@@alexboyer6691 If you have a table of players willing to collaborate on something silly give this a try- A tiefling who ran away from his family to become a Cleric and do good. The Warlock's patron is said Tiefling's great-grandma whose main condition of empowering them is that they keep said Tiefling safe. For extra silly have said Grandma possesses said Warlock at some point and start tearing into the Warlock for not keeping in touch. (Bonus points if this chewing out is done in a Yiddish accent, and Gamgam also makes leading questions about when she's going to be a Great-Great-Grandparent.)
Here's something fun: start as a Paladin at first level (for proficiency with heavy armor) and multiclass into Hexblade, take Oath of Conquest and Blade Pact. You are now Darth Vader.
@@godsdemon7441 You get to choose one patron at level 1 and one pact at level 3. For example you could choose your patron to be a fiend at first level and the type of pact to be pact of the tome at third level.
Devil's sight is the mechanical name of the power that your obtaining. Not the be all end all of who can have it. If you need to reflavor it for it to work in your head do so. just keep in mind what it actually is. But your character may not even have a special name for it or know it as anything really other than darkvision in game.
“So...I’ve got this greedy mortal pestering me for power? But...I’m like not into that sort of thing?” “Do iiiiiiiit!” “But-“ *whispers* “...do it for the *MEMES*!!!”
My character is a wizard gnome who thirsts for knowledge. One day during a campaign my dm made a d100 drinks table and I got 83 which was Cthulhubrew. I heard rain whispers ever since. Then it granted me telekinesis for 24 hours. I used the telekinesis to take a deadbolt off the door and instead it ripped off with a nat 20 and I heard the whispers clearly. It was Cthulhu whispering to me about eldritch knowledge in exchange for worship. I agreed and I am level 5 wizard and level 1 warlock. I also saw Cthulhu and got an indefinite madness. But got 2 free charisma. So all in all not bad
pact of the fey is like when your boss is a really nice guy but sometimes sometimes he likes to use the fact that hes your boss to mess with you emotionally
I can imagine this: A pact of the undead warlock and a party are discussing how to get a chest at the bottom of a lake Warrior:"no one can hold their breath that long" Paladin:"the heretic can" Warlock:"wait wha-" He is then tossed into the lake and is made to get the treasure
Wizards: magic nerds Sorcerers: magic jocks Warlocks: magic goths Mystics: magic that one kid that flips off the teachers (DM) misses almost every class but still manages to get straight A’s
I laughed way too hard and way too long at that joke. Currently making a 10th level warlock for my players to encounter as a homebrew fight in the campaign im running
Invisible flying familiar you can telepathically command, communicate with, speak through, and share its sensory perceptions anywhere on the same plane of existence is the single top utility feature in the game, bar none. This is basically, the player gets to map the dungeon/castle/keep/lair and steal the keys to the kingdom('s prison or treasury at any rate), without leaving the comfort of his cosy room at the local inn and only risking 10 gp and 11 minutes to recast Find Familiar if his Pact of the Chain critter happens to set off a trap. And this is before a smart player really sits down to think about the shenanigans he could get up to.
Oh i've thought bout it alright, way ahead of ya heheheh. See, with the Archfey you get both Aspect of the Moon invocation which means you never have to sleep, and Voice of the Chain Master which you've explained (except you forgot to mention that you can SPEAK through your familiar), you go into Dream Druid and you have yourself excellent utility (ranged heals,teleports, druid spells,wild shape, charms),and ultimate overnight reconnaissance and relaying of intel *while your party sleeps with peace of mind*.
Romeo Garcia Sorry But Aspect of the Moon is only accessible if you took Pact of the Tome, so you can’t double up on Aspect of the Moon and Voice of the Chain Master on the same character.
Inquisitor Thomas Oof, i'm reading UA from before XGtE... That sucks. Guess you can go Elf and scout after the 4hr trance, but that's a big hit to your overall ability scores (ain't nobody going Drow).
One my favorite Warlock was a Pact of the Undying...Fallen Aasimar. Basically he said, 'screw the gods' and made a pact with an undead godking thing. After that he had his own spooky special effects that followed him around (yay cantrips) tended to use the 'if you hurt me, it will hurt you worse' spells, and once per long rest make EVERYONE (sadly including the rest of the party if he didn't warn them to look away in time.) to run away in fear from him or take serious penalties to hit him. He was my fab spooky ghosty boy.
Nice! I'll have to try that. I played a Fallen Aasimar Fiend Warlock who had a smoking hot (pun intended) Succubus girlfriend who I summoned with the Infernal Calling spell. She also corrupted him and took him home to pops (Asmodeus) and was welcomed with open arms i.e the Pact. Anyways, I was the strongest damage dealer because it's awesome stacking the bonus damage from the Aasimar form and also stacking it with Hex. My Warlock was inspired by Ghost Rider, John Constantine, Malthael from Diablo, and Castiel from Supernatural.
I’m playing a Pact of the Celestial warlock in a homebrew. My patron gives me power, and in exchange, I’m permanently in love with him. I’m basically a sugar baby for magic. And he gave me a spell to yeet an exploding boat at people, or do the “Pocket Sand” Manoeuvre
@@alexanderticonuwu7591 Oh, neat I knew he was the patron saint of thieves beceuse he managed to keep a mob from killing a pair of thieves, but I didn't know that story. Ty.
My name's brooke lindy and I'm calling you worlocks out. If you win I will let you finish ne. I brooke taylor lindy am more powerful than your ever gonna be lol I'll even though my personal number on her. Take my life if you can I dare you to. I'm a good girl. But I'm a Christian who is calling your power off if I'm wrong make an example from me I can take on the master of the dead and I will give myself too the cult
A friend of mine suggested a pact of the blade warlock; your patron is an Archfey who only lets you use improvised weapons as your pact weapon, but makes them really strong in exchange. Each time you want to summon your pact weapon you have to find a new stick, table leg, bottle or other crap laying around but you get to roll on a table for the effect it has.
The Pact of the Chain can be humorous if you can be creative enough. For example using a bunch of exploding flowers a bag of holding and a pseudodragon to carpet bomb an enemy encampment.
Traps Aren't Gay well if I recall my DM had some really high dex checks for that Pseudodragon (such as commanding it to slam a healing pot down the rogue's throat because he dropped again) but as far as my party members and myself's plan was concerned it would fly over the enemy encampment with the bag full of the flowers keep the bag open and as soon as it got over turn the bag upside down and drop them. Rinse wash repeat. ...well up until I realized my DM forgot to put a size limit on my gate scroll and I just dropped them into a diffrent plane entirely.
Kenku can speak all they want; they just have to hear someone else say what they want to say. Eventually it's not that limiting. I end up quoting other players a lot, using musical cues as communication (I'm a bard) and my favorite crowd control tactic is commanding one of the enemies, in a dwarvish accent, to "fetch me a pint of their finest ale." (Using suggestion.) If they fail their wis check they have to go try to find me an ale until they manage to find one or the spell duration is up (or I lose my concentration). Effectively taking them out of the fight if it takes more than a minute to find an ale, which is often the case in dungeons where there just isn't any. Anyway I'm surprised people don't play kenku more often; they're just insanely fun to roleplay, finding creative ways to use their mimic ability. Using mimicry and a hat of disguise I was successfully able to impersonate a goblin tribe's leader to sneak into a goblin cave. The goblins didn't know which one of us was the real one, which made for an entertaining fight. (It's easy to quote his line "I'm the real one fools; listen to me!" when I sound exactly like him lol.)
The thing I like about the Archfey is that most of their abilities, while they seem weak are based on short rests. They become VERY powerful when you can use them 2 or 3 times more often than the others.
While the official source for the Hexblade makes little sense even if it is feasable, you simply have to "houserule" it a bit, instead of a weapon, you've made a pact with an otherwordly being through one of his possessions, a weapons or any other artifact you can think of. Your patron who for some reason cannot interact freely with the world you're in, hurled that artifact into the void of space, and it landed in your world, you picked up, and now has established contact with your Patron through it, thus the artifact becomes a medium between the Warlock and the Patron. Or your Pact Weapon is a gift from your Patron, just like Hexblade pacts weapons was in 4th Edition. Mechanically it doesn't change a thing, but in terms of flavor it adds some options and prospects. Also take a few lvl in Oath of Vengeance or Oathbreaker Paladin, to get the Pally profeciencies and Fighting Styles, plus some extra low lvl spell slots for utility spells/smites and you've got yourself a "nice" Dark Knight toon.
Mugthraka But I like the idea of a sentient weapon that I get all of my warlock powers/gifts from. Just made a Hexblade Gnoll for my friend’s campaign and the DM is going to be speaking to me as the sword itself (which is a huge rusted greatsword that I named Redmaw).
A Hexblade's patron isn't actually a weapon. The precise wording: "You have made your pact with a mysterious entity from the Shadowfell - a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends." So your Patron isn't actually Blackrazor, it's the entity that created Blackrazor. Or something like it. My take on it: Hexblades are where these dark, sentient weapons _come from._ The Warlock - over the course of their career - slowly invests more and more power into their Pact Weapon. A +1 with Improved Pact Weapon, eventually becoming +3 with Ultimate Pact Weapon. Lifedrinker. Thirsting Blade. All that good stuff. The endgame? The Warlock ends up _becoming_ their Pact Weapon. The intelligence that infuses these legendary items is that of the Hexblade who originally wielded them. Maybe this happens after the character is retired. Maybe this happens if the character is slain. Maybe a player of a Hexblade forgets to bring snacks to a session just _one_ too many times ...
@@nickwilliams8302Warlock IRL: "Hey, guys sorry I forgot to get the pizza" Dm:" Its fine also your patron needs to talk to you" Warlock:"okay what do they need." 10 minutes later Warlock:" okay I'm in the shadowfell what do you mean my contract has ended?" Patron:" summon your weapon" Warlock: summons the weapon to only get stabbed by it and absorbed into it. Warlock IRL : " WTF JUST HAPPENED????!?!!?!!?" DM:"Oh your patron completed your contract also you forgot pizza for the 9th time in a row."
While it’s not initially very clear, the Hexblade does, in fact, have an otherworldly patron, that being a Lord/Lady of the Shadowlands, or the Shadowlands itself.
@@LifeOfTheFlame the Heblade doesn't get a sentient weapon or even make a pact with one, they make a pact with a mysterious shadowfell entity that creates sentient weapons, they don't make a pact with a sentient, they don't get a sentient weapon . . . I think the term "Hexblade" confuses people and gives them the wrong idea, the Hexblade is an entity of the shadowfell not a weapon, a Hexblade Warlock could take pact of the tome or chain and never ever lay a finger on any weapon at all and still Be effective (although the Hexblade clearly favors pact of the blade). Jeremy Crawford has spoken - www.sageadvice.eu/2018/02/02/having-trouble-grasping-how-a-sentient-weapon-becomes-a-patron-would-you-mind-giving-an-example/
@@thefracturedbutwhole5475 thats what i said, the patron can be someone who made a sentient weapon additionally, utilizing the shadowfell is assuming that the campaign is set in toril. and dudr, being super strict as to who the patron is takes the fun out of dnd, i have a hexblade with the blade being an ancestral family heirloom and its powered by a curse that everyone in my famy who dies gets their souls trapped in the blade. its all good fun as long as story wills it so.
