Are Pact Magic Or Spellcasting Required For Dragonmark Spells?

In Eberron, having a dragonmark adds certain spells to a character’s spell list for the Spellcasting and Pact Magic class features. However, these spells cannot be cast through spell slots, as they are innate racial spells given to the character by their race. They should be added to the spell lists of any spellcasting class that race becomes so they can be learned/prepared regardless of class.

Aberrant Dragonmark allows you to cast your leveled spell using spell slots without multiclassing (unlike Magic Initiate), and since Magic Missile is not available, you need the Spellcasting or Pact Magic Feature since they are just added to your spell list, not totally “free”. If you can’t take any spells, it wouldn’t work.

The unique spellcasting feature introduced by the “Mark Of” races in the new Eberron: Rising From the Last War are not currently supported on D and D Beyond. The basic concept of the warlock is an arcane spellcaster who gets their power from a bargain with some sort of patron. Pact Magic progresses in spell level at the same rate as full casting, but they have to pay for their invocations, and they do so with less spells.

If you play a character with both the Spellcasting class feature and the Pact Magic class feature from the Warlock class, you can use the Spell. However, if you can’t take any spells, it wouldn’t work.


📹 Davvy’s D&D 5e Warlock Spell Guide

I stream on Twitch every Tuesday/Saturday at 6pm (EST): twitch.tv/davvychappy Hey! Give me money!


Which class knows the most spells?

A Wizard possesses an extensive repertoire of spells, a comprehensive spell list, and a remarkable degree of versatility. They are capable of casting the greatest number of spells in a single day, of learning additional spells at any time, and of learning spells at any level. Nevertheless, JavaScript is either disabled or blocked by extensions, and your browser does not support cookies.

How does aberrant dragonmark work?
(Image Source: Pixabay.com)

How does aberrant dragonmark work?

Aberrant dragonmarks, also known as aberrant marks, are a more dangerous and destructive form of dragonmark that can appear on any race, regardless of bloodline. They can range in power and appearance, and are most common when two people from different dragonmarked families have a child together. The Twelve forbidden unions between different dragonmarked houses due to the manifestation of these marks.

Before the formation of Galifar, aberrant marks were more common, powerful, and dangerous. The first Sharn was destroyed by the powers of aberrant leader Halas Tarkanan, and the Lady of Plague commanded hordes of vermin to destroy cities with disease. In the War of the Mark, dragonmarked houses united to hunt down those with aberrant marks, significantly reducing their numbers.

Recent history shows that those with aberrant marks are no longer hunted down and killed, but a general superstition and fear of them persists. During the Last War, Breland trained a group of aberrant-marked individuals to carry out suicidal black-ops missions, eventually fleeing to Sharn and forming House Tarkanan. Since the Day of Mourning, the number of aberrant dragonmarks has begun to increase.

Do Dragons cast spells?

Dragons, being innately magical creatures, can master a few spells as they age. They can cast a number of spells equal to their Charisma modifier, each cast once daily, requiring no material components. The spell’s level can’t exceed one-third of the dragon’s challenge rating. The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus and Charisma bonus, and its spell save DC is equal to 8.

What are the rules for spell slots in D&D?

Spell slots represent the number of spells that can be cast by a character, analogous to the number of arrows in a quiver. Once the maximum number of spells has been cast, no further spells of that level may be cast until a long rest is taken. Please be advised that JavaScript may be disabled or blocked by an extension, and that your browser does not support cookies.

Is a pact weapon a spellcasting focus?

The Pact of the Blade feature enables the utilization of any summoned weapon as a spellcasting focus for warlock spells, conferring a +1 bonus on attack and damage rolls, unless the weapon is a magic weapon that is already augmented. The weapon may be any of the following: a shortbow, a longbow, a light crossbow, or a heavy crossbow.

Can Hexblade cast spells?

Hexblade Warlocks are a fun subclass in the game, offering a unique style and ability to use their weapons through their will. They can also cast spells to complete their arsenal. Their main focus in combat is attacks with their Pact Weapon, allowing them to focus on Bonus Actions, Reactions, and utility spells. Although a must-have in the early game, Hex leaves room for improvement as the spell slot level grows. However, their roots are crucial for progressing to more powerful spells down the road. Despite their limitations, Hex is a valuable character to consider in the game.

What is a warlock’s spellcasting ability?

The warlock is a character class in the Dungeons and Dragons fantasy role-playing game, introduced as a non-core base class who practices arcane magic in the 3. 5 edition of the game. In the 4th and 5th editions, the warlock is a core class. In the 3. 5 edition, 18 warlocks were introduced, either born with supernatural powers or received through a fell pact. They use spell-like abilities called “invocations” to tap the power granted to them, with the most important ability being the “eldritch blast”, which is their main offensive ability, which fires a blast of magical energy at the target. These abilities are based on charisma and are a part of the Dungeons and Dragons 3. 5 Edition source book.

