I am a little bit confused... I have no good Idea how to develop my Celestial Warlock (Vanilla Half-Elf) further.
We are lvl 9 (I didn´t level up the Characater, yet) going to head to Waterdeep soon. We are having all the good stuff (social interactions, intrigues, riddles and rhymes, fights, wilderness and city). I am filling the gaps of suppporting and dealing some damage as we don´t have a cleric/bard/druid atm. Maybe a cleric will join us in a few weeks, but that isn´t sure right now.
I am lacking any good ideas right now... may you can inspire me with Ideas for spells or invocations for lvl 9.
well it depends on how set you are on staying warlock and what ability score and class choices you have so far but roughly....
option 1: Multiclass to healing type:
You could reason that your Celestial pact has awakened some latent power of your blood and take a level in Divine Soul Sorcerer or that you are becoming more devout in your adherence to your pact and go Life domain cleric or knowledge if you want something a little bit more "warlocky", if there is no cleric/bard/druid yet and it is a bit iffy if you will get one then this might help the party stay alive going forward but may mean you have to accept the role of party healer and that all you spell casting may well be taken up with healing for a few levels. A final option for MC will be druid but need a 2 level dip, circle of dreams gets you some more healing orbs to stack with those you get from Celestial warlock.
option 2: Single class (begrudgingly as I think Warlock spells kinda suck from 5th level upwards):
Invocation wise, Ascendant Step so you can levitate at will is very cool for keeping you out of melee range so you can blast people from a far, spell wise Hold Monster will get a lot of use if you do a lot of dungeon delving but I do have a soft spot for Dream but it is very situational and somewhat dependant on what your DM will let you get away with, otherwise Greater Restoration will get a lot of use but will be expensive at 100gp a casting.
option 3: Multiclass to other:
everything is going to really need a 2+ level dip to be useful. Monks will get you some handy AC, Fighters get you a fighting style at level 1 plus a 1d10 self heal and action surge at level 2 not to mention al the armour and weapon skills, Rangers/Rogues/Paladin need a 3 level dip to get to their archetype abilities but rogues will give sneak attack and expertise at level 1 which can be very useful. Barbarian is an outside choice, if you have Armor of agathys as a spell then whack that up then rage and wade into your enemies. Lore Bard is amazing but again needs a 3 level dip to get the good stuff
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In combat, Banishment is great! As a 9th level warlock it targets 2 opponents so if either one fails it’s save you've just made that combat much easier.
If you’re the party’s “face”, Mask of Many Faces can be invaluable!
I also love Synaptic Static, but don’t forget that your spells do extra radiant and fire damage against one target.
Summoning elementals with Minions of Chaos is useful too. It takes a full minute so you can’t do it in combat, but they stick around for an hour once they’re summoned and they’re incredibly useful in and out of combat!
The beauty of a little multi-class is you can burn those first level spell slots on hex if nothing else. I don't think I'd hesitate to dip into something else with a warlock.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I have been playing with the Idea of dipping into sorcerer or cleric for a time but if I do that I fear I have to take more than one or two levels to be effective after all? I will look at the circle of dreams, that is an interesting Idea.
My Warlock prays to Selune, so Cleric wouldn´t be surprising. And as my patron is the lord of all unicorns, also druid would be legit without breaking my character into pieces.
Ascendant Step needs concentration, doesn´t it? "At will" means "without spending a spellslot and material components" as far as I know? So I sacrifice damage for relative safety. Greater Restoration is an amazing spell, but yes... pretty expensive...
I'd recommend NOT multiclassing at this point. You've just got access to 5th level spells -- the most powerful Pact Magic spells. (Beyond that, it's all Mystic Arcana, totally different.)
Dream is absolutely amazing; it's like Sending with no word limit. Talk to anyone, anywhere on the same plane, for as long as you need. And you appear however you want in their dreamscape, so they don't necessarily know it's you. The possibilities are endless. This one gets overlooked because it's not a "combat" spell, but I've gotten a lot of good use from it.
Flame Strike is the next best thing to a fireball (for you) but half is radiant damage. And you get to add your Charisma bonus against one of the targets.
Wall of Light is another awesome blasting spell, with some added utility. Some radiant damage, block line of sight, provide LOTS of light, and it has a blinding effect. Again, add your charisma bonus to damage against one target.
Hold Monster is one of the absolute best spells in the game.
There are so many good 5th level spells you won't be able to grab them all at 9th level. Stick with Warlock for a couple more levels and get some more of them. At 10th level you'll have a slightly less powerful version of the Inspiring Leader feat for free. Then at 11th level, you get another Pact Magic slot. My advice is to try and find a magic item that gives you an extra spell slot, like a Pact Keeper's Rod, or a Ring of Spell Storing. (It'll hold 5 spell levels; all your spells are 5th level so... 1 extra slot for you.) Then at 11th level you'll be able to spam four 5th level spells per short rest. (Full casters only get two 5th level spells all day at 11th level.)
