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2014-11-27, 02:17 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
With two main stats and no bonus attributes, MAD as it gets, polearm master is not an easy investment for a blade-pact warlock. Even worse: that build is forced to use strength. That limits you to either multiclass, probably fighter, or play a mountain dwarf. Otherwise, your armor is going to suck because there's no way you can get three stats near max.
To be fair, a variant human blade-pact warlock / fighter with a halberd is nothing to scoff at. It just takes a long time, and a lot of multiclassing, to come online. And the character gets exactly one feat choice, since he'll have to spend the rest of his boosts on stats. Not exactly what I'd call optimal by any means.Breaking BM: Revised - an updated look at the beast-mounted halfling ranger based on the Revised Ranger: Beast Conclave.
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2014-11-27, 02:33 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
The build is not forced to use strength. Strength is a dump stat if you want it to be.
Quarterstaff is a simple weapon. Martial arts lets a monk use any simple weapon with dex.
No need for str if you have monk levels, even with non-finesse weapons as long as they are simple.Last edited by Shadow; 2014-11-27 at 02:35 AM.
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2014-11-27, 02:39 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
If you're multiclassing monk anyway, just use your unarmed strike as your pact weapon. It's 100% RAW and doesn't require a feat to deal competitive damage.
Breaking BM: Revised - an updated look at the beast-mounted halfling ranger based on the Revised Ranger: Beast Conclave.
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2014-11-27, 02:47 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Some might argue with the comment that making an unarmed strike your pact weapon is 100% RAW, as not a single word in the three entire paragraphs or the sidebar applies to your fists except the word melee.
You can't create your hands.
You can't choose what form your hands take.
Your hands can't be more than 5' away from you.
You can't dismiss your hands.
You can't hold your hands to perform the ritual.
Your hands can't appear at your feet if your bond breaks.
It's extremely easy to justify ruling that your body cannot be named as your pact weapon.Last edited by Shadow; 2014-11-27 at 02:47 AM.
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2014-11-27, 03:04 AM (ISO 8601)
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2014-11-27, 03:10 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
That's where PM comes in.
Prior to lock12 you have martial arts for a bonus attack. Once you hit lock12 you can take PM and get 1d8+d+c +1d8+d+c +1d4+d+c (ord6 if your DM rules that martial arts damage applies to that attack). OA attack on entering becomes an added bonus at another 1d8+d+c.
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2014-11-27, 03:38 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Charmed is listed as giving a permanent minion in this context. It no longer does that - it went from mind control to making someone like you.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
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2014-11-27, 03:50 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
As much as I agree with you, imagine dismissing your hands as an action.
Better yet, play a veteran of a war who lost both hands in a freak accident. Someone crafted iron fists or open hands for you. Boom! Pact weapon!
Even more dedicated, without discussing anything with your DM, cut off your own hands, then go looking for stone/metal hands in the world to make into your pact weapons. Lol
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2014-11-27, 07:33 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
That isn't true.
Monks can wear armor or use non Monk weapons quite well (If they are proficient) without losing too much.
All they lose is the following:
1. The ability to use Dex instead of Str for their primary stat which is a n on-issue because the only reason to make such a build is to be using Str.
2. Their bonus attack which is unimportant as soon as they get to level 2 and it is rendered semi-obsolete by Flurry of Blows (Which can be used in armor).
3. The ability to deal more than 1 damage with an unarmed attack which admittedly hurts quite a bit unless you are a Multiclass with Paladin levels or something which comes with bonus proc damage to compensate. Or you could take Tavern Brawler to at least bring the damage up to a slightly less shameful 1D4.
4. Superspeed. Yep losing superspeed sucks.
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2014-11-27, 01:05 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Let's take these in order, shall we?
1. The build suggested should be using a staff/spear, as it's the highest damage weapon available that can use Dex with MA, which lowers MAD, so losing that ability is a huge huge loss, not a non-issue.
2. I realize that you're speaking from what you consider the RAW to be, but flurry of blows is using martial arts, even if the flurry of blows ability doesn't specifically call that point out. Anyone who rules otherwise can't see the forest for the trees. I'll say what I always say, it's about context.
Not only that, but flurry of blows requires ki, which you'll have almost none of if you're planning 12 levels of warlock and want them anytime soon. The martial arts bonus attack is a big part of this build for a very long time. Losing it matters.
3&4. You already agree that these hurt, so I have nothing more to add.Last edited by Shadow; 2014-11-27 at 01:05 PM.
