D&D (2024) Warlock: Pact of the Nothing?

Zardnaar

Legend
What are your thoughts on a Warlick with no parts in their invocations?

Pact of the Blade. Looks good but it's soaking up a few of your invocations. Or be a Paladin instead. No medium armor or shields or weapon masteries. Multiclass or use 2014 material eg racial medium armor.

Pact of the Tome. Lacks a level 5 option and level 9 ability nice to have but not needed. The ritual part got nerfed from 2014.

Pact of the Chain. Looks great but pet scales poorly. I can live without it.

So if you don't want to sink 3 or 4 invocations into being a bad paladin wannabee I thinking no Pact might be the way to go.

Consider at low levels you could have tough, Alert and 3 magic initiate feats at level 2 as a human or level 5 and another invocation at 5 as a non human.

We have tested several builds level 2,6, and 12. Thoughts so far;).
 

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My thoughts are that it is certainly do-able. Despite Eldritch Blast+Agonizing Blast (with or without Hex) not being the end-all or be-all of character options, it's reliable enough and tried-and-true enough that you can add pretty much any-other-effective-thing to it and get something of a playable character. Doubly so since you're also leaving your normal spellcasting unspoken for. However, there has to be that other thing -- at least usually. If your warlock is the 5th PC, or the other 3 each cover large bases, then you can just be a reliable archer with some assorted cool spells (the warlock standard loadout).

It sounds like you really like Lessons of the First Ones to pick up a large number of L1 feats. This is certainly not bad. However, it's important to think about what that actually builds into. Going first and having 2 extra hp/level and getting save re-rolls and handing out inspiration like cookies and an extra 3 skill proficiencies are all huge quality of life enhancements -- but they don't establish a specific play pattern or define what you bring to the party the same way that 'stands in the front and dishes out/takes damage' or 'casts spells which crowd-control the opposition' or 'remove negative conditions like poison or 0 hp.'
 

My thoughts are that it is certainly do-able. Despite Eldritch Blast+Agonizing Blast (with or without Hex) not being the end-all or be-all of character options, it's reliable enough and tried-and-true enough that you can add pretty much any-other-effective-thing to it and get something of a playable character. Doubly so since you're also leaving your normal spellcasting unspoken for. However, there has to be that other thing -- at least usually. If your warlock is the 5th PC, or the other 3 each cover large bases, then you can just be a reliable archer with some assorted cool spells (the warlock standard loadout).

It sounds like you really like Lessons of the First Ones to pick up a large number of L1 feats. This is certainly not bad. However, it's important to think about what that actually builds into. Going first and having 2 extra hp/level and getting save re-rolls and handing out inspiration like cookies and an extra 3 skill proficiencies are all huge quality of life enhancements -- but they don't establish a specific play pattern or define what you bring to the party the same way that 'stands in the front and dishes out/takes damage' or 'casts spells which crowd-control the opposition' or 'remove negative conditions like poison or 0 hp.'

Well it's picking up spells that can be upcast. Chromatic orb for example.
 





Part of making them invocations allows you to skip them. So this is intentional.

As for what to take instead, perhaps a coward?

1: Eldritch Mind helps with concentration.
2: Agonizing blast, other worldly leap.
3: Archfey, so we get some escape tools.
4: spell sniper, for 180' range.
5: Repelling Blast and Ascended Step.
7: Eldritch Spear. Float up, and out range anyone with 390', and scaling.
8: +2 Cha.
9: Visions of a distant realm. So you know when it's safe to go inside.
12: Resilient (Con), Lessons of the First One (Alert) so your not caught off guard. Proficiency scaling boost are better later levels.
15: witch sight: so no one can sneak up on you.
16: ... Speedy? Defensive Duelist?
18: one with shadows? Gaze of two minds? Lucky?
19: boon of dimension travel: because more teleports.

Now you can shoot upto 780' away, push 40', teleport 30', with optional bonus action teleport another 30' and turn invisible, while floating in the air. Without using a spell slot.

* it you can take previous invocations, Lance of Lethargy and Ghostly Gaze would also really fit.
 

Hmm...
2 levels in Sorcerer for distant spell (and probably quicken).

(120' base + 60' spell sniper + (30' * 18 levels of warlock)) * 2 distant spell = 1,440' range.
Over a quarter of mile.
 

Hmm...
2 levels in Sorcerer for distant spell (and probably quicken).

(120' base + 60' spell sniper + (30' * 18 levels of warlock)) * 2 distant spell = 1,440' range.
Over a quarter of mile.
Gaze of two minds + unseen servant for another 60'.
For nice round 1500' range.

It's also good for scouting before you get arcane eye.

Tangential questions. Is Arcane Eye a creature?
 

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