i'm wholly onboard with the "half-caster that can punch up to full caster progression in limited ways," but i'm way less enthused by "layer in more martial pursuits" at start-up. am i to understand that all locks just begin adventuring life with body-type: athletic mage. is it the heavy black boots and trenchcoats in adolescence that lead to the medium armor aptitude? is there a lot more jogging in the level-0 preparation for locks than there is for sorc and wiz? can we please canonize an early pact with a gym demon or being bit by a radioactive rust monster? just a little crumb of continuity or plausibility! this has been bugging me...
I think some of your disconnect here may lie in how you're choosing to frame this. D&D's default assumption is a quasi-medieval, heroic fantasy world (source: DMG 38). That means the default is... not necessarily athleticism per se, but the characters who pursue the life of adventurer are those that on some level expect to be walking long distances on foot for a lot of their career - certainly at the outset - and getting blades, clubs, claws, fangs and arrows shoved in their faces at some point. Some degree of armor training is not out of the ordinary for such characters, and the ones who don't have that are the ones who have a really damn good reason not to have pursued it - whether that reason is scholarship (wizardry), innate magic (sorcery), or training their bodies to not need any (asceticism). And even for those characters who do next to nothing physically, the lowest their physical stats generally end up being for the most part is an 8, assuming standard array.
This is a long-winded way of saying that for those who choose to pursue warlock...ery? ...having armor training is not all that strange. Most characters in the world should be interested in armor, unless the nature of their profession gets in the way of it. If Bards, Clerics and Druids can find the time for it, why not them? And for Warlocks in particular, who are learning secret shortcuts to arcane power, some of those secrets would feasibly include "here are the cool simpler gestures that let you throw a fireball while wearing scale mail, shhhh."
Now, I wouldn't be against them dropping the medium armor for light armor + shields. Or even getting outright medium armor + shields like clerics do. But I think the current armor proficiencies aren't too outlandish for them either.
I agree that you can justify armor on a class as they are an adventuring class. But out of the 3 mages sorcerer is the one where it makes the most sense. If you are just born with magic you got more time to do things like train in armor, casting magic would be more natural to you so it would be easier to adapt to armor etc. The warlock is kind of close to the wizard thematically but instead of studying over college books hes diving into the forbidden lore. Sure you can always make a background where you stumbled into a pact, but you can make a fighters whose background is hes just naturally good at killing and doesn't even exercise, or a wizard who picks up magic without trying etc.But the core of warlock really doesn't seem to have much to with armor training.
I personally would prefer it was not there, even light armor proficiency. And that is because everything comes with a cost, and I'd rather nor give up magic at the expense of crap armor which then might make invocations pointless. Especially when they could have some cool invocation method of getting the same or similar protection. A more unique version of armor of shadows for example. This whole you can cast the spell at will thing is functional but boring. Like maybe bake armor of shadows into the class without a invocation, but have invocations that enhance it. You are a warlock, you don't wear a breastplate, your pacts and magic protect you.
i'm wholly onboard with the "half-caster that can punch up to full caster progression in limited ways," but i'm way less enthused by "layer in more martial pursuits" at start-up. am i to understand that all locks just begin adventuring life with body-type: athletic mage. is it the heavy black boots and trenchcoats in adolescence that lead to the medium armor aptitude? is there a lot more jogging in the level-0 preparation for locks than there is for sorc and wiz? can we please canonize an early pact with a gym demon or being bit by a radioactive rust monster? just a little crumb of continuity or plausibility! this has been bugging me...
I think some of your disconnect here may lie in how you're choosing to frame this. D&D's default assumption is a quasi-medieval, heroic fantasy world (source: DMG 38). That means the default is... not necessarily athleticism per se, but the characters who pursue the life of adventurer are those that on some level expect to be walking long distances on foot for a lot of their career - certainly at the outset - and getting blades, clubs, claws, fangs and arrows shoved in their faces at some point. Some degree of armor training is not out of the ordinary for such characters, and the ones who don't have that are the ones who have a really damn good reason not to have pursued it - whether that reason is scholarship (wizardry), innate magic (sorcery), or training their bodies to not need any (asceticism). And even for those characters who do next to nothing physically, the lowest their physical stats generally end up being for the most part is an 8, assuming standard array.
This is a long-winded way of saying that for those who choose to pursue warlock...ery? ...having armor training is not all that strange. Most characters in the world should be interested in armor, unless the nature of their profession gets in the way of it. If Bards, Clerics and Druids can find the time for it, why not them? And for Warlocks in particular, who are learning secret shortcuts to arcane power, some of those secrets would feasibly include "here are the cool simpler gestures that let you throw a fireball while wearing scale mail, shhhh."
Now, I wouldn't be against them dropping the medium armor for light armor + shields. Or even getting outright medium armor + shields like clerics do. But I think the current armor proficiencies aren't too outlandish for them either.
I agree that you can justify armor on a class as they are an adventuring class. But out of the 3 mages sorcerer is the one where it makes the most sense. If you are just born with magic you got more time to do things like train in armor, casting magic would be more natural to you so it would be easier to adapt to armor etc. The warlock is kind of close to the wizard thematically but instead of studying over college books hes diving into the forbidden lore. Sure you can always make a background where you stumbled into a pact, but you can make a fighters whose background is hes just naturally good at killing and doesn't even exercise, or a wizard who picks up magic without trying etc.But the core of warlock really doesn't seem to have much to with armor training.
I personally would prefer it was not there, even light armor proficiency. And that is because everything comes with a cost, and I'd rather nor give up magic at the expense of crap armor which then might make invocations pointless. Especially when they could have some cool invocation method of getting the same or similar protection. A more unique version of armor of shadows for example. This whole you can cast the spell at will thing is functional but boring. Like maybe bake armor of shadows into the class without a invocation, but have invocations that enhance it. You are a warlock, you don't wear a breastplate, your pacts and magic protect you.
