Back in UA5, we saw a half-caster warlock with Mystic Arcanum via Eldritch Invocation, I have been reviewing the idea and come up with what I believe is a much more viable solution, which is for a Warlock that gets Mystic Arcanum with no invocation tax and a Mystic Arcanum of each spell casting level. This leaves warlock not quiet up to pace with Wizard or Sorcerer but gives considerably more spells per day and still has some measure of flexibility (Mystic Arcanum no longer tied to spells). Additionally there are alternative ways to use Mystic Arcanum based on pact and invocations. So I present my suggestion:
Warlock Table
Here is my revised Warlock table, it changes the spell slots back to half caster but has an additional column called Mystic Arcanum.
Spell Slots
Level
PB
Features
Invocations
Cantrips
Spells Prepared
Mystic Arcanum
1st
2nd
3rd
4th
5th
1
+2
Pact Boon, Pact Magic
-
2
3
1st
2
-
-
-
-
2
+2
Eldritch Invocation
1
2
3
-
2
-
-
-
-
3
+2
Warlock Subclass
1
2
4
2nd
3
-
-
-
-
4
+2
ASI/Feat
2
3
4
-
3
-
-
-
-
5
+3
Eldritch Cantrip
2
3
5
3rd
4
2
-
-
-
6
+3
Subclass Feature
3
3
5
-
4
2
-
-
-
7
+3
-
3
3
6
4th
4
3
-
-
-
8
+3
ASI/Feat
4
4
6
-
4
3
-
-
-
9
+4
Contact Patron
4
4
7
5th
4
3
2
-
-
10
+4
Subclass Feature
5
4
7
-
4
3
2
-
-
11
+4
-
5
4
8
6th
4
3
3
-
-
12
+4
ASI/Feat
6
5
8
-
4
3
3
-
-
13
+5
-
6
5
9
7th
4
3
3
1
-
14
+5
Subclass Feature
7
5
9
-
4
3
3
1
-
15
+5
-
7
5
10
8th
4
3
3
2
-
16
+5
ASI
8
5
10
-
4
3
3
2
-
17
+6
-
8
6
11
9th
4
3
3
3
1
18
+6
-
9
6
11
-
4
3
3
3
1
19
+6
ASI
9
6
12
-
4
3
3
3
2
20
+6
Eldritch Master
10
6
12
-
4
3
3
3
2
Level 1: Pact Boon
The below section may refer to changes eldritch invocations or new proposed ones. The pacts also go back to having different spellcasting modifier options.
You have made a pact with a mysterious being, the effects of that pact starts to manifest itself in the form of a boon. You gain one of the below pact choices, you can change your pact through a ceremony when levelling up in place of changing an invocation, any invocations that has a prerequisite on your pact boon changes to their equal level equivalent invocation for the new pact. For example a Pact of the Blade warlock going to Pact of the Tome would swap Eldritch Smite for Book of Arcane Knowledge.
Pact of the Blade
Spellcasting Ability Modifier: Charisma or Intelligence (you choose at 1 or when you change your pact)
As a bonus action, you can conjure a pact weapon into your empty hand. You are automatically proficient with your pact weapon and gain the benefit of it’s weapon mastery property, the weapon acts as a spellcasting focus while held in your hand.
You can as a 1-hour long ritual bind a weapon in your as your pact weapon, you can use the same ritual to unbind the weapon or to bind a different weapon. If you have no bound pact weapon for your pact then you can instead summon a normal version of any simple or martial weapon, if instead you have a bound pact weapon then you always summon that weapon. The weapon disappears if you are not wielding it or carrying it for 1 minute.
Once per turn when you attack with your pact weapon, you can use your spellcasting ability modifier for the attack and damage rolls, instead of using Strength or Dexterity. At 5 level you automatically gain the Thirsting Blade invocation and can use your spellcasting ability modifier on all attack and damage rolls with your pact weapon.
Pact of the Chain
Spellcasting Ability Modifier: Charisma or Wisdom (you choose at 1 level or when you change your pact)
You learn the Find Familiar spell and can cast it as an action without expending a spell slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, skeleton, slaad tadpole or sprite.
When conjured, or when finishing a short or long rest, the familiar gains temporary HP equal your warlock level. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction, the familiar adds your spellcasting ability modifier to its attack and damage rolls.
At 5 level you get the enduring familiar invocation and you can additionally change the damage type of your familiars attacks from Bludgeoning, Piercing or Slashing to Necrotic or Radiant damage instead.
Note: Investment of the Chain Master will replace a single attack roll of an improved cantrip instead of using a bonus action, else wise is identical to the UA2023-PH-Playtest7 invocation.
Pact of the Tome
Spellcasting Ability Modifier: Intelligence or Wisdom (you choose at 1 level or when you change your pact)
You gain the Book of Shadows, as a 1 hour long ritual you can conjure the book to your hand. You can recast the ritual to return the book of shadows to your hand, if a copy of your book of shadows already exists then it turns to dust. The book of shadows also turns to dust when you die.
While you have the Book of Shadows (you determine its appearance) on you, you can gain the following benefits:
Cantrips
When the book appears, you choose three cantrips which can be from any class’s spell list. You additionally gain the Agonizing Blast invocation while you are carrying your book, the benefits of Agonizing Blast then apply to any cantrip with an attack roll that is in your Book of Shadows, instead of just Eldritch Blast.
Spells
While you have your Book of Shadows, You can prepare a number of warlock spells equal to your spellcasting ability modifier, while the book is on your person, you can cast any of these spells and they function as warlock spells for you. During a long rest you can change 1 spell that the book contains.
Mystic Rituals
While you have your book on you, you can expand one of your mystic arcanum to gain access to a ritual at the same level as the expanded arcanum, or lower. The chosen ritual can come from any class’s list and you can cast it while you have your book on you. You additionally prepare the spell and it functions as warlock spells for you. The ritual spells gained in this method remains in your book until you complete a long rest.
Written Hex
While you have your Book of Shadows on your person, you automatically succeed on any concentration checks to maintain the hex spell.
Spellcasting Focus
You can use the book as a Spellcasting Focus.
Level 1: Pact Magic
This version of Pact Magic includes Mystic Arcanum as a part of Pact Magic itself, and you can prepare spells based on your mystic arcanum level (rather than spell slots)
hrough occult ceremony, you have formed a pact with a mysterious entity to awaken magical powers within you. The benefits of your awakened magical powers are concrete: the ability to cast spells.
Cantrips
You know two cantrips of your choice from the Warlock spell list, The spells Eldritch Blast and Prestidigitation are recommendations for new players. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another cantrip of your choice.
When you reach levels 4, 8, 12 & 16, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Table.
Mystic Arcanum
At 1 level and every odd numbered warlock level except for 19, you gain a Mystic Arcanum. Through teaching or magicks, your Patron has bestowed on you eldritch knowledge and power which are now yours, the combination of knowledge and power is your Mystic Arcanum. Each time you obtain a Mystic Arcanum, it is 1 level higher than the previous, as shown by the Mystic Arcanum column of the Warlock Table.
You can use a Mystic Arcanum to cast a prepared spell of the same level, you regain all expended Mystic Arcanum when you finish a Long Rest.
Spell Slots
In additional to their Mystic Arcanum, Warlocks also get spell slots, the Warlock table shows how many spells slots you have to cast your Warlock spells of level 1-5. The table also shows the level of those slots, all of which are the same level. To cast one of those spells, you must expand a spell slot. You regain all expended Pact Magic spell slots when you finish a Long Rest.
Preparing Spells Level 1+
You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start choose two level 1 spells from the Warlock spell list, the spells Hex and Charm Person are recommended for new players.
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 Warlock spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than the level of your highest Mystic Arcanum, as shown in the Mystic Arcanum column of the Warlock table. When you reach level 7, for example, you learn a new Warlock spell which can be of level 1-4.
If another Warlock feature gives spells that you always have prepared, thosee spells don’t count against the number of spells on the list you prepare with this feature, but those spells other 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 Warlock spell of an eligible level.
Spellcasting Focus
You can use an arcane focus as a Spellcasting Focus for the spells you cast with your Warlock features.
Comparison of Warlock to Wizard spells per day:
other than 1 level, this Warlock would generally have less spells per day then a Wizard for most of the early and mid game, around par more towards end but Wizard having higher levels on their spells, Wizard could get more spells per day by not going for the highest slots on Arcane Recovery.
Warlock
Wizard
Level
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
3
2
2
3
4
3
4
1
4
3
4
4
1
4
4
5
5
3
1
4
3
3
6
5
3
1
4
3
4
7
5
4
1
1
4
3
3
2
8
5
4
1
1
4
3
3
3
9
5
4
3
1
1
4
3
3
3
2
10
5
4
3
1
1
4
3
3
3
3
11
5
4
4
1
1
1
5
3
3
3
3
1
12
5
4
4
1
1
1
5
3
3
3
3
1
13
5
4
4
2
1
1
1
4
4
3
3
3
1
1
14
5
4
4
2
1
1
1
4
4
3
3
3
1
1
15
5
4
4
3
1
1
1
1
4
3
4
3
3
1
1
1
16
5
4
4
3
1
1
1
1
4
3
4
3
3
1
1
1
17
5
4
4
4
2
1
1
1
1
4
3
3
4
3
1
1
1
1
18
5
4
4
4
2
1
1
1
1
4
3
3
4
4
1
1
1
1
19
5
4
4
4
3
1
1
1
1
4
3
3
3
5
2
1
1
1
20
5
4
4
4
3
1
1
1
1
4
3
3
3
5
2
2
1
1
Level 2: Eldritch Invocations
most changes here just relates to the progression at which you get Eldritch Invocations (every 2 levels from level 2)
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 one invocation of your choice, such as Agonizing Blast or Armor of Shadows. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description.
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 Warlock of level 6 or higher, you can select the invocations once you reach level 6 in this class. Invocations granted by your pact boon feature ignore their prerequisite levels.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocation column of the Warlock table. You can’t pick the same invocation more than once unless an invocation’s description says otherwise. When you gain a warlock level, you can change one of your eldritch invocations for a different invocation that you meet the prerequisites for.
Level 3: Warlock Subclass - Unchanged from UA7
Level 4: Ability Score Improvement - Unchanged from UA7
Level 5: Eldritch Cantrip
This is based on a previous suggestion I made, called Improved cantrip, essentially makes any cantrip with a range of 30 foot or more, capable of being split into multiple attacks
Through the Eldritch knowledge granted to you by your Patron, you have learnt the ability to improve certain cantrips, any cantrip which has a range of 30 foot or greater and causes damage is applicable. Where the cantrip would normally increase in damage, you can instead split the cantrip into different attacks. You gain a number of attacks equal to the number of dice rolls the cantrip would normally have, each attack does a single die of damage. You can split the cantrip into two attacks, at warlock level 11 you can split the cantrip into three attacks and at warlock level 17 you can split the cantrip into four attacks.
