Talionis
2016-08-22, 10:53 AM
My play group could really use a front line melee/tank. I'm entering late about third level. I want to play a Warlock and am thinking of doing a Mountain Dwarf Bladelock. Playgroup includes two sorcerers, a druid, and a ranger. DM will probably not allow me to multiclass, I have to have really good (role play) reasons for multiclass...
1. What feats should I look at? And what order should I get them in?
2. Are there items or tactics I should be looking for to make this work?
3. What Spells should I be looking to pick up (I think I'll have a basic package of Offensive/Defensive, but what are some utility spells)?
4. How do I best protect Hex to keep it up without having to recast it... One of the nice things about Hex is that as you level you basically can keep it up all day if you can keep your Concentration up.
5. What one level dip would I get the most bang for my buck from if my DM allows the dip?
6. Any other advice for a Warlock trying to do front line fighting and protecting the group?
What I'm thinking so far:
Mountain Dwarf gets me medium armor (no shield), +2 Strength and +2 Constitution. But I'm thinking about using a Versatile Weapon for my Pact Blade either a Warhammer / Battle Axe / Quarter Staff so that I can grapple with an open hand if I want to keep some thing away from the squishies. I'll have Hex to help. Hopefully, I'll have pretty good strength. I'll add Athletics as a skill with Soldier background most likely.
Damage Prevention: Blade Ward, Armor of Agathys, False Life Invocation, and Fiend Ability to get Temporary Hit Points, later I'll be able to pick up Mirror Image and Fire Shield and I'll get a Fiendish Resistance.
I feel like we have so few spells that you can plan to use one a fight without too much problem and if a fight gets out of hand you blow your remaining spells.
But keeping Armor of Agathys up and keeping Hex up as a frontliner seems like it might be hard. Also I'm worried because AoA, False Life, and Fiend Temporary Hit Points are all temporary hit points. I know that if I have AoA up I probably don't want to use the Fiend Temp Hit Points even if I get them to get another activation out of AoA retribution ability. At some point, I'll probably trade out False Life because gaining 8 temporary Hit Points between fights if I don't have any left from my Fiend Temp Hit Points may not seem like much, and AoA can't overlap with False Life either. Since I'll probably be trying to get AoA up every fight after the first few levels I'll probably not need False Life anymore, right?
Also thinking of using Vampiric Touch to attack later in fights after I lose Hex from Damage so that I can use one of my attacks to get a little life back. Flame Wall can probably help me tank since I can try to make myself the gate in the fire wall where the only way not to run through the Fire is to go through me. That's the nice thing is that I'll get Fire Wall, Fireball and Flame Strike from Fiend spell list so I can probably save my spell selections for out of combat utility and/or counterspell as an OS button.
What am I missing? I know it would be great to be able to Enlarge to grapple some bigger things. I guess the Ebon Eyes/Darkness combination can also help with grappling... I may use that some, but I feel like its hard to make that party friendly. Grappling seems pretty hard for a Blade lock to be good at. So maybe I give up on it?
Bladeward seems terrible, but it makes a good buff to do before you are the first one through a door. Since its essentially free.
Backstory, I'm looking at a soldier whose two brothers became Dwarven Defenders, but he was passed over for it and he goes to his scary uncle to help him get a different kind of training.
As for if I'm allowed to multiclass:
I'm thinking its either Barbarian or Fighter. Both get shields, fighter gets heavy armor, but Barbarian gets nice resistances. Rage is a little hard on a Warlock since you have spells you'd like to cast, but not every time. A lot of times its just AoA and then Rage? Fighter also gets Constitution Proficiency which would be nice to protect Hex Concentration, without blowing a feat like Resilient Constitution or Warcaster. Am I missing a good choice?
Thanks in advance for any help.
1. What feats should I look at? And what order should I get them in?
2. Are there items or tactics I should be looking for to make this work?
3. What Spells should I be looking to pick up (I think I'll have a basic package of Offensive/Defensive, but what are some utility spells)?
4. How do I best protect Hex to keep it up without having to recast it... One of the nice things about Hex is that as you level you basically can keep it up all day if you can keep your Concentration up.
5. What one level dip would I get the most bang for my buck from if my DM allows the dip?
6. Any other advice for a Warlock trying to do front line fighting and protecting the group?
What I'm thinking so far:
Mountain Dwarf gets me medium armor (no shield), +2 Strength and +2 Constitution. But I'm thinking about using a Versatile Weapon for my Pact Blade either a Warhammer / Battle Axe / Quarter Staff so that I can grapple with an open hand if I want to keep some thing away from the squishies. I'll have Hex to help. Hopefully, I'll have pretty good strength. I'll add Athletics as a skill with Soldier background most likely.
Damage Prevention: Blade Ward, Armor of Agathys, False Life Invocation, and Fiend Ability to get Temporary Hit Points, later I'll be able to pick up Mirror Image and Fire Shield and I'll get a Fiendish Resistance.
I feel like we have so few spells that you can plan to use one a fight without too much problem and if a fight gets out of hand you blow your remaining spells.
But keeping Armor of Agathys up and keeping Hex up as a frontliner seems like it might be hard. Also I'm worried because AoA, False Life, and Fiend Temporary Hit Points are all temporary hit points. I know that if I have AoA up I probably don't want to use the Fiend Temp Hit Points even if I get them to get another activation out of AoA retribution ability. At some point, I'll probably trade out False Life because gaining 8 temporary Hit Points between fights if I don't have any left from my Fiend Temp Hit Points may not seem like much, and AoA can't overlap with False Life either. Since I'll probably be trying to get AoA up every fight after the first few levels I'll probably not need False Life anymore, right?
Also thinking of using Vampiric Touch to attack later in fights after I lose Hex from Damage so that I can use one of my attacks to get a little life back. Flame Wall can probably help me tank since I can try to make myself the gate in the fire wall where the only way not to run through the Fire is to go through me. That's the nice thing is that I'll get Fire Wall, Fireball and Flame Strike from Fiend spell list so I can probably save my spell selections for out of combat utility and/or counterspell as an OS button.
What am I missing? I know it would be great to be able to Enlarge to grapple some bigger things. I guess the Ebon Eyes/Darkness combination can also help with grappling... I may use that some, but I feel like its hard to make that party friendly. Grappling seems pretty hard for a Blade lock to be good at. So maybe I give up on it?
Bladeward seems terrible, but it makes a good buff to do before you are the first one through a door. Since its essentially free.
Backstory, I'm looking at a soldier whose two brothers became Dwarven Defenders, but he was passed over for it and he goes to his scary uncle to help him get a different kind of training.
As for if I'm allowed to multiclass:
I'm thinking its either Barbarian or Fighter. Both get shields, fighter gets heavy armor, but Barbarian gets nice resistances. Rage is a little hard on a Warlock since you have spells you'd like to cast, but not every time. A lot of times its just AoA and then Rage? Fighter also gets Constitution Proficiency which would be nice to protect Hex Concentration, without blowing a feat like Resilient Constitution or Warcaster. Am I missing a good choice?
Thanks in advance for any help.