So we all know Mystic Arcanums are strictly, categorically weaker than just having higher-level spells. You only ever get one, you can't 'trade' a higher-level slot for more casts of a sixth-level slot or the like, can't super-upcast your Lower Arcana spells with the high-level slots you never have, so on and so forth.
Query, just because I'm curious. In many cases, when a character casts a spell through the use of a non-"Spellcasting" class feature (a'la via an item, like the ol' Wand of Magic Missile), that character is not required to provide spell components for the spell unless the item/feature specifically says they need to. Mystic Arcanums are not the "Spellcasting" class feature, they disallow all the same things these other alternative means of spellcasting disallow, and most of their higher-level spell choices suck donkey. i know I'm grasping at straws here...but does this mean Mystic Arcanums don't require spell components? Is there any upside, whatsoever, to having 'Mystic Arcanums' rather than conventional spellcasting? Or am I just bound for disappointment no matter what?
RAW, you are still casting a spell and still need the Components. I could see a DM ruling otherwise, but that is a huge power boost, and inappropriate, because warlocks are not supposed to be good at magic.
Warlocks are Gishs. They have specifically chosen NOT to be as good at general spell casting to get certain special abilities from their Patron. Among those things are better weapons and armor, spells from outside the 'arcane' tradition, and a bunch of effects that are always available/always on, such as the Eldritch Blast and Devil Sight.
While a warlock can be a gish, they're no better at it than a bard is outside of a very specific build template. A warlock's weapon attacks are going to be, for the most part, every bit as useless as the sorcerer's. They get Eldritch Blast and several ways to augment it and with that one spell they can be powerful ranged combatants, but even that is a specific build plan.
What warlocks actually do is trade normal spell progression for Invocations. Don't get me wrong, I love my warlock. The class appeals to me on several levels, and a cleverly built and played warlock is tons of fun. But under no circumstances are warlocks outside of Blade Pact hexblades 'gishes' (and even then I'd argue that Sword or Valor bards do it better, to say nothing of multiclass options). Are Invocations worth their absolutely janky spellcasting? Up to you, I suppose, but their weapons/armor proficiencies are nothing to write home about.
So we all know Mystic Arcanums are strictly, categorically weaker than just having higher-level spells. You only ever get one, you can't 'trade' a higher-level slot for more casts of a sixth-level slot or the like, can't super-upcast your Lower Arcana spells with the high-level slots you never have, so on and so forth.
Query, just because I'm curious. In many cases, when a character casts a spell through the use of a non-"Spellcasting" class feature (a'la via an item, like the ol' Wand of Magic Missile), that character is not required to provide spell components for the spell unless the item/feature specifically says they need to. Mystic Arcanums are not the "Spellcasting" class feature, they disallow all the same things these other alternative means of spellcasting disallow, and most of their higher-level spell choices suck donkey. i know I'm grasping at straws here...but does this mean Mystic Arcanums don't require spell components? Is there any upside, whatsoever, to having 'Mystic Arcanums' rather than conventional spellcasting? Or am I just bound for disappointment no matter what?
I'm thinking RAW it would still require components, but that's a reasonable argument for not requiring components, especially when it's already stated that it's a secret bestowed upon you by your patron.
It's not strictly the minor weapon and armor proficiencys. They also get the Hexblade stuff which is clearly designed for a gish. They get very few spells - most of their career they get 2 spells slots. They get the pact of the blade option. NO invocation does direct damage - not a single one, Less than 8 of them can be considered disabling (compulsion, Hold, polymorph, and what..? ) A whole bunch of their invocations help EB or the pact of the blade.
Yet at the same time they have access to a whole bunch of direct damage spells. Warlocks are designed to cast 2 spells, likely attack spells, then switch to either their E.B. or a weapon. That is a gish.
Bards however have a ton of support stuff. Yes they can use a sword or cast a spell. But they have a ton of support options, such as skills, expertise, bardic inspiration, a ton of support spells including healing. Bards are not focused on combat, they are support, skills and social.
