@@strangemonarchist2818 Well its like an all purpose shotgun, simple, efficient scales nicely, multiple shots at higher lvls, is a type of dmg thats not really often resisted. And with the Invocations it is highly customisable.
Yup. I'm a 5th level Moon Druid with a level in Arcana cleric. About to add 3 to 5 levels of Lock next, the synergy is amazing - Spike Growth set behind the melee mob, and repelling eldritch blast the mofo back into it. Repeat, while hitting with Spiritual Weapon.
I like to imagine all Patrons know each other. Like Fistandantilus, Asmodeus, Cthulhu, Titania and all other Patrons meet up once a month for dinner, games of wit and to boast about their newest Warlocks. The idea of it always makes me grin.
Two patrons talk to each other next to a water cooler at work: - "The other day I was trying to teach my warlock how to absorb power from a magic weapon. You know, giving him the standard issue one word commands." - - "He did not get it, right? They never get it on the first try. What did he do?" - "He freaking tried to swallow the damn thing. I just gave up on the lesson and gave him the power anyway just to be done with it."
You should totally read the Battle Mage/Blood Mage/Chaos Mage trilogy by Stephen Aryan. It has a take on the godly pantheon I suspect you'll enjoy and is otherwise also a great read IMO.
The same way Ed Greenwood wrote about hosting the meetings of the Wizards Three. Elminster (FR), Mordenkinen (Greyhawk), and Dalamar (DL) would get together every so often at his house on Earth to swap spells and tales of magic items. And for providing the space, and refreshments, Ed would get to record it all for him to write up and submit to Dragon Magazine. Elminster was in on it.
@@gregputnam7243 The entire main cast is loved and immortalized as their Campaign 1 characters. I get your point, but it kind of falls flat when you keep that in mind.
Since it's already been confirmed that Percy and Vex are on another continent and that the rest of VM are out there somewhere, I'd love to see a cameo of an older, traveling Zahara in the later episodes!
I would also like to add to this Quick Build. Spell Slots They upscale automatically as you level up. 2nd-level spells starting at 3, 3rd at 5, 4th at 7, and then finally 5th at 9. Also, you start with 1 and then you gain a 2nd at level 2, 3rd at 11, and 4th at 17. Why the limited number? Because unlike all other casters, warlock can recharge their slots after a short rest. (Barring Land Druids and Wizards except their short rest recovery is once a day). Eldritch Invocations At level 2, you start to have access to special add-ons called "invocations". You start with 2 and level 2 and then you gain an extra one of your choice at certain levels. These range from bonuses to your Eldritch Blast cantrip to extra spells you can cast at will or once a day to skill boons such as proficiency in Persuasion/Deception and 120 ft. of sight even in magical darkness. Be wary, though: there are prerequisites that you must have before you can take on an invocation, be it warlock levels, cantrips, or even specific pacts. Additional Spell Recommendations Hex, Hellish Rebuke, Armor of Agathys
Agreed. This is useful knowledge. Because the Warlock is one of those classes that let you switch a spell a level up, it is good to know how to identify spells that only grow more powerful (like Armor of Agathys) versus spells that stagnate.
@@thefatty01 No it doesn't. Unlike Land Druids and Wizards, you can have more than one short rest a day. As for the level 20 feature, that requires you to spend a full minute to replenish your slots. THAT is a once a day thing.
It's also worth noting that Chill Touch(recommended in the video) is fairly situational, and won't help against the main creature that shrugs off the Force damage of your Eldritch Blast, the Helmed Horror. When the situations do come where Chill Touch can be fancy, it's VERY nice. I'd suggest waiting and possibly grabbing it later if you find yourself in a world where it's usefulness can be exploited regularly. I tend to go for something utilitarian as my other starting cantrip, like Minor Illusion or Prestidigitation. Both of them can be very handy and let you get creative with your roleplaying. Something to keep in mind with your spell selection: CONCENTRATION SPELLS. You have a very limited number of spell slots, and a lot of the good spells on the Warlock list requires your Concentration to maintain. So if you want to be using Hex all the time for that per-hit damage bonus, keep in mind that something like Hold Person will require you to drop the Hex and there's a good chance you won't be able to re-Hex during the same battle. Now, those Concentration spells can often let you maximize the use of your limited number of spell slots by keeping their usefulness going over multiple rounds. But keep some non-Concentration spells around as well. Three of my favorites: Misty Step, use your Bonus Action to BAMF out of danger like Nightcrawler and fire off Eldritch Blast on the same turn! Mirror Image, a great defensive buff that will completely absorb a few hits for you. Shatter, some solid area-effect damage for a class that doesn't get a lot of it especially in the lower levels, and it's a damage type that's resisted way less often than Fire. So pick it up and strike.....like THUNDERBALL!