Personally i would love to see armor if shadows replaced with armor of agathys that scaled with warlock levels.
i'm wholly onboard with the "half-caster that can punch up to full caster progression in limited ways," but i'm way less enthused by "layer in more martial pursuits" at start-up. am i to understand that all locks just begin adventuring life with body-type: athletic mage. is it the heavy black boots and trenchcoats in adolescence that lead to the medium armor aptitude? is there a lot more jogging in the level-0 preparation for locks than there is for sorc and wiz? can we please canonize an early pact with a gym demon or being bit by a radioactive rust monster? just a little crumb of continuity or plausibility! this has been bugging me...
I think some of your disconnect here may lie in how you're choosing to frame this. D&D's default assumption is a quasi-medieval, heroic fantasy world (source: DMG 38). That means the default is... not necessarily athleticism per se, but the characters who pursue the life of adventurer are those that on some level expect to be walking long distances on foot for a lot of their career - certainly at the outset - and getting blades, clubs, claws, fangs and arrows shoved in their faces at some point. Some degree of armor training is not out of the ordinary for such characters, and the ones who don't have that are the ones who have a really damn good reason not to have pursued it - whether that reason is scholarship (wizardry), innate magic (sorcery), or training their bodies to not need any (asceticism). And even for those characters who do next to nothing physically, the lowest their physical stats generally end up being for the most part is an 8, assuming standard array.
This is a long-winded way of saying that for those who choose to pursue warlock...ery? ...having armor training is not all that strange. Most characters in the world should be interested in armor, unless the nature of their profession gets in the way of it. If Bards, Clerics and Druids can find the time for it, why not them? And for Warlocks in particular, who are learning secret shortcuts to arcane power, some of those secrets would feasibly include "here are the cool simpler gestures that let you throw a fireball while wearing scale mail, shhhh."
Now, I wouldn't be against them dropping the medium armor for light armor + shields. Or even getting outright medium armor + shields like clerics do. But I think the current armor proficiencies aren't too outlandish for them either.
I agree that you can justify armor on a class as they are an adventuring class. But out of the 3 mages sorcerer is the one where it makes the most sense. If you are just born with magic you got more time to do things like train in armor, casting magic would be more natural to you so it would be easier to adapt to armor etc. The warlock is kind of close to the wizard thematically but instead of studying over college books hes diving into the forbidden lore. Sure you can always make a background where you stumbled into a pact, but you can make a fighters whose background is hes just naturally good at killing and doesn't even exercise, or a wizard who picks up magic without trying etc.But the core of warlock really doesn't seem to have much to with armor training.
I personally would prefer it was not there, even light armor proficiency. And that is because everything comes with a cost, and I'd rather nor give up magic at the expense of crap armor which then might make invocations pointless. Especially when they could have some cool invocation method of getting the same or similar protection. A more unique version of armor of shadows for example. This whole you can cast the spell at will thing is functional but boring. Like maybe bake armor of shadows into the class without a invocation, but have invocations that enhance it. You are a warlock, you don't wear a breastplate, your pacts and magic protect you.
Personally i would love to see armor if shadows replaced with armor of agathys that scaled with warlock levels.
That is at least better than all the unique warlock spells getting farmed into arcane.
i'm wholly onboard with the "half-caster that can punch up to full caster progression in limited ways," but i'm way less enthused by "layer in more martial pursuits" at start-up. am i to understand that all locks just begin adventuring life with body-type: athletic mage. is it the heavy black boots and trenchcoats in adolescence that lead to the medium armor aptitude?
Snip
oh, i totally get that adventurers are a breed apart, but i'm choosing to see them as a minority. surely these worlds are populated by a majority of peasants and merchants and lords who don't have the constitution of a newly minted player character sorcerer. on the other hand, pre-adventure bards, clerics, and druids are expected to travel (often alone) as part of their job description and therefore have prepared for unsafe roads before level 1. proto-warlocks, though, aren't often advertising their warlockity intent.
You know that Fighters also have commoner hit points until they become Fighters, right? Or are you just having fun writing up new silly ways to describe edgy Warlocks? If it's the latter, I guess don't stop on my account.
the pre-fighter did fighter things until they qualified, at which point they could begin to call themselves a Fighter (if they want). i believe in effort (even unnarrated) leading to proficiency rather than someone checking a box off a list. same with pre-warlock efforts, i would think.
So do you think hit dice should be based on background? Or do you think backgrounds should be limited by class? Wouldn't the first basically enforce the second? I can't see a lot of Barbarian players choosing the Frail Baby background with the d6 HD even if you allowed them to.
A Warlock isn't a nerd-ass weakling. Never was. They've had d8 hit dice from the moment they stepped into 5e. An individual Warlock may have never risen from his couch BEFORE becoming a Warlock, but that's irrelevant because being a Warlock means being tougher not only than the average person, but also tougher than the average adventuring Wizard. D&D doesn't have a class concept for "person who can't lift a bowling ball and can't eat anything spicier than white bread or they'll die." (It also doesn't have one for "Barbarian who's too dumb to read," but that's a story for another time.)
i think a pre-fighter becomes a Fighter by through the gaining of proficiencies. the effort of which results in just the right kind of beefy body to be represented by their given hit die. they didn't drink a potion, they swung a heavy sword until swords were easy. similarly, i figure a pre-warlock is out doing whatever it is that net them their proficiencies and hit die. in this case i'm going to pretend i'm happy with minor pacts as a reason. pact magic did it. they went searching for power and found it. now medium leather armor makes sense to them. it was a real journey. see their background for more context, maybe but not always.
my view obviously clashes with the couch potato who find their calling and is in that moment transformed into "tougher than the average adventuring Wizard." but, maybe not. is pact magic meant to be that transformative, the seeker of knowledge inadvertently soaked in the vitality of magical bigwigs merely by engaging in a deal? or am i fixating on tying the fluff lore blurbs to the more tangible mechanisms of the class?