Nearly every mention of the Hexblade patron online talks about how focused it is on the Pact of the blade, but literally the only feature that you're skipping by not taking the Pact is Hex Warrior (and some of the expanded spells). The bonus AC from medium armor and shields is amazing for backline warlocks too, and in fact every other Hexblade feature works well with a Blastlock.
Correction to the Hexblade - you can make a pact with any one-handed weapon . . . including hand-crossbows. My second character was an Archfey Warlock with a Pact of the Tome. As a human child he wandered through a portal into the fey wild and died . . . but a dwarfish elf named Alberiche reincarnated him as a half-elf child and sent him back through the portal. His reason for adventuring was to figure out who Alberiche was (it's another name for Oberon). This was before the Hexblade, so he had this club that looked like a cross between an elvish long greatsword (from Pete Jackson's LOTR movies) and a cricket bat, into which his Book of Shadows could be slotted. With his pact I took Shillelagh, so now the club did 1d8 + CHA damage and used his Spell Attack Bonus to hit (because spells taken with the Pact of the Tome are considered Warlock spells).
Pact of the Blade, coupled with Improved Pact Weapon, allows you to take any weapon as your pact weapon, including two handed weapons, longbow, and shortbow. Unless you're referring to just the base class description before any options are selected or levels gained, in which case, my apologies for butting in. :)
You can also bond with a staff and be a blastlock with Pact of the Tome/Chain. In fact all the Hexblade feature work just fine with eldridge blast and make the Hexblade the most powerful blastlock.
You can make a pact with any magic weapon period right out of the gate as a pact of the blade, there is no restriction on bonding; only when materializing one out of nothing.
My character is an half-elf that went mad searching why he had strange dreams since childhood. He found out it was coming from Nyarlathotep and began simping because he was basically brainwashed at this point. Also, he may or may not believe that pretty much everything is a grand conspiracy from the flying spaghetti monster.
The ability to use your charisma mod for your weapon attacks is exclusive to your hexblade unless you take pact of the blade and make a weapon your pact weapon and you can make any type of weapon your pact weapon so you can have a charisma boomerang that way
The Hexblade doesn't 'pigeonhole' you into front line fighter at all - all of its abilities bar the smite spells (and it's not like the main warlock spell list lacks for options) work perfectly well with Eldritch blast and other damage spells, so you can always do what any caster warlock does in combat, except with medium armour, a pet shadow, and an anti-boss button
Personally the Hex-blade Warlocke gets really good once you get to level 5. They gain access to a lot of spells that modify attack damage. My favorite combo is Hex, Branding Smite, Maddening Hex, and Thirsting Blade. You'll very quickly start racking up serious damage, pretty quickly.
better yet, multi class hexblade WITH eldritch knight. I did that and the character is a blast.... an ELDRITCH blast... get it... eldri… i'll see myself out
This was awesome! Honestly I am going through a very tough time (Leo dealing with failure and family loss) and this put me back on top. Thank you so much for making this
Honestly, the pact of the tome offers so much versatility it's hard to pass up. If you're thinking blade pact you have to invest several invocations and probably a feat or two to really excel... or you can take the cantrips shillalegh and either green flame blade or booming blade. If you're thinking chain, yes a Sprite, imp, or quasit can be useful... but if you just want a regular familiar you can take tome and the book of ancient secrets invocation to get find familiar as a ritual, plus a ritual book that let's you copy/steal all the ritual spells from all the other classes in the game.
it's having several different. same for imp and Sprite I believe it is. the pseudo dragon has slightly different uses. As for pact of the chain. you get the find familiar ritual but with extra options. You don't need tome to take it again. But the regular options aren't as good as the chain options. On top of that you get superior functionality not only out of your familiar but your ability to control your familiar, which your control can then be further upgraded. It's a really overlooked pact because so many are just looking for raw damage capabilities most of the time. Yet there is potential with these improved familiars and ways you can use them utility and even somewhat combat wise that can be just as effective as raw damage numbers.
@@Quandry1 but does the additional utility of the Pact familiar over a regular familiar make up for being able to learn and use literally every ritual in the game?
You act like there are a ton of ritual spells and there just aren't. On top of that. Most if not all of them are either in the wizard spell list or the Priest spell list. Taking one or the other gets you a good chunk of the way there if you pick up Ritual Caster. The Tome warlock does still need to invest in the appropriate invocation to be able to cast all those ritual spells. keep that in mind. Particularly if your wanting all the improvements to EB as well. That's like 6 of your invocations right there between those two things. It's really all in how you use the familiar. There are definite ways it can be a boon over lengthy ritual spells depending on how you and your DM approach the campaign and the character. But let's break down familiars a bit shall we? We'll start off with the Base Familiar first: About a dozen different animal forms (some of which are unadvisable in most campain settings). All with hp that isn't more than a hit or two even from weak creatures(1-5 hp on average I believe). But it counts as your choice of celestial, Fey, or Fiend instead of the creature that it appears as. It also can only appear within 10' of you. It's senses and mobility are based entirely on these animals so nothing spectacular other than a few flying variants and a couple climbing ones and a few forms have dark vision but not as many as you would think given the list. It acts Independently of you with it's own initiative with it's own place in the turn(something skipped in at least as many games as it's used in) but it cannot attack. which limits most of it's combat uses of any kind to moving, helping (for advantage), scouting, and perhaps gathering a small item if your DM is generous during combat and variations of such to greater or lesser extent outside of combat dependant on modes of mobility and special senses but no real extra features to aid this. Within 100' of you it can telepathically communicate with you and only you. you can borrow it's senses but you make yourself deaf and blind to do so and it's an action to use. outside of this range and it's on it's own. This distance can be really important if your attempting to scout with it. You can dismiss it into a pocket realm as an action(This is important because you can't ride it's senses and dismiss it to safety in the same turn.) If your familiar is within 100' of you and has it's reaction available then you can use it do deliver touch range spells through it using your attack modifier and not the familiars. Now Let's look at the Base upgrades provided by Pact of the Chain: It's still a ritual to summon, doesn't count against your spells known. (no big jump here from Tome or Ritual caster here.) When you take the Attack Action. You can forgo making an attack of your own to make an attack with your improved familiar. (this has a couple viabilities. Both in particular extra familiars and in hybrid builds that pick up extra attacks to their attack action.) A dual wielding Pact of the Chain might also get away with using their main attack for their familiar and still getting an offhand attack depending on the DM. By RAW this is a technical possibility because your still using the attack action to trigger the bonus action offhand attack. You get 4 special types of creatures with improved statblocks to summon as a familiar. The Imp, The Quasit, the Sprite, And the Pseudo Dragon. Now. Let's talk about the 4 improved Familiars individually. Here's where things start getting a bit more interesting and potentially complicated. We'll Start with the Imp: Average HP of 10 for starters. 2 to 4 times that of any basic familiar in general numbers. Shape Changing Ability. As it's own action whenever it wants it can polymorph itself into a rat, a raven, a spider, or revert to it's original form. This is an at will power basically. No limits on it other than the time it takes. this might change it's attack but it certainly affects it's mobility. Possessing two different flight speeds(40 and 60) and a climb speed(20). it's base ground speed is always 20 in it's different forms. However. It's statistics do not change. It always uses those of the it's base Imp form. Any Equipment worn or carried by the imp does not change forms with it. keep this in mind. The Imp possesses Devil's Sight(like the Invocation) so it is not affected by Magical Darkness like other familiars. The range on this is 120'. It possesses multiple damage resistances of cold and resistance to bashing, piercing, and slashing damage that is not magical or silvered in source.(effectively further increasing it's hitpoints in several instances). It Possesses two Outright Immunities. Fire and Poison. These can be synergized with spells and effects to advantage by a smart player. The Imp has Magic Resistance so it gets advantage against spells and magical affects. Of lesser or Greater value is the fact that the Imp can actually speak unlike other Familiars. This means things can be conveyed to people other than simply the owner of the familiar. When you do use the Imp to attack. It may be more useful at lower level (unless there is a rule I'm forgetting or the DM is generous that your proficiency works for it) but it also carries with it an innate (3d6)DC 11con poison affect to it. This poison effect does half damage even if the save as made as long as the attack is successful. Finally and some might say most importantly. The Imp and whatever it's carrying or wearing will turn invisible and maintain that invisibility until it attacks or ends it's concentration. Next the Quasit: Averaging 7 hp.(slightly less than the Imp because of a slightly lower Con score). Shape Changing Ability similar to the Imp's but into the forms of bat, centipede, and toad or reverting for an action. Giving it fly, Climb, and Swim speeds at it's disposal. It's base form does not fly. Has Damage resistances to Fire, Cold, Lightning, and the 3 physicals that aren't magical in source. Immunity to Poison and all that entails. The Quasit also has magic Resistance like that of the Imp. It's another Familiar that can speak for itself and so can relay things to others than simply it's master. When you use it's attack it carries with it a (2d4)DC 10con check that if the check is failed will confer the Poisoned status effect on the target for 1 minute. saving throw can be repeated at the END of each of the affected's turns to try and end it early with a success. It has the same Invisibility Effect basically as the Imp with the same kinds of ending status, limitations, and extra effects. It has a 1/Day Scare effect which is DC 10wis which if failed makes the target frightened. typical role to end early. But it's at disadvantage if the Quasit is still in sight when the roll is made. The Psuedodragon: Average HP of 7. The only familiar I can think of to have blindsight. 10' distance. Keen Senses above and beyond any other familiar affects, Sight, Smell, and Hearing for advantage on all related perception checks. Magic Resistance just like the Imp and the Quasit. It can understand a couple languages but not speak. however it does have a form of limited Telepathy it can use with any creature within 100' of it that understands any language at all. it's limited to simply ideas, emotions, and images. It's Attack carries a DC 11con save or become poisoned for one hour, no listed roll to end it early, If it's failed by a roll of 6 or lower the target falls asleep for that same duration unless woken by damage or another creature uses their action. (the way it is written the poison effect does not end if they are awakened from sleep and still persists.) (in My opinion this is sadly the weakest of the 4 choices offered. Lacking the invisibility and the attack effects being such a matter of luck really don't make it as strong of a choice. It is made better and worse by the one optional change listed in the Monster Manual for using them as a Familiar.) The Sprite: Average HP of 2. Again this one speaks languages like the others. It's naturally a flying creature. Invisibility basically the same as the Imp and the Quasit. This one carries weapons and wears armor in ways that no other familiar does. This has potential upgrading possibilities should one be willing to spend the coin or have the extra magical items. It's attacks are based off the weapons that it uses so there is a likely potential for ranged damage unlike every other familiar. It is even listed with a shortbow on it's list that has a DC 10con save to become poisoned for one minute with a roll of 5 or lower putting the target to sleep for that same duration. (much like the pseudodragon but much shorter duration). Has Heart Sight which it can touch a creature and know it's emotional state. With a DC 10cha save the sprite also learns it's alignment. Celestials, Fiends, and Undead automatically fail this save. (The sprite seems a bit less impressive on the surface as well. But the Sprite technically gets into dangerous territory. It's the only familiar from any source that I can think of that can technically pick up class levels. This along with the upgradable equipment makes certain characteristics like how effective their attacks are going to be and their HP a bit deceptive. it also has a potential to add a lot more capabilities to them than are listed in their base block as well which can be fairly affective in dex and int based improvements. Rogue, ranger, dex based warrior, or even wizard being complimentary to their stats.) Now that we've looked at the Familiars there are a few invocations we need to take a peek at as well. Gift of the Ever-Living Ones(Xanathar's) With this Invocation which requires you be pact of the chain. Anything rolled to heal you is treated as maximum possible rolled when being applied to you whenever your familiar is within 100' of you. Voice of the Chain Master (PHB) this one makes the telepathy and sense sharing anywhere on the same plane.
