Ok just wondering what the best usage of the bonus action is for Warlocks. I know Chain pacts can command their familiar to attack with a bonus action *if* they take investment of the chain master, but I’m looking for things *all* Warlocks can do that don’t take up spell slots like Misty Step
Healing Light. 60 ft range Cha mod d6 healing. This is healing word on steroids. If you Gift of the ever loving ones and just heal yourself for Cha Mod * 6 it also is notable.
I know the topic says ALL warlocks and there have been comprehensive answers, but I just want to add something little that is somewhat related to the topic. Elf warlocks can also pick the feat "Fey Teleportation" which on top of giving you +1 to certain stat and ability to speak, read and write sylvan, it also gives you the misty step that is a bonus action and does not use a spell slot. However, you can only do this once per short rest.
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Warlock in WoW, warlock in D&D, warlock everywhere.
Ok just wondering what the best usage of the bonus action is for Warlocks. I know Chain pacts can command their familiar to attack with a bonus action *if* they take investment of the chain master, but I’m looking for things *all* Warlocks can do that don’t take up spell slots like Misty Step
Hex. Every time you move Hex, it's a bonus action that doesn't cost a spell slot.
If you take the Fey Touched feat (with Hex as the lvl 1 spell) and Relentless Hex invocation, you can just hex your familiar and then teleport to it as a bonus action, for the 1hr duration of the hex without using a pact slot. It takes a round to set up, so that first bamf is Misty Step with extra steps, but then you can repeat it every round if you need to.
If you take the Fey Touched feat (with Hex as the lvl 1 spell) and Relentless Hex invocation, you can just hex your familiar and then teleport to it as a bonus action, for the 1hr duration of the hex without using a pact slot. It takes a round to set up, so that first bamf is Misty Step with extra steps, but then you can repeat it every round if you need to.
Ok just wondering what the best usage of the bonus action is for Warlocks. I know Chain pacts can command their familiar to attack with a bonus action *if* they take investment of the chain master, but I’m looking for things *all* Warlocks can do that don’t take up spell slots like Misty Step
Hex. Every time you move Hex, it's a bonus action that doesn't cost a spell slot.
Where do you see that Hex does not cost a spell slot?
Ok just wondering what the best usage of the bonus action is for Warlocks. I know Chain pacts can command their familiar to attack with a bonus action *if* they take investment of the chain master, but I’m looking for things *all* Warlocks can do that don’t take up spell slots like Misty Step
Hex. Every time you move Hex, it's a bonus action that doesn't cost a spell slot.
Where do you see that Hex does not cost a spell slot?
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature."
So it still costs a slot to cast the first time, but then until you lose concentration, when your target dies, you can move the hex to a new creature as a bonus action to keep the same casting going.
Depending on the type of Warlock you are playing this can actually vary. One of my preferred uses is for a Hexblade of at least 5th level, but improves at 12th level.
Pact Boon: Pact of the Blade (3rd Level)
Allows you to use two-handed weapons with Charisma Modifier
ASI: Feat: Polearm Master (4th Level)
Allows you to use your bonus action for a additional hit (1d4 + Cha)
Eldritch Invocations: Thirsting Blade (5th Level)
Two attacks for your attack action. (weapon dmg + Cha) + (weapon dmg + Cha) + (1d4 + Cha)
Eldritch Invocations: Lifedrinker (12th Level)
Adds your Charisma modifier of necrotic damage to each hit with your pact weapon. (weapon dmg + Cha + Cha[Necrotic]) + (weapon dmg + Cha + Cha[Necrotic]) + (1d4 + Cha + Cha[Necrotic])
Granted not all of them will hit each time, but it gives you two attempts to deal your weapon damage to an opponent and three chances to deal 2x your modifier per turn.
A polearm master Hexblade can actually give a Paladin a tough fight (although I think the Paladin will still edge it out eventually) while still being a (sort of) full caster.
Beg, murder, rob, even buy Illusionist's Bracers. Cast Eldritch Blast again. At the level they would become available this would be three rays times two.
