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6:42 I feel like this won't work but I want to ask just to know if there was any good reason behind this train of thought. Spirit Shroud is a spell warlocks can learn that can add extra damage to attacks including necrotic dmg. I want to know that since Grave touched specified that it can only change the dmg to necrotic dmg and the later half states "When using your Form of Dread, you can roll one additional dmg Die when determining the necrotic dmg the target takes." So with my train of reasoning would you be able to gain the form of dread dmg bonus for every attack if you roll the Spirit Shroud? Part of me wants to say yes and if I was a DM and a player did this I would give the green light, but I want to know if this is the ruling legal Rules as written because part of me feels like there is something about the wording that stops that from working.
But Kobold! You don't have to worry about armor as a ghost, if you simply end your turn _underground!_ ...I will say that leaving your body behind can be a bit worrying though. Hope you left it somewhere safe.
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I think you've missed out on the best application of Spirit Projection: It's a (nearly) 0 risk, 0 resource investment scouting tool... you only risk HP if the danger finds you, rather than the other way around. By 14th level your party probably has some more convenient way to carry your body with them, so you can easily pop into ghosty form without slowing your team down and fly ahead into potentially dangerous spaces. Run into something dangerous your party needs to know about? Drop your concentration and snap back to your body. Get ambushed and immediately dropped to 0 before you can react? No problem! See, if you're knocked unconscious your concentration immediately ends, snapping your ghost form back into your real body, and as long as you've got someone attending you when you drop they can easily bring you back up without risking themselves. Your body doesn't even have to be on the same plane as your ghost, so you can cross into portals and the like without worry that your party is going to emerge somewhere they can't survive in.
Just put the body in a bag of holding or some other similar item. You do not need to breath so there is no risk putting yourself in the bag after you use the ability. At 14 it will be real hard to one shot a resistant PC.
what I love the idea of is using like mold earth to literally dig myself into a grave and then have the spirit follow the party, like one it's so thematic but also how the hell is anybody going to find and deal with your body when you're 6 feet under? Gotta make use of that no needing to breathe thing
In regards to Phantom Steed, you actually don't need to scribe it into your book to ritual cast it. In the Book of Ancient Secrets text, it says "You can also cast a warlock spell you know as a ritual if it has the ritual tag."
I think the idea would be that once you have it properly scribed into the book, you can swap it out for another warlock spell as you level up. This is how I have been rolling it
So based off the phrasing, Necrotic Husk is probably one of the best come back with 1 hitpoint. As it doesn't specify "and you're not killed outright" therefore if you're reduced to 9 hitpoints and for example the damage would lead to your instant death, you could activate Necrotic husk
I generally interpret "other effects" to include the benefits of gear your body is wearing, including armor and magical item effects. It makes it easy to say you benefit from everything as normal, you just can't switch items, move stuff around, or actively use things without physically transferring them, and none of the items are ever duplicated. This interpretation does allow some minor shenanigans with items that need to be held to benefit not limiting your spirit's hands if your body holds them, but for a feature of this level that's still pretty fair. Combine with Thri-Kreen for effectively 8 hands
14th Undead thri-kreen warlock with 6 levels of arcane trickster rogue would be a decently powerful and extremely fun infiltrator build. Use your spirit to scout like a highly advanced familiar with the advantage of having access to all your abilities, and either teleport your body to you in an advantageous position or just nope the fuck out of there back to your body if things get hairy, you have advantage on basically every stealth check because of your built in camouflage from your carapace, you have free telepathy out to 120 feet and don't even have to speak the same language, and because you don't need to eat, sleep, or breathe and you remain fully conscious during a long rest you can hide in pools of liquid completely undetectable as long as you want and write down DAYS worth of information about guard counts and routes, supplies, secret entrances, you name it. You get inside using your spirit form and active camo, submerge yourself in the least conspicuous pool of non-harmful liquid (likely water or alcohol of some variety) that you can fit completely inside, teleport your body to your spirit, and now continually take long rests to refresh your spirit cooldown while telepathically communicating to someone on the outside who writes down all the information you give them. This would be super powerful if you need to plan a siege on a large, heavily guarded area. If you need more telepathy range just chain it through your familiar to someone else's familiar for an additional 200 feet, both of which can also observe and report
I think what should be mentioned is that a really easy and quite common way for a character to straight up die is being knocked to 0 hit points when an enemy still has attacks left and then they just finish you off. A healing word will not save you if you drop to 0 HP and die on the same turn. Necrotic Husk can protect against this and also means you can’t be instantly killed by taking over damage.
Undying has a healing or long lifespan theme meanwhile undead has come back from dead or immortal theme. One takes a long time to die, the other refuses to die.
By far my favorite Warlock sublclass. You don't even have to know a thing about D&D lore to come up with a cool backstory. You could be the thrall of a vampire, survivor of a zombie horde, an awakened guardian to a long dead pharaoh, be possessed by the spirit of a loved one, and etc. The possibilities are spooky and endless. The 6th level feature works particularly well with a barbarian
Personally I like to imagine something like Goblin Slayers backstory, only instead of meeting that halfling, he meets a lich, who is experimenting with creating warlocks as a prerequisite to ascending to godhood and making clerics
My favorite flavor, because I'm a massive nerd, is to sneak references/imagery to the original Yugioh into it. Not even talking about the Millennium Items or anything, but straight up having essentially Exodia as your warlock patron.
I had a character concept for a reborn undead warlock for a while now. A revived gunslinger who make a pact with a dark entity to find his remaining pose and take them all down. His eldrich blast would be him manifesting ghostly revolvers and phantom steed would be his old horse he summons back from the afterlife.
I love Undead Warlock. My favorite subclass in this game, with Genie a close second. Some amusing stuff worth noting: - Death Ward stacking was already great in tier 2, but it gets insanely better in tier 4. Cast True Polymorph on a martial or some other low-power allied creature with high enough CR and turn the target into a Zodar. Zodars can use their action to cast Wish but it kills them. Feed death wards into your minion and watch it spew out wishes. - Spirit Projection duplicates you. It's basically a poor man's Simulacrum in that it has its own resources and is generally a separate being - suffice to say that is really powerful.
Depending on how you interpret "Any damage or other effects that apply to your spirit or body also apply to the other", that's not quite true. I'm pretty sure that it shares spell slots with you thanks to that wording, meaning that it really *doesn't* have it's own resources, it spends yours.
@@haenhaen4282 I think this is going to be something you're going to have a long, long, drawn out argument with your game master over, as most game masters wouldn't read it that way, or at least won't let you duplicate your entire cache of spells per day for 0 cost.
