I have come to you to discuss something that I find Confusing... The Warlock Spell Table on Page 106 in the PHB... How do this class's Spells work? I am trying to make an Archfey Warlock but this confusing table is... well, Confusing me... If someone Could help me understand this that would be greatly appreciated...
I have come to you to discuss something that I find Confusing... The Warlock Spell Table on Page 106 in the PHB... How do this class's Spells work? I am trying to make an Archfey Warlock but this confusing table is... well, Confusing me... If someone Could help me understand this that would be greatly appreciated...
What, in particular is confusing? Remember that warlocks always cast at highest level possible
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May the gentle moonlinght guide you to greater wisdom
When I play a Warlock, it usually comes to Invocations, Regular Spells, and Pact Boones that give me the MOST Confusion...
That's quite the list.
Invocations are intrinsic warlock powers, if you have the right level and patron. They can work with spells (like things that modify Eldritch blast), they can give powers without the use of spell slots (book of ancient secrets), and some use spell slots (dreadful word).
A pact boon is a warlock level-based benefit your patron bestows on your character. For example, Misty escape is available to an Archfey warlock at 6th level.
You can cast any regular spells at maximum level available to you. At 6th level, your spells, unless otherwise restricted, will always go off at 3rd level. For example, casting invisibility at 3rd level will allow you to target two individuals.
Does that make sense?
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May the gentle moonlinght guide you to greater wisdom
Invocations, No... (The only one that makes sense is the Eyes of the Rune Keeper...) Pact Boon, Kinda; and the Spells still make no sense... Let me use an example... At a level 2 Warlock, I love blasting People with Hexes (PHB, Pg. 252); but when I level up, I have to get rid of the Hexes?
Let's take things one subject at a time. Please note that I will not be taking multiclassing into account for any of this. Besides, if Warlocks by themselves confuse you, you definitely don't want to try multiclassing yet.
Spell Slots: Basically every other class that can cast spells has the "Spellcasting" class feature. They get a certain number of spell slots of varying levels, based on what their class level is, and those spell slots renew after a Long Rest. So for example, if you're a 3rd-level Cleric you would start each day with four 1st-level spell slots, and two 2nd-level spell slots, and those are the only spell slots you would have available to use that day. Beyond that you'd be limited to using cantrips. Warlocks don't get the "Spellcasting" class feature, they get the "Pact Magic" class feature. You get fewer spell slots, but with two key differences: 1) Pact Magic spell slots renew on a Short or Long Rest, instead of just a Long Rest. So you might fight something in the morning and use up your spell slots, but you'd get them back when you broke for lunch and took a Short Rest. This means you might have fewer spell slots for a specific fight, but you don't have to worry as much about running out of them before the end of the day. 2) The level of your Pact Magic spell slots increases automatically with your Warlock level, capping at 5th-level slots when you reach Level 9. For some spells, this won't matter, they work the same no matter what level spell slot you use to cast them(like Faerie Fire, Misty Step, etc). But for others like Sleep, Hex, Armor Of Agathys etc. scale up in capabilities when cast from a higher level slot.
Spells Known: The "Spells Known" column of the table says how many spells off the Warlock list you know. A Warlock doesn't have to "prepare" a subset of their known spells each day like a Cleric or Wizard, they can cast any of the spells they know. In addition to being able to learn a new spell when that column says you can, every time you level up in Warlock you can swap out one of the Warlock spells you already know for a different Warlock spell(in case you find that you have a spell you don't use anymore, or just want to try something new). In addition to the spells on the regular Warlock list, each Patron type has a set of additional spells you can choose from. Note that these are NOT like the bonus spells of a Cleric's domain, or of a Paladin's Oath that are automatically known and prepared outside your normal allowance. These are just additional spells you can choose from when deciding which spell to take.
Invocations: These are special abilities that you gain as you increase in Warlock levels, to help compensate for the more limited spellcasting ability of the Warlock. The "Invocations Known" table tells you how many your Warlock has access to at that level. Just like with your Warlock spells, beyond learning additional Invocations when the table says you do, each time you gain a Warlock level you can swap out one Invocation for another. Some of the Invocations give you "always-on" abilities(like Beguiling Influence), some let you cast a spell either at-will(Armor Of Shadows), or once a day(some of these cost the use of a Warlock spell slot, some don't). Some Invocations have prerequisites, such as a minimum Warlock level, or a specific Pact Boon option. If you're using the D&D Beyond Character creator, it will only let you choose the Invocations that you meet the prerequisites for.
