Keep in mind though that Armor Of Agathys only does its rebound damage against melee attackers. It's waaaaay better for Bladelocks, for a Tomelock who's not trying to mix it up in melee, there's likely a better use for one of your limited spell slots. It's not a bad spell to have if you need emergency HP though.
From the Archfey list, don't discount Faerie Fire sitting in the lowly 1st-level section. If you're going up against something, or a group of somethings, without great Dex saves then it can be a game-changer. Giving advantage to your whole party's attacks against the affected target can be huge. Your Rogue, your Sharpshooter archer, and your Great Weapon Master tank will thank you :)
As for Invocations, you've made solid choices. If you're the only full caster in your party, I might consider swapping out Ghostly Gaze for the one that lets you cast Detect Magic at-will. Having at least one person in the party who can cast that spell, especially for free either by Invocation or Ritual, is always good :)
You raise good points. I really go back and forth on Armor of Agathys. The schtick I am going for is that I am so mobile I never get into melee which I think will work considering I have Fey Step, Misty Escape and Thunder Step. I think I will keep it for now and if I get to Level 9 and I haven't needed it, then I can trade that one out.
So my issue with Faerie Fire is it does not have any scaling benefit and it requires concentration. Granted giving guaranteed advantage is nice. I really go back and forth on it.
I must have been reading your mind though on Detect Magic. I decided last night while setting up my character on Roll20 to give up Ghostly Gaze for now and take the Book of Ancient Secrets to give me ritual casting of Detect Magic, Identify and Leomund's Tiny Hut.
Since the campaign is at level 8, and I could take this at level 5, he gave me the choice of either 1 more of my choice or 1d4-1 of his random choice to reflect the random spells I might have picked up over 3 levels of adventuring, So either I could get 1 of any I want or up to 3 of what he randomly chose. I decided to play it safe and pick up a really good utility option.
Since the campaign is at level 8, and I could take this at level 5, he gave me the choice of either 1 more of my choice or 1d4-1 of his random choice to reflect the random spells I might have picked up over 3 levels of adventuring, So either I could get 1 of any I want or up to 3 of what he randomly chose. I decided to play it safe and pick up a really good utility option.
Sorry, from reading this message it seems that you're under the impression that you could only take Book of Ancient Secrets at level 5, when you learn your third invocation.
That is a common enough mistake, especially among those new in the class, so I'd like to point out that every time you level you can switch ONE known invocation for a new one which you meet the requirements for.
In other words, you would be able to take Book of Ancient Secrets at level 3, as soon as you pick the Pact of the Tome Boon, by swapping it with one of your old invocations.
Problably not that relevant for you right now, but a very important rule to remember as you go. (You can also swap one known spell at level up as well, by the way.)
Hi Everyone! Thanks for the pointers. Had a great opening 1st session with this character on Saturday. We ended up fighting a coven of 7 vampires and being able to use Hold Person against 3 of them right off the bat was clutch! Later they flanked 4 of the melee fighters on our team and were chewing through them pretty badly and I was able to bonus action teleport right into my group of fighters and use Fey Presence to frighten 3 more of the vampires.
Afterwards the PC who is morally against magic stated "Thank God for Support Casters :)"
I think I am going to like this Warlock very much.
Indeed, it's good to see people enjoying the class.
... though I feel like an ******* as I feel obligated to point out that Hold Person does not work on vampires, since they're undead and not humanoids.(Official Ruling).
Am I one of those hated rules lawyers? 'Cause I sure feel like one sometimes.
you are not a rules lawyer, we all get it wrong sometimes, and it is on everyone ( you and me eyc) to call it when they see it. it is also on everyone to have fun and that is easier with rules
So my issue with Faerie Fire is it does not have any scaling benefit and it requires concentration. Granted giving guaranteed advantage is nice. I really go back and forth on it.
I'm playing a 6th level FeyLock with Faerie Fire at the moment. Something I've noticed about Faerie Fire might help you make a decision going forward.
Faerie Fire's apparent lack of scaling is deceptive. While the spell itself doesn't scale up, the attacks to which it grants advantage will scale up with level. Your rogue will get more sneak attack dice, your fighter (and others) will get multiple attacks, etc. So if Faerie Fire with a 1st level party is good, Faerie Fire with a 5th level party is even better.
It's still a tough call on the concentration, though. Most fights, I'd rather cast Hex.
