OK...Sorry for length. Starting a COS campaign and one player dropped so I am taking one for the team. I have a backstory that I don't want to change that originally had me as a Fiend Pact Warlock. I still need to be a warlock (at least one level). I am a Fallen Assimar (+2 cha, +1 str) and that can't change. We are using a point buy for abilities. The other two party members are a Light Cleric that wants to melee some and an Archer Ranger. The Ranger may take a fighter dip, I think I talked him out of a three level fighter dip since we will end the campaign at 9 or 10 probably.
So here is what I need help with. We don't have a high cha member to be the face. It falls to me (np with being the face since my main is a Lore Bard). I will also be the main front line fighter/tank.
First option is to go full hexblade. Looks fun, some good damage but probably a bit squishy for front line. Ac may max out at around 18-20. Can I survive? We may be able to get a few henchmen/fighter NPC's down the road.
Second is to go 1 level dip in Warlock and the Pally. It has to be a Pally subclass that can take being a bit Nuetral or who am I kidding...Evil. Oathbreaker is my first thought but Aura of Hate would be bad in this adventure.
Third is one level in Warlock and the rest in Fighter. The only subclass that interests me is the Echo Knight. Problem with Pally and Fighter is if I use pact weapon, PAM and GWM are out due to no 2-hander. I could still Sentinel if I forgo some ASI's for a feat. One trick is use a 1-hand weapon that is versatile.
Shield would def help my AC so a one hander isn't bad. High Cha will give me a good buff to Eldritch blast if I use it. I don't need to be optimized but magic will be scarce. All of the party and the DM have always used a Harn setting which is low to no magic so I am not expecting a lot of magic items. My main goal is to have fun and part of having fun is not getting your butt kicked in every tough fight. This is the first game I have played in years literally that wasn't an one or two adventure shot. I have been playing a Bard since 2E, which started as a Dragon magazine Illusionist mish mash and I have evolved him to 4e and now 5e which is great because a 2e bard sucked.
So I am turning to you guys for some expertise and guidance. Thanks in advance.
2h weapons don't /have/ to be off the table. A 3 level warlock dip gives you pact of the blade, and you can use your pact weapon as your hex weapon.
What I might consider doing, is maining warlock, with a /barbarian/ dip and use rage to prop up your ability to tank damage. Blade pact, improved pact weapon, thirsting blade and eldritch smite are the big invocations you're going to be wanting. You use one spell slot to cast armor of agathys (which does not require conc) to get temp hit points and a damage shield then you rage. Rage soaks up half of the damage that goes towards your AoA temp hp. Your last spell slot will be used for eldritch smite, which you can also do while raging....because you are not casting a spell.
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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.
Why Fallen Aasimar? I'd go Protector for the free flight.
I'd go with pure Hexblade myself.
Eldritch Blast plus Agonizing Blast gives you decent ranged attack.
Pact of the Blade with Improved Pact Weapon allows you to summon +1 weapons of any type and the Hex Warrior rules allow you to use your Charisma as your combat stat with them, so you only need 14 Dexterity to benefit from Medium Armor.
Half Plate armor with shield gives you AC 19, which will spike to 24 with Shield, although remember that you'll have to take the War Caster feat at level 4 so you can do the somatic component while holding a shield.
Since Charisma is the only stat you really want to worry about, you can start with 17 with points buy (15+2).
You only need 14 Dexterity, and that means you can put 15 into Con. That'll let you start with 9/14/15/8/10/17. At level 4 you're taking War Caster, but at level 8 put +1 into Charisma and Con (remember that Con growth is retroactive and your HP increases to what it would have been if your con was always its new figure). You can take Pole Arm Master and summon a +1 Glaive as your pact weapon if you want to. If you're going with Pole Arm Master you probably won't need War Caster because you won't be using a shield, so take that at level 4 instead.
Warlock has the Beguiling Influence invocation that gives you proficiency in Persuasion and Deception, and you can get Intimidation from the Warlock skills so you have all the important charisma skills covered. The only other skill I'd worry about is Perception and you can get that from your background, either by taking the Sailor background, or by taking another background and swapping out one of the skills for Perception. If you're the face you might want some extra languages, so you can get those from your background too.
For a Hexblade Pact of the Blade Warlock you want the Improved Pact Weapon, Thirsting Blade, Eldritch Smite, and Lifedrinker invocations, and I'd grab them as soon as possible, so there might be times when you don't have Beguiling Influence or Agonizing Blast because you had to swap them, however they all come back again.
