so basically i'm preparing for a campaign I'm going to dm for the first time and I want the party to all be warlocks (for lore reasons) but make it so all classes they choose to multi class with like good to play but I don't know how to do it? How do I make it so that the classes they choose to multi class with doesnt make them suck and kinda useless
Each version of the Warlock can easily simulate a version of one of the other classes.
Divine Pact - Cleric Proxy (Has heals)
Fiend Pact - Wizard Proxy (Can cast Fireball)
Fey Pact - Rogue/Bard Proxy (Has access to mobility abilities and light manipulation powers)
Great Old One Pact - Bard Proxy (Has control powers)
Hexblade - Fighter Proxy (Your stabby guy)
Plus whatever you can proxy with all the other warlock pacts. Just have your party of magical girls and their other-worldly sugar-daddy(ies) and let them do an adventure. As the DM you have the freedom to adjust thigs on your end to help balance thigs out.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Do they need to BE warlocks, or can you simply say that story-wise they have a pact or deal with an entity that needs to be resolved? You don't need to impose mechanical changes if all you want is a story beat to begin with.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
In general it does count if they are using the statistics of the Warlock class. But you can interpret a "group patron" that can fuel the basic powers of an adventuring group of non-Warlocks if you wish as well. I would lean to a group of Warlocks, because that would be entertaining. But if you aren't comfortable without your players using a variety of classes, then the other way can be done as well.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I'd make sure that the players are on board with all being a single class before you write it up - it might seem cool, but there will be a lot of stepping on each other's toes, even if they all took different subclasses.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I agree with Metamongoose on this. So long as your players are all OK playing Warlocks avoid multiclassing and instead just encourage them to build a Warlock to fill the niche. Depending on subclass and invocations taken they're one of the more customisable classes. I'm playing in a campaign at the moment with two Warlocks, one an Archfey 2024 and one Hexblade 2014 and we both play completely differently
The only classes the wont make your players suck are Paladin, Bard, Sorcerer as they all share the charisma casting stat - a high level Paladin that took 2 levels of warlock and can hit from range with eldritch blast .... very nice same is true of the Bard and Sorc.
Imo make them all take 2 levels of warlock then pick one of those 3 - as others have said a Hexblade can make a fine front liner if a bit squishy compared to say a Barb. The Bard can either go Lore or Valor and if needed can spec for Stealth. The sorcerer can go Divine Soul for heals and the Paladin Retribution - they get all the fun Paladin toys.
Have you looked at the Group Patron rules in Tasha's Cauldron of Everything? There's even a section for the patron being an "ancient being." Might give you some ideas.
I'll also echo what others have said about making sure your players are into the "Oops all Warlocks" party.
It wouldn't be big deal if for example you made multiclasses less MAD by letting them simply use charisma in place of other spell casting stats. There's no real balance reason why sorcerer and warlock share a casting stat but Warlock and Clerics don't. It's just flavor
You can also have them play warlocks and change the spell lists. Generally speaking the spell lists are meant to be equal in power they just have different flavors of spells. You can give a warlock the paladin list without issue if you want them to feel more paladin like. or the cleric list. It really doesn't matter.
Feats can also give a taste of a class without multi classing. for example you could give them all a background with a feet like eldritch adept or something else to give them flavors of other classes. Backgrounds give feats in the new version any way.
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so basically i'm preparing for a campaign I'm going to dm for the first time and I want the party to all be warlocks (for lore reasons) but make it so all classes they choose to multi class with like good to play but I don't know how to do it? How do I make it so that the classes they choose to multi class with doesnt make them suck and kinda useless
I couldn't roll to this, I nat 2oed immediately!!! clean up aisle MY DICES
Suggestion: Don't allow multi-classing.
Each version of the Warlock can easily simulate a version of one of the other classes.
Plus whatever you can proxy with all the other warlock pacts. Just have your party of magical girls and their other-worldly sugar-daddy(ies) and let them do an adventure. As the DM you have the freedom to adjust thigs on your end to help balance thigs out.
Do they need to BE warlocks, or can you simply say that story-wise they have a pact or deal with an entity that needs to be resolved? You don't need to impose mechanical changes if all you want is a story beat to begin with.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
well they have a contract and someone that's giving them their power but i'm not really sure that really counts as a warlock but I think it does
I couldn't roll to this, I nat 2oed immediately!!! clean up aisle MY DICES
In general it does count if they are using the statistics of the Warlock class. But you can interpret a "group patron" that can fuel the basic powers of an adventuring group of non-Warlocks if you wish as well. I would lean to a group of Warlocks, because that would be entertaining. But if you aren't comfortable without your players using a variety of classes, then the other way can be done as well.
Thank you for the tips :]
I couldn't roll to this, I nat 2oed immediately!!! clean up aisle MY DICES
I'd make sure that the players are on board with all being a single class before you write it up - it might seem cool, but there will be a lot of stepping on each other's toes, even if they all took different subclasses.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
will do i'm allowing them to multi class if they want to
I couldn't roll to this, I nat 2oed immediately!!! clean up aisle MY DICES
I agree with Metamongoose on this. So long as your players are all OK playing Warlocks avoid multiclassing and instead just encourage them to build a Warlock to fill the niche. Depending on subclass and invocations taken they're one of the more customisable classes. I'm playing in a campaign at the moment with two Warlocks, one an Archfey 2024 and one Hexblade 2014 and we both play completely differently
The only classes the wont make your players suck are Paladin, Bard, Sorcerer as they all share the charisma casting stat - a high level Paladin that took 2 levels of warlock and can hit from range with eldritch blast .... very nice same is true of the Bard and Sorc.
Imo make them all take 2 levels of warlock then pick one of those 3 - as others have said a Hexblade can make a fine front liner if a bit squishy compared to say a Barb. The Bard can either go Lore or Valor and if needed can spec for Stealth. The sorcerer can go Divine Soul for heals and the Paladin Retribution - they get all the fun Paladin toys.
Have you looked at the Group Patron rules in Tasha's Cauldron of Everything? There's even a section for the patron being an "ancient being." Might give you some ideas.
I'll also echo what others have said about making sure your players are into the "Oops all Warlocks" party.
In terms of homebrew there are lots of options.