Can I just say THANK YOU again for showing people in their 50's playing D&D? My mom only heard of it when I started playing in high school, and now that she's nearing retirement she's shown a ton of interest in playing (heavy theatre background too). But she's been afraid that she's too old to play... which course isn't true, but it's great to see people like her playing!
Sort of surprised that the Warlock's slots refreshing on Short Rests wasn't mentioned. Its one of the things that can make a Warlock pretty powerful, but only if the GM plans to allow more than one Short Rest a day.
Only 1 a day? That could be pretty harsh y the GM nerfing the Warlock and the entire game mechanic beings HD for fast healing and more combat stretched events are what this edition is built around. It was the one complaint about all old editions. Needing long rests all the time, short rest brought the HD mechanic. . . and a Warlock niche. This also plays into resting and running to push possible exhaustion when long rests don't recoup or even available in some modules. But to each their own. . .
Agreed, but I've seen that mentioned a couple times when discussing the Warlock. You want to make sure how you GM is going to approach some of those mechanical things.
Spoiler for new players: Wisdom isn't important for you at all, as you already have proficiency in Wis saving throw and none of warlock skill profis use wisdom. Wisdom saving throws are prominent, but in my opinion dexterity is a obviously better choice (your AC won't very high, as you lack proficiency in heavy armor and shields) -AC boost; -initiative boost; -by far the most common saving throw is dexterity To sum up, you will simply lack points to buy a high wisdom score - you'd better get those three 15s for Dex Con and Cha. And by the way, would you consider selling your soul to an ancient evil (or fey) a *wise* choice?
@@hope_13alt thank you for the idea :) I was thinking about going for a Warlock 3/Sorcerer X, but, unfortunately, the campaign is too short for that, our DM doesn't wanna dive into multiclassing. At least the party has 2 healers :) Mediocre ones! But two of them.
Oh! I LOVE Mary! She did so good with this little episode! She's literally the embodiment of Charisma, CHARISMA, *CHARISMA!!!* Her voice is so soothing and majestic!
Nice intro to the Warlock, thank you! IMO... this class presents the biggest opportunity for DM/Player interaction. The DM not only roleplays the Patron but also must interpret their goals and intentions as well as keeping the Patron involved (or meddling) in the character's life (more so than a deity). Warlocks definitely bring challenging, but fun aspects into a D&D campaign and an easy way for a DM to include quests or plot hooks.
Here's the real kicker of being a Warlock: Fewer spell slots than other classes, but they are all MAX LEVEL and recover after a SHORT REST. You are the quick-loading Desert Eagle of spellslingers.
It syncs so well with the multiple attacks from eldritch blast. I recommend Hex over Witchbolt, most of the time. It's also one that can sync up well with your team. Do you have a tavern brawling barbarian, a shield bashing cleric or other allies who like to shove their enemies around? Use Hex to impose disadvantage on that enemy's strength or dexterity rolls (ask your DM whether the enemy seems to rely on either precision or brute force the most when fighting), and watch them be tumbled around like a plaything for your allies. It's even fun to use outside of combat under for example festivals with competitions. Give your bard an edge in a battle of the bands vs their main rival or let your fighter find their arm wrestle opponent a lot weaker than they first appeared. If you lean into the charlatan aspect, you can even play the shell game giving your target disadvantage on detecting your sleight of hand tricks. Just be sure you're standing somewhere both you and your verbal incantations blend in unnoticed when casting Hex
you should look up an ebook called the Tomb of Pacts on DM's guild it has tweaked versions of the 3 original and the 2 from Xanathars guide but also ads 3 new pacts for patrons that are embodyments of chaos order and nutrality respectivly
Mary Elizabeth, yay!!! I love that they're including not just the Critical Role cast in this mini series :) ... have they had Will Friedle on here yet? He should be next if they haven't!
I saw Mary and I saw "warlock" and I thought "perfect!" With both the usual mechanical advice AND story advice, this one is indeed "pact-ed" with useful information. Hellish Rebuke at the end is awesome.