If the cantrip has a secondary effect, you can only apply the secondary effect to one of the targets that were hit.
Level 9: Contact Patron - Unchanged from UA7
Level 20: Eldritch Master
As a level 20 capstone, probably not one people will hit too much, since the old Eldritch Master would not work here, this is an entirely new feature, empowering certain invocations.
Eldritch Invocations which use a Mystic Arcanum to be able to cast a spell at will are now always at will without expanding the Mystic Arcanum. Additionally you can now change one of your Eldritch Invocations when you finish a Long Rest.
Eldritch Invocation Options
A lot of changed options, many obviously related to previous changes. Eldritch Invocations that do not appear here are left unchanged from their appearance in UA7, some options are new and do not appear in UA7. The new options are listed below the updated options.
Put y
Agonizing Blast – functions same as in UA6, change only too prerequisite
Prerequisite: Warlock 2+ level
Armor of Shadows
You prepare the Mage Armor spell. You can expend a 1 level or higher mystic arcanum to gain the ability to cast this spell at will until you finish your next long rest. Once you have expended a mystic arcanum, you can change the AC to 10+Dexterity+Your Spellcasting Ability Modifier instead of 13+Dexterity.
Ascendant Step
Prerequisite: Level 6+ Warlock
You prepare the Levitate spell. You can expend a 3 level or higher mystic arcanum to gain the ability ability to cast this spell at will until you finish your next long rest. Once you have expended a a mystic arcanum, the height that you can levitate up to increases to 30 foot .
Eldritch Smite
Prerequisite: Level 5+ Warlock, Pact of the Blade
When you hit a creature with an attack, you can expend of your mystic arcanum to cast one of the following spells as long as you meet the warlock level requirement and have a high enough mystic arcanum to cast the spell at it’s level. Spells cast by this feature are not upcast, even if the mystic arcanum is of a higher level.
Warlock Level
Mystic Arcanum
Smites
5
1+
Thunderous Smite
5
2+
Branding Smite
9
3+
Blinding Smite
13
4+
Staggering Smite
17
5+
Banishing Smite
Fiendish Vigor
Prerequisite: Level 2+ Warlock
You prepare the False Life spell. You can expend a 1 level or higher mystic arcanum to gain the ability to cast this spell at until you finish your next long rest. once you expended one of your mystic arcanum, you gain 4 + the mystic arcanum’s level temporary HP and you can recast the spell gaining the same amount of temporary HP, this value resets to 4+1d4 after finishing a long rest.
Gift of the Depths - functions same as in UA6, change only to prerequisite
Prerequisite: Warlock 10+ level
Gift of the Protectors - functions same as in UA6, change only to prerequisite
Prerequisite: Level 11+ Warlock, Pact of the Tome
Investment of the Chain Master
Prerequisite: Level 5+ Warlock, Pact of the Chain
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
Aerial or Aquatic. The familiar gains either a fly speed or a swim speed (your choice) of 40 feet
Quick Attack. You can forgo an attack roll of one of your cantrips to order your familiar to attack, so long as the familiar is within 100 foot of you. A pact of the chain familiar adds your spellcasting ability modifier to it’s attack and damage rolls.
Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Resistance. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Lifedrinker - functions same as in UA6, change only to prerequisite
Prerequisite: Level 11+ Warlock, Pact of the Blade
Mask of Many Faces
Prerequisite: None
You prepare the Disguise Self spell. You can cast Disguise Self once without expanding a spell slot, you regain your free casting of the Disguise Self spell after finishing a long rest.
Master of Myriad Forms
Prerequisite: Level 6+ Warlock
You prepare the Alter Self spell. You can cast Alter Self once without expanding a spell slot, you regain your free casting of the Alter Self spell after finishing a long rest.
One with Shadows- functions same as in UA6, change only to prerequisite
Prerequisite: Level 6+ Warlock
Thirsting Blade
Prerequisite: Level 8+ Warlock
You gain the Extra Attack feature
Visions of Distant Realms
Prerequisite: Level 10+ Warlock
You prepare the Arcane Eye spell. You can expend a 5 level or higher mystic arcanum to gain the ability to cast this spell at will until you finish a long rest.
Whispers of the Grave
Prerequisite: Level 8+ Warlock
You prepare the speak with dead spell. You can expend a 4 level or higher mystic arcanum to gain the ability to cast this spell at will until you finish a long rest.
New Eldritch Invocations
Book of Arcane Knowledge
Prerequisite: Level 5+ Warlock, Pact of the Tome
The spells that you prepare within your book of shadows can now contain 1 and 2 level spells from the wizard and sorcerer spell lists. The spells you can prepare from the wizard and sorcerer spell lists increase to 3 level spells at warlock level 9, 4 level spells at warlock level 13 and 5 level spells at warlock level 17
Enduring Familiar
Prerequisite: Level 8+ Warlock, ability to cast find familiar
When you summon your familiar, complete a short rest or long rest, your familiar gain temporary HP equal to your warlock level, if your familiar already gains temporary equal to your warlock level then it receives twice as much instead. Additionally your familiar gains an increase to it’s AC equal to your spell casting modifier.
Eyes of the Necromancer
Prequisite: level 6+ Warlock
You prepare the Animate Undead spell which you cast without any components. You can cast Animate Undead without expending a spell slot, once you have cast animate undead in this fashion, you can not do so again until you finish a long rest.
Undying Servents
Prerequisite: Level 12+ Warlock
You prepare the Danse Macabre spell. You can expend one of your 6 level or higher mystic to gain the ability to cast this spell at will, until you finish a long rest.
Vicious Familiar
Prerequisite: Level 11+ Warlock, Pact of the Chain
When you order your familiar to attack in any method, it can attack twice instead, both attacks must be against the same target, alternatively you can forgo one of your familiars attacks and expend a mystic arcanum to grant the familiar temporary HP equal to three times the amount of the mystic arcanum that was expended.
Cantrip Update: Eldritch Blast
Making Eldritch Blast work better for pure warlocks than dips.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. On a Critical hit, the attack adds an additional 1d10 die (which is not doubled) to the damage, this cantrip ignores the secondary effect restriction of the Eldritch Cantrip feature of the Warlock Class.
The spell’s damage increases by 1d10 when you reach 5 level (2d10), 11 level (3d10), and 17 level (4d10)
Note: The spell can function as per it did in 5th edition with the Eldritch Cantrip feature but with the added benefit of +1 critical hit damage die .
Overall, I suspect that this thread will see a lot of Opinion, personally I believe this is a better combination of UA5 and UA7 Warlock. I believe the UA5 warlock was on the right path but made some bad implementation decisions, such as making Mystic Arcanum a severe tax on Eldritch Invocation, this version removed that. This version gives an Eldritch Invocation as part of the pact boon (either at level 1 or 5) and a total of 10 Eldritch Invocations on top of that. It has the customization that Warlock needs, some options might be slightly on the overpowered side, so this is not a perfect implementation.
I also wanted to know which version of Warlock people actually prefer, so have included a Poll for that too.
This is by far the biggest suggestion I have given and with the most work I have put into one, so hoping it's mostly clear as to what I am trying to achieve with it, as it is redefining many parts of the class, there are more than just a few suggested changes for Warlock in here.
EDIT: a lot going on in this one, so a lot of explanations I've kind of skipped, like why is Thristing Blade not limited to pact of the blade? It was to remove complication on what pacts you switch if you update pact. So willing to answer questions on if people have queries on anything too!
Still a no for me on the part of the half-caster spell slot level progression. It needs to stay dead.
Fair enough, how do you feel about dropping to just 1 pact slot until 11(gaining a 2nd) but keeping the mystic arcanum part of this suggestion? with the 1/lr 1 minute pact slot recovery.
Still a no for me on the part of the half-caster spell slot level progression. It needs to stay dead.
Fair enough, how do you feel about dropping to just 1 pact slot until 11(gaining a 2nd) but keeping the mystic arcanum part of this suggestion? with the 1/lr 1 minute pact slot recovery.
I think 1 pact slot until 11 is way too few.
If I was in charge of designing the Warlock class, I would just combine Spells Known and Eldritch Invocations into the same pool. Make Mystic Arcanum start at 1st level, and increase in level at every odd Warlock level up to 9th level at Warlock level 17, and make it so that your Mystic Arcanum dictates the maximum level of spells you can learn as Invocations.
When a spell is chosen as Mystic Arcanum, it can be cast once at it's lowest level per Long Rest, but then also keep Pact Magic slots as they currently are, enabling you to cast any spell you know as an Eldritch Invocation at a level corresponding to the current Pact Magic spell slot level progression.
In what world is Blade not the biggest trap option ever? lol
Let me get this straight, by choosing Blade you don't get
3 free cantrips from any class spell list
Free Agonizing Blast for ANY cantrip
Up to 5 flexible known Warlock spells
Hex without CON check
Ritual Casting (which is very obtusely worded and I'm not sure what it actually does tbh)
And you get in return:
Cha melee attacks
Weapon prof while using
A second attack at level 5 or 8 (conflicting in your post)
lol
You have the PRIVILIGE to deal less damage than Eldritch Blast at level 11 while being in melee (edit: And Eldritch Blast also scales now additionally with extra crit, making blade even worse lol). Not even medium armor or shield prof or real weapon prof so you could take feats or ignoring the STR requirement for 2h or something. Like, the overall package is even weaker than even 2014 version, while Tome gets all goodies that should partially be in warlock base class - like Ritual casting.
Apart from that, I think Hex without Con check would be actually super flavorful for Blade and I'd love to see that as a potential invocation maybe. Would make it a reliable, albeit still weak, option.
I hate the half-caster progression but the more I see the idea presented, I love MA at every slot level as fix for warlock lacking amount of spell casting in lieu of just moving the 3rd slot to level 7, 8 or 9.
5e Progression with MA at every slot level. Along with UA7 ritual casting and maybe some more at-will-invocations and you have the perfect mix. Magical Cunning could then even be scrapped entirely leaving room for some flavorful new cap stone. Ideally, MAs should be swappable per long rest, but at the very least whenever you get a new MA level (like in UA 7).
If it's too much, you could make the MA up to slot level 5 delayed by a level, so you'd get the MA at level 2, 4, 6, 8 & 10, which would make it more comparable to other casters.
In what world is Blade not the biggest trap option ever? lol
Let me get this straight, by choosing Blade you don't get
3 free cantrips from any class spell list
Free Agonizing Blast for ANY cantrip
Up to 5 flexible known Warlock spells
Hex without CON check
Ritual Casting (which is very obtusely worded and I'm not sure what it actually does tbh)
And you get in return:
Cha melee attacks
Weapon prof while using
A second attack at level 5 or 8 (conflicting in your post)
lol
You have the PRIVILIGE to deal less damage than Eldritch Blast at level 11 while being in melee (edit: And Eldritch Blast also scales now additionally with extra crit, making blade even worse lol). Not even medium armor or shield prof or real weapon prof so you could take feats or ignoring the STR requirement for 2h or something. Like, the overall package is even weaker than even 2014 version, while Tome gets all goodies that should partially be in warlock base class - like Ritual casting.