Hexblade Warlock with Pact of the Blade is the most common way to do it, it needs a few invocations like Freman mentioned.
Celestial Warlock with Pact of the Chain and the Gift of the Ever Living Ones is an alternative way to do it (especially useful with a 1 level dip in Fighter to start - it lets you use a shield, use Second Wind, get +1 AC from defense fighting style, get heavy armor and martial weapon proficiencies, and get proficiency in Constitution Saves). You can do an Eldritch Blast based tanky warlock using the crowd control invocations of Eldritch Blast, or you can do a Shadow Blade + Green Flame Blade melee warlock for the option that is the least reliant on invocations (and switch to Shadow of Moil around level 8 if you're able to pick up a good magic weapon).
If you're doing a tanky Warlock, you'll for sure want the Fiendish Vigor invocation. That invocation is OP in tier 1, and it's still pretty good in tier 2. I recommend taking at least 2 levels in Warlock so that you can get that invocation.
Hexblade Warlock with Pact of the Blade is the most common way to do it, it needs a few invocations like Freman mentioned.
Celestial Warlock with Pact of the Chain and the Gift of the Ever Living Ones is an alternative way to do it (especially useful with a 1 level dip in Fighter to start - it lets you use a shield, use Second Wind, get +1 AC from defense fighting style, get heavy armor and martial weapon proficiencies, and get proficiency in Constitution Saves). You can do an Eldritch Blast based tanky warlock using the crowd control invocations of Eldritch Blast, or you can do a Shadow Blade + Green Flame Blade melee warlock for the option that is the least reliant on invocations (and switch to Shadow of Moil around level 8 if you're able to pick up a good magic weapon).
If you're doing a tanky Warlock, you'll for sure want the Fiendish Vigor invocation. That invocation is OP in tier 1, and it's still pretty good in tier 2. I recommend taking at least 2 levels in Warlock so that you can get that invocation.
Good call on Fiendish Vigor. Wasn't sure how beneficial it will be at say level 7+ but I could switch it out then I'll have to look at Eldritch Blast compared to Shadow+Green Flame. Good advice.
Is Eldritch Blast considered a ranged attack and if so, does it get a penalty for close range melee use?
Why Fallen Aasimar? I'd go Protector for the free flight.
I'd go with pure Hexblade myself.
Eldritch Blast plus Agonizing Blast gives you decent ranged attack.
Pact of the Blade with Improved Pact Weapon allows you to summon +1 weapons of any type and the Hex Warrior rules allow you to use your Charisma as your combat stat with them, so you only need 14 Dexterity to benefit from Medium Armor.
Half Plate armor with shield gives you AC 19, which will spike to 24 with Shield, although remember that you'll have to take the War Caster feat at level 4 so you can do the somatic component while holding a shield.
Since Charisma is the only stat you really want to worry about, you can start with 17 with points buy (15+2).
You only need 14 Dexterity, and that means you can put 15 into Con. That'll let you start with 9/14/15/8/10/17. At level 4 you're taking War Caster, but at level 8 put +1 into Charisma and Con (remember that Con growth is retroactive and your HP increases to what it would have been if your con was always its new figure). You can take Pole Arm Master and summon a +1 Glaive as your pact weapon if you want to. If you're going with Pole Arm Master you probably won't need War Caster because you won't be using a shield, so take that at level 4 instead.
Warlock has the Beguiling Influence invocation that gives you proficiency in Persuasion and Deception, and you can get Intimidation from the Warlock skills so you have all the important charisma skills covered. The only other skill I'd worry about is Perception and you can get that from your background, either by taking the Sailor background, or by taking another background and swapping out one of the skills for Perception. If you're the face you might want some extra languages, so you can get those from your background too.
For a Hexblade Pact of the Blade Warlock you want the Improved Pact Weapon, Thirsting Blade, Eldritch Smite, and Lifedrinker invocations, and I'd grab them as soon as possible, so there might be times when you don't have Beguiling Influence or Agonizing Blast because you had to swap them, however they all come back again.
Assimar for RP reasons so I am sticking with that (and it gives resistance to necrotic so that cuts down damage significantly in Strahd I am thinking). Perception may be a problem since I am looking at Courtier background for Persuasion and I forget the other plus extra languages. That saves an invocation but the lower perception is not great. I think Lifedrinker is a lvl 12 invocation? I am probably wrong about that so I'll check. I'll only have three invocations by the end of the module but I will see how things are going and swap them out. Probably need to go Shield for the AC boost so Warcaster is a good idea at 4 and boost cha at 8.