Warlocks are not support, not skills, not social. They are magical attackers, not support. Aka Gish.
It's not strictly the minor weapon and armor proficiencys. They also get the Hexblade stuff which is clearly designed for a gish. They get very few spells - most of their career they get 2 spells slots. They get the pact of the blade option. NO invocation does direct damage - not a single one, Less than 8 of them can be considered disabling (compulsion, Hold, polymorph, and what..? ) A whole bunch of their invocations help EB or the pact of the blade.
Yet at the same time they have access to a whole bunch of direct damage spells. Warlocks are designed to cast 2 spells, likely attack spells, then switch to either their E.B. or a weapon. That is a gish.
Bards however have a ton of support stuff. Yes they can use a sword or cast a spell. But they have a ton of support options, such as skills, expertise, bardic inspiration, a ton of support spells including healing. Bards are not focused on combat, they are support, skills and social.
Warlocks are not support, not skills, not social. They are magical attackers, not support. Aka Gish.
That has not been my understanding of the term "gish." The Gish is a githyanki term that refers to a hybrid magic/martial combatant that usually uses their magic to enhance their swordplay. Yes, a Hexblade Blade Pact warlock would be a gish, but an Archfey Tome Pact warlock would probably not be a gish to my knowledge.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
While a warlock can be a gish, they're no better at it than a bard is outside of a very specific build template. A warlock's weapon attacks are going to be, for the most part, every bit as useless as the sorcerer's. They get Eldritch Blast and several ways to augment it and with that one spell they can be powerful ranged combatants, but even that is a specific build plan.
What warlocks actually do is trade normal spell progression for Invocations. Don't get me wrong, I love my warlock. The class appeals to me on several levels, and a cleverly built and played warlock is tons of fun. But under no circumstances are warlocks outside of Blade Pact hexblades 'gishes' (and even then I'd argue that Sword or Valor bards do it better, to say nothing of multiclass options). Are Invocations worth their absolutely janky spellcasting? Up to you, I suppose, but their weapons/armor proficiencies are nothing to write home about.
It really depends on your build. It's possible to do decent gishes with non-hexblades, but the builds practically have to be on rails. There are other interesting things that warlocks can do that other classes just can't. For example, archery builds can work with warlocks. They make better arcane archers than arcane archers do in my opinion. With improved pact weapon and thirsting blade, you can get two shots a round. Eldritch smite allows you to drop the hammer from range. Proning a dragon on the wing and forcing fall damage or critting dropping a smite and throwing a fistful of damage dice could be a lot of fun. You could rock darkness/devil's sight with elven accuracy and sharpshooter to get some nice consistent damage in.
If you're looking for a pure spell caster, warlocks might look disappointing. if you're looking for something unique and you're get creative with your builds, you can do some really cool things.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
It's not strictly the minor weapon and armor proficiencys. They also get the Hexblade stuff which is clearly designed for a gish. They get very few spells - most of their career they get 2 spells slots. They get the pact of the blade option. NO invocation does direct damage - not a single one, Less than 8 of them can be considered disabling (compulsion, Hold, polymorph, and what..? ) A whole bunch of their invocations help EB or the pact of the blade.
Yet at the same time they have access to a whole bunch of direct damage spells. Warlocks are designed to cast 2 spells, likely attack spells, then switch to either their E.B. or a weapon. That is a gish.
Bards however have a ton of support stuff. Yes they can use a sword or cast a spell. But they have a ton of support options, such as skills, expertise, bardic inspiration, a ton of support spells including healing. Bards are not focused on combat, they are support, skills and social.
Warlocks are not support, not skills, not social. They are magical attackers, not support. Aka Gish.
I agree Eldritch Blast all the related invocations is heavily combat oriented. However a boatload of their invocations are utility spells/skills. And their spell list is not overloaded with blaster stuff. Battlefield control is more their jam. Overall when you consider Tome Pact and Chain Pact and the number of non-combat invocations, I would argue they are more support utility casters. But for sure they are not just Gish.