Is pact magic spellcasting?

The Pact Magic table displays the number of spell slots available for casting 1st-level warlock spells. To cast a spell, one must expend a slot of the spell’s level or higher. All expended spell slots are regained after a short or long rest. For instance, if you know the 1st-level spell witch bolt and have a 1st-level and a 2nd-level spell slot, you can cast witch bolt using either slot. Patron slots, starting at 3rd level, are the same level as spell slots, but all expended slots are regained after a long rest.

Do you cast spells in Dungeons and Dragons?

The concept of magic is pervasive in the D&D universe, manifesting frequently in the form of spells. This section delineates the regulations governing the casting of spells, emphasizing the distinctive learning and preparation methodologies associated with the diverse character classes and monsters. The text is inaccessible due to the presence of an extension that does not permit cookies to be accepted.

What are the requirements for spells in D&D?

A spell’s components are the physical requirements needed to cast it. Each spell’s description outlines whether it requires verbal (V), somatic (S), or material (M) components. Verbal components involve chanting mystic words, which are not the source of the spell’s power. Casting a spell with a verbal component is not possible for a character in a gagged or silenced area. Somatic components involve forceful gesticulation or intricate set of gestures, and a caster must have free use of at least one hand to perform these gestures. In essence, a spell’s components determine its effectiveness.

Can you cast aberrant dragonmark spells with spell slots?
(Image Source: Pixabay.com)

Can you cast aberrant dragonmark spells with spell slots?

The text discusses various spells and abilities in the game, including Absorb Elements, Burning Hands, Catapult, Chaos Bolt, Charm Person, Chromatic Orb, Color Spray, Ritual Caster, Disguise Self, Distort Value AI, Earth Tremor, False Life, Feather Fall, Fog Cloud, Ice Knife, Jump, Mage Armor, Magic Missile, Ray of Sickness, Shield, Silent Image, Sleep, Tasha’s Caustic Brew, Thunderwave, and Witch Bolt.

Absorb Elements is a defensive option that saves life when encountering unpredictable elements or spells. It has bonus damage on your next attack, but it doesn’t stay relevant as you level. Burning Hands is tempting for martial characters, but its damage won’t feel impressive at high levels. Catapult is unimpressive, and Chaos Bolt requires an empty hand to cast. Charm Person is a useful skill for changelings or races, while Disguise Self is a situational novelty.

False Life is a good way to improve durability, but it might be better served by the Tough feat. Feather Fall is important in any party, but it shouldn’t be used often enough to justify its use. Fog Cloud is situational but a decent escape mechanism and negates Advantage if enemies have the upper hand. Ice Knife is not great, and Jump is too situational. Mage Armor increases AC by +1 over light armor, but it doesn’t stay relevant as you level. Magic Missile doesn’t stay relevant as you level, but it interacts with damage boosts like Arcane Firearm and Hexblade’s Curse.

Ray of Sickness is generally not a great spell, with little damage and short duration. Shield is reliable but has somatic components and no material component, so most characters need an empty hand to cast it. Silent Image is versatile but doesn’t stay relevant as you level.


📹 5 Tricks All Good Warlocks Know

Imagine if Warlocks were called Warcocks in Dungeons and Dragons 5e, that would be funny I think. Enjoy the video and …


Are Pact Magic Or Spellcasting Required For Dragonmark Spells?
(Image Source: Pixabay.com)

Pramod Shastri

I am Astrologer Pramod Shastri, dedicated to helping people unlock their potential through the ancient wisdom of astrology. Over the years, I have guided clients on career, relationships, and life paths, offering personalized solutions for each individual. With my expertise and profound knowledge, I provide unique insights to help you achieve harmony and success in life.

Address: Sector 8, Panchkula, Hryana, PIN - 134109, India.
Phone: +91 9988051848, +91 9988051818
Email: [email protected]

About me

46 comments

Your email address will not be published. Required fields are marked *

  • I summon a Babau most combats with my warlock…. Babaus are incredible. Free darkness that it uses its own concentration on and a free heat metal to deal with those AC23+ big bads and you can even get lucky on a weakening gaze from time to time. It has a piss charisma score so it’s not likely to break out of spell.

  • I’m currently playing a hexblade/barbarian in a Ghosts of Saltmarsh campaign, with the one barb level just for unarmored defense and rage. Pact of the Blade and all that. I’m a Goliath with the fisherman background, and my pact weapon is usually a trident. It’s the most fun I’ve ever had as a player, and it’s hilarious running around as an unarmored Goliath Barbarian with 13 str/20 cha lmao. My party calls the build “flexblade.”

