Mock Logic Games

Let’s Make a Better 5th Edition Warlock

D&D 5th Ampersand TransparentThis is my second take on making a Warlock for 5th edition.  Last time I did this, it was an exercise in learning 5th edition by building a character for the first time.   Two years later, I’d like to look at how I’d build a character for actual play instead of a learning experience.

My goal here is to make a warlock character that fits my own personal play style. Someone I would have fun playing, but not necessarily the most efficient character build.  While I want the character to be effective in combat, I personally enjoy having a character that can meaningfully contribute in as many aspects of adventuring as possible: combat, wilderness exploration, dungeon exploration (AKA: Traps), social interaction, stealth, etc.

For the purposes of this build, I’m assuming a variety of optional rules are in play.  Specifically point buy, feats, variant humans, and multiclassing are going to be involved.  Your DM’s table rules may vary.  I’m also intentionally ignoring magical gear.  It’s hard to predict what kind of magic items will be available to a character, so I’m going to play it safe and assume nothing. I’m also not assuming full access to rituals.  The only rituals I’ll be including in this build are ones directly provided by class features, which is by no means an extensive list compared to what is available.

I’ll initially go over building the character at first level.  I’ll then advance the character through level 20 with notes on what options I select along the way.

Character Creation

I will be making a male human warlock, whom I will call Darvin Rainwood. He is of common background, thrust into the life of adventure and heroism by dark powers. A hero to the common people for his habit of standing up to bullies and tyrants, he himself is unsure of inherent goodness.

Ability Scores

Last time I used dice rolls, because that was the standard way of doing things in the core book, but I typically use point buy or standard arrays for character creation because I don’t trust myself to roll well enough at character creation. If there was ever a time you don’t want bad rolls, it’s character creation, because those will stick with your character for the (probably short) life of said character. Moreover, I’ve had past experiences as a DM where the disparate ability scores between D&D characters at the table has caused problems.  If I were running a game, I’d probably opt for tarot card based ability scores, but that’s not the case here.

Ability Score Modifier Points
Strength 8 -1 0p
Dexterity 12 +1 5p
Constitution 15 +2 9p
Intelligence 10 +0 2p
Wisdom 13 +1 4p
Charisma 14 +2 7p

As a Warlock, Charisma is of paramount importance. It’s used for spellcasting, including Darvin’s primary damage dealing abilities.  It’s also highly useful for social skills.  Constitution is also useful, both for keeping him alive, but also for having a half-way decent concentration check for when he takes damage while maintaining a spell.  This is particularly important for Warlocks because a large chunk of their damage output is from the Hex spell.

Secondary ability scores are more general. Dexterity is useful for AC and one of the most common saving throws. Wisdom for saving throws, perception, and the defensive side of social interaction.  That just leaves Intelligence and Strength. Between the two of them, Strength will be less important to the character style I’m aiming for. This will leave Darvin a bit weak, and vulnerable to grappling, but that’s a reasonable weakness for a ranged combat character.

All that said, I have an idea involving a feat that gives a +1 bonus to Charisma, and because ability score bonuses only go up in even numbers, It’s actually smart to make Charisma 14 instead of 15 here.

With my remaining 1 point, I boost Wisdom to 13.  That extra point has no mechanical effect, but it does serve as a prerequisite from some things I intend to do in a few levels.

Race

In fantasy or sci-fi settings with lots of strange races, I have a tendency to play human characters.  In 5th Edition D&D, that also gives access to the Variant Human race option, and with it, a starting feat. Humans gain a +1 to any two ability scores, which in this case will be Charisma (15 for +2) and Constitution (16 for +3).
However, Variant humans also get a free Feat, and the one I want is Actor. Actor provides a +1 Charisma on top it’s enhancements to mimicry and deception, which brings the character’s Charisma to 16 for +3.  The voice mimicry and deception advantages will prove useful for the shape-changer character concept I have in mind, although Darvin won’t have the abilities to handle this for a few levels.

Variant Humans also get a skill.  For this I choose Persuasion, which when combined with Warlock skills, will give Darvin a good set of social skills to match his high Charisma.

Power Builder Note: This build design is aimed at my play style. For a more combat focused build, start with Charisma 15 at point buy, add the +1 racial bonus to bring it up to 16 (+2), and then take the Spell Sniper feat, and with it pickup the Shocking Grasp spell via Sorcerer.  This will enhance your Eldritch Blast attacks while providing you with an excellent charisma  based hand-to-hand combat cantrip.

Background

You get a lot of style out of character backgrounds, and there are some interesting options here. I’m building a magical assassin character and it’s tempting to use Criminal or even Acolyte to a god of death (“A warlock has no name“) but those kind of options run a bit too evil-feeling for the kind of character I want to play.  Similarly I could play up shapechanging and curses into a witch like build by looking for a background that will allow potion or poison brewing, and that kind of a build would work well with a Fey-pact.  However, I’m actually looking to play off the evil aspect of the warlock pact with a man trying to do the right, and so…I choose Folk Hero for Darvin’s background. This is an interesting way to downplay the inherent evil or creepy aspect of being a warlock. Darvin is famous and beloved among the common folk, not feared and despised.

For a defining act I choose I Stood Up To A Tyrant’s Agents. I suspect my warlock got his powers in a dark bargain specifically to deal with a tyrant, and as such he has made a deal with evil to get the power to do good. I imagine Darvin as a common but decent man, beaten and bound in dungeon cell under the local lord’s keep, knowing in the morning he will be hung for a crime he did not commit by the decree of the lord who knows full well of his innocence. At midnight a devil appears in his cell, and offers him a bargain: the power to save himself in exchange for his soul. In the morning the hanging does not go well for the executioner and his guards, and the Folk Hero is born!

  • If someone is in trouble, I’m always ready to lend help.
  • Freedom: Tyrants must not be allowed to oppress the people. (Chaotic)
  • A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
  • The tyrant who rules my land will stop at nothing to see me killed.