Pact Boon: This is a special gift your Patron grants you at 3rd-level. Think of your Patron almost like a Cleric's domain choice, and your Pact Boon like a fighter's archetype. Each Pact Boon grants you different capabilities, and access to certain Invocations if you choose them. Pact Of The Tome focuses more on the spellcasting side of things, giving you access to bonus cantrips you can take from any class' list. Pact Of The Chain lets you obtain a familiar like a Wizard can, but with some additional choices and capabilities. Pact Of The Blade gives you some martial capability if that's what you want. While some Patron/Pact Boon combos might be more natural fits than others, there is absolutely no rule preventing you from picking whichever Pact Boon you want, no matter your Patron.
The only other major Warlock feature I can think of is your Mystic Arcana. This is what you get instead of spell slots above 5th-level. When you become an 11th-level Warlock, you can pick one 6th-level spell off the Warlock list. You can cast that spell once per day. When you become a 13th-level Warlock, you pick a 7th-level spell, etc. You can cast each of your Mystic Arcana spells once per day. They don't use up your Pact Magic spell slots, and you can't swap them out when you level up the way you can your normal Warlock spells, at least not according to the rules as written. A polite DM might allow you to swap if you find you've picked one you never use.
I *highly* recommend taking some time to read the Warlock section of the PHB thoroughly. It does go over all of this, but the Warlock works differently than the other spellcaster classes do. Just go through it section by section and you'll be okay.
1: (Spell Slots Section) When you level up (to a certain point) as a Warlock, Do you HAVE to choose the number of spells that you had before, just at the next level of spell?
2: (Invocations) Can you describe the "Book of Ancient Secrets"? It still doesn't make any sense...
3: (Patron) If you are an Archfey Warlock (or any kind of Warlock really) What is the list of Overlords you can serve?
1: (Spell Slots Section) When you level up (to a certain point) as a Warlock, Do you HAVE to choose the number of spells that you had before, just at the next level of spell?
2: (Invocations) Can you describe the "Book of Ancient Secrets"? It still doesn't make any sense...
3: (Patron) If you are an Archfey Warlock (or any kind of Warlock really) What is the list of Overlords you can serve?
Let's break down question #1 for a beginning warlock character, starting with choosing spells for level 1, and I'll explain how leveling up works.
At 1st level, Warlocks start with two 1st level spells. We'll pick Hex and (since you chose the Archfey Patron) Faerie Fire.
At 2nd level, Warlocks get three spells. You've already got two, so just pick a 3rd one when you reach 2nd level. Let's add Expeditious Retreat to the list.
Each time you level up, you can also remove an old spell from your list and replace it with a new one. The new spell has to be of a level you can cast. Hex and Faerie Fire are both solid picks, so we're keeping them for now.
At 3rd level, Warlocks know four spells, and they can cast 2nd level spells as well as 1st level. First of all, you have a new spell to pick. Let's add a 2nd level spell to the list: Suggestion.
You can also remove one of the old 1st level spells in favor of a new 2nd level spell: let's remove Expeditious Retreat and replace it with Misty Step.
Invocations work the same way; when your number of Invocations known increases upon leveling up, pick a new one. You can also swap out an old one each time you level up, as long as you qualify for the new one.
Question #2: The Book of Ancient Secrets grants a Warlock a more powerful version of the Ritual Caster feat. It's not limited to rituals from a single class; the Warlock with this Invocation can acquire rituals from any spell list.
Question #3: It depends on which setting your campaign is in. I'd recommend checking with your GM and asking him for the relevant list.
1: (Spell Slots Section) When you level up (to a certain point) as a Warlock, Do you HAVE to choose the number of spells that you had before, just at the next level of spell?
2: (Invocations) Can you describe the "Book of Ancient Secrets"? It still doesn't make any sense...
3: (Patron) If you are an Archfey Warlock (or any kind of Warlock really) What is the list of Overlords you can serve?
Let's break down question #1 for a beginning warlock character, starting with choosing spells for level 1, and I'll explain how leveling up works.
At 1st level, Warlocks start with two 1st level spells. We'll pick Hex and (since you chose the Archfey Patron) Faerie Fire.
At 2nd level, Warlocks get three spells. You've already got two, so just pick a 3rd one when you reach 2nd level. Let's add Expeditious Retreat to the list.
Each time you level up, you can also remove an old spell from your list and replace it with a new one. The new spell has to be of a level you can cast. Hex and Faerie Fire are both solid picks, so we're keeping them for now.
At 3rd level, Warlocks know four spells, and they can cast 2nd level spells as well as 1st level. First of all, you have a new spell to pick. Let's add a 2nd level spell to the list: Suggestion.
You can also remove one of the old 1st level spells in favor of a new 2nd level spell: let's remove Expeditious Retreat and replace it with Misty Step.
1st-level Warlocks only have one spell slot. They get their second slot at Level 2.
