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This video was great; that opening shot me through the heart though, I played a warlock from levels 1-20 and I can't remember ever short resting due to how my DM ran games. Sometimes it was even hard to be able to get value out of the capstone! X-x
May I state my own personal solution to the Warlock defensive problem? My solution was a Dhampir lineage from Van Richtens Guide to Ravenloft for the draining bite attack and taking 2 levels in wizard (necromancy) for the ability to heal off of spells that kill. Also take Hellish Rebuke in case you ever get caught off guard with a hit that put you lower than you expected before your turn rolls around. Bonus points if your DM allows proficiency training for armor. I call this the Warlock Drain Tank main stats are Char/Con.
@@PsyrenXY by having it take up Warlock invocations, which are the most flexible and fun things about Warlock, and also now leaving their later 10 levels completely empty aside from 2 new features that range from situational if you have the right invocations (which are now being spread more thinly for Mystic Arcanum) or just flat out bad
@@PsyrenXY They just gutted some of the unique feature warlocks get through their boons, made their overall spellcasting the same as any other half caster, and limited their overall customizability instead! Thanks Wizards! Now we have a bad wizard if we get tired of being more powerful than our party to play as!
@@bloodoftheunicorns2621 long rest takes 8 hours. trance lets you only need to sleep (or meditate, more accurately) for 4 hours, letting you use the other 4 hours to keep watch or do other light activity.
That Pinkerton bit at the end LOL Glad to see warlock's getting some love. My first character was a GOOlock (the worstlock), so they hold a special place in my heart. People hate on them not realizing how much roleplay and versatility they can bring to the table. Forge Cleric is also a subclass that does not get talked about enough.
@@nyanbrox5418 at the end of the video the comment about the pinkertons wizards of the coast sent the pinkertons to someones house over a bunch of cards for further context - The pinkertons used to be used to intimidate or murder unionizers
I've never run for a warlock but the fix I always had in mind was pact slots equal to PB. If you're worried about dips (because 6 pact slots on a warlock 1/caster 19 is absurd) then make it scale like PB but only counting warlock levels
I think that works but adding the flavor of a WARLOCK into their power would be cooler. When they use their pact slots they can meditate for 5-10 minutes and talk to their patron for what task they want the warlock to do. I mean pact slots are borrowed spells from your patron. Maybe make the act of borrowing more of their power (getting their magic back); based on how well they act as avatars or servants for the patron. They may even be able to talk tot whit patron mid battle and make a deal to sacrifice an NPC in order to get their magic refilled immediately, five times, or by whatever number narratively seems cool or fun for you as a dm.
@@jorenthar9186 You don't get +5 proficiency bonus until level 13, and Warlocks already get 3 slots at level 11. Half proficiency bonus is always less slots than just standard Warlock progression.
One Buff I give Warlocks is they are able to alter the Damage Type of their spells to a type associated with their Patron. For example... Zuggtmoy turns into Poison spores, Juiblex turns into Acid slime, Cthulhu turns into Psychic energy, Levistus becomes Cold, and most Celestials become Radiant light.
Thank you for making a warlock vid, kobold! The cleric inspiration is strong for my own I have made and would pair well with my Celestial pact! Although I think gator is a bit hung up on his short rests, it's fun seeing how to spread out your pact slots to try and get an encounter to be as easily handled as possible! (For reference, my warlock is this party's only healer and maximizing that is fun for me)
Great video as always. Another good feat for warlocks is the Aberrant dragon mark from Eberron (you mentioned Warforged so....). +1 Con =good, Another cantrip = good. A spell that is regained on a short rest and stuck at a level 1 spell slot = Also good. Plus, the casting through the mark and using the hit dice feature can be similar to False life OR a single Magic Missile hit. (never mind the optional rules for the feat...It is a feat that can grant feats!!)
Warlock is my favorite class and I love pact slots. I think its a really cool concept. We need more short rest mechanics. ONE D&D is going to improve short resting so these sort of mechanics can shine right?... Right?...
I wouldn't say their problem is short rests, but rather that they get treated as a full caster. I'd say warlocks are halfcasters with unique utility, they can be an alternate skill monkey with just a few invocations, but without the baggage of expectations that they'll be carrying the team magically like a sorcerer or wizard.
Warlocks are half casters with better spell progression and a small number of class features that were called "once per day spell like abilities" in 3e and 4e. Those two traits have tricked a majority of munchkins into thinking that warlocks are full casters.
Can't wait to hear your opinion on the current iteration of the Warlock in the One D&D UA, Kobold. I think it's really interesting, and it makes a one level dip into Warlock make sense with more than just a Hexblade style build. Edit: 🤣🤣🤣 Yes! WotC deserves every bit of scorn and mockery it can get for that dumb shit it pulled. Hiring the Pinkertons. Jesus, what a rat move.
@@AceWolf456 for a short list of changes: They get more spell slots, but they don't automatically level up They're turned into more of a half-caster style character The Hexblade, Chain, and Tome playstyles are your base level Pact Boon and are then combined with your subclass at 3rd level. Mystic Arcanum is now a feat (not a great change, IMO) All Warlocks get Medium Armor
I found the changes incredibly disappointing and my interest in onednd kind of ended when I read them. Taxing eldritch invocations to get mystic arcanum is ridiculous, and otherwise waiting until level 17 for a 5th level spell is insane. Pact features like a pact weapon now being a spell that can be counterspelled or gotten rid of with an antimagic field is pretty insulting. Nerfing hex to only do damage once per turn and then giving a free hex at level 18 (while sorcerers get a free daily casting of Wish at level 18) is an absolutely bizarre design choice.
Now THAT is a spicy build. I love the chain of "take eldritch mind which frees up a feat which frees up starting race which lets you take warforged and go wild on armor". Instead of investing in 15 strength one option could be to just dump it, get high dex and go for half plate, which loses 1 AC but gets nice initiative and dex saves. Or just wear the full plate and eat the -10 speed, take the long range EB invocation and become armored artillery. Sounds painful yet fun to play. EDIT: also worth noting that Eldritch Mind works slightly better than War Caster for concentration saves! WC specifies "when you take damage", EM does not, so it applies to things like sleet storm.
With my house rules I just took the pattern with Warlock Slots to its logical conclusion and skipped the Mystic Arcanum, giving them access to 6 9th level slots in the very last tier of play 😅. Theres some definite issues with that but I also realized I'd never run at such a high level anyway.
@@IgnoreMeImWrong I'm curious how you'd come to that conclusion. There's a fundamental difference between the Warlock in 5e which has all slots of the same level (up till 11th level) and every other caster in the system. If anything, the Mystic Arcanum brings them closer in performance to the other casters in the latter half of the game.
Another option for the Forge dipped Warlock is doing the MPMM version of Githzerai, as 3 shield slots combined with base 21 AC are also pretty good at keeping you alive when things go south. Helps that one of the casts is immune to Counterspell
I know the meme is that this is just the multiclass paste, but, really, it's a good class for it! I love little more than just kinda slapping Warlock on something weird. Not just your standard Charisma engines, but Fighters, Barbarians, Rangers, anything!