  • Proficiency in Constitution Savin Throw by multiclassing in one level in Fighter or Sorcerer. How??? On page 164, you only get Proficiencies in Light armor, medium armor, shields, simple weapons and martial weapons as Figher and as clas you can pick one Fighting Style and Second Wind. That’s it. As Srocerer you get benefits from Sorcerous Origin and multiclassing spellcasting rules are applied. So how you get Proficiency in Constitution Savin Throw?

  • I have an amazing warlock build for demon gun, so your feats are spell sniper and Meta Majic Adept (distance spell and subtle spell), and the only invocations you need are agonizing blast and eldrich spear but I do like having repealing blast as well, so with eldrich blast with spear is 300ft, then double it because of spell sniper for 600ft, then double it again because of distance spell for 1200ft of range on a single eldrich blast.

  • Fire genasi has two spells at level 3 as well. The cantrip produce flame And burning hands once per day Currently playing a fire genasi of the genie pact of chains. I get 2 natural spells A house that I can store shit in A pet who can communicate with me and scout about (I’ve chosen pseudodragon.. before peeps start saying how crap it is, it’s already helped resolve a combat in 1 round simply by flying over to the target and stinging it making the druid fall unconscious and a gladiator npc finished the job in one round.)

  • Weird things you can do in dnd part 84: I made infinite damage 100% consistent. Step 1: be a level 14 clockwork soul sorcerer and level 2 fighter, since we want to do this in 1 turn as a flex Step 2: walk into Waterdeep or some extremely packed place with millions of victims within 30 feet of at least one other Step 3: drink a potion of maximum power Step 4: enter trance of order as a bonus action Step 5: action surge to cast chaos bolt at 4th level or lower Step 6: sit back and watch the fireworks. You’re in control of which targets it leaps to, so try not to let it get within 60 feet of anyone with counterspell. Technically they can only use it when you first cast the spell, but your dm might be a dick so try to play around it Enjoy!

  • Heh,thanks for all of this.I annoyed my DM by talking about how confusing the DnD is to me with all of its infinite spells,sub spell,re spells and other shit that do the same shit but is named diffirently,and he gave me the ability to be basically a walking disaster. I can chose anything i want. You know feets?I can not only have infinite ammount of them…i can make my own. You know spells?I can make my own. You know rituals?Guess what?I can make my own. I want abilities of other class?No problem. I wanna make new abilities for my crackpot of a build?Well no problem! DM said he will rebapance them later…but when the later comes – i will already become a chimera god.

  • Useful Warlock items even for when your dm offers downtime ultra rarely: 1.Rod of the Pact Keeper: restore a warlock spellslot. Also higher spell attack bonuses and spell save DC. Crucial when you can’t afford your spell to fumble. 2.Ring of Spell Storing: can keep a bunch of low level spells at hand or one big spell. Basically spellscrolls if your dm doesn’t give a lot of free time or treasure. Best thing is that it can be easily recharged if you make it to short or long rest with spellslots. 3.Pearl of Power: an additional 3rd level spellslot once per long rest. Sometimes you don’t know what spell you’ll need, so it’s useful. Ideally, having a Rod of pact keepet and two Rings of spells storing is the goal. 10 extra spell levels would even allow for some blasting, acting like much more expendable spellslots. Rod of pact keeper lets you have an extra spell slot in a clutch.

  • Repelling Blast and Grasp of Hadar are free, infinitely useable forced movement that has no save or size limit. Warlocks therefore benefit tons from investing in spells that exploit this– Spike Growth and Wall of Fire if you can get them, but Web, Sickening Radiance or even Hunger of Hadar can do amazing things from shoving foes into danger.

  • I will say, spells that last a lot longer through one casting are fantastic, definitely go for them. But an up-casted fireball can also significantly change the battlefield in the course of one turn, especially when things to turn around quickly. Ive had players use it to not only change the number of enemies on the board, but they’ve also convinced me that a blast that powerful (especially when up-casted) should be able to do reasonable environmental damage. They’ve used it to do things like start avalanches, collapse non-reinforced caves or tunnels, set enemy ships on fire quickly while eliminating other members of the crew and forcing people to dive overboard, etc. With how strong it is, its still really good to have in your back pocket if you ever need a literal grenade. That being said, I can see most warlocks skipping it as a spell choice entirely for something like a Horn of Blasting or a Wand of Fireballs or one of those necklaces with the blasting pearls instead. Maybe even a spell scroll option, just more free magic that doesnt require them to actually take it

  • I went the celestial, pact of the chain and gift of the ever living one invocation. This means that whenever you spawn your familiar from pact of the chainand are within 100 feet of all your healing rolls are counted as max. This is absolutely insane with cure wounds and the celestial healing pool of dice ability, as cure wounds will always heal 13 hitpoints (this is only at lvl 1 tho lol, and as long as u have +5 on charisma) and the dice from the pool will always heal for 6. Insanely broken support build, especially with the fiendish vigour invocation and armour of arthygus spell. Edit: at lvl 4, sacrifice the skill improvement to get the feat gift of the metalic dragon. This lets you cast cure wounds once without expending a spell slot, and u can use a reaction to yourself or a teammate getting hit to boost your/their a/c by your proficiency modifier.

