My wife’s character is not is a lvl 4 warlock and it is not showing any of her 1lvl spell slots, it shows her 2nd level, but since it doesn’t show she has any 1st lvl slots all her 1st level spells that can be cast at higher levels only show in her 2nd level spell options, I have tried remaking her character in my own account, but I’m having the same issue, she is using a home brew patron, but even when I created it with The Fiend, it was still having the same issue, please help, EDIT: just made another one, and looks like the loss of 1st lvl slots happens between lvls 2 and 3 regardless of which pact I choose
Warlocks have a unique spellcasting feature where they can ONLY cast at the HIGHEST level spell slot. Unlike other spellcasters you cannot upcast a lower level spell to make it stronger. It is already stronger.
But as I'm sure you also noticed warlocks only have 1 spell slot at level 1 and then 2 spell slots at level 2 up until I think level 11 and then finally getting 4 spell slots (which are all 5th level spells) at level 17.
Other classes have MORE spell slots of varying levels which replenish on a LONG rest. Warlocks on the other hand have a LOT fewer spell slots of a single level (the highest level that you're capable of casting) but recharge them all on a SHORT rest.
The biggest issue here is if you're in a party that doesn't short rest often. A warlock (and even monk) need to short rest as much as possible to recharge. I admit unless a warlock takes at least 2-3 short rests per long rest they will be underpowered (at least spell slot-wise.. If they power up their eldritch blast through invocations they will still deal a LOT of damage). If your group can take 3 or more than the warlock will actually be ahead spell slot-wise.
But knowing this should effect your playstyle. Even though warlocks are full spellcasters they should not be played as such. They're played more like rangers with their eldritch blast being more of their 'bow'. Agonizing blast is almost mandatory as it gives you a +CHA bonus PER BEAM (unlike other cantrips which just increase the damage die, at level 5, 11 and 17, eldritch blast creates another beam of 1d10 (as opposed to 2d10 like firebolt.. which don't even use a CHA bonus at all). The biggest drawback to this is that you need to roll for attack for each beam (4 attack rolls instead of 1 attack roll). although on one hand if you miss the first shot, you still have another (or up to 3 more) shots to have a chance to hit.
but that being said since each beam is considered a separate attack you have a handful of benefits:
1) you can choose to redirect each beam to an individual target. Useful if you know a target will die you can just do 1d10+cha instead of the full brunt of 4d10
2) since each beam is a separate attack, the CHA bonus of agonizing blasts applies to each attack so at level 17 you would do 1d10+5, 1d10+5, 1d10+5, 1d10+5 (5 being your max charisma modifier) for a total of 4d10+20 that you can divide up to up to 4 creatures.
3) spells like hex, just like agonizing blast effect each beam so that 1d10+5, 1d10+5, 1d10+5, 1d10+5 is now 1d10+5+1d6, 1d10+5+1d6, 1d10+5+1d6, 1d10+5+1d6
Looking at the invocations you can see that eldritch blast is meant to be the main course of warlocks (which you can say is good or bad if you have a problem with it). Agonizing blast deals extra damage. Repelling blast which knocks target back 10 feet PER beam. Lance of lethargy reduces movement speed by 10 (unfortunately you can only reduce 10 speed no matter how many beams you shoot). grasp of hadar brings the target 10 feet closer to you (again, only 10 feet). and there are a few more.
another good combo invocations is maddening hex which automatically does CHA damage to EVERYONE next to your hex target. Free damage using your bonus action. no roll required.
So you can see that for individual targets you SHOULDN'T even be using your limited spell slots because you don't have ENOUGH to spam them like a wizard, sorcerer or druid would have. A warlock should ONLY use their spell slots for utility spells like invisibility or other things where the party NEEDS your magic OR for AOE spells (area of effect) that target AT LEAST 3 monsters otherwise you're wasting a precious, precious resource
(sorry this clarification became more of a warlock guide)
Also you can see the exact breakdown of how many spell slots you learn, at what level they upgrade and all other important information on the warlock table on the warlock page.
Noxx89: One small clarification: Maddening Hex allows the warlock to teleport up to 30 feet to a spot within 5 feet of the target of his or her hex. Were you thinking of a different invocation? Because what you described sounds super sweet and I'd like to know about it, if so.
Noxx89: One small clarification: Maddening Hex allows the warlock to teleport up to 30 feet to a spot within 5 feet of the target of his or her hex. Were you thinking of a different invocation? Because what you described sounds super sweet and I'd like to know about it, if so.
Nope. You're thinking of Relentless Hex. Maddening does the psychic blast
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level.
Noxx89: One small clarification: Maddening Hex allows the warlock to teleport up to 30 feet to a spot within 5 feet of the target of his or her hex. Were you thinking of a different invocation? Because what you described sounds super sweet and I'd like to know about it, if so.
Nope. You're thinking of Relentless Hex. Maddening does the psychic blast
I'll be honest, I never read the warlock page. I find it easier to just kinda learn as I go. Now I have my first fourth level warlock and was so confused and thought it was some sort of glitch. He's also six levels in fighter and doesn't like to actually use his magic, so luckily this shouldn't affect my play style for him too much. Definitely good to know for my other warlock characters, though, going forward. So thanks from like four and a half years in the future.
