My 7th level variant Human Tomelock should hit 8th level soon, and I'm not sure what to pick up. Here's what I have now:
Spells Blindness/Deafness Detect Magic (Book of Ancient Secrets) Dissonant Whispers (Fey Touched feat) Find Familiar (Book of Ancient Secrets) Fireball Fly Hex Hunger of Hadar Identify (Book of Ancient Secrets) Misty Step (Fey Touched feat) Shadow of Moil Summon Shadowfiend Wall of Fire Water Breathing (Book of Ancient Secrets)
Invocations Agonizing Blast Devil's Sight Book of Ancient Secrets Eldritch Mind
I will definitely be dropping Blindness/Deafness, probably for Invisibility. Wondering about adding Hypnotic Pattern, Enemies Abound, or Banishment. Or any other good ideas you have. I'll be taking Resilient: CON as a feat since my CHA is at 20. I hate dropping concentration.
We're playing Storm King's Thunder and my party consists of a Wild Magic Barbarian/Sorcerer, Twighlight Cleric, Drunk Monk, Circle of the Land (Coast) Druid, and a Rogue Mastermind. The druid and I get a lot of mileage out of a Tidal Wave/Hunger of Hadar combo.
Hypnotic Pattern and Banishment are both solid choices, depends on your campaign, what is more useful (lots of fiends, elementals, feys, go for Banishment; lots of humanoids then hypnotic pattern)
Why Devil‘s Sight? You don‘t have Darkness and Shadow of Moil works without it. Polymorph with Sculptor of Flesh might worth it, at 8th level you can transform someone into a T-Rex…
Exactly. Even thought he Twilight cleric hands out 300' Darkvision like candy, that's only for an hour and I don't like being dependent on another character. I dumped Darkness because it wasn't playing nice with the group.
Exactly. Even thought he Twilight cleric hands out 300' Darkvision like candy, that's only for an hour and I don't like being dependent on another character. I dumped Darkness because it wasn't playing nice with the group.
you can always have it on like a bracelet with a swinging bead or something. You cast it on that then after you blast then use your object interaction (if the DM says thats required) to fully cover the bead to not hinder your allies.Then release it from your hand so you gain the darkness ability again.
Hypnotic pattern is a good spell, but it doesn’t scale so you are using a 4th level spell slot to cast a 3rd level spell with no extra benefit. But it is a solid spell at most if not all tiers of the game. Banishment scales so once you get your 5th level slot it affects 2 targets.
depending on your campaign if you fight a lot of humanoids Hold Person would affect 3 targets with a 4th level slot and 4 targets once you get 5th slots.
One thing to remember on Hypnotic Pattern is that it is SM to cast so it can be cast from within a silence. If you have a tricksy DM this may be important.
Exactly. Even thought he Twilight cleric hands out 300' Darkvision like candy, that's only for an hour and I don't like being dependent on another character. I dumped Darkness because it wasn't playing nice with the group.
you can always have it on like a bracelet with a swinging bead or something. You cast it on that then after you blast then use your object interaction (if the DM says thats required) to fully cover the bead to not hinder your allies.Then release it from your hand so you gain the darkness ability again.
Exactly. Even thought he Twilight cleric hands out 300' Darkvision like candy, that's only for an hour and I don't like being dependent on another character. I dumped Darkness because it wasn't playing nice with the group.
you can always have it on like a bracelet with a swinging bead or something. You cast it on that then after you blast then use your object interaction (if the DM says thats required) to fully cover the bead to not hinder your allies.Then release it from your hand so you gain the darkness ability again.
Oh, that's clever.
Not that I'm arguing against the reasoning, but this does sound like it's subject heavily to DM fiat.
Exactly. Even thought he Twilight cleric hands out 300' Darkvision like candy, that's only for an hour and I don't like being dependent on another character. I dumped Darkness because it wasn't playing nice with the group.
you can always have it on like a bracelet with a swinging bead or something. You cast it on that then after you blast then use your object interaction (if the DM says thats required) to fully cover the bead to not hinder your allies.Then release it from your hand so you gain the darkness ability again.
