How Do You Teach A Warlock New Spells?

Warlocks are a spell casting class introduced in DnD 3.5 and converted into a core class for DnD 5e. They learn their spells through their Pact Magic, granted by their Otherworldly Patron (PHB 107). Warlocks can change their known spells only when they reach a new level, according to the Warlock chart on p.106 of the Player Handbook. They also have the most powerful damage cantrip in the game, giving them a solid, reliable power.

Warlocks are allotted spells and spell slots differently than other spellcasters. They learn a new warlock spell every time they gain a level from 2 through 9, as well as at level 19. A spell chosen must be of a level no higher than what is shown in the table’s Slot Level column for your level. Warlocks learn two spells at level 1 and one more spell each time they level up (until level 9, at which point it’s 1 more spell every time).

The multiclass rules for any spellcaster and warlocks are simple, treating them separately for learning spells or preparing spells. You can multiclass into Wizard for the ability to learn scrolls, but you can only learn them up to the Wizard spell level you’ve reached. Warlocks are almost hybrid casters and are super different from the other two classes. All their spells are upcast to their max spell level automatically, but they have a unique Pact Magic compared to regular spellcasting.

In summary, Warlocks are a unique spell casting class that learns spells through their Pact Magic granted by their Otherworldly Patron. They learn new spells and spell slots differently than other spellcasters, with a single spell slot for each level. The multiclass rules for spellcasters and warlocks are straightforward, treating them separately for learning and preparing spells.


📹 Davvy’s D&D 5e Warlock Spell Guide

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How does the Warlock spell system work?

The warlock is a magic-using class that uses charisma as its spellcasting ability. It is structured with limited spell slots and slots renew after a short rest, and all spells are cast at the highest slot level. Invocations provide additional abilities, and Xanathar’s Guide to Everything added 14 new invocation options, while Tasha’s Cauldron of Everything introduced 8 new Eldritch Invocations and a new Pact Boon.

Three options for the warlock’s type of pact are presented in the Player’s Handbook: Pact of the Chain, which allows the warlock to summon a familiar beyond the normal boundaries of the Find Familiar spell, Pact of the Tome, which grants a Book of Shadows containing additional spells, Pact of the Blade, which allows the warlock to conjure a magical weapon for combat, and Pact of the Talisman, which gives the warlock a talisman that boosts either the warlock themselves or those they give it to.

Warlocks are featured in the Neverwinter Nights 2 video game, Dungeons and Dragons Online, and the D and D MMO Neverwinter, based on the 4th edition version.

When can Warlocks change spells?

The process of “leveling up” enables the player to replace one current spell with a new one, in addition to learning new spells at certain levels. In the Warlock class, if the DM permits the use of Unearthed Arcana, one spell may be exchanged for another following each long rest.

Can Warlocks only learn up to 5th level spells?

Warlock spell slots restrict their abilities to the 5th level, yet they possess an extensive repertoire of spells for the 6th to 9th levels. The sole means by which a warlock may gain access to spells at the 6th level and above is through the acquisition of the Mystic Arcanum feat.

How many times can a warlock use spells?

The warlock is capable of casting a greater number of spells through invocations; however, they are limited to two per short rest until they gain access to their unique 6th-level spell slot feature at level 11.

How does a warlock get magic?
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How does a warlock get magic?

The warlock is a character class in the Player’s Handbook (5e), one of twelve character classes. They gain power through a pact with an otherworldly patron, gaining unique abilities depending on the patron. The player can choose from three patrons: Archfey, Fiend, or Great Old One. At level 3, they can gain cantrips, spells, and invocations, including the optional eldritch blast. At third level, they can gain a familiar, a special pact weapon, or a Book of Shadows, which grants three extra cantrips.

The warlock’s inspiration comes from European folklore beliefs of witchcraft, where women were accused of using magic, consorting with demons, or making a pact with the Devil. The warlock’s abilities are based on their patrons and their unique abilities.

