, the working class riverboat thing. and i have comprehend already which later will be a ritual.
what other warlocky things have you tried that were surprisingly cool or creative. i just realized at undeadlock 6, with the light cantrip, i'll be able put a bright glowing knife in my mouth and dive into water that i can't drown in, so i might even like build around that a little, just out of sailor radness. thanks for the feedback :)
oh and any experience with identify or purify food & drink? i'm leaning identify
Not identify. By RAW, you can identify am item just by holding it during a short rest. About the only time identify comes up is if an item is cursed, since it can (DM permitting) tell you it's cursed without attuning to it.
Purify food and drink is kind of a weird one. It could potentially matter a lot, but in most campaigns (where most DMs don't bother tracking food at all), it will never come up.
oh ok thanks, I'm still kinda confused about identify rules in general, and mostly like the warlock concept of like being always super capable and knowledgeable in tombs.
any better rituals other than familiar that have been surprisingly useful w/ ancient secrets?
Lots of them can be useful, the thing is they're often situational. I like Tenser's floating disk, especially if there's no str based characters in the party and you need to carry something heavy. Unseen servant can be fun. Alarm can help with watches during a long rest, and Leomund's tiny hut is an even better version to allow you to camp. Skywrite can be very useful for long-distance communication. Phantom Steed can give you a horse, so long as you don't mind hopping off every hour and spending another 10 minutes casting it again. Comprehend languages can help with reading and listening to strange things, just note it only lets you understand the language, not speak it.
I love purify. my characters often ritually cast it... but they're also the ones cooking. So the entire team benefits.