It doesn't seem like either of those links really helps with the big problem I see. How do you get sufficient bonuses to damage in melee and defense sufficient to counter the low hit points? I created a Warlock at 11th level, gave him Thirsting Blade and end up doing more damage per round with Poison Spray.
I've had a bash at building a lvl 10 Fey Warlock with Pact of blade, its not going to out perform a fighter/ranger/paladin but I think it could be interesting. I think the key is to look at it from a a 2nd line fighter/caster role and mainly a role-play thing.
The Archfey i choose as Patron was Hyrsam the Lord of Fools, effectively the character has combat spells but is more of ranged weapon user, i popped in a bit of homebrew for using the improved pact weapon, its mostly a cosmetic change:
Pact Weapon/Long Bow Form: This bow has no string and requires no ammunition, holding it and making the motion of pulling a bow string causes a string of Eldritch energy to form and allows the bow to fire Eldritch Blasts as per the cantrip, these blasts receive the +1 bonus to hit and damage from the improved pact weapon invocation and retain using spell attack bonus to determine whether they hit or not (Picture the bow from the 1980's Dungeons & Dragons cartoon).
I did intend this bit of homebrew to replace using the thirsting blade invocation with the long bow weapon form and that invocation could be switched out for something else but i would try and resist taking enhancements to eldritch blast.
Invocation wise there is nothing that boosts eldritch blast as I wanted to focus them a bit more on utility to defense so there is Armour of Shadows so you don't have to worry about armour, Improved Pact Weapon to go for the bow/eldritch blast image, Devils Sight so you can hide in magical darkness if needed and you can see normally in normal darkness instead of only seeing in shades of grey, Ascendant Step because its always useful to be able to levitate yourself or others, Thirsting blade is in there as well but this could be switch out as it would only be useful with using a melee pact weapon but seeing a i popped in either Booming or Greenflame blade in as a cantrip it is a bit redundant.
An important thing with this build would be the Elven Accuracy feat as you roll 3 d20 when attack with advantage to really maximise your chance of getting those lovely crits
Booming Blade plus a rapier plus hex, assume dex 18 at 11th level is 3d8+4+1d6 (and extra 3d8+1d6 if it moves) for an average of 21 per round (plus maybe 17) and +8 to hit. AC 16 with studded leather/ 17 with Armor of shadows.
OR
Booming Blade plus Pike plus hex, assume str 16, dex 16 at 11th level is 1d10+2d8+3+1d6 (and extra 3d8+1d6 if it moves) for an average of 21 per round (plus maybe 17) and +7 to hit. AC 15 with studded leather/ 16 with Armor of Shadows. But you also have 10ft reach so can fight from behind the tank. You can take Sentinel at some point and or one of the other two-hander related feats to optimize this aspect.
In either case you can instead Poison Spray + hex for 3d12+1d6 (22 average) but that's only 1 more damage and no possible extra from Booming Blade/GFB so arguably only better if the target is high on AC and low on CON for a better chance to do damage.
Add Mirror Image for extra defense.
No need for Thirsting Blade but at 12th level take Lifedrinker to add another 5 damage assuming 20 CHA.
Even before the Hexblade patron existed, Fey was not the go-to patron for Pact of the Blade warlocks, so I don't know that you will be able to make a truly optimal one, but this seems to meet the "effective" criteria.
The Archfey's best combat trick is Greater Invisibility, at 7th level. You get two casts, and they come back on short rest. Feylocks need to lean on GI hard if they're going to indulge in Pact of the Blade-ry, and realistically you're never going to compete with a Hexblade in terms of raw damage.
So don't try.
Lean on Greater Invisibility (once you get it), dispense with Life Drinker and Thirsting Blade, and go with Booming Blade instead. Grab Mobile, be a wood elf for the extra five feet of movement, perhaps even dip a couple levels of Rogue for Cunning Action so you get the cunning dash/hide. Cast Greater Invis, run up to something, smash it in the face with Booming Blade, scamper off. You're invisible and you've hit it with a melee attack - the thing you hit has no idea where you are and can't AoO you, and if it tries to chase you down it gets hit with the Booming Blade rider.