@@kevingriffith6011 Seeing as a level 14 warlock feature being worth a 7th level slot is nothing new and literally everyone in my group 100% agrees with this reading, I expect zero issues.
stacking necrotic husk and like four different layers of death ward as a tier 4 undead warlock was some of my favorite bullshit to pull (once, then my dm said to just spread it out instead which was fair)
One of the things I really like about Undead Warlock is that it's a patron that is arguably just as good of a dip as Hexblade for some Paladins (specifically Oath of Conquest), if not better. Hexblade Paladins do have more reliable damage potential than Undead, on account of them only needing Charisma for everything, but a Conquest Paladin being able to reliably force saves against the Frightened condition every single round for essentially no resources is a big boost to their control potential.
I'm playing a fallen aasimar conquest paladin and undead warlock, I'm only level 5 at the moment but even now before a lot of the features come online it is really great combination especially with the fallen aasimar transformation
@@codyed558 Fallen Aasimar are definitely an iconic Conquest Paladin lineage, though I'm a big fan of Dragonborn for it, especially the Fizban variants. Combining Conquest Paladin, the Dragon Fear feat (replacing their breath weapon usage with an AoE frighten effect), and the Fizban Dragonborn (where they use their breath weapon as part of the attack action instead of taking a full action) is amazing.
@@haenhaen4282 I'm curious as to whether you consider Conquest lame from a thematic/flavor standpoint, or if you are arguing that it's mechanically weak. Because if it's the latter, Conquest is actually a really strong controller/tank. Its aura dials an already strong debuff up to 11, and I'd argue that it has the best low level Oath spell list of any Paladin. Its gets some weaker or more niche spells at higher levels, but high level play is less common anyway, so the list being front-loaded in terms of power is, if anything, an upside, especially for those looking to multiclass.
I've wanted to play this subclass for a while, seems really unique, and I have a character in mind that's someone who found a Lich's phylactery in a junkyard or something and converted it into a bong. The forms are just them taking a hit, and the lack of food and drink at 6th level can be pretty funny
i think undead warlock is one of the best subclass, not for optimizing, but its a complete subclass for warlocks, it can work with pact of the tome, pact of the chain and even pact of the blade, you can do melee or you can even become a spellcaster tank, i just love this subclass (with my pic, you can understand very fast why i love it :p)
I've been playing a fallen aasimar undead warlock for over a year now. Can confirm this subclass is very fun! I'm even getting a hero forge for my character!
Can confirm, Undead Warlock is pretty good. Played a utility warlock and dumped con. Somehow survived despite having 30 HP by level 10, and by somehow I mean Phantom steed.
I cannot understate how good Form of Dread's Fear is. Against a single target, it gives disadvantage on all attack rolls against your party and enables check based builds such as grapplers. It also can be used to control movement. For multi target encounters, it can temporarily disable the most dangerous creature to allow your party to live in melee without problems. If mixed with chain lock, the fear and poison expands your coverage greatly, though coverage isn't perfect.
My fave phantasmal force are magical bees which are commanded to sting an enemy's eyes and fart a noxious gas. the 1d6 dmg is what they experience for the stinging. this will force an enemy to close their eyes (blinded) and may try to run away (maybe OAA) while trying to swat away the bees.
In the case of stacking Death Ward, I'd say that a spell stating a condition in which it ends isn't an effect of the spell. Since only [the effects of the spell are supressed], the spell ends when it states it does. The effect of the spell is "the target is instead reduced to 1 hitpoint" The description states that "when the target is reduced to zero hitpoints, (effect), and the spell ends." The wording suggests that the spell ends when the target drops to zero, not when the effect of the spell occurs. Otherwise it would state something like "(trigger) causes (effect). The spell ends when this happens." My reasoning behind saying that a spell ending is not an effect of the spell is in cases of other spells like Witch Bolt that state other conditions for spells ending. Witch Bolt reads "The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you." So if (since only the effects of the spell are supressed), the conditions of a spell ending are an effect, neither of those things would end the spell. For example, if Caster A casts Witch Bolt at 1st level, and then Caster B casts Witch Bolt at 2nd level, Caster A's witch bolt would be suppressed, but they could still concentrate on it (RAW). This would allow Caster A to move away or use their action on something else. Then, if Caster B's spell ended early, as long as Caster A is still concentrating and within range, their spell would continue. This isn't really game breaking of course but it doesn't seem right that a caster could still technically have a witch bolt going on another plane of existence, and, as long as they return before a minute is up, they can continue their spell. Either way I guess it's still a judgment-based ruling, so, whatever floats your goat.
You're definitely right, the spell ends when the spell ends. It's not a judgment call at all. You can stack them all you want but they all end from the same trigger. Also, the wording of the PHB and DMG both imply that the effects wouldn't stack anyway, since only the most recent casting effect would be applied. I keep hearing something about the other effect being suppressed, but I'm not seeing that wording anywhere in the quoted material or anything else I can find, so I'm not sure where the "the first spell is temporarily suppressed" idea is coming from. The first casting just isn't in effect anymore, since the duration would overlap until the end of that first casting's duration anyway. There is no suppression and reignition of the first spell happening in any RAW I can find. The lesser casting of the spell (lower level or earlier expiration) is just simply not in effect anymore, it doesn't come back for any reason.
I looked at this subclass and was something alot different then you did. I reversed it turning it into a mage tank. I used the idea of the dread form in much the same way as a barbarians Rage using the temp HP as a damage pool added with a high Dex using it for the high AC and the Frighten effect to cause disadvantage. By using Twin Daggers the high attack and pairing this up with Hex off hand attacks to increase the damage. I also took Combat Caster to help keep my concentration and the ability to cast Booming Blade that way if they tried to move away from me they would get the full effects of the cantrip. The In ravenloft my character is Dé John of the House of Vue a noble house that the lord seems to have such a distinct mental and physical mannerism very French Creo Voodoo Master vibe causing the term Déjà Vu. There is one very good reason why the first lord Vue was jealous of his grandson and decided to steal his bride and his life being cursed by the dark powers into becoming a Lich sense then he has replaced every Lord Vue which were named after him. I was the first of my line to have escaped when he tried taking my body. I do not revere my patron I am hunted by him and the partial bond I am able to pull on to get my powers.
im playing a Warlock/fighter multiclass, and grave touched is definetly more than 3 to 5 DPR increase depending on the weapon you use, i use a Great Axe and the damage increase is insane, specially when critting (plus its a half orc), the other great benefit of grave touched is the vampiric touch spell, since it basically boosts the healing that spell gives without spending higher level slots, its a great form of recovery if you have decent AC and a good constitution score to maintain concentration
i had a high elf undead warlock with warcaster and resilient. went pact of tome - aspect of the moon so eating, sleeping, drinking, breathing all 0 issues. spent large chunks of time actually just vibing in the teams infinite bag of holding that was normally worn by the barbarian and just had my spirit projection out and about for as long as possible, so after level 14 most of my gear i just had on my projection (dm ruled that any items equipped/attuned to my projection would then equip/attune to my body when the two came back togeather to make both our lives easier) but this and hexblade are my two all time fav warlock pacts.
