Must A Warlock Prepare Their Spells?

The warlock is a powerful character who learns and grows in power, but at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor to lasting alterations to their being. Warlocks do not prepare spells and can cast any spell from their list of known spells at any time, provided they have the spell slots available. They draw magic power from a pact with a powerful otherworldly being, such as a powerful fey creature, celestial, elder deity, or fiend.

Warlocks draw magic power from a pact with a powerful otherworldly being, such as a powerful fey creature, a celestial, an elder deity, or a fiend. They have facility with spells through arcane research and the magic bestowed on them by their patron. They can also use cantrips, Fey Touched, Misty Step, and other free spells.

Warlocks do not have to prepare which spells they have access to; they can load and fire any bullet, drawing on any of the spells they know at any time.

Sorcerers and wizards are similar in that they learn spells and are stuck with them, but they do not need to prepare them. Warlocks have more prepared spells than before, which is a nice boost to flexibility. They have no limit to the amount cast per day, unlike spontaneous casters and most spell-like abilities.


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How many prepared spells does a level 3 Warlock have?

A warlock’s spell slots are all of the same level; two level 2 slots are located on level 3. The aforementioned slots may be utilized for spells of both levels 1 and 2. Ultimately, their level will reach level 5, though not beyond.

Do Eldritch Knights need to prepare spells?

Eldritch Knights are subclasses of Fighters, specializing in spellcasting and using their martial prowess and magic to attack enemies or support allies in combat. They use Intelligence as their Spellcasting Ability and learn spells from the Wizard spell list, favoring the schools of Evocation and Abjuration. These fighters weave incantations that supplement their extensive martial expertise. They gain all the features from their base class, Fighter, and unique features. They can choose two Level 1 Spell Slots from the Wizard spell list.

Which classes don’t prepare spells?

Spellcasters like sorcerers, bards, favored souls, and spirit shamans cast their spells without preparation, but they generally know fewer spells than preparation spellcasters. Resting allows certain classes to choose their spells in advance, while cleric, druid, paladin, ranger, and wizard classes require preparation. Clerics and Druids may also use spontaneous casting. A character can only prepare spells they know for each class, using a single slot for each instance.

Do Warlocks have to 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 Eldritch knights learn spells from books?

The 5e rules do not allow Eldritch Knights to use spell books and are limited to Abjuration and Evocation spells. However, they can multiclass to wizard, with 1/3 of their EK levels stacking with their wizard levels for determining their spell slots. This allows them to cast either spells they know as an EK or the spells they know as a wizard. EK is considered a poor wiz/fig multiclass, and learning all low-level Abjuration and Evocation spells may not make them OP, as they can only cast a few before long rest. While they can memorize new spells at level up, they must stick with what they have at max level. If wizards can learn cleric spells in DOS and D, it would make the class more versatile.

Do Warlocks prepare spells?

Warlocks are not prepared casters, as they only possess a set of known spells and are unable to swap them at level up.

Do warlocks prepare spells?

Warlocks, like wizards, clerics, and druids, prioritize the acquisition of knowledge and perseverance in the pursuit of their magical expertise, whether arcane, divine, or natural, rather than the preparation of spells.

Can I prepare spells without leveling up?

Cleric, Druid, Paladin, or Wizards can prepare and change spells at each level up or when not in combat. To prepare spells, click on ‘Prepare Spells’ on the left sidebar of the level-up screen. You have a certain number of spells based on your level. To remove a prepared spell, hover over it and click on the red ‘x’. To prepare spells outside of combat, access your Spellbook by selecting ‘K’ on keyboard and mouse or using the radial shortcut menu with the right trigger on the controller.

Do warlocks have to prepare spells?

The necessity for individuals to prepare spells is negated by the fact that every spell they have learned is always ready to be used.

Can warlocks cast spells without focus?
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Can warlocks cast spells without focus?

While it is not necessary for a spell caster to have an arcane focus, it is essential that they possess both a component pouch and a free hand in order to cast spells that require material components.