My DM and I set up short rests that were much more engaging. Everyone got their standard short rest action, plus you could pick one roll to have advantage on justified with a "I practice this by doing x" Ie. The Barbarian takes a few practice swings to get advantage on their first attack roll. Meanwhile the rouge is practicing pickpocketing by playing the clip game with the bard giving both an advantage on sleight of hand. Etc. It gave everyone an advantage for taking the short rest. Especially since they don't have to be exceptionally long.
Ritual caster helps both warlocks and other magic users with resource management. Smart invocation choices can help a warlock specialize with at- will powers such as Eldritch Sight (detect magic) or Eyes Of The Rune Keeper (read all writing) Finally, optimizing pact of the chain fulfills the critical ISR (Intelligence, Surveillance, Reconnaissance) role in the party.
Great video as usual! Though if I was playing as a ranged type of warlock, I wouldn't worry too much about cranking up my AC. I'd stay back and take cover whenever possible. If I'm getting focus-fired to the point my AC feels that low, I'm probably doing something wrong. It's also important to take defensive subclass features into account, like Fiendish Resilience to give you resistance to a common damage type, Misty Escape, or Elemental Gift to straight up fly and be an annoying bomber behind treetops and buildings. Worst comes to worst, your can always have rest-casted Armor of Agathys, or use Shadow of Moil if you feel really threatened and don't need to shut enemies down yourself at that moment.
Nearly everything in this video I've been saying on r/onednd for the past day. We need to return to short rests actually being short. In 4e it was 5 minutes! I think 10 fits better in 5e. The numpties over there seem to think warlocks would be OP. But the result is just groups actually getting to take short rests. If they don't, that's on them for intentionally nerfing themselves.
One of my favorite builds I’ve done mechanically was a Celestial Warlock / Zealot Barbarian. Fire off both barrels then enter melee mode. With rage resistances, the self-heal from Celestial, and Gift of the Ever-Living Ones to remove RNG, you end up being really hard to kill
In our tables we copy baldur's gate 3 for short rests, we make then instant and limited to 2 betwen long rests, so when out of combat we can just recharge 2 times our short rest skills to make both monk and warlock viable.
Personally I think a good buff to Warlocks should either start with an extra 2 spell slots or have the few spell slots they do have be of a higher level, so if a warlock would have level 3 slots under this new ruling they instead have 4th level slots but still only get 3rd level spells. so every spell they cast is always upcast.
Perhaps at tables where short rests are hard to come by, warlocks could regain spells after a certain number of encounters? Or even some kind of cooldown, like each slot returns after 1 hour.
I love how Genie Warlock can solve the short rest problem. Need a short rest but your party wants to keep moving? Just hop in your vessel. Perfect solution when your party is traveling out in the world.
I did a lot of homebrew to Warlocks, and sometimes forget how the base rules work 😝 The biggest change was Spell Points! Even though the DMG says warlocks can't use this variant, if you just say the Warlock gets 2 SP per level up to level 10, and one SP per level after ten, the amount of top level spells stays constant, but it smoothes out their power progression. They still have the "less spells more frequently" mechanic of Pact Casting, but can still cast Shield and Absorb Elements normally. I also allow upcasting to their daily 6, 7, 8, and 9th level slots.... Because why not?
My #1 race for Warlock is actually the Mark of Hospitality Halfling, due to their expanded spell list. The Warlock's list is balanced around spells that won't break the game if cast infinitely in downtime, but the Mark lists aren't. During morning preperations you can cast Goodberry and Aid over and over again, then rest until you're back in fighting condition. That means you'll have a max level Aid buffing your entire party without losing out on high level spells, plus a bunch of goodberries. Another good spell for this trick is Death Ward, due to its long duration. There's no need to stack it on yourself and risk DM retaliation - simply cast it once on each member of entire party. A warlock with the right spells makes your entire party tankier, and they'll be more than willing to take short rests just to get those buffs back up. (Even if they don't - it's still a bunch of free high level buffs at the beginning of the day.)
I dip 4 levels of sorc for my warlock builds for the ASI and the extra throw away slots for shield, barbs and absorb elements. Then will pick a RACE with good RACIAL spells and have never felt like im low on slots especially since I can burn those high warlocks slots for for sorc points and such. Also play smart. Nothing wrong with Eldritch blasting every turn after you have your lvl 5 AoA cast.
Alternatively if there just aren't going to be any short rests you can try to talk your DM into allowing you to function as a long rest caster and just give you more pact slots. Maybe 5 instead of 2 and 6 or 7 instead of 3.
May I suggest the fix to the short rest problem. This being (depending on dm) short rests are in fact short (15min - 1hr) meaning you can in fact short rest while your party is fighting over whether to give the hallfing a wedgie or not
First and one of my favorite characters is a Hal-elf Archfey warlock. Picked up Pact of the Tome and tha let me pick up Gudance and Resistance (cantrips) along with Blade Ward to negate mele damage. Taumaturgy, Predigitation and Mage Hand for utility, flavor and RP (e.i., mage hand to grab things and trigger traps or lever, or a mis of predigitiation an taumaturgy to gain advantage on intimidation, light fires...) Had Agonizing Nlast, Eldriych Mind, Repelling Blast, Relentless Hex and Maddening Hex (and Devil Sight. My partysurvived a fight with a white dragon using only a 7th level (Finger of Death) and a single use of Hex thinking we-d have to fight a badder boss right after (luckly our Bard and I talked our way out of it, but I still had 2 Pact slots, a 6th, an 8th and the abilities of ab Archfey Pact intouch, no one died, a u rhouggt we'd go and fight but our our party didn't feel ready. Stacking Eldritch Blast damage and Hex I was doing mid 30 to mid 40s and a couple of 60s (crits) using Resistance to decrease damage and keeping as far as possible to avoid damage. Always get HEX! otherwise you can reliably do damage and tank a bit with cantrips
Idk. If youre playing warlock, just mention to your party that you want to short rest. A good dm will usually allow it unless youre in the middle of a battle or dungeon crawl where you'd be found and killed in your sleep if you stopped to rest
I blend my short rests into combat ends. So you finish combat and your party takes a short breather... they can get their slots back, use hit dice to patch wounds, refocus to get action surge back etc. The only time this doesnt happen is in a situation where the party is receiving pressure from enemies.
When I played warlock I took spell sniper feat at level 4 so I could cast an AoE (many of the warlock ones have decent range anyway), run away and spam eldritch blast from where my enemies couldn't hit my character. That made up for not having great AC because a lot of the time things weren't close enough to attempt to do damage in the first place
Hi! I've recently have been playing an Archfey Warlock (currently lvl. 4), and had an interesting interaction with one of the party's tanks (Homebrew Paladin) to carry me while I take a short rest. I literally look at her and say "I'm sleepy", and she carries me. In another campaign, the Warlock takes some time to meditate or "have a moment to recharge". I'm not sure if other DMs would allow it, but it really has helped me to give more to the table. Hope this could help! :)
Honestly the short rest variation is why I'm pro the OneDnD changes to warlock. Only edits I'd do would be 12 invocations instead of 9, and add a short rest invocation that can be taken, that's like a wizards arcane recovery and leave it there if you want to have short rest impact your game. Or make it equal to your proficeny bounus.