Which classes can learn spells from scrolls?
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Which classes can learn spells from scrolls?

Baldur’s Gate 3 allows the Wizard class to learn any spell found as a scroll. However, this ability is only available to Wizards. If you want to learn more spells but aren’t a Wizard, you can multiclass and gain access to this ability. You can also select Gale, who is a Wizard by default.

To learn new spells, open your inventory, select your Wizard character’s portrait, and right-click on any scroll in your party’s inventory. The drop-down menu will show “Learn Spell”, which costs a fee that scales with the character’s strength. The fee is usually around 100 gold, and once paid, the spell held will be permanently taught to your Wizard.

In summary, Baldur’s Gate 3 offers a simple mechanic for learning spells, but it’s important to consider the pros and cons before deciding if it’s worth the investment.

How do warlocks learn new spells?

Warlock spells are learned every time a player gains a level from 2 to 9, and at level 19. The chosen spell must be no higher than the slot level column for the player’s level. At 6th level, a new spell can be chosen from the list, and a level can be gained by choosing a known spell and replacing it with another from the list. The spellcaster ability, Charisma, is used when a spell refers to the player’s spellcasting ability and when setting the saving throw DC for a spell.

Can warlocks learn spells?

At 1st level, you have two 1st-level spells from the warlock spell list. You learn a new spell every time you gain a level from 2 through 9, and at level 19. The spell you choose must be no higher than the slot level column for your level. At 6th level, you learn a new spell of 1st, 2nd, or 3rd level. You can also choose a spell and replace it with another from the list, provided you have spell slots. Charisma is your spellcasting ability, and you use it when referring to a spell and when setting the saving throw DC for a spell.

Can a Warlock learn spells from scrolls?

At the time of writing, the process of learning spells from scrolls is based on the active character, rather than the actual character who is capable of learning spells. This implies that if a player has selected a wizard, druid, cleric, or sorcerer as a party member, they are able to assume control of that character.

How do you learn more spells as a warlock?

Warlock spells are learned every time a player gains a level from 2 to 9, and at level 19. The chosen spell must be no higher than the slot level column for the player’s level. At 6th level, a new spell can be chosen from the list, and a level can be gained by choosing a known spell and replacing it with another from the list. The spellcaster ability, Charisma, is used when a spell refers to the player’s spellcasting ability and when setting the saving throw DC for a spell.

How does a Warlock learn new spells?
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How does a Warlock learn new spells?

Warlock spells are learned every time a player gains a level from 2 to 9, and at level 19. The chosen spell must be no higher than the slot level column for the player’s level. At 6th level, a new spell can be chosen from the list, and a level can be gained by choosing a known spell and replacing it with another from the list. The spellcaster ability, Charisma, is used when a spell refers to the player’s spellcasting ability and when setting the saving throw DC for a spell.


📹 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 …


How Do You Teach A Warlock New Spells?
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  • for the third tip: “When you gain a level in Warlock you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.” you CAN get non-scaling spells, just swap them later though some spells like Hypnotic Pattern are so good you don’t care

  • Side note for Book of Ancient Secrets Vs Ritual Caster; RC lets you choose one classes ritual spells that you are able to learn, BoAS lets you learn any ritual spell you happen across, which also means you can trade spells with the Wizard in the party to provide some utility for spells which benefit from multiple castings, and give the Wizard a bit of a safety net if your DM is the kind of monster who tries to destroy their spellbook.

  • A simple combo is the cheese grater: Take the Dao Genie Warlok and use Spike Growth in combination with Agonizing Blast, Grasp of Hadar and Repelling Blast (eldritch blast Invocations) for big damage + CC You can also throw in the Crusher feat, to send them flying by angling the attacks … or for the simple extra forced movement~

  • Archfey Warlock + Wild Magic Sorcerer is insanely good. Extremely evasive, and you can just spam wild surges because of the spell slot farming. If you’re taking this build, getting a Feywild Shard is a must. Satyr is an amazing race for this build because of all the Face skills as well as being a Fey race that fits thematically well.

