Thursday, April 13, 2017

Warlock Class Discussion

Good Morning Game Fans, we’re back to continue our deeper investigation into the mysteries of Dungeons and Dragons, and how it shaped the larger roleplaying game community.  We’ve put a temporary hold on our discussion about races in fantasy roleplaying (We’ll pick back up with the races from Volo’s Guide to Monsters and the Elemental Evil Player’s Companion after this interlude).  We’re going to discuss the role of Classes in fantasy roleplaying games, and then we’ll take a look in turn at each of the character classes in the Player’s Handbook for Dungeons and Dragons, 5th Edition.


So what is a Character Class?  In Dungeons and Dragons (and many other roleplaying games) A Character Class represents a combination of special abilities, options and skills that make up a character’s occupation.  Your Character Class helps define what options you have to interact with the larger game world, and determines whether you’re a sneaky expert, or a bold warrior, or a crafty arcane magician.  


It also serves to indicate to other players what they can expect your character to be capable of doing.   In other words, it can serve as a keyword for you to identify a variety of factors.  It’s also the second most common descriptor used to identify a character after race.  For example, “He’s a human ranger, or she’s an elven wizard.”  in the same way that people can identify as a lawyer, or a doctor or a soldier, the fantasy adventurer identifies as a barbarian, or a ranger, or a wizard.  


Warlock:

Warlocks are a newish innovation in fantasy gaming.  Drawing upon an eldritch pact with a source of supernatural power, the Warlock serves as an agent of their power source.  Using a combination of supernatural abilities and arcane spells, the Warlock typically follows an agenda that supports their Patron, and this can give a Warlock a variety of incentives for adventuring.  


Warlocks draw their power from a Patron, and can manifest their supernatural abilities in a variety of unsettling ways.  This isn’t the Bard’s charming approach to spells, or the Sorcerer’s force of will.  The Warlock draws their power through the strength of their pact, and the results of this type of arcane spellcasting are amazing.  


Creating a Warlock:

Why did you pick Warlock for this character?  What made your character pursue this bargain for arcane magic?  Power, Love, Revenge?  What motivates your Warlock to pursue the goals that their Patron hands down to them.  What exactly is the source of your Arcane Power?  An Eldritch being of arcane might, a Fiend from the depths of the Pit, or an ancient Fey Lady or Lord?     Figuring out these answers can help you figure out why you want to be a Warlock, and how you can select a background that works with the class and your concept.


Warlocks are arcane spellcasters first and foremost.  What they lack in access to higher level arcane spells they make up for with arcane Invocations.  These magical tricks are abilities that can simulate other magical effects, but aren’t spells themselves.  Charismatic, Cunning, and driven to serve their Patron, Warlocks can be extremely capable at a wide range of


The Warlock runs on Charisma for its spellcasting, but Constitution is probably the second most helpful characteristic.  The extra hit points from the Con can help manage the D8 Hit Die that the Warlock is working with.    


Class Features

This section contains all of the mechanically and statistically relevant information that you will need as a player to build your character.  


Hit Points:

Hit points represent the amount of damage a character can take before being incapacitated and potentially dead.  Every class has a specific range of potential hit point totals, modified by the character’s Constitution modifier.


Hit Dice:  Warlocks use a D8 for their hit dice.  This is the middle of the road for the hit die pool and is on par with the druid, the cleric, and the rogue, among others
Hit Points at 1st level: A 1st level Warlock will have 8 hit points plus an additional number of hit points equal to their constitution bonus.  
Hit Points at higher levels:  Every level after first, a Warlock gains an additional D8 hit die, which they can roll for hit point, or take the average value of 5.  They also get to add their Constitution modifier to whatever they roll.  The new Hit Die plus Con mod is added to their existing Maximum hit points, and they are off to the races.  


For example, a level 4 Warlock has just gained enough experience points to achieve level 5.  They roll a D8, and come up with a 7.  The player adds their Constitution bonus of +1, and this comes to a 8.  Added to the existing maximum Hit Point total of 24, the new 5th level Warlock has 32 hit points.