The real problem with Faerie Fire is that most of the creatures against which it would be really useful (the ones with high AC's) tend to have decent Dex scores, and often make their saving throw against Faerie Fire. It's most useful against creatures with high AC and low Dex, such as monsters with lots of natural armor. Faerie Fire was a real game changer when our group fought a Land Shark, for example.
So my issue with Faerie Fire is it does not have any scaling benefit and it requires concentration. Granted giving guaranteed advantage is nice. I really go back and forth on it.
I'm playing a 6th level FeyLock with Faerie Fire at the moment. Something I've noticed about Faerie Fire might help you make a decision going forward.
Faerie Fire's apparent lack of scaling is deceptive. While the spell itself doesn't scale up, the attacks to which it grants advantage will scale up with level. Your rogue will get more sneak attack dice, your fighter (and others) will get multiple attacks, etc. So if Faerie Fire with a 1st level party is good, Faerie Fire with a 5th level party is even better.
It's still a tough call on the concentration, though. Most fights, I'd rather cast Hex.
The real problem with Faerie Fire is that most of the creatures against which it would be really useful (the ones with high AC's) tend to have decent Dex scores, and often make their saving throw against Faerie Fire. It's most useful against creatures with high AC and low Dex, such as monsters with lots of natural armor. Faerie Fire was a real game changer when our group fought a Land Shark, for example.
This also raises a good point, Faerie Fire's biggest downside is that it's all-or-nothing, it's not like Shatter or Thunder Step where you still do damage even if they make their saving throw. And at higher levels, you're more likely to run into creatures with decent Dex saves. You'll still meet creatures with poor Dex though, so when you do it's a great spell to have available.
Yes, Hex can be very nice, but in my personal experience I don't actually end up using it all that much. It's usefulness definitely grows as you get more beams from your Eldritch Blast, but prior to 11th Level I usually have other spells I'd rather use in battle.
Indeed, it's good to see people enjoying the class.
... though I feel like an ******* as I feel obligated to point out that Hold Person does not work on vampires, since they're undead and not humanoids.(Official Ruling).
Am I one of those hated rules lawyers? 'Cause I sure feel like one sometimes.
Thought I wasnt going to ruin his fun by pointing out this, haha!
Haha no worries guys. I prefer to succeed by following the rules of the game. I let my GM know and he was genuinely surprised since we are just have been going based on the books and haven't kept up too much with Sage Advice clarifications.
Well, but the books say the same, basically, since Hold Person does say "Choose a humanoid that you can see within range.".
Problem is that people "intuitively" think of humanoids as beings with 2 arms, 2 legs, torso and head, while the rules really mean "creatures with Type Humanoid", therefore excluding Vampire/Zombie (type undead), Fire Giant/Troll(type giant), Dryad (type fey), Mind Flayer (type aberration), and probably many more.
You all are really talking me into banishment. I might have to pick that up next time my warlock levels up.
Armor of Agathys at Level 3 Slot (Warlock 5) gives you a 15 HP cushion, and deals 15 HP damage to any attack that hits you.
Keep in mind though that Armor Of Agathys only does its rebound damage against melee attackers. It's waaaaay better for Bladelocks, for a Tomelock who's not trying to mix it up in melee, there's likely a better use for one of your limited spell slots. It's not a bad spell to have if you need emergency HP though.
From the Archfey list, don't discount Faerie Fire sitting in the lowly 1st-level section. If you're going up against something, or a group of somethings, without great Dex saves then it can be a game-changer. Giving advantage to your whole party's attacks against the affected target can be huge. Your Rogue, your Sharpshooter archer, and your Great Weapon Master tank will thank you :)
As for Invocations, you've made solid choices. If you're the only full caster in your party, I might consider swapping out Ghostly Gaze for the one that lets you cast Detect Magic at-will. Having at least one person in the party who can cast that spell, especially for free either by Invocation or Ritual, is always good :)
That’s s good point on the detect magic. I almost forgot about that invocation as my party’s wizard and paladin do all our detecting.
You raise good points. I really go back and forth on Armor of Agathys. The schtick I am going for is that I am so mobile I never get into melee which I think will work considering I have Fey Step, Misty Escape and Thunder Step. I think I will keep it for now and if I get to Level 9 and I haven't needed it, then I can trade that one out.
So my issue with Faerie Fire is it does not have any scaling benefit and it requires concentration. Granted giving guaranteed advantage is nice. I really go back and forth on it.
I must have been reading your mind though on Detect Magic. I decided last night while setting up my character on Roll20 to give up Ghostly Gaze for now and take the Book of Ancient Secrets to give me ritual casting of Detect Magic, Identify and Leomund's Tiny Hut.