  • Oooph. Can’t say I agree with a lot of this advice, especially the advice about spells that scale. Misty Step in particular being on that list is a good example of where utility cannot be understated. Even if you’re doing the Feytouched tango to get Misty Step and Hex for free, having it and other ‘good effect but not level improvement’ can really help out in practice. And lordy, by no means feel like you HAVE to take Eldritch Blast. It’s great, but there really are other ways to do damage in practice, and always remember that party synergy is one of those ways.

  • Something else Warlock players should know: Niche spells are your best friend. As you level up, you very quickly end up with a lot more spells known than you have spell slots. This means you can afford to take all those extremely powerful but extremely situational spells that other casters often pass up because they rarely come up. Spells like Earthbind and Intellect Fortress, which are usually not very good but they outright win specific encounters, make perfect sense to take “just in case” because you have so much space on your spell list. Conversely though, when you reach 11th level and start getting Mystic Arcanum spells, the opposite is true. You only get one Mystic Arcanum of each level, it can never be switched out or used to upcast a lower level spell, and you get to cast it once per day for the rest of your life. So for your 6th+ level spells, you need to pick stuff that you know you will want to cast every single day. These spells should be super reliable, and always have a use. Mass Suggestion and Forcecage are prime examples. Each one can win a lot of combat encounters on its own, and each has its own out of combat utility as well. Once you get to 17th level, even the much-maligned Foresight should be given a close look as a Mystic Arcanum option, because even though it’s not the strongest 9th level spell, it’s always always useful. You will never not cast Foresight if you have it.

  • Wait a minute, Flock of Familiars does scale. For every spell slot above 2nd level you cast the spell at you gain one additional Familiar. So at 9th level with a max 5th lvl spell slot, you’ll be having 6 Familiars. That is massively good for a Pact of the Chain Warlock, especially with the Investment of the Chain Master invocation.

  • The thing with agonizing blast is that it’s not really as flavorful as some of the other things. Sure, I could add 5 to my damage… Or I could get both Repelling Blast and Grasp of Hadar, get a friend to cast Spike Growth, and deal an extra 4d4 damage instead of just 5, with lots of extra flavor added in.

  • You missed the Bar/Loc tank with Gift of the Ever-Living Ones XGtE57 Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. If you make you familiar a Pseudodragon you also get Magic Resistance.

  • I actually never nabbed Agonizing Blast with one of my Warlocks. Initially he was an Undead Warlock, so I could potentially double the amount of damage I did with my Eldritch Blast, but after an event in the campaign, became a Celestial Warlock. The build I made for him was more of a support and utility build. Putting it simply, the only ones that died were those that I didn’t have their name in my book.

  • I’ve got a 6th level half-drow Raven queen warlock with a two-level twilight cleric dip… Heavy armor, healing touch with find familiar, and 10 cantrips (3 cleric, 3 warlock, 3 pact of tome, and one drow magic)… Role playing went from devout follower, to ‘put your money where your mouth is’ follower. First lock I’ve played, and I’m loving it.

  • level 5 echo knight fighter level 3 swashbuckler rogue with two rapiers, as a half orc with the savage attacker feat. first nearly go unconscious just before your turn, second make 7-9 attacks using your echo and every ability you got, third start rolling. the number of d6 you roll is more than the dice hoarding dragon player has in total. seriously its really fun

