D&D 5E Build my concept; AL legal Bladelock Sith (Inspired by DW's Warlock thread and responses)

SouthpawSoldier

First Post
Inspired by Darkwing's "Sell me on the Warlock" thread, and the fantastic responses therein, I have a request.

Adventure League legal, no-multiclassing, Pact of the Blade Warlock built to be a Sith. My thoughts:

While Armor of Shadows may fit thematically, it's not worth giving up a better Invocation for +1AC, so Light Armor is a go. Besides, some Jedi wear armor (Jedi Master in Force Unleased, notably).

While CHA can be a dump for a Bladelock by picking no-save spells, in this case, I think CHA and Charm-related spells fit thematically.

The only reason I don't want the 2-level dip in Paladin for Smites with quick recharge is emphasis on low-level play. Requires 5th-level character to have a Smite-triggering Pact Weapon; too high for my AL play opportunities (1-4). I realize the +2d8 radiant fits, but I'll save that for a game where we start at 5th level.

Focus should be DEX, mobility, mind control, with a little Force TK mixed in. Archfey vs Great Old One patron is an interesting argument too.

Edit: I would also love level by level build info; what spells chosen at CharGen would you later replace, things like that.
 

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There are several abilities that are common with Sith - Fear, Energy Draining (Life, Strength), Deception. I chose a list of Invocations and Spells then matched them with abilities that are similar to the traditions of the Sith and the Darkside. Some of the powers are now found only on Dathomir, but after the collapse of the New Jedi Order and the Empire in Exile, Darth Krayt's Sith Empire expands the influence of the Sith throughout the galaxy establishing Sith Academies on remote places such as Korriban (the original home of the Sith), Nar Shadda (the Smuggler's Moon in Hutt Space) and Dathomir (a lost planet that created a "magocracy" of Force Users who for nearly 400 years were exclusively female). With that in mind, I built a 9th level Sith Warlock.

Invocations
* Ascendant Step - (Dathomir Witch Flight)
* Beast Speech - (Dathomiri Witch training) The Witches of Dathomir could speak with animals and used this power to tame Rancors as mounts.
* Beguiling Influence - proficiency in Deception and Persuasion. Basic Sith skills
* Eldritch Sight - (Sense Force)
* False Life - (Crucitorn)
* Otherworldly Leap - Jump at will, (Force Jump)
* Thirsting Blade - 2 attacks

Cantrips
* Chill Touch - (Drain Life Essense)
* Friends - a weaker Mind Trick
* Mage Hand - (Move Light Object)

Spells
* Charm Person - (Mind Trick)
* Dissonant Whispers - (Memory Walk)
* Dominate Beast - (Command Beast)
* Dominate Person - (Dominate Mind) When Luke encountered the Witches of Dathomir they had mastered the Jedi Mind Trick allowing them to completely highjack a person's mind. This Force Technique was lost and forgotten since the days of the Old Republic.
* Expeditious Retreat - (Force Run)
* Fear - basic Sith power
* Hex - a combination curse and necrotic damage is a no brainer
* Scrying - (Farseeing)
* Telekinesis - (Move Object)
* Witchbolt - (Force Lightning)


Magic Initiate Feat
* Firebolt - (Pyrokinesis)
* Ray of Frost - (Cryokinesis)
* Shocking Grasp - another at will Force Lightning
* Shield - (Force Shield)

The only way to get a reliable "parry" ability against multiple attacks without multiclassing would be to take the Magic Initiate Feat and for your 1st Level spell take Shield. You'd get one use per day plus it would be added to your spell list allowing you to use your spell slots. During the Legacy Era there are several Jedi and Sith who have mastered the ability to create a temporary TK shield. In game terms, it's pretty much a Shield spell. Alternatively, but much weaker defensively, would be to take the Duel Wielder Feat. You'd gain a small AC bonus but you'd be using two "lightsabers" (rapiers) for you Pact Weapon(s) for a kewl Duel lightsaber style like Asajj Ventress. Finally, you could also take the Defensive Duelist Feat which allows you to use your reaction to "parry" and attack, but only ONE attack and it must be melee. It's a great ability when you're fighting against a melee opponent since it's an unlimited resource but it's only good against a single attack. If you were looking to take three feats then I'd go Variant Human to start with a feat and put you ahead of the game.

That should just about do it. You don't have Eldritch Blast but you will have a wide array of abilities to toil the minds and wrack the bodies of your opponents.
 
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You won't be able to fit it all in at first (Warlocks have a limited number of choices per level), so you will need to pick the abilities that seem the most core to your vision of a Sith.