Good call on Fiendish Vigor. Wasn't sure how beneficial it will be at say level 7+ but I could switch it out then I'll have to look at Eldritch Blast compared to Shadow+Green Flame. Good advice.
Is Eldritch Blast considered a ranged attack and if so, does it get a penalty for close range melee use?
Yes, it is a ranged attack, so it gets a penalty for using it against someone that is within 5 feet of you. Repelling Blast can help negate that. If the Cleric in your party has Spirit Guardians, that will also help keep people from getting next to you if you're standing close to the somewhat tanky Light Cleric.
Not sure why you think 2-hand weapons are out with a Pact weapon. It's only not an option for Hexblade, but if you take Pact of the Blade you can use whatever weapon you fancy (even ranged weapons if you take the Improved Pact Weapon Invocation).
I was thinking backwards and looking at one dip in Warlock. Forgetting about Fighter?pally proficincies.
Since Charisma is the only stat you really want to worry about, you can start with 17 with points buy (15+2).
You only need 14 Dexterity, and that means you can put 15 into Con. That'll let you start with 9/14/15/8/10/17.
That is great. That,s what I am doing.
So here is what I came up with.
Starting at 3
Fallen Assimar Warlock
Hexblade with Pact of the Blade
stats: 9/14/15/8/10/17
Splint armour, shield and quarterstaff for spell focus.
Invocations: Fiendish Vigor & Eldritch Sight (my thinking is making sure we don't miss magic weapons = good offense; also if it doesn't pay off I may change it at level 4)
Cantrips: Eldritch Blast & Prestidigitation ( I have heard a there is lot of roleplay/social interaction in COS so I want to try this). I have also asked the DM if Eldritch Blast could be house ruled a class ability. If so that frees me up to add Booming Blade.
Spells: Armor of Agathys, Shield, Protection from Good/Evil and Branding Smite. Didn't pick up Hex due to necrotic resistance being common in COS I am assuming, and both it and Branding being concentration.
Level 4 brings a few choices. Go PAM, use summoned polearm with Booming Blade. This frees up the need for improved pact weapon ( I will lose the +1 that Imp Pact brings though). Or I go Warcaster keep sword and board for AC, pick up Imp. Pact Weapon. This forces my invocation choice to be Imp. Pact Weapon..
Level 5 pretty much requires me to have Thirsting Blade and Eldritch Smite invocations. I can probably drop Feindish Vigor due to low temp HP at this level.
One question. Do I need the Hex spell for any synegies since the damage will be resisted?
Again, Thanks so much to the replies. You guys Rock!
I am really looking forward to playing this guy....now I need a name...and my brain is tired.
Remember (Page 125 PHB) you can customize your background by swapping skills and proficiencies, so you can take perception with any background.
I think you mean Scale armor, since Hexblades are proficient with medium armor, not heavy.
I kind of take Hex as a matter of course, but that's a habit, not something you really need.
Booming Blade below level 5 doesn't do any extra damage unless your enemies move, and after level 5 you have Thirsting Blade and will do more damage attacking twice than you will with the extra D8 from Booming Blade. Improved Pact Weapon also allows you to use your pact weapon as a spellcasting focus.
One of the things I like about Warlock is that they can be a model of minimalism. A Pact of the Blade Hexblade, with the Improved Pact Weapon and Armor of Shadows invocations, is basically equipment independent. You can summon the equivalent of +1 Studded Leather and a +1 magical weapon whenever you need them. You can get thrown into one of those Gygax storylines where you lose your equipment at regular intervals (Dungeonland, anyone?) and just shrug it off.
I like the Glasya Tiefling as the basis for my Hexblade so they also come with the minor illusion, disguise self, and invisibility spells built in.
I think you mean Scale armor, since Hexblades are proficient with medium armor, not heavy.
Yup.
Booming Blade below level 5 doesn't do any extra damage unless your enemies move, and after level 5 you have Thirsting Blade and will do more damage attacking twice than you will with the extra D8 from Booming Blade. Improved Pact Weapon also allows you to use your pact weapon as a spellcasting focus.
Thanks for that. Will look at it if I go Polearm Master. If I do go PAM then I can use my offhand for holding/grabbing focus or component pouch after or before the attack?
One of the things I like about Warlock is that they can be a model of minimalism. A Pact of the Blade Hexblade, with the Improved Pact Weapon and Armor of Shadows invocations, is basically equipment independent. You can summon the equivalent of +1 Studded Leather and a +1 magical weapon whenever you need them. You can get thrown into one of those Gygax storylines where you lose your equipment at regular intervals (Dungeonland, anyone?) and just shrug it off.