Apart from that, I think Hex without Con check would be actually super flavorful for Blade and I'd love to see that as a potential invocation maybe. Would make it a reliable, albeit still weak, option.
I hate the half-caster progression but the more I see the idea presented, I love MA at every slot level as fix for warlock lacking amount of spell casting in lieu of just moving the 3rd slot to level 7, 8 or 9.
Did you bother to do the maths here?
at level 11, with life drinker and spirit shroud and a polearm, you'd do 2*((1d10+1d6+2d8)*.7+(5+1)*.65) vs 3*((1d10*+1d6(hex)*.65+5*.6), or 30.2 vs 26.55, you could do spirit instead of hex for 33.375, however if you have Polearm master.... Polearm master easily wins here. PAM Pact of the Blade has always done more damage like this, by the time you get to a +2 weapon, it's not even a contest.
And this is the old formular, which wouldn't be true anymore... since Weapon Masteries now exist, you've got Cleave on Halberd, Graze on Glaive and Push on Pike (no damage, but basically same benefit as repelling blast without an invocation), and even with that critical roll thing I suggested, EB would still be less damage.
Still a no for me on the part of the half-caster spell slot level progression. It needs to stay dead.
Fair enough, how do you feel about dropping to just 1 pact slot until 11(gaining a 2nd) but keeping the mystic arcanum part of this suggestion? with the 1/lr 1 minute pact slot recovery.
I think 1 pact slot until 11 is way too few.
on the flip side, levels 3-10 your basically casting as many top level spells as Wizard, Sorcerer, Bard, etc; When Warlock is meant to be a lesser caster than that. You lack the lower spells but have Eldritch Blast or other pact bonuses.
In what world is Blade not the biggest trap option ever? lol
Let me get this straight, by choosing Blade you don't get
3 free cantrips from any class spell list
Free Agonizing Blast for ANY cantrip
Up to 5 flexible known Warlock spells
Hex without CON check
Ritual Casting (which is very obtusely worded and I'm not sure what it actually does tbh)
And you get in return:
Cha melee attacks
Weapon prof while using
A second attack at level 5 or 8 (conflicting in your post)
lol
You have the PRIVILIGE to deal less damage than Eldritch Blast at level 11 while being in melee (edit: And Eldritch Blast also scales now additionally with extra crit, making blade even worse lol). Not even medium armor or shield prof or real weapon prof so you could take feats or ignoring the STR requirement for 2h or something. Like, the overall package is even weaker than even 2014 version, while Tome gets all goodies that should partially be in warlock base class - like Ritual casting.
Apart from that, I think Hex without Con check would be actually super flavorful for Blade and I'd love to see that as a potential invocation maybe. Would make it a reliable, albeit still weak, option.
I hate the half-caster progression but the more I see the idea presented, I love MA at every slot level as fix for warlock lacking amount of spell casting in lieu of just moving the 3rd slot to level 7, 8 or 9.
Did you bother to do the maths here?
at level 11, with life drinker and spirit shroud and a polearm, you'd do 2*((1d10+1d6+2d8)*.7+(5+1)*.65) vs 3*((1d10*+1d6(hex)*.65+5*.6), or 30.2 vs 26.55, you could do spirit instead of hex for 33.375, however if you have Polearm master.... Polearm master easily wins here. PAM Pact of the Blade has always done more damage like this, by the time you get to a +2 weapon, it's not even a contest.
First off, you assume having
Magic equipment for Blade
Spirit Shroud Active for Blade but Hex for EB
While not factored in, Blade also doesn't qualify for PAM (and it also conflicts with casting as a BA so you'd need multiple rounds)
I don't get your entire math. Why have 5+1*0.65 if the hit chance is 0.7 before? Why not involve crit at that point and your Eldritch Cantrip?
Lifedrinker's 1d6 vs 5 Flat extra CHA mod damage is weaker in your version and UA7 than in 2014. In UA7 you get a 3rd attack, so it's understandable - in your version you don't. So it's a direct nerf in any way or shape.
And you sacrifice in your version SO MUCH to deal 3 damage over EB (and lets be honest probably less with the additional crit damage and without the pushback / slow effects of EB) just to be stuck in melee as squishy for no benefit? And level 17 blows it out of the water entirely. lol
UA7 finally makes Blade competitive to EB (up to level 17 mind you at which point they are equal).
In what world is Blade not the biggest trap option ever? lol
Let me get this straight, by choosing Blade you don't get
3 free cantrips from any class spell list
Free Agonizing Blast for ANY cantrip
Up to 5 flexible known Warlock spells
Hex without CON check
Ritual Casting (which is very obtusely worded and I'm not sure what it actually does tbh)
And you get in return:
Cha melee attacks
Weapon prof while using
A second attack at level 5 or 8 (conflicting in your post)
lol
You have the PRIVILIGE to deal less damage than Eldritch Blast at level 11 while being in melee (edit: And Eldritch Blast also scales now additionally with extra crit, making blade even worse lol). Not even medium armor or shield prof or real weapon prof so you could take feats or ignoring the STR requirement for 2h or something. Like, the overall package is even weaker than even 2014 version, while Tome gets all goodies that should partially be in warlock base class - like Ritual casting.
Apart from that, I think Hex without Con check would be actually super flavorful for Blade and I'd love to see that as a potential invocation maybe. Would make it a reliable, albeit still weak, option.
I hate the half-caster progression but the more I see the idea presented, I love MA at every slot level as fix for warlock lacking amount of spell casting in lieu of just moving the 3rd slot to level 7, 8 or 9.
Did you bother to do the maths here?
at level 11, with life drinker and spirit shroud and a polearm, you'd do 2*((1d10+1d6+2d8)*.7+(5+1)*.65) vs 3*((1d10*+1d6(hex)*.65+5*.6), or 30.2 vs 26.55, you could do spirit instead of hex for 33.375, however if you have Polearm master.... Polearm master easily wins here. PAM Pact of the Blade has always done more damage like this, by the time you get to a +2 weapon, it's not even a contest.
First off, you assume having
Magic equipment for Blade
Spirit Shroud Active for Blade but Hex for EB
While not factored in, Blade also doesn't qualify for PAM (and it also conflicts with casting as a BA so you'd need multiple rounds)
I don't get your entire math. Why have 5+1*0.65 if the hit chance is 0.7 before? Why not involve crit at that point and your Eldritch Cantrip?
Lifedrinker's 1d6 vs 5 Flat extra CHA mod damage is weaker in your version and UA7 than in 2014. In UA7 you get a 3rd attack, so it's understandable - in your version you don't. So it's a direct nerf in any way or shape.
And you sacrifice in your version SO MUCH to deal 3 damage over EB (and lets be honest probably less with the additional crit damage and without the pushback / slow effects of EB) just to be stuck in melee as squishy for no benefit? And level 17 blows it out of the water entirely. lol
UA7 finally makes Blade competitive to EB (up to level 17 mind you at which point they are equal).
1. by level 11, a +1 is pretty standard, you can also get one via the Bastion System now and you can get one crafted as per XgtE
2. No, I put the numbers down for Spirit Shroud too, but it's not a good way to use Eldritch Blast, unless you take something like spell sniper or go Archfey (for misty step), if you get caught in melee, it's pretty bad actually.
3. Blade doesn't qualify for PAM? Nothing in the Blade I wrote up prohibits PAM, yes you spend 1 round casting Spirit Shroud, then you maintain it for the rest since you only cast it once then concentrate on it, unlike Hex which needs moving around. So losing 1 BA attack over a 4+ round fight is hardly an issue.
The 3rd attack makes Pact of the Blade way too powerful, it's literally insane, if we were talking Barbarian getting a 3rd attack, that might make some sense but Pact of the Blade? You've already got so many extra damage sources on attacks, with 3 attacks and Eldritch Smite, you're literally out-performing anything else in the game, even broken Battlemaster Fighters, because you can more easily crit fish for Eldritch Smite with 3 attacks a turn over 2 to get that 10d8 smite damage.
A level 11 Paladin with a 1d10 polearm does what, 1d10+5+(+1/+2)+1d8 damage without smite, Pact of the Blade doing 1d10+4+(+1/+2)+1d6+2d8 is already out doing Paladin, significantly. As a paladin you could use Divine Favor for another 1d4 or spirit shroud for 1d8, but you're still just so far behind Pact of the Blade warlock. Both of these are assuming PAM, so 1 ASI behind for warlock (until level 12), but it's still more damage die for the warlock. While Paladin might get higher AC, aura of protection and lay on hands, Warlock literally gets higher levelled spells, going up to 9th at level 17 and multiple invocations too boot, Pact of the Blade is overpowered, even in this version.
In what world is Blade not the biggest trap option ever? lol
Let me get this straight, by choosing Blade you don't get
3 free cantrips from any class spell list
Free Agonizing Blast for ANY cantrip
Up to 5 flexible known Warlock spells
Hex without CON check
Ritual Casting (which is very obtusely worded and I'm not sure what it actually does tbh)
And you get in return:
Cha melee attacks
Weapon prof while using
A second attack at level 5 or 8 (conflicting in your post)
lol
You have the PRIVILIGE to deal less damage than Eldritch Blast at level 11 while being in melee (edit: And Eldritch Blast also scales now additionally with extra crit, making blade even worse lol). Not even medium armor or shield prof or real weapon prof so you could take feats or ignoring the STR requirement for 2h or something. Like, the overall package is even weaker than even 2014 version, while Tome gets all goodies that should partially be in warlock base class - like Ritual casting.
Apart from that, I think Hex without Con check would be actually super flavorful for Blade and I'd love to see that as a potential invocation maybe. Would make it a reliable, albeit still weak, option.
I hate the half-caster progression but the more I see the idea presented, I love MA at every slot level as fix for warlock lacking amount of spell casting in lieu of just moving the 3rd slot to level 7, 8 or 9.
Did you bother to do the maths here?
at level 11, with life drinker and spirit shroud and a polearm, you'd do 2*((1d10+1d6+2d8)*.7+(5+1)*.65) vs 3*((1d10*+1d6(hex)*.65+5*.6), or 30.2 vs 26.55, you could do spirit instead of hex for 33.375, however if you have Polearm master.... Polearm master easily wins here. PAM Pact of the Blade has always done more damage like this, by the time you get to a +2 weapon, it's not even a contest.
First off, you assume having
Magic equipment for Blade
Spirit Shroud Active for Blade but Hex for EB
While not factored in, Blade also doesn't qualify for PAM (and it also conflicts with casting as a BA so you'd need multiple rounds)
I don't get your entire math. Why have 5+1*0.65 if the hit chance is 0.7 before? Why not involve crit at that point and your Eldritch Cantrip?
Lifedrinker's 1d6 vs 5 Flat extra CHA mod damage is weaker in your version and UA7 than in 2014. In UA7 you get a 3rd attack, so it's understandable - in your version you don't. So it's a direct nerf in any way or shape.