What about the coffeelock multiclass? Even if your DM rules you need long rests it can help fix both those issues by letting you convert unused warlock slots into sorcerer points and then into low level spell slot recharges
You'd need a minimum 2 lvl dip for that. Getting higher spells 2 lvls later can be crippeling in a mid to high optimised campaign. The master will be sending the meaner Monsters/NPCs after you. Is it worth the investment for the build? I'd say mabe, if you take Divine Soul for Favoured by the Gods and the free known bless spell. If you go 3 lvls + things might get even harder, but Clockwork starts to be worth it, though Divine Soul less and less so.
From a roleplay perspective Warlock is one of my favs, there is so much you can do with it, but I despise it from a mechanical perspective, it's just not a good class, parties tend to have 0-1 short rests a day, leaning more on 0 from my personal experience and the games I've seen online, so anytime one has been played, they're always casting far less spells, and the spells won't be as impactful considering how bad their spell selection is, how few spells they know, and the slots that they're tied to, it feels just so damn bad, it's not a coincidence that the best warlock subclass makes you focus more on melee instead of casting, because it's just a bad caster. Before someone says something like "WHAT ABOUT SORCERER WARLOCK MULTICLASSING???" or something along those lines, here's the thing, if you need to multiclass to make your class any good then it's a bad class, a good class doesn't need to crutch on another to be worth playing. IMO outside of for the roleplay or a specific build/character idea in mind, there is no point to play Warlock
There is also the option to play a dwarf. Since dwarfs don't suffer the movement penalty from heavy armor. So you could go for low strength and high dexterity, instead.
It's two extra levels to get the Armorer subclass, and INT isn't especially useful to a Warlock, either. Also, the armor ignores the STR requirement rather than replacing it with INT, so at least you wouldn't need as many points in an off ability.
The thing about Warlock is not that he has lower number of spell slots its that its specialized and you need to know how to do it. A warlock will have lv5 4 slots at maximum , if you are a genie you can do a rest in 10 minutes so that is lw5 slots per day. A wizard has 3lv5 3lv4 and 3lv3 slots the 8 slots if you take into consideration the upcast are the same in power. For lv1 slots a wizard has 4 slots but the warlock has invocation(Mask of many faces and misty visions make you a good spy and illusionist), that cancels the lv1 slots For the other lv2 slots you have other invocations that make up for that and if you want the single ability to fly with a genie without concentration is like having a better fly
I’ve recently just created a warlock starting at level one, and took a different approach to how I’m building the character. Instead of optimizing AC, I’ve opted for mobility and a little social engineering. With VHuman and Custom Lineage, the warlock can take a feat, so I went for Inspiring Leader. Now, whenever we take a short rest, the party gets a boost as well, so they have a vested reason to choose it. For now, I have expeditious retreat. I intend to craft some scrolls of that one and eventually swap it out over time, as it doesn’t scale with my slots, but it will allow me to BA dash. If I can maintain range and use cover opportunities, AC won’t matter as much.
@@IgnoreMeImWrong think of it more like a way to encourage those “me first” players to actually have a more team oriented approach. Sure, it’s a bit gimmicky, but at low levels when it might be giving them an extra 20% of their health? I can see them accepting it without having to pester them every other encounter. I expect the value of the THP to diminish anyway, but if they learn to like short rests before that, then it serves its purpose.
@@IgnoreMeImWrong I’ve recently played a goblin wizard and used that strategy with the added portion of a BA hide in the fog cloud so that they couldn’t even know which square to target. It’s fun, but I don’t want to rely on the same stunt with a different character so soon. I don’t expect the campaign to reach the point of seeing 9th level spells, so I’m not going to sweat that yet. I’ll probably play some shenanigans regarding targeting visibility and Misty Visions (or just Minor Illusion) should go a long way for that. It’s just not the immediate concern when most early enemies are going to be heavily melee oriented and I expect to out-maneuver them.
@@IgnoreMeImWrong it is a powerful spell, and conveniently, Kobold has already done a video on it. It is important to recognize its limitations as well though. I had used the BA hide action in concert with the spell because creatures can still discern your location when they can’t see you. They just get disadvantage on the attack, which is cancelled out by their advantage from also being an unseen attacker. The lich you reference may not be able to see the party, but it really doesn’t matter when they’ve got spells like fireball and cloudkill on their spell list. Other creatures might have tremorsense or blindsight/blindsense as you has referenced earlier. I wouldn’t expect it often, but spells like gust of wind can also be a hard counter to fog cloud.
@@IgnoreMeImWrong silence can be cast from outside of the counterspell range, so seeing it doesn’t always matter any way. Additionally, it stops most spells since so many of them require verbal components. As a 20 foot radius spell though, they could just walk out of it. Darkness is easily defeated by magical light sources or light emitting spells 3rd level or higher. Truesight can through magical darkness as is though. A wall of force is a powerful option as well in its own right, but you are reading into the spell features that aren’t there. None of the three spells mention anything about vapors not being dispersed because of an obstruction. Regardless though, any lich that allows the party to so completely get the jump on them that they can cast 3-4 no save spells deserves to be beaten.
Home brew fixes I allow for my warlocks are: 1) Starting a 9th level warlocks have 3 spell slots. 2) Replaced Eldritch Master with Pact Ascension which reads as: Be it conditions met, loop holes exploited, or becoming to powerful to be kept bound to the contract created, the warlock is now free and no longer needs to accept the whims or taboos their patron subjected them to. Additionally, as a bonus action, the warlock can enter into an ascended state for 1 minute. Upon entering this state, the warlock regains all expended spell slots, the spell slots are considered to be 7th level for the duration of this feature, the warlock gains the creature typing of their pact (Archfey gain fey, Fiend gain fiend, Hex Blade gain construct, etc.), and gains two immunities/resistances that match their pact. Use of this feature is regained after finishing a long rest.
Personally i wish they would have left warlock in the same niche as the 3.5 class. in 3.5 Warlocks are arcane non-casters, instead they get a number of invocations that give them spell-like abilities, and they did have Eldritch blast it wasn't a spell but a spell-like feature of the class. They held a great space, because many of the conventional anti-magic stuff didn't affect them because they didn't use spells. and the invocations were actually powerful, like "See the unseen" a least (lvl 1) invocation that granted at-will see invisible or "Fell Flight" a lesser (lvl 6) invocation that gave you at-will flight speed. They got a bunch of class defenses as well, gaining damage reduction x/cold iron and energy resistance against 2 of the players choice energies. as well as a fast healing meditation daily feature letting them take a decent size hit for the parties back line caster. Personally one of my favorite things was that they gained an ability at lvl 4 called "Deceive item", it's most basic use was the ability to take 10 on UMD checks in combat, so they could use magic items that were restricted by race, class, or alignment, but with some creative use you were able to do fun things, like cause an enemies wizard's wand of fireball to go off in their own pocket. 5e is really lacking in a lot of the power fantasies of earlier editions, the crafter, the psions, the gun slinger, and the spell-likes and while they have tried to wiggle a few of those out through subclasses, and artificer it just really sucks that the magicians by the bay have told players that if you don't want to play dnd the way they want you to play it, you are less of a gamer.