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So do you think hit dice should be based on background? Or do you think backgrounds should be limited by class? Wouldn't the first basically enforce the second? I can't see a lot of Barbarian players choosing the Frail Baby background with the d6 HD even if you allowed them to.
A Warlock isn't a nerd-ass weakling. Never was. They've had d8 hit dice from the moment they stepped into 5e. An individual Warlock may have never risen from his couch BEFORE becoming a Warlock, but that's irrelevant because being a Warlock means being tougher not only than the average person, but also tougher than the average adventuring Wizard. D&D doesn't have a class concept for "person who can't lift a bowling ball and can't eat anything spicier than white bread or they'll die." (It also doesn't have one for "Barbarian who's too dumb to read," but that's a story for another time.)
The difference between d8 and d6 it points is almost non existent, they started with light armor and simple weapons as much as the intro claims they have more combat training that level of training is like 4 weeks at a mcdojo. They may not be as nerd ass weakling as a wizard but they are pretty dang close. The difference in toughness is so slight its not even noticeable at most levels. Unrelated but martials could really use a boost in this regard as the difference in hit points between d6 and d10 isn't that massive either and with the other survival perks casters get overall they really aren't that much more durable at all.
Your opinion is well known, but would one easier caster really be so damn tough for ya? I ask that rhetorically, but I know you'll answer it with some gatekeeping stuff about how it attracts murderhobos and asswipes and takes the great wealth that is a part of a book away from good honest D&D players like you to give to people who don't want to play the game the way you do. If you're one thing, it's reliable.
I'm not saying that Warlock has to be a simple caster (I'd actually prefer something more thematically standard to fill that role), I'm saying that just because the 2014 version is pretty easy to mess up doesn't mean the new version has to be just as difficult. I get the desire for a more complex/customizable class, but that can be something other than Warlock. Expanding more on the Modify Spell spell that Wizards got (and preferably moving it to Sorcerers, but eh) could lead into a very interesting system of psuedo-homebrew and individuality.
Here. Let me help you with that.
My opinion is that most people on this forum are tremendously insulting and dismissive towards newbies/new players. They assume new players are fundamentally incompetent, and cannot possibly learn the rules of the game without several months of stripped-down, rules-lite play using the most basic possible option they can be given and being utterly reliant on more experienced players at the table to make all the decisions and handle all the actual gameplay. Or, in short, people on this website tend to assume new players cannot actually play D&D until they've spent several months effectively passively spectating D&D with a noncharacter that has as few choices to make as can be possibly justified within the system.
I find this stance, as stated, insulting and dismissive. New players are perfectly capable of learning the rules of the game and making decisions. They will need a guiding hand at times, to be certain, but they want to play D&D, not be given a cardboard standee of a "character" and told to just roll some d20s whenever a fight breaks out and otherwise stay still, silent, and watchful. No one in my table, when we all played for the first time six-odd years ago, was a single-class fighter. And yet we managed to play D&D without anybody having an aneurism from the sheer impossible complicatedness of it all.
Now. Are there Simpletons, who profess to know how to play just fine and simply don't care for making decisions in their D&D game? Yes. Here's the thing - they have multiple classes dedicated to them already, and Bard back there is devoted to making sure every class is tuned specifically for Simpletons with absolutely no room whatsoever for anyone that wants to engage more thoroughly with the game. Problem the first: you don't need to. Simpletons don't need classes tuned specifically for them because they will, by their nature and desire, ignore whatever their class does anyways and just do whatever it is they're playing the game to do without caring what the rules say. Even then, the barbarian is perfectly suited to the Simpleton "I don't care about story, mechanics, rules or whatever else, I just wanna hit stuff and drink my beer" mode of play. It is, in fact, specifically designed for beer-and-pretzels play. The fighter, even as designed in this most recent UA drop, offers effectively nothing to anyone who's been playing for more than a few months and is a nonfactor nonclass perfect for Simpleton play as well. The sorcerer has also traditionally been a very stripped-down, oversimplified caster with almost no class abilities beyond its known-magic spellcasting, and since you state that Known magic is easier for rookies than Prepared magic you should be all about this, ne?
As for "the complex/customizeable class can be something other than Warlock"...........well hey, that's exactly what Bard said about fighter. His whole thing was "just make another class that can be as complicated as you want instead", except in every other post he made he also campaigned against Wizards doing that. And now he - and you - are pushing to strip all the flexibility and diverse buildcrafting that makes the warlock The Warlock from the class and leave it as tepid, unsatisfying, and unengaging as the fighter?
Why should I clap for joy over that?
My opinion has long been that if y'all are truly so focused on Simple Classes for New Players, then what you should be asking for is the Sidekick classes from TC to get tuned up and turned into Foundation classes. Classes that are numerically/mechanically able to hold their own against average examples of the regular classes, they're not 'weak', but they don't have subclasses, they don't have any features that require making a choice, they have fixed stats and fixed stat progressions, and are completely and entirely on rails from start to finish. Simple, easy, hews to the classic Fighter/Mage/Cleric/Thief archetypes everybody professes to love, and when added to the Basic Rules they allow players who simply cannot be convinced to give a single **** to do exactly that. People who actually need the help, for whichever reason, can use Foundation classes to learn or to play without being pressed; beer-and-pretzels Simpletons can play Foundation classes without having to fire a single neuron, and furthermore everybody will know exactly what to expect from a Foundation class and someone using one so there's no more issues of managing expectations.
But the thing Bard has never acknowledged is that people can bounce off of "too simple" as much as they can "too cawmplukayted". After all, if that wasn't the case why have the ultra-simplified Rules-Lite systems out there that have a one-dimensional resolution mechanic and literally no other rules taken the RPG world by storm and oustered D&D from its throne? There are games that are so simple they're easier to explain to someone than Checkers, and yet they remain niche products. If y'all are so invincibly convinced that Simple Sells and anything that isn't one-dimensional and utterly shallow needs to be made that way, why haven't those games taken off, hm?