  • Did a VERY fun Bladelock build both mechanically & especially thematically–a Celestial Bladelock who made an oath to Bahamut. He was origionally a slave born & raised in a Dao’s mine/palace (the Dao are Earth Genies & the worst kind of all 4 Genie types) as a guard. An adventuring party showed up to storm & destroy the Dao’s operation, kill the Dao & free all of the captives. The party was lead by both a Divine Paladin and a Life Cleric of Bahamut as well. Inspired by both, he went to their temple & made a pact–divine power in exchange for service so that he could one day return to the Elemental Plane of Earth & run his own crusades. I ran a level 1 Earth Genasi (Monsters of the Multiverse version) fighter, level 19 celestial warlock with pact of the blade. Ran Green Flame Blade to dish out 4D8+13 damage a turn on single targets or 7D8+21 on adjacent targets as well as Agonizing Blast smacking enemies for 3D10+12 at range. He could heal himself every turn as a bonus action &/or use his damage resistance cantrip as a bonus action 8 times a day lasting for 2 rounds. Theory crafting him at level 20 he’d get the Epic Boon of Fortitude, turning each of his healing die into 1D6+4

  • One thing I would like to add as a Warlock enthusiast is that every time a Warlock levels up they can replace one spell they know with a different spell as long as it is of the same level of spell slots they have. That means that you could take a spell like Hunger of Hadar, and then replace it with something more useful like Shadow of Moil once you get 4th level spell slots. The same also goes for you Eldritch Invocations, meaning you could take something like Armor of Shadows and replace it with something else after you take a level into Draconic Bloodline Sorcerer, for instance.

  • I know the community calls it heresy, but I like to play warlocks without Eldridge blast. This is such a creative, customizable class that it just rubs me the wrong way that every warlock is designed to spam the same cantrip over and over again. Not shaming people who use it, E.B is easily the best damaging cantrip, no contest. But I like building my warlocks without it. Still, great article, very well thought out, and a few tips for me to keep in mind next time I roll up a character in my favorite class. Thanks buddy!

  • I think it’s important to note that Agonizing Blast does not specify “once per turn”, but rather it does note “on a hit”. And as anybody could tell you, Eldritch Blast requires multiple attack rolls because they’re all separate beams. What this means is that that modifier is applying to every individual hit. That means a guaranteed minimum of 10 Force damage at Lvl.5 with a +4 ((1d10+4)x2). That’s just the minimum though, and further levels and Charisma investment will yield much better results. Misty Step is still useful to take, even though it doesn’t scale. Mobility that doesn’t sacrifice an action is always good. Sickening Radiance is one of my favorite spells in the game… Period. Along with Transmute Rock, Suggestion, and Summon Elemental. Exhaustion can super cripple enemies if they fail enough saves and don’t die from the damage. It’s a looming threat that cannot be understated.

  • My warlock has 3 levels into armorer artificer I have heavy armor, a mind sharpener that allows me to keep concentration spells up to 4 times a day. The second infusion can be either an armor that prevents me from being knocked prone or a +1 to my spells both for damage and to hit (which include my eldritch blast) The last known infusion is to make the pot of awakening Also the yuan-ti (pre-nerf) race coupled with the witherbloom student background makes the character a beast

  • I’m running a Noble Genie Warlock/ Rune Knight multiclass in my game. I also have a racial feature that is like the Tortle’s ability to Withdraw, granting me a AC buff and making it harder to break Concentration on spell I pop off before I duck and cover. I’m also taking the Metamagic Feat, because why not? A couple of Metamagics never hurts a Warlock build.

  • I would disagree with Tip 3, Warlocks are the only casters that CAN afford to blast. Because you have those 2 spellslots every other combat and have the lowest opportunity cost for damage spells since the control tools you do have are VERY limited compared to the other full casters. Also Synaptic static goes BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR.

  • My one comment is that agonizing blast isn’t required. It’s easily the best one but if your focus isn’t damage, it’s not necessary. As a general warlock for a newbie, absolutely take it, but I don’t like to word it so that the newbie feels it’s the only option moving forward whenever they make another warlock. You can be one of the best infiltrators imaginable super early by picking up misty visions and mask of many faces. 2 levels in warlock gets you infinite silent image and disguise self, which can either be a dip from another class, or be your focus. Damage isn’t everything when you make a build (even if that’s how I make all my characters XD )