Mystic Arcanum is a part of the package. If you want to cast higher level spells multiple times a day, then you may want to try for Wizard or Sorcerer.
I, currently, have a lvl. 13 Warlock (not a Hexblade). My to hit and dmg are +11 (Pact Weapon). I think that a little more than a Sorcerer's physical attack average.
...Battlefield control/manipulation, just like Jayne_of_Canton said. That's generally how I role w/ this character.
Yurei, I don't have a problem w/ Mystic Arcanums, as they are. I have two and have only used one multiple times throughout my current game. If you really feel all of these spells 'suck donkey', perhaps you would be better off choosing a different class to role to maximize your personal fun factor.
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DM: Are you sure?
Wizard: Yes. I cast the Wish spell and I wish that everybody loves me!
DM: You transform into an irresistible, magnificent feast. It was so great, all who participated in devouring you tell of the joy they felt with tears in their eyes and all who hear the tale only feel sorrow that they weren't there to eat.
I personally like mystic arcanum. The playstyle I like is a general go-to, with some additional options depending on the situation. That's perfect for warlocks. I can spam EB, and when the situation calls for something else...pact magic and mystic arcanum provide that.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Mystic Arcanum is a part of the package. If you want to cast higher level spells multiple times a day, then you may want to try for Wizard or Sorcerer.
I, currently, have a lvl. 13 Warlock (not a Hexblade). My to hit and dmg are +11 (Pact Weapon). I think that a little more than a Sorcerer's physical attack average.
...Battlefield control/manipulation, just like Jayne_of_Canton said. That's generally how I role w/ this character.
Yurei, I don't have a problem w/ Mystic Arcanums, as they are. I have two and have only used one multiple times throughout my current game. If you really feel all of these spells 'suck donkey', perhaps you would be better off choosing a different class to role to maximize your personal fun factor.
They werent asking to cast spells multiple times a day, they were simply asking if it would be fair to assume that they dont need components and such to cast the spell that technically, in their opinion, isnt spellcasting.
As for your warlock, im assuming that the only reason you have a +11 to hit is because you an invocation to enhance it, potentially maxed out an ability score for it and maybe even have a magical weapon for it? I cant be certain bc i dont play your game but that sounds like "gishing to me", but that point that they are trying to make is no class should have to play like that just to match the average millage of the other classes anyone. That has nothing to do with "fun factor" cause that is just what you make of it from the get go, you could play as a literal present NPC and still have fun if you are playing the game right lmao
Pact of the Blade with the Improved Pact Weapon invocation summons +1 magical weapons (any weapon) that can also be used as a spell focus.
It's actually a pretty good feature.
In my view the "ultimate" melee Warlock would be.
Starting with Half-Elf and Points Buy. Stats: 8,16,14,10,10,17
Hexblade, Pact of the Blade (obviously).
Level 4 feat, Elven Accuracy. Bringing Charisma to 18 and gaining the ability to re-roll an advantage dice when you have advantage on all attack rolls that don't use strength (like Charisma).
Level 8 feat, Great Weapon Mastery.
Important Invocations, Improved Pact Weapon, Thirsting Blade, Eldritch Smite.
Level 12 max your Charisma.
Whatever weapon you summon with the Pact Weapon ability is a +1 magical weapon, and uses your Charisma stat for its hit and damage rolls. That includes a greatsword.
So at level 8 you have +8 to hit, and +5 to damage, and if you use the Great Weapon Mastery ability you still have +3 to hit, and +15 to damage. With two attacks, and with the ability to (twice per short rest) add 5D8 force damage by burning one of your spell slots. If you have advantage you can re-roll one dice looking for that critical hit to double your damage dice and make your smite 10D8.