And you sacrifice in your version SO MUCH to deal 3 damage over EB (and lets be honest probably less with the additional crit damage and without the pushback / slow effects of EB) just to be stuck in melee as squishy for no benefit? And level 17 blows it out of the water entirely. lol
UA7 finally makes Blade competitive to EB (up to level 17 mind you at which point they are equal).
1. by level 11, a +1 is pretty standard, you can also get one via the Bastion System now and you can get one crafted as per XgtE
2. No, I put the numbers down for Spirit Shroud too, but it's not a good way to use Eldritch Blast, unless you take something like spell sniper or go Archfey (for misty step), if you get caught in melee, it's pretty bad actually.
3. Blade doesn't qualify for PAM? Nothing in the Blade I wrote up prohibits PAM, yes you spend 1 round casting Spirit Shroud, then you maintain it for the rest since you only cast it once then concentrate on it, unlike Hex which needs moving around. So losing 1 BA attack over a 4+ round fight is hardly an issue.
The 3rd attack makes Pact of the Blade way too powerful, it's literally insane, if we were talking Barbarian getting a 3rd attack, that might make some sense but Pact of the Blade? You've already got so many extra damage sources on attacks, with 3 attacks and Eldritch Smite, you're literally out-performing anything else in the game, even broken Battlemaster Fighters, because you can more easily crit fish for Eldritch Smite with 3 attacks a turn over 2 to get that 10d8 smite damage.
A level 11 Paladin with a 1d10 polearm does what, 1d10+5+(+1/+2)+1d8 damage without smite, Pact of the Blade doing 1d10+4+(+1/+2)+1d6+2d8 is already out doing Paladin, significantly. As a paladin you could use Divine Favor for another 1d4 or spirit shroud for 1d8, but you're still just so far behind Pact of the Blade warlock. Both of these are assuming PAM, so 1 ASI behind for warlock (until level 12), but it's still more damage die for the warlock. While Paladin might get higher AC, aura of protection and lay on hands, Warlock literally gets higher levelled spells, going up to 9th at level 17 and multiple invocations too boot, Pact of the Blade is overpowered, even in this version.
> No, I put the numbers down for Spirit Shroud too, but it's not a good way to use Eldritch Blast, unless you take something like spell sniper or go Archfey (for misty step), if you get caughtin melee, it's pretty bad actually.
I see you see the issue with your power level of Blade then. 😉
Yes, to learn feats you need the proficiency at all times, not temporary only while you use the weapon, which honestly is fine for UA7 warlock, since Blade warlocks are meant to be magically enhanced fighters through their pact weapon not via skill of their own. That's one of the UA7 changes that limits the effectiveness of Blade, while giving them the 3rd attack they absolutely need to be competitive within their class. Blade requires so many more invocations, feats and puts you in danger and requires melee top (which also requires movement and positioning and is way easier to negate). If you make Blade obsolete by taking Spellsniper and just use EB in melee, it's a trap option. Period. You need to OUTDAMAGE eldritch blast HEAVILY to make it remotely viable. Like if you are dead set on removing the 3rd attack, you'd need almost a full worth of EB damage (without mod) additionally to their 1 or 2 attacks to make worth your while.
Other class balance plays actually a very little role here, because INTRA CLASS BALANCE requires Blade to be stronger than EB and EB is balanced by the fact that you are not a full caster. If you don't agree that is fine, but then EB in its current version would need to go and at that point, what's the USP of warlock again and why not just play a wizard or sorc instead?
So even if the point of class balance is moot, Paladins have heavy armor, inherent smite, Aura of Protection, divine Lay on Hands, Fighting Styles, Channel divinity etc. Of course, they should deal less damage than the comparable glass-canon that uses resources and invests everything to that single purpose.
Are all classes balanced to each other? Hell no. Are martials lacking in various situations and should it be buffed? Yes, please. Should Barb maybe get a 3rd attack? Maybe. It shouldn't be a race to the bottom.
1. by level 11, a +1 is pretty standard, you can also get one via the Bastion System now and you can get one crafted as per XgtE
2. No, I put the numbers down for Spirit Shroud too, but it's not a good way to use Eldritch Blast, unless you take something like spell sniper or go Archfey (for misty step), if you get caught in melee, it's pretty bad actually.
3. Blade doesn't qualify for PAM? Nothing in the Blade I wrote up prohibits PAM, yes you spend 1 round casting Spirit Shroud, then you maintain it for the rest since you only cast it once then concentrate on it, unlike Hex which needs moving around. So losing 1 BA attack over a 4+ round fight is hardly an issue.
The 3rd attack makes Pact of the Blade way too powerful, it's literally insane, if we were talking Barbarian getting a 3rd attack, that might make some sense but Pact of the Blade? You've already got so many extra damage sources on attacks, with 3 attacks and Eldritch Smite, you're literally out-performing anything else in the game, even broken Battlemaster Fighters, because you can more easily crit fish for Eldritch Smite with 3 attacks a turn over 2 to get that 10d8 smite damage.
A level 11 Paladin with a 1d10 polearm does what, 1d10+5+(+1/+2)+1d8 damage without smite, Pact of the Blade doing 1d10+4+(+1/+2)+1d6+2d8 is already out doing Paladin, significantly. As a paladin you could use Divine Favor for another 1d4 or spirit shroud for 1d8, but you're still just so far behind Pact of the Blade warlock. Both of these are assuming PAM, so 1 ASI behind for warlock (until level 12), but it's still more damage die for the warlock. While Paladin might get higher AC, aura of protection and lay on hands, Warlock literally gets higher levelled spells, going up to 9th at level 17 and multiple invocations too boot, Pact of the Blade is overpowered, even in this version.
> No, I put the numbers down for Spirit Shroud too, but it's not a good way to use Eldritch Blast, unless you take something like spell sniper or go Archfey (for misty step), if you get caughtin melee, it's pretty bad actually.
I see you see the issue with your power level of Blade then. 😉
Yes, to learn feats you need the proficiency at all times, not temporary only while you use the weapon, which honestly is fine for UA7 warlock, since Blade warlocks are meant to be magically enhanced fighters through their pact weapon not via skill of their own. That's one of the UA7 changes that limits the effectiveness of Blade, while giving them the 3rd attack they absolutely need to be competitive within their class. Blade requires so many more invocations, feats and puts you in danger and requires melee top (which also requires movement and positioning and is way easier to negate). If you make Blade obsolete by taking Spellsniper and just use EB in melee, it's a trap option. Period. You need to OUTDAMAGE eldritch blast HEAVILY to make it remotely viable. Like if you are dead set on removing the 3rd attack, you'd need almost a full worth of EB damage (without mod) additionally to their 1 or 2 attacks to make worth your while.
Other class balance plays actually a very little role here, because INTRA CLASS BALANCE requires Blade to be stronger than EB and EB is balanced by the fact that you are not a full caster. If you don't agree that is fine, but then EB in its current version would need to go and at that point, what's the USP of warlock again and why not just play a wizard or sorc instead?
So even if the point of class balance is moot, Paladins have heavy armor, inherent smite, Aura of Protection, divine Lay on Hands, Fighting Styles, Channel divinity etc. Of course, they should deal less damage than the comparable glass-canon that uses resources and invests everything to that single purpose.
Are all classes balanced to each other? Hell no. Are martials lacking in various situations and should it be buffed? Yes, please. Should Barb maybe get a 3rd attack? Maybe. It shouldn't be a race to the bottom.
Should Paladin do less DPR? Since they aren't glass cannon, they are usually expected to be standing near or at the front taking the hits while a polearm pact of the blade generally stays out of the opportunity attack range of anything not also using a polearm. But that said, Paladin already does less DPR, but what competes with Pact of the Blade? In terms of DPR, Pact of the Blade has been up there since Hexblade came out as a patron option.
With regards to Pact of the Blade, all it is really lacking is medium armour, which is gained from a 1st-level feat. Your forced to take Lightly Armoured instead of say Magic Initiative, but it's not really a big issue in the long run. But yes, it needs specialization as a choice but with Polearm Master at level 4, it out does Eldritch Blast heavily from level 4 onwards, it only matches Eldritch Blast from 1-3. Of course that makes getting a point of strength instead of charisma at level 4 but other than that, you have most of what you need for the build. You get extra attacks for things approaching you, and it's not really that glass cannon with some subclasses giving temp HP, other feats giving temp HP or Fiending Vigor giving Temp HP, which over an adventuring day gives a few extra hits taken, it is not like Monk as your AC will be higher, you have a 10 foot attack range and the only resources you burn are mostly just for hex/spirit shroud and maybe the odd crit smite if you spec into it.
As a Pact of the Blade Warlock, you can start with 10, 13+1, 14, 8, 12, 15+2. Take lightly armoured, get half-plate and a shield for a total AC of 19, now half-plate to start, unlikely, more likely talking scale mail, which would instead give you 18 AC which is the same starting AC as many Paladins, the 1d8 compared to a 1d10 is easily fixed with Fiend Vigor. So now all Paladin has is lay-on-hands. Early on a Pact of the Blade Warlock can in fact out tank a Paladin, later on, not so much but tier 1, it can definitely be done. Eventually Paladin's lay on hands gets so much more HP in the healing pool but it takes a few levels before that even really matters much.
At level 4, then you switch to polearms for PAM, you drop 2AC from no longer using a Shield.
Should Paladin do less DPR? Since they aren't glass cannon, they are usually expected to be standing near or at the front taking the hits while a polearm pact of the blade generally stays out of the opportunity attack range of anything not also using a polearm. But that said, Paladin already does less DPR, but what competes with Pact of the Blade? In terms of DPR, Pact of the Blade has been up there since Hexblade came out as a patron option.
With regards to Pact of the Blade, all it is really lacking is medium armour, which is gained from a 1st-level feat. Your forced to take Lightly Armoured instead of say Magic Initiative, but it's not really a big issue in the long run. But yes, it needs specialization as a choice but with Polearm Master at level 4, it out does Eldritch Blast heavily from level 4 onwards, it only matches Eldritch Blast from 1-3. Of course that makes getting a point of strength instead of charisma at level 4 but other than that, you have most of what you need for the build. You get extra attacks for things approaching you, and it's not really that glass cannon with some subclasses giving temp HP, other feats giving temp HP or Fiending Vigor giving Temp HP, which over an adventuring day gives a few extra hits taken, it is not like Monk as your AC will be higher, you have a 10 foot attack range and the only resources you burn are mostly just for hex/spirit shroud and maybe the odd crit smite if you spec into it.
As a Pact of the Blade Warlock, you can start with 10, 13+1, 14, 8, 12, 15+2. Take lightly armoured, get half-plate and a shield for a total AC of 19, now half-plate to start, unlikely, more likely talking scale mail, which would instead give you 18 AC which is the same starting AC as many Paladins, the 1d8 compared to a 1d10 is easily fixed with Fiend Vigor. So now all Paladin has is lay-on-hands. Early on a Pact of the Blade Warlock can in fact out tank a Paladin, later on, not so much but tier 1, it can definitely be done. Eventually Paladin's lay on hands gets so much more HP in the healing pool but it takes a few levels before that even really matters much.
