Advice on warlock spells and potential sorcerous origin

Post/Author/DateTimePost
#1

BestNorthernDope

Jul 24, 2015 13:58:39

Hello good folks of the internet,

 

I have a task for you. I'm hopefully embarking on an adventure with some friends of mine, set within the rules of DnD 5e. I've opted for the warlock class myself, and I'll be joined by a half-orc barbarian and a human monk.

 

I'll be playing a tiefling warlock, pact of the tome and fiend patron. These are the 10 spells I've so far come up with, gained from 1-10th level:

 

Eldritch Blast, Minor Illusion, Mage Hand, Prestidigitation -

 

Charm Person, Hex, Command, Invisibility, Fly, Dispel Magic, Fireball, Banishment, Dimension Door and Scrying. I have a temporary spell not listed here. Misty Step gained at level 4 is traded in for Dispel Magic at fifth level.

 

For what its worth, I'm planning on picking up Mass Suggestion, Plane Shift, Feeblemind and Foresight as my mystic arcanum spells, but I have no idea if we ever make it that far.

 

I'm going for utility and control, as I'm sure the barbarian and monk will have the damage covered. Fireball is only there for its iconic status, fiend patron gesture, and as a way to deal with a goblin horde if it can't be controlled in a more efficient way.

 

With Hex, Darkness from tiefling, Fly and Banishment all combat-applicable concentration spells, should I trade in one or more of those for a non-concentration spell? I already skipped Hold Person in favour or Command due to this. My gut feeling says keep them all.

 

Secondly, when I planned my action usages (action, bonus action, reaction), I couldn't really find anything worthwhile for the warlock in regards to reaction. Hellish Rebuke from tiefling is cute and all, but with limited spell slots it seems like a waste to pick it up as a learned warlock spell. As the capstone from 20th level warlock seems 'meh', would a level of sorcerer to begin my career be worthwhile? I'd pick up Shield-spell and have that for my reaction, twice a day if needed, more if forced to use pact magic on it.

I'm really liking the 'Tides of Chaos' from the Wild Magic origin, and flavourwise I think it fits quite well with both Warlock and tiefling. Draconic bloodline with its perma-mage armour and additional hit point seems boring at best.

 

Looking forward to reading your advice!

#2

FatherLiir

Jul 24, 2015 18:17:42

If the biggest problem with the Warlock is the low number of spell slots, the second biggest is the fact that almost every spell you have is concentration. There really isn't a good answer here other than "Go with your gut". Commanding the enemies to walk toward the barbarian is just as good as paralyzing them and letting them have a save every round.

 

Also, SorcLock's are pretty popular multiclass builds on teh interwebz. I'm not a multiclass expert by any means so i say go for it!

#3

spanglemaker

Jul 25, 2015 1:04:18

Tomelocks are pretty fun to play and if your party is a Half-Orc Barbarian and a Human Monk, then you're probably also the Party Face and all of you should be able to be stealthy. 

 

You could pick up the Shield Spell via Magic Inititiate feat. Taking a level in Sorcerer is quite interesting ( was there sorcery in your Warlocks bloodline or has the Patron activated it?)

 

Bard is another option, though it doesn't give the Shield spell, it does give an extra skill proficiency, in any skill you like. It also gives access to healing magic.  A couple of extra spell slots does definitely help the Warlock, who would normally be wanting to take a short rest after an encounter or two.

 

I would say trust your gut, as its your character and you will feel more how it should be played. Also you shouldn't really be able to trade out racial spells such as Darkness ( but it's your game and if your DM is fine, that's cool).

 

What's your characters background? That adds the icing on the cake to every Warlock.

 

Your spell selection looks good to me and pretty fun.

#4

BestNorthernDope

Jul 25, 2015 4:13:57

Thanks for your suggestions, greatly appreciated.

 

I envision my tiefling as a daring rogue, causing chaos and havoc wherever he goes, and having little to no control over it. Yet, it always seems to favour him one way or another. The Dark One's Own Luck from Fiend Patron level 6 and Tides of Chaos from wild magic sorcerer origin could reflect that. Also, the Wild Surges look incredibly fun to use, that's a huge bonus for me (And hopefully my group!).

He's well aware of his bond with the fiend, and his magical prowess stem from that. The wild magic origin even mentions being fiend-touched as a valid explanation. My tiefling will actively try to appease the fiend, hoping for more powers and access to magical secrets.

 

His background is criminal, and I'm picking up intimidation and arcana as my class skills. I think I'll stick with my spells, perhaps switching dimension door for misty step. I can't bring my entire party using dimension door anyway, and misty step is more useful in a fight.

 

Bard or cleric (knowledge domain?) would also be a sweet addition from a mechanics viewpoint with bonus action healing, skills and medium armour, but I can't really see it in regards to my vision of my tiefling.

 

I think I've convinced myself. Starting out as a level 1 wild magic sorcerer, going for warlock the rest of the way. This would also give me four additional cantrips for a grand total of 12 cantrips at level 11 including tome warlock invocation, more than enough to cover everything I could need. I think I'll go with shield and another spell stricly for combat as my two sorcerer spells, as accidentially casting a fireball through wild surge when trying to charm someone in a crowded tavern could prove disasterous (and quite hillarious!). 

 

Cheers!

 

*Edit*

I forgot to adress the magic initiate feat. With only a single casting of the spell per day, I'd rather go with single level of sorcerer. I'm planning on the following abilities: Strength 8, Dexterity 15, Constitution 12, Intelligence 12, Wisdom 10 and Charisma 17. With the five ASIs (5, 9, 13, 17 and 20) I would go with +1dex/cha, +2 cha, Lucky, Alertness and Warcaster. Perhaps picking up Lucky before the +2 charisma, but I don't think so.