Going to put this out there: don’t sleep on the Bane spell. It’s basically anti-bless. Target three enemies, if they fail a charisma save they subtract a d4 from every attack roll and saving throw they make until the spell ends. Charisma saves are easy to target in Tier 1, and it will massively improve the effectiveness of other saving throw-based spells from your team. Moreover, -1d4 to hit is brutal for tier 1 monsters that already have fairly low chance to hit.
@Pack_Tactics So, I know you don't really like the Tasha's Summoning Spells but Hear me out please Summon Shadow spawn specifically (Fury) from what I can tell works very well with the Undead Warlock in terms of both survivability and Damage. The Fury Shadow spawn has advantage on attacks against frightened creatures, on top of that frightened creatures have disadvantage on attack rolls while they can see the source of their fear. The Undead Warlock can frighten creatures while in their form of dread so then the summon has advantage on attack rolls against those creatures and when those creatures attack the summon, they do so with disadvantage not to mention if the summon is riding on a phantom steed they can have the steed disengage back towards you after they made their attacks. And since the creature would ideally be frightened of you, they can't approach you to fight the summon. Not to mention that Treantmonk has made at least three videos by now showing how a character with a summoned creature and using a d6 cantrip and upcasting the Summoning spell to its highest possible level actually beats the Warlock baseline. I still enjoy your videos, but I want you to know the summing spells are actually optimal and a valid option for spell casters.
Some of the Tasha Summons are OK for the average group, but on the highest end of difficulty, they die too fast and don't contribute enough damage to make a difference.
Take the mobile and warcaster feat and fly through to the end of a dungeon then use dimension door and short rests to setup your base camp. Good luck fellow archeologists.
I really like the way these features work with the vampiric touch spell. It's an attack that deals necrotic damage, and so it activates the features of this class. It also works really well with the shadow touched feat, if you grab inflict wounds. As a level 5 spell, inflict wounds would deal 8d10 (44) necrotic damage and heal you by about 22 HP. Not a bad choice at that level. I wonder if you could somehow use Eldritch Smite with this spell. That would be awesome.
Undead warlock is pretty decent. Any warlock subclass that adds more utility el blast is going to be decent. I think fathom of the depths is a better control caster for the role, but undead warlock has really cool flavor.
You don’t need to scribe a scroll to cast it as a ritual. Pact of the Time allows you to cast Warlock spells as rituals. Though, I suppose if you put it in your book, you could change out Phantom Steed for another spell.
I played a swashbuckler rogue and undead warlock pact of the blade. That sneak attack, eldritch smite, fear affect and then step out of reach tactic was nasty.
If you’re trying to go for a melee build, the Oath of Conquest paladin’s aura that immobilizes frightened creatures combines insanely well with the Form of Dread from this warlock subclass.
Insanely well is an overstatement - it's a minor boost to the subclass that sometimes hurts more than it helps, but undead is the best warlock dip for paladin overall.
@@haenhaen4282 I can't think of any time I don't want to forcibly immobilize my opponent. Even in instances, such as spells where movement procs damage, immobilization is still probably better.
@@dungeoneerofphilosophyphd172 Immobilization is good because it keeps the enemy away from you. Going within 10 feet of them blows this advantage entirely, it's better to keep going back.
The healing you get from necrotic damage from the 14th level feature is affected by all necrotic damage, so I’d recommend fallen Aasimar for a nice +14 necrotic damage at that level, plus skeleton wings are cool.
It's not synergistic since the frightened condition encourages staying away from the frightened enemy and shooting it to death, but it's a great dip on all paladins nonetheless.
@@haenhaen4282 The conflict you're talking about would not benefit melee characters anyway. It also doesn't change the fact that the aura works against frightened targets and makes anything that applies frightened better because of that.
@@tomm35 Melee characters gain a round to reposition and throw javelins without getting hit back. Paladin is better at range anyway, but even a m*lee benefits from using fear optimally. Stopping things from moving prevents them from running away from you which isn't smart in most cases - the more distance between you and the enemy, the better.
I dislike the 1d4 long rests for a different reason: you preemptively know how quickly you'll regenerate. It's much more interesting to roll a 1d4 and regain the use on a 4, with a +1 bonus for each previously unsuccessful roll. If you want to make it REALLY interesting you can have the player roll only when the ability triggers (or do a secret roll) , so they don't necessarily know ahead of time whether they've regained their undead immortality or not. But that level of randomness could be a turnoff for some, and discourages the use of the ability.
I see a few good options with the lvl 14 first have a necro wizard friend control a ghost that inhabits your body while your out of it and if you have the telepath feat or message you can instruct them on what it should do like do example attack with a sword and you cast things like eldritch blast to do some good damage while letting you not be worried about your body’s hp because you take the damage and can just end concentration and either get your body out of harm or just go back to it and be back at full health if they choose that way or be at low health and use the death bomb thing Edit also if you choose to get and use till the dead you can heal a decent amount to keep your body out there longer
Didn't know that you could stack Death Ward. Isn't that pretty crazy for Clockwork Soul Sorcerers with 16 hour versions of the spells and rest casting?
You know how to solve the several party members problem with phantom steed. It’s simple just buy a cart RAW buying a chart doesn’t slow down the horse whatsoever I’m fact when my party went to avernus we used this to get around because it was just as fast, and sturdy after some modifications downside was we’d only have a minute of movement if the horse died. Which is why we ended up making a customized card which meant it couldn’t be attacked.
So with Wildhunt shifter, if you shift they still can't get advantage on your body, now figure out a way to crank up that AC, get some good item (since they effect the body but not the spirit) like maybe a displacer cloak and have fun on the battlefield. This makes me curious about how this feature would work with things that boost healing, like stars druid chalice form, life domain, grave (helping your friends can be worth it) or necromancer dips.