At level 4, then you switch to polearms for PAM, you drop 2AC from no longer using a Shield.
To use a polearm you need 13 STR as of UA7 and balancing your entire concept around a single off-stat weapon-type your class doesn't invest in otherwise seems questionable. Sure, you can get 13 STR and take a polearm, but then you weaken Blade again in other ways since those 3 ASI need to come from somewhere and you also need CHA and DEX and CON on top of that. EB doesn't need to do that.
Of course, you can take up a level 1 feet for medium armor, but it's yet another investment of your only free feat... guess who doesn't need to do that. EB who can happily take up something else or also take it and actually get to use the +2 AC shield. You say it's not a big issue in the long run, but it is, because you actually benefit less from your feat than the EB warlock.
Again, you don't qualify for PAM at level 4. You are NOT proficient with polearms. Neither with UA7 nor with your description. So you'd need to take the martial feat AND pam on level 8, which means you are suddenly 4 ASI / 2 feat choices behind EB warlock on top.
As a baseline you have 1d8 hit die, light armor, No Shield. It's one step above wizard, sure, but you are very much a squishy in every sense. Assuming reach weapons (which, again, is super weird as a baseline), you are still very much in danger. Otherwise, why not just use EB at 10f range with Spirit Shroud, since it's so safe? 🤷♂️ Every subclass Blade can take, EB can also take, so the point is moot anyway.
If you take up a shield, you definitely don't have a reach weapon and only d8 damage - which is obviously fine. You sacrifice damage for defense, like it should be, but suddenly EB deals more damage and is at range and has bonus effects. Sure, you can also take vigor to get 7 extra HP, which is not very much in higher tiers - and need to do that while EB doesn't have to. As shown, at that point you are already 3ASI, 3 feats and multiple invocations deep and still deal less damage while having less defense and HP as EB lol. There is no inherent benefit of being in melee range, so I'm not sure why you'd bother at this point.
I ask you, what is the mechanical gameplay benefit of your Blade of the Pact vs Tome with EB with the same investments? Leave other classes out of the balance question and make warlock work within their class first, namely balance Blade vs Tome and consider the unique ad- and disadvantages. For Blade you have
Smite (which costs an invocation and consumes spell slots but is action efficient)
Lifedrinker (which is worse than 2014) with limited healing capabilities
Weapon mastery
Otherwise, you have no meaningful warlock-unique way to make Blade work, which is not enough to offset the damage-discrepancy, investment and danger. UA7 Blade is the best balance we have ever had to intra-class balance. Smite could be attached to a BA, but otherwise it's very much where it needs to be.
Should Paladin do less DPR? Since they aren't glass cannon, they are usually expected to be standing near or at the front taking the hits while a polearm pact of the blade generally stays out of the opportunity attack range of anything not also using a polearm. But that said, Paladin already does less DPR, but what competes with Pact of the Blade? In terms of DPR, Pact of the Blade has been up there since Hexblade came out as a patron option.
With regards to Pact of the Blade, all it is really lacking is medium armour, which is gained from a 1st-level feat. Your forced to take Lightly Armoured instead of say Magic Initiative, but it's not really a big issue in the long run. But yes, it needs specialization as a choice but with Polearm Master at level 4, it out does Eldritch Blast heavily from level 4 onwards, it only matches Eldritch Blast from 1-3. Of course that makes getting a point of strength instead of charisma at level 4 but other than that, you have most of what you need for the build. You get extra attacks for things approaching you, and it's not really that glass cannon with some subclasses giving temp HP, other feats giving temp HP or Fiending Vigor giving Temp HP, which over an adventuring day gives a few extra hits taken, it is not like Monk as your AC will be higher, you have a 10 foot attack range and the only resources you burn are mostly just for hex/spirit shroud and maybe the odd crit smite if you spec into it.
As a Pact of the Blade Warlock, you can start with 10, 13+1, 14, 8, 12, 15+2. Take lightly armoured, get half-plate and a shield for a total AC of 19, now half-plate to start, unlikely, more likely talking scale mail, which would instead give you 18 AC which is the same starting AC as many Paladins, the 1d8 compared to a 1d10 is easily fixed with Fiend Vigor. So now all Paladin has is lay-on-hands. Early on a Pact of the Blade Warlock can in fact out tank a Paladin, later on, not so much but tier 1, it can definitely be done. Eventually Paladin's lay on hands gets so much more HP in the healing pool but it takes a few levels before that even really matters much.
At level 4, then you switch to polearms for PAM, you drop 2AC from no longer using a Shield.
To use a polearm you need 13 STR as of UA7 and balancing your entire concept around a single off-stat weapon-type your class doesn't invest in otherwise seems questionable. Sure, you can get 13 STR and take a polearm, but then you weaken Blade again in other ways since those 3 ASI need to come from somewhere and you also need CHA and DEX and CON on top of that. EB doesn't need to do that.
Of course, you can take up a level 1 feet for medium armor, but it's yet another investment of your only free feat... guess who doesn't need to do that. EB who can happily take up something else or also take it and actually get to use the +2 AC shield. You say it's not a big issue in the long run, but it is, because you actually benefit less from your feat than the EB warlock.
Again, you don't qualify for PAM at level 4. You are NOT proficient with polearms. Neither with UA7 nor with your description. So you'd need to take the martial feat AND pam on level 8, which means you are suddenly 4 ASI / 2 feat choices behind EB warlock on top.
As a baseline you have 1d8 hit die, light armor, No Shield. It's one step above wizard, sure, but you are very much a squishy in every sense. Assuming reach weapons (which, again, is super weird as a baseline), you are still very much in danger. Otherwise, why not just use EB at 10f range with Spirit Shroud, since it's so safe? 🤷♂️ Every subclass Blade can take, EB can also take, so the point is moot anyway.
If you take up a shield, you definitely don't have a reach weapon and only d8 damage - which is obviously fine. You sacrifice damage for defense, like it should be, but suddenly EB deals more damage and is at range and has bonus effects. Sure, you can also take vigor to get 7 extra HP, which is not very much in higher tiers - and need to do that while EB doesn't have to. As shown, at that point you are already 3ASI, 3 feats and multiple invocations deep and still deal less damage while having less defense and HP as EB lol. There is no inherent benefit of being in melee range, so I'm not sure why you'd bother at this point.
I ask you, what is the mechanical gameplay benefit of your Blade of the Pact vs Tome with EB with the same investments? Leave other classes out of the balance question and make warlock work within their class first, namely balance Blade vs Tome and consider the unique ad- and disadvantages. For Blade you have
Smite (which costs an invocation and consumes spell slots but is action efficient)
Lifedrinker (which is worse than 2014) with limited healing capabilities
Weapon mastery
Otherwise, you have no meaningful warlock-unique way to make Blade work, which is not enough to offset the damage-discrepancy, investment and danger. UA7 Blade is the best balance we have ever had to intra-class balance. Smite could be attached to a BA, but otherwise it's very much where it needs to be.
You can switch the 10 and 12 for strength and wisdom, the PAM feat itself will get to strength 13.
In UA7 and in my writing, you are automatically proficient with your pact weapon, I really don't get what you mean by that, but to quote it, UA7 has a very similar clause.
You are automatically proficient with your pact weapon and gain the benefit of it’s weapon mastery property, the weapon acts as a spellcasting focus while held in your hand
UA7: Until the bond ends, you have proficiency with the weapon, you can use its Mastery property, and you can use it as a spellcasting focus.
Yours: You are automatically proficient with your pact weapon and gain the benefit of it’s weapon mastery property, the weapon acts as a spellcasting focus while held in your hand.
It's not a real proficiency (that is written on your character sheet) so even without the clause, it wouldn't qualify for PAM, which has as perquisite to be proficient with a martial weapon. It would need to give you REAL proficiency like Hexblade does:
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
UA7: Until the bond ends, you have proficiency with the weapon, you can use its Mastery property, and you can use it as a spellcasting focus.
Yours: You are automatically proficient with your pact weapon and gain the benefit of it’s weapon mastery property, the weapon acts as a spellcasting focus while held in your hand.
It's not a real proficiency (that is written on your character sheet) so even without the clause, it wouldn't qualify for PAM, which has as perquisite to be proficient with a martial weapon. It would need to give you REAL proficiency like Hexblade does:
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The requirement is Proficiency with any Martial Weapon, you're proficient with your Pact Weapon, which if it is a Martial Weapon, means you are proficient a Martial Weapon. Yes I believe it should be more clearly written but to me, the reading of it, it does work with PAM.
I don't think it would, or you run into a scenario where you'd end up with a feat you are now ineligible for if you swap weapons to another type, walk too far away from the weapon, or die and need to be brought back.
I don't think it would, or you run into a scenario where you'd end up with a feat you are now ineligible for if you swap weapons to another type, walk too far away from the weapon, or die and need to be brought back.
They have over-complicated it by having the requirement in the first place, since you're generally not going to use weapons you aren't proficient with and all polearms applicable are already martial weapons, since it's limited the heavy and reach property weapons. But yes, it's weird, however it just says proficiency with any martial weapon, which you do have while your pact weapon is a martial weapon. Re-reading over UA7, I see nothing that allows you to switch out Eldritch Invocations any more, by the UA, so I guess the fix is to just entirely disable the ability to switch invocations, which does make sense and then you could never get in that situation. Else you'd get other issues with switching pacts, since other invocations rely on pacts, and you'd end out with useless invocations.
How do you think this is slightly behind Wizard and Sorcerers. This far surpasses them in Spellcasting capabilities. You allowed Warlock to have all its at will spells through invocations, and with Mystic Arcanums they have about the same spell slots at 20th. Basically this version has slower progression, but actually catches up at high level. 20th level Wizard has 4,3,3,3,3,2,2,1,1 your Warlock has 5,4,4,4,3,1,1,1,1. Wizard 22 spell slots, Your Warlock 24 spell slots/Arcanum slots and 10 invocations. I worked on this mock up a month ago and realized this flaw immediately. The reason WotC put Mystic Arcanum in invocations is because it was the only way to make it even close to balanced.
UA7 + ⅓ spellcasting instead of Magical Cunning would be perfect imo.
I did that Mock up as well and if you don’t make it cost some invocations it’s too much Spellcasting potential. Even at 8 invocations, Pact Magic and 1/3 casting it’s so much more potent than any other caster. I ran a few different versions that let you use 2-3 invocations to gain 1/3 casting but the fact that pact magic refreshes on a short rest makes even that way too strong. I came to the realization if it’s spellcasting progression then the Warlock shouldn’t get over 4th level which is 2nd level spell slots. That doesn’t feel good. So I was going to do a mock up that allows an invocation to gain two 1st level slots, another to give a 2nd, another a 3rd, and another a 4th. That way you can have stronger lower level slots without having too much Spellcasting potential.