I'll definitely think about that. Only problem is I may be main fighter until we get some NPC's. I have been there in those old school modules when all you have are skivvies and your wits.
Curse Of Strahd Is Easy As Long As You lay It Slowly and Gather Your Magical Items but it looks like your playing dedicated roles and trying to win So Use A multi class of warlock and fighter and then use half elf and work oof from there it plays of f your hexblade features and lets you reap insane damage and stack effects
In regards to using a free hand for spellcasting, yes. If you're using a two handed weapon it's assumed you can let go with one in order to do the somatic components of spellcasting.
I tend to prefer a component pouch, as you can say it's on your character's belt and you just grab stuff from it when you need it. Chuck any components you have to buy in there as well to make things easy. Obviously Improved Pact Weapon allows you to just use your weapon as an arcane focus to substitute for zero cost/non consumed materials.
Remember also that Booming Blade has a five foot attack range and doesn't increase on a reach weapon. You'd need Spell Sniper for that, and to be frank that's not worth a feat when you can just beat on them with your 10 foot range +1 Glaive.
Quick update on the game. We have played two sessions and it has not started smooth. We are using fantasy grounds for the first time and one player wasn't ready so we had to get him going (even though we had all gotten together online twice before to get ready) so we only had one encounter. The next week, we had 2 encounters but my power went out and computer was laggy after that so it sucked. Also my coding must have been wrong because an enemy was resistant to all my damage even though my summoned pact weapon has the magic property on it in Fantasy Grounds. I am sure it is an error on my part. Also, the cleric (the one who was not ready) picked up a lot of necrotic damage spells...ugh. we had mentioned that to him before. All in all, pretty sucky sessions. BUT>>>>as far as the character, great flavor, I have a crappy but fun pseudo generic Russian accent and a good backstory. So if we all have our s*#t together next time, I'll get to see what I can do. It will be tricky with the players being mostly melee focused but the earlier suggestion to run away if necessary I have found very valid.
Cross posting in Pally and Fighter class forums.
OK...Sorry for length. Starting a COS campaign and one player dropped so I am taking one for the team. I have a backstory that I don't want to change that originally had me as a Fiend Pact Warlock. I still need to be a warlock (at least one level). I am a Fallen Assimar (+2 cha, +1 str) and that can't change. We are using a point buy for abilities. The other two party members are a Light Cleric that wants to melee some and an Archer Ranger. The Ranger may take a fighter dip, I think I talked him out of a three level fighter dip since we will end the campaign at 9 or 10 probably.
So here is what I need help with. We don't have a high cha member to be the face. It falls to me (np with being the face since my main is a Lore Bard). I will also be the main front line fighter/tank.
First option is to go full hexblade. Looks fun, some good damage but probably a bit squishy for front line. Ac may max out at around 18-20. Can I survive? We may be able to get a few henchmen/fighter NPC's down the road.
Second is to go 1 level dip in Warlock and the Pally. It has to be a Pally subclass that can take being a bit Nuetral or who am I kidding...Evil. Oathbreaker is my first thought but Aura of Hate would be bad in this adventure.
Third is one level in Warlock and the rest in Fighter. The only subclass that interests me is the Echo Knight. Problem with Pally and Fighter is if I use pact weapon, PAM and GWM are out due to no 2-hander. I could still Sentinel if I forgo some ASI's for a feat. One trick is use a 1-hand weapon that is versatile.
Shield would def help my AC so a one hander isn't bad. High Cha will give me a good buff to Eldritch blast if I use it. I don't need to be optimized but magic will be scarce. All of the party and the DM have always used a Harn setting which is low to no magic so I am not expecting a lot of magic items. My main goal is to have fun and part of having fun is not getting your butt kicked in every tough fight. This is the first game I have played in years literally that wasn't an one or two adventure shot. I have been playing a Bard since 2E, which started as a Dragon magazine Illusionist mish mash and I have evolved him to 4e and now 5e which is great because a 2e bard sucked.
So I am turning to you guys for some expertise and guidance. Thanks in advance.
2h weapons don't /have/ to be off the table. A 3 level warlock dip gives you pact of the blade, and you can use your pact weapon as your hex weapon.