Oh, that's clever.
Not that I'm arguing against the reasoning, but this does sound like it's subject heavily to DM fiat.
Absolutely, and I'd expect the DM to actively work against the use even if they allowed it.
Why Devil‘s Sight? You don‘t have Darkness and Shadow of Moil works without it. Polymorph with Sculptor of Flesh might worth it, at 8th level you can transform someone into a T-Rex…
If he's using Hunger of Hadar fairly often, then Devil's Sight is quite useful.
I think that Blindness/Deafness isn't a bad choice to keep because it doesn't require concentration. You have Shadow of Moil, Hunger of Hadar, and Hex so you don't need any more spells for combat that require concentration. I would ditch Wall of Fire instead, because Invisibility is indeed a good choice for Warlocks to have because it scales so nicely when you upcast it (as does Fly).
Why Devil‘s Sight? You don‘t have Darkness and Shadow of Moil works without it. Polymorph with Sculptor of Flesh might worth it, at 8th level you can transform someone into a T-Rex…
If he's using Hunger of Hadar fairly often, then Devil's Sight is quite useful.
I think that Blindness/Deafness isn't a bad choice to keep because it doesn't require concentration. You have Shadow of Moil, Hunger of Hadar, and Hex so you don't need any more spells for combat that require concentration. I would ditch Wall of Fire instead, because Invisibility is indeed a good choice for Warlocks to have because it scales so nicely when you upcast it (as does Fly).
Hunger of Hadar does not specifically say that darkvision does not work, if you are outside and looking in. Unlike the darkness spell. You can’t illuminate the area (by casting Daylight for example) and if you are in it you are blinded. But if you are outside a case could be made that you can see in with darkvision I think.
You have a bracelet with a bead. You need the "cast a spell" action to cast it on the bracelet. You can't pick *part* of the bracelet, you get the entire object. So long as you concentrate, for the next 10 minutes, you have your very own darkness emanator. If you want the darkness to stop, you can use Interact with an object 1 time per turn for free.
So, turn 1. Blast. Can you cast the Darkness spell now? No. Your action has already been used, and Darkness is not a bonus action spell.
Turn 2, you cast Darkness on your bracelet. If you have Devil's Sight, you can see just fine. Anyone else has to have Devil's Sight or something similar or they are blinded. You can wrap something around the bracelet to cover it. Not just the little bead, it has to be the whole thing remember, but you can do it. Your turn is now done, because you used it to cast Darkness.
Turn 3, You can blast things, cover or uncover your bracelet, but only one or the other, while doing so.
This does not seem like a really useful way to do things. The best way to get it to work is to cast Darkness first, before combat if possible, and then blast things next turn, but you still have your party blinded any time you want darkness around you unless they have a way around being blinded by magical darkness.
Oh. Almost forgot. You can't be wearing the bracelet when you cast Darkness on it. You will need to set it on the ground or something, and use your interact with an object to pick it up.
Notice that the Twilight Cleric ability gives everyone inside the Sanctuary Darkvision. Otherwise, it would be a detriment to people inside who didn't already have it.
Turn 1. Blast. if you have the stone in your pocket, use Interact with an Object to take it out of your pocket.
Turn 2. Cast Darkness on the stone. Decide if you want it dark or not and use your Interact with an Object to pick one.
Turn 3. Blast. Each time you want to shut off the darkness you have to conceal the stone, and you can only do this once per turn.
Result. Either your party is blind the entire time unless they have Devil's Sight or something similar, or you spend most of your turns with the Darkness off. For 100 turns.
The spell is meant to be used against enemies, and only to keep them out of specific areas. It takes a hell of a lot of work to make it useful for anyone other than yourself and you have to have Devil's Sight to pull it off. The same applies to your party, they have to have some way to see. If you have a whole party full of Warlocks, great! It's a good tactic then, as long as all of them have Devil's Sight.