Proficiencies:

Proficiencies represent specific training and competency levels with a variety of weapons, armor, saving throws, tools, and skills.  When using weapons and skills your character is proficient in, as well as making saving throws of types your character is proficient with, you get to add your proficiency bonus to the die roll.  


Armor: light armor
Weapons: simple weapons
Tools: None
Saving Throws:  Wisdom, Charisma
Skills:  Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion


Note: There are other ways to acquire certain proficiencies beyond the character class.  Certain races, backgrounds, and other options allow a character to pick up proficiencies outside their normal range, so if you see something you’re looking for, you might just find it in another section.  
     

Equipment:

Every character class has a recommended starting package of weapons and equipment.  This is an excellent way to save yourself time by grabbing a gear package and being ready to go.  All of the suggestions are laid out in a menu, and you as a player get to make one choice per bullet point for your character’s equipment.
  • (a) light crossbow and 20 bolts or (b) any simple weapon
  • (a) component pouch or (b) an arcane focus
  • (a) dungeoneer’s pack or (b) a scholar’s pack
  • leather armor, any simple weapon, and two daggers



Class Abilities:

The majority of the remaining class description will feature a combination of special abilities and tricks that only members of this specific class have access to.  These are the other professional capabilities that define this class and separate it from the remaining ones.  They give the flavoring that make the bard play differently from the sorcerer.  They have a specific format that they’ll likely follow:


1st Level



Pact Magic

Through the power of the pact made between the Warlock and their Otherworldly Patron, the Warlock can manifest a variety of arcane spells and powers.  .  Spellcasting is an incredibly dense topic that is covered in Chapter 10 of the PHB (Spellcasting) and Chapter 11 (The Spell Lists).  I’m going to cover the basics of how Spellcasting is affected by being all that is Warlock, but you should definitely check out both of those chapters before slinging spells.
Cantrips
The Warlock knows two cantrips from the Warlock spell list.  As the Warlock gains more experience, they learn more cantrips. (Every Warlock should know Eldritch Blast)


Spell Slots
The Warlock has a limited number of slots that they can use to cast magical spells.  There’s a big table on page 106 that will tell you how many spell slots of each level you have available.  In order to cast a spell, you need to have a spell slot of the appropriate level or higher available.  Casting the spell expends the spell slot.  All expended spell slots recover with a long rest.


Note 1:  Some spells work better when cast with higher level spell slots.
Spells Known of 1st Level and Higher
A Warlock knows 2 1st level spells at 1st level, and there’s a handy chart on page 106 that shows a Warlock when they learn more spells.


Spellcasting Ability
Charisma is the spellcasting attribute a Warlock uses.  The Warlock’s force of will powers their bond and the magic of the pact.  What this means in game terms is as follows:
  • Spell Save DC = 8 + Warlock’s Proficiency Bonus + Warlock’s Charisma Modifier
  • Spell Attack Modifier= Warlock’s Proficiency Bonus + Warlock’s Charisma Modifier
Spellcasting Focus
The Warlock can use an Arcane Focus for Warlock Spells.


Otherworldly Patron 1

Depending on which Otherworldly Patron  you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.


2nd level



Eldritch Invocations

The Warlock’s deep study into arcane lore has unearthed a variety of arcane abilities that other spellcasters’ don’t have access to.  At 2nd level, the Warlock learns two invocations of their choice from the giant list of choices.  They’ll learn additional invocations as they level up, indicated on the big chart on page 106.  They can also swap out one new invocation for a previously learned one, but only when they learn a new one.    

3rd Level

Pact Boon

The Pact that powers the Warlock’s spellcasting manifests in a new benefit.  Depending on the specific boon you pick, it will manifest as a benefice for loyal servant.  The three choices are:
   
    Pact of the Chain
The Warlock learns the find familiar spell and can use it as a ritual.  This differs from the normal version of this spell in that the Warlock can also select imp, pseudodragon, quaist and sprite in addition to the normal selections.  The Warlock can use the Attack action and give up one of their attacks to allow their familiar to attack.  
Pact of the Blade
The Warlock can use an action to form a pact weapon in an empty hand.  The Warlock can choose a different form for the pact weapon each time he or she forms it.  While wielding it, the Warlock is proficient.  The weapon counts as magical for the purposes of overcoming resistances and immunities.  It disappears if it’s more than five feet away from the Warlock for a minute or longer, if the Warlock activates the ability to summon a weapon again, or if the Warlock dies.  
The Warlock can bond with a magical weapon and make it their pact weapon if the weapon isn’t sentient or an artifact.  This takes a 1 hour ritual that can be completed as part of a short rest.  While bonded, the Warlock can shunt the weapon into an extradimensional space when not needed.  