  • mostly, yeah, that said, I’ve played a couple of warlocks where I didn’t invest in Eldritch Blast… mostly when I play heavily on support like my Celestial Warlock who leaned heavily into healing. In her case I had Create Bonfire and Sacred Flame for damage, mostly due to the later level thing that cause fire and radiant to gain bonus damage. I have played blastlocks, but in general, I find focusing invocations on plot things like Eyes of the Runekeeper is more interesting. And of the two multiclass characters I’ve played, one was a bard that read the book of exalted deeds and took levels of Celestial warlock to double down on that artifact attunement. The other is a con-artist Drunken Master/Mastermind. I would also note that feats which grant spell knowledge like Fey-Touched, Shadow-Touched, Magic Initiate, etc… is also very useful to Sorcerers, who have a limited spell selection.

  • Alongside Agonizing Blast, Misty Visions has got to be one of the highest utility invocations. Yes, concentration. But it has a 10 minute duration and you can move it to any location within range on each turn after you cast it. Also, unlike Minor Illusion, it can be a creature and it can be animated when you move it. The number of ways you can use this to hide things or generate a distraction is nearly endless. At very minimum, you should be able to use it for your group to make ranged attacks with advantage periodically.

  • it’s not dicey for a hexblade to not take agonizing blast if they have polearm master, since a hexblade with polearm master will be losing damage to go even use Eldritch Blast with agonizing blast and hex. Assuming a variant human with +1 score in charisma to get a starting charisma of 16 on standard array for the below and holding a halberd. Polearm Master Hexblade vs Eldritch Blast hexblade level 1: 1d10+3 + 1d4+3 @ +5 to attack vs 1d10 +1d6 (hex) @ +5 to attack average damage vs 13AC: 14*0.65 = 9.1 vs 9*0.65 = 5.85 level 2: 1d10+3 + 1d4+3 @ +5 to attack vs 1d10+3 +1d6 (hex) @ +5 to attack average damage vs 13AC: 14*0.65 = 9.1 vs 12*0.65 = 7.8 level 3: 1d10+4 + 1d4+4 @ +6 to attack (improved pact weapon) vs 1d10+3 +1d6 (hex) @ +5 to attack average damage vs 13AC: 16*0.7 = 11.2 vs 12*0.65 = 7.8 level 4 (+2 charisma score for ASI): 1d10+5 +1d4+5 @ +7 to attack vs 1d10+4 +1d6 (hex) @ +6 to attack average damage vs 14AC: 18*0.7 = 12.6 vs 13*0.65=8.45 Level 5: 1d10+5 + 1d10+5(thirsting blade) + 1d4+5 @ +8 to attack vs 1d10+4 +1d10+4 + 1d6 +1d6 (hex) @ +7 to attack average damage vs 15AC: 28.5*0.7 = 19.95 vs 26*0.65 = 16.9 I could keep going but I think point is made, the only level where eldritch blast wins would be level 11, assuming ASI to increase charisma to 20 at level 8 Level 11: 1d10+6 + 1d10+6 + 1d4+6 @ +10 to attack vs 1d10+5 +1d10+5 + 1d10+5 + 1d6 + 1d6 +1d6 (hex) @ +9 to attack average damage vs 17AC: 31.5*0.7 = 22.05 vs 41 * 0.65 = 26.65 But this immediately goes away at level 12 level 12: 1d10+6+5(life drinker) + 1d10+6+5 + 1d4+6+5 @ +10 to attack vs 1d10+5 +1d10+5 + 1d10+5 + 1d6 + 1d6 +1d6 (hex) @ +9 to attack average damage vs 17AC: 45.

  • Fireball is definitely worth casting…sure your 21 damage is good but fireball will do hundreds if it hits a group. A warlock with fireball at level 5 is just flattening every group you run into because unlike the wizard, they can get them both back on a short rest over and over For single targets, sure you’re right

  • Video suggestion: can you make a short for how to do twelve lvl5 Divine Smites in a single turn? You inspired me to try this one, here’s what you need ( please correct me if I’m wrong): Make a Coffeelock to get enough level 5 spellslots for this to work. (Take 3 levels in Divine Soul sorcerer for flavor, and 3 levels in Undying Light warlock to add your charisma mod to the damage, whenever you do radiant damage) Take 2 levels in Paladin to get Divine Smite. Take 11 levels in Fighter. Pick up two weapon fighting as your fighting style. Get action surge at level 2, extra attack at level 5, and a second extra attack at level 11. Take the Dual Wielder feat, and dual wield longswords. In theory you get 3 attacks with BOTH dual wielded weapons per attack action, so 6 attacks without action surge or 12 attacks with it. Now as a paladin you can expend a spellslot to add up to 5d8 radiant damage whenever you do melee damage to a target. With you Coffeelock you should then have enough spellslots to make each Divine Smite the highest possible level! The resulting damage: 12 (5d8 + weapon damage + ability mod + charisma mod) In a single turn!!! (not counting any additional damage you do by using quickened spell and twinned spell to cast as your bonus action, because why not)

