I want to play a mono-class warlock so bad but i have seen all pact of the tome oriented builds in every game I've played fall flat on their face at or around level 6-7. The game we are about to start is an "isekai" style campaign and I've always wanted to play a tome-lock. The power drop that ive seen has be on the fence between a tome-lock and a draconic or spellfire sorcerer just because they've always seemed more powerful and usable. My character will be a "striker" first and a controller/utility caster second. Can anyone give me idea's and/or pointers to make a mono-class pact of the tome oriented warlock and have them keep up and be useful in the party in mid and late game in comparison to a draconic or spellfire sorcerer?
If you get some short rests during the adventuring day, you're at least as powerful as any "normal" caster. It's when you get a couple of encounters a day with no chance to recharge that you fall behind. (And 2024 warlocks have a built-in recharge ability that'll help some.) Most fights only last a few rounds, so your lack of spell slots only really stings when 2-3 fights in.
EB with some rider abilities can help a lot. I'm personally a fan of the knockback one, as it improves any area-control abilities you use.
Hex is a trap. You eat one of your precious spell slots, plus your concentration, for a little extra damage. You're better off with spells with more meaningful effects, like Hunger of Hadar and Banishment.
Invocations are really valuable, especially the ongoing or unlimited-spell ones. They can help define your character at leas as much as the spells you use.
I want to play a mono-class warlock so bad but i have seen all pact of the tome oriented builds in every game I've played fall flat on their face at or around level 6-7. The game we are about to start is an "isekai" style campaign and I've always wanted to play a tome-lock. The power drop that ive seen has be on the fence between a tome-lock and a draconic or spellfire sorcerer just because they've always seemed more powerful and usable. My character will be a "striker" first and a controller/utility caster second. Can anyone give me idea's and/or pointers to make a mono-class pact of the tome oriented warlock and have them keep up and be useful in the party in mid and late game in comparison to a draconic or spellfire sorcerer?
Where these 2014 or 2024 warlocks? No idea what a spellfire sorcerer is because I am only familiar with the 2024 PHB version. Because of the 2024 bias, I have not seen any power drop in warlock. However, the 2 spell slots up through level 10 is a big limiter. However, the invocations can sort of make up for it. Also, the fact that the spells all level up keeps the "2" you use pretty potent.
Eldritch Blast is better then sorcerer burst as you get more attacks with it. At 6 level you can use it twice. You can get some nice things via the familiar as well.
The 2024 warlock power drop might have more to do with the player vice the actual class.
I do not think the class will work great for your stated goals. Even in 2014 they were a pretty low/mid striker at a table with any optimization in 2024 they are bottom rung strikers. And full casters will blow them away in control. An evoker is not far behind them as cantrip strikers and are orders of magnitude more effective at control. That being said if you build to their strengths they can at least add enough to the group to be solid contributors.
For example go GOO with pact of the chain and focus on remote casting and scouting. You can even add in pact of the tome to broaden the spells you can cast remotely, if you have access to 2014 tome invocations that is a lot of rituals you can cast remotely. Sure fairly short range remotely, but remotely. Why I suggest goo is while you stick to illusion/enchant spells you can more easily remain hidden.
Archfey or fiend with pact of the blade can be a decent skirmishers. Archfey through mobility and misty steps, fiend with armor of agathys and temp hit point recycling.
Celestial can cover all the bases of a caster, some striking, some crowd control, healing, utility.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I want to play a mono-class warlock so bad but i have seen all pact of the tome oriented builds in every game I've played fall flat on their face at or around level 6-7. The game we are about to start is an "isekai" style campaign and I've always wanted to play a tome-lock. The power drop that ive seen has be on the fence between a tome-lock and a draconic or spellfire sorcerer just because they've always seemed more powerful and usable. My character will be a "striker" first and a controller/utility caster second. Can anyone give me idea's and/or pointers to make a mono-class pact of the tome oriented warlock and have them keep up and be useful in the party in mid and late game in comparison to a draconic or spellfire sorcerer?
If you get some short rests during the adventuring day, you're at least as powerful as any "normal" caster. It's when you get a couple of encounters a day with no chance to recharge that you fall behind. (And 2024 warlocks have a built-in recharge ability that'll help some.) Most fights only last a few rounds, so your lack of spell slots only really stings when 2-3 fights in.
EB with some rider abilities can help a lot. I'm personally a fan of the knockback one, as it improves any area-control abilities you use.
Hex is a trap. You eat one of your precious spell slots, plus your concentration, for a little extra damage. You're better off with spells with more meaningful effects, like Hunger of Hadar and Banishment.
Invocations are really valuable, especially the ongoing or unlimited-spell ones. They can help define your character at leas as much as the spells you use.
Where these 2014 or 2024 warlocks? No idea what a spellfire sorcerer is because I am only familiar with the 2024 PHB version. Because of the 2024 bias, I have not seen any power drop in warlock. However, the 2 spell slots up through level 10 is a big limiter. However, the invocations can sort of make up for it. Also, the fact that the spells all level up keeps the "2" you use pretty potent.
Eldritch Blast is better then sorcerer burst as you get more attacks with it. At 6 level you can use it twice. You can get some nice things via the familiar as well.
The 2024 warlock power drop might have more to do with the player vice the actual class.
I do not think the class will work great for your stated goals. Even in 2014 they were a pretty low/mid striker at a table with any optimization in 2024 they are bottom rung strikers. And full casters will blow them away in control. An evoker is not far behind them as cantrip strikers and are orders of magnitude more effective at control. That being said if you build to their strengths they can at least add enough to the group to be solid contributors.
For example go GOO with pact of the chain and focus on remote casting and scouting. You can even add in pact of the tome to broaden the spells you can cast remotely, if you have access to 2014 tome invocations that is a lot of rituals you can cast remotely. Sure fairly short range remotely, but remotely. Why I suggest goo is while you stick to illusion/enchant spells you can more easily remain hidden.
Archfey or fiend with pact of the blade can be a decent skirmishers. Archfey through mobility and misty steps, fiend with armor of agathys and temp hit point recycling.
Celestial can cover all the bases of a caster, some striking, some crowd control, healing, utility.