In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
Maybe every blank spellbook comes preprinted with scribe spell?
I wonder what happens if there's a batch with a typo
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
Scribe spell is a spell you know, not a spell in your spellbook. Wizards can prepare from the entire arcane list, but their spell book is for the spells they create and using memorize spell to swap them out. The only spells you can really lose is the custom spells you make past level9.
You may want to re-read.
The part if known spells says the Scribe Spell is added to your spellbook. You don't automatically just "know" it - it's a spell in your spell book same as the rest.
Known Spells. Your spellbook contains the spells you know of 1st level and higher. It starts with the following spells: Scribe Spell, and six other 1st-level spells of your choice
There is nothing saying Scribe Spell is always prepared or that you always know it. It is only added to your spell book. That's it. So if you didn't prep it, and you lose your book, you have lost Scribe Spell.
I invite you to read the spell casting feature which does not reference your spell book for preparation you don't need it to be in your "spells known" to be able to prepare it. Same with Scribe spell. It doesn't need to be in your book to prepare it.
In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
Scribe spell is a spell you know, not a spell in your spellbook. Wizards can prepare from the entire arcane list, but their spell book is for the spells they create and using memorize spell to swap them out. The only spells you can really lose is the custom spells you make past level9.
You may want to re-read.
The part if known spells says the Scribe Spell is added to your spellbook. You don't automatically just "know" it - it's a spell in your spell book same as the rest.
Known Spells. Your spellbook contains the spells you know of 1st level and higher. It starts with the following spells: Scribe Spell, and six other 1st-level spells of your choice
There is nothing saying Scribe Spell is always prepared or that you always know it. It is only added to your spell book. That's it. So if you didn't prep it, and you lose your book, you have lost Scribe Spell.
I invite you to read the spell casting feature which does not reference your spell book for preparation you don't need it to be in your "spells known" to be able to prepare it. Same with Scribe spell. It doesn't need to be in your book to prepare it.
Sure. Invitation accepted.
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 do so, you choose four spells from your spellbook, and the chosen spells must be of a level for which you have Spell Slots.
**sigh**
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In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
Scribe spell is a spell you know, not a spell in your spellbook. Wizards can prepare from the entire arcane list, but their spell book is for the spells they create and using memorize spell to swap them out. The only spells you can really lose is the custom spells you make past level9.
You may want to re-read.
The part if known spells says the Scribe Spell is added to your spellbook. You don't automatically just "know" it - it's a spell in your spell book same as the rest.
Known Spells. Your spellbook contains the spells you know of 1st level and higher. It starts with the following spells: Scribe Spell, and six other 1st-level spells of your choice
There is nothing saying Scribe Spell is always prepared or that you always know it. It is only added to your spell book. That's it. So if you didn't prep it, and you lose your book, you have lost Scribe Spell.
I invite you to read the spell casting feature which does not reference your spell book for preparation you don't need it to be in your "spells known" to be able to prepare it. Same with Scribe spell. It doesn't need to be in your book to prepare it.
Sure. Invitation accepted.
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 do so, you choose four spells from your spellbook, and the chosen spells must be of a level for which you have Spell Slots.
**sigh**
Either I am blind or they edited after release. When I first read it I thought it said from the arcane spell list.
Questions with Flames of Phlegethos (reroll 1's for fire damage) + Transmuted Spell (change damage type) + Chaos Bolt (random damage type).
Chaos Bolt CAN cause damage types listed in the Transmuted Spell description, but COULD deal Force or Psychic damage, which are not. Can we use the transmuted spell metamagic with Chaos Bolt? I might assume no. But I imagine some tables will allow it, with some tables allowing all results to be transmuted for simplicity's sake, and some tables ruling that if you have to choose Force/Psychic the transmutation fails. Assume transmuting Chaos Bolt is allowed one way or another at my table, and say I hit with Chaos Bolt using the Transmuted Spell metamagic. I roll two 1's on the d8 damage dice, triggering both the FoP feat to reroll the 1's for the (transmuted) fire damage, and the bonus attack. When effects are simultaneous, the players choose the order they are applied, so I would make the bonus attack a second target, with that damage possibly also transmuted to fire damage. Let's say when I reroll the two 1's I get doubles again, I assume this will then trigger a second bonus attack originating from the same creature, but needing to target a 3rd creature with the second bonus attack. And if an attack roll was a 1+x transmuted to fire damage, and rerolling the 1 from FoP resulted in a x+x (doubles) result, this would also trigger a bonus attack.