Hexblades are always going to outdamage you because Hex Warrior is busted ay-eff and allows them a ludicrous degree of synergy, especially with Life Drinker. So, again, don't try. You're an Archfey warlock, your whole subclass is more about being a magical thief/rogue/trickster. Specialize instead in being the high-mobility magic rogue ganker-type, using spells like Blink and Greater Invisibility to be a disruptive striker that can bypass enemy bruisers and go straight for stuff like squishy casters or high-value objects. Perhaps invest in Eldritch Smite so you can produce a huge damage spike on command, but be sparing with it since Greater Invisibility giving you advantage on everything and allowing you to maneuver freely will likely be worth more in a lot of combats.
The Archfey's best combat trick is Greater Invisibility, at 7th level. You get two casts, and they come back on short rest. Feylocks need to lean on GI hard if they're going to indulge in Pact of the Blade-ry, and realistically you're never going to compete with a Hexblade in terms of raw damage.
So don't try.
Lean on Greater Invisibility (once you get it), dispense with Life Drinker and Thirsting Blade, and go with Booming Blade instead. Grab Mobile, be a wood elf for the extra five feet of movement, perhaps even dip a couple levels of Rogue for Cunning Action so you get the cunning dash/hide. Cast Greater Invis, run up to something, smash it in the face with Booming Blade, scamper off. You're invisible and you've hit it with a melee attack - the thing you hit has no idea where you are and can't AoO you, and if it tries to chase you down it gets hit with the Booming Blade rider.
Hexblades are always going to outdamage you because Hex Warrior is busted ay-eff and allows them a ludicrous degree of synergy, especially with Life Drinker. So, again, don't try. You're an Archfey warlock, your whole subclass is more about being a magical thief/rogue/trickster. Specialize instead in being the high-mobility magic rogue ganker-type, using spells like Blink and Greater Invisibility to be a disruptive striker that can bypass enemy bruisers and go straight for stuff like squishy casters or high-value objects. Perhaps invest in Eldritch Smite so you can produce a huge damage spike on command, but be sparing with it since Greater Invisibility giving you advantage on everything and allowing you to maneuver freely will likely be worth more in a lot of combats.
This is mostly how I play my Archfey BladeLock.
I don't use Booming Blade because making two attacks per round via Thirsting Blade is generally a safer bet with my atrocious dice rolls. It also generates more chances to roll critical hits, which is when I call for an eldritch smite.
I recommend acquiring items that increase your spell slots: Rod of the Pact Keeper and/or Ring of Spell Storing. You'll be able to Smite more often. Technically you can't Smite with the Ring because it's not a Warlock spell slot, but it frees up one of your other slots so the result is the same.
You've also got an extra slot-free teleport at 6th level: Misty Escape. Learn to use it offensively. It's not for escaping, it's for bypassing hordes of minions during "boss fights"! When the boss is hiding behind an impassable wall of minions, you charge up (with Armor of Agathys pre-cast of course), and get yourself hit by one of his puny minions. Take one for the team, deal 25 cold damage to the minion (he's toast), and BAMF! You teleport past the remaining minions, right behind the unsuspecting boss, and you're invisible. Last month I solo'd a Rakshasa this way while the rest of my party were bogged down fighting his underlings. Turned the whole fight around.
Also, Hold Monster is your best friend. Cast this and you'll be doing auto-crits with your pact weapon, including eldritch smites if you have the spell slots for it. (Get that ring of spell storing!) Awesome finishing move.
I recommend the Moderately Armored Feat, as it gives you what you need the most: Shield proficiency. Medium Armor is good too, but once your DEX is maxed out and you want to make Stealth rolls, Light Armor or Mage Armor (via the Invocation) is slightly better. I recommend getting some magic studded leather if at all possible so you don't need an Invocation slot for Mage Armor. So you don't really need Medium Armor, but the +2 AC from having a Shield is awesome, and this feat is the only way to get it without multiclassing. (Multiclassing sucks; it delays your access to spells and invocations, which is why you're playing a warlock to begin with.) If you have an odd DEX score, the Moderately Armored feat actually gets you +3 AC by adding to your DEX bonus.