I would ask that you be respectful of the players in general and the people on this forum. Calling people simpletons is not respecting the people here listening your opinion.
Warlocks currently work just fine for what they are. What they are, is an arcane archer. They do that quite well. If you view them as a SPELLCASTER, then they don't really stack up.
Then why are they in the Mage group? Why are they being touted as an equivalent spellcaster to wizards and sorcerers, if in different ways? If they're not supposed to cast spells, why are they being bundled in with the castiest of casty boys?
They are currently a strange quasi caster. They are being standardized as half casters like rangers and paladins. They're bundled as mages out of convenience and lack of somewhere else to put them.
They are in the Mage group because their spell list (old warlock) has more in common with Wizards and Sorcerers than any other spell list and Mages group needed a third. And Bard was already in the expert group.
I keep seeing people saying they want Warlock to have proficiency bonus numbers of short rest recharge spell slots.
Have you no idea what a character that potentially goes into every fight with six fifth level spell slots would do to game balance (which is already pretty shaky)?
Especially if it's specifically linked to proficiency bonus, which means a two level dip will give full spell slot progression because proficiency bonus scales based on character level, not class level. That is the reason Eldritch Blast is now locked to Warlock levels. It's also why WotC are stopping the use of proficiency bonus as a metering device.
Every full spellcaster, at level 20, has 3 level 5 slots, 2 level 6 and level 7 slots, and 1 level 8 and level 9 slot. Those slots have to last them across an entire adventuring day, although some spellcasters have means to regain spell slots in a limited manner.
The Warlock, currently, has 4 level 5 slots, and potentially 1 each of a 6, 7, 8, and 9 spell which, like the aforementioned full casters, are one use a day. As long as they have a short rest, or one minute to use Eldritch Master, that's always 4 level 5 spell slots.
In the playtest rules, if the Warlock goes all in with mystic arcanum, that becomes 2 + 1MA level 5 slots, 1MA level 6 spell, 1MA level 7 spell, 1MA level 8 spell, and 1MA level 9 spell (or Wish, in other words). The Warlock still has the best damage cantrip in the game, something WotC are unwilling to put on a full caster chassis. They partially committed to it by not making a Warlock a full caster in 2014, and have completely committed to it in 2023 by soft locking Eldritch Blast to the Warlock.
Warlocks, currently, are balanced based on a mechanism that might not occur in every game, or every table, short rests. If they get two short rests a day they're roughly on par with a full caster. If they get more they're more powerful, if they get less they're not. If a player gets short rests after every fight then Warlocks are going to be the most powerful caster on the table after a few battles because their resources are constantly replaced.
That's not going to fly given that Warlocks now get full access to the Arcane spell list. They'd become easily the best caster in the game.
Warlocks aren't going to get full caster progression because they have Eldritch Blast and a variety of invocation options. Abilities that Wizards have to wait until level 15 for, the ability to cast spells on demand, Warlocks get at level 2, for a more limited choice of spells.
Half caster plus Mystic Arcanum gives a pseudo full caster progression, but limits Warlock enough that they can keep their EB and invocations.
What we probably can negotiate on is the number of invocations. We can argue that, thanks to having to commit invocations to Mystic Arcanum in order to keep up with spellcasting, we need more invocations. At least 2, preferably more.
If we got an additional invocation after every two levels, i.e. levels 4, 6, 8, 10, 12, 14, 16, 18, 20, that would give us 11 invocations.
Alternatively, instead of getting 1 invocation at levels 5, 7, 9, 11, 13, 15, 17 we get 2. That would give us 16 invocations total, meaning we could devote 9 to Mystic Arcanum and still have 7 to play with. That one is probably too strong. Perhaps gaining 2 at alternating levels, 7, 11, 15. That would give us 12 total, which is probably just enough.
Hex Master is literal dog crap.
Hex should be another cantrip. Bonus action to cast, concentration for one minute, scaling with Warlock levels, adding 1d6 to 4d6 necrotic damage (Although seriously, why do so many Warlock spells do necrotic damage. It's like WotC think we're bad guys or something) to an attack roll, once per round. Specify that it does not benefit from the Tome's level 5 feature. The "disadvantage on ability checks" is basically worthless, so drop it.
The 18th level feature should be:
Eldritch Master: You can conduct a 1 minute ritual, petitioning your Patron. You regain all used Mystic Arcanum. You must complete a long rest before you can use this feature again.
Of course it supposes that the player will be using Mystic Arcanum, but why wouldn't they be?
I mentioned that, but specifically stated that a single class warlock should be getting the slots at an equivalent level, not that the slots should be tied directly to proficiency bonus. And this is largely due to that massive hole from levels 2 through 10 where the class gets 2 spells in an encounter. Although adding the 3rd slot somewhere between levels 5 to 7 would be pretty big, with them getting the final 5th slot at level 17, would go a long ways. However, just stating "proficiency bonus" or equivalent is a much easier shorthand than typing out an entire progression.
At level 17, I'm not entirely sure I'd consider even twice the 5th level spell slots comparable to having all the additional higher level spells. Even with Mystic Arcanum, a warlock will only have one spell known of each spell level above 5, and can't upcast ones they know (a 7th level Mystic Arcanum is locked specifically to that, you can't use it for a second use of the 6th). Warlocks have incredible flexibility of their pact slots, but pay for it by being the least flexible caster with the highest level spells. That makes them even more limited than the sorcerer was with those slots.
But in the end, I think the lack of spell slots the warlock suffered from only needed some tweaking, rather than a reinventing. Perhaps expanding on the idea of the free castings of the patron specific spells would be enough if boosted past a mere one per day. And, as an added bonus, it would further differentiate each subclass from the others.
I mentioned that, but specifically stated that a single class warlock should be getting the slots at an equivalent level, not that the slots should be tied directly to proficiency bonus. And this is largely due to that massive hole from levels 2 through 10 where the class gets 2 spells in an encounter. Although adding the 3rd slot somewhere between levels 5 to 7 would be pretty big, with them getting the final 5th slot at level 17, would go a long ways. However, just stating "proficiency bonus" or equivalent is a much easier shorthand than typing out an entire progression.