TRANSMUTEDSPELL Cost: 1 Sorcery Point When you casta spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
CHAOSBOLT 1st-Level EvocationSpell (Sorcerer) Casting Time:Action Range:120 feet Component:V, S Duration:Instantaneous You hurl anundulating mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. d8Damage Type 1Acid 2Cold 3Fire 4Force
5Lightning 6Poison 7Psychic 8Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a newattack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At Higher Levels.When you cast this spell using a Spell Slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
Scribe spell is a spell you know, not a spell in your spellbook. Wizards can prepare from the entire arcane list, but their spell book is for the spells they create and using memorize spell to swap them out. The only spells you can really lose is the custom spells you make past level9.
You may want to re-read.
The part if known spells says the Scribe Spell is added to your spellbook. You don't automatically just "know" it - it's a spell in your spell book same as the rest.
Known Spells. Your spellbook contains the spells you know of 1st level and higher. It starts with the following spells: Scribe Spell, and six other 1st-level spells of your choice
There is nothing saying Scribe Spell is always prepared or that you always know it. It is only added to your spell book. That's it. So if you didn't prep it, and you lose your book, you have lost Scribe Spell.
I invite you to read the spell casting feature which does not reference your spell book for preparation you don't need it to be in your "spells known" to be able to prepare it. Same with Scribe spell. It doesn't need to be in your book to prepare it.
Sure. Invitation accepted.
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 do so, you choose four spells from your spellbook, and the chosen spells must be of a level for which you have Spell Slots.
**sigh**
I suspect that is the type of thing they will change easily in the play test. How insanely broken spell mod/making is we will see.
Just make it so Scribe Spell is always prepared. Done.
But if they don't do that... just leave it prepared yourself. No matter what happens to your book you can replace it. You'll still be the strongest class in the game, I promise.
Just make it so Scribe Spell is always prepared. Done.
Then why bother making it a spell at all?
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Just make it so Scribe Spell is always prepared. Done.
Then why bother making it a spell at all?
So they can put all the text in the spell section + save space on the casting time and materials etc.
Also, so noobs insufficiently paranoid wizards can neglect to prepare it and be bereft of their book one day 😛
You just said to make it always prepared
If you can't even keep track of your own arguments, I'm not sure why I should bother
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Personally, I love this version of the Warlock. Pact Magic as it was felt more like an afterthought, and it could just be because I primarily played Hexblade Warlocks, but I hated that Warlocks had an option to be martial with Hexblade and Pact of the Blade, but were overall shoehorned into being Spellcasters through Mystic Arcanum. For me, the Invocations are more what made the Warlocks unique rather than Pact Magic, and what makes this one feel better to me is it's moving in a direction of allowing Warlocks to be more custom built to the player, rather than being forced into a role by taking an Invocation that CAN be a Mystic Arcanum rather than being forced to take a Mystic Arcanum rather than something that would fit your character better.
The issue with Warlocks as spellcasters before was being able to barely spellcast, because even at 20th level you could only cast 4 spells, then your mystic Arcanums, and for the rest of the time use Cantrips—and I've seen a lot of Warlock players explain the issue I had of rarely ever using your Pact Slots because they're so limited and in a party of players that primarily rely on long rests, you'll rarely ever get the short rest you need to justify Pact Slots being so few.
Personality, I prefer this method of giving decent access to both, and I'm not so worried about Pact Slots being what makes Warlocks unique since this version is leaning so much heavier into versatility with Invocations.
edit: I am able to see a bit of the problem with making them half-casters oppose to keeping their pact slots when it comes to theme, so a way to have more access to pact slots or getting more overall would be better, I think. Maybe an invocation that doubles your pact slots if you want your Warlock to lean more into spellcasting, or one that gives you a new way to recover Pact Slots.
The catch with wizards who lose their book being permanently un-wizard'd is a good one, and exactly the sort of thing playtesting is for. Regardless of whether you think it's okay or not, that's clearly unintended behavior and needs to be addressed.