Sure. As long as you stay 15 feet away from your party you are free to use it as you see fit. No problems there, it's wonderful for soloing, but making it work with your allies does take some effort. Other than soloing, what do you use it for? You are a blob of magical darkness throwing a highly dangerous spell around that your your enemy can't see. What will they do in response?
There are some ranged healing spells, none of which can be cast by Warlocks, so a party of only Warlocks isn't going to work here. The rest of the time you're pretty clear on getting heals, as long as your allies can see you, and of course, if your allies can see you, so can the enemy.
I'm sorry. I'm not posting to the topic am I? Ok. Darkness isn't a good spell for a Tomelock. I'd suggest finding something more useful, something you can use that will be beneficial to you and your party. To the Original Poster, you have already been given lots of good advice, and I don't know the class well enough to suggest anything better. Good luck.
Why Devil‘s Sight? You don‘t have Darkness and Shadow of Moil works without it. Polymorph with Sculptor of Flesh might worth it, at 8th level you can transform someone into a T-Rex…
If he's using Hunger of Hadar fairly often, then Devil's Sight is quite useful.
I think that Blindness/Deafness isn't a bad choice to keep because it doesn't require concentration. You have Shadow of Moil, Hunger of Hadar, and Hex so you don't need any more spells for combat that require concentration. I would ditch Wall of Fire instead, because Invisibility is indeed a good choice for Warlocks to have because it scales so nicely when you upcast it (as does Fly).
Hunger of Hadar does not specifically say that darkvision does not work, if you are outside and looking in. Unlike the darkness spell. You can’t illuminate the area (by casting Daylight for example) and if you are in it you are blinded. But if you are outside a case could be made that you can see in with darkvision I think.
He's a human, so he doesn't have dark vision unless the Cleric gives it to him.
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My 7th level variant Human Tomelock should hit 8th level soon, and I'm not sure what to pick up. Here's what I have now:
Spells
Blindness/Deafness
Detect Magic (Book of Ancient Secrets)
Dissonant Whispers (Fey Touched feat)
Find Familiar (Book of Ancient Secrets)
Fireball
Fly
Hex
Hunger of Hadar
Identify (Book of Ancient Secrets)
Misty Step (Fey Touched feat)
Shadow of Moil
Summon Shadowfiend
Wall of Fire
Water Breathing (Book of Ancient Secrets)
Invocations
Agonizing Blast
Devil's Sight
Book of Ancient Secrets
Eldritch Mind
I will definitely be dropping Blindness/Deafness, probably for Invisibility. Wondering about adding Hypnotic Pattern, Enemies Abound, or Banishment. Or any other good ideas you have. I'll be taking Resilient: CON as a feat since my CHA is at 20. I hate dropping concentration.
We're playing Storm King's Thunder and my party consists of a Wild Magic Barbarian/Sorcerer, Twighlight Cleric, Drunk Monk, Circle of the Land (Coast) Druid, and a Rogue Mastermind. The druid and I get a lot of mileage out of a Tidal Wave/Hunger of Hadar combo.
Thanks.
Huge fan of hypnotic pattern. Banishment is awesome too, but if you can only pick one hypnotic pattern for sure.
Hypnotic Pattern and Banishment are both solid choices, depends on your campaign, what is more useful (lots of fiends, elementals, feys, go for Banishment; lots of humanoids then hypnotic pattern)
Why Devil‘s Sight? You don‘t have Darkness and Shadow of Moil works without it. Polymorph with Sculptor of Flesh might worth it, at 8th level you can transform someone into a T-Rex…
Exactly. Even thought he Twilight cleric hands out 300' Darkvision like candy, that's only for an hour and I don't like being dependent on another character. I dumped Darkness because it wasn't playing nice with the group.
you can always have it on like a bracelet with a swinging bead or something. You cast it on that then after you blast then use your object interaction (if the DM says thats required) to fully cover the bead to not hinder your allies.Then release it from your hand so you gain the darkness ability again.