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2014-11-27, 01:49 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Only an unreasonable DM wouldn't allow unarmed strike as a pact weapon. After all, it's on the weapons table. To anyone who disagrees: what are you hoping to accomplish by limiting player choice?
Breaking BM: Revised - an updated look at the beast-mounted halfling ranger based on the Revised Ranger: Beast Conclave.
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2014-11-27, 01:53 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
The claim was that it was 100% RAW.
I was merely pointing out that an extremely strong case could be made to disallow it, and that case would be completely reasonable.
Obviously it's not 100%.
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2014-11-27, 03:58 PM (ISO 8601)
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2014-11-27, 09:10 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Well yeah, prior to that you already get a bonus attack with mod included to damage, so waiting until you get lock12 is no big deal. You already had an equivalent bonus attack without the feat.
You'd want to wait until you grab the lock12 Invocation before you really need the feat, and you conveniently get an ASI that same level. So lock12 would give you Cha to that bonus attack and another OA opportunity.
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2014-11-28, 04:36 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Just checking, a warlock can do an Agonizing Repelling Eldritch Spear right?
Roll for it 5e Houserules and Homebrew
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2014-11-28, 05:19 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Breaking BM: Revised - an updated look at the beast-mounted halfling ranger based on the Revised Ranger: Beast Conclave.
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2014-12-09, 02:24 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
I don't agree that a human blade-pact warlock/fighter with a polearm takes a long time to come online. You don't even need more than 1 level of fighter. You can start as fighter 1 with Polearm Master from variant human, wear heavy armor (and use a shield if you like), wield a halberd or glaive (or quarterstaff 1H if you wanted the shield), and suddenly you have a reasonable build from the get go. At level 1 you're admittedly a fighter, but you only need high STR and CHA, reasonable CON, and can dump everything else relatively safely. Grab the dueling fighter style for a +2 to damage with 1H weapons, or reroll 1s and 2s.
The benefits to starting this way are the 16 (or 18) AC, proficiency in Con checks to help concentration rolls when you're frontlining, pretty good DPR (1H quarterstaff gives you 1d6+2+Str and 1d4+2+Str) for level 1, higher health, and the always nice Second Wind.
You build the rest of your 19 levels as straight warlock, have 2 attacks from level 1, have 3 attacks at level 6, add your CHA mod to damage from your quarterstaff from level 13.
Check the spoiler for a test of DPR against a blastlock at pivotal points.
Spoiler
To start: Polelock point buys to have 15 Str, X Dex, 14 Con, X Int, X Wis, 15 Cha. The X's are 2 8s and 1 10, assigned according to preference. Doesn't matter for this build. Variant human stat bumps go to Str and Cha, so you have 16 Str and 16 Cha.
Our hypothetical blastlock has Cha 16/17 starting (depending on race), 18/19 by level 4, and maxes at level 8. His other stats are immaterial for this test, although he would likely have a 14 Con and Dex for survivability.
Level 1:
Polelock is actually a fighter with duelist. 2 attacks at +5 each dealing 1d6+5, 1d4+5, for average of 16 DPR if everything hits.
Blastlock can cast Hex once a short rest, so his blast will hit for 1d10+1d6 under flawless conditions, for 9 average DPR. If Hex is down, Polelock will win.
Advantage: Polelock
Level 2:
Polelock gains Warlock 1 and Hex. 2 attacks at +5 deal 2d6+5 and 1d6+1d4+5 for average of 23 DPR if Hex is up. The DPR will only be 12 the round that Hex is cast or transferred. Advantage to Con checks make this likely, being frontline means more chances for this to fail. High AC also helps offset the loss of Hex.
Blastlock gets Hex 2x a short rest and the all important Cha to damage, boosting his DPR to 1d10+1d6+3, or 12 DPR. Hex is up more often than Polelock and Blastlock is less likely to be targeted, although all of these conditionals are likely a wash depending on DM and the circumstance, so I'm looking at ideal for both from now on.
Advantage: Still Polelock. Obviously early levels go to the one with 2 attacks, even with the blaster not sacrificing that attack on rounds when he casts Hex.
Level 5:
Both characters get Hex 2x per rest, Polelock is more likely to keep it due to AC and high Con saves, Blastlock is more likely to keep it due to being in the back. Again, we'll call it a wash and assume that both Characters have Hex up constantly.