Did the DM give you a Leomond's Tiny Hut scroll? That's might kind.
Since the campaign is at level 8, and I could take this at level 5, he gave me the choice of either 1 more of my choice or 1d4-1 of his random choice to reflect the random spells I might have picked up over 3 levels of adventuring, So either I could get 1 of any I want or up to 3 of what he randomly chose. I decided to play it safe and pick up a really good utility option.
That's a good choice. Some of the Rituals are pretty awesome and some are pretty... situationally specific. LTH is a great option.
Sorry, from reading this message it seems that you're under the impression that you could only take Book of Ancient Secrets at level 5, when you learn your third invocation.
That is a common enough mistake, especially among those new in the class, so I'd like to point out that every time you level you can switch ONE known invocation for a new one which you meet the requirements for.
In other words, you would be able to take Book of Ancient Secrets at level 3, as soon as you pick the Pact of the Tome Boon, by swapping it with one of your old invocations.
Problably not that relevant for you right now, but a very important rule to remember as you go. (You can also swap one known spell at level up as well, by the way.)
Good to know! I definitely made that mistake. Thanks for the pointer.
Hi Everyone! Thanks for the pointers. Had a great opening 1st session with this character on Saturday. We ended up fighting a coven of 7 vampires and being able to use Hold Person against 3 of them right off the bat was clutch! Later they flanked 4 of the melee fighters on our team and were chewing through them pretty badly and I was able to bonus action teleport right into my group of fighters and use Fey Presence to frighten 3 more of the vampires.
Afterwards the PC who is morally against magic stated "Thank God for Support Casters :)"
I think I am going to like this Warlock very much.
Awesome! Glad you’re enjoying your Warlock!
Indeed, it's good to see people enjoying the class.
... though I feel like an ******* as I feel obligated to point out that Hold Person does not work on vampires, since they're undead and not humanoids.(Official Ruling).
Am I one of those hated rules lawyers? 'Cause I sure feel like one sometimes.
you are not a rules lawyer, we all get it wrong sometimes, and it is on everyone ( you and me eyc) to call it when they see it. it is also on everyone to have fun and that is easier with rules
good on ya!
cheers
Jesus Saves!... Everyone else takes damage.
Ok- good to know. I'll tell my DM. He has only been playing for about a year so probably just honest mistake. Thanks for the heads up.
I'm playing a 6th level FeyLock with Faerie Fire at the moment. Something I've noticed about Faerie Fire might help you make a decision going forward.
Faerie Fire's apparent lack of scaling is deceptive. While the spell itself doesn't scale up, the attacks to which it grants advantage will scale up with level. Your rogue will get more sneak attack dice, your fighter (and others) will get multiple attacks, etc. So if Faerie Fire with a 1st level party is good, Faerie Fire with a 5th level party is even better.
It's still a tough call on the concentration, though. Most fights, I'd rather cast Hex.
The real problem with Faerie Fire is that most of the creatures against which it would be really useful (the ones with high AC's) tend to have decent Dex scores, and often make their saving throw against Faerie Fire. It's most useful against creatures with high AC and low Dex, such as monsters with lots of natural armor. Faerie Fire was a real game changer when our group fought a Land Shark, for example.
DICE FALL, EVERYONE ROCKS!
This also raises a good point, Faerie Fire's biggest downside is that it's all-or-nothing, it's not like Shatter or Thunder Step where you still do damage even if they make their saving throw. And at higher levels, you're more likely to run into creatures with decent Dex saves. You'll still meet creatures with poor Dex though, so when you do it's a great spell to have available.
Yes, Hex can be very nice, but in my personal experience I don't actually end up using it all that much. It's usefulness definitely grows as you get more beams from your Eldritch Blast, but prior to 11th Level I usually have other spells I'd rather use in battle.
Thought I wasnt going to ruin his fun by pointing out this, haha!
Haha no worries guys. I prefer to succeed by following the rules of the game. I let my GM know and he was genuinely surprised since we are just have been going based on the books and haven't kept up too much with Sage Advice clarifications.
Well, but the books say the same, basically, since Hold Person does say "Choose a humanoid that you can see within range.".
Problem is that people "intuitively" think of humanoids as beings with 2 arms, 2 legs, torso and head, while the rules really mean "creatures with Type Humanoid", therefore excluding Vampire/Zombie (type undead), Fire Giant/Troll(type giant), Dryad (type fey), Mind Flayer (type aberration), and probably many more.