Hypnotic pattern is a good spell, but it doesn’t scale so you are using a 4th level spell slot to cast a 3rd level spell with no extra benefit. But it is a solid spell at most if not all tiers of the game. Banishment scales so once you get your 5th level slot it affects 2 targets.
depending on your campaign if you fight a lot of humanoids Hold Person would affect 3 targets with a 4th level slot and 4 targets once you get 5th slots.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
One thing to remember on Hypnotic Pattern is that it is SM to cast so it can be cast from within a silence. If you have a tricksy DM this may be important.
Oh, that's clever.
Not that I'm arguing against the reasoning, but this does sound like it's subject heavily to DM fiat.
Absolutely, and I'd expect the DM to actively work against the use even if they allowed it.
If he's using Hunger of Hadar fairly often, then Devil's Sight is quite useful.
I think that Blindness/Deafness isn't a bad choice to keep because it doesn't require concentration. You have Shadow of Moil, Hunger of Hadar, and Hex so you don't need any more spells for combat that require concentration. I would ditch Wall of Fire instead, because Invisibility is indeed a good choice for Warlocks to have because it scales so nicely when you upcast it (as does Fly).
Hunger of Hadar does not specifically say that darkvision does not work, if you are outside and looking in. Unlike the darkness spell. You can’t illuminate the area (by casting Daylight for example) and if you are in it you are blinded. But if you are outside a case could be made that you can see in with darkvision I think.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
You have a bracelet with a bead. You need the "cast a spell" action to cast it on the bracelet. You can't pick *part* of the bracelet, you get the entire object. So long as you concentrate, for the next 10 minutes, you have your very own darkness emanator. If you want the darkness to stop, you can use Interact with an object 1 time per turn for free.
So, turn 1. Blast. Can you cast the Darkness spell now? No. Your action has already been used, and Darkness is not a bonus action spell.
Turn 2, you cast Darkness on your bracelet. If you have Devil's Sight, you can see just fine. Anyone else has to have Devil's Sight or something similar or they are blinded. You can wrap something around the bracelet to cover it. Not just the little bead, it has to be the whole thing remember, but you can do it. Your turn is now done, because you used it to cast Darkness.
Turn 3, You can blast things, cover or uncover your bracelet, but only one or the other, while doing so.
This does not seem like a really useful way to do things. The best way to get it to work is to cast Darkness first, before combat if possible, and then blast things next turn, but you still have your party blinded any time you want darkness around you unless they have a way around being blinded by magical darkness.
Oh. Almost forgot. You can't be wearing the bracelet when you cast Darkness on it. You will need to set it on the ground or something, and use your interact with an object to pick it up.
Notice that the Twilight Cleric ability gives everyone inside the Sanctuary Darkvision. Otherwise, it would be a detriment to people inside who didn't already have it.
<Insert clever signature here>
The spell is meant to be used against enemies, and only to keep them out of specific areas. It takes a hell of a lot of work to make it useful for anyone other than yourself and you have to have Devil's Sight to pull it off. The same applies to your party, they have to have some way to see. If you have a whole party full of Warlocks, great! It's a good tactic then, as long as all of them have Devil's Sight.
<Insert clever signature here>
Sure. As long as you stay 15 feet away from your party you are free to use it as you see fit. No problems there, it's wonderful for soloing, but making it work with your allies does take some effort. Other than soloing, what do you use it for? You are a blob of magical darkness throwing a highly dangerous spell around that your your enemy can't see. What will they do in response?
There are some ranged healing spells, none of which can be cast by Warlocks, so a party of only Warlocks isn't going to work here. The rest of the time you're pretty clear on getting heals, as long as your allies can see you, and of course, if your allies can see you, so can the enemy.
I'm sorry. I'm not posting to the topic am I? Ok. Darkness isn't a good spell for a Tomelock. I'd suggest finding something more useful, something you can use that will be beneficial to you and your party. To the Original Poster, you have already been given lots of good advice, and I don't know the class well enough to suggest anything better. Good luck.
<Insert clever signature here>
He's a human, so he doesn't have dark vision unless the Cleric gives it to him.