I just made my first warlock earlier this week and im excited to use her. Instead of min maxing her im having fun. She is a Tiefling so i took the evocation that allows her to cast disguise self at will. She was mistreated for being a Tiefling so she is always under Disguise Self so she is accepted into society. She is proficient in Deception and Investigation. Her character is all about misleading people so she can gain more information to better blend into society (or take down those that dare to expose her). She is pact of the blade because she never wants to be without the ability to defend herself. Im excited to use her
I had a packet of the tome, eldritch god, halfing warlock. It was sooo much fun. A warlock with vicious mockery is just the best. Forget every other power. I mad a mommy cry to death.
As a divine soul sorcerer, I eventually gained access to Planar Ally. Using Magic Circle and Banishment along with Heightened Spell Metamagic as backups in case things go south, I acted as a middle ground diplomat between a Solar and another PC in our party. He was interested in multiclassing into Warlock, and Me being the main “healer” of the group was starting to weaken a bit. So he settled on the Celestial Patron. Edit: Feel Free to steal this idea if you want. It’s pretty fun to use as a Divine Soul Sorcerer because Sorcerers are naturally good at Charisma based skills, making you genuinely love debating with Fey, Fiends, and Celestials all around, asking for information, making deals, etc. It made my party rely on me when it came to getting information. I felt like Harry Dresden throughout the campaign.
Truth: Warlock is the most customizable class in 5e. Also truth: Most Warlocks will ignore half of the unique options to improve their Eldritch Blast. Thusly, I propose a new option for my Warlock character: *No Eldritch Blast*
I applaud you for not taking the eldritch blast option. Cause the only warlock who isn't explicitly relying on it would be the hexblade and or pact of the blade because they're going for a more melee focused role. even then I tend to carry it for safety like shocking grasp on a d6 spellcaster because it IS so reliable. then you got hex, the hunters mark of warlock except you can't track people with it. plus with the ruling on eldritch blast is that you fire an extra burst with which you can change targets means that d6 damage gets upgraded too as you level up.
I’ve been sort of developing a halfling feylock build where they would use Magic Stone and a sling instead of Eldritch Blast as their main offensive cantrip, possibly using Hex with it as well. I just thought it’d be funny to imagine some big bad menacing another party member, only to be beamed in the head by a frigging rock! A magical rock, yes, but a rock nonetheless. Just, how petulant! How impish! How very fey-like, imo, to remind one’s enemy of their hubris/arrogance and hurt their ego with so simple a weapon!
Truth: Without bending over backwards to get basically the same thing through some other cantrip/invocation combo, Eldritch Blast is the most reliable combat option that doesn't use the warlocks ridiculously limited resources. This is a design problem rather than your player's problem. They could have fixed this by designing any of the pacts to have a significant impact on how the class actually plays other than Hexblade, but no why should the Warlocks abilities be significantly defined by the eldritch being they get their powers from?
Played a Hexblade Warlock and I freakin loved it. I usually dont play spellcasters, but wanted to try something different. When I saw how melee focused it was while still being able to use things like Eldritch Blast, Chromatic Orb and other elemental spells I was all in. I basically made GD Thor and stomped.
Pact of chain gives a familiar that - wait for it - has opposable thumbs. Meaning it can help with just about everything. If you pick right, it can be invisible too. Invisible opposable thumbs. Can write spooky messages on blackboards at much further range than mage hand, without being in sight. With the right invocations, you can essentially have an invisible mate hand at infinite range. Plus all healing to you can be maximised with the right invocation.
I'm experimenting with a custom pact that slowly turns your warlock into a full blown demon, they can lose control and go crazy or embrace the darkness inside and wind becoming a chaotic creature who may or may not be evil.
Eladrin Warlock is something I want to do now. In terms of both practical gameplay and role-play fun, the revolving door mood snob working for something bigger and scarier than them sounds like a good time.
When I first played the Hexblade, I realized just how much creative manuverability I had. For instance, my "patron" was a sword that really liked it's wielder, it actually had separation anxiety.
My favorite character has 3 levels of Hexblade and 10 of Divine Soul. He is an absolute murder machine, but a friend of mine showed me that a Cleric of the same level would still be vastly more powerful.
I unfortunately don't have a group to play with:( But I have created 12 different Lvl 1 Characters in case I found a group. 1 of them is a Chaotic Neutral Female Shadar-Kai Acolyte background Undying Warlock whose Patron is Larloch. I agree that "Pact of the Tome" is the best!
So we made a half ass attempt at a version of the predator. Using only warlocks. Stone giant/ fiend pact. Paraplegic gnome strapped to the shoulder of said giant/ hexblade pact with a bow and eldritch blast channeled into the arrows. Possibly later a repeating cross bow or shoulder mounted cannon powered by eldritch blast. A sac of bones/undieing pact. And finally any form of creature we can strap to a stone gaint/ celestial pact. Feel free to add suggestions or snide remarks your choice. PS. Edit 4x Eldritch blast ;)
Here’s an idea for a warlock that you can use if you want A old human lady ( looks like your Classic grandma) an ex paladin ( left due to her body no longer being able to keep up) yet she’s now a lot older then natural human due to he patrons life linked to hers , basically she has a kind grandma side and her patron talking through her
Since I'm at the airport waiting for a flight, I'd like to share my favorite build of Warlock that I haven't gotten to play (cuz groups are hard to come by in my country/area/schedule): Magical Girl - can be of any pact, just flavored to be like in Madoka Magica. I wonder if there's a potential Homebrew way of making the Soul Gem function similarly to the series... though maybe the Celestial one would be post-anime. I think it'd be neat, and a cool way to include more despair in the world of D&D.
TRITON with Celestial Patron. Started dreaming of the Skys and flying (Hence why he left the deep) , started reading some books and found out about a Angel-lik Patron. Now lives on land learning about the other races, spreading the news of his Culture and Patron (love the mix), also speaks in old English.
Aasimar celestial warlock with their progenitor being the patron. "Sorry I missed all those birthdays, but look, I'm giving a really cool present to make up for it!" Is my favorite thing you can make an angel do.
I'm playing an Aasimar Hexblade Warlock and now I'm stuck in a custody battle between my progenitor and my patron, with the sword telling me to kill things and the celestial trying to at least point me to evil things to kill
i remember, my first dive into warlock, he was the classic paladin/warlock combo, and his backstory was he and his adventuring party were all kidnapped when they were children, and were forced to become the "perfect adventuring party" for a corrupt kingdom, because the head mage realized that adventuring parties were always the ones responsible for fighting off evil and corruption.
Warlock, pick Celestial and Tome and be Tiefling. Start off with 7 cantrips at lvl 3. (Thaumaturgy - fun spell to use, Sacred Flame - great spell if the target got low dex but high AC and Light - for your human friends, as the racial and boon. 2 from Warlock and then 3 from the tome. ) It's also the most interesting combo, since a tiefling is one of demon/fiend blood, you can always roleplay that one of your ancestors is a cleric who has convinced their god to allow you to redeem yourself. And you get a lot of conflicts between "IM NOT THE EVIL ONE! I NEVER MADE A PACT WITH THE FIENDS AS MY ANCESTORS!" And you can be all Emo about it. Or you can go like a paladin route and behave more like a paladin. And your Tome is your Holy Book that you read your commandments from.
I'd argue that Tiefling's in general don't need to be redeemed unless they are individually bad. Tieflings are a bit maligned about their alignment nature. some feed into it. some rebuff it, some ignore it. Also... If you get old school real world mythology. Not all demons are evil/bad. Some of them are neutral and there were a couple that were relatively good. That doesn't mean they couldn't be cruel. They just weren't necessarily driven to be. Also as things are written. There are certain angels that are neutral at best. and a few considered fallen ones that are outright evil. it's this nature of angels that actually is the basis to some extent behind the Asimar. It's just people rarely think that the demons can have the same variety and it's not the norm in the game purely as printed. Which outright tells you they don't make stat blocks for every possible creature of any type in their materials. just a base common array to run into.
Well, if you think demon or devil. Chance is you will think cruel or evil. I imagine most of the people within at least any world I create would think the same. Even more so as there are and have been real demons who have gone and done horrible things within said world from time to time. They would basically be looked at in large part as just strait up demons. Do not make a deal with the devil. They may find it hard to sell and buy stuff many places. People would maybe not be too hostile per say toward them. But rather try to stay away if possible. If you get into trouble as one, well the guards will probably not take your side. Often a tiefling will just have to resort to crime. Just building even more on their negative appearance. Those few places that are not too hateful toward them. Even there I imagine well of tieflings may not wish to deal or get too close with random new tieflings they are not used to dealing with. I mean its in the name. Tief ling. Thief ling. Even if you consider that they may not be too bad, you may just not want to risk it.
I did this once. Had so many cantrips, so many useful things...got shat upon because my party was unkillable and hated my seeming uselessness (despite my being their only healer and third highest damager)
I was watching another video where they said that the only reason not to get the Eldritch Blast cantrip was if you were playing Hexblade, so I brought up my PHB and XGE, and because I'm a geek I opened up a spreadsheet. The max damages were as follows: Eldritch Blast (Requires Agonizing Blast and Maddening Hex eldritch invocations) Base Damage: 1d10 (Force) Agonizing Blast: + 5 (Force) Hex: + 1d6 (Necrotic) Maddening Hex: + 5 (Psychic) Hexblade's Curse: + 6 (Force) Potential Total: 31 x 4 (at 17th level) = 124 ^ Not counting Crits (which you do on a 19 or 20 thanks to Hexblade's Curse) Great Sword (Requires Great Weapon Master feat, Pact of the Blade, and Eldritch Smite, Improved Pact Weapon, Maddening Hex, and Thursting Blade eldritch invocations) Base Damage: 2d6 (Slashing) Hex Warrior + Improved Pact Weapon + Pact of the Blade: + 6 (Slashing) Bonus Damage: + 10 (Great Weapon Master) Hex: 1d6 (Necrotic) Maddening Hex: + 5 (Psychic) Hexblade's Curse: + 6 (Slashing) Eldritch Smite: + 5d6 (Force) Potential Total: 75 x 2 (Thursting Blade) = 150 ^ You can potentially add a 3rd hit with Great Weapon Master, so 225 would be your max then (also not counting crits). So, it looks like they were right, but that got me thinking: can I do better? It turns out that if you cross-class Fighter (Eldritch Knight) 11 and Warlock (Hexblade) 9 you can do much better! Glaive (or Halberd, Requires Great Weapon Master and Polearm Master, Pact of the Blade, and Eldritch Smite, Improved Pact Weapon, Maddening Hex, and Thursting Blade eldritch invocations) Base Damage: 1d10 (Slashing) Bonus Action: + 1d4 (Bludgeoning, Polearm Master) Hex Warrior + Improved Pact Weapon + Pact of the Blade: + 6 (Slashing and Bludgeoning) Bonus Damage: + 10 (Great Weapon Master) Hex: 1d6 (Necrotic) Maddening Hex: + 5 (Psychic) Hexblade's Curse: + 6 (Slashing and Bludgeoning) Eldritch Smite: + 5d6 (2) + 2d6 (2) + 1d6 (3) Potential Total: 73 x 2 + 55 x 2 + 49 x 2 (Action Surge) + 43 = 397 ^ You can potentially add a 7th hit with Great Weapon Master, so 403 would be your max then (also not counting Crits). So, in conclusion, maybe you can skip out on Eldritch Blast if you're playing a Hexblade . . . but 124 DPR isn't bad when you're running up on the enemy, either . . . and I like doing math way too much.