That's actually pretty decent damage, and would even edge out a Paladin, which at that point (assuming single class and no magical weapons) would be strength 18 (assuming Points Buy) with Great Weapon Mastery, and 2nd level spell slots would be +7 to hit +4 to damage, and +2 to hit +14 to damage, and their smite would be limited to 3D8 radiant damage. They also wouldn't have the advantage on, well, Advantage.
At level 11 the Paladin has Improved Divine Smite, so does an extra D8 radiant damage on every hit, and has 3rd level spell slots for 4D8 radiant damage on smite, but at level 12 the Hexblade gets Lifedrinker which does necrotic damage equal to your charisma modifier which should be at this point +5. That's the average of a D8 so again, you're not that far behind.
Basically a Hexblade is actually a pretty good melee class. Not top of the tree, but certainly not a slouch, and it does so while still being a fair spell-slinger too, which a Paladin is not.
It's important to point out that the paladin spells cannot use the pact weapon as a focus. Improved pact weapon only works for warlock spells.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
It's important to point out that the paladin spells cannot use the pact weapon as a focus. Improved pact weapon only works for warlock spells.
Yes, but a Paladin can use a shield for a focus (holy symbol emblazoned on the shield), doesn't typically care about two weapon fighting, and can simply wear the holy symbol on a pendant for two-hand weapons (holding the weapon in one hand while casting with the other). If the thought of using the weapon as the focus is important, Ruby of the War Mage can be used but requires attunement. Therefore, the benefit that a Warlock gets from that is somewhat mitigated by circumstances. It's still a nice feature, since you can resummon your pact weapon if you are without it.
True, but most paladin spells do not have a material component. That means that the paladin has to have an empty hand in order to cast them; it cannot use the shield hand for the somatic component. Technically, the paladin would have to sheathe their weapon in order to use most of their spells. it's a dumb rule, but it's even been clarified by Crawford. That bit of stupidity annoys me to no end.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
So dispense with it. My table has, and nobody's even noticed the difference. Wizards invented the artificer, which adds a material component to every single spell on their list whether they have one by default or not. Clearly, monkeying with spell components to make a better game is fine. The "foci count for somatic with a material spell, but NOT without a material component" bit is idiotic and gets in the way of the game. Nix it.
So dispense with it. My table has, and nobody's even noticed the difference. Wizards invented the artificer, which adds a material component to every single spell on their list whether they have one by default or not. Clearly, monkeying with spell components to make a better game is fine. The "foci count for somatic with a material spell, but NOT without a material component" bit is idiotic and gets in the way of the game. Nix it.
This as long as those who are playing martial only characters don't feel like they are getting the short end of the stick (which they probably won't). Or allow them to stow or draw two weapons during the same turn to compensate. Both spellcasters and martial users get part of a feat (Warcaster and Dual Wielder, respectively) that may or may not get much run at all and primarily comes into play in ensuring that OAs are available. Or encourage the spellcasters to take Warcaster and be done with it.
I do, in fact, allow players to draw a pair of weapons in the same turn. I also allow martial characters to draw their sword (or equivalent) and arm their shield when a fight starts if they weren't in such a stance already. Provided they were in a position where it made sense for them to be combat ready, I don't feel like denying a character those things makes for a better game. Ambushed during a rest? Armor and weapons may have to be fetched. Cautiously exploring a dungeon? I'll assume a trained adventurer can get their shit in gear when a fight starts if they were expecting a fight.
I do, in fact, allow players to draw a pair of weapons in the same turn. I also allow martial characters to draw their sword (or equivalent) and arm their shield when a fight starts if they weren't in such a stance already. Provided they were in a position where it made sense for them to be combat ready, I don't feel like denying a character those things makes for a better game. Ambushed during a rest? Armor and weapons may have to be fetched. Cautiously exploring a dungeon? I'll assume a trained adventurer can get their shit in gear when a fight starts if they were expecting a fight.
I think those are reasonable steps to take. I was merely trying to offer options for others to make sure that everyone had a decent idea about some options that might be used to help everyone feel comfortable with what is happening. I'm sure that there are other options that would work as well.