📹 D&D Spellcasting Explained | Part 1

This is spellcasting explained for D&D 5e! Here in part 1, we’ll go over go over spell levels, casting at higher levels, spell slots, …


Must A Warlock Prepare Their Spells?
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48 comments

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  • I think you’re sleeping on shadow of moil The first paragraph, “you become heavily obscured to others”, gives disadvantage on attack rolls against you, and gives you advantage on any attack roll you make. It’s not as versatile as greater invisibility, since you’re not going to be able to sneak around using it, but in combat, it’s greater invisibility + fire shield I’d give it 2 chappies

  • Wait, Shadow of Moil is literally just, better than Greater Invisibility for combat. The resistance to Radiant damage isn’t the main point of the spell, it’s just a bonus, it’s that it makes you practically invisible (advantage on attack rolls and disadvantage to get hit) and if you get hit by a melee dude, they get bitch slapped by a shadow. Plus, it doesn’t make you invisible, it makes your character heavily obscured, meaning that most forms of ignoring invisibility or darkness (namely, devil’s sight, see invisibility, and even truesight) don’t work.

  • Darkness + Devil Sight is like an ungodly amount of utility, it’s Area Denial in large battlefields, in small confined spaces like hallways it can absolutely hamper any ranged enemies while giving melee enemies pause before rushing out of the darkness and into your own line of attack. You can cast it on something that you’re holding and become a pretty good off tank. Caught in a situation where you’re alone and defenseless and need to make an escape? Darkness. Need to get to a teammate to shove a potion down their throat but there’s a group of enemies in the way that could potentially chop you into pieces with opportunity attacks? Darkness. Yes it does have drawbacks to it that make it somewhat dangerous, you need to be conscious of your parties needs and desires during the fight. But when it get it’s chance to shine… Or not shine… It works absolute wonders.

  • Fun Fact: You can get almost all the benefits of the Foresight spell by taking Devil’s Sight and casting Darkness on something you’re carrying. As such I’d personally give Darkness 2 Davvys since it’s a 2nd level spell that can give you the effects of a 9th level spell. Especially good if you’re multiclassing into Sorcerer, Bard or Paladin and have some 2nd level slots after level 5.

  • Not sure why darkness was so low, when combined with devilsight (Which is awesome on its own) you can pretty much make an area where only you can see (Unless they have truesight or one of the other very powerful sights, but at this level, they probably don’t) My favorite build with it was making a longbow wielding hexblade pact of the blade warlock, casting darkness on a small stone, and then just moving near that so I can snipe while effectively invisible.

  • I had a winged teifling hexblade, who would fly 15ft above an enemy, cast lightning lure(after hexing it so it disadvantage on the save), then when it failed it would get ripped 10ft in a straight line towards me, right in the air, then fall back to the ground taking fall damage, plus the 2 opportunity attacks from the party members flanking it on the ground as it flew up, then another one from me as it fell back down. Our DM ruled that opportunity attacks can trigger anytime you leave melee range without disengaging, so the enemy would take 1d8 lighting + 2d6+4 slashing from one party member on the ground + 2d6+4 slashing from the other party member on the ground + 2d6+4 from my attack as it fell back down + 1d6 necrotic from my hex + 1d6 bludgeoning from fall damage. And all of this from a simple cantrip and a few reactions. I actually did a session where we other all flying characters who staggered our heights and chain cast lightning lure via held actions and beat the boss in a sing turn. The DM immediately changed his ruling about opportunity attacks to only when you willing leave melee range. He originally didn’t have any caevate and would you spells with forced movement to trigger devastating opportunity attacks.

  • True Strike Revised: Use at you’re own Risk. Casting time: 1 action Range: 30 ft Component S Duration: 1 turn You point your finger at a target to and gain insight to locate it’s weakest points. Until the end of your next turn the first attack to target the effected creature gains and advantage against the creature effected by True Strike. At 5th level the next 2 attacks gain the advantage against the effected creature, then at 11th level it becomes the next 3 attacks, followed by 17th level allowing the next 4 attacks against the effected creature to gain the advantage.