Take Pact of the Chain, Investment of the Chain Master, and Magic Stone. First round use Magic Stone as your bonus action through your familiar to magic some rocks or sling bullets you've given it. Next round hex your target, third round and beyond, bonus action to direct your familiar to throw the magic rocks around. Can get it up before combat if your DM is friendly or you're paranoid at the right time, putting you forward a round. Every fourth round you'll need to recast Magic Stone to prep three more rocks. The 'extra blasty' warlock in my mind🤘
At level 5 that's up to 3D8 radiant damage added to your total each turn (thirsting blade plus bonus attack, polearm master, double-bladed scimitar, two weapon fighting) for ten turns, and at level 9 it's 6D8.
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Ok just wondering what the best usage of the bonus action is for Warlocks. I know Chain pacts can command their familiar to attack with a bonus action *if* they take investment of the chain master, but I’m looking for things *all* Warlocks can do that don’t take up spell slots like Misty Step
Healing Light. 60 ft range Cha mod d6 healing. This is healing word on steroids. If you Gift of the ever loving ones and just heal yourself for Cha Mod * 6 it also is notable.
-Sorry didn't notice the ALL warlocks language.-
There is a quick way to find your answer. Go to warlock page and hit ctrl+F. Then type in "bonus action"
As a Sorlock, you can use Quickened Spell to cast extra EB.
And there is more bonus action option if you take some feats such as Poisoner.
healing light is also pretty nice. being able to heal you or a party member up to your charisma in d6 up to 60ft is pretty nice
I know the topic says ALL warlocks and there have been comprehensive answers, but I just want to add something little that is somewhat related to the topic. Elf warlocks can also pick the feat "Fey Teleportation" which on top of giving you +1 to certain stat and ability to speak, read and write sylvan, it also gives you the misty step that is a bonus action and does not use a spell slot. However, you can only do this once per short rest.
Warlock in WoW, warlock in D&D, warlock everywhere.
Hex. Every time you move Hex, it's a bonus action that doesn't cost a spell slot.
If you take the Fey Touched feat (with Hex as the lvl 1 spell) and Relentless Hex invocation, you can just hex your familiar and then teleport to it as a bonus action, for the 1hr duration of the hex without using a pact slot. It takes a round to set up, so that first bamf is Misty Step with extra steps, but then you can repeat it every round if you need to.
Wow...this is a unique usage
Thanks for the suggestion
Where do you see that Hex does not cost a spell slot?
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature."
So it still costs a slot to cast the first time, but then until you lose concentration, when your target dies, you can move the hex to a new creature as a bonus action to keep the same casting going.
Depending on the type of Warlock you are playing this can actually vary. One of my preferred uses is for a Hexblade of at least 5th level, but improves at 12th level.
Pact Boon: Pact of the Blade (3rd Level)
Allows you to use two-handed weapons with Charisma Modifier
ASI: Feat: Polearm Master (4th Level)
Allows you to use your bonus action for a additional hit (1d4 + Cha)
Eldritch Invocations: Thirsting Blade (5th Level)
Two attacks for your attack action. (weapon dmg + Cha) + (weapon dmg + Cha) + (1d4 + Cha)
Eldritch Invocations: Lifedrinker (12th Level)
Adds your Charisma modifier of necrotic damage to each hit with your pact weapon. (weapon dmg + Cha + Cha[Necrotic]) + (weapon dmg + Cha + Cha[Necrotic]) + (1d4 + Cha + Cha[Necrotic])
Granted not all of them will hit each time, but it gives you two attempts to deal your weapon damage to an opponent and three chances to deal 2x your modifier per turn.
A polearm master Hexblade can actually give a Paladin a tough fight (although I think the Paladin will still edge it out eventually) while still being a (sort of) full caster.
Beg, murder, rob, even buy Illusionist's Bracers. Cast Eldritch Blast again. At the level they would become available this would be three rays times two.
Take Pact of the Chain, Investment of the Chain Master, and Magic Stone. First round use Magic Stone as your bonus action through your familiar to magic some rocks or sling bullets you've given it. Next round hex your target, third round and beyond, bonus action to direct your familiar to throw the magic rocks around. Can get it up before combat if your DM is friendly or you're paranoid at the right time, putting you forward a round. Every fourth round you'll need to recast Magic Stone to prep three more rocks. The 'extra blasty' warlock in my mind🤘
Spirit Shroud.
At level 5 that's up to 3D8 radiant damage added to your total each turn (thirsting blade plus bonus attack, polearm master, double-bladed scimitar, two weapon fighting) for ten turns, and at level 9 it's 6D8.