Besides a lot of style, the Folk Hero background also provides a few skills that will make the character generally useful, or at least capable, when wilderness exploring and traveling. Proficiency: Animal Handling, Survival, Land Vehicles, and One Artisan Skill. For the artisan tools, I’ll intentionally take something common but not too strength dependent: Carpenter. As an added bonus, knowledge of wooden floors, walls, doors, and chests could prove useful in various adventuring settings. Thief can’t pick the lock? “Well that wooden door might look solid, but I happen to have my drills and saws with me…” The Rustic Hospitality feature, particularly the bit about being hidden by the people, may prove useful.

Warlock Class Features

Darvin Level 1
The backstory for the character is already devil based, so I’ll choose Infernal Pact for Darvin. This just also happens to have the associated game mechanics I think I will enjoy the most.

For skill choices, Darvin gets Deception and Intimidation, which combined with his Persuasion racial skill provides him with many options for social interactions.

For equipment choices, he gets:

  • A simple weapon: A Hand Axe is a generally useful tool, and fits his carpenter background.
  • An arcane focus: A Wand makes for an iconic image when hurling eldritch bolts of power.
  • One of two kits: A Dungeoneers Pack has several useful tools.
  • Leather Armor
  • A simple weapon: A Quarter staff makes for easier travels, and is occasionally useful for poking possibly trapped things at a distance.
  • Two Daggers. Daggers are useful tools and can be wielded with Darvin’s slightly above average Dexterity of need be. If Warlocks didn’t get a set free, I would have taken at least one as a weapon selection above.

Warlock Spells

Pact magic is an oddity in 5th edition, which is part of the reason I like it so much. They have very few spell selection, and fewer spell slots, but their slots replenish after a Short Rest, and are always cast at the highest level, eliminating the need to “save” powerful spells.

Moreover, Warlocks get access to an extremely potent set of abilities built around the Eldritch Blast cantrip, which can make it one of the most powerful attacks in the game. Few warlock spell options have a higher damage output then the combination of Eldritch Blast + Agonizing Blast + Hex, and because Eldritch Blast is force damage delivered via an attack roll, there are very few situations where it won’t be a good choice. This frees up the warlock to look at their spell selections in terms beyond simple damage output.

Lastly, warlocks beyond 1st level gain access to various invocations, many of which provide at-will versions of spells, which further widens what kind of magic they want to select for their spells.

Given all this, it should be unsurprising that Darvin gets Eldritch Blast for a cantrip, and Hex for a first level spell.  I actually overlooked Hex in my first article, which was a grave mistake on my part.  Hex is a first level Warlock spell which is cast as a bonus action and has no attack roll or saving throw. It has a duration of Concentration, and until the spell ends, the target of the spell takes an extra 1d6 necrotic damage on each attack you hit it with.  Better yet, if the target of the spell drops to 0 HP while the spell is active, you can move the Hex to a new target as a bonus action.  Sounds amazing right?  It even scales well because at higher levels your Eldritch Blast makes multiple attacks, and each attack that hits triggers Hex’s d6 of damage.  The only downside on any of this is the Necrotic damage type, which makes it less useful on undead, and the need to maintain concentration, which means the spell is disrupted by taking damage and can’t be combined with any other concentration powers.  But it gets better: Hex has a secondary effect: When you cast the spell you choose an ability, and the target has disadvantage on ability checks with that ability. This won’t effect attack rolls or saving throws, but does help reduce skills.  Using Hex on a target’s Wisdom before lying to them will hinder their ability to detect your lie. Hex Charisma on a rival before arguing your competing cases before the king will reduce their chances of winning.  Hex is a key combat spell for warlocks, but it also has applications in social and skill based encounters too!

That leaves Darvin with 1 cantrip slot and 1 first level warlock spell slot left. In both cases I want spells that will be broadly useful in non-combat situations. Cantrip selection is extra tricky because they are permanent picks. A warlock can swap one known spell each time they gain a level, but cantrips are kind of their own thing so that doesn’t apply to them. That means cantrip selections for a warlock needs to take into acount any future invocations that might render them useless. Now I have a personal love for the spell Prestidigitation for various roleplaying uses, but it’s not broadly useful so much as just kind of fun. On it’s face Friends is an interesting choice for enhancing the Warlock’s social abilities, but it suffers from automatically truing the target hostile when it ends, which doesn’t make it useless (and in some cases is actually a feature for a shapeshifting character), but doesn’t make it broadly useful. Mage Hand is a classic “it might be trapped” triggering tool, but it can easily be replaced later with ritually casting Unseen Servant. My cantrip pick is therefore Minor Illusion. The ability to create illusionary noises or objects up to 5′ cubed opens up a variety of tricks. Hiding in illusionary objects (because they are transparent if you know they are an illusion) and generating distractions are the most obvious uses, but there are more creative uses too. For example you can use illusionary sounds to whisper in an alley’s ear from across the room.  Now Warlocks eventually gain access to an Misty Visions invocation providing the more potent Silent Image as an at will power, but Minor Illusion can be used to enhance that ability by adding sound to the Silent Image. Silent Image is concentration based while Minor Illusion has a duration of 1 minute while still allowing full control of the sounds created over that duration.  For the 1st level spell, my pick is Command: a broadly useful spell for both combat and non-combat situations. It can be used to temporarily disable a foe in combat by having them waste a turn obeying your command, possibly a second turn having to pickup their weapons again or move to reengage foes if they ran away. It’s also particularly useful when you are in more than just a fight. Commanding a cultist to release a sacrifice, commanding someone to give you the magic mcguffin, etc. It can also be used unsubtly in a variety of non-combat situations. For example, imagine you’re being held in a jail cell. Using the approach command while standing at the back of your cell will force the jailer to unluck and enter your cell on his or her next turn.  It also scales, gaining additional targets with higher levels.

Darvin Rainwood – Level 1

Warlock 1 Folk Hero
Variant Human Chaotic Good
Armor Class:  12 (11 Leather, +1 dex)
Initiative:  +1 (dex)
Speed:  30′
Hit Points:  11
Hit Dice:  1d8
Proficiency Bonus:  +2
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +3 (+2 Prof)
Charisma 16 +3 +5 (+2 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast +5 1d10 Force  Ranged Spell Attack 120′
Dagger +3 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +1 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +1 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +1 0* Bludgeoning  *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion
Spell Slots: 1
Spell Level: 1st
Spells Known:
  1. Command (pact), Hex

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 4 Temporary Hitpoints when reducing a hostile creature to 0 hp.