  • I’m playing swashbuckler-homebrew warlock (pact of the tome) multiclass. The subclass is something in between of GOO and hexblade; my patron is a brainstealer dragon, and I’m fighting using his body part – a lot of telepathy, tentacles and madness in flavor. It works just great as a face/utility character while still being decent in battle – sneak attack+GFB/BB works just fine, even if I didn’t optimize the build (you should go probably rogue1+hexblade1+rogueX to maximalize your DMG output, tho our team needs a spellcaster, so I’m now rogue3+warlock5). Funny facts – I decided not to choose EB as a cantrip and our team is just basically a bunch of not so sharp magic-ignorants, so also no arcane proficiency to make those sweet spellscrolls. For range DMG, my char uses a pistol, sapping sting or chill touch. I know that you probably could just grab elf/feat for that cantrip and go rogue20 (or just be an arcane trickster and maybe then eventually grab mobile feat?), but I just love how unsettingly charming swashlock can be and how cruel you can be in doing roguish stuff with help of some dirty enchantment magic.

  • Here’s the basis for my ULTIMATE Caster 2 Sorcerer 3 Warlock 1 Wizard CoffeeLock with access to numerous Wizard spells. You at 6th level can cast spells of 9th level casters. Sorcerer Psionic Soul. Gives the silent spell through Psionic Die and potentially lets you ignore M components. Warlock Undying Light. Take Book of Shadows. Undying light Warlocks spells do not count as magic, it is made up of lifeforece, which means no Antimagic Field or Dispel Magic can stop me. Wizard. A Wizard can put higher level spells into their spellbook. Spells which you can use throu other casters.

  • I’d say for a good warlock/sorcerer build, take the ‘Eldritch Spear’ invocation. That turns Eldritch blast’s range from 120 to 300. Then once you get 2 levels in Sorcerer, (Or take the metamagic initiate feat) you get the ‘distance spell’ Metamagic. That doubles a spells range. Turning 300 into 600. Get the feat, ‘spell sniper’ and that will allow you to double it again. 600 becomes 1200. Meaning you can cast eldritch blast across the map. And I’m not talking about the battlefield map, I’m talking the world map.

  • Cast Hex, then Eldritch Blast range 120ft, Eldritch Spear Range 300ft, Spell Sniper Range attack spells doubled, cast from within a Maddening Darkness spell, followed by Toll the Dead, from a level 17 Warlock. that’s 1d6 necro+4d12 necro+1d10 force x4 every two rounds from up to 600 ft away concealed in Maddening Darkness taking 8d8 Psychic if the creature comes in to get the warlock. That’s a Max dmg of 94hp every two rounds to a target that is not only out of range to counterattack but can’t see its target to begin with

  • warlock (and especially non-hexblade warlock) is a weird class… it looks like you’re the best Damage-per-round class at the table, but it feels like you’re a support. you lack all the variety any other casters have in terms of raw power (looking at you, WIZARD) but you’re the dm’s best friend, and you have the most versatile CC and utility options of all except bard (and wizard of course…) with things like Counter spell Detect Magic Comprehend language Dispel magic Remove Curse Darkness Invisibility Faerie fire and Sleep (for archfey). it’s the weirdest class to play for me. but i like it. (not counting high level of course, where Warlock gets shafted so hard his digestive track turned upside-down)

  • My build is called the Critmaster Paladin 2/Hexblade 5 Some elf-ish person with Elven Accuracy, mostly Half-Elf for Cha, but not necessary -the stat does not matter for the combat at all. Double attack and eldritch smite from hexblade, divine smite from paladin Whenever you have advantage and cursed the enemy, you have 47% chance to crit per 2 attacks or 61% per 3 attacks with additional weapon, but that requires some changes. Whenever you crit at char level 7 you deal 16d8 damage from double smites, which may be enough to oneshot almost any single enemy you can meet. Did actually oneshot a boss with the first attack in a campaign, DM was really upset though 🙂 Divine smite caps at char lvl 9, eldritch smite caps at char lvl 11, probably worth considering adding Rogue for sneak attack since that level. Relies heavily on short rest and advantage rules in your games.

