Interested in trying out a Warlock and I want to go Pact of the Tomb so I can get the Book of Ancient Secrets Invocation. Now it says I can add Rituals that I find later in my adventures. The clarification I would like on this is, do they have to be from the warlock spell list or any spell that has the ritual tag?
Other clarification that I need is are the Mystic Arcanum spells included in the list of spells known table? I believe they are but just would like to make sure.
The specifics for the Ritual spell is "Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list"
So the big advantage of Pact of the Tome and Book of Ancient Secrets is that you can get ANY classes ritual spells. Wizard, Worlock, Sorcerer, Bard, Cleric, Druid, etc...
As a note for your Pact of the Tome, I reconnected getting Druid's Shillelagh. It will let you Hit/Damage in melee with Charisma with a club or quarterstaff, and magical staffs as all quarterstaffs.
Also the Wizard spell Find Familiar is probably the most common 1st lvl spell taken.
The specifics for the Ritual spell is "Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list"
So the big advantage of Pact of the Tome and Book of Ancient Secrets is that you can get ANY classes ritual spells. Wizard, Worlock, Sorcerer, Bard, Cleric, Druid, etc...
As a note for your Pact of the Tome, I reconnected getting Druid's Shillelagh. It will let you Hit/Damage in melee with Charisma with a club or quarterstaff, and magical staffs as all quarterstaffs.
Also the Wizard spell Find Familiar is probably the most common 1st lvl spell taken.
I often take Shillelagh with my Tomelocks, but it's rare that I actually use it. In my experience I've found that I use Shocking Grasp much more frequently if I'm stuck in melee. Its damage scales up like other cantrips and unlike Shillelagh, advantage on the attack if they're in metal armor, and if I hit my target I can walk away without drawing a swipe. Shillelagh becomes much more interesting if you grab Booming and/or Green Flame Blade and actually make melee combat a legit part of your arsenal.
Some of the non-Warlock cantrips I've found useful to take as a Tomelock - Shocking Grasp, Shillelagh, Spare the Dying(especially good if you grab Find Familiar as a ritual), Sacred Flame, Vicious Mockery, Thaumaturgy(for RP situations, it can make you seem extra-spooky), Mending, Message. Eldritch Blast is just so darn effective as a damage cantrip, there's little need for others unless they offer additonal benefits(like Shocking Grasp's shutting down of reactions, etc) or if they target a save you don't have covered by something else(part of what Sacred Flame is good for, big guys with high AC don't always have the best Dex saves).
And yes, if you take the Invocation that lets you acquire ritual spells, I definitely recommend Find Familiar. They offer lots of utility, and they're fun for RP as well. If you don't have a Wizard or a Bard in your group, I highly recommend Identify and/or Detect Magic. Having those available to your party without eating spell slots is super handy.
Keep in mind that beyond the two rituals you pick when taking the Invocation, acquiring others means finding them in your travels. You can't expect your DM to be Santa Claus, but most DMs try to include items in loot hauls that will actually be of use to the party. Talk to your DM, and you may stumble upon a dead wizard's spellbook, or find a merchant of unusual items that can get their hands on spell scrolls from time to time.
Interested in trying out a Warlock and I want to go Pact of the Tomb so I can get the Book of Ancient Secrets Invocation. Now it says I can add Rituals that I find later in my adventures. The clarification I would like on this is, do they have to be from the warlock spell list or any spell that has the ritual tag?
Other clarification that I need is are the Mystic Arcanum spells included in the list of spells known table? I believe they are but just would like to make sure.
Mystic Arcanum function very similar to standard spellcasting, but are separate from it. Think of them almost like the abilities a Totem Barbarian or Hunter Ranger gets. At certain levels they get to choose an ability from a handful of options. As an 11th-level Warlock you get an ability that lets you choose a single 6th-level spell off the approved list, and you can cast it once per day. Same goes for a 7th-level spell at Warlock 13, etc. Your Mystic Arcanum class feature is totally separate from your Pact Magic class feature. So your Mystic Arcanum spells don't count towards your number of Pact Magic spells known, and you don't use a Pact Magic spell slot when casting one of your Mystic Arcanum spells. Also unlike your Pact Magic spells, you can't swap one Mystic Arcanum spell for another when you level up(though as a DM I'd probably allow this once in case a player picks a spell they end up never using). It's a little clunky compared to the standard array of spell slots from a class with the Spellcasting class feature(Wizard, Cleric, etc) but it's part of what makes the Warlock unique. And it makes it easier to separate the Mystic Arcanum with recharge on a Long Rest from the Pact Magic spell slots that recharge on a Short Rest.