Darvin Rainwood – Level 2

Gaining a level, Darvin is also entitled to more hitpoints. As I stated earlier, I don’t trust myself to roll key dice like this, so instead of rolling I’ll just take the average 5 + Con Mod (8hp) instead.  I will continue to do this each level going forward.

At level 2, Darvin gains access to invocations. Invocations, like spells, can be swapped out every time a warlock gains a level, so it’s entirely reasonable to pick short useful powers.  Agonizing Blast is a must have upgrade to Eldritch Blast.  For a second invocation I’ve decided to take something that will fade gracefully fade out of usefulness at 3rd level.

Dravin also picks up a new spell.  For that I choose Unseen Servant, a useful spell for manipulating things you suspect are trapped.

Warlock 2
Folk Hero
Variant Human Chaotic Good
Armor Class: 12 (11 Leather, +1 dex)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 19
Hit Dice: 2d8
Proficiency Bonus: +2
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +3 (+2 Prof)
Charisma 16 +3 +5 (+2 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast +5 1d10+3 Force Ranged Spell Attack 120′
Dagger +3 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +1 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +1 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +1 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion
Spell Slots: 2
Spell Level: 1st
Spells Known:
  1. Command (pact), Hex, Unseen Servant
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Eldritch Sight (Cast Detect Magic at will)

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 5 Temporary Hit Points when reducing a hostile creature to 0 hp.

Darvin Rainwood – Level 3

Darvin Level 3At level 3 is a big level for Darvin.  His infernal master will reward him with a Pact-Boon: The Book of Shadows is a token of his Pact of the Tome. The book provides access to three more Cantrips, which according to errata can be taken from multiple different classes. Better still, these cantrips become Warlock cantrips, meaning it doesn’t mater what ability score they are normally tied to, they will be Charisma based for Darvin.  The first cantrip Darvin finds in the tome is Shocking Grasp. It serves as an excellent hand-to-hand combat spell, which is important because Eldritch Blast doesn’t work well when a foe is in your face. Next is Guidance which will allow him to gain or provide a bonus on skill checks. Helpful when the party thief is attempting deal with traps or locks, or even on his own skill checks. Lastly he gains Vicious Mockery which will give him a Wisdom saving throw based attack dealing with a nice secondary effect of inflicting disadvantage on the foe’s next attack. It’s not remotely as powerful as Eldritch Blast, but sometimes attacking Armor Class isn’t the best option.

Darvin can now also swap out an Invocation, and he will do just that.  He drops Eldritch Sight and can immediately take Book of Ancient Secrets, thanks to the rule that you can take a feature the same level you meet it’s requirements. This provides him with access to ritual spells of any class.  He starts with two.  First we gain Detect Magic, taking over for the loss of Eldritch Sight.  Second he will take Find Familiar, which he will use to summon an Owl. Owls provide a great combination of flight, vision enhancements, and a fly-by ability that make them an excellent familiar choice. He can also now add his existing Unseen Servant spell to his book of shadows.

Darvin also picks up a new spell and gains access to 2nd level spells. For his new spell he gains Shatter, which is a versatile spell. Firstly, it provides him with his first area of effect damage option. Second, it inflicts the rare Thunder damage type. Lastly, it is specifically useful at damaging objects, making it useful or dealing with hazards and obstacles.

This being a new level of Warlock, he can also swap out an existing spell for a new one, allowing him to drop the 1st level spell Command for the second level spell Suggestion, which is a mind influencing spell that can be used with potency on the battlefield as well as subtlety in social situations.

Power Gamer Note: A classic power combo here is to take the Darkness spell and Devil’s Sight invocation which will let you see in darkness. It’s a solid combo whenever facing foes that can’t see in magical darkness, but it’s also not a team-player combo, as few PC builds outside warlocks gain the ability to see in magical darkness anywhere near level 3.  I’ve avoided it here because of that.

Warlock 3
Folk Hero
Variant Human Chaotic Good
Armor Class: 12 (11 Leather, +1 dex)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 27
Hit Dice: 3d8
Proficiency Bonus: +2
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +3 (+2 Prof)
Charisma 16 +3 +5 (+2 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast +5 1d10+3 Force Ranged Spell Attack 120′
Shocking Grasp +5 1d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +3 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +1 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +1 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +1 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome)
Spell Slots: 2
Spell Level: 2nd
Spells Known:
  1. Hex, Unseen Servant
  2. Shatter, Suggestion
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows)
Rituals: Detect Magic, Find Familiar, Unseen Servant

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 6 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Darvin Rainwood – Level 4

Darvin is now 4th level, which nets him a +1 to two Ability score bonus, or a single ability score boosted by +2. I will of course apply +2 to Charisma, boosting his attacks, damage, social skills, and spell DCs.

Level four also nets him a new Cantrip, which will finally get him my favorite Prestidigitation.  Clean clothes, warm flavorful foods, cool drinks, and a variety of other minor life improvements at will!

Darvin also gets another known spell, and this time the utility spell Invisibility comes to mind. A useful option for stealth, although it’s limits on attacks and casting spells makes it more niche in function, but any rogues in the party may love you for having it.

He can also now drop Unseen Servant, which he now has a ritual, and pickup another 2nd level spell to replace it. In this case, Hold Person makes for a potent team-up combat ability.

Warlock 4
Folk Hero
Variant Human Chaotic Good
Armor Class: 12 (11 Leather, +1 dex)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 35
Hit Dice: 4d8
Proficiency Bonus: +2
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +3 (+2 Prof)
Charisma 18 +4 +6 (+2 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast +6 1d10+4 Force Ranged Spell Attack 120′
Shocking Grasp +6 1d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +3 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +1 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +1 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +1 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome)
Spell Slots: 2
Spell Level: 2nd
Spells Known:
  1. Hex,
  2. Invisibility, Shatter, Suggestion, Hold Person
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows)
Rituals: Detect Magic, Find Familiar, Unseen Servant

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 8 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Darvin Rainwood – Level 5

Darvin Level 5Level 5 brings a Proficiency bump, access to third level spells, and a third Invocation.