1: (Spell Slots Section) When you level up (to a certain point) as a Warlock, Do you HAVE to choose the number of spells that you had before, just at the next level of spell?
2: (Invocations) Can you describe the "Book of Ancient Secrets"? It still doesn't make any sense...
3: (Patron) If you are an Archfey Warlock (or any kind of Warlock really) What is the list of Overlords you can serve?
1) When you are picking what spells you know, you can pick any spells of a level you have spell slots for. So as a 1st- or 2nd-level Warlock, you can only choose 1st-level spells. When you reach Level 3, your Pact Magic spell slots become 2nd-level slots, so you're now able to pick 2nd-level spells too. You can still pick 1st-level spells when it's time to add one to your list of Spells Known, there's no rule that says you can't. It almost sounds like you're asking if you choose your entire set of "Spells Known" over again from scratch at each level-up. This is not the case. When you choose a spell to learn, it stays on your Spells Known list. When the class features table indicates that the number of spells you know goes up, you can pick another spell from any level up to the highest level you can currently cast. In addition, whenever you gain another Warlock level, even if your number of Spells Know doesn't increase(it goes up every level for a while, but then slows down to every other level), you can remove one Warlock spell that you know and replace it with another one. As an example, Archfey Warlocks get access to the spell Sleep. This spell can be awesome in the early levels of play, when you're going up against things like Goblins or Kobolds that have low HP but usually attack in numbers. You can take half the enemy force out of the fight, deal with the remaining half, and not suffer a bunch of little wounds that add up. But as you increase in level, Sleep becomes less and less effective(it does scale, but not very well). So let's say when you become a 5th-level Warlock, you decide that Sleep is no longer useful. You can swap it out for something more effective, IN ADDITION to the extra spell you gain at that level. Regardless of what level your spells are, they are cast at the level of your Pact Magic spell slots. Some spells don't change based on the level they're cast at, some do. It'll say in the spell text if the effect changes when cast at a higher level.
2) Book Of Ancient Secrets is a potentially VERY powerful Invocation for Warlocks that have taken Pact Of The Tome. Some spellcasting classes also gain the ability to cast spells as Rituals(if that spell has the Ritual tag in its description), this allows them to cast it without using a spell slot, at the cost of extra casting time. For most casters like Clerics, Druids etc. they can only do this with spells they have prepared for that day. Wizards are a bit different, since they have a spellbook. They can do this with any ritual spells they have in their book, even if they haven't prepared that spell for normal casting that day. The BoAS Invocation gives Warlock an ability a bit like Wizards when it comes to Ritual casting. They gain the ability to ritual cast any Warlock spell they know that has the Ritual tag, plus they gain a list of spells in their Tome that they can cast as rituals. When they take the Invocation, they can pick any two 1st-level spells from any class' list, as long as they have the Ritual tag. Some solid choices might be Alarm, Detect Magic, Identify, or Find Familiar. In addition, just like Wizards can add spells to their spellbook by transcribing them from another source, like a spell scroll or another Wizard's spellbook, Warlocks can add to this list in their Tome if they come across more ritual spells during their adventures. They can only transcribe ritual spells up to a certain level based on their Warlock level, and there is a cost for transcribing, in both time and money. The cost depends on the level of the spell you're transcribing, just like it does for Wizards. Some Dungeon Masters will make you purchase the necessary materials ahead of time, others might decided to just let you deduct the money from your inventory to streamline things. Like I said, this Invocation can be VERY powerful, as there are some really useful Ritual spells out there. If you have a Wizard in your party already this Invocation becomes a lot less useful, as the Wizard can already acquire and cast most of the rituals you'll want to learn.
3) The class description in the Players Handbook gives a few examples, but really it's up to you & your Dungeon Master to decide that. You can adapt a being from existing folklore/fiction, or you can make one up. Either way, you'll want to discuss it with your Dungeon Master, since the relationship between Warlock and Patron is a big part of the class. It's not the same for everyone, some Patrons are aloof and distant, some are much more personally involved with their Warlocks. Some relationships are supportive, some are antagonistic. That's part of what makes the Warlock class one of my favorites, the variety.
1: (Spell Slots Section) When you level up (to a certain point) as a Warlock, Do you HAVE to choose the number of spells that you had before, just at the next level of spell?
2: (Invocations) Can you describe the "Book of Ancient Secrets"? It still doesn't make any sense...
3: (Patron) If you are an Archfey Warlock (or any kind of Warlock really) What is the list of Overlords you can serve?
Let's break down question #1 for a beginning warlock character, starting with choosing spells for level 1, and I'll explain how leveling up works.
At 1st level, Warlocks start with two 1st level spells. We'll pick Hex and (since you chose the Archfey Patron) Faerie Fire.