So,I don't play D&D (yet!) but I love the classes and lore, everything is just lovely! Anyway, I now plan for my first character to be a warlock who's patron is a talking sword (if only shield too) that swears at people that it hits or sings during idle moments. Just sounds fun.
I actually used the hexblade patron to make a sort of warlock nsa. In the campaign setting, each town was ruled by the clergy, by a "divine mandate." The capital had found a hunk of "divine" metal some decades before, and their forge clerics formed weapons out of the metal, but none of the clerics could channel divine energy through it. When one trainee picked one up, a disembodied voice offered to give them the power to serve from the shadows. Accepting the offer, he showed his superiors this new power, who promptly hid him away to figure out what was going on. In the end, he was ordered to find more like him, while publicly denying the existence of the organization.
The Warlock is waaaaay more ingrained into the fantasy genre than the Sorcerer. The Sorcerer didn't even exist until 3X where it was a hastily slapped together afterthought, and wasn't even core in 5E.
Gabriel Russell I think you mean 4E. While a Sorcerer CLASS took until 3 to be introduced into the game, the idea of a Sorcerer in the fantasy genre was widely prevalent and easier to identify than a warlock, which is the whole reason why it got introduced in the first place. The closest thing the warlock got to an identity was “female witch” which is... unimpressive. Not to mention that the Sorcerer actually came out before the warlock in D&D, and the warlock didn’t even appear in PF. This is because the warlock is more of an afterthought in the fantasy genre. You say Sorcerer, people get a picture immediately. You say warlock, people think Sorcerer.
Yes, that was a typo, I did mean 4E. People make pacts with supernatural beings for power all the time in fantasy. That's as ingrained as they get. That goes waaaay back to the dawn of writing.nMagical X men are far less common in fantasy and mythology.
I'd argue that Sorcerer was simply easier to grasp as a class option. It was slapped together yes. But natural talent wizard. was easier to understand and had been toyed with slightly before. Wizard without spell book is a lot easier to grasp for most people. Sold your soul for powers on the other hand is so much harder to define and undertand. It's so ambiguous because we don't have that same quick innate understanding and before it finally came out it was more treated as a powerful magic item, story hook, or give the character extra innate powers of the DM's choosing kind of scenario . So it really needs both time and detail to cement in our minds as something a class can be built around. That and it also suffers greatly from the prevalence of powergaming syndrome where "if I can't math it to uberness what good is it?" that was the core of 3.x and 5e is trying to break and is having trouble doing.
The way my current campaign is running the hex blade is. rather than an oath to the sword itself, the hexblade still chooses a patron from the normal list of things and the sword becomes a part of that deal. Gives the blade and Role play a little more flavor
When I first watched these videos, I didn't even play dnd. I wanted to, but I didn't yet. And because of that, I never understood the beginning segment of warlocks being popular. Now almost a year later and I finally realized that the statement is completely true. I just joined a ongoing game Along with two other players, all three of us was hexblades...
Reasons why Hexblade is bae 1. It sounds cool - I mean Hexblade, oooooooh! Makes me tingly! 2. Making a deal with an evil, sarcastic weapon - I don't even need to explain. 3. Charisma for attacks - Who needs Dex or Str when you can talk people into exposing their weak spot. (Also Longbow with Pact of the Blade + Hex Warrior)
I have a favourite warlock style which is pact of the Great Old One with pact of the chain and I tweak it as a spymaster. I can keep an entire table informed and ready for everything without saying a word.
I made a dragonborn warlock that replaced his claws with metal brass ones and he made them his bond so now when he finds a magic weapon he like he melds it into his hand using his fire breath and help from his patron who unknown to his is Tiamat but he just thinks it’s a earth good or being that controls 5 elements
The hexblade warlock doesn't make a pact with a weapon, but with an otherworldly entity that expresses itself through weapons. As Xanathar's says, it's suspected that the ultimate patron for hexblades is actually the Raven Queen herself, but it doesn't necessarily have to be a Shadowfell entity. My hexblade made a pact with the violent dream of an outer god.
I have a really good idea for a warlock. My character is a half-elf that after being killed on the battlefield went to the nine hells. But while there he was gonna accept his fate (changing his alignment) but a devil Lord needs something done on Earth so they just picked him at random, gave him the powers, told him to do this one thing and he gets to keep the powers with no soul deal. But he needs to kill a good King to make the nation fall to war. So it's conflict.
Tecnically, a cleric is the one with a sugar daddy because gods only demand worship (and some rules), while warlock patrons actually want something in concrete with their warlocks.
Ah, but worship is food for gods - they literally die without it. Ergo their clerics are essentially farm hands making sure the crops come in and no one contaminated them with bad fertilizer or evil or whatever so the landlord can sit nice and cozy.
@@Dragonlover553 well, tecnically speaking, warlocks are more like a bank loan. You gib powa, they grow that powa, and when they die you get your investment back.
The gimic of the warlock and its strongest ability is that "you can't be caught with your pants down if you dont wear pants" What I mean by that is that warlocks unless you pick pact of the tome you dont need to carry any itams to use your'e spells or do your part in the fight (apart from armor but even that is with an asterisk because of armor of shadows)
Two completely unique warlocks meet in an alley, what do they say?
"Eldritch Blast."
Nah, minor illusion
dibaterman its the "Avada cadavera" of the warlock world
extra epic if alley is 600ft long.
He said "almost" nothing in common
Unless one of them hates the gm, in which case itd b from 1200ft away
A tiefling warlock whose patron is his great grandpa’s butter knife
Genius
Alternatively, a tiefling warlock whose patron is his great grandpa.
@@alexboyer6691 or a celestial set in killing his great grandfather because that guy's a d*ck.
Tsk tsk, should’ve said no stealing
@@alexboyer6691 If you have a table of players willing to collaborate on something silly give this a try- A tiefling who ran away from his family to become a Cleric and do good. The Warlock's patron is said Tiefling's great-grandma whose main condition of empowering them is that they keep said Tiefling safe.
For extra silly have said Grandma possesses said Warlock at some point and start tearing into the Warlock for not keeping in touch. (Bonus points if this chewing out is done in a Yiddish accent, and Gamgam also makes leading questions about when she's going to be a Great-Great-Grandparent.)
Some people can become warlocks unintentionally, for example they click Yes on Terms of Service without reading them first :)
Is this a Legends of Tomorrow reference?
@@l.r.m.8508 Never saw that show.
Shit, you too?
That is an interesting character concept.
lmao thats basically my character rn
Here's something fun: start as a Paladin at first level (for proficiency with heavy armor) and multiclass into Hexblade, take Oath of Conquest and Blade Pact. You are now Darth Vader.
*heavy breathing*
*Imperial march plays from the other room as I walk in wearing Vader's armor and helmet*
@@thebastard890 Good Anakin, Gooood
Low Constitution?
Do it!
I love the fact that when you say "tha warlock has six pacts" an image of a warlock with six pack abs show up.
When your barbarian finds a cool weapon that promises unlimited power.
Do they get all of the pacts or do you only get to choose 1? I thought I saw each one at different levels.
@@godsdemon7441 You get to choose one patron at level 1 and one pact at level 3.
For example you could choose your patron to be a fiend at first level and the type of pact to be pact of the tome at third level.
Im a warlock, great old one.
An orc.
And a barbarian.
So yes... I have a six pack
Devil's sight.
Celestial patron.
How does that work?
Did my patron outsource my invocations?
Perhaps the Patron learned or stole those magics in order to equip their disciples. Consider it a type of interplanar espionage, I suppose
Mous3 All of the patrons work at the same building. If someone wants to encroach on the others’ territory, it has to go through corporate.
Just reskin it, "Your patrons divine light lets you see through darkness".
Call it “Angel Vision” or some shit
Devil's sight is the mechanical name of the power that your obtaining. Not the be all end all of who can have it. If you need to reflavor it for it to work in your head do so. just keep in mind what it actually is. But your character may not even have a special name for it or know it as anything really other than darkvision in game.
“So...I’ve got this greedy mortal pestering me for power? But...I’m like not into that sort of thing?”
“Do iiiiiiiit!”
“But-“
*whispers* “...do it for the *MEMES*!!!”
Do it for the humor
"Do it for the lolz!"
JUST DO IT!
That sounds like something a Fae would do.
nythalatap in a nutshell.
Two words thirteen letters say it and I'm yours
Eldritch blast
My character is a wizard gnome who thirsts for knowledge. One day during a campaign my dm made a d100 drinks table and I got 83 which was Cthulhubrew. I heard rain whispers ever since. Then it granted me telekinesis for 24 hours. I used the telekinesis to take a deadbolt off the door and instead it ripped off with a nat 20 and I heard the whispers clearly. It was Cthulhu whispering to me about eldritch knowledge in exchange for worship. I agreed and I am level 5 wizard and level 1 warlock. I also saw Cthulhu and got an indefinite madness. But got 2 free charisma. So all in all not bad
I like how your like "dude is crazy now but also more personable! "
haroon iqbal that sounded like my wizard until you got to the drinking part...
Cthulhu being a real bro right here
I DID go crazy but also, have you seen my new hair? So who's the real winner here?
@@jacobfreeman5444 in fairness, a psychotic wizard muttering at you would certainly grab attention
pact of the fey is like when your boss is a really nice guy but sometimes sometimes he likes to use the fact that hes your boss to mess with you emotionally
So Michael Scott.
