I main a Celestial Warlock. I obviously want to have hex before I unlock wall of fire, but a friend of mine on here suggested not needing hex when i can do more with wall of fire for the same spell slot. I’m concerned that placement could cause mobility issues. Do I place it around or adjacent to a target? Do i replace hex as soon as I get wall of fire at level 7 warlock, or is hex still more viable in some situations? If so, which level 1 spell(s) should I drop and for what?
I suppose one other possibility would be to swap my war caster feat for fey-touched and get hex that way so i keep all of my ritual spells and have wall of fire, but not only am I unsure about loosing the advantage to constitution checks on spells, but I am still unsure if I can use a shield with my pact weapon to cast spells without an open hand. Can I? If so, is it worth losing War Caster for Fey-Touched?
Wall of fire really shines with forced movement. Repelling blast to push people through it. Or the telekinetic feat, even. Even better if you have other party members with similar powers.
I had a celestial warlock. It felt like I always had a better use for my concentration. Heck, I got a lot of mileage out of the auto-upcast flaming sphere.
Dream is largely useless so you can drop that, same with Charm Monster, Enervation is pretty bad too. Far step, Fly, and Thunderstep are redundant you can easily drop one of those. Hold Person is niche, and every caster gets it so you could drop that one too. Detect Magic likewise is a spell every caster has access to so highly likely someone else in the party has it and you don't need to keep it,
I do have repelling blast with my eldritch blast. Still, I want to be wise about my concentration since I’ve pumped so much into it.
Flaming Sphere can move itself on your bonus action, correct? So I don’t need repelling blast with it per-say. I don’t have myself learning repelling blast until I learn Wall of Fire at level 7.
I’m still pretty new at this all. So far I’ve only gotten to use hex due to having fey touched and lost it the first hit!
wow! ok. I guess I have some work to do on my spells
One problem though… I just noticed that flaming sphere is no longer in the Celestial Warlock spell-list! There’s Cloud of Daggers, but that costs a magic action to move. Is that still better than Wall of Fire?
I‘ve updated my spells with most of the feedback I have gotten combined with online sources like RPG.com. Please let me know what you think.
I've become increasingly convinced that Hex is a trap, and one is better off not taking it.
It may, or may not, be the best choice for damage (it's probably situational), but what it does is push the warlock into the Eldritch Blast all the time mold, and that is boring and unfun. Because it's always useful, it becomes the default action, and cuts off all your interesting concentration spells.
You'll be happier with your wall of fire, or your Hunger of Hadar, or whatever. Eldritch blast as an adjunct to area control spells is a more interesting approach. (And it's not the only one available.)
Fair enough; I do see your logic. I’m not sure I mind as much, but then again I’ve never had the opportunity to cast the more fun options. I’m sure they will be more useful against multiple opponents at once. Having said that, the most likely enemies my DM has ever had us fight against is two, so I doubt I’ll really run into such opportunities any time soon… especially since our group has been on hiatus.
Anyway, I want to be prepared for as much as I normally should he try and fit into any campaign, so I appreciate all the feedback given. Anyway more is always welcome.
I main a Celestial Warlock. I obviously want to have hex before I unlock wall of fire, but a friend of mine on here suggested not needing hex when i can do more with wall of fire for the same spell slot. I’m concerned that placement could cause mobility issues. Do I place it around or adjacent to a target? Do i replace hex as soon as I get wall of fire at level 7 warlock, or is hex still more viable in some situations? If so, which level 1 spell(s) should I drop and for what?
www.dndbeyond.com/sheet-pdfs/Actionsparda_141122289.pdf
I suppose one other possibility would be to swap my war caster feat for fey-touched and get hex that way so i keep all of my ritual spells and have wall of fire, but not only am I unsure about loosing the advantage to constitution checks on spells, but I am still unsure if I can use a shield with my pact weapon to cast spells without an open hand. Can I? If so, is it worth losing War Caster for Fey-Touched?
Wall of fire really shines with forced movement. Repelling blast to push people through it. Or the telekinetic feat, even. Even better if you have other party members with similar powers.
I had a celestial warlock. It felt like I always had a better use for my concentration. Heck, I got a lot of mileage out of the auto-upcast flaming sphere.
Well.....
Dream is largely useless so you can drop that, same with Charm Monster, Enervation is pretty bad too. Far step, Fly, and Thunderstep are redundant you can easily drop one of those. Hold Person is niche, and every caster gets it so you could drop that one too. Detect Magic likewise is a spell every caster has access to so highly likely someone else in the party has it and you don't need to keep it,
I do have repelling blast with my eldritch blast. Still, I want to be wise about my concentration since I’ve pumped so much into it.
Flaming Sphere can move itself on your bonus action, correct? So I don’t need repelling blast with it per-say. I don’t have myself learning repelling blast until I learn Wall of Fire at level 7.
I’m still pretty new at this all. So far I’ve only gotten to use hex due to having fey touched and lost it the first hit!
wow! ok. I guess I have some work to do on my spells
Correct, you can move the Flaming Sphere up to 30 feet as a Bonus Action.
Ok thanks! That’s what I thought.
One problem though… I just noticed that flaming sphere is no longer in the Celestial Warlock spell-list!
There’s Cloud of Daggers, but that costs a magic action to move. Is that still better than Wall of Fire?
I‘ve updated my spells with most of the feedback I have gotten combined with online sources like RPG.com. Please let me know what you think.
I've become increasingly convinced that Hex is a trap, and one is better off not taking it.
It may, or may not, be the best choice for damage (it's probably situational), but what it does is push the warlock into the Eldritch Blast all the time mold, and that is boring and unfun. Because it's always useful, it becomes the default action, and cuts off all your interesting concentration spells.
You'll be happier with your wall of fire, or your Hunger of Hadar, or whatever. Eldritch blast as an adjunct to area control spells is a more interesting approach. (And it's not the only one available.)
Fair enough; I do see your logic. I’m not sure I mind as much, but then again I’ve never had the opportunity to cast the more fun options. I’m sure they will be more useful against multiple opponents at once. Having said that, the most likely enemies my DM has ever had us fight against is two, so I doubt I’ll really run into such opportunities any time soon… especially since our group has been on hiatus.
Anyway, I want to be prepared for as much as I normally should he try and fit into any campaign, so I appreciate all the feedback given. Anyway more is always welcome.
One other question: is having both hunger of hadar and wall of fire redundant? What would you recommend replacing hunger of hadar with?