At level 17, I'm not entirely sure I'd consider even twice the 5th level spell slots comparable to having all the additional higher level spells. Even with Mystic Arcanum, a warlock will only have one spell known of each spell level above 5, and can't upcast ones they know (a 7th level Mystic Arcanum is locked specifically to that, you can't use it for a second use of the 6th). Warlocks have incredible flexibility of their pact slots, but pay for it by being the least flexible caster with the highest level spells. That makes them even more limited than the sorcerer was with those slots.
But in the end, I think the lack of spell slots the warlock suffered from only needed some tweaking, rather than a reinventing. Perhaps expanding on the idea of the free castings of the patron specific spells would be enough if boosted past a mere one per day. And, as an added bonus, it would further differentiate each subclass from the others.
I agree roughly pacing the prof bonus would be fine even if it ends at 5 as opposed to 6. Your mystic arcanum choice is a point I think they should work on, same likely for sorcerers. Being locked into a choice effectively forever is rough. I get daily swap is a wizard thing in the mage gorup and they want to have that niche protection. I disagree with that and would have given all mages something like a spell book feature, but so be it. But at the very least warlocks and sorcerers should be able to swap spells/arcanums outside of level up. Make it once a week, or once a month to step off a wizards toes, but they should have something.
I think everyone here wants improvements to the game (outside of some people who might hate the idea of any next edition). But not everyone has the same idea of what improvements are. And, for all the good to great stuff we get (most weapon masteries from this document, plus the dragonborn sorcerer is a massive improvement over what the subclass used to be), there seems to be at least one massive misstep in each playtest as well - and the developers are aware of this tendency, which is why they are releasing these documents for public consumption rather than springing the changes onto everyone when the new book is published.
I consider the changes to the Warlock class to be a major misstep, like the wild shape changes were before that (and I get why they made it, but what was done was a massive over correction IMO), and not understanding that most players considered the early spell secrets to be the defining feature of the College of Lore subclass for the Bard as opposed to anything else the subclass offered. Again, this is why we are seeing these things now rather than later, so as to identify and correct those errors now rather than after they get into an official release.
But in the end, I think the lack of spell slots the warlock suffered from only needed some tweaking, rather than a reinventing. Perhaps expanding on the idea of the free castings of the patron specific spells would be enough if boosted past a mere one per day. And, as an added bonus, it would further differentiate each subclass from the others.
I would suggest that the warlock be able to cast, once at his base level, one pattern spell of each level, or if that were not enough, cast each pattern spell once per day. In this way, the importance and differences of the choice of the pattern are highlighted, and the dependence of the wizard with his spell slots would be reduced, something very important if he returns to the pact magic of 5e or similar (Without depending, or not so much from short rests or another way to recharge pact slots, and providing more use of low-level spells beyond what is gained by summons.)
I’ve been thinking that half caster for warlock makes some sense, they basically are able to pick up some magic from their deals, pacts and “studies”. But I think that their pact should really be the focus.
Comparing them to sorcerers or wizards, they are very subpar.
I think returning pact magic in the following way might work (this replaces patron spells)
Pact Magic
Prepared spells. You always have the following spells prepared at the listed levels, they do not count against your limit of prepared spells.
I’ve been thinking that half caster for warlock makes some sense, they basically are able to pick up some magic from their deals, pacts and “studies”. But I think that their pact should really be the focus.
Comparing them to sorcerers or wizards, they are very subpar.
I think returning pact magic in the following way might work (this replaces patron spells)
Pact Magic
Prepared spells. You always have the following spells prepared at the listed levels, they do not count against your limit of prepared spells.
Pact Magic Spell Casting. you may cast one of these spells per spell level once per long rest.
As half casters they can never cast the spells you gave above 9th level except as the once a day Pact casting. Also they couldn’t cast spells at the level they gain them since they wouldn’t have the slots until later.
I’ve been thinking that half caster for warlock makes some sense, they basically are able to pick up some magic from their deals, pacts and “studies”. But I think that their pact should really be the focus.
Comparing them to sorcerers or wizards, they are very subpar.
I think returning pact magic in the following way might work (this replaces patron spells)
Pact Magic
Prepared spells. You always have the following spells prepared at the listed levels, they do not count against your limit of prepared spells.
Pact Magic Spell Casting. you may cast one of these spells per spell level once per long rest.
As half casters they can never cast the spells you gave above 9th level except as the once a day Pact casting. Also they couldn’t cast spells at the level they gain them since they wouldn’t have the slots until later.
Pretty sure this is a speculative suggestion. Not sure what you think it is.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
My MOD FIX 1.0.1 with red changes from the original UA:
Warlock
Class Group: Mage
Primary Ability: Intelligence, Wisdom, or Charisma
CREATING A WARLOCK
To create a Warlock, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Warlock” sidebar.
Then look at the Warlock table to see the class features you get at each level in this class. The descriptions of those features appear in the “Warlock Class Features” section.
Hit Points
Hit Dice: 1d8 per Warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 100 GP on equipment of your choice.
Arcane Focus (Orb) Scholar’s Pack
Book (Occult Lore)Sickle
Dagger (2)15 GP
Leather Armor
1st Level: Pact Boon
You have formed a pact with an otherworldly entity that has bestowed magical powers upon you. You always have the Eldritch Blast and Hex spells prepared, and you choose one of the following boons: Pact of the Blade, Pact of the Chain, or Pact of the Tome, each of which is detailed below. You determine the identity of the entity and choose its plane of existence, such as the Feywild, the Shadowfell, or an Outer Plane.
Each boon gives you a choice for the spellcasting ability used by your Spellcasting feature, and it gives you a pact spell that you always have prepared.