The invocation is particularly fun, because it will finally make Darvin a shapechanger. Mask of Many Faces provides Disguise Self at will, which plays very well with the Actor feat Darvin already has. Darvin is now able to expertly take on new looks with minimal effort, and change them as often as he’d like. He even gains a advantage on Deception when doing so.

Of course this ability is limited by his lack of languages. Pretending to be an elf or orc isn’t very useful if you only speak common.  That’s why for his 3rd level spell Darvin also takes Tongues.

We are also going to drop Shatter for Fireball, which is a larger and more damaging area of effect power. A true classic.

Warlock 5
Folk Hero
Variant Human Chaotic Good
Armor Class: 12 (11 Leather, +1 dex)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 43
Hit Dice: 5d8
Proficiency Bonus: +3
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +4 (+3 Prof)
Charisma 18 +4 +7 (+3 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X2
+7 1d10+4 Force Ranged Spell Attack 120′
Shocking Grasp +7 2d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +4 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +2 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +2 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +2 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome)
Spell Slots: 2
Spell Level: 3rd
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Hold Person
  3. Fireball (Infernal), Tongues
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 9 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Darvin Rainwood – Level 6

Darvin Level 6Darvin has had 5 levels to experience magic heroics, which is to say he has also had 5 levels of growing infernal powers. He’s trying to use these evil powers for good, but he’s concerned he is being corrupted by the powers he uses. And so he turns to the gods for help, and some setting appropraite CG god or goddess responds.  Divine intervention may not be able to sever the binding of his soul to an infernal power, but it can giving some aid in using those powers for good rather than evil.  In other words Darvin is multiclassing into Cleric!

Pact magic multiclasses in a weird way: spell gained from other classes can be cast using warlock slots, and slots gained from other classes can be used for warlock spells.  The spell itself, and the class that provides it, determines the ability scores and other features that go with it, not the slot used to cast it.  What this means is dipping a level into Cleric will greatly expand the selection of spells available to Darvin, although they will be cast using Wisdom which means none of the offensive spells will be effective.  Now clerics pray for their spells, so the Darvin can actually pick a handful of cleric spells each morning to be available to him.  What kind of spells? Cure Wounds, Healing Word, Bless, Detect Magic, Detect Poison and Disease, Purify Food and Drink, Shield of Faith, or Protection From Evil and Good. Who wouldn’t like the ability to case Healing Word at you highest spell slot once per short rest?

He also gets a few cleric class features, starting with proficiency with Medium Armor and Shields, according to the multiclass rules in the PHB. I think we can assume a 6th level character can afford a suit of medium armor, shield, and holy symbol. That’s a substantial boost to Armor Class. Now he’s a warlock in armor with a shield and a wand.

Darvin also gets access to a few Cleric cantrips. Mending has a surprising number of creative uses. Spare the Dying aids allies when they are near death, and as a touch spell it can be delivered via familiar. Thaumaturgy isn’t just a lot of fun for roleplaying, but also specifically able to open and close things at a distance.  Also minor earthquakes!

Darvin also gets a Domain, in this case Life, which according to the sidebar on page 293 of the PHB, any good god can give access to. The Life domain provides Heavy Armor proficiency, but in this case Medium armor good enough, espeically because it won’t interfere with skills.  It also provides Disciple of Life, which boosts healing.  Lastly, it provides the domain spells Cure Wounds and Bless.  Remember, as a touch spell, Cure Wounds can be delivered by the Owl Familiar.

Warlock 5, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 51
Hit Dice: 6d8
Proficiency Bonus: +3
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +4 (+3 Prof)
Charisma 18 +4 +7 (+3 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X2
+7 1d10+4 Force Ranged Spell Attack 120′
Shocking Grasp +7 2d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +4 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +2 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +2 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +2 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 2
Spell Level: 3rd
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Hold Person
  3. Fireball (Infernal), Tongues
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 9 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Darvin Rainwood – Level 7

And back to Warlock levels. Darvin gains a new fiend ability, which is nice, and a new spell of 3rd level. This time it’s Dispel Magic, which is a useful spell for any adventurer.

Warlock 6, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 59
Hit Dice: 7d8
Proficiency Bonus: +3
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +4 (+3 Prof)
Charisma 18 +4 +7 (+3 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X2
+7 1d10+4 Force Ranged Spell Attack 120′
Shocking Grasp +7 2d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +4 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +2 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +2 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +2 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 2
Spell Level: 3rd
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Hold Person
  3. Dispel Magic, Fireball (Infernal), Tongues
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 10 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Darvin Rainwood – Level 8

A new spell, of 4th level no less, and a new Invocation!  For general utility, it’s tough to beat Misty Visions, which provides an infinite supply of Silent Image, which can be combined with Minor Illusion to make it less silent.

For the new spell, I’ll take the highly useful Dimension Door, which can be used to  bypass barriers by teleporting where you can’t see.

I’ll also drop Hold Person for Banishment, which does a similar job but doesn’t limit target type.  It’s also just more stylish.

Warlock 7, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 67
Hit Dice: 8d8
Proficiency Bonus: +3
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +4 (+3 Prof)
Charisma 18 +4 +7 (+3 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X2
+7 1d10+4 Force Ranged Spell Attack 120′
Shocking Grasp +7 2d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +4 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +2 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +2 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +2 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 2
Spell Level: 4th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion
  3. Dispel Magic, Fireball (Infernal), Tongues
  4. Dimension Door, Banishment
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will).
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 11 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Darvin Rainwood – Level 9

Another +2 to Charisma, bringing it to the maximum of 20!

Also, as Character Level 9, a Proficiency bonus!

Also, a new spell! Instead of a 4th level, I’m taking the highly useful 3rd level spell Fly. Who says the Owl familiar gets to have all the fun!