  • I’m currently playing a warlock that doesn’t want to fight and I asked my GM of i could combine non-attack contrôle and he said “sure” So I used minor illusion to creat the image of a bandit and combined it with mage hand to make “him” steal a guard keys while running to an alleyway only to make the illusion dissapear as soon as he left the corner and make the mage hand float slowly toward me while the guards look for an invisible bandit

  • Well looks like you gotta come at me Davvy, I use darkness on my warlock. I’m sorry I like to create a cloud of darkness to fight in that other enemies can’t see through but I can. Also used maddening darkness and single-handedly wrecked the barbarian by keeping them in maddening darkness when we playfully made an alternate timeline where my warlock went bad and the barbarian tried to stop her.

  • Dumping hard shade on psychic scream because you can save against it. It’s psychic damage so not many things have defense against that, Int save, not many things have this as a high save, does damage to only chosen targets meaning no friendly fire, can also cause a debilitating status effect in the form of stun (I honestly think this is the main focus of the spell, stunning 10 creatures is insane), possibly stun locking creatures forever if their save is too low at which point you can treat this as “instantly kill 10 enemies”. Like ya it’s probably not going to do anything against a high level wizard, but it will stop his iron golem from tearing into your ass.

  • A note on any spell that has the “ritual” tag in Warlock. They are good if and ONLY if you have Pact of the Tome and Book of Ancient Secrets. With the book, you get a better version of the Wizard’s ritual casting ability, allowing you to eventually cast literally every ritual spell in the game if you find the spellbook/spellscroll containing the spell. However, in that case the spell would not be taking up one of your precious spells known, so nothing I said invalidates Davy’s opinion in this situation.

  • my friend actually just used create bonfire on big vine monsters to burn them and it did pretty well, two of us took down like 4 of 5-6 of them, plus it let me light a torch to hit them since it ended up doing more damage then my hammer XD and it just came in handy for making a bonfire, also I like to make a dakota fire pit, it hides your fire so things cant see it as well and makes a nice hot fire for stone soup XD

  • shadow of moil on melee warlocks(hexblade) seems pretty op but that’s just my opinion…. I guess… if nobody brings a torch cause everybody has nighvision it can also be sort of a darkness spell that has a range of 10 feets (plus you know u gonna take devil sight as one of your invocations don’t lie)

  • The only build blade Ward can be good on is a tank Eldritch knight. Get the heavy armor master and martial adept feats .Cast blade Ward as your action. Attack with your bonus action and extra attack (or dodge, if you really want to tank that turn). If you took let’s say 16 slashing damage, that gets halfed by blade Ward to 8, then you can lower it by 3 with heavy armor master, and then lower it again with parry from martial adept, lowering the damage to an average of 2. But that kind of damage reduction doesn’t last very long, as you will run out of superiority dice. The build was fun on my playthrough (especially if you also take the tough feat to be completely indestructible) but it’s pretty useless against non physical damage types (a.k.a most of them). Really, blade Ward should just cost your action for resistance to all damage types, and maybe make it concentration for the rest of the turn to balance it a bit

  • I HIGHLY disagree on darkness… you are the only class with easy access to sight beyond magical darkness, meaning you can go ham with darkness spell as long as you have devil’s sight – cast darkness on your enemy and snipe away with eldritch blast while it can’t see anything ! Your friends won’t be much help, but you can probably solo that tough enemy.

  • Jump isn’t bad, its just…. you need a very specific type of build (Grapple Loxodon with Boots of Springing and Striding.) to constantly do body slams using it, using their move action and their dash action to constantly slam 3 things into the ground for 6d6 bludgeoning damage x4. (And even then, just get an Arrakokra barb instead and fly something 200-300 feet into the air and drop them for 20d4….) Still playing UFC Loxodon barb rogue and slamming 3 things over and over doing on average 56d6 bludgeoning damage when your all set up per turn is pretty good. Jump adds 3d6 to each jump per target, or 12d6 damage per target over the course of your turn, so its good in that scenario and that scenario only.

  • Kay, have to say it… Darkness is not useless when you have Devil’s Sight. The Shadow Sorcerer has to spend Sorcery Points to see in their own Darkness, but the Warlock can just do it for free. And Misty Step is a BONUS ACTION, why would you fully replace it with teleportation spells that take a full action? Keep it, action economy is a thing.