Pact of the Blade
Spellcasting Ability: Wisdom or Charisma
Pact Spell: Pact Weapon
Pact of the Chain
Spellcasting Ability: Intelligence or Charisma
Pact Spell: Pact Familiar
Pact of the Tome
Spellcasting Ability: Intelligence or Wisdom
Pact Spell: Book of Shadows
1st Level: Spellcasting
Delving into eldritch secrets, you have learned how to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Warlock.
Cantrips. You know two cantrips of your choice from the Arcane spell list. Rather than choosing, you may start with Chill Touch and Prestidigitation. Whenever you gain a Warlock level, you can replace one of your cantrips with another Arcane cantrip of your choice.
When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Warlock table.
Spell Slots. The Warlock table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Arcane spell list. Rather than choosing, you may start with Charm Person and Witch Bolt.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table.
Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have Spell Slots. For example, if you’re a 5th-level Warlock, your list of prepared spells can include six Arcane spells of 1st or 2nd level, in any combination.
If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Arcane spell for which you have Spell Slots.
Spellcasting Ability. Your Pact Boon feature determines the spellcasting ability for the spells you cast with your Warlock features.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features.
2nd Level: Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability or other lessons.
You gain two Eldritch Invocations of your choice from the “Eldritch Invocation Options” section later in this class’s description. You can’t pick the same invocation more than once unless an invocation’s description says otherwise.
If an invocation has a prerequisite, you must meet it to learn that invocation, and you can learn the invocation at the same time that you meet its prerequisite. For example, if an invocation requires you to be a 5th-level Warlock, you can select the invocation when you reach 5th level in this class.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock table.
Additionally, whenever you gain a Warlock level, you can choose one of the invocations you know and replace it with another invocation for which you qualify,or if the invocation (such as Mystic Arcanum) involved a choice, you can replace the invocation with itself but make a different choice.
3rd Level: Warlock Subclass
You gain the Fiend Patron subclass or another Warlock subclass of your choice. The Fiend Patron subclass is detailed after the Warlock’s class description, and other subclasses will appear in future Unearthed Arcana articles.
A subclass is a specialization that grants you special abilities at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level and lower. This class’s description tells you the levels when your subclass provides features.
4th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
5th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
5th Level: Pact Magic
Your arcane research and the magic bestowed on you by your patron have grown stronger.
Free Casting. You can cast one of your prepared spells without expending a Spell Slot with your maximum Spell Slot including Mystic Arcanum, and you must finish a Long Rest before you use this benefit again.
6th Level: Subclass Feature
You gain a feature from your Warlock subclass.
7th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
8th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
10th Level: Subclass Feature
You gain a feature from your Warlock subclass.
11th Level: Contact Patron
In the past, you have usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a Spell Slot to contact your patron, and you automatically succeed on the spell’s saving throw.
Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest.
11th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
11th Level: Mystic Arcanum (6th level)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
12th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
13th Level: Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
14th Level: Subclass Feature
You gain a feature from your Warlock subclass.
15th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
15th Level: Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
16th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
17th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
17th Level: Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
You regain all uses of your Mystic Arcanum when you finish a long rest.
18th Level: Hex Master
You have mastered the dread application of hexes, allowing you to cast the Hex spell without expending a Spell Slot.
18th Level: Eldritch Master Transformation
You have become one with your patron, allowing you look like him and gaining resistance to all damage from targets cursed by your spells or warlock features.
19th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic Boon
You gain the following benefits:
Ability Score Increase. The ability score you chose for your Pact Boon increases by 2, and its maximum is now 30.
Epic Boon Feat. You gain the Epic Boon of the Night Spirit or another Epic Boon feat of your choice.
One major point of order on the level 18 feature is that "magic damage" is a very imprecise term, and there's been confusion over past features that used it to describe the covered effects.
Primary Ability: Intelligence, Wisdom, or Charisma
The problem with creating a new half caster table like this is that it doesn't work with mulitclassing like the others. Spell caster level = (Add up all the levels of full caster) +1/2*(add up all the levels of half caster)(round down) + 1/3*(add up all your levels of Eldritch Knight and Arcane Trickster)(round down). Pact magic worked multiclass because it was a separate system based only on warlock level. Your system would require a brand new way to add it together. Now if they were dead set on getting rid of pact magic and wanted to avoid the disastrous half caster system, they could make a 2/3 caster table. Have it top out at level 7 spells. Fill in casting holes with MA.
Excuse me: *how*? They can't change anything about it, and the class budget to account for increased spellcasting has to come from SOMEWHERE. You don't get a character with four level 9 spell slots that recharge on a short rest, and you don't get a character with twelve level 5 slots that recharge on a short rest. The devs will NEVER allow that.
Literally no one is asking for nor suggesting this. This is pure hyperbole that you constantly use to belittle any one else’s opinions and suggestions. Poor form.
No one is asking you either, and frankly, you’re being the meanest person on this thread right now. Also, Raiyous is not telling people what to do, it’s called constructive criticism.
I agree that you can justify armor on a class as they are an adventuring class. But out of the 3 mages sorcerer is the one where it makes the most sense. If you are just born with magic you got more time to do things like train in armor, casting magic would be more natural to you so it would be easier to adapt to armor etc. The warlock is kind of close to the wizard thematically but instead of studying over college books hes diving into the forbidden lore. Sure you can always make a background where you stumbled into a pact, but you can make a fighters whose background is hes just naturally good at killing and doesn't even exercise, or a wizard who picks up magic without trying etc.But the core of warlock really doesn't seem to have much to with armor training.
I personally would prefer it was not there, even light armor proficiency. And that is because everything comes with a cost, and I'd rather nor give up magic at the expense of crap armor which then might make invocations pointless. Especially when they could have some cool invocation method of getting the same or similar protection. A more unique version of armor of shadows for example. This whole you can cast the spell at will thing is functional but boring. Like maybe bake armor of shadows into the class without a invocation, but have invocations that enhance it. You are a warlock, you don't wear a breastplate, your pacts and magic protect you.