  • One uncommon item i always use is pig whistle. It magically summons 3 pigs that follow your commands if your charisma is high enough, they stay with your party for 3 days or until they die, whichever comes first. You or anyone in your party, or anything you command may each blow this whistle once after each short rest. This gives you infinite access to food and if you as well as each of your 4 other party members blow it, you now have 15 pigs under your command and if you command each pig to blow it once they are summoned then you instantly have access to infinite pigs allowing you to sell them to feed a villiage and have nearly infinite money. How about taking out a terrasque with a fleet of pigs, that’s always fun. Also pigs are rather intelligent and their fat can be used as cane wax and if in a pinch can use their body heat to warm you. You can command them to stand guard over your sleeping party or send them ahead of the group to scout any danger.

  • Personally, I enjoy the Eldritch Sniper. Eldritch Spear and Spell Sniper combined with the magic item Eyes of the Eagle. Congrats! You can hit someone 600 ft away, 1200 if you somehow get Distant Spell Metamagic. Overkill? Yes. Nearly 4 football fields in distance where only full cover counts to hide someone. Only really viable outdoors, but being able to snipe someone on the other side of the village is a beautiful thing.

  • If you really want to bump up your concentration game you should go 1 level divine soul sorc 2 levels circle of stars druid and rest warlock. Divine soul sorc gives you 2d4 for con saves if you fail them and proficiency with con saves. Stars druid gives you starry form dragon which gives you a minimum roll of 10 for concentration so you need with +2 con get hit for 25 dmg before ever needing to roll concentration. and with eldritch mind you have advantage. If you are a halfling then nat 1 can be rerolled.

  • My favorite Warlock combo is more twisted and evil: human variant: resilient feat level 2 great old one warlock: get the invocation misty vision and armor of shadows level 5 illusionist wizard you do mirror armor of agathys, than mirror image, next turn silent image from the invocation, and do a 3x3x3 cube full of own self doing random stuff, from the spellcasting handposte to just playing rock-paper-lizard-scissors-spock, use the turn just to keep the concentration in silent image, and do the action as per illusionist adept trait to altre the silent image and do it do stuff and get it animated and don’t be recognized as and illusion, staing in the middle of it. It basically baceme the gratest rave party and worst nightmare of every melee fighter and a hell on Earth fo the barbarian, and if he get lucky enough to guess the right spot where you are, mirror image will deal with him, it go wrong too? Hah! his own fault, agathys activate and shave off some of his hp, basically is just a 3% change of getting you, and he do it at his own risk, this can keep a BBEG in check for as long as silent image last (so like 10 minute) or ’til the party get to get his ass kicked… but if you want to kill him yourself, just go magic missile on him while you hide instead of shaping the illusion (just doing it every other turn should be ok) and scrap off his health with an unavoidable costant damage, and then use sleep and wait for the rogue. ❤

  • One thing the warlocks get that most of the other casters don’t is access to light armor, and that means you can pick up the moderately armored feat to get proficiency in medium armor and shields along with a +1 to strength or dexterity. This gives you a rather amazing AC at early levels. Additionally, if you are playing a Hexblade warlock you can get the heavily armored feat to roleplay as a paladin.

  • Eldrich blast does an average of 12.9 damage against a 15 ac at level 5. Agonizing Blast only adds +5.2 to your DPR. It’s still a decent investment but it is far from “the best damage option ever”. Fireball hitting 4 creatures at the same level deals an average of 88 damage split between instances of 22 damage respectively. It would take you 7 rounds of casting Eldritch Blast to match that damage. It’s true though that taking spells with longer lasting effects is typically a good idea, but Fireball’s overturned damage makes it a must have option in your arsenal when available. Tiny Servant is a fine spell to keep if you are Pact of the Tome. You don’t need to burn the spell slot on it since it’s a ritual. Even with Fighter levels it’s a better idea to take Medium Armor so that you don’t have to invest in a 15 STR. The higher DEX means better Initiative, DEX Saves and Skills. You should never build STR unless you are using it as your Primary damage source.