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My wife’s character is not is a lvl 4 warlock and it is not showing any of her 1lvl spell slots, it shows her 2nd level, but since it doesn’t show she has any 1st lvl slots all her 1st level spells that can be cast at higher levels only show in her 2nd level spell options, I have tried remaking her character in my own account, but I’m having the same issue, she is using a home brew patron, but even when I created it with The Fiend, it was still having the same issue, please help, EDIT: just made another one, and looks like the loss of 1st lvl slots happens between lvls 2 and 3 regardless of which pact I choose
It's because that's how warlocks work. Please consult the Warlock table for more information. :)
Partway through the quest for absolute truth.
Warlocks have a unique spellcasting feature where they can ONLY cast at the HIGHEST level spell slot. Unlike other spellcasters you cannot upcast a lower level spell to make it stronger. It is already stronger.
But as I'm sure you also noticed warlocks only have 1 spell slot at level 1 and then 2 spell slots at level 2 up until I think level 11 and then finally getting 4 spell slots (which are all 5th level spells) at level 17.
Other classes have MORE spell slots of varying levels which replenish on a LONG rest. Warlocks on the other hand have a LOT fewer spell slots of a single level (the highest level that you're capable of casting) but recharge them all on a SHORT rest.
The biggest issue here is if you're in a party that doesn't short rest often. A warlock (and even monk) need to short rest as much as possible to recharge. I admit unless a warlock takes at least 2-3 short rests per long rest they will be underpowered (at least spell slot-wise.. If they power up their eldritch blast through invocations they will still deal a LOT of damage). If your group can take 3 or more than the warlock will actually be ahead spell slot-wise.
But knowing this should effect your playstyle. Even though warlocks are full spellcasters they should not be played as such. They're played more like rangers with their eldritch blast being more of their 'bow'. Agonizing blast is almost mandatory as it gives you a +CHA bonus PER BEAM (unlike other cantrips which just increase the damage die, at level 5, 11 and 17, eldritch blast creates another beam of 1d10 (as opposed to 2d10 like firebolt.. which don't even use a CHA bonus at all). The biggest drawback to this is that you need to roll for attack for each beam (4 attack rolls instead of 1 attack roll). although on one hand if you miss the first shot, you still have another (or up to 3 more) shots to have a chance to hit.
but that being said since each beam is considered a separate attack you have a handful of benefits:
1) you can choose to redirect each beam to an individual target. Useful if you know a target will die you can just do 1d10+cha instead of the full brunt of 4d10
2) since each beam is a separate attack, the CHA bonus of agonizing blasts applies to each attack so at level 17 you would do 1d10+5, 1d10+5, 1d10+5, 1d10+5 (5 being your max charisma modifier) for a total of 4d10+20 that you can divide up to up to 4 creatures.
3) spells like hex, just like agonizing blast effect each beam so that 1d10+5, 1d10+5, 1d10+5, 1d10+5 is now 1d10+5+1d6, 1d10+5+1d6, 1d10+5+1d6, 1d10+5+1d6
Looking at the invocations you can see that eldritch blast is meant to be the main course of warlocks (which you can say is good or bad if you have a problem with it). Agonizing blast deals extra damage. Repelling blast which knocks target back 10 feet PER beam. Lance of lethargy reduces movement speed by 10 (unfortunately you can only reduce 10 speed no matter how many beams you shoot). grasp of hadar brings the target 10 feet closer to you (again, only 10 feet). and there are a few more.
another good combo invocations is maddening hex which automatically does CHA damage to EVERYONE next to your hex target. Free damage using your bonus action. no roll required.
So you can see that for individual targets you SHOULDN'T even be using your limited spell slots because you don't have ENOUGH to spam them like a wizard, sorcerer or druid would have. A warlock should ONLY use their spell slots for utility spells like invisibility or other things where the party NEEDS your magic OR for AOE spells (area of effect) that target AT LEAST 3 monsters otherwise you're wasting a precious, precious resource
(sorry this clarification became more of a warlock guide)
Also you can see the exact breakdown of how many spell slots you learn, at what level they upgrade and all other important information on the warlock table on the warlock page.
https://www.dndbeyond.com/classes/warlock#ClassFeatures
Noxx89: One small clarification: Maddening Hex allows the warlock to teleport up to 30 feet to a spot within 5 feet of the target of his or her hex. Were you thinking of a different invocation? Because what you described sounds super sweet and I'd like to know about it, if so.
Partway through the quest for absolute truth.
Nope. You're thinking of Relentless Hex. Maddening does the psychic blast
It is all explained in the classes features:
Gotcha. Thanks!
Partway through the quest for absolute truth.
Thank you for both the clarification and the guide. I've been wondering the same thing and this was SUPER HELPFUL!!
I'll be honest, I never read the warlock page. I find it easier to just kinda learn as I go. Now I have my first fourth level warlock and was so confused and thought it was some sort of glitch. He's also six levels in fighter and doesn't like to actually use his magic, so luckily this shouldn't affect my play style for him too much. Definitely good to know for my other warlock characters, though, going forward. So thanks from like four and a half years in the future.