Pact of the Tome
The Warlock gains a magical tome called a Grimoire of Shadows.  While the tome is on the Warlock’s person, they have access to three additional cantrips selectable from any class’s spell list.  These spells are castable at will.  If the Warlock loses their Grimoire, they can replace it with a 1 hour ceremony.  The Grimoire turns to ash when the Warlock dies.  

4th Level



Ability Score Increase



You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.



5th Level

No New Abilities gained


6th Level

Otherworldly Patron 2

Depending on which Otherworldly Patron  you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.



7th Level



No New Abilities gained


8th Level



Ability Score Increase



You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


9th Level



No New Abilities gained


10th Level

Otherworldly Patron 3

Depending on which Otherworldly Patron  you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.

11th Level

Mystic Arcanum (6th Level)

The Warlock’s bond with their patron unlocks a powerful arcane spell.  The Warlock selects a 6th level spell from the Warlock Spell List and can cast the spell without expending a spell slot.  The Warlock regains the ability to use their arcanum spell after a long rest.  At higher levels the Warlock gains additional spells this way.  The Warlock regains the use of all of their Arcanum spells on a long rest.  



12th Level

Ability Score Increase

You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


13th Level

Mystic Arcanum (7th Level)

The Warlock’s bond with their patron unlocks a powerful arcane spell.  The Warlock selects a 7th level spell from the Warlock Spell List and can cast the spell without expending a spell slot.  The Warlock regains the ability to use their arcanum spell after a long rest.  At higher levels the Warlock gains additional spells this way.  The Warlock regains the use of all of their Arcanum spells on a long rest.  



14th Level

Otherworldly Patron 4

Depending on which Otherworldly Patron  you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.


15th Level

Mystic Arcanum (8th Level)

The Warlock’s bond with their patron unlocks a powerful arcane spell.  The Warlock selects a 8th level spell from the Warlock Spell List and can cast the spell without expending a spell slot.  The Warlock regains the ability to use their arcanum spell after a long rest.  At higher levels the Warlock gains additional spells this way.  The Warlock regains the use of all of their Arcanum spells on a long rest.  

16th Level

Ability Score Increase

You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.

17th Level



Mystic Arcanum (9th Level)

The Warlock’s bond with their patron unlocks a powerful arcane spell.  The Warlock selects a 9th level spell from the Warlock Spell List and can cast the spell without expending a spell slot.  The Warlock regains the ability to use their arcanum spell after a long rest.  At higher levels the Warlock gains additional spells this way.  The Warlock regains the use of all of their Arcanum spells on a long rest.  



18th Level

Ability Score Increase



You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.

19th Level

No New Abilities gained

20th Level



Eldritch Master



The Pact is at the peak of its power.  By concentrating on the bond and entreating his or her patron, the Warlock can spend 1 minute to regain all expended spell slots from the Pact Magic class feature.  This ability recharges on a long rest.  


Thoughts and Ideas:

The Warlock is a very different animal than the other two primary arcane spellcasters, the Sorcerer and the Wizard.  It’s spellcasting is limited to the use of 5th level spells slots, and the Mystic Arcanum abilities at higher levels.  However, Invocations give the Warlock the ability to specialize for specific tasks.  A Warlock has multiple interesting ways to complete tasks, and the combination of spells and invocations means that the Warlock usually has at least one tool at the ready to deal with a specific problem.  Also, Eldritch Blast is your friend, get acquainted with it.  
In a party, the Warlock probably doesn’t replace the primary Arcane Spellcaster, because it doesn’t have the same range of flexibility.  It can fill a role similar to a bard or a rogue, in that its special abilities are very good at a limited range of tasks, and with the right background, anything is possible.  Warlocks are one of the few classes that owe their power to an external source in a direct, concrete fashion, so this gives the Dungeon Master loads of opportunities to give your character tasks and other things.