  • I think people sleep on the Foresight spell. 8 hours, no concentration, advantage on everything (attack, ability checks, saves), disadvantage on all attack rolls to hit you, and you can cast it on someone else. It’s literally made to cast on the level 20 warrior with the magic great axe so he can destroy a dungeon by himself. Or the monk with 4 attacks, stealth, evasion, reroll failed saves, and proficiencies in all saving throws. Cast on your your party’s killing machine and it lasts most of the day. Even better with Elven Accuracy.

  • Cantrips ⭐ Blade ward Chill touch Create bonfire Poison spray True strike ⭐⭐ Booming blade Frostbite Green flame blade Infestation Lightning lure magic stone Sword burst Thunderclap Toll the dead ⭐⭐⭐ Eldritch blast Mage hand Minor illusion Presititation or however you spell it 1st level ⭐ Comprehend languages Protect evil,good Witch bolt Crown of madness Darkness Earth bind Enthrall Ray of enfeemblement ⭐⭐ Arms of hadar Cause fear Expeditious retreat Illusionary script Unseen servant Cloud of daggers Misty step Shadow blade Shatter Spider climb Suggestion ⭐⭐⭐ Armor of agathys Charm person Hellish rebuke Hex Hold person Invisibility Mind spike Mirror image Level 3 ⭐ Enemies abound Remove curse Vampiric touch ⭐⭐ Counterspell Dispell magic Fly Gaseous form Hypnotic pattern Magic circle Major image Summon lesser demons Thunderstep ⭐⭐⭐ Fear Hunger of hadar Tounges. Yep Level 4 ⭐ Elemental blade Hallucinatory terrain Shadow of moil ⭐⭐ Blight Sickening radiance Summon greater demon ⭐⭐⭐ Banishment Charm monster Dimension door 5th level ⭐ Contact other plane Infernal calling ⭐⭐ Danse macabre Dream Enervations far step Scrying Synaptic static Wall of light ⭐⭐⭐ Hold monster negative energy flood 6th level ⭐ True seeing yep thats all ⭐⭐ arcane gate Conjure fey Create undead Eyebite Investitures ⭐⭐⭐ Circle of death Flesh to stone Mass suggestion Mental prison Scatter Soul cage 7th level ⭐nope ⭐⭐ Finger of death Force cage Plane shift Power word pain ⭐⭐⭐ Star crown Etherialness 8th level ⭐ Maddening darkness ⭐⭐ Power word stun ⭐⭐⭐ demiplane Dominate monster Feeblemind Glibness 9th level ⭐ Astral projection Power word kill Psychic scream ⭐⭐ foresight True polymorph ⭐⭐⭐ Imprisonment Finally done!

  • My warlock used Mental Prison for the first time last night and it was AWESOME. We had just finished Descent Into Avernus and were doing oneshots with the same characters. I was in the somewhat unfortunate position of having lost my character in the middle of the campaign and being forced to make a new one that was already in Avernus (cue tiefling fiend pact warlock with an imp familiar). During last night’s session, she successfully removed one enemy from the fight entirely by making him think he was banished to Avernus and on a tiny island in the middle of the River Styx.

  • I can’t figure out why True Polymorph isn’t a 3, you can turn yourself into a beholder, or a dragon, or an illithid… the amount of utility is ludicrous – there is not a situation where it isn’t worth it, especially if you have armor of agathys up. Also I’m not sure if you read shadow of moil: it gives you advantage on all attacks and enemies disadvantage on all attacks against you, and if they hit you they take damage. It’s greater invisibility but spicier

  • “Psychic Scream is 84 damage maximum” … Excuse me? No no no. EXCUSE ME?! POWER WORD KILL is 100 Damage maximum Psychic Scream is 840 Damage maximum Divided by 10 targets yeah but thats a looooooot of damage for a single spell And unless youre Fighting a boss with no minions to speak of (Which i find to be quite rare) Its one of the most damaging spells in the game And even if you take the average which is 420 Thats still a LOT Thank you for your time, i go sleep now.