So, I do have a question. If you have an arcane focus in one hand, and a shield in the other, then how do you deal with spellcasting’s stuff without War Caster? Considering that the existence of Eldritch Mind is supposed to make War Caster optional.
Take a component pouch. Does the same as a arcane focus, druidic focus, or a holy symbol, but for all classes and subclasses together. It leaves a hand free to manipulate stuff on the battlefield (i.e. levers, or doorhandles..), and is way harder to knock off of you, since it is fixed on your belt or such.
@@azurethescaletipper210 I never got such an item before levels 14-15, but then you'd have to make a though choice. I guess you can always ask your DM to custom build/modify an item, following the rules in the DMG. A better ring of protection (+2?) to compensate for the loss of the shield, while you wear your diven focus arraound your neck? An Item that enhances your charisma by 2 or four, would also push up your DC and spell attack modifier. On that note, the Tome of Leadership and Influence permanently raises your charisma and charisma maximum score by 2. The +2 ability score tomes and manuals have a cooldown of a hundred years, after beeing read. So mabe pass them down as family treasures, or sell them to an elf or such.
@@azurethescaletipper210 your DM might even build a side quest to obtain/enhance and item I described. Mabe it get's better after reaching certain levels.
Another racial option is your favourite variant Dwarf, so you can wear heavy armour without having to fulfill the strength requirement. It costs you 1 AC, but lets you dump Str in favour of higher initiative and more points toward the important saving throws.
Imagine Combining the Abilities of Wizards, Sorcerers, and Warlocks all into one. That is what is known as the Arch-Magician. The Arch-Magician has access to Every last spell you can think of, and more. Most Arch-Magicians are of races that can live for Millennia at a time.
Solution. The DM homebrews a Magic Item (preferably a sleeping Mask) that allows the wearer to cast Catnap on themselves once per Long Rest. I introduced this item to a game where I’m DMing for 3 different Warlocks and they have been very well received, as they still can’t be used in combat or frivolously. But if anyone needs to cast a Ritual Spell, the Warlocks can get their spell slots back.
Players and DMs, make sure to talk with the table about rests if you have short rest-heavy classes at the table like fighters and warlocks! Also, a GREAT fix to warlock can be just one or two good magic staves away. Something like a Staff of Defense and a Rod of the Pact Keeper can turn a struggling Warlock from "eh" into "ooh!"
I've homebrewed the warlock because it need a buff: spells slot equal to bonus proficency all spell from subclass do not count for the number of spell you require In this way you are still limited but you can do more buffed pact of the blade giving the capability to attack with the weapon using Charisma nerfed hexblade warrior removing the capability to attack with the weapon using Charisma
I swear, the entire class of Warlock, from the beginning, has felt like a lost mish-mash of stuff that was tossed together for a vaguely understood feel. They only have two spell slots that scale up in spell level and come back on a short rest... until 11th level. Then they get more spell slots but not higher levels. Except these certain special spells that they can only use once per LONG rest but don't take a spell slot. Oh, and their invocations are a COMPLETE mishmash. Some effect Eldritch Blast, cool. Some give them spells to cast at-will. Awesome. Some give them one use of a special spell per long rest. Odd. Some do that, but it also costs a spell slot to cast. WTF? I think it was originally designed for an idea of 10-level classes that never really manifested in the rules. Which is too bad, because it's an interesting idea.
The only thing I get from this video is that Pack Tactics has his spell slots filled when they're availible and empty when they are used, instead of the opposite
The more I look at warlock in the light of edition changes, the more I find I prefer the 3.5 version of the class over 5e. Eldritch blast was a class feature instead of a spell. Its damage scaled with level similar to sneak attack. Instead of spells warlocks just got their eldritch invocations, but each eldritch invocation buffed eldritch blast or was a spell from the sorcerer/wizard spell list they could use as many times a day as they wanted. So the 3.5 warlock was not a caster, but they got 5 to 12 utility spells they could cast all day long and a magic gun for all their attacks.
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This video was great; that opening shot me through the heart though, I played a warlock from levels 1-20 and I can't remember ever short resting due to how my DM ran games. Sometimes it was even hard to be able to get value out of the capstone! X-x
May I state my own personal solution to the Warlock defensive problem? My solution was a Dhampir lineage from Van Richtens Guide to Ravenloft for the draining bite attack and taking 2 levels in wizard (necromancy) for the ability to heal off of spells that kill. Also take Hellish Rebuke in case you ever get caught off guard with a hit that put you lower than you expected before your turn rolls around. Bonus points if your DM allows proficiency training for armor. I call this the Warlock Drain Tank main stats are Char/Con.
Honestly i do kind of love the insight that Warlocks give into "what if we made a full caster with the same design philosophy as the fighter"
Wait, there are other warlocks besides Hexblade dips? Whoa.
pact of the tome pairs well with a scribe wizard
@@kingmasterlord I kid. :) I should've have included a
/sarc.
Yes, the "eldritch blast! eldritch blast! eldritch blast!" warlock.
@@ikarus6549 u mean warlock 2 / sorc X / fighter 2 multiclass for quickened spell and action surge?
@@silentsnail3728 Spells? What spells? Just eldritch blast! with push invocation.
Wow, what a helpful and informative guid! I hope WOTC doesn’t drastically alter how warlocks function mechanically in the near future!
They fixed both of the key problems he listed in the video without removing their ability to get high level spells
@@PsyrenXY by having it take up Warlock invocations, which are the most flexible and fun things about Warlock, and also now leaving their later 10 levels completely empty aside from 2 new features that range from situational if you have the right invocations (which are now being spread more thinly for Mystic Arcanum) or just flat out bad
@@PsyrenXY They just gutted some of the unique feature warlocks get through their boons, made their overall spellcasting the same as any other half caster, and limited their overall customizability instead! Thanks Wizards! Now we have a bad wizard if we get tired of being more powerful than our party to play as!
If you're a genie warlock, you can take a short rest in your item while the team carries on.
If you’re playing an elf genie warlock you can take a long rest at level 1.
And after level 10 you get one of those short rests for your whole party in 10 minutes 😀.
@@bloodoftheunicorns2621 long rest takes 8 hours. trance lets you only need to sleep (or meditate, more accurately) for 4 hours, letting you use the other 4 hours to keep watch or do other light activity.
@@nicholass5621 Yes and you can take that 4 hour rest inside your magic ring, if you need too.
HOLY SHIT YOU'RE A GENIUS
That Pinkerton bit at the end LOL
Glad to see warlock's getting some love. My first character was a GOOlock (the worstlock), so they hold a special place in my heart. People hate on them not realizing how much roleplay and versatility they can bring to the table. Forge Cleric is also a subclass that does not get talked about enough.
That stab at WOTC at the end was just chef's kiss. Well played, Kobold!
its beutiful
I thought the discuss was great but that was the highlight
@@nyanbrox5418 at the end of the video the comment about the pinkertons
wizards of the coast sent the pinkertons to someones house over a bunch of cards
for further context - The pinkertons used to be used to intimidate or murder unionizers
I won the initiative
Nah, your second :p
havent seen your comment after 1st refresh, we must have rolled the same but you have higher dex score
@@lordprecel8323 makes sense
Guess Im 3rd in initiative
I got 7th in initiative
The " OH MY GOD!!" At the end really got me laughing.