Warlock 8, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 75
Hit Dice: 9d8
Proficiency Bonus: +4
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +5 (+4 Prof)
Charisma 20 +5 +9 (+4 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X2
+9 1d10+5 Force Ranged Spell Attack 120′
Shocking Grasp +9 2d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +5 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +3 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +3 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +3 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 2
Spell Level: 4th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimension Door, Banishment
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will).
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 13 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Darvin Rainwood – Level 10

Darvin Level 10A 5th level spell and an Invocation! For the Invocation I’ll take Whispers of the Grave to gain the ability to Speak with Dead at will.  Its most obvious use is to ruin mysteries, but it actually has other uses.  Found corpses dead in dungeons? Ask them what killed them! Trap? Monster? Accidentally wiped out all the foes and now you wish you had someone to question? As long as they have a head you can ask them! Found the body of a sage, king, or arch-mage?  That’s a new source of information!  You could even start a skull library (which is totally an idea I stole from Planescape Torment.)

For the 5th level spell, Hold Monster is a powerful combat ability that leaves a foe vulnerable and unable to act. It’s worth having. It’s tempting to actually drop Banishement and replace it with Hold Monster, but there are some key difference between the two spells that makes it worth having both.  First, Hold Monster is Wisdom Saving Throw based, and the target of the spell gets to make a save at the end of each turn, while Banishment is a single save when cast, and if failed, the spell lasts up to a minute of Concentration.  Second, as a 5th level spell, Banishment effects 2 targets instead of Hold Monster’s 1 target. Thirdly, when facing foes from other planes, not an uncommon occurrence in mid to high levels of D&D, if Banishment is concentrated on for the entire minute, the foes remain banished. Lastly, because Banishment safely keeps targets in a pocket dimension while it’s in effect, it can actually be used to protect someone. For example, imagine assassins are attacking the High Queen & King of the land and it’s your job to protect the monarchs. Popping the two into a safe little pocket dimension for a minute while you and your durable adventuring buddies fight the dangerous assassins off is an excellent plan.

Warlock 9, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 83
Hit Dice: 10d8
Proficiency Bonus: +4
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +5 (+4 Prof)
Charisma 20 +5 +9 (+4 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X2
+9 1d10+5 Force Ranged Spell Attack 120′
Shocking Grasp +9 2d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +5 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +3 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +3 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +3 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 2
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimension Door, Banishment
  5. Hold Monster
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 14 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Darvin Rainwood – Level 11

A new warlock Cantrip and a new Infernal Patron Power!  This time variable energy resistance.

For the new Cantrip, Friendship is a niche spell whose time has come. For a shapechanger the hostile side effect of it’s use can actually be a feature. It’s possible to take the form of one foe and use Friendship (with Tongues if needed) to interact with another foe, and end up leaving them with a serious hate for each other.  Good shapechanger fun!

Warlock 10, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 91
Hit Dice: 11d8
Proficiency Bonus: +4
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +5 (+4 Prof)
Charisma 20 +5 +9 (+4 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X3
+9 1d10+5 Force Ranged Spell Attack 120′
Shocking Grasp +9 3d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +5 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +3 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +3 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +3 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 2
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimension Door, Banishment
  5. Hold Monster
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 15 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Darvin Rainwood – Level 12

11th Warlock Level brings in the first Mystic Arcanum, which is how Warlocks get high level spells. Unlike normal warlock spells, these abilities don’t use spell slots and can be cast only once per Long Rest.  Warlocks also only get one per spell level, so its important to pick one that’s broadly useful. Mass Suggestion is a potent power that can be used in both fights and social encounters.

Darvin is also finally getting more spell slots, along with a new spell. For that new spell, Scrying is a grade A utility spell.

This is also where the downside to pact magic starts to kick in. In another class this is where actually 6th level spell slots would start to accumulate, and could be used to cast lower level spells with more power.  The Warlock Mystic Arcanum replaces this ability with very specific spells each usable only once. As a result, a Warlock is actually unable to cast low level spells at anything higher than 5th level, even though all there spells are at 5th.  This is a particular limitation for spells like Major Image, which have special capabilities only when cast at 6th level of higher.

Warlock 11, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 99
Hit Dice: 12d8
Proficiency Bonus: +4
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 16 +3 +3
Intelligence 10 +0 +0
Wisdom 13 +1 +5 (+4 Prof)
Charisma 20 +5 +9 (+4 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X3
+9 1d10+5 Force Ranged Spell Attack 120′
Shocking Grasp +9 3d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +6 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +4 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +4 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +4 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 3
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimension Door, Banishment
  5. Scrying, Hold Monster
Mystic Arcanum:  Mass Suggestion 1/day,
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 16 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Darvin Rainwood – Level 13

13th Character Level, with Warlock level 12, brings in a boost to Proficiency, a new invocation, and an ability score improvement.

Now we could boost Darvin’s Constitution, giving him extra hit-points and a +1 to Concentration checks, but frankly if we want to make him better at Concentration there are feats for that we can take instead: War Caster or my choice here Resilient. By taking this for Constitution, he will be proficient in Constitution saving throws which includes Concentration checks. That just became a +5 bonus.  It will also increase the score by 1, although this won’t help much until four levels later when we can boost it again.

The new invocation is a bit more tricky. Many of the abilities I’m especially interested in require level 15. I could take something this level and then swap it out once I reach warlock level 15 (character level 16), but that means picking a power I won’t get too attached to for the next three levels.  That doesn’t sound fun.  Instead I’ll take Repelling Blast, which will allow Darvin to knock targets backwards when they are hit by his Eldritch Blast. At this level he can fire off three blasts as an action, which means if all three hit the same target he can send them flying 3o’ back without any saving throws or ways to resist.  That’s actually fairly potent at these levels, especially for an at-will attack with good damage.

Warlock 12, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 107
Hit Dice: 13d8
Proficiency Bonus: +5
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 17 +3 +8 (+5 Prof)
Intelligence 10 +0 +0
Wisdom 13 +1 +6 (+5 Prof)
Charisma 20 +5 +10 (+5 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X3
+10 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +10 3d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +6 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +4 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +4 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +4 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 3
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimension Door, Banishment
  5. Scrying, Hold Monster
Mystic Arcanum: Mass Suggestion 1/day,
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 17 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Darvin Rainwood – Level 14

At Warlock 13, Darvin gains a 7th level Mystic Arcanum, and a new spell slot in general.