At 2nd level, Warlocks get three spells. You've already got two, so just pick a 3rd one when you reach 2nd level. Let's add Expeditious Retreat to the list.
Each time you level up, you can also remove an old spell from your list and replace it with a new one. The new spell has to be of a level you can cast. Hex and Faerie Fire are both solid picks, so we're keeping them for now.
At 3rd level, Warlocks know four spells, and they can cast 2nd level spells as well as 1st level. First of all, you have a new spell to pick. Let's add a 2nd level spell to the list: Suggestion.
You can also remove one of the old 1st level spells in favor of a new 2nd level spell: let's remove Expeditious Retreat and replace it with Misty Step.
1st-level Warlocks only have one spell slot. They get their second slot at Level 2.
For this example that's immaterial. I was speaking of their spells known, which is two spells at 1st level.
OK, thanks, but may I also have one other thing... I want help with a Warlock Warforged (Great Old one Patron) based on something... but I need help with choosing invocations, and a tool proficiency that'll fit the character... (When I hit level 20) For invocations, I have Eldritch Sight, Eldritch Spear, and Agonizing Blast... And before I forget, I also need help choosing a Pact Boon, that's also in Character...
Well Depends on your character, Does he want to be able to hold himself in melee and be a Gish character (mix of melee and magic?) than the Pact of the Blade can be his thing, but since he's a GOO Warlock and not an Hexblade warlock, he'll need good STR/DEX scores to be somewhat viable in melee.
Does he wants to be able to master more spells and rituals cause he's more studious than the avergae Warlock?, than the Pact of the Tome is the thing for him, it will let him choose 2 additional spells, and he can copy spells from ANY scrolls from ANY class spell lists(with the Ancient book invocation), and thus be able to use these spells and also cast Rituals.
Did his Patron gift him with a Servant?, than the Pact of the Chain is the one, Chain warlocks can cast the Find Familliar spell, but have 2 more options to choose their familliars from, Quasit (small Demon) and Imp (small devil), both are quite intilligent, can shapeshift and turn invisible, even though the Imp is more usefull since he can fly.
Pact of the Chain Imps are quite usefull for scouting and spying, since they can turn invisible at will, fly and can speak, and with the Find famillier spell rules, you can communicate telepathicly with the Imp and see through his eyes and senses when he's in a 100ft radius of you( Fiends have the Devil Sight trait, wich allows them to see normally even in complet Darkness, even magical up to 120ft).
Eldritch sight is a good Invocation, Agonizing Blast is an essential if you're gonna use Eldritch Blast and Eldritch Spear lets you snipe stuff from farther away.( wich can be firther comboed with the feat Spell sniper, since it doubles any ranged spells range, and they also ignores Covers except for Total Cover).
Now the rest depends on you and what you see for the character, if you don't have a way to have high AC, the Armor of Shadows Invo that lets you cast Mage Armor at will is a must(AC= 13+DEX), Invocations like Ascendant step and Freedom of Movement, gives you great mobility options.
At lower levels Fiendish Vigor can be usefull, since it lets you cast False life at will, while its only 4+D4 Temporary HP, since you cannot upscale it, it is still 5-8 hp to protect yourself from harm at low levels, wich you can always change for another Invocation later on.
Mask of Many Faces, is one of those invocations that gives you options, and its up to you to know how to use it, an at will Disguise self is a nice tool to have.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
OK, thanks, but may I also have one other thing... I want help with a Warlock Warforged (Great Old one Patron) based on something... but I need help with choosing invocations, and a tool proficiency that'll fit the character... (When I hit level 20) For invocations, I have Eldritch Sight, Eldritch Spear, and Agonizing Blast... And before I forget, I also need help choosing a Pact Boon, that's also in Character...
OK, thanks, but may I also have one other thing... I want help with a Warlock Warforged (Great Old one Patron) based on something... but I need help with choosing invocations, and a tool proficiency that'll fit the character... (When I hit level 20) For invocations, I have Eldritch Sight, Eldritch Spear, and Agonizing Blast... And before I forget, I also need help choosing a Pact Boon, that's also in Character...
Remember this: your character or party needs might change in game, so your character may evolve. We have no other arcane casters, except for a bard whose presence is 50-50. So you may think you're on one path, and then the needs of the party (or your own desires) change. In my case, I became primary caster and went pact of the tome with book of ancient secrets - a potent combo for the Warlock who serves as investigator. I don't deal damage a lot, so I have repelling blast instead. I push the bad guys into position for the paladin and barbarian to finish them. It's about finding a role in combat that allows the party to succeed, not necessarily dealing max damage.
As party face and erstwhile scout, I use ghostly gaze.
The warforged could be cool with a patron like Dygra.
Tools don't often come into the game, but the dungeoneer's pack probably suits you best. My character took the scholar's pack, because he is very much a researcher into the arcane.