Depending on how the warlock looks otherwise I think they could bake mystic arcanums in and still bump invocations to 10+.
Ya this would do it for me as well.
Personally i would love to see armor if shadows replaced with armor of agathys that scaled with warlock levels.
That is at least better than all the unique warlock spells getting farmed into arcane.
i think a pre-fighter becomes a Fighter by through the gaining of proficiencies. the effort of which results in just the right kind of beefy body to be represented by their given hit die. they didn't drink a potion, they swung a heavy sword until swords were easy. similarly, i figure a pre-warlock is out doing whatever it is that net them their proficiencies and hit die. in this case i'm going to pretend i'm happy with minor pacts as a reason. pact magic did it. they went searching for power and found it. now medium leather armor makes sense to them. it was a real journey. see their background for more context, maybe but not always.
my view obviously clashes with the couch potato who find their calling and is in that moment transformed into "tougher than the average adventuring Wizard." but, maybe not. is pact magic meant to be that transformative, the seeker of knowledge inadvertently soaked in the vitality of magical bigwigs merely by engaging in a deal? or am i fixating on tying the fluff lore blurbs to the more tangible mechanisms of the class?
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
The difference between d8 and d6 it points is almost non existent, they started with light armor and simple weapons as much as the intro claims they have more combat training that level of training is like 4 weeks at a mcdojo. They may not be as nerd ass weakling as a wizard but they are pretty dang close. The difference in toughness is so slight its not even noticeable at most levels. Unrelated but martials could really use a boost in this regard as the difference in hit points between d6 and d10 isn't that massive either and with the other survival perks casters get overall they really aren't that much more durable at all.
I would ask that you be respectful of the players in general and the people on this forum. Calling people simpletons is not respecting the people here listening your opinion.
They are in the Mage group because their spell list (old warlock) has more in common with Wizards and Sorcerers than any other spell list and Mages group needed a third. And Bard was already in the expert group.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I mentioned that, but specifically stated that a single class warlock should be getting the slots at an equivalent level, not that the slots should be tied directly to proficiency bonus. And this is largely due to that massive hole from levels 2 through 10 where the class gets 2 spells in an encounter. Although adding the 3rd slot somewhere between levels 5 to 7 would be pretty big, with them getting the final 5th slot at level 17, would go a long ways. However, just stating "proficiency bonus" or equivalent is a much easier shorthand than typing out an entire progression.
At level 17, I'm not entirely sure I'd consider even twice the 5th level spell slots comparable to having all the additional higher level spells. Even with Mystic Arcanum, a warlock will only have one spell known of each spell level above 5, and can't upcast ones they know (a 7th level Mystic Arcanum is locked specifically to that, you can't use it for a second use of the 6th). Warlocks have incredible flexibility of their pact slots, but pay for it by being the least flexible caster with the highest level spells. That makes them even more limited than the sorcerer was with those slots.
But in the end, I think the lack of spell slots the warlock suffered from only needed some tweaking, rather than a reinventing. Perhaps expanding on the idea of the free castings of the patron specific spells would be enough if boosted past a mere one per day. And, as an added bonus, it would further differentiate each subclass from the others.
I agree roughly pacing the prof bonus would be fine even if it ends at 5 as opposed to 6. Your mystic arcanum choice is a point I think they should work on, same likely for sorcerers. Being locked into a choice effectively forever is rough. I get daily swap is a wizard thing in the mage gorup and they want to have that niche protection. I disagree with that and would have given all mages something like a spell book feature, but so be it. But at the very least warlocks and sorcerers should be able to swap spells/arcanums outside of level up. Make it once a week, or once a month to step off a wizards toes, but they should have something.
I think everyone here wants improvements to the game (outside of some people who might hate the idea of any next edition). But not everyone has the same idea of what improvements are. And, for all the good to great stuff we get (most weapon masteries from this document, plus the dragonborn sorcerer is a massive improvement over what the subclass used to be), there seems to be at least one massive misstep in each playtest as well - and the developers are aware of this tendency, which is why they are releasing these documents for public consumption rather than springing the changes onto everyone when the new book is published.
I consider the changes to the Warlock class to be a major misstep, like the wild shape changes were before that (and I get why they made it, but what was done was a massive over correction IMO), and not understanding that most players considered the early spell secrets to be the defining feature of the College of Lore subclass for the Bard as opposed to anything else the subclass offered. Again, this is why we are seeing these things now rather than later, so as to identify and correct those errors now rather than after they get into an official release.
I would suggest that the warlock be able to cast, once at his base level, one pattern spell of each level,
or if that were not enough, cast each pattern spell once per day.In this way, the importance and differences of the choice of the pattern are highlighted, and the dependence of the wizard with his spell slots would be reduced, something very important if he returns to the pact magic of 5e or similar (Without depending, or not so much from short rests or another way to recharge pact slots, and providing more use of low-level spells beyond what is gained by summons.)I’ve been thinking that half caster for warlock makes some sense, they basically are able to pick up some magic from their deals, pacts and “studies”. But I think that their pact should really be the focus.
Comparing them to sorcerers or wizards, they are very subpar.
I think returning pact magic in the following way might work (this replaces patron spells)
Pact Magic
Prepared spells. You always have the following spells prepared at the listed levels, they do not count against your limit of prepared spells.
3rd. Burning Hands, Command, Scorching Ray, Suggestion
5th: Fear, Stinking Cloud
7th: Blight, Wall of Fire
9th: Flame Strike, Insect Plague
11th: Arcane Gate, Mass Suggestion
13th: Fire storm, Plane Shift
15th: Antipathy/Sympathy, Incendiary Cloud
17th: Meteor Shower, Gate
Pact Magic Spell Casting. you may cast one of these spells per spell level once per long rest.
As half casters they can never cast the spells you gave above 9th level except as the once a day Pact casting. Also they couldn’t cast spells at the level they gain them since they wouldn’t have the slots until later.