Polelock is Fighter 1/Warlock 4. For pure DPR build, we'll bump STR to 18. Damage with Hex is now 2d6+6, 1d4+1d6+6, for 25 DPR. DPR is 13 on rounds when Hex is cast or transferred.
Blastlock gets extra Eldritch Blast ray and a Cha Boost from level 4. This wasn’t enough to give him advantage, so we ignored that level. His DPR is 2x[1d10+1d6+4], for a total of 26 DPR. Strictly better than Polelock, and he can use both attacks every round, regardless of if Hex is cast or transferred.
Advantage: Blastlock takes level 5.
Level 6:
Blastlock gets his reign of terror for 1 level.
Polelock gets his Extra attack invocation at Fighter 1/Warlock 5. Damage is 2x[2d6+6], 1d4+1d6+6 for 38 DPR on good rounds, 26 DPR on rounds where Hex is cast.
Blastlock hasn’t gotten anything new or fancy, so he’s still at 26 DPR always.
Advantage: Polelock until level 11
Level 11:
At levels 9 and 8, respectively, each 'lock earns another boost to Str or Cha, maxing them out. These boosts aren’t enough to affect anything so we skip them in the analysis. Hex is also up for 8 hours at a time now for both characters (assuming they can make the Con check), which has no material impact except for availability of spell slots since the first round of each combat will be spent transferring Hex.
Polelock is a sad, lonely Fighter 1, Warlock 10 at level 11. He has 20 Str, but still only 2 attacks. DPR has increased due to STR bump, so he’s at 41 DPR on good rounds and 29 DPR on rounds where Hex is cast or transferred. However, higher health enemies means that there are going to be far fewer bad rounds then good rounds.
Advantage: Blastlock has finally overtaken Polelock. 3 blasts at 20 Cha means 3x[1d10+1d6+5] for 42 DPR.
Level 13:
Polelock doesn’t get to realize happiness until level 13, when he is Fighter 1/Warlock 12. This gives him the ability to add Cha to all his attacks, AND bump his Cha to 18. DPR is now 2x[2d6+11],1d4+1d6+11 for 53 DPR on good rounds and 37 on bad rounds. This is the peak of his DPR, excepting the very minor +3/+2 DPR at level 17 when he can boost Cha to 20, which boosts it to 56/39.
Blastlock didn’t change. He’s stuck at 42 DPR until level 17, at which point he jumps to 56 DPR.
Wait, look at that! With Hex up they have the same peak damage. And that’s with a 1H QUARTERSTAFF wielding polelock. If he swaps to a glaive, his AC drops by 2 for losing the shield, and he takes GWM fighting style instead of duelist, so he only gains about .8 damage per main attack, for a total of 57.6/40.6 DPR. I personally think that +2 AC the whole game is worth the tradeoff, but others might prefer the slight damage increase.
As just a final aside, if neither lock casts Hex (for any number of reasons), the polelock deals 2x[1d6+12],1d4+12 for 45.5 DPR, and the blastlock deals 4x[1d10+5], or 42 DPR. So the polelock still wins for peak.
To summarize this insanely long post, a 1 level fighter dip multiclass Polelock wins a majority of levels over the pure Blastlock in terms of straight DPR with their All Day/Every Day attack. This analysis ignores any of the extra bonuses because both classes have them, and the polelock is only one level behind for those features.
To naysayers who say that one level of being behind is a great weakness of the build, I say: Maybe. In return you get heavy armor, shields, Second Wind, 2 extra HP, and another perk outlined below. Your survivability drastically increases across the whole game and the only real loss is the Eldritch Master capstone, which is impressive but of limited use.
Bonus perk of the polelock is that you have max Str, a (likely) high athletics check, and Hex can give disadvantage to skill rolls. So you can use some of your attacks to grapple or knock your enemy prone (or both!) for additional tactical options, on those rare occasions when you aren’t feeling all about the DPR.
One other consideration depending on the DM: If you use a staff as your arcane focus you may be able to make it your pact weapon and use it as a quarterstaff. Meaning, nobody on the material plane can deprive you of your casting focus. You can ALWAYS summon it as an action. This is a VERY important and good ability. Legions of feats and abilities in past editions were spent planning how to keep from losing spellbooks and material component pouches. All other casters can be stopped except the humble polelock.
In short, the polelock is a very competitive option across all levels, and is the highest DPR warlock that I’ve been able to spec, although I’m by no means a master. Obviously there are opportunity costs with the chain pact and tome pact, and requirement of using one extra invocation, but there are plenty of perks to make it a very valid choice.Last edited by metaridley18; 2014-12-10 at 09:42 AM.