  • You can also turn your Eldritch Blast into an Eldritch Sniper Rifle if you want to. – Take the Eldritch Spear Invocation, which ups the range on Eldritch Blast from 120 to 300 – Take the feat Spell Sniper, which doubles the range of any spell that is an attack roll. Oh, and your ranged spell attacks (like Eldritch Blast) ignore half cover and three-quarters cover. Also also it let’s you learn 1 cantrip from any 1 spell list. Congrats, you now have an Eldritch Blast with an effective range of 600 fucking feet

  • The single best level 5 spell for Warlock is Synaptic Static. The only downside is low int creatures are completely immune to it Great damage 8d6 psychic (you pay a premium for psychic damage because 99% of enemies are not protected from it) Great size, 20ft radius 40ft across same as fire ball aoe, big enough you can easily hit 4 or even 5 enemies. Great save, int saves are commonly the worst among enemies and the ones who have high int saves are EXTREMELY easy to guess even without any meta gaming. If it’s an arcane spell caster, and even somewhat seems like it’s a “wizard” the int saves will be high. It also penalizes attack roll heavy enemies into the ground, suffering -1d6 on any attack roll, ability check or concentration save for spells. If you can drop this spell and Bane on an enemy they suffer -1d6 and -1d4 on all attack rolls. On average that’s -6 to attack giving your party an extra 30% chance to not be hit. This spell is even better on a Bard tho I would say, they can cast synaptic static, bane, and also use cutting words. Essentially fucking up all enemy attack rolls easily.

  • My current favorite Warlock build is my Tactical Warlock. Multi-classing with the Sea Sorcerer from Unearthed Arcana gives me a curse I can place on targets hit with a cantrip (Eldritch Blast) that adds abilities to spells that: deal Lightning damage (more damage), cold damage (reduce movement by 10′), or causes forced movement (move an extra 15′). Eldritch Blast with Lance of Lethargy to reduce movement 10′ and curse the target, then summon a watery tendril from the Fathomless Patron which can hit the same target and reduce movement another 10′ plus deal Cold damage triggering the curse causing the target to reduce another 10′. Add in Repelling Blast and I get to move targets around like a chess board. This is all accomplished by level 3

  • (Opens trench coat) Hey, kid, do you want to cast eldritch blast up to 5 times in one turn? Warlock 1, sorcerer 2, figher 5 (warlock is for eldritch blast, sorcerer for metamagic: quickened, fighter gives action surge and extra attack) then scale levels to your needs (probably 12 fighter: extra attackx2, sorcerer 4, warlock 4)

  • First level fighter v-human with heavy armor mastery. Take Superior Technique – parry Second level warlock. Armor of agathys + blade ward. At level 2, your rocking 5 temp hitpoints that deal 5 cold when you’re hit. Even if you don’t take any damage from the hit! Blade ward gives you resistance. Heavy armor mastery is -3 and if you ever get hit too hard, parry lets you reduce it even further. You get back your parry, second wind and spell slots on a short rest so expect to be extraordinarily resilient. You’ll be tempted to take the hexblade, as suggested in this article but honestly you don’t need it. Taking Celestial for the extra bonus action healing allows you to be an immortal beacon of sustain! This build only gets better as you level! High scaling on AoA. Eldritch blast doesn’t care that you’re multiclassed. And even 2 more levels of fighter wouldn’t be remiss, for action surge + battle master for a TON more parry.

  • Just a quick clarification, if you want Con saves from Fighter or Sorcerer you have to take those classes first before Warlock as you don’t get saving throw proficiencies from multiclassing. Also, I highly suggest pairing Warlock with Bard if you want to help with healing and filling some holes in a party’s ability set. Plus I just think a Warlock casting Dissonant Whispers is fun flavor.

  • As soon we hit level 4, my current build will slowly come online. I don’t know how good it will be, but the idea was: 3 level Bard at the start and at least 3 level in Warlock. Then only take support/debuff spells as well as Investment of the Chain Master and, best case, never deal damage myself again. Either my familiar or my party will handle the killing, while I try to make moving, evading and attacking hell for the enemies.

  • I had this idea for a warlock. I saw the update for the Genasi and really like the Fire Genasi, as he said free spells are nice especially since the update they can use spell slots to use those abilities if I’m not mistaken. I know most people go for Hexblade but I saw Fathomless and thought it would be fun. It would be a Fire Genasi Pact of the Blade Fathomless Warlock. Honestly thought about using a whip as the Pact Weapon because it would be thematic. If possible I might even go Barbarian subclass to have that over-drive button mentioned in the other article. Go with Path of the Beast-Tail using it as a tentacle for some Defensive options. Also had this idea for a Kenku Echo Knight Fighter that is neat but I’d want to try a Tortle Battle Smith before anything else.