Pretty sure this is a speculative suggestion. Not sure what you think it is.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
My MOD FIX 1.0.1 with red changes from the original UA:
Warlock
Class Group: Mage
Primary Ability: Intelligence, Wisdom, or Charisma
CREATING A WARLOCK
To create a Warlock, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Warlock” sidebar.
Then look at the Warlock table to see the class features you get at each level in this class. The descriptions of those features appear in the “Warlock Class Features” section.
Hit Points
Hit Dice: 1d8 per Warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier
Proficiencies
Saving Throws: Wisdom, Charisma
Skills (Choose 2): Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
Weapons: Simple Weapons
Tools: None
Armor Training
Light Armor,
Medium ArmorStarting Equipment
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 100 GP on equipment of your choice.
Arcane Focus (Orb) Scholar’s Pack
Book (Occult Lore) Sickle
Dagger (2) 15 GP
Leather Armor
1st Level: Pact Boon
You have formed a pact with an otherworldly entity that has bestowed magical powers upon you. You always have the Eldritch Blast and Hex spells prepared, and you choose one of the following boons: Pact of the Blade, Pact of the Chain, or Pact of the Tome, each of which is detailed below. You determine the identity of the entity and choose its plane of existence, such as the Feywild, the Shadowfell, or an Outer Plane.
Each boon gives you a choice for the spellcasting ability used by your Spellcasting feature, and it gives you a pact spell that you always have prepared.
Pact of the Blade
Spellcasting Ability: Wisdom or Charisma
Pact Spell: Pact Weapon
Pact of the Chain
Spellcasting Ability: Intelligence or Charisma
Pact Spell: Pact Familiar
Pact of the Tome
Spellcasting Ability: Intelligence or Wisdom
Pact Spell: Book of Shadows
1st Level: Spellcasting
Delving into eldritch secrets, you have learned how to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Warlock.
Cantrips. You know two cantrips of your choice from the Arcane spell list. Rather than choosing, you may start with Chill Touch and Prestidigitation. Whenever you gain a Warlock level, you can replace one of your cantrips with another Arcane cantrip of your choice.
When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Warlock table.
Spell Slots. The Warlock table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Arcane spell list. Rather than choosing, you may start with Charm Person and Witch Bolt.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table.
Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have Spell Slots. For example, if you’re a 5th-level Warlock, your list of prepared spells can include six Arcane spells of 1st or 2nd level, in any combination.
If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Arcane spell for which you have Spell Slots.
Spellcasting Ability. Your Pact Boon feature determines the spellcasting ability for the spells you cast with your Warlock features.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features.
2nd Level: Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability or other lessons.
You gain two Eldritch Invocations of your choice from the “Eldritch Invocation Options” section later in this class’s description. You can’t pick the same invocation more than once unless an invocation’s description says otherwise.
If an invocation has a prerequisite, you must meet it to learn that invocation, and you can learn the invocation at the same time that you meet its prerequisite. For example, if an invocation requires you to be a 5th-level Warlock, you can select the invocation when you reach 5th level in this class.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock table.
Additionally, whenever you gain a Warlock level, you can choose one of the invocations you know and replace it with another invocation for which you qualify,
or if the invocation (such as Mystic Arcanum) involved a choice,you can replace the invocation with itself but make a different choice.3rd Level: Warlock Subclass
You gain the Fiend Patron subclass or another Warlock subclass of your choice. The Fiend Patron subclass is detailed after the Warlock’s class description, and other subclasses will appear in future Unearthed Arcana articles.
A subclass is a specialization that grants you special abilities at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level and lower. This class’s description tells you the levels when your subclass provides features.
4th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
5th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
5th Level: Pact Magic
Your arcane research and the magic bestowed on you by your patron have grown stronger.
Free Casting. You can cast one of your prepared spells without expending a Spell Slot with your maximum Spell Slot including Mystic Arcanum, and you must finish a Long Rest before you use this benefit again.
6th Level: Subclass Feature
You gain a feature from your Warlock subclass.
7th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
8th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
10th Level: Subclass Feature
You gain a feature from your Warlock subclass.
11th Level: Contact Patron
In the past, you have usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a Spell Slot to contact your patron, and you automatically succeed on the spell’s saving throw.
Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest.
11th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
11th Level: Mystic Arcanum (6th level)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
12th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
13th Level: Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
14th Level: Subclass Feature
You gain a feature from your Warlock subclass.
15th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
15th Level: Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
16th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
17th Level: Eldritch Invocation
You gain another Eldritch Invocation of your choice for which you qualify.
17th Level: Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
You regain all uses of your Mystic Arcanum when you finish a long rest.
18th Level: Hex MasterYou have mastered the dread application of hexes, allowing you to cast the Hex spell without expending a Spell Slot.18th Level: Eldritch Master Transformation
You have become one with your patron, allowing you look like him and gaining resistance to all damage from targets cursed by your spells or warlock features.
19th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic Boon
You gain the following benefits:
Ability Score Increase. The ability score you chose for your Pact Boon increases by 2, and its maximum is now 30.
Epic Boon Feat. You gain the Epic Boon of the Night Spirit or another Epic Boon feat of your choice.
One major point of order on the level 18 feature is that "magic damage" is a very imprecise term, and there's been confusion over past features that used it to describe the covered effects.
The problem with creating a new half caster table like this is that it doesn't work with mulitclassing like the others. Spell caster level = (Add up all the levels of full caster) +1/2*(add up all the levels of half caster)(round down) + 1/3*(add up all your levels of Eldritch Knight and Arcane Trickster)(round down). Pact magic worked multiclass because it was a separate system based only on warlock level. Your system would require a brand new way to add it together. Now if they were dead set on getting rid of pact magic and wanted to avoid the disastrous half caster system, they could make a 2/3 caster table. Have it top out at level 7 spells. Fill in casting holes with MA.
No one is asking you either, and frankly, you’re being the meanest person on this thread right now. Also, Raiyous is not telling people what to do, it’s called constructive criticism.