The 7th level spells on offer are a really potent for a variety of purposes by my favorite of this list is Plane Shift. What makes it a powerful choice is that it can be used offensively.  Hit a target with a melee touch attack (or use an Owl familiar to do it at a distance) and the target has to make a Charisma saving throw or be deposited in a random location of a plane of your choice.  If you know your planes, that’s essentially instant death for almost anything. Unless your foe has the ability to change planes back to you, this will take them out of the fight. It can, of course, also be used for general travel for your adventuring party. Not just planar travel, but travel to any Teleportation Circle you know the sequence to on any plane, including the same one you are already on.  What’s not to love?

As for a new spell, in this case, I’m going to reach back to second level and pickup an useful defensive spell: Mirror Image. It may not gain much from being cast as a 5th level spell, but it is effective, and with multiple spells per short rest, Darvin can afford to cast a defensive spell.

Warlock 13, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 115
Hit Dice: 14d8
Proficiency Bonus: +5
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 17 +3 +8 (+5 Prof)
Intelligence 10 +0 +0
Wisdom 13 +1 +6 (+5 Prof)
Charisma 20 +5 +10 (+5 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X3
+10 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +10 3d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +6 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +4 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +4 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +4 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 3
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Mirror Image
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimensiol Door, Banishment
  5. Scrying, Hold Monster
Mystic Arcanum: Mass Suggestion 1/day, Plane Shift 1/day
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast),
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 18 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Darvin Rainwood – Level 15

At Warlock 14 Darvin gains access to a fun, and potent, damage upgrade: Hurl Through Hell. Upon hitting a target with any attack, he can choose to send the foe sailing through the lower planes experiencing terrible sights and influences. The foe is gone until the end of his next turn, and unless they are a fiend, takes 10d10 Psychic damage when it returns.

Warlock 14, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 123
Hit Dice: 15d8
Proficiency Bonus: +5
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 17 +3 +8 (+5 Prof)
Intelligence 10 +0 +0
Wisdom 13 +1 +6 (+5 Prof)
Charisma 20 +5 +10 (+5 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X3
+10 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +10 3d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +6 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +4 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +4 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +4 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 3
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Mirror Image
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimension Door, Banishment
  5. Scrying, Hold Monster
Mystic Arcanum: Mass Suggestion 1/day, Plane Shift 1/day
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Mask of Many Faces (Disguise Self at will), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast),
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 19 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Hurl Through Hell: Once per Long Rest, after hitting a foe send a them hurling through the lower planes for a round doing 10d10 Psychic damage when they return at the end of your next turn.

Darvin Rainwood – Level 16

Warlock Level 15! Lots of fun stuff here. Darvin gains access to the most powerful Eldritch Invocations, including picking up a new one.  Also an 8th level Mystic Arcanum and a new spell.

For a new Invocation I’m going to take Visions of Distant Realms, which provides Arcane Eye as an at-will power.  Great for spying and scouting, and as an at-will there isn’t a reason to use it all the time. As a tiny invisible way to scout, it downgrades the usefulness of the Owl familiar a bit, but remember that the Owl is still a good way to deliver touch attacks, like Plane Shift, at a safe range.

He’s also going to drop Mask of Many Faces for Master of Myriad Forms. This replaces the limited illusion of Disguise Self at will with the actual transmutation of Alter Self. Similar concept, but a bit more potent, with the option to also become aquatic if wanted. The downside to Alter Self is it doesn’t wrap his gear in illusions. Thankfully Darvin has both Minor Illusion and Silent Image options to help with this.

For the 8th level Mystic Arcanum I have a tough choice: Dominate Monster is an amazing spell for a variety of situations. It has obvious uses in combat, although taking damage gives it a new saving throw. Outside of combat, it’s a potent way to get what you want out of social situations, or even using a foe as a scout & spy. This combination can work especially well with an Arcane Eye.  On the flip side, I really love the spell Demiplane. The ability to make your own pock dimensions, and revisit different ones is very interesting.  There are creative tricks that can be done here involving filling the pocket with water or more dangerous materials, and then opening the door mid fight.  Filling the room with water is also a helpful way for a character that can sprout gills to (alter self) to keep pocket dimensions secure. Unless someone knows both the contents and the nature of the pocket, they can’t access the pocket even with the Demiplane spell.  The major downside to the spell is that it lasts an hour without not option for dismissing the doorway earlier.  This prevents it from being easily used as a trap, although it can still be used to make prisons for defeated foes.  Of course without food & water prisoners aren’t likely to last long, and you can only cast the spell once per long rest.

For a spell, Wall of Fire makes for a great combo with Repelling Blast as you can force a creature to pass through the wall. The downside to Wall of Fire is that fire damage is a commonly resisted or immune damage type.

Warlock 15, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 131
Hit Dice: 16d8
Proficiency Bonus: +5
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 17 +3 +8 (+5 Prof)
Intelligence 10 +0 +0
Wisdom 13 +1 +6 (+5 Prof)
Charisma 20 +5 +10 (+5 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X3
+10 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +10 3d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +6 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +4 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +4 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +4 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 3
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Mirror Image
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimensional Door, Banishment, Wall of Fire (Infernal)
  5. Scrying, Hold Monster
Mystic Arcanum: Mass Suggestion 1/day, Plane Shift 1/day, Demiplane 1/day
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast), Visions of Distant Realms (Arcane Eye at will), Master of Myriad Forms (Alter Self at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 20 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Hurl Through Hell: Once per Long Rest, after hitting a foe send a them hurling through the lower planes for a round doing 10d10 Psychic damage when they return at the end of your next turn.

Darvin Rainwood – Level 17

This is Character Level 17, which brings in Proficiency bump, and Warlock Level 16, which brings in an ability score boost.

It’s also the level where Eldritch Blast caps out at 4 attacks, which is a big deal. Using just the Blast + Hex, Darvin is able to do up to 4d10+20 Force damage + 4d6 Necrotic Damage per turn (assuming its on a single foe), with a 20 percent chance of rolling a natural 20.

While there are various feat options that look very tempting, I’m going take the +1 to two ability score options this time. +1 to Wisdom brings the wisdom modifier up by 1, which is nice. +1 to Constitution not only brings the modifier up by one, but in so doing also increases hitpoints by 17!