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So we all know Mystic Arcanums are strictly, categorically weaker than just having higher-level spells. You only ever get one, you can't 'trade' a higher-level slot for more casts of a sixth-level slot or the like, can't super-upcast your Lower Arcana spells with the high-level slots you never have, so on and so forth.
Query, just because I'm curious. In many cases, when a character casts a spell through the use of a non-"Spellcasting" class feature (a'la via an item, like the ol' Wand of Magic Missile), that character is not required to provide spell components for the spell unless the item/feature specifically says they need to. Mystic Arcanums are not the "Spellcasting" class feature, they disallow all the same things these other alternative means of spellcasting disallow, and most of their higher-level spell choices suck donkey. i know I'm grasping at straws here...but does this mean Mystic Arcanums don't require spell components? Is there any upside, whatsoever, to having 'Mystic Arcanums' rather than conventional spellcasting? Or am I just bound for disappointment no matter what?
Please do not contact or message me.
RAW, you are still casting a spell and still need the Components. I could see a DM ruling otherwise, but that is a huge power boost, and inappropriate, because warlocks are not supposed to be good at magic.
Warlocks are Gishs. They have specifically chosen NOT to be as good at general spell casting to get certain special abilities from their Patron. Among those things are better weapons and armor, spells from outside the 'arcane' tradition, and a bunch of effects that are always available/always on, such as the Eldritch Blast and Devil Sight.
Heh. Let's be realistic.
While a warlock can be a gish, they're no better at it than a bard is outside of a very specific build template. A warlock's weapon attacks are going to be, for the most part, every bit as useless as the sorcerer's. They get Eldritch Blast and several ways to augment it and with that one spell they can be powerful ranged combatants, but even that is a specific build plan.
What warlocks actually do is trade normal spell progression for Invocations. Don't get me wrong, I love my warlock. The class appeals to me on several levels, and a cleverly built and played warlock is tons of fun. But under no circumstances are warlocks outside of Blade Pact hexblades 'gishes' (and even then I'd argue that Sword or Valor bards do it better, to say nothing of multiclass options). Are Invocations worth their absolutely janky spellcasting? Up to you, I suppose, but their weapons/armor proficiencies are nothing to write home about.
Please do not contact or message me.
I'm thinking RAW it would still require components, but that's a reasonable argument for not requiring components, especially when it's already stated that it's a secret bestowed upon you by your patron.
It's not strictly the minor weapon and armor proficiencys. They also get the Hexblade stuff which is clearly designed for a gish. They get very few spells - most of their career they get 2 spells slots. They get the pact of the blade option. NO invocation does direct damage - not a single one, Less than 8 of them can be considered disabling (compulsion, Hold, polymorph, and what..? ) A whole bunch of their invocations help EB or the pact of the blade.
Yet at the same time they have access to a whole bunch of direct damage spells. Warlocks are designed to cast 2 spells, likely attack spells, then switch to either their E.B. or a weapon. That is a gish.
Bards however have a ton of support stuff. Yes they can use a sword or cast a spell. But they have a ton of support options, such as skills, expertise, bardic inspiration, a ton of support spells including healing. Bards are not focused on combat, they are support, skills and social.
Warlocks are not support, not skills, not social. They are magical attackers, not support. Aka Gish.
That has not been my understanding of the term "gish." The Gish is a githyanki term that refers to a hybrid magic/martial combatant that usually uses their magic to enhance their swordplay. Yes, a Hexblade Blade Pact warlock would be a gish, but an Archfey Tome Pact warlock would probably not be a gish to my knowledge.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
It really depends on your build. It's possible to do decent gishes with non-hexblades, but the builds practically have to be on rails. There are other interesting things that warlocks can do that other classes just can't. For example, archery builds can work with warlocks. They make better arcane archers than arcane archers do in my opinion. With improved pact weapon and thirsting blade, you can get two shots a round. Eldritch smite allows you to drop the hammer from range. Proning a dragon on the wing and forcing fall damage or critting dropping a smite and throwing a fistful of damage dice could be a lot of fun. You could rock darkness/devil's sight with elven accuracy and sharpshooter to get some nice consistent damage in.