  • My personal favorite thing to do with a warlock is to play a warforged, and at 4th level pick up the moderately armored feat which means with half plate and a shield I am rocking a 20 AC without any spells buffing it on a full caster. This is what I did for my Genie warlock, and it was amazing especially when I started using dimension door to blast people from 500ft away with 600ft range eldritch blasts.

  • My favorite combo: Hexblade + Eldritch Knight = a living magical curb-stomp with a sword that’s basically a part of you now. Also good: the Faerunian messiah that is Celestial + Divine Soul; you can play the part of a cleric or paladin if your party is lacking one while bitch-slapping anything unholy. By the way, why is Misty Step bad, but Far Step good?

  • A multiclass I’ve been having a lot of fun with is Hexblade Echo Knight. Started at lvl 3 with 2 fighter 1 warlock (for backstory reasons) then proceeded to get to F2W4 before taking that third fighter level. Pact of the Blade, of course. My tiefling HexEcho (name is not final…) wields a magical glaive and my “alpha strike” can deal 5D10 + 2D6 + 61 for an average of 95.5 damage. 5D10 comes from the 5 attacks I can do myself, 2 attacks per turn, doubled for action surge, +1 for my echos attack, 2D6 from an expelling of branding smite, and +61 comes from 40 from the glaives damage (does D10+8) and +21 from hexblades curse.

  • I’m currently playing a level 3 blood hunter and I chose the order of the profane soul, pact of the undying one. Getting access to hex and armor of Agathys on a martial class is going to be huge. Being able to hex a target and blast away at them with my hand crossbow multiple times a round is going to make for a very deadly single target striker.

  • 5:55 i agree BUT hex is amazing because in a way, it does scale, because you get more bang for you buck as you get more eldritch blast rays. You are essentially multiplying eldritch blast damage by 1.5 with each cast of hex. Also you can keep hex out longer at higher levels too. If you have a spell slot before a short rest, find a rat or bug you can hex and kill right away. Then you can still have hex without a spell slot after youre done with the rest.

  • I would argue there are VERY FEW cases where taking Disguise Self on a Warlock is a good choice. Just take the Mask Of Many Faces Invocation. Cast it at will. I’m assuming that if you’re going Warlock, you’re going to have good Charisma, and you want to combine that with Disguise Self most of the time when you use that spell. It’s very counter-intuitive not to combine those 2 things in most cases… but even in those cases where you don’t intend to use your Charisma to talk your way through/out of a situation… a free “at will” Disguise Self is still almost certainly the better choice. That said, I’m sure there ARE SOME situations where taking the actual spell (especially when multi-classed like in the article’s example) is the better choice… but surely they’re quite rare, except maybe when you just have like 8 other Invocations you want to take and don’t have room for MOMF.

  • A very key Invocation you missed about Eldritch Blast in your “Demon Gun” section..Eldritch Spear, combined with the feat Spell Sniper. Eldritch Spear increases the base range of the blast to 300ft, and Spell Sniper doubles that giving you a 600ft cantrip that ignores up to 3/4 cover with no disadvantage to the range. Only a very tiny number of high level spells (a.k.a. very limited shots per day) or a Longbow user with Sharpshooter can hit that kind of range and accuracy.

  • I want to multiclass bard and warlock. Go bard for 3 skills of my choice, college of lore or whispers eventually for extra fun at some point. Spec into warlock for mask of many faces invocations and take pact of the tome. Idk how many levels to take in each but essentially I want to make a character that is obsessed with getting knowledge from everywhere so she focuses on espionage and trickery to do it. Go far enough into bard for magical secrets mayhaps and just be an all around pain in the ass lol.