I can imagine this:
A pact of the undead warlock and a party are discussing how to get a chest at the bottom of a lake
Warrior:"no one can hold their breath that long"
Paladin:"the heretic can"
Warlock:"wait wha-"
He is then tossed into the lake and is made to get the treasure
Wizards: magic nerds
Sorcerers: magic jocks
Warlocks: magic goths
Mystics: magic that one kid that flips off the teachers (DM) misses almost every class but still manages to get straight A’s
Clerics: Magic Priests
Paladins: Magic Crusaders
Bards: Magic Musicians
@@HoneydewBeach *Bards: Magic Chads
Warlocks: I USE ELDRITCH BLAST
*Destroys half the city*
Clerics: magic church kids
Paladins: magic church kids who INSIST on telling you about Jesus
druids: magic stoners
“Who needs skill when you got a winning smile and aim bot”
I laughed way too hard and way too long at that joke. Currently making a 10th level warlock for my players to encounter as a homebrew fight in the campaign im running
Invisible flying familiar you can telepathically command, communicate with, speak through, and share its sensory perceptions anywhere on the same plane of existence is the single top utility feature in the game, bar none.
This is basically, the player gets to map the dungeon/castle/keep/lair and steal the keys to the kingdom('s prison or treasury at any rate), without leaving the comfort of his cosy room at the local inn and only risking 10 gp and 11 minutes to recast Find Familiar if his Pact of the Chain critter happens to set off a trap.
And this is before a smart player really sits down to think about the shenanigans he could get up to.
Oh i've thought bout it alright, way ahead of ya heheheh.
See, with the Archfey you get both Aspect of the Moon invocation which means you never have to sleep, and Voice of the Chain Master which you've explained (except you forgot to mention that you can SPEAK through your familiar), you go into Dream Druid and you have yourself excellent utility (ranged heals,teleports, druid spells,wild shape, charms),and ultimate overnight reconnaissance and relaying of intel *while your party sleeps with peace of mind*.
Bryan Shouse
Oh you did mention speak through...
But you didn't *bold* it though... cuz that's *MAJOR*
Romeo Garcia Sorry But Aspect of the Moon is only accessible if you took Pact of the Tome, so you can’t double up on Aspect of the Moon and Voice of the Chain Master on the same character.
Inquisitor Thomas
Oof, i'm reading UA from before XGtE...
That sucks.
Guess you can go Elf and scout after the 4hr trance, but that's a big hit to your overall ability scores (ain't nobody going Drow).
It takes an hour and ten minutes not 11 find familiar has an hour long cast time and it being cast as a ritual adds ten minutes.
One my favorite Warlock was a Pact of the Undying...Fallen Aasimar. Basically he said, 'screw the gods' and made a pact with an undead godking thing. After that he had his own spooky special effects that followed him around (yay cantrips) tended to use the 'if you hurt me, it will hurt you worse' spells, and once per long rest make EVERYONE (sadly including the rest of the party if he didn't warn them to look away in time.) to run away in fear from him or take serious penalties to hit him. He was my fab spooky ghosty boy.
Nice! I'll have to try that. I played a Fallen Aasimar Fiend Warlock who had a smoking hot (pun intended) Succubus girlfriend who I summoned with the Infernal Calling spell. She also corrupted him and took him home to pops (Asmodeus) and was welcomed with open arms i.e the Pact. Anyways, I was the strongest damage dealer because it's awesome stacking the bonus damage from the Aasimar form and also stacking it with Hex. My Warlock was inspired by Ghost Rider, John Constantine, Malthael from Diablo, and Castiel from Supernatural.
I’m playing a Pact of the Celestial warlock in a homebrew. My patron gives me power, and in exchange, I’m permanently in love with him. I’m basically a sugar baby for magic. And he gave me a spell to yeet an exploding boat at people, or do the “Pocket Sand” Manoeuvre
i play a protector aasimar+sun soul monk to make the holiest of holy light memes
Warlock Archfey Patron: Santa Claus
Pact of the Presents
Do want!
@@alexanderticonuwu7591 Please Explain???
@@alexanderticonuwu7591 Oh, neat I knew he was the patron saint of thieves beceuse he managed to keep a mob from killing a pair of thieves, but I didn't know that story. Ty.
*Can’t control spells well*
*Literally only needs to cast Eldritch Blast ever*
If that's how you play warlock, you're doing it wrong. Or just really lazily.
@@artiegatsby4879 there's no right way to play but sure, have fun
" *Just because I can't make it do things doesn't mean I can't throw it at you.* "
H-HEEEEELL NAW your job is to be a consistent downer and to one-up the rogue by sweet talking and tricking better than them
My name's brooke lindy and I'm calling you worlocks out. If you win I will let you finish ne. I brooke taylor lindy am more powerful than your ever gonna be lol I'll even though my personal number on her. Take my life if you can I dare you to. I'm a good girl. But I'm a Christian who is calling your power off if I'm wrong make an example from me I can take on the master of the dead and I will give myself too the cult
A friend of mine suggested a pact of the blade warlock; your patron is an Archfey who only lets you use improvised weapons as your pact weapon, but makes them really strong in exchange. Each time you want to summon your pact weapon you have to find a new stick, table leg, bottle or other crap laying around but you get to roll on a table for the effect it has.
Are doors allowed? ( makes an ominous grin)
The Pact of the Chain can be humorous if you can be creative enough. For example using a bunch of exploding flowers a bag of holding and a pseudodragon to carpet bomb an enemy encampment.
LunarCat42 How would that work mechanically in game? I’m dming right now and I just wanna be prepared for my friend’s antics lol
Traps Aren't Gay well if I recall my DM had some really high dex checks for that Pseudodragon (such as commanding it to slam a healing pot down the rogue's throat because he dropped again) but as far as my party members and myself's plan was concerned it would fly over the enemy encampment with the bag full of the flowers keep the bag open and as soon as it got over turn the bag upside down and drop them. Rinse wash repeat. ...well up until I realized my DM forgot to put a size limit on my gate scroll and I just dropped them into a diffrent plane entirely.
LunarCat42 I asked my dm for a game I’m gonna be playing soon and he said if I could pull that off then he’s gonna reward me bonus xp. Thank you!
Traps Aren't Gay lmao. No problem best of luck. And renember don't piss off any Demon Lords.
"Flowers for you, flowers for you, flower for you!
Commander, all flowers deployed!"
3:13
Me: "Why is he showing a picture of Adam War..."
*Thinks about it*
Also me: "Oh, I get it."
Took me a second, but I got there.
His infinity mitten is adorable.
My Warlock is a Kenku with a Pact with the Old Ones. Really helps that whole "Can't speak" thing.
Kenku can speak all they want; they just have to hear someone else say what they want to say. Eventually it's not that limiting. I end up quoting other players a lot, using musical cues as communication (I'm a bard) and my favorite crowd control tactic is commanding one of the enemies, in a dwarvish accent, to "fetch me a pint of their finest ale." (Using suggestion.) If they fail their wis check they have to go try to find me an ale until they manage to find one or the spell duration is up (or I lose my concentration). Effectively taking them out of the fight if it takes more than a minute to find an ale, which is often the case in dungeons where there just isn't any.
Anyway I'm surprised people don't play kenku more often; they're just insanely fun to roleplay, finding creative ways to use their mimic ability. Using mimicry and a hat of disguise I was successfully able to impersonate a goblin tribe's leader to sneak into a goblin cave. The goblins didn't know which one of us was the real one, which made for an entertaining fight. (It's easy to quote his line "I'm the real one fools; listen to me!" when I sound exactly like him lol.)
The thing I like about the Archfey is that most of their abilities, while they seem weak are based on short rests. They become VERY powerful when you can use them 2 or 3 times more often than the others.
While the official source for the Hexblade makes little sense even if it is feasable, you simply have to "houserule" it a bit, instead of a weapon, you've made a pact with an otherwordly being through one of his possessions, a weapons or any other artifact you can think of.
Your patron who for some reason cannot interact freely with the world you're in, hurled that artifact into the void of space, and it landed in your world, you picked up, and now has established contact with your Patron through it, thus the artifact becomes a medium between the Warlock and the Patron.
Or your Pact Weapon is a gift from your Patron, just like Hexblade pacts weapons was in 4th Edition.
Mechanically it doesn't change a thing, but in terms of flavor it adds some options and prospects.
Also take a few lvl in Oath of Vengeance or Oathbreaker Paladin, to get the Pally profeciencies and Fighting Styles, plus some extra low lvl spell slots for utility spells/smites and you've got yourself a "nice" Dark Knight toon.
Mugthraka But I like the idea of a sentient weapon that I get all of my warlock powers/gifts from. Just made a Hexblade Gnoll for my friend’s campaign and the DM is going to be speaking to me as the sword itself (which is a huge rusted greatsword that I named Redmaw).
I like that. That lore is almost like how puritans bitched about the idolatry of charms and Catholics.
A Hexblade's patron isn't actually a weapon. The precise wording:
"You have made your pact with a mysterious entity from the Shadowfell - a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends."
So your Patron isn't actually Blackrazor, it's the entity that created Blackrazor. Or something like it.
My take on it: Hexblades are where these dark, sentient weapons _come from._
The Warlock - over the course of their career - slowly invests more and more power into their Pact Weapon. A +1 with Improved Pact Weapon, eventually becoming +3 with Ultimate Pact Weapon. Lifedrinker. Thirsting Blade. All that good stuff.
The endgame?
The Warlock ends up _becoming_ their Pact Weapon. The intelligence that infuses these legendary items is that of the Hexblade who originally wielded them.
Maybe this happens after the character is retired.
Maybe this happens if the character is slain.
Maybe a player of a Hexblade forgets to bring snacks to a session just _one_ too many times ...
@@nickwilliams8302Warlock IRL: "Hey, guys sorry I forgot to get the pizza"
Dm:" Its fine also your patron needs to talk to you"
Warlock:"okay what do they need."
10 minutes later
Warlock:" okay I'm in the shadowfell what do you mean my contract has ended?"
Patron:" summon your weapon"
Warlock: summons the weapon to only get stabbed by it and absorbed into it.
Warlock IRL : " WTF JUST HAPPENED????!?!!?!!?"
DM:"Oh your patron completed your contract also you forgot pizza for the 9th time in a row."
Ooooh. I like your take on it. Either way, making a pact with the Dark Forge sounds nice.
While it’s not initially very clear, the Hexblade does, in fact, have an otherworldly patron, that being a Lord/Lady of the Shadowlands, or the Shadowlands itself.
or generally the one who forged the sentient weapon
@@LifeOfTheFlame the Heblade doesn't get a sentient weapon or even make a pact with one, they make a pact with a mysterious shadowfell entity that creates sentient weapons, they don't make a pact with a sentient, they don't get a sentient weapon . . . I think the term "Hexblade" confuses people and gives them the wrong idea, the Hexblade is an entity of the shadowfell not a weapon, a Hexblade Warlock could take pact of the tome or chain and never ever lay a finger on any weapon at all and still Be effective (although the Hexblade clearly favors pact of the blade).
Jeremy Crawford has spoken - www.sageadvice.eu/2018/02/02/having-trouble-grasping-how-a-sentient-weapon-becomes-a-patron-would-you-mind-giving-an-example/
@@thefracturedbutwhole5475 thats what i said, the patron can be someone who made a sentient weapon
additionally, utilizing the shadowfell is assuming that the campaign is set in toril. and dudr, being super strict as to who the patron is takes the fun out of dnd, i have a hexblade with the blade being an ancestral family heirloom and its powered by a curse that everyone in my famy who dies gets their souls trapped in the blade. its all good fun as long as story wills it so.