*Session 0* DM: Ok, so you want to play warlock, what's your patron going to b- Me: Cthulhu DM: You mean the great old one? Me: Yeah, Cthulhu DM: Don't you want to at least look at the others? A patron isn't just for Christmas. Me: I said, *_Cthulhu_*
i... i know there were words in this... i could hear her speaking but i was too caught up in basking in her glorious presence to concentrate on what was said. i kid, it was a good guide. Thanks for your help, Mary! i've been a *Major* fan of her for years. (huehuehue)
An advanced warlock guide would be great in the future. Explaining how spell slots work with Warlocks (automatically upscales and restores on short rest). As well as what Invocations actually are (basically additional features. Some are passive. Some require activation)
I've been playing a Pact of the Blade Hexblade Warlock in Adventurer's League and it's really awesome. It's a perfect match of a heavy-weapon-user gish with fullcaster progression, all in one single class. *∙Melee combat:* Combine Great Weapon Master (using your spellcasting stat, Charisma!) with Darkness + Devil's Sight or, at level 7, Shadow of Moil; both improve your chance to land that +10. And Hexblade's Curse can add another +2 to +6 to damage to each attack. *∙Ranged combat:* Eldritch Blast + Agonizing Blast. Also affected by Hexblade's Curse. *∙Blasting:* Cone of Cold and Synaptic Static are pretty solid when you want to bring down destruction to the hordes. Sickening Radiance in the right circunstances is also very good. *∙Buffing:* Darkness and Shadow of Moil, as mentioned above, plus the awesome Armor of Agathys. *∙Battlefield control:* Hold Person/Hold Monster, Banishment, Forcecage. *∙Utility:* Fly, Dimension Door.
I always imagine Kashaw rolling his eyes and making sarcastic comments when Zahra wants him to spend time with the children or change the diapers, and when no one is looking, he kisses the children and hugs them constantly, because he loves all three no end.
I find that a cool patron for a Hexblade warlock is a sentient weapon housing the soul of a legendary warrior of old who passes on some of his power through your pact, as you set out on a quest or duty the hero failed to fulfill. And should you choose Pact of the Blade, your weapon may resemble the weapon they once wielded.
Tome pact is, more often than not, the best way to go for warlocks. If you're thinking blade pact you should consider the fact that your pact weapon needs to be built up with multiple invocations as you level, and possibly taking the hexblade patron to really capitalize on that choice. Or you can just take the druid cantrip shillelagh and get 80% of the mechanical benefits of scaling up your pact weapon with your limited invocation slots. If you're thinking chain pact you get several invocation options that offer access to different spells, and your choice of a pet imp, quasit, or sprite that can act as an invisible scout all day long. Or you can go tome and pick up the book of ancient secrets invocation. It enhances your pact tome and gives you two free ritual spells. One of which can easily be find familiar. Furthermore, your tome now gives you ritual caster so long as you have it on you, and you can write in ritual spells as if you were a wizard. And the spells can be from the spell lists of any class. Seriously, one warlock invocation is a supercharged version of the ritual caster feat, and the only prerequisite is taking pact of the tome at level 3.
I do think it's worth noting that, for the vast majority of Warlocks, Darkness, Eldritch Blast, and Hex, along with the Agonizing Blast and Devil's Sight invocations, will be extremely helpful. Alternatively, if you're going Pact of the Blade, then take Lifedrinker instead of Agonizing Blast. Either way, more damage is nothing to complain about and Darkness plus Devil's Sight is like casting Invisibility and blinding the enemy at the same time. It's just mean. As for more specific tips, if you're a Pact of the Tome Warlock, there's a lot of options for added cantrips, though Mending, Light (if anyone in the party doesn't have Darkvision. Note this probably doesn't include you, because Devil's Sight), and Guidance are the standouts. Don't be that guy who takes Acid Splash, though. Combat cantrips are not worth it, since Eldritch Blast exists. You could try to go for Spare the Dying or Friends if you want, but I wouldn't recommend them. In terms of general utility, while some would consider Druidcraft or Thaumaturgy, Warlocks already have Prestidigitation and Minor Illusion in their spell list. Also for Pact of the Tome, Book of Ancient Secrets is always a fun time. Warlocks have so few spell slots, don't naturally get ritual casting, and can't switch spells like Wizards, so the ability to pretend you're a Wizard and cast rituals from your book opens up a lot of versatility.
A good thing to understand about Warlocks before you play one for the first time, is that they are very much a martial spell caster. They aren't called WARlocks for nothing. This means that, much like how a fighter usually gets by by just repeatedly slashing their sword at an enemy until they die, so does a Warlock usually just blast enemies to death as well with their eldritch blast cantrip. This can leave many players disappointed if, when picking a spell caster, they were expecting something along the lines of a versatile wizard who merely has the flavor distinction that they channel their magic from their patron rather than through arcane study. On the other hand, if you can get a grip on all the customization options/eldritch invocations, you'll find yourself a spell caster that's very easy to actually play while still feeling like they have a few more options in combat that for example your champion fighter. Also, be sure to speak with your DM about how they handle the quantity and difficulty of their combat encounters each day. The game itself is kind of designed around the expectation that you actually have a decent amount of digestible combat encounters every day with room for short rests between them (which is GREAT for warlocks, monks and a few others!), but MANY DMs rely more on one big combat encounter per day and then every other spell caster in the party wants a long rest :P
If you plan to make a pact of the blade warlock I recommend making dex your highest stat. With the armor of shadows invocation you can get a really high AC at level 2, which you will need for a close quarters build. Your dey modifier also nicely combos with the Mirror Image spell. You get clones and for each clonr ac is dependent on your Dex modifier. Enemies will have a hard time hitting you now with conventional weapons.