When I DM I give warlocks their proficiency bonus to their available "pact slots".
Less short rests but more usefulness.
This makes warlock dips insane 😂🎉
What about half their proficiency bonus as pact slots. Gonna suck at low level, but will be nice after lvl5
I've never run for a warlock but the fix I always had in mind was pact slots equal to PB. If you're worried about dips (because 6 pact slots on a warlock 1/caster 19 is absurd) then make it scale like PB but only counting warlock levels
I think that works but adding the flavor of a WARLOCK into their power would be cooler. When they use their pact slots they can meditate for 5-10 minutes and talk to their patron for what task they want the warlock to do. I mean pact slots are borrowed spells from your patron. Maybe make the act of borrowing more of their power (getting their magic back); based on how well they act as avatars or servants for the patron.
They may even be able to talk tot whit patron mid battle and make a deal to sacrifice an NPC in order to get their magic refilled immediately, five times, or by whatever number narratively seems cool or fun for you as a dm.
@@jorenthar9186 You don't get +5 proficiency bonus until level 13, and Warlocks already get 3 slots at level 11. Half proficiency bonus is always less slots than just standard Warlock progression.
One Buff I give Warlocks is they are able to alter the Damage Type of their spells to a type associated with their Patron. For example...
Zuggtmoy turns into Poison spores, Juiblex turns into Acid slime, Cthulhu turns into Psychic energy, Levistus becomes Cold, and most Celestials become Radiant light.
Thank you for making a warlock vid, kobold! The cleric inspiration is strong for my own I have made and would pair well with my Celestial pact! Although I think gator is a bit hung up on his short rests, it's fun seeing how to spread out your pact slots to try and get an encounter to be as easily handled as possible! (For reference, my warlock is this party's only healer and maximizing that is fun for me)
Great video as always.
Another good feat for warlocks is the Aberrant dragon mark from Eberron (you mentioned Warforged so....). +1 Con =good, Another cantrip = good. A spell that is regained on a short rest and stuck at a level 1 spell slot = Also good. Plus, the casting through the mark and using the hit dice feature can be similar to False life OR a single Magic Missile hit. (never mind the optional rules for the feat...It is a feat that can grant feats!!)
Warlock is my favorite class and I love pact slots. I think its a really cool concept. We need more short rest mechanics. ONE D&D is going to improve short resting so these sort of mechanics can shine right?... Right?...
I wouldn't say their problem is short rests, but rather that they get treated as a full caster.
I'd say warlocks are halfcasters with unique utility, they can be an alternate skill monkey with just a few invocations, but without the baggage of expectations that they'll be carrying the team magically like a sorcerer or wizard.
Warlocks are half casters with better spell progression and a small number of class features that were called "once per day spell like abilities" in 3e and 4e. Those two traits have tricked a majority of munchkins into thinking that warlocks are full casters.
In the new UA Warlocks are called out as being half casters.
@@brettmajeske3525 Only a few decades too late lol
@@XperimentorEES Decades? Warlocks in DnD have not been around that long. They were a late addition to 3.5.
@@brettmajeske3525 In the early 2000s, that's a couple decades ago.
5e Warlock is a really fun dip class. I do wish they got a little more in terms of pact slots.
Can't wait to hear your opinion on the current iteration of the Warlock in the One D&D UA, Kobold. I think it's really interesting, and it makes a one level dip into Warlock make sense with more than just a Hexblade style build.
Edit: 🤣🤣🤣 Yes! WotC deserves every bit of scorn and mockery it can get for that dumb shit it pulled. Hiring the Pinkertons. Jesus, what a rat move.
Oh that's exciting to hear.
@@AceWolf456 for a short list of changes: They get more spell slots, but they don't automatically level up
They're turned into more of a half-caster style character
The Hexblade, Chain, and Tome playstyles are your base level Pact Boon and are then combined with your subclass at 3rd level.
Mystic Arcanum is now a feat (not a great change, IMO)
All Warlocks get Medium Armor
Warlocks are shit in the UA, they're basically the super slut of Multiclassing rather than the mistress.
@@WolfHreda
Mystic Arcanum is a repeatable invocation, you mean. Not a feat.
I found the changes incredibly disappointing and my interest in onednd kind of ended when I read them. Taxing eldritch invocations to get mystic arcanum is ridiculous, and otherwise waiting until level 17 for a 5th level spell is insane. Pact features like a pact weapon now being a spell that can be counterspelled or gotten rid of with an antimagic field is pretty insulting. Nerfing hex to only do damage once per turn and then giving a free hex at level 18 (while sorcerers get a free daily casting of Wish at level 18) is an absolutely bizarre design choice.
Thank your for the "we're fine btw" at the end. I was worried.
As a warlock I'm lucky to have a party where everyone pitches in for my spell scrolls
Now THAT is a spicy build. I love the chain of "take eldritch mind which frees up a feat which frees up starting race which lets you take warforged and go wild on armor". Instead of investing in 15 strength one option could be to just dump it, get high dex and go for half plate, which loses 1 AC but gets nice initiative and dex saves. Or just wear the full plate and eat the -10 speed, take the long range EB invocation and become armored artillery. Sounds painful yet fun to play.
EDIT: also worth noting that Eldritch Mind works slightly better than War Caster for concentration saves! WC specifies "when you take damage", EM does not, so it applies to things like sleet storm.
This guide is very helpful and cool! thanks, kobold!
loving the development of Gator and Kobold relationship
With my house rules I just took the pattern with Warlock Slots to its logical conclusion and skipped the Mystic Arcanum, giving them access to 6 9th level slots in the very last tier of play 😅. Theres some definite issues with that but I also realized I'd never run at such a high level anyway.
you bloody madman I love that idea
If you'll never run it then what's the point of changing it?
@@IgnoreMeImWrong It's still a relevant change for 11-15th level. I plan most of my long-term campaigns to end at 15th level.
@@ecothunderbolt257 to me it looks like you want them to be a Wizard or a Sorcerer, rather than a Warlock.
@@IgnoreMeImWrong I'm curious how you'd come to that conclusion. There's a fundamental difference between the Warlock in 5e which has all slots of the same level (up till 11th level) and every other caster in the system. If anything, the Mystic Arcanum brings them closer in performance to the other casters in the latter half of the game.
Another option for the Forge dipped Warlock is doing the MPMM version of Githzerai, as 3 shield slots combined with base 21 AC are also pretty good at keeping you alive when things go south. Helps that one of the casts is immune to Counterspell
I know the meme is that this is just the multiclass paste, but, really, it's a good class for it!
I love little more than just kinda slapping Warlock on something weird. Not just your standard Charisma engines, but Fighters, Barbarians, Rangers, anything!
I'm playing a Warlock Hexblade in one of the campaigns I'm in. Really love this class.
My DM and I set up short rests that were much more engaging. Everyone got their standard short rest action, plus you could pick one roll to have advantage on justified with a "I practice this by doing x"
Ie. The Barbarian takes a few practice swings to get advantage on their first attack roll. Meanwhile the rouge is practicing pickpocketing by playing the clip game with the bard giving both an advantage on sleight of hand. Etc.