I read in the UA that they were sentient weapons who you think are the Patron, but are actually the middle men between you and the Raven Queen.
Nearly every mention of the Hexblade patron online talks about how focused it is on the Pact of the blade, but literally the only feature that you're skipping by not taking the Pact is Hex Warrior (and some of the expanded spells). The bonus AC from medium armor and shields is amazing for backline warlocks too, and in fact every other Hexblade feature works well with a Blastlock.
These guides have helped me a ton, i'm surprised you're not more popular!
Correction to the Hexblade - you can make a pact with any one-handed weapon . . . including hand-crossbows.
My second character was an Archfey Warlock with a Pact of the Tome.
As a human child he wandered through a portal into the fey wild and died . . . but a dwarfish elf named Alberiche reincarnated him as a half-elf child and sent him back through the portal. His reason for adventuring was to figure out who Alberiche was (it's another name for Oberon). This was before the Hexblade, so he had this club that looked like a cross between an elvish long greatsword (from Pete Jackson's LOTR movies) and a cricket bat, into which his Book of Shadows could be slotted. With his pact I took Shillelagh, so now the club did 1d8 + CHA damage and used his Spell Attack Bonus to hit (because spells taken with the Pact of the Tome are considered Warlock spells).
Pact of the Blade, coupled with Improved Pact Weapon, allows you to take any weapon as your pact weapon, including two handed weapons, longbow, and shortbow. Unless you're referring to just the base class description before any options are selected or levels gained, in which case, my apologies for butting in. :)
It was the base class description I was describing.
You can also bond with a staff and be a blastlock with Pact of the Tome/Chain. In fact all the Hexblade feature work just fine with eldridge blast and make the Hexblade the most powerful blastlock.
You can make a pact with any magic weapon period right out of the gate as a pact of the blade, there is no restriction on bonding; only when materializing one out of nothing.
Great Old One is the best for flavour and fun. Especially if you are doing Knight Below or anything with Mind Flayers.
#CthulhuClub
My character is an half-elf that went mad searching why he had strange dreams since childhood. He found out it was coming from Nyarlathotep and began simping because he was basically brainwashed at this point. Also, he may or may not believe that pretty much everything is a grand conspiracy from the flying spaghetti monster.
Heavy metal cuthulu warlock bard best class
Does Hexblade have to be a sword... can I kill people with a sentient boomerang.
Also: Hexblade Warlock that DOESNT choose Pact of the Blade
The boomerang isn't the greatest weapon out there, but that's a fun idea at least.
The ability to use your charisma mod for your weapon attacks is exclusive to your hexblade unless you take pact of the blade and make a weapon your pact weapon and you can make any type of weapon your pact weapon so you can have a charisma boomerang that way
UA said it's with one of the Shadowblades, Xanthaer's says its with a powerful shadow being.
@@Sen-ey5fg actually, pact of the tome can get shillelagh, which lets quarterstaves use your spellcasting stat, which is CHA for warlocks
3:15
Goddamn… Adam Warlock
The Hexblade doesn't 'pigeonhole' you into front line fighter at all - all of its abilities bar the smite spells (and it's not like the main warlock spell list lacks for options) work perfectly well with Eldritch blast and other damage spells, so you can always do what any caster warlock does in combat, except with medium armour, a pet shadow, and an anti-boss button
5:41 *sweats nervously*
"Summon it like a Keyblade whenever you want."
I KNEW Sora was a Warlock.
Alsoohnothisiscommentnumber666onavideoaboutWarlocks
Personally the Hex-blade Warlocke gets really good once you get to level 5. They gain access to a lot of spells that modify attack damage. My favorite combo is Hex, Branding Smite, Maddening Hex, and Thirsting Blade. You'll very quickly start racking up serious damage, pretty quickly.
These are some of the most in-depth and helpful guides, and definitely the most entertaining! Love your stuff and keep up the good work!
Hexblade is the better eldritch knight
better yet, multi class hexblade WITH eldritch knight. I did that and the character is a blast.... an ELDRITCH blast... get it... eldri… i'll see myself out
If you go Human Eldritch Knight you can take the Magic Initiate feat to get Hex at 1st level. But yeah, Hexblade is prob still better :D
It really isn't. They do not have the same role, so you can't just compare them like "one is better than the other".
@@greatestoldone7658 I mean... they serve a similar service and it's fair to say hexblade is better balanced. Also you can start at level 1.
@@RoboBoddicker You could go as hex blade human and get war caster at first level.
This was awesome! Honestly I am going through a very tough time (Leo dealing with failure and family loss) and this put me back on top. Thank you so much for making this
"who says you need to have skill to be good"
You just described warlocks in a nutshell
As someone who has a mindflayer warlock character I'm loving this... and the class as a whole.
Honestly, the pact of the tome offers so much versatility it's hard to pass up.
If you're thinking blade pact you have to invest several invocations and probably a feat or two to really excel... or you can take the cantrips shillalegh and either green flame blade or booming blade.
If you're thinking chain, yes a Sprite, imp, or quasit can be useful... but if you just want a regular familiar you can take tome and the book of ancient secrets invocation to get find familiar as a ritual, plus a ritual book that let's you copy/steal all the ritual spells from all the other classes in the game.
Pact of the Chain, here. Having a quasit is having every familiar, as they shape shift into every familiar. Antics ensue. I rest my case.
it's having several different. same for imp and Sprite I believe it is. the pseudo dragon has slightly different uses.
As for pact of the chain. you get the find familiar ritual but with extra options. You don't need tome to take it again. But the regular options aren't as good as the chain options. On top of that you get superior functionality not only out of your familiar but your ability to control your familiar, which your control can then be further upgraded. It's a really overlooked pact because so many are just looking for raw damage capabilities most of the time. Yet there is potential with these improved familiars and ways you can use them utility and even somewhat combat wise that can be just as effective as raw damage numbers.
@@Quandry1 but does the additional utility of the Pact familiar over a regular familiar make up for being able to learn and use literally every ritual in the game?
You act like there are a ton of ritual spells and there just aren't. On top of that. Most if not all of them are either in the wizard spell list or the Priest spell list. Taking one or the other gets you a good chunk of the way there if you pick up Ritual Caster. The Tome warlock does still need to invest in the appropriate invocation to be able to cast all those ritual spells. keep that in mind. Particularly if your wanting all the improvements to EB as well. That's like 6 of your invocations right there between those two things.
It's really all in how you use the familiar. There are definite ways it can be a boon over lengthy ritual spells depending on how you and your DM approach the campaign and the character. But let's break down familiars a bit shall we?
We'll start off with the Base Familiar first:
About a dozen different animal forms (some of which are unadvisable in most campain settings). All with hp that isn't more than a hit or two even from weak creatures(1-5 hp on average I believe). But it counts as your choice of celestial, Fey, or Fiend instead of the creature that it appears as. It also can only appear within 10' of you. It's senses and mobility are based entirely on these animals so nothing spectacular other than a few flying variants and a couple climbing ones and a few forms have dark vision but not as many as you would think given the list.
It acts Independently of you with it's own initiative with it's own place in the turn(something skipped in at least as many games as it's used in) but it cannot attack. which limits most of it's combat uses of any kind to moving, helping (for advantage), scouting, and perhaps gathering a small item if your DM is generous during combat and variations of such to greater or lesser extent outside of combat dependant on modes of mobility and special senses but no real extra features to aid this.
Within 100' of you it can telepathically communicate with you and only you. you can borrow it's senses but you make yourself deaf and blind to do so and it's an action to use. outside of this range and it's on it's own. This distance can be really important if your attempting to scout with it.
You can dismiss it into a pocket realm as an action(This is important because you can't ride it's senses and dismiss it to safety in the same turn.)
If your familiar is within 100' of you and has it's reaction available then you can use it do deliver touch range spells through it using your attack modifier and not the familiars.
Now Let's look at the Base upgrades provided by Pact of the Chain:
It's still a ritual to summon, doesn't count against your spells known. (no big jump here from Tome or Ritual caster here.)
When you take the Attack Action. You can forgo making an attack of your own to make an attack with your improved familiar. (this has a couple viabilities. Both in particular extra familiars and in hybrid builds that pick up extra attacks to their attack action.) A dual wielding Pact of the Chain might also get away with using their main attack for their familiar and still getting an offhand attack depending on the DM. By RAW this is a technical possibility because your still using the attack action to trigger the bonus action offhand attack.
You get 4 special types of creatures with improved statblocks to summon as a familiar. The Imp, The Quasit, the Sprite, And the Pseudo Dragon.
Now. Let's talk about the 4 improved Familiars individually. Here's where things start getting a bit more interesting and potentially complicated.
We'll Start with the Imp:
Average HP of 10 for starters. 2 to 4 times that of any basic familiar in general numbers.
Shape Changing Ability. As it's own action whenever it wants it can polymorph itself into a rat, a raven, a spider, or revert to it's original form. This is an at will power basically. No limits on it other than the time it takes. this might change it's attack but it certainly affects it's mobility. Possessing two different flight speeds(40 and 60) and a climb speed(20). it's base ground speed is always 20 in it's different forms. However. It's statistics do not change. It always uses those of the it's base Imp form. Any Equipment worn or carried by the imp does not change forms with it. keep this in mind.
The Imp possesses Devil's Sight(like the Invocation) so it is not affected by Magical Darkness like other familiars. The range on this is 120'.
It possesses multiple damage resistances of cold and resistance to bashing, piercing, and slashing damage that is not magical or silvered in source.(effectively further increasing it's hitpoints in several instances).
It Possesses two Outright Immunities. Fire and Poison. These can be synergized with spells and effects to advantage by a smart player.
The Imp has Magic Resistance so it gets advantage against spells and magical affects.
Of lesser or Greater value is the fact that the Imp can actually speak unlike other Familiars. This means things can be conveyed to people other than simply the owner of the familiar.
When you do use the Imp to attack. It may be more useful at lower level (unless there is a rule I'm forgetting or the DM is generous that your proficiency works for it) but it also carries with it an innate (3d6)DC 11con poison affect to it. This poison effect does half damage even if the save as made as long as the attack is successful.
Finally and some might say most importantly. The Imp and whatever it's carrying or wearing will turn invisible and maintain that invisibility until it attacks or ends it's concentration.
Next the Quasit:
Averaging 7 hp.(slightly less than the Imp because of a slightly lower Con score).
Shape Changing Ability similar to the Imp's but into the forms of bat, centipede, and toad or reverting for an action. Giving it fly, Climb, and Swim speeds at it's disposal. It's base form does not fly.
Has Damage resistances to Fire, Cold, Lightning, and the 3 physicals that aren't magical in source.
Immunity to Poison and all that entails.
The Quasit also has magic Resistance like that of the Imp.
It's another Familiar that can speak for itself and so can relay things to others than simply it's master.
When you use it's attack it carries with it a (2d4)DC 10con check that if the check is failed will confer the Poisoned status effect on the target for 1 minute. saving throw can be repeated at the END of each of the affected's turns to try and end it early with a success.
It has the same Invisibility Effect basically as the Imp with the same kinds of ending status, limitations, and extra effects.