I would likely pick up the following early on:
Pact: Archfey for Fey Pressence (Early Charm and It also gives you access to Calm Emotions at 3rd level)
Invocation: Repelling Blast (For pushing people around)
Catrip: Greenflame Blade (for the green color on your blade)
Spell: Witchbolt for Sith Lighting

The early choices I identified with the Bladelock is going to push you to more of a mix between range and melee.

Not so much in the line of a Sith, but you could take 1 level of Bard for some use the force Bardic Inspiration dice for your companions.

I have also always thought that Flame Blade (2nd level Druid spell) had a very Jedi feel to it, but I don't see any way to get this into a Warlock build.
 

The biggest issue, IME, with bladelocks is surviving until the Pact of the Blade at 3rd and Thirsting Blade at 5th. Which, since aggression is the key trait of the Sith - not sitting back and plinking away with a bow or blast - you'll have to be careful at first.

This is how I would build and play it. YMMV. The (x) is the level you'll take it.

So, with this build, at first level, you'd rely armor of agathys (to help keep the heat off you plus extra damage), your Fey Presence for AoE, and a charm spell (for non-combat). Your cantrips help in case you have more than one foe or are surrounded. Remember, your weapon is your at-will option, not a cantrip.

At second level, you'd pick up hex for more damage now that you're not so brittle, and gain both THP w/ Fiendish Vigor and movement with Otherworldly Leap ("impressive...most, impressive").

At third level you up your weapon with the Pact. You also get 2nd level spells. The Devil's Sight/darkness combo (think of it as being the hole in the Force, here) gives you advantage on attacks and defense. So, you'll ditch the THP from Vigor and take darkness. You will want defense against having concentration on darkness broken more than 1d6 damage. Plus hex conflicts with darkness for you concentration spot. So pick up mirror image. Now you've clouded their mind to the point they don't know where you are - or which if you they might hit is the real you.

Fourth level you can take another cantrip. For someone who wants foes to be close for darkness, agathys, etc., take lightning lure to pull them close and destroy them. As for spells, misty step is great for defense and hold person is great for offense; suggestion is pretty neat and Sith-y too, especially outside of combat. After all, those aren't the droids you're looking for.

This is standard array, btw.

Darth Warlock
Half-elf Warlock4
Str: 10
Dex: 18 [15 +1 (race) +2 ASI (4)]
Con: 14 [13 +1 (race)]
Int: 8
Wis: 12
Cha: 16 [ 14 +2 (race)]
HP: 31
AC: 16 (studded leather - black, of course)
Weapon: Scimitar (finesse)

Patron (1)
Archfey Patron
Fey Presence: 10' cube, DC13 Frighten or Charm (your choice), once per rest

Pact of the Blade (3)
Melee Weapon: Rapier

Invocations (2)
Fiendish Vigor - False Life, 1st Level, at-will (2) - Replace at 3rd level
Otherworldly Leap - Jump, at-will (2)
Devil's Sight - See 120' in any kind of darkness (3) - Replaces Fiendish Vigor

Cantrips
Greenflame Blade (1)
Sword Burst (1)
Lightning Lure (4)

Pact Magic - 2 @2nd Level

Spells Known (5)
Armor of Agathys (1)
Charm Person (1)
Hex (2) - Drop for Mirror Image
Mirror Image (3) - Replaces Hex
Darkness (3)
Misty Step (4)
 
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You might find more responses in the Character Build Forum on this site.
Apologies; went straight for the 5e section as I thought this was like other forums, without a dedicated character building forum. Is there an easy way to move this there, or do I need to message a Mod? I don't want to duplicate the thread, as that seems a worse faux pas.

There are several abilities that are common with Sith - Fear, Energy Draining (Life, Strength), Deception.
This is fantastic, digging deep into EU lore (really wish that Force Awakens had been EU-based, instead of a rehash of Episode 4). FEELS like a Sith Master.

This is how I would build and play it. YMMV. The (x) is the level you'll take it.
This also is fantastic; not only thematically true to concept, but also provides a level-by-level guide, so I know what I'm doing with it in AL play.
 

Warlock Sith? Maybe Tomelock/Paladin(Oathbreaker or Vengeance). You get all kinds of abilities that some would consider... unnatural. You get abilities to protect the few people you care about. 2 melee attacks. Extra cantrips for at-will demonstrations of power. Smite, for striking enemies down with the power of the Dark Side. Secret Sith rituals. Eldritch Blast, as your Force Lightning. Why settle for only having Warlock powers when you can embrace a larger vision of the Force? :)/89234928 Oh, and you can have zombies too, if you want them. Not archetypal for Sith, but hey, zombies.
 


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