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Back in UA5, we saw a half-caster warlock with Mystic Arcanum via Eldritch Invocation, I have been reviewing the idea and come up with what I believe is a much more viable solution, which is for a Warlock that gets Mystic Arcanum with no invocation tax and a Mystic Arcanum of each spell casting level. This leaves warlock not quiet up to pace with Wizard or Sorcerer but gives considerably more spells per day and still has some measure of flexibility (Mystic Arcanum no longer tied to spells). Additionally there are alternative ways to use Mystic Arcanum based on pact and invocations. So I present my suggestion:
Warlock Table
Here is my revised Warlock table, it changes the spell slots back to half caster but has an additional column called Mystic Arcanum.
Spell Slots
Level
PB
Features
Invocations
Cantrips
Spells Prepared
Mystic Arcanum
1st
2nd
3rd
4th
5th
1
+2
Pact Boon, Pact Magic
-
2
3
1st
2
-
-
-
-
2
+2
Eldritch Invocation
1
2
3
-
2
-
-
-
-
3
+2
Warlock Subclass
1
2
4
2nd
3
-
-
-
-
4
+2
ASI/Feat
2
3
4
-
3
-
-
-
-
5
+3
Eldritch Cantrip
2
3
5
3rd
4
2
-
-
-
6
+3
Subclass Feature
3
3
5
-
4
2
-
-
-
7
+3
-
3
3
6
4th
4
3
-
-
-
8
+3
ASI/Feat
4
4
6
-
4
3
-
-
-
9
+4
Contact Patron
4
4
7
5th
4
3
2
-
-
10
+4
Subclass Feature
5
4
7
-
4
3
2
-
-
11
+4
-
5
4
8
6th
4
3
3
-
-
12
+4
ASI/Feat
6
5
8
-
4
3
3
-
-
13
+5
-
6
5
9
7th
4
3
3
1
-
14
+5
Subclass Feature
7
5
9
-
4
3
3
1
-
15
+5
-
7
5
10
8th
4
3
3
2
-
16
+5
ASI
8
5
10
-
4
3
3
2
-
17
+6
-
8
6
11
9th
4
3
3
3
1
18
+6
-
9
6
11
-
4
3
3
3
1
19
+6
ASI
9
6
12
-
4
3
3
3
2
20
+6
Eldritch Master
10
6
12
-
4
3
3
3
2
Level 1: Pact Boon
The below section may refer to changes eldritch invocations or new proposed ones. The pacts also go back to having different spellcasting modifier options.
You have made a pact with a mysterious being, the effects of that pact starts to manifest itself in the form of a boon. You gain one of the below pact choices, you can change your pact through a ceremony when levelling up in place of changing an invocation, any invocations that has a prerequisite on your pact boon changes to their equal level equivalent invocation for the new pact. For example a Pact of the Blade warlock going to Pact of the Tome would swap Eldritch Smite for Book of Arcane Knowledge.
Pact of the Blade
Spellcasting Ability Modifier: Charisma or Intelligence (you choose at 1 or when you change your pact)
As a bonus action, you can conjure a pact weapon into your empty hand. You are automatically proficient with your pact weapon and gain the benefit of it’s weapon mastery property, the weapon acts as a spellcasting focus while held in your hand.
You can as a 1-hour long ritual bind a weapon in your as your pact weapon, you can use the same ritual to unbind the weapon or to bind a different weapon. If you have no bound pact weapon for your pact then you can instead summon a normal version of any simple or martial weapon, if instead you have a bound pact weapon then you always summon that weapon. The weapon disappears if you are not wielding it or carrying it for 1 minute.
Once per turn when you attack with your pact weapon, you can use your spellcasting ability modifier for the attack and damage rolls, instead of using Strength or Dexterity. At 5 level you automatically gain the Thirsting Blade invocation and can use your spellcasting ability modifier on all attack and damage rolls with your pact weapon.
Pact of the Chain
Spellcasting Ability Modifier: Charisma or Wisdom (you choose at 1 level or when you change your pact)
You learn the Find Familiar spell and can cast it as an action without expending a spell slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, skeleton, slaad tadpole or sprite.
When conjured, or when finishing a short or long rest, the familiar gains temporary HP equal your warlock level. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction, the familiar adds your spellcasting ability modifier to its attack and damage rolls.
At 5 level you get the enduring familiar invocation and you can additionally change the damage type of your familiars attacks from Bludgeoning, Piercing or Slashing to Necrotic or Radiant damage instead.
Note: Investment of the Chain Master will replace a single attack roll of an improved cantrip instead of using a bonus action, else wise is identical to the UA2023-PH-Playtest7 invocation.
Pact of the Tome
Spellcasting Ability Modifier: Intelligence or Wisdom (you choose at 1 level or when you change your pact)
You gain the Book of Shadows, as a 1 hour long ritual you can conjure the book to your hand. You can recast the ritual to return the book of shadows to your hand, if a copy of your book of shadows already exists then it turns to dust. The book of shadows also turns to dust when you die.
While you have the Book of Shadows (you determine its appearance) on you, you can gain the following benefits:
Cantrips
When the book appears, you choose three cantrips which can be from any class’s spell list. You additionally gain the Agonizing Blast invocation while you are carrying your book, the benefits of Agonizing Blast then apply to any cantrip with an attack roll that is in your Book of Shadows, instead of just Eldritch Blast.
Spells
While you have your Book of Shadows, You can prepare a number of warlock spells equal to your spellcasting ability modifier, while the book is on your person, you can cast any of these spells and they function as warlock spells for you. During a long rest you can change 1 spell that the book contains.
Mystic Rituals
While you have your book on you, you can expand one of your mystic arcanum to gain access to a ritual at the same level as the expanded arcanum, or lower. The chosen ritual can come from any class’s list and you can cast it while you have your book on you. You additionally prepare the spell and it functions as warlock spells for you. The ritual spells gained in this method remains in your book until you complete a long rest.
Written Hex
While you have your Book of Shadows on your person, you automatically succeed on any concentration checks to maintain the hex spell.
Spellcasting Focus
You can use the book as a Spellcasting Focus.
Level 1: Pact Magic
This version of Pact Magic includes Mystic Arcanum as a part of Pact Magic itself, and you can prepare spells based on your mystic arcanum level (rather than spell slots)
hrough occult ceremony, you have formed a pact with a mysterious entity to awaken magical powers within you. The benefits of your awakened magical powers are concrete: the ability to cast spells.
Cantrips
You know two cantrips of your choice from the Warlock spell list, The spells Eldritch Blast and Prestidigitation are recommendations for new players. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another cantrip of your choice.
When you reach levels 4, 8, 12 & 16, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Table.
Mystic Arcanum
At 1 level and every odd numbered warlock level except for 19, you gain a Mystic Arcanum. Through teaching or magicks, your Patron has bestowed on you eldritch knowledge and power which are now yours, the combination of knowledge and power is your Mystic Arcanum. Each time you obtain a Mystic Arcanum, it is 1 level higher than the previous, as shown by the Mystic Arcanum column of the Warlock Table.
You can use a Mystic Arcanum to cast a prepared spell of the same level, you regain all expended Mystic Arcanum when you finish a Long Rest.
Spell Slots
In additional to their Mystic Arcanum, Warlocks also get spell slots, the Warlock table shows how many spells slots you have to cast your Warlock spells of level 1-5. The table also shows the level of those slots, all of which are the same level. To cast one of those spells, you must expand a spell slot. You regain all expended Pact Magic spell slots when you finish a Long Rest.
Preparing Spells Level 1+
You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start choose two level 1 spells from the Warlock spell list, the spells Hex and Charm Person are recommended for new players.
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 Warlock spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than the level of your highest Mystic Arcanum, as shown in the Mystic Arcanum column of the Warlock table. When you reach level 7, for example, you learn a new Warlock spell which can be of level 1-4.
If another Warlock feature gives spells that you always have prepared, thosee spells don’t count against the number of spells on the list you prepare with this feature, but those spells other 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 Warlock spell of an eligible level.
Spellcasting Focus
You can use an arcane focus as a Spellcasting Focus for the spells you cast with your Warlock features.
Comparison of Warlock to Wizard spells per day:
other than 1 level, this Warlock would generally have less spells per day then a Wizard for most of the early and mid game, around par more towards end but Wizard having higher levels on their spells, Wizard could get more spells per day by not going for the highest slots on Arcane Recovery.
Warlock
Wizard
Level
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
3
2
2
3
4
3
4
1
4
3
4
4
1
4
4
5
5
3
1
4
3
3
6
5
3
1
4
3
4
7
5
4
1
1
4
3
3
2
8
5
4
1
1
4
3
3
3
9
5
4
3
1
1
4
3
3
3
2
10
5
4
3
1
1
4
3
3
3
3
11
5
4
4
1
1
1
5
3
3
3
3
1
12
5
4
4
1
1
1
5
3
3
3
3
1
13
5
4
4
2
1
1
1
4
4
3
3
3
1
1
14
5
4
4
2
1
1
1
4
4
3
3
3
1
1
15
5
4
4
3
1
1
1
1
4
3
4
3
3
1
1
1
16
5
4
4
3
1
1
1
1
4
3
4
3
3
1
1
1
17
5
4
4
4
2
1
1
1
1
4
3
3
4
3
1
1
1
1
18
5
4
4
4
2
1
1
1
1
4
3
3
4
4
1
1
1
1
19
5
4
4
4
3
1
1
1
1
4
3
3
3
5
2
1
1
1
20
5
4
4
4
3
1
1
1
1
4
3
3
3
5
2
2
1
1
Level 2: Eldritch Invocations
most changes here just relates to the progression at which you get Eldritch Invocations (every 2 levels from level 2)
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 one invocation of your choice, such as Agonizing Blast or Armor of Shadows. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description.
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 Warlock of level 6 or higher, you can select the invocations once you reach level 6 in this class. Invocations granted by your pact boon feature ignore their prerequisite levels.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocation column of the Warlock table. You can’t pick the same invocation more than once unless an invocation’s description says otherwise. When you gain a warlock level, you can change one of your eldritch invocations for a different invocation that you meet the prerequisites for.
Level 3: Warlock Subclass - Unchanged from UA7
Level 4: Ability Score Improvement - Unchanged from UA7
Level 5: Eldritch Cantrip
This is based on a previous suggestion I made, called Improved cantrip, essentially makes any cantrip with a range of 30 foot or more, capable of being split into multiple attacks
Through the Eldritch knowledge granted to you by your Patron, you have learnt the ability to improve certain cantrips, any cantrip which has a range of 30 foot or greater and causes damage is applicable. Where the cantrip would normally increase in damage, you can instead split the cantrip into different attacks. You gain a number of attacks equal to the number of dice rolls the cantrip would normally have, each attack does a single die of damage. You can split the cantrip into two attacks, at warlock level 11 you can split the cantrip into three attacks and at warlock level 17 you can split the cantrip into four attacks.