  • Hey Hallucinatory Terrain is great…….on an illusion wizard. It combos well with their Lvl 14 ability. 1: Have illusion set up as a land bridge across a ravine 100ft across. 2: Bait them into chasing you. 3: Activate ability to make it real for you to cross. 4: Wait till they are half way across. 5: Willie Coyote their ass.

  • Gonna have to defend Witch bolt my friend. A single spell slot that can get you up to 10d12 at base level can go a long way. Just don’t use it on smart people who will run its range, but spell sniper heavily mitigates that drawback. And let’s be honest, we’ve all had that warlock with spell sniper/eldritch spear. Hell, I’ve had one that multi’d into sorcerer just to use distant spell for a 1200 foot range (this was for eldritch blast, but the combo of Sniper and Distant get WB to 120). One good perception check later and that goblin camp got very confused. Situational but useful should earn that second chappy

  • Davvy, Synaptic Static’s Debuff is amazing in general. Given the spell isn’t concentration and each creature needs to make a save individually it allows you to make riskier plays while its up as a “minus 1d6” to an attack roll can also alternatively be thought of as 1d6 AC. Worst case scenario it gives all your allies a +1 AC for a couple of turns, at best they get a +6 AC bonus for the duration. Thank you for making the vid! I didn’t want to come off as rude or anything, I just thought you should know! 🙂

  • As much as “oh, you get hit, you lose concentration” sucks on Shadow of Moil, you should give it some credit and try it sometime! On melee builds it’s FANATASTIC. The spell *heavily obscures you*, rather than surrounding you with darkness, meaning even creatures with devil sight get to eat shit against you. All enemies are considered blinded in regards to you, therefore all attacks against you have disadvantage, all of your attacks have advantage, and you *physically can’t be targeted by most spells*. The retribution damage and radiant resistance are just icing on the cake. My favorite thing to do is abuse the retribution damage as a melee tomelock, though. I grab either warcaster or con Resilient, then use Shilelagh and Booming Blade on a club. Because I always have advantage thanks to shadow of Moil, I crit pretty often, and do tons of damage. Since all enemies swing at me with disadvanage, they probably stil hit because of low warlock ac, but they don’t crit, which means I can stay in for a lot longer.

  • I’d argue that protection from evil and good deserves at least a 2. Sure it doesn’t scale by itself, but look at the effects. Charm, fear and possession are powerful at any level, and more importantly disadvantage on attacks will scales as the number of attacks do. Against a dragon or (most spectacularly) a marilith you’re giving disadvantage to like 5 attacks a round. It is best at lower levels but I’ve used it extremely effectively on our barbarian fighting a CR18 homebrew demon and I’d do it again.

  • True Polymorph… man, that spell can be so good for roleplay. I had a chaotic neutral celestial warlock (Sylvia) who’s mother was the BBEG once. Sylvia ended up siding with her mother over the party for a little while, before she decided that what her mother was doing had to stop. Syvlie didn’t have the heart to attack her though… so she turned her mother (who was a witch) into a doll. Because she knew that if she killed her mother she’d go to one of the nastier afterlives. Sylvie held concentration for the duration, and it was permanent. Poor girl was inconsolable.

  • Hypnotic pattern is the bomb, it might not scale, but you don’t need it to. It’s not ‘a decent disable’ it is an amazing disable, probably only surpassed by Wall of force, mass suggestion and forcecage, all which are several spell levels higher. I will happily cast it with my 5th level slot on any character who doesn’t have wall of force.