What I might consider doing, is maining warlock, with a /barbarian/ dip and use rage to prop up your ability to tank damage. Blade pact, improved pact weapon, thirsting blade and eldritch smite are the big invocations you're going to be wanting. You use one spell slot to cast armor of agathys (which does not require conc) to get temp hit points and a damage shield then you rage. Rage soaks up half of the damage that goes towards your AoA temp hp. Your last spell slot will be used for eldritch smite, which you can also do while raging....because you are not casting a spell.
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
Why Fallen Aasimar? I'd go Protector for the free flight.
I'd go with pure Hexblade myself.
Eldritch Blast plus Agonizing Blast gives you decent ranged attack.
Pact of the Blade with Improved Pact Weapon allows you to summon +1 weapons of any type and the Hex Warrior rules allow you to use your Charisma as your combat stat with them, so you only need 14 Dexterity to benefit from Medium Armor.
Half Plate armor with shield gives you AC 19, which will spike to 24 with Shield, although remember that you'll have to take the War Caster feat at level 4 so you can do the somatic component while holding a shield.
Since Charisma is the only stat you really want to worry about, you can start with 17 with points buy (15+2).
You only need 14 Dexterity, and that means you can put 15 into Con. That'll let you start with 9/14/15/8/10/17. At level 4 you're taking War Caster, but at level 8 put +1 into Charisma and Con (remember that Con growth is retroactive and your HP increases to what it would have been if your con was always its new figure). You can take Pole Arm Master and summon a +1 Glaive as your pact weapon if you want to. If you're going with Pole Arm Master you probably won't need War Caster because you won't be using a shield, so take that at level 4 instead.
Warlock has the Beguiling Influence invocation that gives you proficiency in Persuasion and Deception, and you can get Intimidation from the Warlock skills so you have all the important charisma skills covered. The only other skill I'd worry about is Perception and you can get that from your background, either by taking the Sailor background, or by taking another background and swapping out one of the skills for Perception. If you're the face you might want some extra languages, so you can get those from your background too.
For a Hexblade Pact of the Blade Warlock you want the Improved Pact Weapon, Thirsting Blade, Eldritch Smite, and Lifedrinker invocations, and I'd grab them as soon as possible, so there might be times when you don't have Beguiling Influence or Agonizing Blast because you had to swap them, however they all come back again.
Hexblade Warlock with Pact of the Blade is the most common way to do it, it needs a few invocations like Freman mentioned.
Celestial Warlock with Pact of the Chain and the Gift of the Ever Living Ones is an alternative way to do it (especially useful with a 1 level dip in Fighter to start - it lets you use a shield, use Second Wind, get +1 AC from defense fighting style, get heavy armor and martial weapon proficiencies, and get proficiency in Constitution Saves).
You can do an Eldritch Blast based tanky warlock using the crowd control invocations of Eldritch Blast, or you can do a Shadow Blade + Green Flame Blade melee warlock for the option that is the least reliant on invocations (and switch to Shadow of Moil around level 8 if you're able to pick up a good magic weapon).
If you're doing a tanky Warlock, you'll for sure want the Fiendish Vigor invocation. That invocation is OP in tier 1, and it's still pretty good in tier 2. I recommend taking at least 2 levels in Warlock so that you can get that invocation.
Assimar for RP reasons so I am sticking with that (and it gives resistance to necrotic so that cuts down damage significantly in Strahd I am thinking). Perception may be a problem since I am looking at Courtier background for Persuasion and I forget the other plus extra languages. That saves an invocation but the lower perception is not great. I think Lifedrinker is a lvl 12 invocation? I am probably wrong about that so I'll check. I'll only have three invocations by the end of the module but I will see how things are going and swap them out. Probably need to go Shield for the AC boost so Warcaster is a good idea at 4 and boost cha at 8.
Thanks for the advice.
Yes, it is a ranged attack, so it gets a penalty for using it against someone that is within 5 feet of you. Repelling Blast can help negate that. If the Cleric in your party has Spirit Guardians, that will also help keep people from getting next to you if you're standing close to the somewhat tanky Light Cleric.
I was thinking backwards and looking at one dip in Warlock. Forgetting about Fighter?pally proficincies.
That is great. That,s what I am doing.
So here is what I came up with.
Starting at 3
Fallen Assimar Warlock
Hexblade with Pact of the Blade
stats: 9/14/15/8/10/17
Splint armour, shield and quarterstaff for spell focus.
Invocations: Fiendish Vigor & Eldritch Sight (my thinking is making sure we don't miss magic weapons = good offense; also if it doesn't pay off I may change it at level 4)
Cantrips: Eldritch Blast & Prestidigitation ( I have heard a there is lot of roleplay/social interaction in COS so I want to try this). I have also asked the DM if Eldritch Blast could be house ruled a class ability. If so that frees me up to add Booming Blade.