Interested in trying out a Warlock and I want to go Pact of the Tomb so I can get the Book of Ancient Secrets Invocation. Now it says I can add Rituals that I find later in my adventures. The clarification I would like on this is, do they have to be from the warlock spell list or any spell that has the ritual tag?
Other clarification that I need is are the Mystic Arcanum spells included in the list of spells known table? I believe they are but just would like to make sure.
The specifics for the Ritual spell is "Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list"
So the big advantage of Pact of the Tome and Book of Ancient Secrets is that you can get ANY classes ritual spells. Wizard, Worlock, Sorcerer, Bard, Cleric, Druid, etc...
As a note for your Pact of the Tome, I reconnected getting Druid's Shillelagh. It will let you Hit/Damage in melee with Charisma with a club or quarterstaff, and magical staffs as all quarterstaffs.
Also the Wizard spell Find Familiar is probably the most common 1st lvl spell taken.
Thanks for the info Full Metal and Brian.
I often take Shillelagh with my Tomelocks, but it's rare that I actually use it. In my experience I've found that I use Shocking Grasp much more frequently if I'm stuck in melee. Its damage scales up like other cantrips and unlike Shillelagh, advantage on the attack if they're in metal armor, and if I hit my target I can walk away without drawing a swipe. Shillelagh becomes much more interesting if you grab Booming and/or Green Flame Blade and actually make melee combat a legit part of your arsenal.
Some of the non-Warlock cantrips I've found useful to take as a Tomelock - Shocking Grasp, Shillelagh, Spare the Dying(especially good if you grab Find Familiar as a ritual), Sacred Flame, Vicious Mockery, Thaumaturgy(for RP situations, it can make you seem extra-spooky), Mending, Message. Eldritch Blast is just so darn effective as a damage cantrip, there's little need for others unless they offer additonal benefits(like Shocking Grasp's shutting down of reactions, etc) or if they target a save you don't have covered by something else(part of what Sacred Flame is good for, big guys with high AC don't always have the best Dex saves).
And yes, if you take the Invocation that lets you acquire ritual spells, I definitely recommend Find Familiar. They offer lots of utility, and they're fun for RP as well. If you don't have a Wizard or a Bard in your group, I highly recommend Identify and/or Detect Magic. Having those available to your party without eating spell slots is super handy.
Keep in mind that beyond the two rituals you pick when taking the Invocation, acquiring others means finding them in your travels. You can't expect your DM to be Santa Claus, but most DMs try to include items in loot hauls that will actually be of use to the party. Talk to your DM, and you may stumble upon a dead wizard's spellbook, or find a merchant of unusual items that can get their hands on spell scrolls from time to time.
Mystic Arcanum function very similar to standard spellcasting, but are separate from it. Think of them almost like the abilities a Totem Barbarian or Hunter Ranger gets. At certain levels they get to choose an ability from a handful of options. As an 11th-level Warlock you get an ability that lets you choose a single 6th-level spell off the approved list, and you can cast it once per day. Same goes for a 7th-level spell at Warlock 13, etc. Your Mystic Arcanum class feature is totally separate from your Pact Magic class feature. So your Mystic Arcanum spells don't count towards your number of Pact Magic spells known, and you don't use a Pact Magic spell slot when casting one of your Mystic Arcanum spells. Also unlike your Pact Magic spells, you can't swap one Mystic Arcanum spell for another when you level up(though as a DM I'd probably allow this once in case a player picks a spell they end up never using). It's a little clunky compared to the standard array of spell slots from a class with the Spellcasting class feature(Wizard, Cleric, etc) but it's part of what makes the Warlock unique. And it makes it easier to separate the Mystic Arcanum with recharge on a Long Rest from the Pact Magic spell slots that recharge on a Short Rest.
jd2319 thanks for the reply, that makes way more sense about the separation by short/long rest.