Warlock 16, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 156
Hit Dice: 17d8
Proficiency Bonus: +6
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 18 +4 +10 (+6 Prof)
Intelligence 10 +0 +0
Wisdom 14 +2 +8 (+6 Prof)
Charisma 20 +5 +11 (+6 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X4
+11 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +11 4d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +7 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +5 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +5 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +5 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 3
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Mirror Image
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly
  4. Dimensional Door, Banishment, Wall of Fire (Infernal)
  5. Scrying, Hold Monster
Mystic Arcanum: Mass Suggestion 1/day, Plane Shift 1/day, Demiplane 1/day
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast), Visions of Distant Realms (Arcane Eye at will), Master of Myriad Forms (Alter Self at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 21 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Hurl Through Hell: Once per Long Rest, after hitting a foe send a them hurling through the lower planes for a round doing 10d10 Psychic damage when they return at the end of your next turn.

Darvin Rainwood – Level 18

Hello 9th level Mystic Arcanum, another spell slot, and a new known spell!

9th level spell options… Imprisonment and Astral Projection are to niche in nature. You don’t need to cast those once a day, so let’s look at the remaining options:

  • Power Word Kill is an automatic kill for targets with less than 101 hitpoints. No attack roll, no save. That can cut down a fight with the likes of a Balor by almost half, or an Ancient Red Dragon by about 20%. It’s also completely wasted on targets of 101+ hitpoints, which means knowing when to cast it is a guessing game, and you are unlikely to ever get the full 100 hitpoints of damage out of it. It’s not my preference, and it’s not helping outside of fights.
  • Foresight, is a solid 8 hour long power up. Advantage on just about anything you roll while enemies have disadvantage on attack rolls against you and can’t surprise you.  Useful in fights and anywhere you use skills. It’s hard to argue with that kind of power.
  • Lastly True Polymorph is a bag of tricks, but not 100% useful as an attack spell (turning a foe into a newt).  Plane Shift is already a better save or die (more or less) effect that doesn’t require an hour of concentration. As a buffing spell, it’s second to none. Turn yourself or an ally into an Androsphinx or Adult Gold Dragon! If they get killed (or you loose concentration) they revert back to their normal form with the hit points they had before transformation (give or take some overflow). Other uses, such as making friendly creatures of CR9 or less out of objects of the same size is both useful and fun, and works well with Demiplane.  Imagine a 30 x 30 cube full of Clay Golems and Invisible Stalkers. That’s not useless in combat, although it would take weeks to fill.  It’s also lots of roleplaying fun. Turn people into newts, or into solid blocks of gold.  Lots of uses, and while maybe not as constantly useful as Foresight, it is the kind of spell I would enjoy finding creative uses for.

Picking another known spell is a little less clear. I’m not so excited by many of the remaining upper level spells on the list. The good news is that Darvin also now has 4 spell slots per short rest and nice selection of existing spells to pick from, so it’s safe to take a niche spell.  I’m looking at Counterspell, as a way to negate the threat of enemy spellcasters. It won’t be useful that often, but it can be very useful when it does come up, and enemy spellcaster seem to become more frequent the higher in level the players get.

Warlock 17, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 165
Hit Dice: 18d8
Proficiency Bonus: +6
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 18 +4 +10 (+6 Prof)
Intelligence 10 +0 +0
Wisdom 14 +2 +8 (+6 Prof)
Charisma 20 +5 +11 (+6 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X4
+11 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +11 4d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +7 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +5 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +5 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +5 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 4
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Mirror Image
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly, Counterspell
  4. Dimensional Door, Banishment, Wall of Fire (Infernal)
  5. Scrying, Hold Monster
Mystic Arcanum: Mass Suggestion 1/day, Plane Shift 1/day, Demiplane 1/day, True Polymorph 1/day
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast), Visions of Distant Realms (Arcane Eye at will), Master of Myriad Forms (Alter Self at will)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 22 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Hurl Through Hell: Once per Long Rest, after hitting a foe send a them hurling through the lower planes for a round doing 10d10 Psychic damage when they return at the end of your next turn.

Darvin Rainwood – Level 19

I briefly considered not continuing with Warlock levels past Warlock 17. Multiclassing has it’s price and Darvin will never get the level 20 capstone warlock power.  Having received access to a 9th level spell last level, there aren’t a lot of reasons to continue with warlock. The other side of that argument is just what would a high level warlock gain from taking a few low levels in another class? Two levels of Sorcerer provides 2 spell points but no access to metamagic. Two more levels of Cleric provides Channel divinity and 2nd level cleric spells, but nothing especially potent. Bard has some interesting aspects for 2 levels, but song powers don’t feel right for Darvin. Likewise Druid isn’t a great fit for a guy that’s been wearing metal armor for over a dozen levels.  In the end, taking a level of Warlock for another Invocation feels like the right answer.

For that invocation Witch Sight is a fun choice, providing something similar to True Sight as an always on power.

Warlock 18, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 174
Hit Dice: 19d8
Proficiency Bonus: +6
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 18 +4 +10 (+6 Prof)
Intelligence 10 +0 +0
Wisdom 14 +2 +8 (+6 Prof)
Charisma 20 +5 +11 (+6 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X4
+11 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +11 4d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +7 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +5 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +5 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +5 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 4
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Mirror Image
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly, Counterspell
  4. Dimensional Door, Banishment, Wall of Fire (Infernal)
  5. Scrying, Hold Monster
Mystic Arcanum: Mass Suggestion 1/day, Plane Shift 1/day, Demiplane 1/day, True Polymorph 1/day
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast), Visions of Distant Realms (Arcane Eye at will), Master of Myriad Forms (Alter Self at will), Witch Sight (See the true form of any creature concealed by illusion or transmutation within 30 feet)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 23 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Hurl Through Hell: Once per Long Rest, after hitting a foe send a them hurling through the lower planes for a round doing 10d10 Psychic damage when they return at the end of your next turn.