  • The article is awesome, but I think there’s a mistakes: Coffeelock it’s not legit, due errata, because you can’t convert in MP pact’s slot. And the warlock doesn’t need to sleep, which means that they still need the long rest and not a bunch of short rest for not taking a level of exhaustion. I’m a huge fan of warlock-sorcerer multiclass for Lore’s and background reasons, but as a master I’m full aware that if someone want to trick me, he just get counterspelled

  • So yeah. Absent a really good reason, every Warlock build should be based around the idea that Eldritch Blast is going to be their bread and butter. For the first five levels or so, you’re going to be Hexing, then EBing. Sounds boring? What do Rangers do? Hunter’s Mark then shoot arrows. Warlocks are (at least at the lower levels) basically arcane versions of Rangers. Don’t fight it. Own it. But I’d like to push back against the idea that Warlocks have “sold their souls for a Cantrip”. Not necessarily the case. What if being a Warlock in the service of (Patron) is not the reward but the price? So the thing the PC actually wants from the deal is … well, anything. Getting your family out of debt. Healing a loved one. Freedom from slavery. The death of an enemy. Forgiveness for some offence the PC (or a loved one) committed against the Patron. Renewed youth. A sex change. Whatever. So the PC has made a deal with … something. They’ve already gotten their payment. Now the … something has some errands for the PC to do. They need to start with joining this ragtag group of no-hopers who seem to be intent on some kind of suicide-by-monster pact. Try to keep them alive. No, the … something is not going to tell you “why”. “Just do it. What do you mean you don’t know how to fight? Okay, here you go. Blast stuff that gets in your way with this. Now get to work. More instructions to follow.”

  • I made a coffeelock hexblade and I gotta say, darkness turns into the only spell you’ll ever need. Took pact of the blade. Invocations were devil sight, eldritch smite and improved pact weapon. Having infinite spell slots means eldritch smite, which can now be used at range, is insanely strong. I like to add thirsting blade as my last invocation to do 2 of them in 1 turn

  • It may be MAD but I want try a warlock/bladesinger wizard Blsdesingers let you cast a cantrip as part of extra attack, meaning in addition to all the Eldritch beams you also get a weapon attack. Pair this with crossbow expert for a bonus action attack with a hand crossbow. Make it your hexblade weapon and you can use chr to shoot Meaning at level 7 1 watlock/6 wizard it’ll be 4 attacks, 1d10+chr x2, and 1d6+chr x2 And that obey goes up as you get more beams And later you could add sharpshooter to the hand crossbow too All without any spell slots While also having all the options of a normal wizard

  • I do love me some barbalocks. Take for example: 12 fire genie warlock/8 barbarian Ancestral Guardian half-orc with piercer and the orcish fury racial feat wielding a pike/lance. You’ll have reach if they hit anyone else they’ll do less than half damage (depending on the wording/interpretation you could use the lvl6 feature also for yourself), if they hit you they’ll take fire shield + AOA damage if you crit you’ll do 6 weapon dice worth + 12d8 from a critted eldritch smite + a fly speed. Another 1 is celestial warlock (10 to 14 lvls) with pact of the chain and it’s full heal invocation + bear barb/beast barbs (rest of the lvls, but we are mostly here for extra attack with the new shifter race that has a bonus action bite that is 4 attacks per turn) claws for frontline healing of course there are also some cool options with zealot barb or bear barb + Great Old One. Not to mention how useful fathomless warlock is great is for builds that lower movement speed and slasher are great that it can even make the Wild Magic Barb with the right roll (the one that turns your surroundings into diffecult terrain in a radius of 15 ft) usable. If UA is allowed at your table consider 14 lvls of giant barb + 6 lvls of undead warlock (undead warlock is also great on plenty of other builds) with the new dragonborn and the dragon fear racial feat. I’m probably missing some other combo mc’s here, but you get the gist of it.

  • Step 1: lv5 bladelock lv1 devine soulcerer (6 total) Step 2: Be able to cast spirit guardians with the cleric spell list Step 3: Pick up sentinel (and maybe polearm master if your a vuman/tco) Step 4: Cast spirit guardians, armor of Agathys, mage armor. Then walk up to a infinite swarm of enemies and watch them pop like bubbles

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