I am pretty new to DnD so a little help with skilling could save my character :-D
I am currently playing a half-elf celestial warlock (my patron is the lord of unicorns, very important ;-), lvl 2 but soon lvl 3 (if we survive the next session). Our party consists of a ranger, a life-cleric, a paladin, a wizard and a fighter.
So we are pretty high in healing and I consider not to go to far in that position as we simply don´t need 1 full and two secondary supports (or maybe I am just a little bit naive?).
My Plans are generally to got the Pact of the Tome so I can add additional versatility.
So here are my questions: Which Cantrips and Spells would you suggest for level 3? As mentioned... versatility (a little bit of everything) would be nice - I suppose that is what warlocks can do best :-D
When you level up, dump Cure Wounds and Fiendish Vigor. Your Celestial Pact Bonus Action healing is good enough, especially with a Life Cleric in the party.
I’d pick another Eldritch Invocation that you can use at will instead of one with limited uses depending on the abilities of the other PC’s. With a fighter, a paladin, and a ranger I wouldn’t pick up repelling blast because two or three of then want to be in melee, but that still leaves you with a ton to pick from.
There are so many great spells to pick from when you hit 3rd level, even though you won’t cast many spells because you only have 2 spell slots per short rest. I wouldn’t pick Armor of Agathys because you won’t be in melee very often and it only works on melee attacks. Shatter is one of the very few area of effect spells that warlocks get, especially at lower levels. Cause Fear is a good battlefield control spell for warlocks because it affects 2 targets at 3rd level. Guiding Bolt is just a powerhouse of a spell too! Plus you have Invisibility, Misty Step, and Mirror Image which are all great spells. To me the bigger challenge that you have is picking which direction to go because there are a lot of good choices.
Book of Ancient Secrets is great for a Tomelock. Devil's Sight is quite handy, too.
Eldritch Spear, or Lance of Lethargy are good options, depending it you want to hit from distance, or slow targets for your melee party mates.
Spells:
Mirror Image or Misty Step are good defense/escape spells. Hunger of Hadar is a wonderful range AoE spell, especially against an enemy caster (it creates blindness.)
Yes I will drop Fiendish Vigor for Book of Ancient Secrets - So I´ll get 3 Cantrips. Which ones do you think are best? I guess I will take Spare the Dying - So 2 are left.
Then I will have 2 lvl-1 Rituals - Find Familiar will be the first - still one left to take.
Invisibility or Misty Step will be the ones I choose I guess. They are useful for many situations. Maybe I will take more damage later (Lvl 4 and/or 5).
Guidance is probably one of the best non-combat cantrips in the game. Fire Bolt is useful to you because you get to add your charisma modifier to it's damage roll at 6th level, which makes it almost as good as Eldritch Blast, and it’s one of the few spells that affects objects in addition to dealing damage. I’d suggest Detect Magic or Find Familiar for your second ritual. Alarm is pretty impossible to beat as a first pick though.
I'm sorry, i'm not aquainted with warlock spells yet. I was actually looking to see if anyone knew what to do to make a celestial warlock on dnd beyond. there doesn't seem to be a function for it in character builder yet. maybe it's because i'm multiclassing.
but to answer your question to the best of my abilities, if i were you i would become the offensive in your group. maybe a spell which could create a shadow or duplicate of yourself. something to deal damage or dodge damage instead of heal it. i think you are right, three healers would be too much. a good group needs to be cohesive, yes, but it also needs to be well rounded. healing everything doesn't help if you can never stop whatever is hurting you. maybe try to up your armor class?
Hey guys,
I am pretty new to DnD so a little help with skilling could save my character :-D
I am currently playing a half-elf celestial warlock (my patron is the lord of unicorns, very important ;-), lvl 2 but soon lvl 3 (if we survive the next session). Our party consists of a ranger, a life-cleric, a paladin, a wizard and a fighter.
So we are pretty high in healing and I consider not to go to far in that position as we simply don´t need 1 full and two secondary supports (or maybe I am just a little bit naive?).
So here are my picks until now:
Cantrips:
Prestidigitation, Light, Eldritch Blast, Sacred Flame
Lvl 1 Spells:
Cure Wounds, Comprehend Languages, Hex
Eldritch Invocations:
Agonizing Blast, False Life (Fiendish Vigor)
My Plans are generally to got the Pact of the Tome so I can add additional versatility.
So here are my questions: Which Cantrips and Spells would you suggest for level 3? As mentioned... versatility (a little bit of everything) would be nice - I suppose that is what warlocks can do best :-D
All of the following is my opinion only.
When you level up, dump Cure Wounds and Fiendish Vigor. Your Celestial Pact Bonus Action healing is good enough, especially with a Life Cleric in the party.
I’d pick another Eldritch Invocation that you can use at will instead of one with limited uses depending on the abilities of the other PC’s. With a fighter, a paladin, and a ranger I wouldn’t pick up repelling blast because two or three of then want to be in melee, but that still leaves you with a ton to pick from.
There are so many great spells to pick from when you hit 3rd level, even though you won’t cast many spells because you only have 2 spell slots per short rest. I wouldn’t pick Armor of Agathys because you won’t be in melee very often and it only works on melee attacks. Shatter is one of the very few area of effect spells that warlocks get, especially at lower levels. Cause Fear is a good battlefield control spell for warlocks because it affects 2 targets at 3rd level. Guiding Bolt is just a powerhouse of a spell too! Plus you have Invisibility, Misty Step, and Mirror Image which are all great spells. To me the bigger challenge that you have is picking which direction to go because there are a lot of good choices.
Professional computer geek
Invocations, IMHO:
Book of Ancient Secrets is great for a Tomelock. Devil's Sight is quite handy, too.
Eldritch Spear, or Lance of Lethargy are good options, depending it you want to hit from distance, or slow targets for your melee party mates.
Spells:
Mirror Image or Misty Step are good defense/escape spells. Hunger of Hadar is a wonderful range AoE spell, especially against an enemy caster (it creates blindness.)
Yes I will drop Fiendish Vigor for Book of Ancient Secrets - So I´ll get 3 Cantrips. Which ones do you think are best? I guess I will take Spare the Dying - So 2 are left.
Then I will have 2 lvl-1 Rituals - Find Familiar will be the first - still one left to take.
Invisibility or Misty Step will be the ones I choose I guess. They are useful for many situations. Maybe I will take more damage later (Lvl 4 and/or 5).
Oh, and at level 6, you get to add your CHA bonus to radiant or fire damage... So keep that in mind as you level up.
Guidance is probably one of the best non-combat cantrips in the game. Fire Bolt is useful to you because you get to add your charisma modifier to it's damage roll at 6th level, which makes it almost as good as Eldritch Blast, and it’s one of the few spells that affects objects in addition to dealing damage. I’d suggest Detect Magic or Find Familiar for your second ritual. Alarm is pretty impossible to beat as a first pick though.
Professional computer geek
I'm sorry, i'm not aquainted with warlock spells yet. I was actually looking to see if anyone knew what to do to make a celestial warlock on dnd beyond. there doesn't seem to be a function for it in character builder yet. maybe it's because i'm multiclassing.
but to answer your question to the best of my abilities, if i were you i would become the offensive in your group. maybe a spell which could create a shadow or duplicate of yourself. something to deal damage or dodge damage instead of heal it. i think you are right, three healers would be too much. a good group needs to be cohesive, yes, but it also needs to be well rounded. healing everything doesn't help if you can never stop whatever is hurting you. maybe try to up your armor class?
oh boy, well i'm not sure why i'm on this page anyways. it seems i'm about 5 years late