Main things to add: a) spell choice. Make absolutely sure you pick Hex. It's an awesome way to get more damage and help your team - maybe disadvantage on Wisdom checks to make sure your rogue succeeds on their bonus action hide. Or Strength, allowing your fighter or paladin to use their shield master. b)Don't take high wisdom. You already have proficiency in Wis saving throw and none of warlock skill profis use wisdom. As your AC won't be very high, (no proficiency in heavy armor and shields), simply take dex. c)cantrips. Surely chill touch is strong, but if you wish to be a front line just pick booming blade. Stable +d8 bonus, and potential 2d8? d)no invocations mentioned! They are crucial to your warlocks. Surely Agonizing Blast, Devils Sight and Armor of Shadows are good picks. If you wish to get optimal, I would highly recommend taking: Half elf/ or drow pact of the blade hexblade warlock with Devil's sight, improved pact weapon and sharpshooter and elven accuracy. You basically get stable triple advantage which doesn't mess up your teammates and allows to use freely sharpshooter's -5 to hit +10 damage. At level 5, make sure to take Extra attack invocation.
Darkness goes well with Devil's Sight. Even if you're just blasting from the rear, advantage for you and disadvantage for anybody attacking you is AMAZING.
@@patricklyons794 Darkness won't be a problem for your team if you go with hexblade longbow. That way, without obscuring your enemies, you get advantage against them as they cannot see you. Keep 20 ft of distance from your party, simple as that. If you want more spell slots - take a drow, one additional darkness for free.
The one thing she forgot to mention was Innovations that are the Warlock specialty that make up for the limits spell list. I understand why because a lot of these abilities are passive and boost already existing abilities but these really define what type of Warlock you would like to be and some are only available based on your which patron you have chosen. Needless to say, these are very player focused rather than class focused and Handbooker Helper is created for generic or open-ended play styles. They provide the advice with some tips and tricks and you as the player create your character and move forward from there
People always forget that warlocks are half casters not full, because of Eldritch Blast being the best Cantrip to use in combat in the entire game. They're meant to be fighters who use magic every once in a while, especially if you use the Pact of the Blade.
Nice, I'd add, as I just discovered, that Warlocks regain all their expended spell slots at the end of a SHORT rest. I run a game for a party coming into tier 2 and the warlock just discovered this... Warlocks are neat casters, I want to make a fiend pact warlock at some point whose patron is the now-dead character I played in another game, a minor dwarven princess who wanted to steal the throne by assassination and build a dark fortress. In my headcanon, she now has her dark fortress in the nine hells.
There's a reason Johanna is my favorite tank in Heroes of the Storm, and the Major is my favorite character in Ghost in the Shell: SAC. Please guest in season 2!! ♥
I have a Tiefling Tomelock w/ a Celestial patron from Xanathar's. When she says cantrips are your friend, OH YEAH! Between my variant tiefling, patron spells, tome pact, magic initiate, & base warlock spells, I know 12, yes you heard me, TWELVE CANTRIPS! Even if my warlock runs out of our very limited slots, I still have other spells for days! 😁 + a Dark Shard Amulet to cast any Warlock cantrip I want w/ a DC 10 Arcana check.
Holy Moly, I'm watching the video and the room is shaking!!!!!!! It's July 5 2019 8:22 pm Las Vegas, N.V, this is a great video or I'm feeling an after shock. hahahahaha
Let us not forget the other charisma-based skill that warlocks can get really good at: *intimidation*. Our warlock has a Great Old One patron and at present has +8 to her intimidation. She can almost literally summon cthuhlu with her intimidate checks and it's glorious.
I had a pretty cool idea for a warlock that I'd like to try out some day! I'd like to play a young girl whose spirit was separated from her body but allowed a second chance at life when her patron made a pact with her and trapped her wondering spirit in a doll. She constantly tries to hide the fact that she's actually a doll and not a "living" person anymore by wearing clothes that completely cover her limbs, hiding those line things that help allow dolls to move, and claiming to be a gnome to explain why she's so short. A funny trait I thought she could have was that, because her body is made of plastic, some of her limbs can come off without serious harm to her but it also making her quite vulnerable to having her limbs come off more easily, resulting in her having to scatter to regather her limbs. I keep laughing whenever I think about an event when this would result in her head coming off and, as her body tries to retrieve her head back, she keeps accidentally kicking herself each time she tries to grab for it.