Darvin Rainwood – Level 20

Level 20 isn’t as fun when you’ve multiclassed: no capstone power for a Warlock 19 / Cleric 1.  We will have to make do with a new known spell and a feat.

There are several interesting feats that would be useful, but for a level 20 power I think only Lucky really feels right. Who wouldn’t like being able to roll an extra d20 (three with Advantage)?

Also a new known spell.  Again, picking here isn’t easy.  I lean towards Hunger of Hadar, re-taking Shatter, and Misty Step.  Hunger is an ongoing AoE that isn’t fire based with some fun combo abilities with Repelling Blast. The down side is it’s low damage and difficult delivery makes it less worth the concentration will cost to keep it up. Shatter is still a Thunder based AoE that works well on objects, but it’s a very small area of effect, and it doesn’t feel fun enough to be a level 20 spell pick.  Misty Step is a bonus action teleport, but with Dimension Door teleport is already in Darvin’s bag of tricks. A weaker teleport cast with only a bonus action might be worthwhile but it’s not amazing.

My actual pick Hallow.  It’s not a spell that can be cast quickly, and it’s unlikely to come up often, so it’s not one I would normally recommend.  However, it is a potent effect that lasts indefinitely, it can be combined well Demiplanes to give them special effects and protections, and at this point Darvin is able afford another niche spell that will aid downtime projects more than direct encounters.  It’s also thematically appropriate for a character that is both a fiend pact warlock and a chaotic good cleric.

Warlock 19, Cleric 1
Folk Hero
Variant Human Chaotic Good
Armor Class: 17 (14 Breastplate, +1 dex, +2 Shield)
Initiative: +1 (dex)
Speed: 30′
Hit Points: 183
Hit Dice: 20d8
Proficiency Bonus: +6
Proficiencies: WIS Saves, CHA Saves, Animal Handling, Deception, Intimidation, Persuasion, Survival, Tools: Carpentry, Vehicles: Land
Ability Score Modifier Saving Throw
Strength 8 -1 -1
Dexterity 12 +1 +1
Constitution 18 +4 +10 (+6 Prof)
Intelligence 10 +0 +0
Wisdom 14 +2 +8 (+6 Prof)
Charisma 20 +5 +11 (+6 Prof)
Attack Bonus Damage/Effect Notes
Eldritch Blast X4
+11 1d10+5 Force, Push target up to 10′ Ranged Spell Attack 120′
Shocking Grasp +11 4d8 Lightning, can’t take reactions Melee Spell Attack, Advantage onthis attack vs foes in metal armor
Dagger +7 1d4+1 Piercing Finesse, light, thrown (range 20/60)
Quarter Staff +5 1d6-1 Bludgeoning Versatile (1d8)
Hand Axe +5 1d6-1 Slashing Light, thrown (range 20/60)
Unarmed +5 0* Bludgeoning *1 base damage – 1 STR Mod

 

Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Friendship, Shocking Grasp (Tome), Guidance (Tome), Vicious Mockery (Tome), Mending (Cleric), Spare the Dying (Cleric), Thaumaturgy (Cleric)
Spell Slots: 4
Spell Level: 5th
Spells Known:
  1. Hex,
  2. Invisibility, Suggestion, Mirror Image
  3. Dispel Magic, Fireball (Infernal), Tongues, Fly, Counterspell
  4. Dimensional Door, Banishment, Wall of Fire (Infernal)
  5. Scrying, Hold Monster, Hallow
Mystic Arcanum: Mass Suggestion 1/day, Plane Shift 1/day, Demiplane 1/day, True Polymorph 1/day
Invocations: Agonizing Blast (Add CHA Mod to Eldritch Blast damage), Book of Ancient Secrets (Use any ritual magic via Book of Shadows), Misty Visions (Silent Image at will), Whispers of the Grave (Speak with Dead at will), Repelling Blast (push targets 10′ with Eldritch Blast), Visions of Distant Realms (Arcane Eye at will), Master of Myriad Forms (Alter Self at will), Witch Sight (See the true form of any creature concealed by illusion or transmutation within 30 feet)
Rituals: Detect Magic, Find Familiar, Unseen Servant
Cleric Spells Prepared: 2 Spells per day (1 Cleric Level +1 WIS Mod)

Domain Spells: Cure Wounds and Bless

Cleric Spell Slots: 2 slots of 1st level

Actor (Feat): Advantage on Deception skill rolls to pass himself off as someone else. Mimic exact voices with limited study.

Dark One’s Blessing: Gain 24 Temporary Hit Points when reducing a hostile creature to 0 hp.

Pact of the Tome: Access to three Cantrips from any class, when the Book of Shadows in on you.

Disciple of Life: Healing spells provide 2 +Spell Level extra healing.

Dark One’s Own Luck: Once per Short or Long Rest you can add a d10 to an ability check or saving throw.

Fiendish Resilience: Choose one damage type after a short or long rest, and gain resistance to that damage type. Magic weapons and silver bypass this.

Resilient [Constitution] (Feat): Proficient in Constitution saving throws.

Hurl Through Hell: Once per Long Rest, after hitting a foe send a them hurling through the lower planes for a round doing 10d10 Psychic damage when they return at the end of your next turn.

Lucky (Feat): Gain 3 Luck Points per long rest which can be spent to roll an extra d20 when making an attack roll, ability check, saving throw, or when a foe makes an attack roll against you.  Choose which die you want used.

A Few Thoughts on Epic Levels

Page 231 of the DMG includes rules for advancing characters past 20th level via Epic Boons.  Several of them would be useful for Darvin should he continue his adventuring past level 20.  The unfortunate news is that pact magic continues to be a little odd.  For example, Darvin doesn’t qualify for the Boon of High Magic, and thus doesn’t have access to more 9th level spells. Similarly the boon of Spell Recall won’t help with non spell slotted Mystic Arcanum, although it could be used for any of the normal 5th level spell slots. There are a few boons, however, which are still very useful, such as Spell Mastery and Quick Casting. Spell Mastery in particular could be used to cast Hex without using a spell slot.  Quick casting could make Darvin very fast on the draw with Fireball.  I also noted the Boon of Planar Travel could be used to pop into and out of Demiplanes, depending on DM interpretation. A useful trick for Darvin.

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