Also, if you're pumping DEX, take the Improved Pact Weapon Invocation, and get a Longbow pact weapon! All your pact weapon Invocations will work with it -- you can even smite at range. And now the Sharpshooter feat works with your Pact Weapon, so with Thirsting Blade, and Lifedrinker, you're looking at 1d8+DEX+CHA+11 damage twice per round. With advantage because you're invisible.
The Archfey BladeLock has a lot going for it; just remember to play into its strengths and you'll have fun.
This is a classic flavor argument. The Archfey have their Bladelock needs, too. To deal with Fomorians, Hags, etc., they gather information. And they do have more than just archers. So, the purposes of the archfey to have a Bladelock could be myriad.
So, let's assume that you go for a more stealth / quick fighter archetype. Versatile weapons, like rapiers (mentioned above), scimitars (a personal fave), etc. let you load up on Dex, an Elven trait.
So, now, focus on your movement and speed. What are some good invocations, spells and cantrips? EB obviously. Green flame blade, or similar. Fly would increase your board range, armor of Agathys your survivability rate (love that spell), and hold person is also good to at least set up attacks. Fey ancestry feat can increase your cast stat and give you a free bonus action teleport. Otherworldly Leap, ascendant step, one with shadows increase your movement or move utility. Repelling blast can move an enemy. Eldritch spear can give you huge range, reducing enemies before melee ensues and make you like Fey archers of yore.
It's not about you per se, it's about the party. So if you set up the big bad for a death and the barbarian or paladin actually lops his/ her head off, does it really matter? It's called role playing not just because you play a character, but because you have a role in a greater part. More importantly, of you love your concept - I think it's cool! - then the roleplay itself will be fun. I guess if you're a full bore Murderhobo, then Max damage is what you want. But after three plus decades playing the game, I find it more enjoyable how an opponent is defeated (killing is only one way among many to win) than just liquefying him or her.
Here's my first attempt. The character is 11th level. Please evaluate and criticize heavily. I chose to take one level in wild sorcerer for the wild surge. I love the idea of the lawful neutral character having to deal with the chaos of the fey as expressed in wild surges.
Byron Tennison was a petty noble who ruled over a little, insignificant city in a little, insignificant part of the world, who looked forward to living a little, insignificant life. All that changed when the Morrigan tricked him into accepting a geas to become a Knight of Summer. Tennison hates being a wet, cold adventurer sleeping under the wet, cold sky on wet, muddy ground eating wet, soggy trail rations. But, more than that, he is Lawful Neutral and really hates all the goddamned fey and all the goddamned chaos they've brought into his life.
Human
Wild Sorcerer 1
Warlock, Pact of the Blade, Archfey 10
Str 12
Dex 19
Con 13
Int 10
Wis 8
Cha 16
Skills
Arcana
History
Intimidation
Nature
Persuasion
Initiative +4
AC 16 + Shield Spell
Feats Spell Sniper
Invocations
Repelling Blast
Agonizing Blast
Devil's Sight
Eldritch Spear
One with Shadows
Other Specials
Wild Magic Surge
Fey Presence
Pact Weapon
Spells
Cantrips
Booming Blade
Create Bonfire
Eldritch Blast
Green-Flame Blade
Message
Poison Spray
Prestidigitation
True Strike (NOTE: This is for sniping, particularly at long range.)
Byron Tennison was a petty noble who ruled over a little, insignificant city in a little, insignificant part of the world, who looked forward to living a little, insignificant life. All that changed when the Morrigan tricked him into accepting a geas to become a Knight of Summer. Tennison hates being a wet, cold adventurer sleeping under the wet, cold sky on wet, muddy ground eating wet, soggy trail rations. But, more than that, he is Lawful Neutral and really hates all the goddamned fey and all the goddamned chaos they've brought into his life.