How exactly would you “gear up” your spirit? It’s you not the party’s pet. What are you going to do get that armor that is enchanted to take one action to put on?
Will you ever make a video on blood hunter ? It would probably in format similar to the battlemaster video. I'm kinda perplexed on the blood curses to take.
0:50 but the creature could just walk out of the iron maiden, because it's an illusion, the creature wouldn't realise it was an illusion, think they just managed to wiggle out or escape in some way, but there's no reason why the creature wouldn't be able to try and succed at "breaking free".
I would say that AC gained from armor is a "statistic" and would thus be copied by the spirit. Same goes for bonuses from magic weapons and Wand of the War Mage. Basically, my argument is that all passive effects of your equipment would apply to the spirit. Debatable whether active abilities granted by magic items would be useable and consumables are 100% off the table.
So ive always thought the Conquest Paladin multi was super cool, but i just learned about doing it with Fey wanderer instead and its just as cool if not cooler
I want to try doing an Undead warlock / Conquest paladin gestalt at some point, would make for a very good Evil Overlord type of character. Probably dip out of warlock after picking up Lifedrinker at 12th level. Maybe go Long Death monk for another source of fear, but there's probably better dips and monk doesn't synergize well. Paladin would of course go all the way to 20.
Random question, how would Grave Touched interact with the evoker magic missile combo? I guess you can't use hexblade's curse, but the feature allows you to roll an extra damage dice. Is that for all the missiles?
Death Ward would normally be able to stack by RAW, if it weren't for the wording of the spell itself. "The FIRST time the target would drop to 0 hit points..." Meaning, you can stack multiple Death Wards, with only the most powerful form of it applying and the additional stacks being suppressed. However, every casting triggers the first time you drop to 0, including all of the ones that are being overpowered.
My character is a necromancer who does 1,5 times more damage when the damage is necrotic. Considering the game will have levels above 20, then the 6th level feature will be amazing if i get to that level without dying
does kobold just not like the armor of shadow's eldritch invocation? it's probably one of the most handy non-eldritch blast invocations available at early levels. and with a 16 in dex, it provides comparable defense to most (not all) medium armor options.
Undying warlock is more the immortality warlock. That Undying is invisible to undead is an odd trait for it given the rest of it's traits are all about cheating death and not serving it.
I have GOT to make a warlock who’s a dreadful mess, but his patron is like a loli vampire or a lolipop-chainsaw type character. Super depressed to super cheerful.
So, with the 14th level feature, enervation would heal all of the damage since it already heals half and you get another half from the feature? Seems great to me!
Wait dose the dice reroll effect 1 or all of a weapons damage dice. If more than one then it's a sorta cool win for non eldrich blast cantrips. If it is one dice only do you think that there is a way to use this to justify using a lance or great axe wielding bladelock.
1:53 "The effects of the same spell cast multiple times don't combine" does this earlier sentence not say you can't stack the same triggering effect (deathward) to trigger multiple times? Plus, if multiple death wards were active on a player, would they all see the trigger "the first time the target would drop to 0 hit points" and all activate at once, doing essentially nothing?
Hold up so your telling me because of warlock short rests when you get 4-5 5th level spell slots you can cast like 4 death wards and have it last 7 hours
Hey, could you potentially do a conquest paladin breakdown video? I'm curious to hear your thoughts on how to make it far more powerful. Personally new dragonborn + dragons roar is pretty good imo.
I think RAI for the 14th level feature is meant to copy your game stats including effects of magic items but not duplicate your items in spirit form so people can't get free magic items/double gold etc.
You're actually 100% right. "Any damage or other effects that apply to your spirit or body also apply to the other" meaning that if any piece of equipment buffs your physical body it also buffs your ghost. You wouldn't be able to use physical weapons, but I don't think that's much of a bother.
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6:42 I feel like this won't work but I want to ask just to know if there was any good reason behind this train of thought. Spirit Shroud is a spell warlocks can learn that can add extra damage to attacks including necrotic dmg. I want to know that since Grave touched specified that it can only change the dmg to necrotic dmg and the later half states "When using your Form of Dread, you can roll one additional dmg Die when determining the necrotic dmg the target takes." So with my train of reasoning would you be able to gain the form of dread dmg bonus for every attack if you roll the Spirit Shroud? Part of me wants to say yes and if I was a DM and a player did this I would give the green light, but I want to know if this is the ruling legal Rules as written because part of me feels like there is something about the wording that stops that from working.
But Kobold! You don't have to worry about armor as a ghost, if you simply end your turn _underground!_
...I will say that leaving your body behind can be a bit worrying though. Hope you left it somewhere safe.
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For the record I want to mention I love your content! I hope my rabid lawyering is only helping to feed the algorithm and get you paid. I wouldn't take the time to write anything if I didn't care about supporting your channel. ;-)
I LOVE that warlock is getting so much love recently. Favorite class in the game.
Love the theme of Warlocks, and just how customisable they are
Makes every one I've played feel really unique
I think you've missed out on the best application of Spirit Projection: It's a (nearly) 0 risk, 0 resource investment scouting tool... you only risk HP if the danger finds you, rather than the other way around. By 14th level your party probably has some more convenient way to carry your body with them, so you can easily pop into ghosty form without slowing your team down and fly ahead into potentially dangerous spaces. Run into something dangerous your party needs to know about? Drop your concentration and snap back to your body. Get ambushed and immediately dropped to 0 before you can react? No problem! See, if you're knocked unconscious your concentration immediately ends, snapping your ghost form back into your real body, and as long as you've got someone attending you when you drop they can easily bring you back up without risking themselves. Your body doesn't even have to be on the same plane as your ghost, so you can cross into portals and the like without worry that your party is going to emerge somewhere they can't survive in.
The feature screams "Backpack gnome warlock" to me
@@jakestavinsky3480 Sadly it's only for one hour per day.
Just put the body in a bag of holding or some other similar item. You do not need to breath so there is no risk putting yourself in the bag after you use the ability. At 14 it will be real hard to one shot a resistant PC.
They can even hide your body in a Bag of Holding, because your body doesn't need to breathe. 😁
what I love the idea of is using like mold earth to literally dig myself into a grave and then have the spirit follow the party, like one it's so thematic but also how the hell is anybody going to find and deal with your body when you're 6 feet under?
Gotta make use of that no needing to breathe thing
In regards to Phantom Steed, you actually don't need to scribe it into your book to ritual cast it. In the Book of Ancient Secrets text, it says "You can also cast a warlock spell you know as a ritual if it has the ritual tag."