It has a 1/Day Scare effect which is DC 10wis which if failed makes the target frightened. typical role to end early. But it's at disadvantage if the Quasit is still in sight when the roll is made.
The Psuedodragon:
Average HP of 7.
The only familiar I can think of to have blindsight. 10' distance.
Keen Senses above and beyond any other familiar affects, Sight, Smell, and Hearing for advantage on all related perception checks.
Magic Resistance just like the Imp and the Quasit.
It can understand a couple languages but not speak. however it does have a form of limited Telepathy it can use with any creature within 100' of it that understands any language at all. it's limited to simply ideas, emotions, and images.
It's Attack carries a DC 11con save or become poisoned for one hour, no listed roll to end it early, If it's failed by a roll of 6 or lower the target falls asleep for that same duration unless woken by damage or another creature uses their action. (the way it is written the poison effect does not end if they are awakened from sleep and still persists.)
(in My opinion this is sadly the weakest of the 4 choices offered. Lacking the invisibility and the attack effects being such a matter of luck really don't make it as strong of a choice. It is made better and worse by the one optional change listed in the Monster Manual for using them as a Familiar.)
The Sprite:
Average HP of 2.
Again this one speaks languages like the others.
It's naturally a flying creature.
Invisibility basically the same as the Imp and the Quasit.
This one carries weapons and wears armor in ways that no other familiar does. This has potential upgrading possibilities should one be willing to spend the coin or have the extra magical items.
It's attacks are based off the weapons that it uses so there is a likely potential for ranged damage unlike every other familiar. It is even listed with a shortbow on it's list that has a DC 10con save to become poisoned for one minute with a roll of 5 or lower putting the target to sleep for that same duration. (much like the pseudodragon but much shorter duration).
Has Heart Sight which it can touch a creature and know it's emotional state. With a DC 10cha save the sprite also learns it's alignment. Celestials, Fiends, and Undead automatically fail this save.
(The sprite seems a bit less impressive on the surface as well. But the Sprite technically gets into dangerous territory. It's the only familiar from any source that I can think of that can technically pick up class levels. This along with the upgradable equipment makes certain characteristics like how effective their attacks are going to be and their HP a bit deceptive. it also has a potential to add a lot more capabilities to them than are listed in their base block as well which can be fairly affective in dex and int based improvements. Rogue, ranger, dex based warrior, or even wizard being complimentary to their stats.)
Now that we've looked at the Familiars there are a few invocations we need to take a peek at as well.
Gift of the Ever-Living Ones(Xanathar's) With this Invocation which requires you be pact of the chain. Anything rolled to heal you is treated as maximum possible rolled when being applied to you whenever your familiar is within 100' of you.
Voice of the Chain Master (PHB) this one makes the telepathy and sense sharing anywhere on the same plane.
Tome is OP
I just made my first warlock earlier this week and im excited to use her. Instead of min maxing her im having fun. She is a Tiefling so i took the evocation that allows her to cast disguise self at will. She was mistreated for being a Tiefling so she is always under Disguise Self so she is accepted into society. She is proficient in Deception and Investigation. Her character is all about misleading people so she can gain more information to better blend into society (or take down those that dare to expose her). She is pact of the blade because she never wants to be without the ability to defend herself. Im excited to use her
I had a packet of the tome, eldritch god, halfing warlock. It was sooo much fun. A warlock with vicious mockery is just the best. Forget every other power. I mad a mommy cry to death.
Mommy or mummy? Genuine question, idk if you killed an undead Egyptian dude or some random mother
Blade lol
I also mad a mommy
Love your videos. They are becoming my favorite.
once had a warlock who got his magic because a great old one was terrified of how crazy HE was
As a divine soul sorcerer, I eventually gained access to Planar Ally. Using Magic Circle and Banishment along with Heightened Spell Metamagic as backups in case things go south, I acted as a middle ground diplomat between a Solar and another PC in our party. He was interested in multiclassing into Warlock, and Me being the main “healer” of the group was starting to weaken a bit. So he settled on the Celestial Patron.
Edit: Feel Free to steal this idea if you want. It’s pretty fun to use as a Divine Soul Sorcerer because Sorcerers are naturally good at Charisma based skills, making you genuinely love debating with Fey, Fiends, and Celestials all around, asking for information, making deals, etc. It made my party rely on me when it came to getting information. I felt like Harry Dresden throughout the campaign.
Truth: Warlock is the most customizable class in 5e.
Also truth: Most Warlocks will ignore half of the unique options to improve their Eldritch Blast.
Thusly, I propose a new option for my Warlock character:
*No Eldritch Blast*
I applaud you for not taking the eldritch blast option. Cause the only warlock who isn't explicitly relying on it would be the hexblade and or pact of the blade because they're going for a more melee focused role. even then I tend to carry it for safety like shocking grasp on a d6 spellcaster because it IS so reliable. then you got hex, the hunters mark of warlock except you can't track people with it. plus with the ruling on eldritch blast is that you fire an extra burst with which you can change targets means that d6 damage gets upgraded too as you level up.
So, every Warlock I've played since I got Xanathars? (Praise Toll The Dead)
Pact of the Blade with the Improved Pact Weapon and just use a Heavy Crossbow or a Longbow and have pretty much the same thing.
I’ve been sort of developing a halfling feylock build where they would use Magic Stone and a sling instead of Eldritch Blast as their main offensive cantrip, possibly using Hex with it as well.
I just thought it’d be funny to imagine some big bad menacing another party member, only to be beamed in the head by a frigging rock! A magical rock, yes, but a rock nonetheless. Just, how petulant! How impish! How very fey-like, imo, to remind one’s enemy of their hubris/arrogance and hurt their ego with so simple a weapon!
Truth: Without bending over backwards to get basically the same thing through some other cantrip/invocation combo, Eldritch Blast is the most reliable combat option that doesn't use the warlocks ridiculously limited resources. This is a design problem rather than your player's problem. They could have fixed this by designing any of the pacts to have a significant impact on how the class actually plays other than Hexblade, but no why should the Warlocks abilities be significantly defined by the eldritch being they get their powers from?
Played a Hexblade Warlock and I freakin loved it. I usually dont play spellcasters, but wanted to try something different. When I saw how melee focused it was while still being able to use things like Eldritch Blast, Chromatic Orb and other elemental spells I was all in. I basically made GD Thor and stomped.
I think if a battle class like fighter or monk want to multiclass into spell casting the warlock is the perfect one to use for roleplay and mecanics
Pact of chain gives a familiar that - wait for it - has opposable thumbs. Meaning it can help with just about everything. If you pick right, it can be invisible too. Invisible opposable thumbs. Can write spooky messages on blackboards at much further range than mage hand, without being in sight. With the right invocations, you can essentially have an invisible mate hand at infinite range. Plus all healing to you can be maximised with the right invocation.
I'm experimenting with a custom pact that slowly turns your warlock into a full blown demon, they can lose control and go crazy or embrace the darkness inside and wind becoming a chaotic creature who may or may not be evil.
Eladrin Warlock is something I want to do now.
In terms of both practical gameplay and role-play fun, the revolving door mood snob working for something bigger and scarier than them sounds like a good time.
When I first played the Hexblade, I realized just how much creative manuverability I had. For instance, my "patron" was a sword that really liked it's wielder, it actually had separation anxiety.
A Adam Warlock picture. Liked and subscribed.
My favorite character has 3 levels of Hexblade and 10 of Divine Soul. He is an absolute murder machine, but a friend of mine showed me that a Cleric of the same level would still be vastly more powerful.
I unfortunately don't have a group to play with:(
But I have created 12 different Lvl 1 Characters in case I found a group.
1 of them is a Chaotic Neutral Female Shadar-Kai Acolyte background Undying Warlock whose Patron is Larloch.
I agree that "Pact of the Tome" is the best!
So we made a half ass attempt at a version of the predator.
Using only warlocks.
Stone giant/ fiend pact.
Paraplegic gnome strapped to the shoulder of said giant/ hexblade pact with a bow and eldritch blast channeled into the arrows. Possibly later a repeating cross bow or shoulder mounted cannon powered by eldritch blast.
A sac of bones/undieing pact.
And finally any form of creature we can strap to a stone gaint/ celestial pact.
Feel free to add suggestions or snide remarks your choice.
PS. Edit
4x Eldritch blast ;)
I just binge watched four hours- Worth It!
Dude, thanks for letting me know about that new Dead by Daylight killer
Here’s an idea for a warlock that you can use if you want
A old human lady ( looks like your Classic grandma) an ex paladin ( left due to her body no longer being able to keep up) yet she’s now a lot older then natural human due to he patrons life linked to hers , basically she has a kind grandma side and her patron talking through her
4:05 the smegma is the most important bit
Since I'm at the airport waiting for a flight, I'd like to share my favorite build of Warlock that I haven't gotten to play (cuz groups are hard to come by in my country/area/schedule):
Magical Girl - can be of any pact, just flavored to be like in Madoka Magica. I wonder if there's a potential Homebrew way of making the Soul Gem function similarly to the series... though maybe the Celestial one would be post-anime. I think it'd be neat, and a cool way to include more despair in the world of D&D.
4:00 - “Lemme just click my pen. Sign here initial there, smegma here”
Pretty amazing how much info you manage to cram into videos.
It took me a bit to realize one of those arts we’re Adam Warlock
TRITON with Celestial Patron.
Started dreaming of the Skys and flying (Hence why he left the deep) , started reading some books and found out about a Angel-lik Patron.
Now lives on land learning about the other races, spreading the news of his Culture and Patron (love the mix), also speaks in old English.
my warlock is basically a Cleric (Celestial Warlock)
I have one of those! He does most of the healing despite our party having a cleric. His patron is a unicorn and I love him.
Aasimar celestial warlock with their progenitor being the patron. "Sorry I missed all those birthdays, but look, I'm giving a really cool present to make up for it!" Is my favorite thing you can make an angel do.
I'm playing an Aasimar Hexblade Warlock and now I'm stuck in a custody battle between my progenitor and my patron, with the sword telling me to kill things and the celestial trying to at least point me to evil things to kill
I literally just sunk all my Xp into religion and communication with the great old one. Now have a cult and am the resident prest of my group
i remember, my first dive into warlock, he was the classic paladin/warlock combo, and his backstory was he and his adventuring party were all kidnapped when they were children, and were forced to become the "perfect adventuring party" for a corrupt kingdom, because the head mage realized that adventuring parties were always the ones responsible for fighting off evil and corruption.
Warlock, pick Celestial and Tome and be Tiefling. Start off with 7 cantrips at lvl 3. (Thaumaturgy - fun spell to use, Sacred Flame - great spell if the target got low dex but high AC and Light - for your human friends, as the racial and boon. 2 from Warlock and then 3 from the tome. )
It's also the most interesting combo, since a tiefling is one of demon/fiend blood, you can always roleplay that one of your ancestors is a cleric who has convinced their god to allow you to redeem yourself. And you get a lot of conflicts between "IM NOT THE EVIL ONE! I NEVER MADE A PACT WITH THE FIENDS AS MY ANCESTORS!" And you can be all Emo about it. Or you can go like a paladin route and behave more like a paladin. And your Tome is your Holy Book that you read your commandments from.