  • Darkness+Devil’s Sight until you get to 7th level, then replace Darkness with Moil, and Devil’s Sight with something else (Though Sight is still pretty useful for non darkvision races/species(?)) great for ranged builds that don’t get into the thick of combat so your allies can still see, amazing for the handcrossbow hexblade because that’s very likely 3 advantaged attacks if you have Crossbow Expert and all those get +10s if you have Sharpshooter Blindsight is usually short ranged so you’d be out of range for blindsight, watch out for true sight though, and never use this against devils because they also have Devil Sight Darkness on the battlefield might actually just do nothing for everyone else’s attack rolls since they’re both blinded and also unseen (both the party and the enemies), so it cancels out, it does prevent spellcasters from casting most spells though

  • Anyone not a melee warlock should take sickening radiance. Its a free no mans zone and anytime someone moves on a turn in it they have to make a save. ANY MOVEMENY ON ANY TURN. So if you eldritch blast them and pull or push them in it they have to save. Any ally who moves the target makes them have to make it. And when they start thier turn they have to make it. Even if they survive the damage they get the exhaustion. Very fewenimies can make it in that spell.

  • So… I really think you may be underestimating Psychic scream and True Polymorph. True Polymorph can be an insane power boost to the party by letting someone play as the nastiest thing in the CR range, while Psychic Scream attacks Int saves, one of the weakest saves, and applies the stunned condition, making them helpless if they fail a save that is generally one of the weakest in the game.

  • Shadow of Moil: you’re heavily obscured, so it’s like the Darkness spell but it moves with you, giving adv/dis, and anything that hits you within 10 feet gets 2d8 necrotic, the radiant resistance is more of a situational bonus, and pairing it with armor of agathys deals out tons of damage. Hexblades love this.

  • I’ve loaded up my Warlock with spells that require Int saving throws, including Enemies Abound. Because nothing like making the enemy cave troll go on a rampage inside the ranks of the hobgoblin shield wall, then drop Darkness on top of it to cause everything to turn into mass panic, and just start firing Eldritch Blast beams into whatever leaves the Gobbo Blender.

  • If to Davies is for useful with the right build, then I must quibble about darkness, as a defensive spell (wich most of the best warlock spells are) the devil sight darkness defence is an excellent foil to anything without tremor sence or truesight, and since its concentration, you can eldrich blast from the comfort of your bubble of heavy obscurity

  • 6:18 “with no garantee that they wont” Yeah Good luck telling that to an rogue of 11th level, an collage of elequence bard or just anyone with the glibness spell who is proficient in every charisma skill and even has expertise in some of them who Will Always suceed against the opposed insight check, as well as People who happen to own a devil talisman or two. The real problem with this spell for the warlock is that he cannot upcast it unlike say the wizard or bard

  • Honestly witch bolt I feel is a really good damage spell only for the warlock. With its capability to be held without spending even more spell slots for about 5d12 per turn later levels. It’s a pretty good use for a single spell slot especially on healthier targets, and with your limited spell slots as a warlock it’s pretty spell slot efficient. My personal opinion though.

  • I mean come on, darkness isnt that bad, just cast it on your focus and start pegging pepole with eldritch blast in side your darkness buble. Nobody will be able to see you so they will at best have disadvantage when trying to engage you at all ( for this I am asumeing take the devil’s sight invocation so that way you can see through magical Darkness)

  • Idk I feel like he’s selling Protection from evil and good a little short. Yeah it’s kinda situation but that’s still 6 creature types and it doesn’t gain any new features later but it does so much for a first level spell but I guess it depends on how much you encounter those types of creatures in your campaign.

  • Your timing is impeccable Davvy I have a buddy that I am going to tell him about the warlock class and I needed a funny and informational article to let him know about all the bad ass spells it possesses so thank you from the bottom of my dming heart I appreciate the article you’ve made and yeah this will help my buddy has been wanting to get him to spell casters if he goes with warlock a lot so thank you it’s appreciated

  • “Friends. Good for social builds.” The hell are you talking about? Friends is a garbage cantrip, that actively makes people mad at you the minute it wears off. Yes, there can be uses, but it’s not worth taking over any other cantrip (and as a Warlock, you don’t get too many of those unless you took Pact of the Tome; and if you did, you have far, far better options open to you).