I think the idea would be that once you have it properly scribed into the book, you can swap it out for another warlock spell as you level up. This is how I have been rolling it
@@alexinfinite7142 That’s a fair point.
So based off the phrasing, Necrotic Husk is probably one of the best come back with 1 hitpoint. As it doesn't specify "and you're not killed outright" therefore if you're reduced to 9 hitpoints and for example the damage would lead to your instant death, you could activate Necrotic husk
I generally interpret "other effects" to include the benefits of gear your body is wearing, including armor and magical item effects. It makes it easy to say you benefit from everything as normal, you just can't switch items, move stuff around, or actively use things without physically transferring them, and none of the items are ever duplicated. This interpretation does allow some minor shenanigans with items that need to be held to benefit not limiting your spirit's hands if your body holds them, but for a feature of this level that's still pretty fair. Combine with Thri-Kreen for effectively 8 hands
14th Undead thri-kreen warlock with 6 levels of arcane trickster rogue would be a decently powerful and extremely fun infiltrator build. Use your spirit to scout like a highly advanced familiar with the advantage of having access to all your abilities, and either teleport your body to you in an advantageous position or just nope the fuck out of there back to your body if things get hairy, you have advantage on basically every stealth check because of your built in camouflage from your carapace, you have free telepathy out to 120 feet and don't even have to speak the same language, and because you don't need to eat, sleep, or breathe and you remain fully conscious during a long rest you can hide in pools of liquid completely undetectable as long as you want and write down DAYS worth of information about guard counts and routes, supplies, secret entrances, you name it.
You get inside using your spirit form and active camo, submerge yourself in the least conspicuous pool of non-harmful liquid (likely water or alcohol of some variety) that you can fit completely inside, teleport your body to your spirit, and now continually take long rests to refresh your spirit cooldown while telepathically communicating to someone on the outside who writes down all the information you give them. This would be super powerful if you need to plan a siege on a large, heavily guarded area. If you need more telepathy range just chain it through your familiar to someone else's familiar for an additional 200 feet, both of which can also observe and report
I think what should be mentioned is that a really easy and quite common way for a character to straight up die is being knocked to 0 hit points when an enemy still has attacks left and then they just finish you off. A healing word will not save you if you drop to 0 HP and die on the same turn.
Necrotic Husk can protect against this and also means you can’t be instantly killed by taking over damage.
Wake up babe, new Pack Tactics video dropped!
Thanks Jayden
“You have to wake up. None of this is real.”
Undying has a healing or long lifespan theme meanwhile undead has come back from dead or immortal theme.
One takes a long time to die, the other refuses to die.
By far my favorite Warlock sublclass. You don't even have to know a thing about D&D lore to come up with a cool backstory. You could be the thrall of a vampire, survivor of a zombie horde, an awakened guardian to a long dead pharaoh, be possessed by the spirit of a loved one, and etc. The possibilities are spooky and endless. The 6th level feature works particularly well with a barbarian
Personally I like to imagine something like Goblin Slayers backstory, only instead of meeting that halfling, he meets a lich, who is experimenting with creating warlocks as a prerequisite to ascending to godhood and making clerics
My favorite flavor, because I'm a massive nerd, is to sneak references/imagery to the original Yugioh into it.
Not even talking about the Millennium Items or anything, but straight up having essentially Exodia as your warlock patron.
I had a character concept for a reborn undead warlock for a while now. A revived gunslinger who make a pact with a dark entity to find his remaining pose and take them all down. His eldrich blast would be him manifesting ghostly revolvers and phantom steed would be his old horse he summons back from the afterlife.
Do It please. It's an amazing idea. Might actually steal it if you allow
Deathslinger in dnd
@@koorssgamer Go right ahead. I'd be honored if I give someone else inspiration.
Red Dead Redemption: Undead Nightmare?
I love flavoring eldritch blast as just a magic gun. Had the same idea for using this subclass for a Mafia Warlock.
I love Undead Warlock. My favorite subclass in this game, with Genie a close second. Some amusing stuff worth noting:
- Death Ward stacking was already great in tier 2, but it gets insanely better in tier 4. Cast True Polymorph on a martial or some other low-power allied creature with high enough CR and turn the target into a Zodar. Zodars can use their action to cast Wish but it kills them. Feed death wards into your minion and watch it spew out wishes.
- Spirit Projection duplicates you. It's basically a poor man's Simulacrum in that it has its own resources and is generally a separate being - suffice to say that is really powerful.
Depending on how you interpret "Any damage or other effects that apply to your spirit or body also apply to the other", that's not quite true. I'm pretty sure that it shares spell slots with you thanks to that wording, meaning that it really *doesn't* have it's own resources, it spends yours.
@@kevingriffith6011 Expending spell slots is neither damage nor an effect.
@@haenhaen4282 I think this is going to be something you're going to have a long, long, drawn out argument with your game master over, as most game masters wouldn't read it that way, or at least won't let you duplicate your entire cache of spells per day for 0 cost.
@@kevingriffith6011 Seeing as a level 14 warlock feature being worth a 7th level slot is nothing new and literally everyone in my group 100% agrees with this reading, I expect zero issues.
@@haenhaen4282 Congratulations on a very powergamer-friendly group, i know of no DM's i've ever played with under which that reasoning would fly.
stacking necrotic husk and like four different layers of death ward as a tier 4 undead warlock was some of my favorite bullshit to pull (once, then my dm said to just spread it out instead which was fair)
My favourite warlock subclass!! Who wouldn't sign a contract with a lich?
One of the things I really like about Undead Warlock is that it's a patron that is arguably just as good of a dip as Hexblade for some Paladins (specifically Oath of Conquest), if not better. Hexblade Paladins do have more reliable damage potential than Undead, on account of them only needing Charisma for everything, but a Conquest Paladin being able to reliably force saves against the Frightened condition every single round for essentially no resources is a big boost to their control potential.
I'm playing a fallen aasimar conquest paladin and undead warlock, I'm only level 5 at the moment but even now before a lot of the features come online it is really great combination especially with the fallen aasimar transformation
I would call undead better than hexblade on all paladin subclasses. Form of Dread is worth more than weapons. Conquest is kind of lame but it works.
@@codyed558 Fallen Aasimar are definitely an iconic Conquest Paladin lineage, though I'm a big fan of Dragonborn for it, especially the Fizban variants. Combining Conquest Paladin, the Dragon Fear feat (replacing their breath weapon usage with an AoE frighten effect), and the Fizban Dragonborn (where they use their breath weapon as part of the attack action instead of taking a full action) is amazing.
