So we just hit level 6 which means I get to learn some more spells. I’m an Archfey Tomelock and right now, I know 6 spells. Faerie Fire, Hold Person, Invisibility, Blink, Counterspell, Hunger of Hadar.
I’m considering dropping Faerie Fire though, since it doesn’t scale with my higher spell slots. I’d replace it with something like Dispel Magic, Enemies Abound, Thunder Step, or maybe Major Image.
Any thoughts or suggestions are much appreciated though!
If your DM likes using Invisibility, especially Greater Invisibility, I'd strongly suggest keeping Faerie Fire even though it doesn't scale with level. It's almost the only spell available that counters Invisibility and it's also a potent buff for your allies.
Other than that, I like Thunder Step and then swap it out for Dimension Door when you hit 7th level. Being able to teleport yourself and one ally out of melee and also do a small amount of damage to your opponents at the same time is surprisingly useful.
Picking Warlock Spells!
So we just hit level 6 which means I get to learn some more spells. I’m an Archfey Tomelock and right now, I know 6 spells. Faerie Fire, Hold Person, Invisibility, Blink, Counterspell, Hunger of Hadar.
I’m considering dropping Faerie Fire though, since it doesn’t scale with my higher spell slots. I’d replace it with something like Dispel Magic, Enemies Abound, Thunder Step, or maybe Major Image.
Any thoughts or suggestions are much appreciated though!
If your DM likes using Invisibility, especially Greater Invisibility, I'd strongly suggest keeping Faerie Fire even though it doesn't scale with level. It's almost the only spell available that counters Invisibility and it's also a potent buff for your allies.
Other than that, I like Thunder Step and then swap it out for Dimension Door when you hit 7th level. Being able to teleport yourself and one ally out of melee and also do a small amount of damage to your opponents at the same time is surprisingly useful.
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Just in the broadest sense - you don't need any damage spells, assuming that you have eldritch blast and agonizing blast.
Focus on spells that allow you to control the battlefield and those that allow you to escape.
Hold person, darkness**, invisibility, gaseous form, fly, dispel magic, etc
Also, the new summoning spells increase the party's action economy without the risk of the summoned creature turning on you.
** especially useful when combined with devil's sight.