Here's a another weird inequity.. why are Warlock still "known" spellcasters when both Rangers and Paladins are daily preparation casters (and one presumes Artificer will be as well)? Surely it makes more sense for Warlocks to be daily preparation casters like all the other half-casters rather than being the weird odd-one-out.
The catch with wizards who lose their book being permanently un-wizard'd is a good one, and exactly the sort of thing playtesting is for. Regardless of whether you think it's okay or not, that's clearly unintended behavior and needs to be addressed.
Here's a another weird inequity.. why are Warlock still "known" spellcasters when both Rangers and Paladins are daily preparation casters (and one presumes Artificer will be as well)? Surely it makes more sense for Warlocks to be daily preparation casters like all the other half-casters rather than being the weird odd-one-out.
Yeah I'm fine with Sorcerer being the only "known" caster.
Also, weird interaction, once you hit level 20 Sorcerers and Warlocks can never change their prepared spells again.
Personally, I love this version of the Warlock. Pact Magic as it was felt more like an afterthought, and it could just be because I primarily played Hexblade Warlocks, but I hated that Warlocks had an option to be martial with Hexblade and Pact of the Blade, but were overall shoehorned into being Spellcasters through Mystic Arcanum. For me, the Invocations are more what made the Warlocks unique rather than Pact Magic, and what makes this one feel better to me is it's moving in a direction of allowing Warlocks to be more custom built to the player, rather than being forced into a role by taking an Invocation that CAN be a Mystic Arcanum rather than being forced to take a Mystic Arcanum rather than something that would fit your character better.
The issue with Warlocks as spellcasters before was being able to barely spellcast, because even at 20th level you could only cast 4 spells, then your mystic Arcanums, and for the rest of the time use Cantrips—and I've seen a lot of Warlock players explain the issue I had of rarely ever using your Pact Slots because they're so limited and in a party of players that primarily rely on long rests, you'll rarely ever get the short rest you need to justify Pact Slots being so few.
Personality, I prefer this method of giving decent access to both, and I'm not so worried about Pact Slots being what makes Warlocks unique since this version is leaning so much heavier into versatility with Invocations.
edit: I am able to see a bit of the problem with making them half-casters oppose to keeping their pact slots when it comes to theme, so a way to have more access to pact slots or getting more overall would be better, I think. Maybe an invocation that doubles your pact slots if you want your Warlock to lean more into spellcasting, or one that gives you a new way to recover Pact Slots.
I actually agree with all that in theory, I just find "we want you to be able to customize your warlock better" to be completely at odds with "...but you have to take eldritch blast and hex"
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Personally, I love this version of the Warlock. Pact Magic as it was felt more like an afterthought, and it could just be because I primarily played Hexblade Warlocks, but I hated that Warlocks had an option to be martial with Hexblade and Pact of the Blade, but were overall shoehorned into being Spellcasters through Mystic Arcanum. For me, the Invocations are more what made the Warlocks unique rather than Pact Magic, and what makes this one feel better to me is it's moving in a direction of allowing Warlocks to be more custom built to the player, rather than being forced into a role by taking an Invocation that CAN be a Mystic Arcanum rather than being forced to take a Mystic Arcanum rather than something that would fit your character better.
The issue with Warlocks as spellcasters before was being able to barely spellcast, because even at 20th level you could only cast 4 spells, then your mystic Arcanums, and for the rest of the time use Cantrips—and I've seen a lot of Warlock players explain the issue I had of rarely ever using your Pact Slots because they're so limited and in a party of players that primarily rely on long rests, you'll rarely ever get the short rest you need to justify Pact Slots being so few.
Personality, I prefer this method of giving decent access to both, and I'm not so worried about Pact Slots being what makes Warlocks unique since this version is leaning so much heavier into versatility with Invocations.
edit: I am able to see a bit of the problem with making them half-casters oppose to keeping their pact slots when it comes to theme, so a way to have more access to pact slots or getting more overall would be better, I think. Maybe an invocation that doubles your pact slots if you want your Warlock to lean more into spellcasting, or one that gives you a new way to recover Pact Slots.