@@haenhaen4282 I'm curious as to whether you consider Conquest lame from a thematic/flavor standpoint, or if you are arguing that it's mechanically weak. Because if it's the latter, Conquest is actually a really strong controller/tank. Its aura dials an already strong debuff up to 11, and I'd argue that it has the best low level Oath spell list of any Paladin. Its gets some weaker or more niche spells at higher levels, but high level play is less common anyway, so the list being front-loaded in terms of power is, if anything, an upside, especially for those looking to multiclass.
I've wanted to play this subclass for a while, seems really unique, and I have a character in mind that's someone who found a Lich's phylactery in a junkyard or something and converted it into a bong. The forms are just them taking a hit, and the lack of food and drink at 6th level can be pretty funny
i think undead warlock is one of the best subclass, not for optimizing, but its a complete subclass for warlocks, it can work with pact of the tome, pact of the chain and even pact of the blade, you can do melee or you can even become a spellcaster tank, i just love this subclass (with my pic, you can understand very fast why i love it :p)
I've been playing a fallen aasimar undead warlock for over a year now. Can confirm this subclass is very fun! I'm even getting a hero forge for my character!
Can confirm, Undead Warlock is pretty good.
Played a utility warlock and dumped con. Somehow survived despite having 30 HP by level 10, and by somehow I mean Phantom steed.
With this Warlock love recently you could call this Pact Tactics.
I cannot understate how good Form of Dread's Fear is. Against a single target, it gives disadvantage on all attack rolls against your party and enables check based builds such as grapplers. It also can be used to control movement. For multi target encounters, it can temporarily disable the most dangerous creature to allow your party to live in melee without problems.
If mixed with chain lock, the fear and poison expands your coverage greatly, though coverage isn't perfect.
It really seems like Warlock is the de-facto build-a-mage class with all the flavor and customization.
My forehead is now famous. Thank you Kobold and Gator
You have a nice forehead. 🐊
I've made a warlock/gunslinger multi class(5 levels Fighter, 15 levels Warlock), and while I've yet to use it, I think it's a pretty good multiclass.
My fave phantasmal force are magical bees which are commanded to sting an enemy's eyes and fart a noxious gas. the 1d6 dmg is what they experience for the stinging.
this will force an enemy to close their eyes (blinded) and may try to run away (maybe OAA) while trying to swat away the bees.
In the case of stacking Death Ward, I'd say that a spell stating a condition in which it ends isn't an effect of the spell. Since only [the effects of the spell are supressed], the spell ends when it states it does.
The effect of the spell is "the target is instead reduced to 1 hitpoint" The description states that "when the target is reduced to zero hitpoints, (effect), and the spell ends." The wording suggests that the spell ends when the target drops to zero, not when the effect of the spell occurs. Otherwise it would state something like "(trigger) causes (effect). The spell ends when this happens."
My reasoning behind saying that a spell ending is not an effect of the spell is in cases of other spells like Witch Bolt that state other conditions for spells ending. Witch Bolt reads "The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you."
So if (since only the effects of the spell are supressed), the conditions of a spell ending are an effect, neither of those things would end the spell.
For example, if Caster A casts Witch Bolt at 1st level, and then Caster B casts Witch Bolt at 2nd level, Caster A's witch bolt would be suppressed, but they could still concentrate on it (RAW). This would allow Caster A to move away or use their action on something else. Then, if Caster B's spell ended early, as long as Caster A is still concentrating and within range, their spell would continue.
This isn't really game breaking of course but it doesn't seem right that a caster could still technically have a witch bolt going on another plane of existence, and, as long as they return before a minute is up, they can continue their spell.
Either way I guess it's still a judgment-based ruling, so, whatever floats your goat.
You're definitely right, the spell ends when the spell ends. It's not a judgment call at all. You can stack them all you want but they all end from the same trigger. Also, the wording of the PHB and DMG both imply that the effects wouldn't stack anyway, since only the most recent casting effect would be applied. I keep hearing something about the other effect being suppressed, but I'm not seeing that wording anywhere in the quoted material or anything else I can find, so I'm not sure where the "the first spell is temporarily suppressed" idea is coming from. The first casting just isn't in effect anymore, since the duration would overlap until the end of that first casting's duration anyway. There is no suppression and reignition of the first spell happening in any RAW I can find. The lesser casting of the spell (lower level or earlier expiration) is just simply not in effect anymore, it doesn't come back for any reason.
This is easily my favorite warlock subclass
They have the coolest dice. Happy to hear the bagpipes are back. Holy moly.
I looked at this subclass and was something alot different then you did. I reversed it turning it into a mage tank. I used the idea of the dread form in much the same way as a barbarians Rage using the temp HP as a damage pool added with a high Dex using it for the high AC and the Frighten effect to cause disadvantage. By using Twin Daggers the high attack and pairing this up with Hex off hand attacks to increase the damage. I also took Combat Caster to help keep my concentration and the ability to cast Booming Blade that way if they tried to move away from me they would get the full effects of the cantrip.
The In ravenloft my character is Dé John of the House of Vue a noble house that the lord seems to have such a distinct mental and physical mannerism very French Creo Voodoo Master vibe causing the term Déjà Vu. There is one very good reason why the first lord Vue was jealous of his grandson and decided to steal his bride and his life being cursed by the dark powers into becoming a Lich sense then he has replaced every Lord Vue which were named after him. I was the first of my line to have escaped when he tried taking my body. I do not revere my patron I am hunted by him and the partial bond I am able to pull on to get my powers.
im playing a Warlock/fighter multiclass, and grave touched is definetly more than 3 to 5 DPR increase depending on the weapon you use, i use a Great Axe and the damage increase is insane, specially when critting (plus its a half orc), the other great benefit of grave touched is the vampiric touch spell, since it basically boosts the healing that spell gives without spending higher level slots, its a great form of recovery if you have decent AC and a good constitution score to maintain concentration
i had a high elf undead warlock with warcaster and resilient. went pact of tome - aspect of the moon so eating, sleeping, drinking, breathing all 0 issues. spent large chunks of time actually just vibing in the teams infinite bag of holding that was normally worn by the barbarian and just had my spirit projection out and about for as long as possible, so after level 14 most of my gear i just had on my projection (dm ruled that any items equipped/attuned to my projection would then equip/attune to my body when the two came back togeather to make both our lives easier) but this and hexblade are my two all time fav warlock pacts.