Ultimately, the warlock's ability to be flexible is the best part of the class. You can adjust to situations better than every other class over time. You're good in combat, as a face, as a scout and even as a pure caster. You're not the best Singular class at any of these, but no party has all of them, so instead, they have the Warlock.
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May the gentle moonlinght guide you to greater wisdom
I apologize, but that is true... but level 3 is approaching, and I cannot choose a Pact boon that is in character (with the kinda character that I am going for...) That is the only thing that I am requesting help with....
I apologize, but that is true... but level 3 is approaching, and I cannot choose a Pact boon that is in character (with the kinda character that I am going for...) That is the only thing that I am requesting help with....
At 3rd level, you get a boon; Pact of the tome, blade or chain. But you've not given us your role in the party: are you primary caster, scout and face, or are you a de facto melee combatant?
I apologize, but that is true... but level 3 is approaching, and I cannot choose a Pact boon that is in character (with the kinda character that I am going for...) That is the only thing that I am requesting help with....
There's no objectively "best" choice to take, you have to decide which one is best *for your character*. It'll be a combination of 3 factors:
* What you want to play
*What you think helps the party most
*What you think fits your character's story the best
There's no objectively "best" choice to take, you have to decide which one is best *for your character*. It'll be a combination of 3 factors:
* What you want to play
*What you think helps the party most
*What you think fits your character's story the best
How you balance those three things is up to you.
Uhh... OK... I want it to Play a small robotic, warlock that is good mainly OUTSIDE of battle, making EVERYONE their (the Characters) friend, and in battle, someone ELSE does the dirty work....
There's no objectively "best" choice to take, you have to decide which one is best *for your character*. It'll be a combination of 3 factors:
* What you want to play
*What you think helps the party most
*What you think fits your character's story the best
How you balance those three things is up to you.
Uhh... OK... I want it to Play a small robotic, warlock that is good mainly OUTSIDE of battle, making EVERYONE their (the Characters) friend, and in battle, someone ELSE does the dirty work....
If you're looking focus on non-combat utility, then Blade Pact is probably out. Chain Pact gives you a familiar you can use for scouting/exploration, Tome Pact gives you access to some extra cantrips, plus there is an Invocation exclusive to Tomelocks that lets you aquire Ritual spells, which can provide a lot of utility outside of combat. Though if you already have a Wizard in your party this becomes significantly less useful. It will also depend on how easily you can find spellbooks or scrolls to transcribe from during your adventures, since you only get two 1st-level rituals for free, the rest you have to acquire somehow. Talk to your DM about how likely you are to run across ritual spells you can transcribe, if they know that's a part of your character they may make a note to address that need through treasure hauls, arcane shops, etc.
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Hello D&D Beyond,
I have come to you to discuss something that I find Confusing... The Warlock Spell Table on Page 106 in the PHB... How do this class's Spells work? I am trying to make an Archfey Warlock but this confusing table is... well, Confusing me... If someone Could help me understand this that would be greatly appreciated...
What, in particular is confusing? Remember that warlocks always cast at highest level possible
May the gentle moonlinght guide you to greater wisdom
When I play a Warlock, it usually comes to Invocations, Regular Spells, and Pact Boones that give me the MOST Confusion...
That's quite the list.
Invocations are intrinsic warlock powers, if you have the right level and patron. They can work with spells (like things that modify Eldritch blast), they can give powers without the use of spell slots (book of ancient secrets), and some use spell slots (dreadful word).
A pact boon is a warlock level-based benefit your patron bestows on your character. For example, Misty escape is available to an Archfey warlock at 6th level.
You can cast any regular spells at maximum level available to you. At 6th level, your spells, unless otherwise restricted, will always go off at 3rd level. For example, casting invisibility at 3rd level will allow you to target two individuals.
Does that make sense?
May the gentle moonlinght guide you to greater wisdom
Invocations, No... (The only one that makes sense is the Eyes of the Rune Keeper...) Pact Boon, Kinda; and the Spells still make no sense... Let me use an example... At a level 2 Warlock, I love blasting People with Hexes (PHB, Pg. 252); but when I level up, I have to get rid of the Hexes?
Let's take things one subject at a time. Please note that I will not be taking multiclassing into account for any of this. Besides, if Warlocks by themselves confuse you, you definitely don't want to try multiclassing yet.