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2014-12-09, 03:05 PM (ISO 8601)
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2014-12-09, 03:34 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
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2014-12-10, 02:55 AM (ISO 8601)
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2014-12-10, 10:09 AM (ISO 8601)
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2014-12-10, 01:06 PM (ISO 8601)
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2014-12-11, 05:14 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
I'm going to roll up a polelock named Jared Padalecki.
By RAW you can only do that with a magic weapon. The question then becomes can you turn a focus staff into a magic weapon. Seems like you should be able to but I've barely glanced at my DMG. Just got it yesterday. I would allow it. Frankly, it seems like all magic wands, staves, and rods should double as focuses by default. It would be silly to make casters carry around two staves when they find a magic one.Last edited by Dalebert; 2014-12-11 at 05:30 PM.
If you cast Dispel Magic on my Gust of Wind, does that mean you're disgusting?
In real estate, they say it's all about location, location, location. In D&D I say it's about action economy, action economy, action economy.
Crystal Mage -- a homebrewed arcane tradition
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2014-12-13, 02:07 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Are you going to do the spells too?
Cthulhu fhtagn R'lyeh!
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2014-12-13, 11:32 AM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Upon further thought, I'm going to disagree with the suggestion to switch out Disguise Self at-will for Alter Self at-will. My first thought was you can't change your clothes/armor appearance with Alter Self. That's actually extremely useful when you're trying to deceive creatures on the spot. Acknowledged that the other benefits besides disguise are nice. However, what sealed it for me was recently discovering that Alter Self is a concentration spell making it far less practical to use regularly. I would never give up Disguise Self to get Alter Self. If anything, I would want both, but it would be harder to justify spending two invocations due to a fair amount of redundancy.
If you cast Dispel Magic on my Gust of Wind, does that mean you're disgusting?
In real estate, they say it's all about location, location, location. In D&D I say it's about action economy, action economy, action economy.
Crystal Mage -- a homebrewed arcane tradition
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2014-12-13, 12:17 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
it's not necessarily redundant. first off, alter self gives you underwater breathing.
sadly, it doesn't have as much utility as it once did (used to be you could use it for flight in earlier editions, and i was typically able to get a DM to agree that it could probably manage limited tunnelling ability too based on the other abilities it could give, and definitely a climb speed), but it does still give you that.
the other thing it gives is the ability to add some substance to your illusions. change self notes that since you don't physically change, people are going to notice when their hand passes right through where it should stop, or when they touch something that isn't there. by combining the two, your alter self ability can essentially be used to enhance your disguise self.
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2014-12-13, 12:30 PM (ISO 8601)
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2014-12-13, 12:42 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
Clearly. Alter Self used to be OP. Wings is really pushing it as that tends to fall under the monstrous humanoid type, but natural armor as a lizard man or troglodyte was easy and well worth it.
Sure, but again it doesn't change your clothes. If you change your body enough, like to become fatter, now you need clothes to match the part. It seems like a fairly rare situation that you'd want to stack these just in case someone touches you. A bigger issue is sounds like from appearing to wear armor or having heavier footsteps, but Minor Illusion is great for filling in those gaps, also not a concentration spell and no verbal components. Very discreet.If you cast Dispel Magic on my Gust of Wind, does that mean you're disgusting?
In real estate, they say it's all about location, location, location. In D&D I say it's about action economy, action economy, action economy.
Crystal Mage -- a homebrewed arcane tradition
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2014-12-13, 01:00 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
sounds like you're thinking of 3.5 alter self. earlier versions didn't limit the type particularly (2nd edition required that the form be vaguely humanoid) or even actually require you to turn into a specific creature (though you could assume the shape, and you wouldn't gain any special abilities that the form had if you did). actually, up until 3.5, there was no natural armour allowed from it :P
it also used to change your clothes as needed to match your form.
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2014-12-13, 08:02 PM (ISO 8601)
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Re: Pact-making 101: A guide to the 5th edition Warlock
What makes you say that? The way I figure, this combo has the best dpr around starting at level 2, if you go fighter1/warlock1 and use hex (1d10+1d4+6+2d6). It also gets good hp and armor. You can level up straight warlock from there, or take a level or two more of fighter after level 6 if you 'want goodies like Action Surge and either battlemaster maneuvers or some highly useful eldritch knight spells and slots (shield is awesome).