I presume Noble Background?
Human
Wild Sorcerer 1
Warlock, Pact of the Blade, Archfey 10
Str 12
Dex 19
Con 13
Int 10
Wis 8
Cha 16
Are we assuming base stats, no buff stat feats or gains?
Skills
Arcana
History
Intimidation
Nature
Persuasion
Initiative +4
AC 16 + Shield Spell
Feats Spell Sniper
All good.
Invocations
Repelling Blast
Agonizing Blast
Devil's Sight
Eldritch Spear
One with Shadows
Other Specials
Wild Magic Surge
Fey Presence
Pact Weapon
Spells
Cantrips
Booming Blade
Create Bonfire
Eldritch Blast
Green-Flame Blade
Message
Poison Spray
Prestidigitation
True Strike (NOTE: This is for sniping, particularly at long range.)
True Strike is concentration - meh. At 11th level, you have multiple EB rays - and other things can provide advantage, like Faerie Fire. I'd rather take a secondary damage cantrip at range, like Ray of Frost, which debuffs and has OK scalar damage. Poison Spray also has a damage that opponents are often resistant to. I'd do resistance or mage hand.
Spells
Armor of Agathys
Fog Cloud (Sorcerer)
Hellish Rebuke
Shield (Sorcerer)
Blink
Darkness
Fear
Fly
Greater Invisibility
Hold Monster
Hold Person
Misty Step
Darkness is nice with Devil's sight, but remember that it impacts everyone. So I might swap one of the spells for Faerie Fire to regain advantage.
Basic Gear
Long Sword
Studded Leather
At this point, your weapon should be magical, ditto the armor, at least +1 - though that's DM discretion. Also, longsword is versatile but not finesse, so it doesn't take advantage of Dexterity. I suggest scimitar or rapier. Also, dungeoneer's pack seems more your style, as you don't seem to be overly given to scholarly research.
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May the gentle moonlinght guide you to greater wisdom
Yeah, I didn't add any magic gear as it is up to the GM to do that. But, I'll change the sword to a rapier. I really like True Strike as a cantrip when attacking from ambush (but only in this particular case, usually it sucks). I don't think Faerie Fire is a good replacement since it will alert the target before the bolts hit. When you are shooting a weapon from 600 ft away (which, in my GM's campaign, is possible), sometimes all you want the enemy to sense before they get hit is the feeling of impending doom.
also bear in mind true strike is only your next attack roll so if you are firing multiple beams of eldritch blast its only the first beam that has advantage so you may need another ranged cantrip to use with ambush...my choice would be chill touch.
I think that you should take the arcane gunslinger invocation, because your dex will be used with a gun and dex will be used for armor of shadows, and guns do great damage at a range. You could also take eldritch armor invocation to be proficient in all armor (you will need decent strength tho). If you want melee, you should probably use your fey presence to frighten enemies within 5 feet of you, so that you can take opportunity attacks on them. You could use misty escape for a ranged build by getting away from enemies without punishment.
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see title
I guess you have already checked this and this out?
It doesn't seem like either of those links really helps with the big problem I see. How do you get sufficient bonuses to damage in melee and defense sufficient to counter the low hit points? I created a Warlock at 11th level, gave him Thirsting Blade and end up doing more damage per round with Poison Spray.
I've had a bash at building a lvl 10 Fey Warlock with Pact of blade, its not going to out perform a fighter/ranger/paladin but I think it could be interesting. I think the key is to look at it from a a 2nd line fighter/caster role and mainly a role-play thing.
It should be available through this link:
https://drive.google.com/file/d/1BprQmBxD2v_t_rbU5qLl7rZnSpbunFm8/view?usp=sharing
The Archfey i choose as Patron was Hyrsam the Lord of Fools, effectively the character has combat spells but is more of ranged weapon user, i popped in a bit of homebrew for using the improved pact weapon, its mostly a cosmetic change:
Pact Weapon/Long Bow Form:
This bow has no string and requires no ammunition, holding it and making the motion of pulling a bow string causes a string of Eldritch energy to form and allows the bow to fire Eldritch Blasts as per the cantrip, these blasts receive the +1 bonus to hit and damage from the improved pact weapon invocation and retain using spell attack bonus to determine whether they hit or not (Picture the bow from the 1980's Dungeons & Dragons cartoon).
