The idea with this is to exploit Elven Accuracy while maximising the large static damage bonuses from Hex Warrior, Pact of the Blade, Lifedrinker by getting extra attacks from opportunity attacks and a bonus action attack, in the area of a darkness or the like. That gives you advantage on all attacks and disadvantage on attacks against you and you can keep a target in the darkness pretty much indefinitely since you're attacking with super advantage all the time and so keeping them stuck to you via Sentinel. Reason for the Warning weapon is because Improved Pact Weapon gives you a +1 so why not? Viciousness if you want even more damage.
1d10+17 at a +12 to hit when rolling three d20's for your attacks, twice, and then a 1d4+17 just for good measure and locking down a target with 1d10+17 opportunity attacks that, oh yeah, crit on a 19 or 20. Wild Mage gives you advantage just for kicks if you can't get it otherwise and some extra spell slots as well as proficiency in Constitution saving throws. I think it's marvellous; what do you think?
Hrm. I'm personally not loving the mix between the Devil Sight/Darkness and the Polearm Sentinel abilities - relying on Globe of Darkness means that you have to be separated from your party, otherwise you just screw everyone over, and most DMs I know won't send monsters into a giant globe of darkness if they can avoid it. This messes up the ability to serve as a bulwark to other PCs, a huge problem from of the Sentinel/Polearm Master combo. Hard to get that Reaction from people charging towards you if they go out of their way to get into your globe-kill-zone. Darkness/Devil Sight also has issues in dungeon crawling - you only have two slots for half the game, so its not like you can raise/drop the globe at will while exploring, and there's the possibility of covering your party; its unreliable as a result. This makes Elven Accuracy also unreliable as a result; I would recommend dropping it without a more reliable method of advantage generation.
Hex Warrior cannot be used with Two Handed weapons, so no Halberds. You can use a quarterstaff, though that leaves you without any Reach.
Half-drow is nice since you get the innate spells of a drow but no sunlight sensitivity. I think that this build has potential to be very powerful when conditions are right: your enemies are blinded and you get triple advantage against them as well as increased chance to crit. This makes you a potentially high damage dealer. That's said, darkness is a once daily racial ability (more if you take it as a warlock spell) and can get in the way of your party.
I play a drow warlock and using darkness is always tricky. However, if you're set on using the darkness/Devil's sight strategy, I might suggest taking invocations that let you push and pull enemies with your eldricht blast. Enemies won't enter your globe of darkness? Pull them into it. Going for ranged attacks? Push enemies into darkness and pick them up with a ranged pact weapon. The sentinel feat is another great way to keep enemies in darkness, but an increasing number of eldricht blasts keeps more enemies where you want them.
The question is: what about multiple combats a day, once you use up your racial ability? It may be an easy decision to use a spell slot at level 4, but I know I wouldn't want to spend a 3rd or 4th level slot on darkness when I have access to more powerful spells. As a warlock, your AC isn't going to fantastic (especially if you forgo a shield for a polearm) which makes melee combat more risky without darkness as your aid.
Tl;dr this build looks excellent for when all the conditions are right but lacks overall versatility if you plan on being in the thick of melee combat
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Am I crazy or is this awesome?
Race: Half-Drow (+1 Dexterity, +1 Constitution).
Starting Class: Wild Magic Sorcerer (1).
Multiclass: Hexblade Warlock (19).
Invocations: Devil's Sight, Improved Pact Weapon, Eldritch Smite, Relentless Hex, Thirsting Blade, Lifedrinker.
Starting Ability Scores (Point-Buy): Strength 8, Dexterity 14, Constitution 16, Intelligence 10, Wisdom 10, Charisma 17.
Final Ability Scores: Strength 8, Dexterity 14, Constitution 16, Intelligence 10, Wisdom 10, Charisma 20.
ASI Choices: Elven Accuracy (+1 Charisma), Sentinel, War Caster, Polearm Master, +2 Charisma.
Magic Items: Halberd of Warning or Vicious Halberd, Mithral Half-Plate.
The idea with this is to exploit Elven Accuracy while maximising the large static damage bonuses from Hex Warrior, Pact of the Blade, Lifedrinker by getting extra attacks from opportunity attacks and a bonus action attack, in the area of a darkness or the like. That gives you advantage on all attacks and disadvantage on attacks against you and you can keep a target in the darkness pretty much indefinitely since you're attacking with super advantage all the time and so keeping them stuck to you via Sentinel. Reason for the Warning weapon is because Improved Pact Weapon gives you a +1 so why not? Viciousness if you want even more damage.
1d10+17 at a +12 to hit when rolling three d20's for your attacks, twice, and then a 1d4+17 just for good measure and locking down a target with 1d10+17 opportunity attacks that, oh yeah, crit on a 19 or 20. Wild Mage gives you advantage just for kicks if you can't get it otherwise and some extra spell slots as well as proficiency in Constitution saving throws. I think it's marvellous; what do you think?
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Hrm. I'm personally not loving the mix between the Devil Sight/Darkness and the Polearm Sentinel abilities - relying on Globe of Darkness means that you have to be separated from your party, otherwise you just screw everyone over, and most DMs I know won't send monsters into a giant globe of darkness if they can avoid it. This messes up the ability to serve as a bulwark to other PCs, a huge problem from of the Sentinel/Polearm Master combo. Hard to get that Reaction from people charging towards you if they go out of their way to get into your globe-kill-zone. Darkness/Devil Sight also has issues in dungeon crawling - you only have two slots for half the game, so its not like you can raise/drop the globe at will while exploring, and there's the possibility of covering your party; its unreliable as a result. This makes Elven Accuracy also unreliable as a result; I would recommend dropping it without a more reliable method of advantage generation.
Hex Warrior cannot be used with Two Handed weapons, so no Halberds. You can use a quarterstaff, though that leaves you without any Reach.
Half-drow is nice since you get the innate spells of a drow but no sunlight sensitivity. I think that this build has potential to be very powerful when conditions are right: your enemies are blinded and you get triple advantage against them as well as increased chance to crit. This makes you a potentially high damage dealer. That's said, darkness is a once daily racial ability (more if you take it as a warlock spell) and can get in the way of your party.
I play a drow warlock and using darkness is always tricky. However, if you're set on using the darkness/Devil's sight strategy, I might suggest taking invocations that let you push and pull enemies with your eldricht blast. Enemies won't enter your globe of darkness? Pull them into it. Going for ranged attacks? Push enemies into darkness and pick them up with a ranged pact weapon. The sentinel feat is another great way to keep enemies in darkness, but an increasing number of eldricht blasts keeps more enemies where you want them.
The question is: what about multiple combats a day, once you use up your racial ability? It may be an easy decision to use a spell slot at level 4, but I know I wouldn't want to spend a 3rd or 4th level slot on darkness when I have access to more powerful spells. As a warlock, your AC isn't going to fantastic (especially if you forgo a shield for a polearm) which makes melee combat more risky without darkness as your aid.
Tl;dr this build looks excellent for when all the conditions are right but lacks overall versatility if you plan on being in the thick of melee combat