If you're looking for a pure spell caster, warlocks might look disappointing. if you're looking for something unique and you're get creative with your builds, you can do some really cool things.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I agree Eldritch Blast all the related invocations is heavily combat oriented. However a boatload of their invocations are utility spells/skills. And their spell list is not overloaded with blaster stuff. Battlefield control is more their jam. Overall when you consider Tome Pact and Chain Pact and the number of non-combat invocations, I would argue they are more support utility casters. But for sure they are not just Gish.
Mystic Arcanum is a part of the package. If you want to cast higher level spells multiple times a day, then you may want to try for Wizard or Sorcerer.
I, currently, have a lvl. 13 Warlock (not a Hexblade). My to hit and dmg are +11 (Pact Weapon). I think that a little more than a Sorcerer's physical attack average.
...Battlefield control/manipulation, just like Jayne_of_Canton said. That's generally how I role w/ this character.
Yurei, I don't have a problem w/ Mystic Arcanums, as they are. I have two and have only used one multiple times throughout my current game. If you really feel all of these spells 'suck donkey', perhaps you would be better off choosing a different class to role to maximize your personal fun factor.
DM: Are you sure?
Wizard: Yes. I cast the Wish spell and I wish that everybody loves me!
DM: You transform into an irresistible, magnificent feast. It was so great, all who participated in devouring you tell of the joy they felt with tears in their eyes and all who hear the tale only feel sorrow that they weren't there to eat.
I personally like mystic arcanum. The playstyle I like is a general go-to, with some additional options depending on the situation. That's perfect for warlocks. I can spam EB, and when the situation calls for something else...pact magic and mystic arcanum provide that.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
They werent asking to cast spells multiple times a day, they were simply asking if it would be fair to assume that they dont need components and such to cast the spell that technically, in their opinion, isnt spellcasting.
As for your warlock, im assuming that the only reason you have a +11 to hit is because you an invocation to enhance it, potentially maxed out an ability score for it and maybe even have a magical weapon for it? I cant be certain bc i dont play your game but that sounds like "gishing to me", but that point that they are trying to make is no class should have to play like that just to match the average millage of the other classes anyone. That has nothing to do with "fun factor" cause that is just what you make of it from the get go, you could play as a literal present NPC and still have fun if you are playing the game right lmao
Pact of the Blade with the Improved Pact Weapon invocation summons +1 magical weapons (any weapon) that can also be used as a spell focus.
It's actually a pretty good feature.
In my view the "ultimate" melee Warlock would be.
Starting with Half-Elf and Points Buy. Stats: 8,16,14,10,10,17
Hexblade, Pact of the Blade (obviously).
Level 4 feat, Elven Accuracy. Bringing Charisma to 18 and gaining the ability to re-roll an advantage dice when you have advantage on all attack rolls that don't use strength (like Charisma).
Level 8 feat, Great Weapon Mastery.
Important Invocations, Improved Pact Weapon, Thirsting Blade, Eldritch Smite.
Level 12 max your Charisma.
Whatever weapon you summon with the Pact Weapon ability is a +1 magical weapon, and uses your Charisma stat for its hit and damage rolls. That includes a greatsword.
So at level 8 you have +8 to hit, and +5 to damage, and if you use the Great Weapon Mastery ability you still have +3 to hit, and +15 to damage. With two attacks, and with the ability to (twice per short rest) add 5D8 force damage by burning one of your spell slots. If you have advantage you can re-roll one dice looking for that critical hit to double your damage dice and make your smite 10D8.
That's actually pretty decent damage, and would even edge out a Paladin, which at that point (assuming single class and no magical weapons) would be strength 18 (assuming Points Buy) with Great Weapon Mastery, and 2nd level spell slots would be +7 to hit +4 to damage, and +2 to hit +14 to damage, and their smite would be limited to 3D8 radiant damage. They also wouldn't have the advantage on, well, Advantage.