I did intend this bit of homebrew to replace using the thirsting blade invocation with the long bow weapon form and that invocation could be switched out for something else but i would try and resist taking enhancements to eldritch blast.
Invocation wise there is nothing that boosts eldritch blast as I wanted to focus them a bit more on utility to defense so there is Armour of Shadows so you don't have to worry about armour, Improved Pact Weapon to go for the bow/eldritch blast image, Devils Sight so you can hide in magical darkness if needed and you can see normally in normal darkness instead of only seeing in shades of grey, Ascendant Step because its always useful to be able to levitate yourself or others, Thirsting blade is in there as well but this could be switch out as it would only be useful with using a melee pact weapon but seeing a i popped in either Booming or Greenflame blade in as a cantrip it is a bit redundant.
An important thing with this build would be the Elven Accuracy feat as you roll 3 d20 when attack with advantage to really maximise your chance of getting those lovely crits
Booming Blade plus a rapier plus hex, assume dex 18 at 11th level is 3d8+4+1d6 (and extra 3d8+1d6 if it moves) for an average of 21 per round (plus maybe 17) and +8 to hit. AC 16 with studded leather/ 17 with Armor of shadows.
OR
Booming Blade plus Pike plus hex, assume str 16, dex 16 at 11th level is 1d10+2d8+3+1d6 (and extra 3d8+1d6 if it moves) for an average of 21 per round (plus maybe 17) and +7 to hit. AC 15 with studded leather/ 16 with Armor of Shadows. But you also have 10ft reach so can fight from behind the tank. You can take Sentinel at some point and or one of the other two-hander related feats to optimize this aspect.
In either case you can instead Poison Spray + hex for 3d12+1d6 (22 average) but that's only 1 more damage and no possible extra from Booming Blade/GFB so arguably only better if the target is high on AC and low on CON for a better chance to do damage.
Add Mirror Image for extra defense.
No need for Thirsting Blade but at 12th level take Lifedrinker to add another 5 damage assuming 20 CHA.
Even before the Hexblade patron existed, Fey was not the go-to patron for Pact of the Blade warlocks, so I don't know that you will be able to make a truly optimal one, but this seems to meet the "effective" criteria.
The Archfey's best combat trick is Greater Invisibility, at 7th level. You get two casts, and they come back on short rest. Feylocks need to lean on GI hard if they're going to indulge in Pact of the Blade-ry, and realistically you're never going to compete with a Hexblade in terms of raw damage.
So don't try.
Lean on Greater Invisibility (once you get it), dispense with Life Drinker and Thirsting Blade, and go with Booming Blade instead. Grab Mobile, be a wood elf for the extra five feet of movement, perhaps even dip a couple levels of Rogue for Cunning Action so you get the cunning dash/hide. Cast Greater Invis, run up to something, smash it in the face with Booming Blade, scamper off. You're invisible and you've hit it with a melee attack - the thing you hit has no idea where you are and can't AoO you, and if it tries to chase you down it gets hit with the Booming Blade rider.
Hexblades are always going to outdamage you because Hex Warrior is busted ay-eff and allows them a ludicrous degree of synergy, especially with Life Drinker. So, again, don't try. You're an Archfey warlock, your whole subclass is more about being a magical thief/rogue/trickster. Specialize instead in being the high-mobility magic rogue ganker-type, using spells like Blink and Greater Invisibility to be a disruptive striker that can bypass enemy bruisers and go straight for stuff like squishy casters or high-value objects. Perhaps invest in Eldritch Smite so you can produce a huge damage spike on command, but be sparing with it since Greater Invisibility giving you advantage on everything and allowing you to maneuver freely will likely be worth more in a lot of combats.