Archetypes:

A character class is built to be as broadly encompassing as it can be.  There are many types of wizards in the world, and different types of fighters as well.  Each class has access to a selection of Archetypes that allow a player to further tighten up their concept and build the type of character they are specifically looking for.  Rogues have access to both thief and assassin, for example, and while they are both Rogues at heart, the abilities that each Archetype uses definitely change the way the class feels to play.  


The three Otherworldly Patrons offered in the Player’s Handbook for the Warlock are the Archfey, the Fiend, and the Great Old One.  Each one adds a group of abilities to the core Warlock, and they can shift the way you look at your character and the feats of awesome you might want to pull off.  

The Archfey

The Archfey are a collection of ancient primal spirits that are tightly bound to the natural world.  They are tremendously powerful entities that can bestow a portion of their power on the Warlock bold enough to curry their favor.  Examples include The Prince of Frost, Queen Titania and Oberon.  


Expanded Spell List
The following spells are Warlock Spells for the Archfey.

Archfey Spells

1st Level: faerie fire, sleep
2nd Level:calm emotions, phantasmal force
3rd Level: blink, plant growth
4th Level: dominate beast, greater invisibility
5th Level: dominate person, seeming



1st Level

Fey Presence



The Warlock can draw upon their Otherworldly Patron to charm and beguile their foes.  As an action, the Warlock can target a 10 foot cube centered on itself.  Each creature within this area of effect needs to make a Wisdom Saving Throw or be either charmed or frightened (Warlock’s choice) until the end of the Warlock’s next turn.  This ability recharges on a short or long rest


6th Level

Misty Escape

The Warlock can vanish into mist as a reaction to harm.  When the Warlock takes damage, he or she can use his or her reaction to turn invisible and teleport to a point they can see within 60 feet.  They stay invisible until the end of their next turn, or they make an attack or cast a spell.  This ability recharges after a short or long rest.


10th Level

Beguiling Defenses

The Warlock’s mastery of mind affecting magic takes an exciting new turn.  They are immune to being charmed, and when another creature attempts to charm them, they can use their reaction to turn the Charm effect back on its caster/creator.  The creature needs to succeed at a Wisdom saving throw (at the Warlock’s Spell Save DC) or be charmed the Warlock for 1 minute or until taking damage.


14th Level

Dark Delirium



The Warlock can trap his or her foes in an illusory world.  As an action, the Warlock targets a creature it can see within 60 feet.  That creature must succeed at a Wisdom saving throw or be charmed or frightened (Warlock’s choice) for 1 minute, or until the Warlock’s concentration is broken.  This effect ends early if the creature takes damage.  While trapped inside the illusion, the target can only see and hear itself, the Warlock, and the Illusion.  THis ability recharges on a short or long rest.  


Thoughts and Ideas:

The Archfey Warlock has a variety of abilities designed to turn enemies into allies in the short term.  With multiple abilities in this vein, and access to the dominate spells, the Archfey Warlock is extremely capable of turning enemies into allies in the short term.  WIth this ability to cause confusion coupled with the Warlock’s abilities, the Archfey Warlock is extremely capable.

The Fiend

The Fiend is a catchall term for powerful devils, demons, and other incredibly powerful being from the lower planes.  Masters of deals and pacts, Fiends are more than happy to enter agreements with Warlocks to advance their personal causes in the worlds of mortals.  Examples include Graz’zt, Bel, Asmodeus, and a host of other terrible powers.  


Expanded Spell List
The following spells are Warlock Spells for the Fiend.

Fiend Spells

1st Level: burning hands, command
2nd Level:blindness/deafness, scorching ray
3rd Level: fireball, stinking cloud
4th Level: fire shield, wall of fire
5th Level: flame strike, hallow

1st Level

Dark One’s Blessing



When the Warlock reduces a hostile creature to 0 hit points, he or she gains temporary hit points equal to his or her Charisma Modifier +Warlock level (minimum 1).  