If the cantrip has a secondary effect, you can only apply the secondary effect to one of the targets that were hit.
Level 9: Contact Patron - Unchanged from UA7
Level 20: Eldritch Master
As a level 20 capstone, probably not one people will hit too much, since the old Eldritch Master would not work here, this is an entirely new feature, empowering certain invocations.
Eldritch Invocations which use a Mystic Arcanum to be able to cast a spell at will are now always at will without expanding the Mystic Arcanum. Additionally you can now change one of your Eldritch Invocations when you finish a Long Rest.
Eldritch Invocation Options
A lot of changed options, many obviously related to previous changes. Eldritch Invocations that do not appear here are left unchanged from their appearance in UA7, some options are new and do not appear in UA7. The new options are listed below the updated options.
Put y
Agonizing Blast – functions same as in UA6, change only too prerequisite
Prerequisite: Warlock 2+ level
Armor of Shadows
You prepare the Mage Armor spell. You can expend a 1 level or higher mystic arcanum to gain the ability to cast this spell at will until you finish your next long rest. Once you have expended a mystic arcanum, you can change the AC to 10+Dexterity+Your Spellcasting Ability Modifier instead of 13+Dexterity.
Ascendant Step
Prerequisite: Level 6+ Warlock
You prepare the Levitate spell. You can expend a 3 level or higher mystic arcanum to gain the ability ability to cast this spell at will until you finish your next long rest. Once you have expended a a mystic arcanum, the height that you can levitate up to increases to 30 foot .
Eldritch Smite
Prerequisite: Level 5+ Warlock, Pact of the Blade
When you hit a creature with an attack, you can expend of your mystic arcanum to cast one of the following spells as long as you meet the warlock level requirement and have a high enough mystic arcanum to cast the spell at it’s level. Spells cast by this feature are not upcast, even if the mystic arcanum is of a higher level.
Warlock Level
Mystic Arcanum
Smites
5
1+
Thunderous Smite
5
2+
Branding Smite
9
3+
Blinding Smite
13
4+
Staggering Smite
17
5+
Banishing Smite
Fiendish Vigor
Prerequisite: Level 2+ Warlock
You prepare the False Life spell. You can expend a 1 level or higher mystic arcanum to gain the ability to cast this spell at until you finish your next long rest. once you expended one of your mystic arcanum, you gain 4 + the mystic arcanum’s level temporary HP and you can recast the spell gaining the same amount of temporary HP, this value resets to 4+1d4 after finishing a long rest.
Gift of the Depths - functions same as in UA6, change only to prerequisite
Prerequisite: Warlock 10+ level
Gift of the Protectors - functions same as in UA6, change only to prerequisite
Prerequisite: Level 11+ Warlock, Pact of the Tome
Investment of the Chain Master
Prerequisite: Level 5+ Warlock, Pact of the Chain
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
Aerial or Aquatic. The familiar gains either a fly speed or a swim speed (your choice) of 40 feet
Quick Attack. You can forgo an attack roll of one of your cantrips to order your familiar to attack, so long as the familiar is within 100 foot of you. A pact of the chain familiar adds your spellcasting ability modifier to it’s attack and damage rolls.
Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Resistance. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Lifedrinker - functions same as in UA6, change only to prerequisite
Prerequisite: Level 11+ Warlock, Pact of the Blade
Mask of Many Faces
Prerequisite: None
You prepare the Disguise Self spell. You can cast Disguise Self once without expanding a spell slot, you regain your free casting of the Disguise Self spell after finishing a long rest.
Master of Myriad Forms
Prerequisite: Level 6+ Warlock
You prepare the Alter Self spell. You can cast Alter Self once without expanding a spell slot, you regain your free casting of the Alter Self spell after finishing a long rest.
One with Shadows - functions same as in UA6, change only to prerequisite
Prerequisite: Level 6+ Warlock
Thirsting Blade
Prerequisite: Level 8+ Warlock
You gain the Extra Attack feature
Visions of Distant Realms
Prerequisite: Level 10+ Warlock
You prepare the Arcane Eye spell. You can expend a 5 level or higher mystic arcanum to gain the ability to cast this spell at will until you finish a long rest.
Whispers of the Grave
Prerequisite: Level 8+ Warlock
You prepare the speak with dead spell. You can expend a 4 level or higher mystic arcanum to gain the ability to cast this spell at will until you finish a long rest.
New Eldritch Invocations
Book of Arcane Knowledge
Prerequisite: Level 5+ Warlock, Pact of the Tome
The spells that you prepare within your book of shadows can now contain 1 and 2 level spells from the wizard and sorcerer spell lists. The spells you can prepare from the wizard and sorcerer spell lists increase to 3 level spells at warlock level 9, 4 level spells at warlock level 13 and 5 level spells at warlock level 17
Enduring Familiar
Prerequisite: Level 8+ Warlock, ability to cast find familiar
When you summon your familiar, complete a short rest or long rest, your familiar gain temporary HP equal to your warlock level, if your familiar already gains temporary equal to your warlock level then it receives twice as much instead. Additionally your familiar gains an increase to it’s AC equal to your spell casting modifier.
Eyes of the Necromancer
Prequisite: level 6+ Warlock
You prepare the Animate Undead spell which you cast without any components. You can cast Animate Undead without expending a spell slot, once you have cast animate undead in this fashion, you can not do so again until you finish a long rest.
Undying Servents
Prerequisite: Level 12+ Warlock
You prepare the Danse Macabre spell. You can expend one of your 6 level or higher mystic to gain the ability to cast this spell at will, until you finish a long rest.
Vicious Familiar
Prerequisite: Level 11+ Warlock, Pact of the Chain
When you order your familiar to attack in any method, it can attack twice instead, both attacks must be against the same target, alternatively you can forgo one of your familiars attacks and expend a mystic arcanum to grant the familiar temporary HP equal to three times the amount of the mystic arcanum that was expended.
Cantrip Update: Eldritch Blast
Making Eldritch Blast work better for pure warlocks than dips.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. On a Critical hit, the attack adds an additional 1d10 die (which is not doubled) to the damage, this cantrip ignores the secondary effect restriction of the Eldritch Cantrip feature of the Warlock Class.
The spell’s damage increases by 1d10 when you reach 5 level (2d10), 11 level (3d10), and 17 level (4d10)
Note: The spell can function as per it did in 5th edition with the Eldritch Cantrip feature but with the added benefit of +1 critical hit damage die .
Overall, I suspect that this thread will see a lot of Opinion, personally I believe this is a better combination of UA5 and UA7 Warlock. I believe the UA5 warlock was on the right path but made some bad implementation decisions, such as making Mystic Arcanum a severe tax on Eldritch Invocation, this version removed that. This version gives an Eldritch Invocation as part of the pact boon (either at level 1 or 5) and a total of 10 Eldritch Invocations on top of that. It has the customization that Warlock needs, some options might be slightly on the overpowered side, so this is not a perfect implementation.
I also wanted to know which version of Warlock people actually prefer, so have included a Poll for that too.
This is by far the biggest suggestion I have given and with the most work I have put into one, so hoping it's mostly clear as to what I am trying to achieve with it, as it is redefining many parts of the class, there are more than just a few suggested changes for Warlock in here.
EDIT: a lot going on in this one, so a lot of explanations I've kind of skipped, like why is Thristing Blade not limited to pact of the blade? It was to remove complication on what pacts you switch if you update pact. So willing to answer questions on if people have queries on anything too!
Still a no for me on the part of the half-caster spell slot level progression. It needs to stay dead.
Fair enough, how do you feel about dropping to just 1 pact slot until 11(gaining a 2nd) but keeping the mystic arcanum part of this suggestion? with the 1/lr 1 minute pact slot recovery.
I think 1 pact slot until 11 is way too few.
If I was in charge of designing the Warlock class, I would just combine Spells Known and Eldritch Invocations into the same pool. Make Mystic Arcanum start at 1st level, and increase in level at every odd Warlock level up to 9th level at Warlock level 17, and make it so that your Mystic Arcanum dictates the maximum level of spells you can learn as Invocations.
When a spell is chosen as Mystic Arcanum, it can be cast once at it's lowest level per Long Rest, but then also keep Pact Magic slots as they currently are, enabling you to cast any spell you know as an Eldritch Invocation at a level corresponding to the current Pact Magic spell slot level progression.
In what world is Blade not the biggest trap option ever? lol
Let me get this straight, by choosing Blade you don't get
And you get in return:
lol
You have the PRIVILIGE to deal less damage than Eldritch Blast at level 11 while being in melee (edit: And Eldritch Blast also scales now additionally with extra crit, making blade even worse lol). Not even medium armor or shield prof or real weapon prof so you could take feats or ignoring the STR requirement for 2h or something. Like, the overall package is even weaker than even 2014 version, while Tome gets all goodies that should partially be in warlock base class - like Ritual casting.
Apart from that, I think Hex without Con check would be actually super flavorful for Blade and I'd love to see that as a potential invocation maybe. Would make it a reliable, albeit still weak, option.
I hate the half-caster progression but the more I see the idea presented, I love MA at every slot level as fix for warlock lacking amount of spell casting in lieu of just moving the 3rd slot to level 7, 8 or 9.
5e Progression with MA at every slot level. Along with UA7 ritual casting and maybe some more at-will-invocations and you have the perfect mix. Magical Cunning could then even be scrapped entirely leaving room for some flavorful new cap stone. Ideally, MAs should be swappable per long rest, but at the very least whenever you get a new MA level (like in UA 7).
If it's too much, you could make the MA up to slot level 5 delayed by a level, so you'd get the MA at level 2, 4, 6, 8 & 10, which would make it more comparable to other casters.
Did you bother to do the maths here?
at level 11, with life drinker and spirit shroud and a polearm, you'd do 2*((1d10+1d6+2d8)*.7+(5+1)*.65) vs 3*((1d10*+1d6(hex)*.65+5*.6), or 30.2 vs 26.55, you could do spirit instead of hex for 33.375, however if you have Polearm master.... Polearm master easily wins here. PAM Pact of the Blade has always done more damage like this, by the time you get to a +2 weapon, it's not even a contest.
And this is the old formular, which wouldn't be true anymore... since Weapon Masteries now exist, you've got Cleave on Halberd, Graze on Glaive and Push on Pike (no damage, but basically same benefit as repelling blast without an invocation), and even with that critical roll thing I suggested, EB would still be less damage.
on the flip side, levels 3-10 your basically casting as many top level spells as Wizard, Sorcerer, Bard, etc; When Warlock is meant to be a lesser caster than that. You lack the lower spells but have Eldritch Blast or other pact bonuses.
First off, you assume having
I don't get your entire math. Why have 5+1*0.65 if the hit chance is 0.7 before? Why not involve crit at that point and your Eldritch Cantrip?
Lifedrinker's 1d6 vs 5 Flat extra CHA mod damage is weaker in your version and UA7 than in 2014. In UA7 you get a 3rd attack, so it's understandable - in your version you don't. So it's a direct nerf in any way or shape.