I'm currently running a 12th level Feylock, and I plan to go all the way to 20th. Anyone who MC's out of Warlock too early is missing out, IMHO.
It's hard to advise you on Invocations without knowing about your Pact (Blade Chain or Tome?), but at 9th level I had Tomb of Levistus and Trickster's Escape, both of which were life-savers. Sculptor of Flesh is also good, if you want to add Polymorph to your spell list.
I'd recommend NOT multiclassing at this point. You've just got access to 5th level spells -- the most powerful Pact Magic spells. (Beyond that, it's all Mystic Arcana, totally different.)
Dream is absolutely amazing; it's like Sending with no word limit. Talk to anyone, anywhere on the same plane, for as long as you need. And you appear however you want in their dreamscape, so they don't necessarily know it's you. The possibilities are endless. This one gets overlooked because it's not a "combat" spell, but I've gotten a lot of good use from it.
Flame Strike is the next best thing to a fireball (for you) but half is radiant damage. And you get to add your Charisma bonus against one of the targets.
Wall of Light is another awesome blasting spell, with some added utility. Some radiant damage, block line of sight, provide LOTS of light, and it has a blinding effect. Again, add your charisma bonus to damage against one target.
Hold Monster is one of the absolute best spells in the game.
There are so many good 5th level spells you won't be able to grab them all at 9th level. Stick with Warlock for a couple more levels and get some more of them. At 10th level you'll have a slightly less powerful version of the Inspiring Leader feat for free. Then at 11th level, you get another Pact Magic slot. My advice is to try and find a magic item that gives you an extra spell slot, like a Pact Keeper's Rod, or a Ring of Spell Storing. (It'll hold 5 spell levels; all your spells are 5th level so... 1 extra slot for you.) Then at 11th level you'll be able to spam four 5th level spells per short rest. (Full casters only get two 5th level spells all day at 11th level.)
I'm currently running a 12th level Feylock, and I plan to go all the way to 20th. Anyone who MC's out of Warlock too early is missing out, IMHO.
It's hard to advise you on Invocations without knowing about your Pact (Blade Chain or Tome?), but at 9th level I had Tomb of Levistus and Trickster's Escape, both of which were life-savers. Sculptor of Flesh is also good, if you want to add Polymorph to your spell list.
Thanks for your feedback :-)
My Warlock has Pact of the Tome, so I am also that one who casts Identify on all magical stuff. I am also using Divination on a regular base - In short; I am also the ritual-caster of the group. I have Eldritch Sight so I can run Detect Magic almost permanenty :D
I also play with Tomb of Levistus or Ascendant Step or maybe Ghostly Gaze.
Spellwise I maybe try to convince my DM to enable Motivational Speech or Fast Friends (Source is Aquisitions Incorporated). The first Spells would give our whole party 15 temp HP + advantage on wisdome saving throws and advantage on the next attack roll when they get hit. I really like the Idea of buffing my group. Additionally... that spell doesn´t need concentration, but casting duration is 1 minute, so you normally cast it before you face an encounter.
My DM gave my Warlock a Ring that gives me an additional spell slot which can only be used for healing or buffing spells, not for damaging spells. So I have 3 Spell Slots atm, as I spare one for Cure Wounds most of the Time.
Hey guys,
I am a little bit confused... I have no good Idea how to develop my Celestial Warlock (Vanilla Half-Elf) further.
We are lvl 9 (I didn´t level up the Characater, yet) going to head to Waterdeep soon. We are having all the good stuff (social interactions, intrigues, riddles and rhymes, fights, wilderness and city). I am filling the gaps of suppporting and dealing some damage as we don´t have a cleric/bard/druid atm. Maybe a cleric will join us in a few weeks, but that isn´t sure right now.
I am lacking any good ideas right now... may you can inspire me with Ideas for spells or invocations for lvl 9.
Thank you very very much :-D
well it depends on how set you are on staying warlock and what ability score and class choices you have so far but roughly....
option 1: Multiclass to healing type:
You could reason that your Celestial pact has awakened some latent power of your blood and take a level in Divine Soul Sorcerer or that you are becoming more devout in your adherence to your pact and go Life domain cleric or knowledge if you want something a little bit more "warlocky", if there is no cleric/bard/druid yet and it is a bit iffy if you will get one then this might help the party stay alive going forward but may mean you have to accept the role of party healer and that all you spell casting may well be taken up with healing for a few levels. A final option for MC will be druid but need a 2 level dip, circle of dreams gets you some more healing orbs to stack with those you get from Celestial warlock.
option 2: Single class (begrudgingly as I think Warlock spells kinda suck from 5th level upwards):
Invocation wise, Ascendant Step so you can levitate at will is very cool for keeping you out of melee range so you can blast people from a far, spell wise Hold Monster will get a lot of use if you do a lot of dungeon delving but I do have a soft spot for Dream but it is very situational and somewhat dependant on what your DM will let you get away with, otherwise Greater Restoration will get a lot of use but will be expensive at 100gp a casting.
option 3: Multiclass to other:
everything is going to really need a 2+ level dip to be useful. Monks will get you some handy AC, Fighters get you a fighting style at level 1 plus a 1d10 self heal and action surge at level 2 not to mention al the armour and weapon skills, Rangers/Rogues/Paladin need a 3 level dip to get to their archetype abilities but rogues will give sneak attack and expertise at level 1 which can be very useful. Barbarian is an outside choice, if you have Armor of agathys as a spell then whack that up then rage and wade into your enemies. Lore Bard is amazing but again needs a 3 level dip to get the good stuff
In combat, Banishment is great! As a 9th level warlock it targets 2 opponents so if either one fails it’s save you've just made that combat much easier.
