I'm very fond of the community and the gish concept coming back in the hexblade warlock and the bard subclasses. Even a variety of the archetypes in other sections include more magic.
I think this is kind of my idea to bring together stealth, and magic caster.
The Witch. A multiclass warlock rogue.
So right now I'm looking at the rogue skrimisher, and warlock of the archfey pact of the chain.
Its kind of a struggle to know what to cut and keep.
Right now I've decided to get up to rogue level 4 for the feat, and I believe the progression looks like Warlock level 1, Rogue level 1, warlock level 2-4, then Rogue level 2-4.
The goal is to eventually pick up at least level 3, but I wonder if there's a better route to finish on, and what the average actual final level cap is for most campaigns.
That changes the pathing for this progression.
It would be nice if we had a sort of true witch class though.
With this I can get these very endearing themed spells "Distort Value" A roguish and thematic element for both the "green apple" sort of interesting horror elements. For instance humans baked in pies for a more grounded dark concept.
"Enthrall" Another classic witch theme I find is enthralling people.
The list Shakes out for the level 1 spells for my deal to be Distort Value, Hex, and Witch Bolt (because you gotta right?).
Excluding listing all the freebie spells from the pact.
Then of course you gotta have spider climb for the sort of possessed horror element of it all.
With the end being at level 4 we know Distort Value, Hex, Witchbolt, level 1 spells, through the progression path. The cantrips are of course, Minor Illusion, and Eldritch Blast.
Anyway I've rambled enough what are your thoughts on how to path out a sort of stealth caster? I don't necessarily want my version to be a true caster, its kind of another softer gish variant.
The point is to stab be sort of dark thematically, and play up to the horror themes and spooky shadows...maybe poison some apples/ bake some people into pies...maybe some knife fighting, and stuff if things go wrong in melee.
How would you make a witch?
* Ah forgot about mentioning the pact of the chain, you gotta have your lil critter luring people into traps/scouting, and generally taunting enemies relaying information etc. So I get invocation where you can share senses. Voice of the Chain, and Eldritch Spear.
The notion I have is that being stuck in melee with the build, you could eventually get Booming Blade as your reaction-spell for a disengaging target. As well at level 5 for uncanny dodge... my trying to piece out the max level and the actual average campaign length to try and figure out exactly where to stick everything.
The sneaking elements in warlock for teleporting around a hexed unit, merging into shadows, and free-casting still image are where I want to try and pull more power off from. The familiar tricking and scouting is also fun.
Gotta figure it out a little more, but I'm gonna try giving it a go in a campaign here that's launching the coming Wednesday.
I'm not 100% convinced that utility pieces aren't worth it for the concept in terms of feel. Mathematically solving the game isn't really a huge point of interest, but its certainly part of what's going to make it feel like its not a chore to go through in play.
Thank you for the input though, I really liked hearing how you thought it through.
I'm very fond of the community and the gish concept coming back in the hexblade warlock and the bard subclasses. Even a variety of the archetypes in other sections include more magic.
I think this is kind of my idea to bring together stealth, and magic caster.
The Witch. A multiclass warlock rogue.
So right now I'm looking at the rogue skrimisher, and warlock of the archfey pact of the chain.
Its kind of a struggle to know what to cut and keep.
Right now I've decided to get up to rogue level 4 for the feat, and I believe the progression looks like Warlock level 1, Rogue level 1, warlock level 2-4, then Rogue level 2-4.
The goal is to eventually pick up at least level 3, but I wonder if there's a better route to finish on, and what the average actual final level cap is for most campaigns.
That changes the pathing for this progression.
It would be nice if we had a sort of true witch class though.
With this I can get these very endearing themed spells "Distort Value" A roguish and thematic element for both the "green apple" sort of interesting horror elements. For instance humans baked in pies for a more grounded dark concept.
"Enthrall" Another classic witch theme I find is enthralling people.
The list Shakes out for the level 1 spells for my deal to be Distort Value, Hex, and Witch Bolt (because you gotta right?).
Excluding listing all the freebie spells from the pact.
Then of course you gotta have spider climb for the sort of possessed horror element of it all.
With the end being at level 4 we know Distort Value, Hex, Witchbolt, level 1 spells, through the progression path.
The cantrips are of course, Minor Illusion, and Eldritch Blast.
Anyway I've rambled enough what are your thoughts on how to path out a sort of stealth caster? I don't necessarily want my version to be a true caster, its kind of another softer gish variant.
The point is to stab be sort of dark thematically, and play up to the horror themes and spooky shadows...maybe poison some apples/ bake some people into pies...maybe some knife fighting, and stuff if things go wrong in melee.
How would you make a witch?
* Ah forgot about mentioning the pact of the chain, you gotta have your lil critter luring people into traps/scouting, and generally taunting enemies relaying information etc. So I get invocation where you can share senses. Voice of the Chain, and Eldritch Spear.
The notion I have is that being stuck in melee with the build, you could eventually get Booming Blade as your reaction-spell for a disengaging target. As well at level 5 for uncanny dodge... my trying to piece out the max level and the actual average campaign length to try and figure out exactly where to stick everything.
The sneaking elements in warlock for teleporting around a hexed unit, merging into shadows, and free-casting still image are where I want to try and pull more power off from. The familiar tricking and scouting is also fun.
Gotta figure it out a little more, but I'm gonna try giving it a go in a campaign here that's launching the coming Wednesday.
I'm not 100% convinced that utility pieces aren't worth it for the concept in terms of feel. Mathematically solving the game isn't really a huge point of interest, but its certainly part of what's going to make it feel like its not a chore to go through in play.
Thank you for the input though, I really liked hearing how you thought it through.