I made a character but I have no idea if it would work (Most places I looked at said having magic was a bad idea when you're just starting, but I honestly can't see myself using anything but that)
I love warlocks, so I want you do know some musts before going in.
They're pretty simple to use for beginning players, but at 2nd level they get invocations, so make sure to read over those carefully, with a mindset about the rules, not normal logic. Also, they don't get as many spell slots as most spell casters, especially full casters (which are the highest form of spell caster), but they get all of their spells to be the same level. That means to not forget that if you use a level 1 spell with different abilities when it's casted at higher levels, you use the level of spell slot your warlock knows.
Also I just looked back. You're probably gonna regret not taking a different attack cantrip, eldritch blast in particular if you're starting.
Cha should be your highest ability score if you have the option to swap those around, that said 16 is plenty (max modifier if you were using the standard array) and you will function just fine. If you take eldritch blast, the hex spell, and agonizing blast invocation and max out cha with your first two ASIs you will have a strong character no matter what other choices you make. You can even multi class into literally anything as long as you don’t delay those first two ASIs. Warlocks are very forgiving in that way.
I would recommend switching "Comprehend Languages" for "Hex". You only get a very limited selection of spells and have less slots to cast them than anyone else, so if your group has other casters they are probably better prepared to focus on utility spells.
Also, be aware that Warlocks are balanced around short rests where you will get your spells back. If the majority of your group is playing long rest classes like Wizard, Cleric, Druid, Sorcerer, ... you will probably end up making a lot of long rests which gives them basically far more "ammunition" during combat than you get.
So if you feel a bit "weak" compared to other characters work with your DM on how to fix it. You could for example receive the same spell slots as other classes and loose the recovery during short rests. Or maybe your group would be a good fit for the "gritty realism" optional rules from the DMG.
The default, powerful warlock strategy is this: hex + eldritch blast + agonizing blast invocation.
Assuming you start with 16 CHA at level 1, your potential damage per turn as you level up using only these 2 spells (1 spell slot per battle) goes like this:
1) 9 (1d10+1d6)
2) 12 (1d10+1d6+3) agonizing blast
4) 13 (1d10+1d6+4) ASI
5) 26 (2d10+2d6+8)
8) 28 (2d10+2d6+10) ASI
11) 42 (3d10+3d6+15)
17) 56 (4d10+4d6+20)
Which is a respectable amount of resource light damage. And this way you can use your limited known spells for some utility and AOE spells.
ddb.ac/characters/23472802/gfgkop
I made a character but I have no idea if it would work (Most places I looked at said having magic was a bad idea when you're just starting, but I honestly can't see myself using anything but that)
I love warlocks, so I want you do know some musts before going in.
They're pretty simple to use for beginning players, but at 2nd level they get invocations, so make sure to read over those carefully, with a mindset about the rules, not normal logic. Also, they don't get as many spell slots as most spell casters, especially full casters (which are the highest form of spell caster), but they get all of their spells to be the same level. That means to not forget that if you use a level 1 spell with different abilities when it's casted at higher levels, you use the level of spell slot your warlock knows.
Also I just looked back. You're probably gonna regret not taking a different attack cantrip, eldritch blast in particular if you're starting.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
I'm gonna start looking up invocations then. I also changed the cantrip.
Cha should be your highest ability score if you have the option to swap those around, that said 16 is plenty (max modifier if you were using the standard array) and you will function just fine. If you take eldritch blast, the hex spell, and agonizing blast invocation and max out cha with your first two ASIs you will have a strong character no matter what other choices you make. You can even multi class into literally anything as long as you don’t delay those first two ASIs. Warlocks are very forgiving in that way.
I would recommend switching "Comprehend Languages" for "Hex". You only get a very limited selection of spells and have less slots to cast them than anyone else, so if your group has other casters they are probably better prepared to focus on utility spells.
Also, be aware that Warlocks are balanced around short rests where you will get your spells back. If the majority of your group is playing long rest classes like Wizard, Cleric, Druid, Sorcerer, ... you will probably end up making a lot of long rests which gives them basically far more "ammunition" during combat than you get.
So if you feel a bit "weak" compared to other characters work with your DM on how to fix it. You could for example receive the same spell slots as other classes and loose the recovery during short rests. Or maybe your group would be a good fit for the "gritty realism" optional rules from the DMG.
The default, powerful warlock strategy is this: hex + eldritch blast + agonizing blast invocation.
Assuming you start with 16 CHA at level 1, your potential damage per turn as you level up using only these 2 spells (1 spell slot per battle) goes like this:
Which is a respectable amount of resource light damage. And this way you can use your limited known spells for some utility and AOE spells.