Spells: Armor of Agathys, Shield, Protection from Good/Evil and Branding Smite. Didn't pick up Hex due to necrotic resistance being common in COS I am assuming, and both it and Branding being concentration.
Level 4 brings a few choices. Go PAM, use summoned polearm with Booming Blade. This frees up the need for improved pact weapon ( I will lose the +1 that Imp Pact brings though). Or I go Warcaster keep sword and board for AC, pick up Imp. Pact Weapon. This forces my invocation choice to be Imp. Pact Weapon..
Level 5 pretty much requires me to have Thirsting Blade and Eldritch Smite invocations. I can probably drop Feindish Vigor due to low temp HP at this level.
One question. Do I need the Hex spell for any synegies since the damage will be resisted?
Again, Thanks so much to the replies. You guys Rock!
I am really looking forward to playing this guy....now I need a name...and my brain is tired.
Edited for a bit easier read
Remember (Page 125 PHB) you can customize your background by swapping skills and proficiencies, so you can take perception with any background.
I think you mean Scale armor, since Hexblades are proficient with medium armor, not heavy.
I kind of take Hex as a matter of course, but that's a habit, not something you really need.
Booming Blade below level 5 doesn't do any extra damage unless your enemies move, and after level 5 you have Thirsting Blade and will do more damage attacking twice than you will with the extra D8 from Booming Blade. Improved Pact Weapon also allows you to use your pact weapon as a spellcasting focus.
One of the things I like about Warlock is that they can be a model of minimalism. A Pact of the Blade Hexblade, with the Improved Pact Weapon and Armor of Shadows invocations, is basically equipment independent. You can summon the equivalent of +1 Studded Leather and a +1 magical weapon whenever you need them. You can get thrown into one of those Gygax storylines where you lose your equipment at regular intervals (Dungeonland, anyone?) and just shrug it off.
I like the Glasya Tiefling as the basis for my Hexblade so they also come with the minor illusion, disguise self, and invisibility spells built in.
I didn't know that...thx.
Yup.
Thanks for that. Will look at it if I go Polearm Master. If I do go PAM then I can use my offhand for holding/grabbing focus or component pouch after or before the attack?
I'll definitely think about that. Only problem is I may be main fighter until we get some NPC's. I have been there in those old school modules when all you have are skivvies and your wits.
Curse Of Strahd Is Easy As Long As You lay It Slowly and Gather Your Magical Items but it looks like your playing dedicated roles and trying to win So Use A multi class of warlock and fighter and then use half elf and work oof from there it plays of f your hexblade features and lets you reap insane damage and stack effects
In regards to using a free hand for spellcasting, yes. If you're using a two handed weapon it's assumed you can let go with one in order to do the somatic components of spellcasting.
I tend to prefer a component pouch, as you can say it's on your character's belt and you just grab stuff from it when you need it. Chuck any components you have to buy in there as well to make things easy. Obviously Improved Pact Weapon allows you to just use your weapon as an arcane focus to substitute for zero cost/non consumed materials.
Remember also that Booming Blade has a five foot attack range and doesn't increase on a reach weapon. You'd need Spell Sniper for that, and to be frank that's not worth a feat when you can just beat on them with your 10 foot range +1 Glaive.
Thanks for all the input. We start tonight so I'll see how it goes for a few sessions and make adjustments.
Cheers. Best of luck.
Let us know how it goes.
Quick update on the game. We have played two sessions and it has not started smooth. We are using fantasy grounds for the first time and one player wasn't ready so we had to get him going (even though we had all gotten together online twice before to get ready) so we only had one encounter. The next week, we had 2 encounters but my power went out and computer was laggy after that so it sucked. Also my coding must have been wrong because an enemy was resistant to all my damage even though my summoned pact weapon has the magic property on it in Fantasy Grounds. I am sure it is an error on my part. Also, the cleric (the one who was not ready) picked up a lot of necrotic damage spells...ugh. we had mentioned that to him before. All in all, pretty sucky sessions. BUT>>>>as far as the character, great flavor, I have a crappy but fun pseudo generic Russian accent and a good backstory. So if we all have our s*#t together next time, I'll get to see what I can do. It will be tricky with the players being mostly melee focused but the earlier suggestion to run away if necessary I have found very valid.
Fortunately a Cleric can just switch out its spells after the next long rest.
Divine casters are good like that.