Please do not contact or message me.
This is mostly how I play my Archfey BladeLock.
I don't use Booming Blade because making two attacks per round via Thirsting Blade is generally a safer bet with my atrocious dice rolls. It also generates more chances to roll critical hits, which is when I call for an eldritch smite.
I recommend acquiring items that increase your spell slots: Rod of the Pact Keeper and/or Ring of Spell Storing. You'll be able to Smite more often. Technically you can't Smite with the Ring because it's not a Warlock spell slot, but it frees up one of your other slots so the result is the same.
You've also got an extra slot-free teleport at 6th level: Misty Escape. Learn to use it offensively. It's not for escaping, it's for bypassing hordes of minions during "boss fights"! When the boss is hiding behind an impassable wall of minions, you charge up (with Armor of Agathys pre-cast of course), and get yourself hit by one of his puny minions. Take one for the team, deal 25 cold damage to the minion (he's toast), and BAMF! You teleport past the remaining minions, right behind the unsuspecting boss, and you're invisible. Last month I solo'd a Rakshasa this way while the rest of my party were bogged down fighting his underlings. Turned the whole fight around.
Also, Hold Monster is your best friend. Cast this and you'll be doing auto-crits with your pact weapon, including eldritch smites if you have the spell slots for it. (Get that ring of spell storing!) Awesome finishing move.
I recommend the Moderately Armored Feat, as it gives you what you need the most: Shield proficiency. Medium Armor is good too, but once your DEX is maxed out and you want to make Stealth rolls, Light Armor or Mage Armor (via the Invocation) is slightly better. I recommend getting some magic studded leather if at all possible so you don't need an Invocation slot for Mage Armor. So you don't really need Medium Armor, but the +2 AC from having a Shield is awesome, and this feat is the only way to get it without multiclassing. (Multiclassing sucks; it delays your access to spells and invocations, which is why you're playing a warlock to begin with.) If you have an odd DEX score, the Moderately Armored feat actually gets you +3 AC by adding to your DEX bonus.
Also, if you're pumping DEX, take the Improved Pact Weapon Invocation, and get a Longbow pact weapon! All your pact weapon Invocations will work with it -- you can even smite at range. And now the Sharpshooter feat works with your Pact Weapon, so with Thirsting Blade, and Lifedrinker, you're looking at 1d8+DEX+CHA+11 damage twice per round. With advantage because you're invisible.
The Archfey BladeLock has a lot going for it; just remember to play into its strengths and you'll have fun.
DICE FALL, EVERYONE ROCKS!
If I do that, then why stay Bladelock? Wouldn't I be better served with a different Pact?
If you're using your Pact Weapon for Booming Blade, you can still benefit from Lifedrinker.
DICE FALL, EVERYONE ROCKS!
This is a classic flavor argument. The Archfey have their Bladelock needs, too. To deal with Fomorians, Hags, etc., they gather information. And they do have more than just archers. So, the purposes of the archfey to have a Bladelock could be myriad.
So, let's assume that you go for a more stealth / quick fighter archetype. Versatile weapons, like rapiers (mentioned above), scimitars (a personal fave), etc. let you load up on Dex, an Elven trait.
So, now, focus on your movement and speed. What are some good invocations, spells and cantrips? EB obviously. Green flame blade, or similar. Fly would increase your board range, armor of Agathys your survivability rate (love that spell), and hold person is also good to at least set up attacks. Fey ancestry feat can increase your cast stat and give you a free bonus action teleport. Otherworldly Leap, ascendant step, one with shadows increase your movement or move utility. Repelling blast can move an enemy. Eldritch spear can give you huge range, reducing enemies before melee ensues and make you like Fey archers of yore.
It's not about you per se, it's about the party. So if you set up the big bad for a death and the barbarian or paladin actually lops his/ her head off, does it really matter? It's called role playing not just because you play a character, but because you have a role in a greater part. More importantly, of you love your concept - I think it's cool! - then the roleplay itself will be fun. I guess if you're a full bore Murderhobo, then Max damage is what you want. But after three plus decades playing the game, I find it more enjoyable how an opponent is defeated (killing is only one way among many to win) than just liquefying him or her.