They were shoehorned into being spell casters because they are warlocks which are you know spell casters. Its like saying I only play blade singers but ive always been irritated wizards are shoe horned into being spell casters. A warlock in all fiction is purely a spell caster they are demon summoners spell casters in wow, in folklore they are just male witches, they are spell casters. Trying to make them at their core a partial caster goes against everything a warlock is. If anything they should have leaned deeper into spell casting. Just play a edgy paladin or ranger if you want to play a dark fighter with some magic. Don't destroy the core of what a warlock is, a spell caster.
And maybe if we got 16 invocations we could talk about leaning into versatility, but as is they are not more versatile than the core warlock.
Personally, I love this version of the Warlock. Pact Magic as it was felt more like an afterthought, and it could just be because I primarily played Hexblade Warlocks, but I hated that Warlocks had an option to be martial with Hexblade and Pact of the Blade, but were overall shoehorned into being Spellcasters through Mystic Arcanum. For me, the Invocations are more what made the Warlocks unique rather than Pact Magic, and what makes this one feel better to me is it's moving in a direction of allowing Warlocks to be more custom built to the player, rather than being forced into a role by taking an Invocation that CAN be a Mystic Arcanum rather than being forced to take a Mystic Arcanum rather than something that would fit your character better.
The issue with Warlocks as spellcasters before was being able to barely spellcast, because even at 20th level you could only cast 4 spells, then your mystic Arcanums, and for the rest of the time use Cantrips—and I've seen a lot of Warlock players explain the issue I had of rarely ever using your Pact Slots because they're so limited and in a party of players that primarily rely on long rests, you'll rarely ever get the short rest you need to justify Pact Slots being so few.
Personality, I prefer this method of giving decent access to both, and I'm not so worried about Pact Slots being what makes Warlocks unique since this version is leaning so much heavier into versatility with Invocations.
edit: I am able to see a bit of the problem with making them half-casters oppose to keeping their pact slots when it comes to theme, so a way to have more access to pact slots or getting more overall would be better, I think. Maybe an invocation that doubles your pact slots if you want your Warlock to lean more into spellcasting, or one that gives you a new way to recover Pact Slots.
They were shoehorned into being spell casters because they are warlocks which are you know spell casters. Its like saying I only play blade singers but ive always been irritated wizards are shoe horned into being spell casters. A warlock in all fiction is purely a spell caster they are demon summoners spell casters in wow, in folklore they are just male witches, they are spell casters. Trying to make them at their core a partial caster goes against everything a warlock is. If anything they should have leaned deeper into spell casting. Just play a edgy paladin or ranger if you want to play a dark fighter with some magic. Don't destroy the core of what a warlock is, a spell caster.
And maybe if we got 16 invocations we could talk about leaning into versatility, but as is they are not more versatile than the core warlock.
Warlocks are people who made pacts. Period. There's no reason that somebody can't make a pact for physical power, and there's no reason people should only be allowed to make pacts to be worse Wizards.
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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.
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Maybe every blank spellbook comes preprinted with scribe spell?
I wonder what happens if there's a batch with a typo
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I invite you to read the spell casting feature which does not reference your spell book for preparation you don't need it to be in your "spells known" to be able to prepare it. Same with Scribe spell. It doesn't need to be in your book to prepare it.
1) Find a book or scroll containing it.
2) Level up and get it back.
3) Keep it prepared at all times if your DM is a book-targeter.
These all seem considerably shorter than "forever."
Sure. Invitation accepted.
**sigh**
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Either I am blind or they edited after release. When I first read it I thought it said from the arcane spell list.
Questions with Flames of Phlegethos (reroll 1's for fire damage) + Transmuted Spell (change damage type) + Chaos Bolt (random damage type).
Chaos Bolt CAN cause damage types listed in the Transmuted Spell description, but COULD deal Force or Psychic damage, which are not. Can we use the transmuted spell metamagic with Chaos Bolt? I might assume no. But I imagine some tables will allow it, with some tables allowing all results to be transmuted for simplicity's sake, and some tables ruling that if you have to choose Force/Psychic the transmutation fails. Assume transmuting Chaos Bolt is allowed one way or another at my table, and say I hit with Chaos Bolt using the Transmuted Spell metamagic. I roll two 1's on the d8 damage dice, triggering both the FoP feat to reroll the 1's for the (transmuted) fire damage, and the bonus attack. When effects are simultaneous, the players choose the order they are applied, so I would make the bonus attack a second target, with that damage possibly also transmuted to fire damage. Let's say when I reroll the two 1's I get doubles again, I assume this will then trigger a second bonus attack originating from the same creature, but needing to target a 3rd creature with the second bonus attack. And if an attack roll was a 1+x transmuted to fire damage, and rerolling the 1 from FoP resulted in a x+x (doubles) result, this would also trigger a bonus attack.