  • I will have to do a very big dissagree with you on the summon devil one. Its one of the if not the strongest of the bunch in my opinion, since if you dont have a insane perusasion mod as a warlock you did something wrong, and you can just go ask it for its own talisman. Besides, the cr3 bearded demon does some insane debuffs, but isnt that dangerous and probably wont attack a full level 9 party as thats just asking to get absolutely bodied. It will probably just not comply. And its very useful out of combat too, devils make perfect spies, assasins, even messengers. Makes an impression. If you really wanna go crazy, then you can easily just carry around a few chains and summon a chain demon. Give it the chains once its under control and watch it restrain everyone. Profit.

  • Create Bonfire: I had a hexblade warlock take this as a ranged option. She often asked her blade why it’s able to create bonfires. And the blade always lied, giving crazy answers. Or just dodged the question. Until late in the campaign, where it revealed its first owner was a bard, and it just looks back fondly at tales around the campfire. My character: I don’t believe that for a moment. Sword: But- but – I’m finally telling the truth!

  • “Suggestion does not scale” … you mean other than with my insane pact rod DC, and have fun arguing about what’s “reasonable” when the example it gives asks a Knight with mounted combat training and probably a strong emotional, if not not sentimental or duty bound attachment to their horse; away. To me this type of this is like mirror images to me, it scales depending as well as you can use it. My 17/3 adventure league GOO warlock/sorcerer has broken many things with this.

  • Your particularly egregious ratings: – Chill Touch is better than many damage cantrips you rated higher than it, should be 2 – Infestation sucks, should definitely be a 1 – Protection from Evil and Good, this spell is amazing and really not that situational, should be 2 if not 3 – Darkness, are you actually insane?, should be 2 or 3 – Misty Step is a bonus action so Thunder Step is a poor substitute, Far Step can replace it but takes concentration – Enemies Abound is fine, should be a 2 – Hypnotic Pattern, should be a 3 no question – Banishment DOES SCALE, and well too – Shadow of Moil is the Best Warlock Spell before Foresight, should be a 4 (even though that rating doesn’t exist), you obviously don’t know how it works – Contact Other Plane is pretty useful, should be a 2 – Negative Energy Flood is really mediocre, should be at most a 2 – Circle of Death is also mediocre, you seem to overrate damage spells in general, 2 at most – Soul Cage isn’t that good, should be 2 – True Sight should be 2 given how highly you have rated worse spells – Forcecage, should be 3 – Maddening Darkness is actually one of the Warlock’s Better AOEs, and many other 8th level spells kind of suck or are really situational, should be a 2 – Foresight, generally the best Warlock spell, should be a 3 – Imprisonment sucks ass and any rating above a 1 shows you don’t know how it works (spoiler, it doesn’t) – Psychic Scream is an AOE int save stun, should be a 2 Your ratings got progressively worse until they were laughably bad.

  • Hold on, did he just say that Darkness is bad? WTF? Darkness is one of the most broken things for a Warlock with Devils sight. – You have Advantage on every attack, since the enemies cant see you – The enemy has Disadvantage on every attack against you, because they cant see you. – You are immune to every spell that requiers the enemy to see you, which includes for example counterspell If you really think Darkness is a low tier spell on a Warlock, you never used it right!

  • You are absolutely SLEEPING on create bonfire. It stays for a minute which is great for battlefield control. I am using a pacifist build warlock (don’t ask) and I love that spell to block entrances or force enemies to move. Additionally, if I do need to cause a lot of damage, many of my teammates have ways of restraining or paralyzing enemies and I just cast the bonfire under that creature for fire damage every round.

  • Sypnatic static is an amazing spell. -Intelligence is often a very poor save for martial types, who care a lot about the -1d6 attack. That makes the debuff excellent. – minus 1d6 to their concentration, making it good to break concentration of spellcasters if they are not intelligence based, a lot of monster spellcasters are charisma based. -Psychic damage is far less resisted than say fire, so great damage type too. – minus 1d6 ability checks pairs well with your hex spell giving disadvantage on ability checks. Any environment that requires checks of any kind, you can make the enemy fail. But also if you can get the enemy in a maze spell or a web spell that require ability checks not saves to escape. When you compare that to an upcast fireball, it does 2d6 less damage, for all of the benefits listed above. It is clearly the best blast spell available. Just the minus 1d6 to attacks alone is crazy strong.

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