Spell Slots: Basically every other class that can cast spells has the "Spellcasting" class feature. They get a certain number of spell slots of varying levels, based on what their class level is, and those spell slots renew after a Long Rest. So for example, if you're a 3rd-level Cleric you would start each day with four 1st-level spell slots, and two 2nd-level spell slots, and those are the only spell slots you would have available to use that day. Beyond that you'd be limited to using cantrips. Warlocks don't get the "Spellcasting" class feature, they get the "Pact Magic" class feature. You get fewer spell slots, but with two key differences: 1) Pact Magic spell slots renew on a Short or Long Rest, instead of just a Long Rest. So you might fight something in the morning and use up your spell slots, but you'd get them back when you broke for lunch and took a Short Rest. This means you might have fewer spell slots for a specific fight, but you don't have to worry as much about running out of them before the end of the day. 2) The level of your Pact Magic spell slots increases automatically with your Warlock level, capping at 5th-level slots when you reach Level 9. For some spells, this won't matter, they work the same no matter what level spell slot you use to cast them(like Faerie Fire, Misty Step, etc). But for others like Sleep, Hex, Armor Of Agathys etc. scale up in capabilities when cast from a higher level slot.
Spells Known: The "Spells Known" column of the table says how many spells off the Warlock list you know. A Warlock doesn't have to "prepare" a subset of their known spells each day like a Cleric or Wizard, they can cast any of the spells they know. In addition to being able to learn a new spell when that column says you can, every time you level up in Warlock you can swap out one of the Warlock spells you already know for a different Warlock spell(in case you find that you have a spell you don't use anymore, or just want to try something new). In addition to the spells on the regular Warlock list, each Patron type has a set of additional spells you can choose from. Note that these are NOT like the bonus spells of a Cleric's domain, or of a Paladin's Oath that are automatically known and prepared outside your normal allowance. These are just additional spells you can choose from when deciding which spell to take.
Invocations: These are special abilities that you gain as you increase in Warlock levels, to help compensate for the more limited spellcasting ability of the Warlock. The "Invocations Known" table tells you how many your Warlock has access to at that level. Just like with your Warlock spells, beyond learning additional Invocations when the table says you do, each time you gain a Warlock level you can swap out one Invocation for another. Some of the Invocations give you "always-on" abilities(like Beguiling Influence), some let you cast a spell either at-will(Armor Of Shadows), or once a day(some of these cost the use of a Warlock spell slot, some don't). Some Invocations have prerequisites, such as a minimum Warlock level, or a specific Pact Boon option. If you're using the D&D Beyond Character creator, it will only let you choose the Invocations that you meet the prerequisites for.
Pact Boon: This is a special gift your Patron grants you at 3rd-level. Think of your Patron almost like a Cleric's domain choice, and your Pact Boon like a fighter's archetype. Each Pact Boon grants you different capabilities, and access to certain Invocations if you choose them. Pact Of The Tome focuses more on the spellcasting side of things, giving you access to bonus cantrips you can take from any class' list. Pact Of The Chain lets you obtain a familiar like a Wizard can, but with some additional choices and capabilities. Pact Of The Blade gives you some martial capability if that's what you want. While some Patron/Pact Boon combos might be more natural fits than others, there is absolutely no rule preventing you from picking whichever Pact Boon you want, no matter your Patron.
The only other major Warlock feature I can think of is your Mystic Arcana. This is what you get instead of spell slots above 5th-level. When you become an 11th-level Warlock, you can pick one 6th-level spell off the Warlock list. You can cast that spell once per day. When you become a 13th-level Warlock, you pick a 7th-level spell, etc. You can cast each of your Mystic Arcana spells once per day. They don't use up your Pact Magic spell slots, and you can't swap them out when you level up the way you can your normal Warlock spells, at least not according to the rules as written. A polite DM might allow you to swap if you find you've picked one you never use.
I *highly* recommend taking some time to read the Warlock section of the PHB thoroughly. It does go over all of this, but the Warlock works differently than the other spellcaster classes do. Just go through it section by section and you'll be okay.
If I may ask a couple of questions then?
1: (Spell Slots Section) When you level up (to a certain point) as a Warlock, Do you HAVE to choose the number of spells that you had before, just at the next level of spell?
2: (Invocations) Can you describe the "Book of Ancient Secrets"? It still doesn't make any sense...
3: (Patron) If you are an Archfey Warlock (or any kind of Warlock really) What is the list of Overlords you can serve?
Let's break down question #1 for a beginning warlock character, starting with choosing spells for level 1, and I'll explain how leveling up works.
Invocations work the same way; when your number of Invocations known increases upon leveling up, pick a new one. You can also swap out an old one each time you level up, as long as you qualify for the new one.
Question #2: The Book of Ancient Secrets grants a Warlock a more powerful version of the Ritual Caster feat. It's not limited to rituals from a single class; the Warlock with this Invocation can acquire rituals from any spell list.
Question #3: It depends on which setting your campaign is in. I'd recommend checking with your GM and asking him for the relevant list.
DICE FALL, EVERYONE ROCKS!