Going to put this out there: don’t sleep on the Bane spell. It’s basically anti-bless. Target three enemies, if they fail a charisma save they subtract a d4 from every attack roll and saving throw they make until the spell ends. Charisma saves are easy to target in Tier 1, and it will massively improve the effectiveness of other saving throw-based spells from your team. Moreover, -1d4 to hit is brutal for tier 1 monsters that already have fairly low chance to hit.
@Pack_Tactics
So, I know you don't really like the Tasha's Summoning Spells but Hear me out please
Summon Shadow spawn specifically (Fury) from what I can tell works very well with the Undead Warlock in terms of both survivability and Damage.
The Fury Shadow spawn has advantage on attacks against frightened creatures, on top of that frightened creatures have disadvantage on attack rolls while they can see the source of their fear. The Undead Warlock can frighten creatures while in their form of dread so then the summon has advantage on attack rolls against those creatures and when those creatures attack the summon, they do so with disadvantage not to mention if the summon is riding on a phantom steed they can have the steed disengage back towards you after they made their attacks. And since the creature would ideally be frightened of you, they can't approach you to fight the summon.
Not to mention that Treantmonk has made at least three videos by now showing how a character with a summoned creature and using a d6 cantrip and upcasting the Summoning spell to its highest possible level actually beats the Warlock baseline.
I still enjoy your videos, but I want you to know the summing spells are actually optimal and a valid option for spell casters.
Some of the Tasha Summons are OK for the average group, but on the highest end of difficulty, they die too fast and don't contribute enough damage to make a difference.
Take the mobile and warcaster feat and fly through to the end of a dungeon then use dimension door and short rests to setup your base camp. Good luck fellow archeologists.
Dude, I accidentally left my TH-cam on 1.5 speed before watching this. You sound amazing on 1.5 speed 😂
I really like the way these features work with the vampiric touch spell. It's an attack that deals necrotic damage, and so it activates the features of this class. It also works really well with the shadow touched feat, if you grab inflict wounds. As a level 5 spell, inflict wounds would deal 8d10 (44) necrotic damage and heal you by about 22 HP. Not a bad choice at that level. I wonder if you could somehow use Eldritch Smite with this spell. That would be awesome.
How does inflict wounds heal you?
@@FrostTheWolf9990 with spirit projection level 14, you heal for half the necrotic damage you deal
Grave touched plus vampiric touch sounds like a fun time.
Undead warlock is pretty decent. Any warlock subclass that adds more utility el blast is going to be decent. I think fathom of the depths is a better control caster for the role, but undead warlock has really cool flavor.
You don’t need to scribe a scroll to cast it as a ritual. Pact of the Time allows you to cast Warlock spells as rituals.
Though, I suppose if you put it in your book, you could change out Phantom Steed for another spell.
5:10 Warlock to enemy: “Ho, you’re approaching me?”
*Warlock activates Form of Dread and their face’s color palette changes*
Warlock: “I refuse!”
I played a swashbuckler rogue and undead warlock pact of the blade. That sneak attack, eldritch smite, fear affect and then step out of reach tactic was nasty.
If you’re trying to go for a melee build, the Oath of Conquest paladin’s aura that immobilizes frightened creatures combines insanely well with the Form of Dread from this warlock subclass.
Insanely well is an overstatement - it's a minor boost to the subclass that sometimes hurts more than it helps, but undead is the best warlock dip for paladin overall.
@@haenhaen4282 I can't think of any time I don't want to forcibly immobilize my opponent. Even in instances, such as spells where movement procs damage, immobilization is still probably better.
@@dungeoneerofphilosophyphd172 Immobilization is good because it keeps the enemy away from you. Going within 10 feet of them blows this advantage entirely, it's better to keep going back.
Like most Warlocks, starts off strong and quickly becomes less so, though overall pretty decent subclass.
This is just my go-to class to play as a dhampir. Or a vampire if your dm lets you stat as a drow while keeping a human appearance.
The healing you get from necrotic damage from the 14th level feature is affected by all necrotic damage, so I’d recommend fallen Aasimar for a nice +14 necrotic damage at that level, plus skeleton wings are cool.
Also because your body is unconscious, it's a sitting, critable duck
so you wouldn't want to use Spirit Projection in a combat encounter
Unless your physical body was in a bag of holding or portable hole or something... but yeah.
@@kevingriffith6011 "quick barbarian, shove me in a bag" 😂
I mean, you could use adamantine armor if you take a feat or something, though that’s not reliable.
I'd use this subclass with a book called "Van Helsing's Guide to the Unquiet Dead".
I love my 6th level Undead Tomelock ❤️💀❤️. They got to essentially solo a Zombie Trex with Form of Dread and Repelling Blast, extremely satisfying!
great pick of multiclass for oath of conquest paladins since it synergizes with their aura.
It's not synergistic since the frightened condition encourages staying away from the frightened enemy and shooting it to death, but it's a great dip on all paladins nonetheless.
@@haenhaen4282 The Aura works on a frightened target. Form of Dread applies frightened. Ergo, it is a synergy.
@@tomm35 The aura encourages gameplay conflicting with what frightening the enemy rewards
@@haenhaen4282 The conflict you're talking about would not benefit melee characters anyway.
It also doesn't change the fact that the aura works against frightened targets and makes anything that applies frightened better because of that.
@@tomm35 Melee characters gain a round to reposition and throw javelins without getting hit back. Paladin is better at range anyway, but even a m*lee benefits from using fear optimally.
Stopping things from moving prevents them from running away from you which isn't smart in most cases - the more distance between you and the enemy, the better.
Spooky Gator scary :(
Playing a (heavy, heavy homebrew, blood magic) Undead Warlock right now, so this will be very helpful.
0:31 "i talk about how to exploit devils" based as much as possibile, i approve
I dislike the 1d4 long rests for a different reason: you preemptively know how quickly you'll regenerate. It's much more interesting to roll a 1d4 and regain the use on a 4, with a +1 bonus for each previously unsuccessful roll. If you want to make it REALLY interesting you can have the player roll only when the ability triggers (or do a secret roll) , so they don't necessarily know ahead of time whether they've regained their undead immortality or not. But that level of randomness could be a turnoff for some, and discourages the use of the ability.
If you want the mystery you can always have the DM roll and track for you, and just tell you each time you long rest whether you gain it back or not
The capstone is really useful for infiltration is pretty useful
It also multiclasses beautifully with conquest paladin and fey wanderer ranger.
