I will be playing in a One-Shot and wanted to try out the Celestial Warlock as a Support Healer.
Have any of you played this style of Warlock yet? If so, what were your thoughts, was there something mechanically that helped make the healing flow a little better?
The Healing Light feature is nice as a Bonus Action as Warlocks are pretty limited with their Spell Slots. Although the new ability to get one Spell Slot back with Magical Cunning is nice.
Cheers!
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Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
If you want to maximize your healing abilities, consider taking the Origin Feat of Healer and carry at least two Healer's Kits. Your spell slots will be occupied with Cure Wounds casting.
I played one through level 8 (using ‘14 rules) as the party’s main healer. No one died, so be that standard, it worked pretty well. I took the chef feat to hand out some temp hp, and give a boost to short rest hit die healing. Auto upcast cure wounds was pretty great. I’d use those right before a short rest to save people on hit die, also. The big issue for me was I was the only party member with revivify. So instead of 2 spell slots, I effectively had 1, since I always had to keep that other available for a potential revivify. I mean, I didn’t have to, I just did to be safe.
That part ended up a mixed bag, as it forced me to think really hard about when and how to use my one spell slots. In a strategic sense, that part was pretty fun. But it also meant that for most combats, I was just going to eldritch blast all the time. I realize that’s most warlocks in most combats, it just seemed more acute only having one spell. It might have gotten better if we’d leveled a bit more and I could have gotten some mystic arcanum.
I have yet to play a 24 celestial warlock, but 14 Celestial Warlock was sort of my main for the short year i started playing back just before 24 came out, so I’ve been thinking a lot about my updated version.
Personally, I started with 1 level on fighter and designed a gish build. It works perfectly with warcaster’s ability to use shields, and the weapon masteries give the pact of the blade more purpose.
i’m not sure what level your 1 shot is and what you will or will not have access to because of it and/or a multiclass build, but that would be the way I would go in your position.
not sure what level you're playing at but Chef and Inspiring Leader are good general feats for healing. Damage that doesn't need healing is also healing, so those sources of temporary HP can be useful. Lessons of the First Ones, also allows you to have multiple origin feats, so if you want both Healer and Skilled, that is possible.
Pact of the Chain, Sphinx of Wonder gives a reaction 2/LR, adds +2 to the ability check or saving throw for itself or an ally within 30 foot as a reaction. +2 might not sound like much but there are times that could be useful for avoiding situations in the first place. Also as Sphinx of Wonder is a Tiny Celestial, it fits thematically.
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Greetings D&D Beyond and Community,
I will be playing in a One-Shot and wanted to try out the Celestial Warlock as a Support Healer.
Have any of you played this style of Warlock yet?
If so, what were your thoughts, was there something mechanically that helped make the healing flow a little better?
The Healing Light feature is nice as a Bonus Action as Warlocks are pretty limited with their Spell Slots.
Although the new ability to get one Spell Slot back with Magical Cunning is nice.
Cheers!
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
Not sure of the race you have planned but using an Aasimar gives you more healing, and may fit into the backstory for a warlock's Celestial patron.
If you want to maximize your healing abilities, consider taking the Origin Feat of Healer and carry at least two Healer's Kits. Your spell slots will be occupied with Cure Wounds casting.
I played one through level 8 (using ‘14 rules) as the party’s main healer. No one died, so be that standard, it worked pretty well. I took the chef feat to hand out some temp hp, and give a boost to short rest hit die healing. Auto upcast cure wounds was pretty great. I’d use those right before a short rest to save people on hit die, also.
The big issue for me was I was the only party member with revivify. So instead of 2 spell slots, I effectively had 1, since I always had to keep that other available for a potential revivify. I mean, I didn’t have to, I just did to be safe.
That part ended up a mixed bag, as it forced me to think really hard about when and how to use my one spell slots. In a strategic sense, that part was pretty fun. But it also meant that for most combats, I was just going to eldritch blast all the time. I realize that’s most warlocks in most combats, it just seemed more acute only having one spell. It might have gotten better if we’d leveled a bit more and I could have gotten some mystic arcanum.
I have yet to play a 24 celestial warlock, but 14 Celestial Warlock was sort of my main for the short year i started playing back just before 24 came out, so I’ve been thinking a lot about my updated version.
Personally, I started with 1 level on fighter and designed a gish build. It works perfectly with warcaster’s ability to use shields, and the weapon masteries give the pact of the blade more purpose.
i’m not sure what level your 1 shot is and what you will or will not have access to because of it and/or a multiclass build, but that would be the way I would go in your position.
www.dndbeyond.com/sheet-pdfs/Actionsparda_150088777.pdf
I've played them, they are ok as a healer, and can dish out damage, not as well as some other Warlocks, I love the subclass a lot.
Healer looks good but you might also want to consider taking skilled and making one of the tools the herbalism kit so you can brew potions of healing.
Wisea$$ DM and Player since 1979.
not sure what level you're playing at but Chef and Inspiring Leader are good general feats for healing. Damage that doesn't need healing is also healing, so those sources of temporary HP can be useful. Lessons of the First Ones, also allows you to have multiple origin feats, so if you want both Healer and Skilled, that is possible.
Pact of the Chain, Sphinx of Wonder gives a reaction 2/LR, adds +2 to the ability check or saving throw for itself or an ally within 30 foot as a reaction. +2 might not sound like much but there are times that could be useful for avoiding situations in the first place. Also as Sphinx of Wonder is a Tiny Celestial, it fits thematically.