1st-level Warlocks only have one spell slot. They get their second slot at Level 2.
1) When you are picking what spells you know, you can pick any spells of a level you have spell slots for. So as a 1st- or 2nd-level Warlock, you can only choose 1st-level spells. When you reach Level 3, your Pact Magic spell slots become 2nd-level slots, so you're now able to pick 2nd-level spells too. You can still pick 1st-level spells when it's time to add one to your list of Spells Known, there's no rule that says you can't. It almost sounds like you're asking if you choose your entire set of "Spells Known" over again from scratch at each level-up. This is not the case. When you choose a spell to learn, it stays on your Spells Known list. When the class features table indicates that the number of spells you know goes up, you can pick another spell from any level up to the highest level you can currently cast. In addition, whenever you gain another Warlock level, even if your number of Spells Know doesn't increase(it goes up every level for a while, but then slows down to every other level), you can remove one Warlock spell that you know and replace it with another one. As an example, Archfey Warlocks get access to the spell Sleep. This spell can be awesome in the early levels of play, when you're going up against things like Goblins or Kobolds that have low HP but usually attack in numbers. You can take half the enemy force out of the fight, deal with the remaining half, and not suffer a bunch of little wounds that add up. But as you increase in level, Sleep becomes less and less effective(it does scale, but not very well). So let's say when you become a 5th-level Warlock, you decide that Sleep is no longer useful. You can swap it out for something more effective, IN ADDITION to the extra spell you gain at that level. Regardless of what level your spells are, they are cast at the level of your Pact Magic spell slots. Some spells don't change based on the level they're cast at, some do. It'll say in the spell text if the effect changes when cast at a higher level.
2) Book Of Ancient Secrets is a potentially VERY powerful Invocation for Warlocks that have taken Pact Of The Tome. Some spellcasting classes also gain the ability to cast spells as Rituals(if that spell has the Ritual tag in its description), this allows them to cast it without using a spell slot, at the cost of extra casting time. For most casters like Clerics, Druids etc. they can only do this with spells they have prepared for that day. Wizards are a bit different, since they have a spellbook. They can do this with any ritual spells they have in their book, even if they haven't prepared that spell for normal casting that day. The BoAS Invocation gives Warlock an ability a bit like Wizards when it comes to Ritual casting. They gain the ability to ritual cast any Warlock spell they know that has the Ritual tag, plus they gain a list of spells in their Tome that they can cast as rituals. When they take the Invocation, they can pick any two 1st-level spells from any class' list, as long as they have the Ritual tag. Some solid choices might be Alarm, Detect Magic, Identify, or Find Familiar. In addition, just like Wizards can add spells to their spellbook by transcribing them from another source, like a spell scroll or another Wizard's spellbook, Warlocks can add to this list in their Tome if they come across more ritual spells during their adventures. They can only transcribe ritual spells up to a certain level based on their Warlock level, and there is a cost for transcribing, in both time and money. The cost depends on the level of the spell you're transcribing, just like it does for Wizards. Some Dungeon Masters will make you purchase the necessary materials ahead of time, others might decided to just let you deduct the money from your inventory to streamline things. Like I said, this Invocation can be VERY powerful, as there are some really useful Ritual spells out there. If you have a Wizard in your party already this Invocation becomes a lot less useful, as the Wizard can already acquire and cast most of the rituals you'll want to learn.
3) The class description in the Players Handbook gives a few examples, but really it's up to you & your Dungeon Master to decide that. You can adapt a being from existing folklore/fiction, or you can make one up. Either way, you'll want to discuss it with your Dungeon Master, since the relationship between Warlock and Patron is a big part of the class. It's not the same for everyone, some Patrons are aloof and distant, some are much more personally involved with their Warlocks. Some relationships are supportive, some are antagonistic. That's part of what makes the Warlock class one of my favorites, the variety.
For this example that's immaterial. I was speaking of their spells known, which is two spells at 1st level.
DICE FALL, EVERYONE ROCKS!
(After reading all that)
OK, thanks, but may I also have one other thing... I want help with a Warlock Warforged (Great Old one Patron) based on something... but I need help with choosing invocations, and a tool proficiency that'll fit the character... (When I hit level 20) For invocations, I have Eldritch Sight, Eldritch Spear, and Agonizing Blast... And before I forget, I also need help choosing a Pact Boon, that's also in Character...
Well Depends on your character, Does he want to be able to hold himself in melee and be a Gish character (mix of melee and magic?) than the Pact of the Blade can be his thing, but since he's a GOO Warlock and not an Hexblade warlock, he'll need good STR/DEX scores to be somewhat viable in melee.