If you’re the party’s “face”, Mask of Many Faces can be invaluable!
I also love Synaptic Static, but don’t forget that your spells do extra radiant and fire damage against one target.
Summoning elementals with Minions of Chaos is useful too. It takes a full minute so you can’t do it in combat, but they stick around for an hour once they’re summoned and they’re incredibly useful in and out of combat!
Professional computer geek
The beauty of a little multi-class is you can burn those first level spell slots on hex if nothing else. I don't think I'd hesitate to dip into something else with a warlock.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Maybe add a link to the char? Curious what you have already taken, which pact ECT
Thank you very much for your ideas.
I have been playing with the Idea of dipping into sorcerer or cleric for a time but if I do that I fear I have to take more than one or two levels to be effective after all? I will look at the circle of dreams, that is an interesting Idea.
My Warlock prays to Selune, so Cleric wouldn´t be surprising. And as my patron is the lord of all unicorns, also druid would be legit without breaking my character into pieces.
Ascendant Step needs concentration, doesn´t it? "At will" means "without spending a spellslot and material components" as far as I know? So I sacrifice damage for relative safety. Greater Restoration is an amazing spell, but yes... pretty expensive...
I'd recommend NOT multiclassing at this point. You've just got access to 5th level spells -- the most powerful Pact Magic spells. (Beyond that, it's all Mystic Arcana, totally different.)
Dream is absolutely amazing; it's like Sending with no word limit. Talk to anyone, anywhere on the same plane, for as long as you need. And you appear however you want in their dreamscape, so they don't necessarily know it's you. The possibilities are endless. This one gets overlooked because it's not a "combat" spell, but I've gotten a lot of good use from it.
Flame Strike is the next best thing to a fireball (for you) but half is radiant damage. And you get to add your Charisma bonus against one of the targets.
Wall of Light is another awesome blasting spell, with some added utility. Some radiant damage, block line of sight, provide LOTS of light, and it has a blinding effect. Again, add your charisma bonus to damage against one target.
Hold Monster is one of the absolute best spells in the game.
There are so many good 5th level spells you won't be able to grab them all at 9th level. Stick with Warlock for a couple more levels and get some more of them. At 10th level you'll have a slightly less powerful version of the Inspiring Leader feat for free. Then at 11th level, you get another Pact Magic slot. My advice is to try and find a magic item that gives you an extra spell slot, like a Pact Keeper's Rod, or a Ring of Spell Storing. (It'll hold 5 spell levels; all your spells are 5th level so... 1 extra slot for you.) Then at 11th level you'll be able to spam four 5th level spells per short rest. (Full casters only get two 5th level spells all day at 11th level.)
I'm currently running a 12th level Feylock, and I plan to go all the way to 20th. Anyone who MC's out of Warlock too early is missing out, IMHO.
It's hard to advise you on Invocations without knowing about your Pact (Blade Chain or Tome?), but at 9th level I had Tomb of Levistus and Trickster's Escape, both of which were life-savers. Sculptor of Flesh is also good, if you want to add Polymorph to your spell list.
DICE FALL, EVERYONE ROCKS!
One level of Life Cleric will add pizzazz to the heals you already have and give you more cantrips, L1 spells, and armor proficiency.
I dipped one level of Shadow Sorcerer after reaching level 5 on my Hexblade Tome pact Warlock, and I am very happy with it.
Thanks for your feedback :-)
My Warlock has Pact of the Tome, so I am also that one who casts Identify on all magical stuff. I am also using Divination on a regular base - In short; I am also the ritual-caster of the group. I have Eldritch Sight so I can run Detect Magic almost permanenty :D
I also play with Tomb of Levistus or Ascendant Step or maybe Ghostly Gaze.
Spellwise I maybe try to convince my DM to enable Motivational Speech or Fast Friends (Source is Aquisitions Incorporated). The first Spells would give our whole party 15 temp HP + advantage on wisdome saving throws and advantage on the next attack roll when they get hit. I really like the Idea of buffing my group. Additionally... that spell doesn´t need concentration, but casting duration is 1 minute, so you normally cast it before you face an encounter.
My DM gave my Warlock a Ring that gives me an additional spell slot which can only be used for healing or buffing spells, not for damaging spells. So I have 3 Spell Slots atm, as I spare one for Cure Wounds most of the Time.