  • Flock of Familiars DOES scale – you get an extra familiar for every level above 2. Combined with Pact of the Chain, & Investment of the Chain Master for extra giggles, you can have several invisible sprites flying around, forcing targets to make saving throws against your spell DC … and a fail by 5 or more results in uncosciousness

  • Paladin with Hexblade makes it less Multiple Ability Dependant or M.A.D, if you struggle with which oath, The oath of the ancients fits well thematically. I usually toss in the Draconic sorcerer and get some ac when your naked. And if your DM is cool ask to be Amethyst ancestory. It is not official but would give force resistance and a small buff to one of your lower damage rolls on eldritch blast. Otherwise Fire cuz it’s super common. Can help with Green Flame Blade, Fireball and the likes. Booming blade is nice as well. Sorcerer let’s you add quicken or meta magic to change element types for eldritch or chain gun. Overall you Focus Charisma and Dex and your pretty good. Wisdom and charisma saves starting paladin with armors helps ac early. Pick up warcaster if you can start variant human and you’re solid. Advantage on Con saves is as nice as proficiency arguably. Range and up close combat is amazing. If you get robbed of armor or not and you can handle combat. Given draconic ancestors ac boost. It so gives a slightly to hp pool to make up for sorcerer levels. Over all I rock 7 Paladins of ancients. Grants some passives for parties and advantage near you. 8 sorcerer for points spell slots and abilities. The. 5 warlock for invocations eldritch smite and the prone shenanigans. Outside the hex fun you have agonizing, weapon pact and whatever third from devil sight, grasp, spear, etc. If you take spell sniper and spear there is some real sniper long shot fun to be had. There are a few other cool combos with this as well.

  • Sorry for perusal this so late…However a comment about your sponsor. Munk Pack are not keto friendly. 17 grams of carbs, and sweetened by substances that are known to cause cardiac problems. Almost anything labeled “keto” uses these sketchy sweeteners. This one however can’t even claim to be keto at 17 grams of carbs. You might as well eat a slice of bread and call it keto.

  • Telekinetic is a cool feat to take with Warlock. Lets you increase Charisma (or Intelligence or Wisdom) by 1, gives you mage hand if you didn’t have it, and if you did, it now reaches 60ft, and it’s invisible in both cases. You can also telekinetically shove or pull an enemy 5ft as a bonus action. I used this with the fly spell to reach an enemy up above and pull them off a ledge, but it’s also useful for getting rid of a close-combat enemy so that you can flee or cast a spell without disadvantage.

  • Also your best friend is magic items. Spell scrolls, wands or spell storing items are all great ways to cover for when you run out of pact slots. If your DM allows magic item crafting, grab proficiency with Arcana and start scribing 1st level spell scrolls. It only takes you 1 day and 25gp. Absolutely no need to waste a spell slot on Hex. A Wand of Web is incredible for being uncommon rarity and pretty much any rare wand or staff is going to absolutely kill it for you. A spell storing item, like a Ring of Spell Storing or a spell gem allows you to bank any unused slots for later, especially amazing if you can convince the DM to let you take 2 short rests in succession. Spell slot recharing items, like a Pearl of Power or a Rod of the Pact Keeper aren’t quite as strong since they mostly just recharge one slot per day, but you take what you can get and every slot goes a long way.

  • I honestly love Undead Warlock with Rune Knight Fighter. The Runes become pretty much free spells alongside the giants might, undead warlock giving you additional damage output as well as easy frightening and access to bane. Its not the most optimal but bitch I am an undead giant, I don’t take concern from mortal opinions

  • Flock of familars absolutely scales, you get an extra familiar for each spell level above 2nd. 6 help actions, distractions, or touch delivery systems is no joke considering you can easily Spell Trick them just before you finish your short rest. Doubly helpful if you have metamagic adept or dip sorcerer for extended spell.

  • Almost disliked the vid for the bad take of if you don’t take eldritch blast your doing something wrong. Eldritch blast is good but isn’t busted enough to good at high levels of play, you can beat it with one invocation in the blades pact sect, (being the magic longbow+1) mind sliver into a chain familiar poison attack or other debilitating action is one invocation and a single cantrip that can help the whole party. If your looking just for damage go somewhere else. The point of eldritch blast is for repelling blast, to combo with your friends wall of fire, spike growth etc. And few spells of the warlock actually work with this (hunger of Hadar is great but doesn’t level up for some reason) While many of these tips are very true, multiclassing is kinda dumb for the warlock because it also ends the warlock storyline, which is something I have never heard of get brought up as part of the multiclass, hexadin, sorlock, ect all have a patron that unless you still play with on terms aren’t Likley to be pleased with your new work life.