I see a few good options with the lvl 14 first have a necro wizard friend control a ghost that inhabits your body while your out of it and if you have the telepath feat or message you can instruct them on what it should do like do example attack with a sword and you cast things like eldritch blast to do some good damage while letting you not be worried about your body’s hp because you take the damage and can just end concentration and either get your body out of harm or just go back to it and be back at full health if they choose that way or be at low health and use the death bomb thing
Edit also if you choose to get and use till the dead you can heal a decent amount to keep your body out there longer
Didn't know that you could stack Death Ward. Isn't that pretty crazy for Clockwork Soul Sorcerers with 16 hour versions of the spells and rest casting?
You know how to solve the several party members problem with phantom steed. It’s simple just buy a cart RAW buying a chart doesn’t slow down the horse whatsoever I’m fact when my party went to avernus we used this to get around because it was just as fast, and sturdy after some modifications downside was we’d only have a minute of movement if the horse died. Which is why we ended up making a customized card which meant it couldn’t be attacked.
So with Wildhunt shifter, if you shift they still can't get advantage on your body, now figure out a way to crank up that AC, get some good item (since they effect the body but not the spirit) like maybe a displacer cloak and have fun on the battlefield. This makes me curious about how this feature would work with things that boost healing, like stars druid chalice form, life domain, grave (helping your friends can be worth it) or necromancer dips.
How exactly would you “gear up” your spirit? It’s you not the party’s pet. What are you going to do get that armor that is enchanted to take one action to put on?
Will you ever make a video on blood hunter ? It would probably in format similar to the battlemaster video. I'm kinda perplexed on the blood curses to take.
0:50 but the creature could just walk out of the iron maiden, because it's an illusion, the creature wouldn't realise it was an illusion, think they just managed to wiggle out or escape in some way, but there's no reason why the creature wouldn't be able to try and succed at "breaking free".
Miss your bagpipes
I would say that AC gained from armor is a "statistic" and would thus be copied by the spirit. Same goes for bonuses from magic weapons and Wand of the War Mage.
Basically, my argument is that all passive effects of your equipment would apply to the spirit. Debatable whether active abilities granted by magic items would be useable and consumables are 100% off the table.
So ive always thought the Conquest Paladin multi was super cool, but i just learned about doing it with Fey wanderer instead and its just as cool if not cooler
Brooch of shielding would help with the force damage and is an uncommon magic item you might have lying around at higher levels.
Oh, gator found the bagpipe
I want to try doing an Undead warlock / Conquest paladin gestalt at some point, would make for a very good Evil Overlord type of character. Probably dip out of warlock after picking up Lifedrinker at 12th level. Maybe go Long Death monk for another source of fear, but there's probably better dips and monk doesn't synergize well. Paladin would of course go all the way to 20.
For the algorithm!
Random question, how would Grave Touched interact with the evoker magic missile combo? I guess you can't use hexblade's curse, but the feature allows you to roll an extra damage dice. Is that for all the missiles?
Spirit projection sounds really useful outside of combat
You can be a maduka maguca
I don't understand why they didn't just release this as the "Undying Patron Rework" to avoid the confusion, as the flavour is essentially the same
Death Ward would normally be able to stack by RAW, if it weren't for the wording of the spell itself.
"The FIRST time the target would drop to 0 hit points..."
Meaning, you can stack multiple Death Wards, with only the most powerful form of it applying and the additional stacks being suppressed. However, every casting triggers the first time you drop to 0, including all of the ones that are being overpowered.
I feel like it would only be optimal to do pact of the undying now
Form of Dread is why false life in the expanded Spell list is a double trap
This is a certified "recover the palantir" moment
My character is a necromancer who does 1,5 times more damage when the damage is necrotic. Considering the game will have levels above 20, then the 6th level feature will be amazing if i get to that level without dying
A tome warlock "can also cast a warlock spell you know if it has the ritual tag."
Yes but it’s about not spending a spell known because it doesn’t upcast
does kobold just not like the armor of shadow's eldritch invocation? it's probably one of the most handy non-eldritch blast invocations available at early levels. and with a 16 in dex, it provides comparable defense to most (not all) medium armor options.
I want to play an undead/ aberrant mind sorlock.
Undying warlock is more the immortality warlock. That Undying is invisible to undead is an odd trait for it given the rest of it's traits are all about cheating death and not serving it.
my favorite warlock!
I have GOT to make a warlock who’s a dreadful mess, but his patron is like a loli vampire or a lolipop-chainsaw type character. Super depressed to super cheerful.
Wasn't there another warlock with an undead theme? Must have imagined it.
Undead warlock and Conquest Paladin is best multiclass
I can't wait to use spirit projection and take fireball damage twice!
wait How WOULD you arm up the Spirit? cause wouldn't any gear you give it not pass threw things which seems like a big part of the cap stone.
So, with the 14th level feature, enervation would heal all of the damage since it already heals half and you get another half from the feature? Seems great to me!
Wait dose the dice reroll effect 1 or all of a weapons damage dice. If more than one then it's a sorta cool win for non eldrich blast cantrips. If it is one dice only do you think that there is a way to use this to justify using a lance or great axe wielding bladelock.
Like your videos, but what about sorcerer?
I'm working on Lunar sorc right now.
1:53 "The effects of the same spell cast multiple times don't combine" does this earlier sentence not say you can't stack the same triggering effect (deathward) to trigger multiple times? Plus, if multiple death wards were active on a player, would they all see the trigger "the first time the target would drop to 0 hit points" and all activate at once, doing essentially nothing?
After what you quoted, it explains what it actually does instead. It even says instead.
Hold up so your telling me because of warlock short rests when you get 4-5 5th level spell slots you can cast like 4 death wards and have it last 7 hours
Hey, could you potentially do a conquest paladin breakdown video? I'm curious to hear your thoughts on how to make it far more powerful. Personally new dragonborn + dragons roar is pretty good imo.
When does the extra die from grave touched applies? If I'm multiclassing a zealot barbarian, can I do it everytime I use my divine fury?
Being able to go through walls is incredibly effective for utility
So you can't use reanimate dead as either death themed warlock subclass?
But Kobold, can I get Kobold dice sets????
I think RAI for the 14th level feature is meant to copy your game stats including effects of magic items but not duplicate your items in spirit form so people can't get free magic items/double gold etc.
You're actually 100% right. "Any damage or other effects that apply to your spirit or body also apply to the other" meaning that if any piece of equipment buffs your physical body it also buffs your ghost. You wouldn't be able to use physical weapons, but I don't think that's much of a bother.
The mage armor on the spirit wouldn't solve the nakedness?