I'd argue that Tiefling's in general don't need to be redeemed unless they are individually bad. Tieflings are a bit maligned about their alignment nature. some feed into it. some rebuff it, some ignore it.
Also... If you get old school real world mythology. Not all demons are evil/bad. Some of them are neutral and there were a couple that were relatively good. That doesn't mean they couldn't be cruel. They just weren't necessarily driven to be. Also as things are written. There are certain angels that are neutral at best. and a few considered fallen ones that are outright evil. it's this nature of angels that actually is the basis to some extent behind the Asimar. It's just people rarely think that the demons can have the same variety and it's not the norm in the game purely as printed. Which outright tells you they don't make stat blocks for every possible creature of any type in their materials. just a base common array to run into.
Well, if you think demon or devil. Chance is you will think cruel or evil. I imagine most of the people within at least any world I create would think the same. Even more so as there are and have been real demons who have gone and done horrible things within said world from time to time. They would basically be looked at in large part as just strait up demons.
Do not make a deal with the devil. They may find it hard to sell and buy stuff many places. People would maybe not be too hostile per say toward them. But rather try to stay away if possible. If you get into trouble as one, well the guards will probably not take your side.
Often a tiefling will just have to resort to crime. Just building even more on their negative appearance. Those few places that are not too hateful toward them. Even there I imagine well of tieflings may not wish to deal or get too close with random new tieflings they are not used to dealing with.
I mean its in the name. Tief ling. Thief ling. Even if you consider that they may not be too bad, you may just not want to risk it.
I did this once. Had so many cantrips, so many useful things...got shat upon because my party was unkillable and hated my seeming uselessness (despite my being their only healer and third highest damager)
I was watching another video where they said that the only reason not to get the Eldritch Blast cantrip was if you were playing Hexblade, so I brought up my PHB and XGE, and because I'm a geek I opened up a spreadsheet. The max damages were as follows:
Eldritch Blast (Requires Agonizing Blast and Maddening Hex eldritch invocations)
Base Damage: 1d10 (Force)
Agonizing Blast: + 5 (Force)
Hex: + 1d6 (Necrotic)
Maddening Hex: + 5 (Psychic)
Hexblade's Curse: + 6 (Force)
Potential Total: 31 x 4 (at 17th level) = 124
^ Not counting Crits (which you do on a 19 or 20 thanks to Hexblade's Curse)
Great Sword (Requires Great Weapon Master feat, Pact of the Blade, and Eldritch Smite, Improved Pact Weapon, Maddening Hex, and Thursting Blade eldritch invocations)
Base Damage: 2d6 (Slashing)
Hex Warrior + Improved Pact Weapon + Pact of the Blade: + 6 (Slashing)
Bonus Damage: + 10 (Great Weapon Master)
Hex: 1d6 (Necrotic)
Maddening Hex: + 5 (Psychic)
Hexblade's Curse: + 6 (Slashing)
Eldritch Smite: + 5d6 (Force)
Potential Total: 75 x 2 (Thursting Blade) = 150
^ You can potentially add a 3rd hit with Great Weapon Master, so 225 would be your max then (also not counting crits).
So, it looks like they were right, but that got me thinking: can I do better?
It turns out that if you cross-class Fighter (Eldritch Knight) 11 and Warlock (Hexblade) 9 you can do much better!
Glaive (or Halberd, Requires Great Weapon Master and Polearm Master, Pact of the Blade, and Eldritch Smite, Improved Pact Weapon, Maddening Hex, and Thursting Blade eldritch invocations)
Base Damage: 1d10 (Slashing)
Bonus Action: + 1d4 (Bludgeoning, Polearm Master)
Hex Warrior + Improved Pact Weapon + Pact of the Blade: + 6 (Slashing and Bludgeoning)
Bonus Damage: + 10 (Great Weapon Master)
Hex: 1d6 (Necrotic)
Maddening Hex: + 5 (Psychic)
Hexblade's Curse: + 6 (Slashing and Bludgeoning)
Eldritch Smite: + 5d6 (2) + 2d6 (2) + 1d6 (3)
Potential Total: 73 x 2 + 55 x 2 + 49 x 2 (Action Surge) + 43 = 397
^ You can potentially add a 7th hit with Great Weapon Master, so 403 would be your max then (also not counting Crits).
So, in conclusion, maybe you can skip out on Eldritch Blast if you're playing a Hexblade . . . but 124 DPR isn't bad when you're running up on the enemy, either . . . and I like doing math way too much.
"Smegma here... " wait wot
Thanks for the warlock information davvy!😸
"A sword that tells you how cool it is to stab people."
Lilacor, anyone? :P
I’m currently working on build for a Pact of the Tome warlock who’s patron is Arkhan The Cruel. I’m pretty hyped for it
Love these videos. First class I played. Really fun.
I ended up spamming eldritch blast and hex.
Ben Hramiak Yeah, that's pretty much what everyone does. It's amazing. Being a human(oid) artillery gun is absolutely awesome
So,I don't play D&D (yet!) but I love the classes and lore, everything is just lovely! Anyway, I now plan for my first character to be a warlock who's patron is a talking sword (if only shield too) that swears at people that it hits or sings during idle moments. Just sounds fun.
When a Warlock sees a wolf
"ELDRITCH BLAST!"
I would have liked this twice if I could. Thanks for laying it out for us noobs. :)
Warlocks are just edgy Magical Girls
Change my mind ;)
They don't transform :d
My warlock was relay upbeat.
More specifically, madoka magica characters.
Debatable whether or not all of them wear skirts.
*deadly edgy megical girls who will probably try to steal your soul.
I actually used the hexblade patron to make a sort of warlock nsa. In the campaign setting, each town was ruled by the clergy, by a "divine mandate." The capital had found a hunk of "divine" metal some decades before, and their forge clerics formed weapons out of the metal, but none of the clerics could channel divine energy through it. When one trainee picked one up, a disembodied voice offered to give them the power to serve from the shadows. Accepting the offer, he showed his superiors this new power, who promptly hid him away to figure out what was going on. In the end, he was ordered to find more like him, while publicly denying the existence of the organization.
The Warlock is waaaaay more ingrained into the fantasy genre than the Sorcerer. The Sorcerer didn't even exist until 3X where it was a hastily slapped together afterthought, and wasn't even core in 5E.
Gabriel Russell I think you mean 4E. While a Sorcerer CLASS took until 3 to be introduced into the game, the idea of a Sorcerer in the fantasy genre was widely prevalent and easier to identify than a warlock, which is the whole reason why it got introduced in the first place. The closest thing the warlock got to an identity was “female witch” which is... unimpressive. Not to mention that the Sorcerer actually came out before the warlock in D&D, and the warlock didn’t even appear in PF. This is because the warlock is more of an afterthought in the fantasy genre. You say Sorcerer, people get a picture immediately. You say warlock, people think Sorcerer.
Yes, that was a typo, I did mean 4E.
People make pacts with supernatural beings for power all the time in fantasy. That's as ingrained as they get. That goes waaaay back to the dawn of writing.nMagical X men are far less common in fantasy and mythology.
I'd argue that Sorcerer was simply easier to grasp as a class option. It was slapped together yes. But natural talent wizard. was easier to understand and had been toyed with slightly before. Wizard without spell book is a lot easier to grasp for most people.
Sold your soul for powers on the other hand is so much harder to define and undertand. It's so ambiguous because we don't have that same quick innate understanding and before it finally came out it was more treated as a powerful magic item, story hook, or give the character extra innate powers of the DM's choosing kind of scenario . So it really needs both time and detail to cement in our minds as something a class can be built around. That and it also suffers greatly from the prevalence of powergaming syndrome where "if I can't math it to uberness what good is it?" that was the core of 3.x and 5e is trying to break and is having trouble doing.
The way my current campaign is running the hex blade is. rather than an oath to the sword itself, the hexblade still chooses a patron from the normal list of things and the sword becomes a part of that deal. Gives the blade and Role play a little more flavor
Brb, making a Hexblade Warlock with Soul Edge.
When I first watched these videos, I didn't even play dnd. I wanted to, but I didn't yet. And because of that, I never understood the beginning segment of warlocks being popular.
Now almost a year later and I finally realized that the statement is completely true. I just joined a ongoing game Along with two other players, all three of us was hexblades...
Reasons why Hexblade is bae
1. It sounds cool - I mean Hexblade, oooooooh! Makes me tingly!
2. Making a deal with an evil, sarcastic weapon - I don't even need to explain.
3. Charisma for attacks - Who needs Dex or Str when you can talk people into exposing their weak spot.
(Also Longbow with Pact of the Blade + Hex Warrior)
Archex is all I'm gonna say
I have a favourite warlock style which is pact of the Great Old One with pact of the chain and I tweak it as a spymaster. I can keep an entire table informed and ready for everything without saying a word.
I made a dragonborn warlock that replaced his claws with metal brass ones and he made them his bond so now when he finds a magic weapon he like he melds it into his hand using his fire breath and help from his patron who unknown to his is Tiamat but he just thinks it’s a earth good or being that controls 5 elements
The hexblade warlock doesn't make a pact with a weapon, but with an otherworldly entity that expresses itself through weapons. As Xanathar's says, it's suspected that the ultimate patron for hexblades is actually the Raven Queen herself, but it doesn't necessarily have to be a Shadowfell entity. My hexblade made a pact with the violent dream of an outer god.
I have a really good idea for a warlock. My character is a half-elf that after being killed on the battlefield went to the nine hells. But while there he was gonna accept his fate (changing his alignment) but a devil Lord needs something done on Earth so they just picked him at random, gave him the powers, told him to do this one thing and he gets to keep the powers with no soul deal. But he needs to kill a good King to make the nation fall to war. So it's conflict.
Small little expansion, hexblade doesn't force you into a frontliner, you can go with a ranged weapon as your pact.
Necromancer build > anything else
3:37-3:46. You just said, and I quote ¨under most circumstances,¨ being of any class (but the ranger) is better than being a bard.
What would I do to optimize a Hexblade, Tiefling, Warlock with Mephistopheles lineage? Starting at 3rd level.
The warlock is my favorite class. I made a fey warlock who had to marry his patron, still playing as him to this day.
Tecnically, a cleric is the one with a sugar daddy because gods only demand worship (and some rules), while warlock patrons actually want something in concrete with their warlocks.
Ah, but worship is food for gods - they literally die without it. Ergo their clerics are essentially farm hands making sure the crops come in and no one contaminated them with bad fertilizer or evil or whatever so the landlord can sit nice and cozy.
@@Dragonlover553 well, tecnically speaking, warlocks are more like a bank loan. You gib powa, they grow that powa, and when they die you get your investment back.
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My warlock has archfey and the voice my DM chose this “Darling” fey is annoying as frick
The gimic of the warlock and its strongest ability is that "you can't be caught with your pants down if you dont wear pants"
What I mean by that is that warlocks unless you pick pact of the tome you dont need to carry any itams to use your'e spells or do your part in the fight (apart from armor but even that is with an asterisk because of armor of shadows)