It gave everyone an advantage for taking the short rest. Especially since they don't have to be exceptionally long.
Ritual caster helps both warlocks and other magic users with resource management.
Smart invocation choices can help a warlock specialize with at- will powers such as Eldritch Sight (detect magic) or Eyes Of The Rune Keeper (read all writing)
Finally, optimizing pact of the chain fulfills the critical ISR (Intelligence, Surveillance, Reconnaissance) role in the party.
Hooray, Kobold is covering my favorite class!
did not expect, but absolutely love.. that ending.. simply amazing lmao
Great video as usual! Though if I was playing as a ranged type of warlock, I wouldn't worry too much about cranking up my AC. I'd stay back and take cover whenever possible. If I'm getting focus-fired to the point my AC feels that low, I'm probably doing something wrong.
It's also important to take defensive subclass features into account, like Fiendish Resilience to give you resistance to a common damage type, Misty Escape, or Elemental Gift to straight up fly and be an annoying bomber behind treetops and buildings.
Worst comes to worst, your can always have rest-casted Armor of Agathys, or use Shadow of Moil if you feel really threatened and don't need to shut enemies down yourself at that moment.
Nearly everything in this video I've been saying on r/onednd for the past day. We need to return to short rests actually being short. In 4e it was 5 minutes! I think 10 fits better in 5e.
The numpties over there seem to think warlocks would be OP. But the result is just groups actually getting to take short rests. If they don't, that's on them for intentionally nerfing themselves.
One of my favorite builds I’ve done mechanically was a Celestial Warlock / Zealot Barbarian. Fire off both barrels then enter melee mode. With rage resistances, the self-heal from Celestial, and Gift of the Ever-Living Ones to remove RNG, you end up being really hard to kill
In our tables we copy baldur's gate 3 for short rests, we make then instant and limited to 2 betwen long rests, so when out of combat we can just recharge 2 times our short rest skills to make both monk and warlock viable.
Personally I think a good buff to Warlocks should either start with an extra 2 spell slots or have the few spell slots they do have be of a higher level, so if a warlock would have level 3 slots under this new ruling they instead have 4th level slots but still only get 3rd level spells. so every spell they cast is always upcast.
Perhaps at tables where short rests are hard to come by, warlocks could regain spells after a certain number of encounters? Or even some kind of cooldown, like each slot returns after 1 hour.
I love how Genie Warlock can solve the short rest problem. Need a short rest but your party wants to keep moving? Just hop in your vessel. Perfect solution when your party is traveling out in the world.
Level 10 War Wizard's power surges with the Coffeelock endless counterspells to fuel those surges has been intriguing me.
Thanks for posting- excellent content!
Should’ve called the video “Pact Tactics.”
This video has the most ironic timing, can’t wait to see your insight on mage changes.
WOW am I glad I didn't click away before the ending. :)
At 4:00 in the World Anvil blurb, is the dungeon tunnels animation from a game? It seems familiar, but I can’t place it.
I love Warlocks so much my play group has forbidden me from playing more Warlocks.
oh hey, new episode of Pact Tactics
Being from my location and knowing the history of this area, Pinkertons aren't welcome anywhere near me, my house nor family.
I did a lot of homebrew to Warlocks, and sometimes forget how the base rules work 😝
The biggest change was Spell Points!
Even though the DMG says warlocks can't use this variant, if you just say the Warlock gets 2 SP per level up to level 10, and one SP per level after ten, the amount of top level spells stays constant, but it smoothes out their power progression.
They still have the "less spells more frequently" mechanic of Pact Casting, but can still cast Shield and Absorb Elements normally.
I also allow upcasting to their daily 6, 7, 8, and 9th level slots.... Because why not?
The gritty realism optional rule could help get more short rests as a long rest is a week of downtime.
I recall one video where there was mentioned a different spell slot progression, getting 3 slots sooner. What do you suggest?
My #1 race for Warlock is actually the Mark of Hospitality Halfling, due to their expanded spell list. The Warlock's list is balanced around spells that won't break the game if cast infinitely in downtime, but the Mark lists aren't. During morning preperations you can cast Goodberry and Aid over and over again, then rest until you're back in fighting condition. That means you'll have a max level Aid buffing your entire party without losing out on high level spells, plus a bunch of goodberries.
Another good spell for this trick is Death Ward, due to its long duration. There's no need to stack it on yourself and risk DM retaliation - simply cast it once on each member of entire party.
A warlock with the right spells makes your entire party tankier, and they'll be more than willing to take short rests just to get those buffs back up. (Even if they don't - it's still a bunch of free high level buffs at the beginning of the day.)
I dip 4 levels of sorc for my warlock builds for the ASI and the extra throw away slots for shield, barbs and absorb elements. Then will pick a RACE with good RACIAL spells and have never felt like im low on slots especially since I can burn those high warlocks slots for for sorc points and such. Also play smart. Nothing wrong with Eldritch blasting every turn after you have your lvl 5 AoA cast.
Something about a kobold dressed like a Scot while Scotland the Brave seem so freaking awsome to me ...
Another thing to look at: proficiency in arcana to scribe scrolls per XGtE. Just need gold and time for extra castings
Alternatively if there just aren't going to be any short rests you can try to talk your DM into allowing you to function as a long rest caster and just give you more pact slots. Maybe 5 instead of 2 and 6 or 7 instead of 3.
The pinkerton pun was awesome, to be fair to Gator I would probably say the exact same thing if I didn't already know about it
Oooh this is gonna be a good watch
May I suggest the fix to the short rest problem.
This being (depending on dm) short rests are in fact short (15min - 1hr) meaning you can in fact short rest while your party is fighting over whether to give the hallfing a wedgie or not
First and one of my favorite characters is a Hal-elf Archfey warlock. Picked up Pact of the Tome and tha let me pick up Gudance and Resistance (cantrips) along with Blade Ward to negate mele damage. Taumaturgy, Predigitation and Mage Hand for utility, flavor and RP (e.i., mage hand to grab things and trigger traps or lever, or a mis of predigitiation an taumaturgy to gain advantage on intimidation, light fires...) Had Agonizing Nlast, Eldriych Mind, Repelling Blast, Relentless Hex and Maddening Hex (and Devil Sight. My partysurvived a fight with a white dragon using only a 7th level (Finger of Death) and a single use of Hex thinking we-d have to fight a badder boss right after (luckly our Bard and I talked our way out of it, but I still had 2 Pact slots, a 6th, an 8th and the abilities of ab Archfey Pact intouch, no one died, a u rhouggt we'd go and fight but our our party didn't feel ready. Stacking Eldritch Blast damage and Hex I was doing mid 30 to mid 40s and a couple of 60s (crits) using Resistance to decrease damage and keeping as far as possible to avoid damage. Always get HEX! otherwise you can reliably do damage and tank a bit with cantrips
Idk. If youre playing warlock, just mention to your party that you want to short rest. A good dm will usually allow it unless youre in the middle of a battle or dungeon crawl where you'd be found and killed in your sleep if you stopped to rest
I blend my short rests into combat ends. So you finish combat and your party takes a short breather... they can get their slots back, use hit dice to patch wounds, refocus to get action surge back etc.
The only time this doesnt happen is in a situation where the party is receiving pressure from enemies.