6th Level

Dark One’s Own Luck

The Warlock can bend fate to his or her will by calling on their patron.  After rolling an ability check or a saving throw, the Warlock can roll 1D10 and add the result to his or her die roll.  The Warlock can make the decision to do this after rolling the check, but before results are announced.  This ability recharges on a short or long rest.


10th Level

Fiendish Resilience

The Warlock can choose a damage type after finishing a long rest.  The Warlock gains resistance to that damage type until choosing another damage type with this ability.  Damage from magical weapons or silver weapons ignore this resistance.

14th Level

Hurl through Hell



The Warlock can banish his or her foes through the depths of the lower planes.  When the Warlock successfully hits a creature with an attack, the creature is banished into hell.  At the end of the Warlock’s next turn, the creature reappears in its space (or the nearest unoccupied space).  If the target is not a fiend, the creature suffers 10D10 points of psychic damage from the horrific experiences.  This ability recharges on a long rest.    


Thoughts and Ideas:

The Fiend Warlock is a much more offensive Warlock than the Archfey.  It’s abilities and spells give you many options to burn the living bejesus out of the things in your way, and you have ways to recover hit points (at least in the short term) and you can bend fate to your will.  It’s going to put holes in things.  

The Great Old One

The Great Old One is a catchall term for a variety of ancient and ineffable powers from beyond reality.  The Great Old Ones are impossibly powerful beings that can drive lesser creatures into unending madness.  However, some Warlocks can draw power through that madness and advance their patrons’ causes.  Examples include Ghaundur, Tharizdun, Greath Cthulhu and a host of other equally indecipherable beings.  


Expanded Spell List
The following spells are Warlock Spells for the Great Old One.

Fiend Spells

1st Level: dissonant whispers, Tasha’s Hideous Laughter
2nd Level:detect thoughts, phantasmal force
3rd Level: clairvoyance, sending
4th Level: dominate beast, Evard’s Black Tentacles
5th Level: dominate person, telekinesis

1st Level

Awakened Mind

The Warlock has the ability to telepathically contact with the minds of other creatures.  The Warlock can communicate with any creature within 30 feet, so long as it has the ability to understand at least one language.  The Warlock does not need to be able to speak the creature’s language to communicate.  


6th Level

Entropic Ward

The Warlock can bend fate to his or her will by calling on their patron.  As a reaction to being attacked, the Warlock can force the creature to roll their attack with disadvantage.  If the attack misses, the Warlock has advantage on the next attack roll made against the creature (so long as it’s made before the end of the Warlock’s next turn).  This ability recharges on a short or long rest.  

10th Level

Thought Shield

The Warlock’s mind can’t be read, and the Warlock has resistance to psychic damage.  Further, when a creature causes psychic damage to the Warlock, the creature takes the same amount of damage.


14th Level

Create Thrall



The Warlock can take control of another creature’s mind.  The Warlock touches an incapacitated creature as an action, and that creature is charmed until a remove curse spell is cast, the charmed condition is removed, or the Warlock uses this feature again.   The Warlock can communicate telepathically with the creature as long as they are on the same plane.  


Thoughts and Ideas:

The Great Old One Warlock is a lot more subtle than any of the other Archetypes.  It’s got the resources to investigate and plan out a practical approach to solving issues while still keeping up the arcane spellcasting powers of a warlock.  I’d love to see someone put together a psychic detective Great Old One Warlock.  

Conclusions:

The Warlock is an interesting alternative view of looking at how arcane magic works.  Blending arcane spells with the Eldritch invocations allows for a warlock to specialize at a few things while still being a spellcaster at heart.  The options offered within the Otherworldly Patron are going to dramatically shape how the Warlock goes about his or her business, so it’s a thing to consider while you’re building your character.  


You do need to remember that the Warlock has a built in background element in the form of the Otherworldly Patron.  Now there are no explicit rules for how this relationship works, but if you aren’t actively working towards their goals, the DM might restrict or cut off access to your powers.  So if the DM gives you an “errand” from your patron as part of the adventure, jump on the hook and embrace the role-playing opportunity.  






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