And you sacrifice in your version SO MUCH to deal 3 damage over EB (and lets be honest probably less with the additional crit damage and without the pushback / slow effects of EB) just to be stuck in melee as squishy for no benefit? And level 17 blows it out of the water entirely. lol
UA7 finally makes Blade competitive to EB (up to level 17 mind you at which point they are equal).
1. by level 11, a +1 is pretty standard, you can also get one via the Bastion System now and you can get one crafted as per XgtE
2. No, I put the numbers down for Spirit Shroud too, but it's not a good way to use Eldritch Blast, unless you take something like spell sniper or go Archfey (for misty step), if you get caught in melee, it's pretty bad actually.
3. Blade doesn't qualify for PAM? Nothing in the Blade I wrote up prohibits PAM, yes you spend 1 round casting Spirit Shroud, then you maintain it for the rest since you only cast it once then concentrate on it, unlike Hex which needs moving around. So losing 1 BA attack over a 4+ round fight is hardly an issue.
The 3rd attack makes Pact of the Blade way too powerful, it's literally insane, if we were talking Barbarian getting a 3rd attack, that might make some sense but Pact of the Blade? You've already got so many extra damage sources on attacks, with 3 attacks and Eldritch Smite, you're literally out-performing anything else in the game, even broken Battlemaster Fighters, because you can more easily crit fish for Eldritch Smite with 3 attacks a turn over 2 to get that 10d8 smite damage.
A level 11 Paladin with a 1d10 polearm does what, 1d10+5+(+1/+2)+1d8 damage without smite, Pact of the Blade doing 1d10+4+(+1/+2)+1d6+2d8 is already out doing Paladin, significantly. As a paladin you could use Divine Favor for another 1d4 or spirit shroud for 1d8, but you're still just so far behind Pact of the Blade warlock. Both of these are assuming PAM, so 1 ASI behind for warlock (until level 12), but it's still more damage die for the warlock. While Paladin might get higher AC, aura of protection and lay on hands, Warlock literally gets higher levelled spells, going up to 9th at level 17 and multiple invocations too boot, Pact of the Blade is overpowered, even in this version.
> No, I put the numbers down for Spirit Shroud too, but it's not a good way to use Eldritch Blast, unless you take something like spell sniper or go Archfey (for misty step), if you get caught in melee, it's pretty bad actually.
I see you see the issue with your power level of Blade then. 😉
Yes, to learn feats you need the proficiency at all times, not temporary only while you use the weapon, which honestly is fine for UA7 warlock, since Blade warlocks are meant to be magically enhanced fighters through their pact weapon not via skill of their own. That's one of the UA7 changes that limits the effectiveness of Blade, while giving them the 3rd attack they absolutely need to be competitive within their class. Blade requires so many more invocations, feats and puts you in danger and requires melee top (which also requires movement and positioning and is way easier to negate). If you make Blade obsolete by taking Spellsniper and just use EB in melee, it's a trap option. Period. You need to OUTDAMAGE eldritch blast HEAVILY to make it remotely viable. Like if you are dead set on removing the 3rd attack, you'd need almost a full worth of EB damage (without mod) additionally to their 1 or 2 attacks to make worth your while.
Other class balance plays actually a very little role here, because INTRA CLASS BALANCE requires Blade to be stronger than EB and EB is balanced by the fact that you are not a full caster. If you don't agree that is fine, but then EB in its current version would need to go and at that point, what's the USP of warlock again and why not just play a wizard or sorc instead?
So even if the point of class balance is moot, Paladins have heavy armor, inherent smite, Aura of Protection, divine Lay on Hands, Fighting Styles, Channel divinity etc. Of course, they should deal less damage than the comparable glass-canon that uses resources and invests everything to that single purpose.
Are all classes balanced to each other? Hell no. Are martials lacking in various situations and should it be buffed? Yes, please. Should Barb maybe get a 3rd attack? Maybe. It shouldn't be a race to the bottom.
Should Paladin do less DPR? Since they aren't glass cannon, they are usually expected to be standing near or at the front taking the hits while a polearm pact of the blade generally stays out of the opportunity attack range of anything not also using a polearm. But that said, Paladin already does less DPR, but what competes with Pact of the Blade? In terms of DPR, Pact of the Blade has been up there since Hexblade came out as a patron option.
With regards to Pact of the Blade, all it is really lacking is medium armour, which is gained from a 1st-level feat. Your forced to take Lightly Armoured instead of say Magic Initiative, but it's not really a big issue in the long run. But yes, it needs specialization as a choice but with Polearm Master at level 4, it out does Eldritch Blast heavily from level 4 onwards, it only matches Eldritch Blast from 1-3. Of course that makes getting a point of strength instead of charisma at level 4 but other than that, you have most of what you need for the build. You get extra attacks for things approaching you, and it's not really that glass cannon with some subclasses giving temp HP, other feats giving temp HP or Fiending Vigor giving Temp HP, which over an adventuring day gives a few extra hits taken, it is not like Monk as your AC will be higher, you have a 10 foot attack range and the only resources you burn are mostly just for hex/spirit shroud and maybe the odd crit smite if you spec into it.
As a Pact of the Blade Warlock, you can start with 10, 13+1, 14, 8, 12, 15+2. Take lightly armoured, get half-plate and a shield for a total AC of 19, now half-plate to start, unlikely, more likely talking scale mail, which would instead give you 18 AC which is the same starting AC as many Paladins, the 1d8 compared to a 1d10 is easily fixed with Fiend Vigor. So now all Paladin has is lay-on-hands. Early on a Pact of the Blade Warlock can in fact out tank a Paladin, later on, not so much but tier 1, it can definitely be done. Eventually Paladin's lay on hands gets so much more HP in the healing pool but it takes a few levels before that even really matters much.
At level 4, then you switch to polearms for PAM, you drop 2AC from no longer using a Shield.
To use a polearm you need 13 STR as of UA7 and balancing your entire concept around a single off-stat weapon-type your class doesn't invest in otherwise seems questionable. Sure, you can get 13 STR and take a polearm, but then you weaken Blade again in other ways since those 3 ASI need to come from somewhere and you also need CHA and DEX and CON on top of that. EB doesn't need to do that.
Of course, you can take up a level 1 feet for medium armor, but it's yet another investment of your only free feat... guess who doesn't need to do that. EB who can happily take up something else or also take it and actually get to use the +2 AC shield. You say it's not a big issue in the long run, but it is, because you actually benefit less from your feat than the EB warlock.
Again, you don't qualify for PAM at level 4. You are NOT proficient with polearms. Neither with UA7 nor with your description. So you'd need to take the martial feat AND pam on level 8, which means you are suddenly 4 ASI / 2 feat choices behind EB warlock on top.
As a baseline you have 1d8 hit die, light armor, No Shield. It's one step above wizard, sure, but you are very much a squishy in every sense. Assuming reach weapons (which, again, is super weird as a baseline), you are still very much in danger. Otherwise, why not just use EB at 10f range with Spirit Shroud, since it's so safe? 🤷♂️ Every subclass Blade can take, EB can also take, so the point is moot anyway.
If you take up a shield, you definitely don't have a reach weapon and only d8 damage - which is obviously fine. You sacrifice damage for defense, like it should be, but suddenly EB deals more damage and is at range and has bonus effects. Sure, you can also take vigor to get 7 extra HP, which is not very much in higher tiers - and need to do that while EB doesn't have to. As shown, at that point you are already 3ASI, 3 feats and multiple invocations deep and still deal less damage while having less defense and HP as EB lol. There is no inherent benefit of being in melee range, so I'm not sure why you'd bother at this point.
I ask you, what is the mechanical gameplay benefit of your Blade of the Pact vs Tome with EB with the same investments? Leave other classes out of the balance question and make warlock work within their class first, namely balance Blade vs Tome and consider the unique ad- and disadvantages. For Blade you have
Otherwise, you have no meaningful warlock-unique way to make Blade work, which is not enough to offset the damage-discrepancy, investment and danger. UA7 Blade is the best balance we have ever had to intra-class balance. Smite could be attached to a BA, but otherwise it's very much where it needs to be.
You can switch the 10 and 12 for strength and wisdom, the PAM feat itself will get to strength 13.
In UA7 and in my writing, you are automatically proficient with your pact weapon, I really don't get what you mean by that, but to quote it, UA7 has a very similar clause.
It's not a real proficiency (that is written on your character sheet) so even without the clause, it wouldn't qualify for PAM, which has as perquisite to be proficient with a martial weapon. It would need to give you REAL proficiency like Hexblade does:
The requirement is Proficiency with any Martial Weapon, you're proficient with your Pact Weapon, which if it is a Martial Weapon, means you are proficient a Martial Weapon. Yes I believe it should be more clearly written but to me, the reading of it, it does work with PAM.
I don't think it would, or you run into a scenario where you'd end up with a feat you are now ineligible for if you swap weapons to another type, walk too far away from the weapon, or die and need to be brought back.
They have over-complicated it by having the requirement in the first place, since you're generally not going to use weapons you aren't proficient with and all polearms applicable are already martial weapons, since it's limited the heavy and reach property weapons. But yes, it's weird, however it just says proficiency with any martial weapon, which you do have while your pact weapon is a martial weapon. Re-reading over UA7, I see nothing that allows you to switch out Eldritch Invocations any more, by the UA, so I guess the fix is to just entirely disable the ability to switch invocations, which does make sense and then you could never get in that situation. Else you'd get other issues with switching pacts, since other invocations rely on pacts, and you'd end out with useless invocations.
How do you think this is slightly behind Wizard and Sorcerers. This far surpasses them in Spellcasting capabilities. You allowed Warlock to have all its at will spells through invocations, and with Mystic Arcanums they have about the same spell slots at 20th. Basically this version has slower progression, but actually catches up at high level. 20th level Wizard has 4,3,3,3,3,2,2,1,1 your Warlock has 5,4,4,4,3,1,1,1,1. Wizard 22 spell slots, Your Warlock 24 spell slots/Arcanum slots and 10 invocations. I worked on this mock up a month ago and realized this flaw immediately. The reason WotC put Mystic Arcanum in invocations is because it was the only way to make it even close to balanced.
UA7 + ⅓ spellcasting instead of Magical Cunning would be perfect imo.
I did that Mock up as well and if you don’t make it cost some invocations it’s too much Spellcasting potential. Even at 8 invocations, Pact Magic and 1/3 casting it’s so much more potent than any other caster. I ran a few different versions that let you use 2-3 invocations to gain 1/3 casting but the fact that pact magic refreshes on a short rest makes even that way too strong. I came to the realization if it’s spellcasting progression then the Warlock shouldn’t get over 4th level which is 2nd level spell slots. That doesn’t feel good. So I was going to do a mock up that allows an invocation to gain two 1st level slots, another to give a 2nd, another a 3rd, and another a 4th. That way you can have stronger lower level slots without having too much Spellcasting potential.