That ending was golden. I hope the community doesn’t forget what WotC did.
interesting Warforged Warlock suggestion, i presume that is more suitable for hex blade ?
any builds for the Warforged Warlock you mentioned ?
The two changes I would want to make to Warlocks as a class is slots equal to proficiency bonus and able to use INT instead of CHA.
When I played warlock I took spell sniper feat at level 4 so I could cast an AoE (many of the warlock ones have decent range anyway), run away and spam eldritch blast from where my enemies couldn't hit my character. That made up for not having great AC because a lot of the time things weren't close enough to attempt to do damage in the first place
Hi! I've recently have been playing an Archfey Warlock (currently lvl. 4), and had an interesting interaction with one of the party's tanks (Homebrew Paladin) to carry me while I take a short rest. I literally look at her and say "I'm sleepy", and she carries me. In another campaign, the Warlock takes some time to meditate or "have a moment to recharge". I'm not sure if other DMs would allow it, but it really has helped me to give more to the table. Hope this could help! :)
Yo ho ho! My second favorite class!
Hey! First too!
Honestly the short rest variation is why I'm pro the OneDnD changes to warlock. Only edits I'd do would be 12 invocations instead of 9, and add a short rest invocation that can be taken, that's like a wizards arcane recovery and leave it there if you want to have short rest impact your game. Or make it equal to your proficeny bounus.
What about the coffeelock multiclass? Even if your DM rules you need long rests it can help fix both those issues by letting you convert unused warlock slots into sorcerer points and then into low level spell slot recharges
You'd need a minimum 2 lvl dip for that. Getting higher spells 2 lvls later can be crippeling in a mid to high optimised campaign.
The master will be sending the meaner Monsters/NPCs after you.
Is it worth the investment for the build?
I'd say mabe, if you take Divine Soul for Favoured by the Gods and the free known bless spell.
If you go 3 lvls + things might get even harder, but Clockwork starts to be worth it, though Divine Soul less and less so.
From a roleplay perspective Warlock is one of my favs, there is so much you can do with it, but I despise it from a mechanical perspective, it's just not a good class, parties tend to have 0-1 short rests a day, leaning more on 0 from my personal experience and the games I've seen online, so anytime one has been played, they're always casting far less spells, and the spells won't be as impactful considering how bad their spell selection is, how few spells they know, and the slots that they're tied to, it feels just so damn bad, it's not a coincidence that the best warlock subclass makes you focus more on melee instead of casting, because it's just a bad caster. Before someone says something like "WHAT ABOUT SORCERER WARLOCK MULTICLASSING???" or something along those lines, here's the thing, if you need to multiclass to make your class any good then it's a bad class, a good class doesn't need to crutch on another to be worth playing.
IMO outside of for the roleplay or a specific build/character idea in mind, there is no point to play Warlock
There is also the option to play a dwarf. Since dwarfs don't suffer the movement penalty from heavy armor. So you could go for low strength and high dexterity, instead.
i run a low short rest table and just made it so that warlock can use its capstone 2/day rather than a short rest pact slot regen
Is it possible to start as a warlock and become a knight? Do I have to multi class or just a subclass??
Wouldnt a dip into artificer also be better then cleric? Its a extra lvl but you can use your int to wear heavy armor of you pick armorer subclass.
It's two extra levels to get the Armorer subclass, and INT isn't especially useful to a Warlock, either. Also, the armor ignores the STR requirement rather than replacing it with INT, so at least you wouldn't need as many points in an off ability.
@@iang0th you would only need to worry about 2 ability scores instead of 3 ability scores is kinda my point
The thing about Warlock is not that he has lower number of spell slots its that its specialized and you need to know how to do it.
A warlock will have lv5 4 slots at maximum , if you are a genie you can do a rest in 10 minutes so that is lw5 slots per day.
A wizard has 3lv5 3lv4 and 3lv3 slots the 8 slots if you take into consideration the upcast are the same in power.
For lv1 slots a wizard has 4 slots but the warlock has invocation(Mask of many faces and misty visions make you a good spy and illusionist), that cancels the lv1 slots
For the other lv2 slots you have other invocations that make up for that and if you want the single ability to fly with a genie without concentration is like having a better fly
Coincidentally I’m playing a Kobold Hexblade, where the weapon is a Draconic Shard. So I find it funny this comes across my dash.
is the UA good?
Eldrich Blast.
That’s it, saved you a video
I’ve recently just created a warlock starting at level one, and took a different approach to how I’m building the character.
Instead of optimizing AC, I’ve opted for mobility and a little social engineering. With VHuman and Custom Lineage, the warlock can take a feat, so I went for Inspiring Leader. Now, whenever we take a short rest, the party gets a boost as well, so they have a vested reason to choose it.
For now, I have expeditious retreat. I intend to craft some scrolls of that one and eventually swap it out over time, as it doesn’t scale with my slots, but it will allow me to BA dash. If I can maintain range and use cover opportunities, AC won’t matter as much.
@@IgnoreMeImWrong think of it more like a way to encourage those “me first” players to actually have a more team oriented approach. Sure, it’s a bit gimmicky, but at low levels when it might be giving them an extra 20% of their health? I can see them accepting it without having to pester them every other encounter.
I expect the value of the THP to diminish anyway, but if they learn to like short rests before that, then it serves its purpose.
@@IgnoreMeImWrong I’ve recently played a goblin wizard and used that strategy with the added portion of a BA hide in the fog cloud so that they couldn’t even know which square to target. It’s fun, but I don’t want to rely on the same stunt with a different character so soon.
I don’t expect the campaign to reach the point of seeing 9th level spells, so I’m not going to sweat that yet. I’ll probably play some shenanigans regarding targeting visibility and Misty Visions (or just Minor Illusion) should go a long way for that. It’s just not the immediate concern when most early enemies are going to be heavily melee oriented and I expect to out-maneuver them.
@@IgnoreMeImWrong it is a powerful spell, and conveniently, Kobold has already done a video on it. It is important to recognize its limitations as well though.
I had used the BA hide action in concert with the spell because creatures can still discern your location when they can’t see you. They just get disadvantage on the attack, which is cancelled out by their advantage from also being an unseen attacker.
The lich you reference may not be able to see the party, but it really doesn’t matter when they’ve got spells like fireball and cloudkill on their spell list. Other creatures might have tremorsense or blindsight/blindsense as you has referenced earlier. I wouldn’t expect it often, but spells like gust of wind can also be a hard counter to fog cloud.
@@IgnoreMeImWrong silence can be cast from outside of the counterspell range, so seeing it doesn’t always matter any way. Additionally, it stops most spells since so many of them require verbal components. As a 20 foot radius spell though, they could just walk out of it.
Darkness is easily defeated by magical light sources or light emitting spells 3rd level or higher. Truesight can through magical darkness as is though.
A wall of force is a powerful option as well in its own right, but you are reading into the spell features that aren’t there. None of the three spells mention anything about vapors not being dispersed because of an obstruction.
Regardless though, any lich that allows the party to so completely get the jump on them that they can cast 3-4 no save spells deserves to be beaten.
If you draw pact slots and spellcasting slots with the same color, I get confused.
They basically are the same aside from the upcasting default.