Does he wants to be able to master more spells and rituals cause he's more studious than the avergae Warlock?, than the Pact of the Tome is the thing for him, it will let him choose 2 additional spells, and he can copy spells from ANY scrolls from ANY class spell lists(with the Ancient book invocation), and thus be able to use these spells and also cast Rituals.
Did his Patron gift him with a Servant?, than the Pact of the Chain is the one, Chain warlocks can cast the Find Familliar spell, but have 2 more options to choose their familliars from, Quasit (small Demon) and Imp (small devil), both are quite intilligent, can shapeshift and turn invisible, even though the Imp is more usefull since he can fly.
Pact of the Chain Imps are quite usefull for scouting and spying, since they can turn invisible at will, fly and can speak, and with the Find famillier spell rules, you can communicate telepathicly with the Imp and see through his eyes and senses when he's in a 100ft radius of you( Fiends have the Devil Sight trait, wich allows them to see normally even in complet Darkness, even magical up to 120ft).
Eldritch sight is a good Invocation, Agonizing Blast is an essential if you're gonna use Eldritch Blast and Eldritch Spear lets you snipe stuff from farther away.( wich can be firther comboed with the feat Spell sniper, since it doubles any ranged spells range, and they also ignores Covers except for Total Cover).
Now the rest depends on you and what you see for the character, if you don't have a way to have high AC, the Armor of Shadows Invo that lets you cast Mage Armor at will is a must(AC= 13+DEX), Invocations like Ascendant step and Freedom of Movement, gives you great mobility options.
At lower levels Fiendish Vigor can be usefull, since it lets you cast False life at will, while its only 4+D4 Temporary HP, since you cannot upscale it, it is still 5-8 hp to protect yourself from harm at low levels, wich you can always change for another Invocation later on.
Mask of Many Faces, is one of those invocations that gives you options, and its up to you to know how to use it, an at will Disguise self is a nice tool to have.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Have a look here:
https://www.dndbeyond.com/posts/558-warlock-101-the-fiend
https://forums.giantitp.com/showthread.php?377591-Pact-making-101-A-guide-to-the-5th-edition-Warlock
https://forums.giantitp.com/showthread.php?485736-Selling-your-Soul-at-a-Premium-The-Warlock-s-Guide-to-Power
playing since 1986
Remember this: your character or party needs might change in game, so your character may evolve. We have no other arcane casters, except for a bard whose presence is 50-50. So you may think you're on one path, and then the needs of the party (or your own desires) change. In my case, I became primary caster and went pact of the tome with book of ancient secrets - a potent combo for the Warlock who serves as investigator. I don't deal damage a lot, so I have repelling blast instead. I push the bad guys into position for the paladin and barbarian to finish them. It's about finding a role in combat that allows the party to succeed, not necessarily dealing max damage.
As party face and erstwhile scout, I use ghostly gaze.
The warforged could be cool with a patron like Dygra.
Tools don't often come into the game, but the dungeoneer's pack probably suits you best. My character took the scholar's pack, because he is very much a researcher into the arcane.
Ultimately, the warlock's ability to be flexible is the best part of the class. You can adjust to situations better than every other class over time. You're good in combat, as a face, as a scout and even as a pure caster. You're not the best Singular class at any of these, but no party has all of them, so instead, they have the Warlock.
May the gentle moonlinght guide you to greater wisdom
I apologize, but that is true... but level 3 is approaching, and I cannot choose a Pact boon that is in character (with the kinda character that I am going for...) That is the only thing that I am requesting help with....
At 3rd level, you get a boon; Pact of the tome, blade or chain. But you've not given us your role in the party: are you primary caster, scout and face, or are you a de facto melee combatant?
May the gentle moonlinght guide you to greater wisdom
There's no objectively "best" choice to take, you have to decide which one is best *for your character*. It'll be a combination of 3 factors:
* What you want to play
*What you think helps the party most
*What you think fits your character's story the best
How you balance those three things is up to you.
Uhh... OK... I want it to Play a small robotic, warlock that is good mainly OUTSIDE of battle, making EVERYONE their (the Characters) friend, and in battle, someone ELSE does the dirty work....
If you're looking focus on non-combat utility, then Blade Pact is probably out. Chain Pact gives you a familiar you can use for scouting/exploration, Tome Pact gives you access to some extra cantrips, plus there is an Invocation exclusive to Tomelocks that lets you aquire Ritual spells, which can provide a lot of utility outside of combat. Though if you already have a Wizard in your party this becomes significantly less useful. It will also depend on how easily you can find spellbooks or scrolls to transcribe from during your adventures, since you only get two 1st-level rituals for free, the rest you have to acquire somehow. Talk to your DM about how likely you are to run across ritual spells you can transcribe, if they know that's a part of your character they may make a note to address that need through treasure hauls, arcane shops, etc.