The OP is misunderstanding how this works in several ways. I am currently playing a sorlock, and yes it's powerful. Yes, I also paid a heavy price for my two level of warlock. My spell progression is behind, my ASIs are behind. At higher levels, that will likely not be a problem, but for now I am weaker than I would be as a single class sorcerer.
Rollback Post to RevisionRollBack
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.
This reminds me of when I worked in a bakery and a person started berating everyone because we didn’t have their cake. Turns out, they ordered it from a different store.
At 11th level, a Hexblade warlock 2/ Sorcerer 9 can cast three Eldritch blast rays, then quick cast three more. Thats six attacks per round. If you cast Hex it adds 1d6 per beam, and if you use Hexblade curse, each of the six attacks deals 1d10+1d6+4+CHA (likely 4 or 5), and each ray crits on a 19 or 20.
Six attacks that deal 17 average damage each, and crit 1 in 10 times. At 11th level. Even against AC 20 thats 60 damage per round average.
So I just wrote a house rule that Mage Armor cast with 3rd level slot or higher gives resistance to force damage. That way i can choose to tone down the sorclock for some encounters if I want to.
Is there another class that can attack something at 600' and also push it away 10' while simultaneously slowing it 10' /blast and ignores 3/4 cover?
So, basically it does 4d10+20 damage, knocks it back 40' and slows it 40' while ignoring 3/4 cover. Add quickened and it's 8d10+40, knocks back 80' and slows it's move 80'.
Any foe you put against it can't run (Movement 30, use the action to move for 30 more still leaves you down 20 movement.) can't advance (Same issues), and takes an average of 80HP per turn for as long as you have sorcerer points.
Unless I'm misreading the rules, this seems overpowered to me.
Is there another class that can attack something at 600' and also push it away 10' while simultaneously slowing it 10' /blast and ignores 3/4 cover?
So, basically it does 4d10+20 damage, knocks it back 40' and slows it 40' while ignoring 3/4 cover. Add quickened and it's 8d10+40, knocks back 80' and slows it's move 80'.
Any foe you put against it can't run (Movement 30, use the action to move for 30 more still leaves you down 20 movement.) can't advance (Same issues), and takes an average of 80HP per turn for as long as you have sorcerer points.
Unless I'm misreading the rules, this seems overpowered to me.
Lance of Lethargy works once on each of your turns, so the enemy's speed is only down 10 feet. They can use the rest of their movement to get behind a wall, a tree, a piece of paper, etc.
This strategy is very good against enemies with no magic standing in an open field. I have never had an encounter like that though.
So it wouldn't work per bolt, only on the first bolt? So if the warlock is shooting 4 people only one can be affected by the speed drop? What about the push-back, same deal? Only on the first bolt?
So it wouldn't work per bolt, only on the first bolt? So if the warlock is shooting 4 people only one can be affected by the speed drop? What about the push-back, same deal? Only on the first bolt?
Some clarity:
Repelling Blast works on all bolts, you can push someone 40 ft at level 17. Kind of weird, but usually not that much of a deal considering it's level 17. People have 9th level spells, pushing something 40 ft is nothing.
Grasp of Hadar works once per turn. The warlock gets to choose who to pull back, but can only pull back one person (i.e first bolt that hits and warlock decides to use that invocation).
Lance of Lethargy same deal, first bolt that hits and that the warlock decides to the use the invocation (they decide after the bolt hits to slow or not)
The OP is misunderstanding how this works in several ways. I am currently playing a sorlock, and yes it's powerful. Yes, I also paid a heavy price for my two level of warlock. My spell progression is behind, my ASIs are behind. At higher levels, that will likely not be a problem, but for now I am weaker than I would be as a single class sorcerer.
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
This reminds me of when I worked in a bakery and a person started berating everyone because we didn’t have their cake. Turns out, they ordered it from a different store.
At 11th level, a Hexblade warlock 2/ Sorcerer 9 can cast three Eldritch blast rays, then quick cast three more. Thats six attacks per round. If you cast Hex it adds 1d6 per beam, and if you use Hexblade curse, each of the six attacks deals 1d10+1d6+4+CHA (likely 4 or 5), and each ray crits on a 19 or 20.
Six attacks that deal 17 average damage each, and crit 1 in 10 times. At 11th level. Even against AC 20 thats 60 damage per round average.
So I just wrote a house rule that Mage Armor cast with 3rd level slot or higher gives resistance to force damage. That way i can choose to tone down the sorclock for some encounters if I want to.
Is there another class that can attack something at 600' and also push it away 10' while simultaneously slowing it 10' /blast and ignores 3/4 cover?
So, basically it does 4d10+20 damage, knocks it back 40' and slows it 40' while ignoring 3/4 cover. Add quickened and it's 8d10+40, knocks back 80' and slows it's move 80'.
Any foe you put against it can't run (Movement 30, use the action to move for 30 more still leaves you down 20 movement.) can't advance (Same issues), and takes an average of 80HP per turn for as long as you have sorcerer points.
Unless I'm misreading the rules, this seems overpowered to me.
You are, and it's not as bad as you think.
Lance of Lethargy works once on each of your turns, so the enemy's speed is only down 10 feet. They can use the rest of their movement to get behind a wall, a tree, a piece of paper, etc.
This strategy is very good against enemies with no magic standing in an open field. I have never had an encounter like that though.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
So it wouldn't work per bolt, only on the first bolt? So if the warlock is shooting 4 people only one can be affected by the speed drop? What about the push-back, same deal? Only on the first bolt?
Why not give more monsters force resistance/immunity?
All things Lich - DM tips, tricks, and other creative shenanigans
Counterspell the shield and continue damage
Some clarity:
Repelling Blast works on all bolts, you can push someone 40 ft at level 17. Kind of weird, but usually not that much of a deal considering it's level 17. People have 9th level spells, pushing something 40 ft is nothing.
Grasp of Hadar works once per turn. The warlock gets to choose who to pull back, but can only pull back one person (i.e first bolt that hits and warlock decides to use that invocation).
Lance of Lethargy same deal, first bolt that hits and that the warlock decides to the use the invocation (they decide after the bolt hits to slow or not)
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.