I suspect that is the type of thing they will change easily in the play test. How insanely broken spell mod/making is we will see.
Just make it so Scribe Spell is always prepared. Done.
But if they don't do that... just leave it prepared yourself. No matter what happens to your book you can replace it. You'll still be the strongest class in the game, I promise.
Then why bother making it a spell at all?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
So they can put all the text in the spell section + save space on the casting time and materials etc.
Also, so
noobsinsufficiently paranoid wizards can neglect to prepare it and be bereft of their book one day 😛That’s my point. Why make any of those spells spells?!? Just make them, y’know, class features.
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You just said to make it always prepared
If you can't even keep track of your own arguments, I'm not sure why I should bother
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'm saying I'm fine either way, calm down
Personally, I love this version of the Warlock. Pact Magic as it was felt more like an afterthought, and it could just be because I primarily played Hexblade Warlocks, but I hated that Warlocks had an option to be martial with Hexblade and Pact of the Blade, but were overall shoehorned into being Spellcasters through Mystic Arcanum. For me, the Invocations are more what made the Warlocks unique rather than Pact Magic, and what makes this one feel better to me is it's moving in a direction of allowing Warlocks to be more custom built to the player, rather than being forced into a role by taking an Invocation that CAN be a Mystic Arcanum rather than being forced to take a Mystic Arcanum rather than something that would fit your character better.
The issue with Warlocks as spellcasters before was being able to barely spellcast, because even at 20th level you could only cast 4 spells, then your mystic Arcanums, and for the rest of the time use Cantrips—and I've seen a lot of Warlock players explain the issue I had of rarely ever using your Pact Slots because they're so limited and in a party of players that primarily rely on long rests, you'll rarely ever get the short rest you need to justify Pact Slots being so few.
Personality, I prefer this method of giving decent access to both, and I'm not so worried about Pact Slots being what makes Warlocks unique since this version is leaning so much heavier into versatility with Invocations.
edit: I am able to see a bit of the problem with making them half-casters oppose to keeping their pact slots when it comes to theme, so a way to have more access to pact slots or getting more overall would be better, I think. Maybe an invocation that doubles your pact slots if you want your Warlock to lean more into spellcasting, or one that gives you a new way to recover Pact Slots.
The catch with wizards who lose their book being permanently un-wizard'd is a good one, and exactly the sort of thing playtesting is for. Regardless of whether you think it's okay or not, that's clearly unintended behavior and needs to be addressed.
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Here's a another weird inequity.. why are Warlock still "known" spellcasters when both Rangers and Paladins are daily preparation casters (and one presumes Artificer will be as well)? Surely it makes more sense for Warlocks to be daily preparation casters like all the other half-casters rather than being the weird odd-one-out.
On that we can agree, and again the fix is easy.
Yeah I'm fine with Sorcerer being the only "known" caster.
Also, weird interaction, once you hit level 20 Sorcerers and Warlocks can never change their prepared spells again.
I actually agree with all that in theory, I just find "we want you to be able to customize your warlock better" to be completely at odds with "...but you have to take eldritch blast and hex"
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
They were shoehorned into being spell casters because they are warlocks which are you know spell casters. Its like saying I only play blade singers but ive always been irritated wizards are shoe horned into being spell casters. A warlock in all fiction is purely a spell caster they are demon summoners spell casters in wow, in folklore they are just male witches, they are spell casters. Trying to make them at their core a partial caster goes against everything a warlock is. If anything they should have leaned deeper into spell casting. Just play a edgy paladin or ranger if you want to play a dark fighter with some magic. Don't destroy the core of what a warlock is, a spell caster.
And maybe if we got 16 invocations we could talk about leaning into versatility, but as is they are not more versatile than the core warlock.
Warlocks are people who made pacts. Period. There's no reason that somebody can't make a pact for physical power, and there's no reason people should only be allowed to make pacts to be worse Wizards.
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)