May the gentle moonlinght guide you to greater wisdom
Here's my first attempt. The character is 11th level. Please evaluate and criticize heavily. I chose to take one level in wild sorcerer for the wild surge. I love the idea of the lawful neutral character having to deal with the chaos of the fey as expressed in wild surges.
Byron Tennison was a petty noble who ruled over a little, insignificant city in a little, insignificant part of the world, who looked forward to living a little, insignificant life. All that changed when the Morrigan tricked him into accepting a geas to become a Knight of Summer. Tennison hates being a wet, cold adventurer sleeping under the wet, cold sky on wet, muddy ground eating wet, soggy trail rations. But, more than that, he is Lawful Neutral and really hates all the goddamned fey and all the goddamned chaos they've brought into his life.
Human
Wild Sorcerer 1
Warlock, Pact of the Blade, Archfey 10
Str 12
Dex 19
Con 13
Int 10
Wis 8
Cha 16
Skills
Arcana
History
Intimidation
Nature
Persuasion
Initiative +4
AC 16 + Shield Spell
Feats Spell Sniper
Invocations
Repelling Blast
Agonizing Blast
Devil's Sight
Eldritch Spear
One with Shadows
Other Specials
Wild Magic Surge
Fey Presence
Pact Weapon
Spells
Cantrips
Booming Blade
Create Bonfire
Eldritch Blast
Green-Flame Blade
Message
Poison Spray
Prestidigitation
True Strike (NOTE: This is for sniping, particularly at long range.)
Spells
Armor of Agathys
Fog Cloud (Sorcerer)
Hellish Rebuke
Shield (Sorcerer)
Blink
Darkness
Fear
Fly
Greater Invisibility
Hold Monster
Hold Person
Misty Step
Basic Gear
Long Sword
Studded Leather
I presume Noble Background?
Are we assuming base stats, no buff stat feats or gains?
All good.
True Strike is concentration - meh. At 11th level, you have multiple EB rays - and other things can provide advantage, like Faerie Fire. I'd rather take a secondary damage cantrip at range, like Ray of Frost, which debuffs and has OK scalar damage. Poison Spray also has a damage that opponents are often resistant to. I'd do resistance or mage hand.
Darkness is nice with Devil's sight, but remember that it impacts everyone. So I might swap one of the spells for Faerie Fire to regain advantage.
At this point, your weapon should be magical, ditto the armor, at least +1 - though that's DM discretion. Also, longsword is versatile but not finesse, so it doesn't take advantage of Dexterity. I suggest scimitar or rapier. Also, dungeoneer's pack seems more your style, as you don't seem to be overly given to scholarly research.
May the gentle moonlinght guide you to greater wisdom
Yeah, I didn't add any magic gear as it is up to the GM to do that. But, I'll change the sword to a rapier. I really like True Strike as a cantrip when attacking from ambush (but only in this particular case, usually it sucks). I don't think Faerie Fire is a good replacement since it will alert the target before the bolts hit. When you are shooting a weapon from 600 ft away (which, in my GM's campaign, is possible), sometimes all you want the enemy to sense before they get hit is the feeling of impending doom.
also bear in mind true strike is only your next attack roll so if you are firing multiple beams of eldritch blast its only the first beam that has advantage so you may need another ranged cantrip to use with ambush...my choice would be chill touch.
By the way, in an earlier response, I had said versatile when I meant finesse. My error!
May the gentle moonlinght guide you to greater wisdom
I think that you should take the arcane gunslinger invocation, because your dex will be used with a gun and dex will be used for armor of shadows, and guns do great damage at a range. You could also take eldritch armor invocation to be proficient in all armor (you will need decent strength tho). If you want melee, you should probably use your fey presence to frighten enemies within 5 feet of you, so that you can take opportunity attacks on them. You could use misty escape for a ranged build by getting away from enemies without punishment.