At level 11 the Paladin has Improved Divine Smite, so does an extra D8 radiant damage on every hit, and has 3rd level spell slots for 4D8 radiant damage on smite, but at level 12 the Hexblade gets Lifedrinker which does necrotic damage equal to your charisma modifier which should be at this point +5. That's the average of a D8 so again, you're not that far behind.
Basically a Hexblade is actually a pretty good melee class. Not top of the tree, but certainly not a slouch, and it does so while still being a fair spell-slinger too, which a Paladin is not.
It's important to point out that the paladin spells cannot use the pact weapon as a focus. Improved pact weapon only works for warlock spells.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Yes, that's another advantage the Hexblade has.
Yes, but a Paladin can use a shield for a focus (holy symbol emblazoned on the shield), doesn't typically care about two weapon fighting, and can simply wear the holy symbol on a pendant for two-hand weapons (holding the weapon in one hand while casting with the other). If the thought of using the weapon as the focus is important, Ruby of the War Mage can be used but requires attunement. Therefore, the benefit that a Warlock gets from that is somewhat mitigated by circumstances. It's still a nice feature, since you can resummon your pact weapon if you are without it.
True, but most paladin spells do not have a material component. That means that the paladin has to have an empty hand in order to cast them; it cannot use the shield hand for the somatic component. Technically, the paladin would have to sheathe their weapon in order to use most of their spells. it's a dumb rule, but it's even been clarified by Crawford. That bit of stupidity annoys me to no end.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
So dispense with it. My table has, and nobody's even noticed the difference. Wizards invented the artificer, which adds a material component to every single spell on their list whether they have one by default or not. Clearly, monkeying with spell components to make a better game is fine. The "foci count for somatic with a material spell, but NOT without a material component" bit is idiotic and gets in the way of the game. Nix it.
Please do not contact or message me.
This as long as those who are playing martial only characters don't feel like they are getting the short end of the stick (which they probably won't). Or allow them to stow or draw two weapons during the same turn to compensate. Both spellcasters and martial users get part of a feat (Warcaster and Dual Wielder, respectively) that may or may not get much run at all and primarily comes into play in ensuring that OAs are available. Or encourage the spellcasters to take Warcaster and be done with it.
Spells affected by (V)S but not M rules for Sword and Board or dual wielding Paladins: Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Heroism, Purify Food and Drink, Find Steed, Lesser Restoration, Magic Weapon, Protection from Poison, Zone of Truth, Create Food and Water, Daylight, Dispel Magic, Elemental Weapon, Remove Curse, Spirit Shroud (UA), Death Ward, Find Greater Steed, & Holy Weapon. The majority of those that would be used in combat are either better cast by a non tank, of such importance that missing an OA would be worth the cast, or probably better saved for the corresponding Divine Smite. Since the main concern is the loss of an OA with these rules, it only really affects Sword and Board since dual wielders can stow a weapon and cast without affecting their options (either the spell is a bonus action preventing two hand fighting anyway or is cast using the Cast a Spell Action, preventing attacks. OA is still an option.) The cost to stow a shield and reequip it would be 3 rounds (1 to stow, 1 to cast, and 1 to wield again) and is prohibitive.
I do, in fact, allow players to draw a pair of weapons in the same turn. I also allow martial characters to draw their sword (or equivalent) and arm their shield when a fight starts if they weren't in such a stance already. Provided they were in a position where it made sense for them to be combat ready, I don't feel like denying a character those things makes for a better game. Ambushed during a rest? Armor and weapons may have to be fetched. Cautiously exploring a dungeon? I'll assume a trained adventurer can get their shit in gear when a fight starts if they were expecting a fight.
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I think those are reasonable steps to take. I was merely trying to offer options for others to make sure that everyone had a decent idea about some options that might be used to help everyone feel comfortable with what is happening. I'm sure that there are other options that would work as well.