  • Or if you play in icebreakers (Andrew Garcia) paid d&d game, none of your warlock choices matter because he treats all charm skills as fails through fudged dice rolls and hostility reactions of npcs and you have so little combat your choices and party comp don’t matter and all your disguises fail because everyone is just so passively investigative, even using a wish spell to see through a disguise at level 5 because we got an amulet of non detection. Then he will Gaslight you and say you’re nuts since my DC 17 always fails when you use charm skills or use a disguise, and he follows you around corners so you can’t change your disguise. Then you will go to the next town and flying is disabled so fuck your pact of the chain imp or raven familiar and fuck your new elemental gift ability that lets you fly. And if you have pvp, he will fudge the sorcerer’s wisdom save when you get a fear off because he doesn’t believe in kiting or hit and run tactics, even though it is statistically unlikely the sorc will get a 20 on a wis save Dc 17 fear with no class proficiency. No it is all in my head and Andrew Garcia doesn’t fudge dice rolls.

  • My number one fantasy in D&D right now, that I want to try, is playing a tome pact warlock not knowing he is. Would be a mid-late teen, who direly wanted to become a wizard but was rejected from every school for not being good enough. At some point he get his hand on a what seems to be a very old spelbook. Except it isn’t, it’s a tome that connects him to an outworld entity. He makes a connection with the entity without knowing and bam… now he’s a wizard, at least in his eyes. He would be direly convinced he made it and became a wizard, so he would act like it !

  • Hey man, so I am trying to build “Magic Man” from Adventure Time. He is that one super jerk who knows that he’s a jerk and loves it because no one can stop him. Basically he transmutes people or animals into objects or food and then just leaves in a portal. For exemple he turned Finn into a cooked egg and Jake into a bowl of soup. I need help to make Magic Man a dnd character that mainly uses transmutation, but I think that transmutation wizard’s feats are almost all useless or doesn’t even fit the transmutation theme.

  • My wife and I play Dnd and both love the adventures that we explore with our friends, mostly her, and friends cause I’m the Dm, nevertheless we have lots of fun. My wife had an idea for a new character that she wanted to make who is a Bard, and she wants to implement necromancer spells with the class, mostly without multy-classing, basically she wants to raise the dead with music and such to fight along her side … She’s twisted, i love her … Could you maybe help me figure something out to help her ? Also love the content keep it up man 👊

  • My favorite multiclass I like to call the college of demon swords. So its a bit of a long haul and doesn’t fully come online till 8 but you have a few choices. Firstly teifling or tashas with fey touched get those free spells hex and mistystep or darkness and the fire reaction for free are huge utility and being able to expand your known spells like this is huge. We’re gonna go lvl1 in bard and lvl 2 in hexblade here your demon daddy blessing you longsword with the power of swagger. Cantrips are gonna be minor illusion vicious mockery green flame blade and thamaturgy are the main stays the rest are whatever. Ur bard spells dissonant whispers and healing word are a must and warlocke sheild and hex if u don’t already have it. Now here’s were your choice comes in you can go for at lvl 6 haveing 1 bard 5 hexblade for pact extra attack and short rest 3rd lvl spells or lvl 3 in bothe to have more slots and finally getting your dualing style so u can finally use ur sheild or at 7 going 6 bard warlocke 1 for thar bard extra attack. After that it’s really just getting the other side up to casting 3rd lvl spells and your good green flame blade is a adequate substitute for extra attack till you get it as it increases ur output I personally like going the warlock side first as your invocations lead to interesting things like darkness fighting or a few other interesting things. And haveing those lvl 1 bard slots for sheild help so much. This charecter is kinda the best mesh for a 5man party your not the tank your not the healer and your not the wizard but you backup all those roles with a huge amount of versitility not to mention having a 17/19 raw ac be4 sheild spell and defense style is good and once you get your styles adding a d8 to ur ac every turn let’s u be the second tank very well while useing your bonus action to throw healing words to those in need.

  • A warlock /blade singer build this genius build allows the warlock to dance around the battle field wielding two swords get bonuses to defense use every single spell slot they have in a combat encounter with added benefits of being able to cast rope trick followed by cat nap allowing you to get back all your spent warlock abilities in only 10 minutes yes, yes I would so do this!;)

  • I play a tank sorclock and I specced fully into CC rather than damage Which is why I don’t have agonizing blast I need repelling blast to push enemies into web I need investment of the chain master to make the most use out of my bonus action while also poisoning enemies And I need gift of the ever living ones to get around my lack of resistances besides absorb elements

  • Ive got a chaotic neutral fire genasi genie tomelock artificer artillerist who shoots their spells from twin handguns, and has a staff of power as backup, who also through dm shenannigans became a wereraven and was almost installed on the throne of barovia He is fun as hell, is not really optimized at all and has become notorious in the group i play sessions with, in a good way At first i used rituals and items as a warlock to buff my spellability, then finally after ages (level 3) he becane an artificer and gained some slot and some more battle options and finally warlock with a gun came to be

Pin It on Pinterest

We use cookies in order to give you the best possible experience on our website. By continuing to use this site, you agree to our use of cookies.
Accept
Privacy Policy