"Satans så bra" lol,
kul att höra lite svenska från folk ikke från här!
(I love warlock)
Home brew fixes I allow for my warlocks are:
1) Starting a 9th level warlocks have 3 spell slots.
2) Replaced Eldritch Master with Pact Ascension which reads as: Be it conditions met, loop holes exploited, or becoming to powerful to be kept bound to the contract created, the warlock is now free and no longer needs to accept the whims or taboos their patron subjected them to. Additionally, as a bonus action, the warlock can enter into an ascended state for 1 minute. Upon entering this state, the warlock regains all expended spell slots, the spell slots are considered to be 7th level for the duration of this feature, the warlock gains the creature typing of their pact (Archfey gain fey, Fiend gain fiend, Hex Blade gain construct, etc.), and gains two immunities/resistances that match their pact. Use of this feature is regained after finishing a long rest.
very cool
Personally i wish they would have left warlock in the same niche as the 3.5 class. in 3.5 Warlocks are arcane non-casters, instead they get a number of invocations that give them spell-like abilities, and they did have Eldritch blast it wasn't a spell but a spell-like feature of the class.
They held a great space, because many of the conventional anti-magic stuff didn't affect them because they didn't use spells. and the invocations were actually powerful, like "See the unseen" a least (lvl 1) invocation that granted at-will see invisible or "Fell Flight" a lesser (lvl 6) invocation that gave you at-will flight speed.
They got a bunch of class defenses as well, gaining damage reduction x/cold iron and energy resistance against 2 of the players choice energies. as well as a fast healing meditation daily feature letting them take a decent size hit for the parties back line caster.
Personally one of my favorite things was that they gained an ability at lvl 4 called "Deceive item", it's most basic use was the ability to take 10 on UMD checks in combat, so they could use magic items that were restricted by race, class, or alignment, but with some creative use you were able to do fun things, like cause an enemies wizard's wand of fireball to go off in their own pocket.
5e is really lacking in a lot of the power fantasies of earlier editions, the crafter, the psions, the gun slinger, and the spell-likes and while they have tried to wiggle a few of those out through subclasses, and artificer it just really sucks that the magicians by the bay have told players that if you don't want to play dnd the way they want you to play it, you are less of a gamer.
So, I do have a question.
If you have an arcane focus in one hand, and a shield in the other, then how do you deal with spellcasting’s stuff without War Caster? Considering that the existence of Eldritch Mind is supposed to make War Caster optional.
Take a component pouch.
Does the same as a arcane focus, druidic focus, or a holy symbol, but for all classes and subclasses together.
It leaves a hand free to manipulate stuff on the battlefield (i.e. levers, or doorhandles..), and is way harder to knock off of you, since it is fixed on your belt or such.
@@astroboy3291 What about foci that boost your Spellcasting DC and attack rolls? Like the Rod of the Pactkeeper?
@@azurethescaletipper210 I never got such an item before levels 14-15, but then you'd have to make a though choice. I guess you can always ask your DM to custom build/modify an item, following the rules in the DMG.
A better ring of protection (+2?) to compensate for the loss of the shield, while you wear your diven focus arraound your neck? An Item that enhances your charisma by 2 or four, would also push up your DC and spell attack modifier.
On that note, the Tome of Leadership and Influence permanently raises your charisma and charisma maximum score by 2.
The +2 ability score tomes and manuals have a cooldown of a hundred years, after beeing read. So mabe pass them down as family treasures, or sell them to an elf or such.
@@azurethescaletipper210 your DM might even build a side quest to obtain/enhance and item I described. Mabe it get's better after reaching certain levels.
Another racial option is your favourite variant Dwarf, so you can wear heavy armour without having to fulfill the strength requirement. It costs you 1 AC, but lets you dump Str in favour of higher initiative and more points toward the important saving throws.
Great MTG Pinkerton call out
Great tips. I'm planning on multiclassing my eloquence bard to warlock.
Also, dear god, the background music is annoying.
9:03 Robot Kobold...
Robold.
Personally id take the 1less AC for half plate and still have a 14 dex. You can still dump str.
5:15 PACTS-imum caPACTSity!
I feel attacked by the existence of Gator.
tbh an ultimate guide should be like 3 hour vid maybe 3 parts or 2
Imagine Combining the Abilities of Wizards, Sorcerers, and Warlocks all into one.
That is what is known as the Arch-Magician. The Arch-Magician has access to Every last spell you can think of, and more. Most Arch-Magicians are of races that can live for Millennia at a time.
Solution. The DM homebrews a Magic Item (preferably a sleeping Mask) that allows the wearer to cast Catnap on themselves once per Long Rest.
I introduced this item to a game where I’m DMing for 3 different Warlocks and they have been very well received, as they still can’t be used in combat or frivolously. But if anyone needs to cast a Ritual Spell, the Warlocks can get their spell slots back.
I love warlocks, they're my favourite class.
Players and DMs, make sure to talk with the table about rests if you have short rest-heavy classes at the table like fighters and warlocks! Also, a GREAT fix to warlock can be just one or two good magic staves away. Something like a Staff of Defense and a Rod of the Pact Keeper can turn a struggling Warlock from "eh" into "ooh!"
have another caster in the group ... see if they will get the "cat nap" spell ...
@@WilliamTythas It's very useful! But it looks like they're now going to just make Warlocks half casters in the next edition. Alas.
I've homebrewed the warlock because it need a buff:
spells slot equal to bonus proficency
all spell from subclass do not count for the number of spell you require
In this way you are still limited but you can do more
buffed pact of the blade giving the capability to attack with the weapon using Charisma
nerfed hexblade warrior removing the capability to attack with the weapon using Charisma
I swear, the entire class of Warlock, from the beginning, has felt like a lost mish-mash of stuff that was tossed together for a vaguely understood feel. They only have two spell slots that scale up in spell level and come back on a short rest... until 11th level. Then they get more spell slots but not higher levels. Except these certain special spells that they can only use once per LONG rest but don't take a spell slot. Oh, and their invocations are a COMPLETE mishmash. Some effect Eldritch Blast, cool. Some give them spells to cast at-will. Awesome. Some give them one use of a special spell per long rest. Odd. Some do that, but it also costs a spell slot to cast. WTF?
I think it was originally designed for an idea of 10-level classes that never really manifested in the rules. Which is too bad, because it's an interesting idea.
The only thing I get from this video is that Pack Tactics has his spell slots filled when they're availible and empty when they are used, instead of the opposite
The more I look at warlock in the light of edition changes, the more I find I prefer the 3.5 version of the class over 5e.
Eldritch blast was a class feature instead of a spell. Its damage scaled with level similar to sneak attack. Instead of spells warlocks just got their eldritch invocations, but each eldritch invocation buffed eldritch blast or was a spell from the sorcerer/wizard spell list they could use as many times a day as they wanted.
So the 3.5 warlock was not a caster, but they got 5 to 12 utility spells they could cast all day long and a magic gun for all their attacks.
Adorei! Por favor continue!!!!
Are those 3 languages together? Genial 🐢
@@KuaEtus It's just portuguese
falando do Brasiiiil tbm, tmj lek
I thot that was Italian, Spanish and English 😅