I still worry that the party's greed or over eagerness to go beyond the mission assigned could very well lead to us getting killed and/or losing the mask but hopefully all goes well.
Cinder, I forgot about responding to your comment about playing a warlock. I love the warlock concept and roleplay. I think the mechanics are too campaign dependent however. If a campaign has two or three short tests a day they are good. If not, they are seriously lacking. In this campaign we almost always take one short rest a day. At level 7 a warlock would get 4 spell slots a day with that one short rest. Compare that to approximate 14 for a wizard with their slot recovery abilities on a short rest. That is a huge difference.
Playing as a pact of the blade might be okay. Otherwise, you are almost boxed into playing one way to be effective. Out of your four slots one will go to mage armor. Then you would have two to play around with. The last would surely go to hex. So after you cast two spells you will just cast eldritch blast the rest of the day. It is the best cantrip in the game and is so much better than the other warlock cantrips. It feels to me like eldritch blast is a crutch to make up for the class shortcomings. It's very powerful but gets boring casting it all the time.
I just don't like a class being so dependent upon the campaign style and adventuring day. It is truly a shame because there is roleplaying gold there. It isn't that it is underpowered. With eldritch blast it holds it's own but just feels limited. What does everyone think about the warlock?
Edited: Kyrroeth on 27th Nov, 2017 - 2:20pm
It is important to note that the warlock pact slots are always max level. The level 7 warlock you mention is getting up to four level 4 spells per day with the one short rest, while the wizard only gets two. Then there are the invocations which allow for at will casting of certain spells
I think the advantage still goes to the wizard, but the gap is not as large as it looks at first.
I've heard it said before that 5E was designed with 3-4 short rests per day in mind, which would skew things back in the Warlock's favor. But to be frank, that many breaks in a hostile environment is often unrealistic.
Somehow, I don't think I will get the required rest as a Warlock. So normally I get four spells per day, for an hours rest minimum. But until I can get an arcane focus, make that one spell to play with, Eldrich blast and lightning breath. Sound right?
The spells seem more offensive, than defensive. But I cannot discern magic items like Lawrence can, neither get around stealthily like Poljen, or Lora.
What is the hex spell Cinder? What level spell?
Edited: anronrosby on 27th Nov, 2017 - 3:01pm
Yes you are definitely right about the number of short rests greatly influencing the effectiveness of the warlock. I do picture playing a bladelock, perhaps with 1 Fighter level and maybe even Polearm master. The defensive spells that are hard to get outside of warlock, such as Armor of Agathys and Hellish Rebuke, are a big part of the appeal to me.
Hex is a really interesting issue for a melee warlock. On one hand, once you are level 5, you could probably cast it over breakfast and keep it up for 8 hours, doing so again during another break in the day, thus getting the spell slot back before you're in combat. You'd have to hex yourself or a party member, of course. I'm actually not sure if someone knows they are hexed. It could be quite funny (If the player doesn't mind) to keep hexing your party members without them knowing just to carry the spell for you. If the afflicted person doesn't know you could also use it to affect the Wisdom checks of a merchant or someone you are trying to lie to, etc. Then you get into combat and switch it to your foe, but then the risk of concentration being broken kicks in. It seems like it would be very hard to keep hex up. Perhaps enemies would learn not to hit you because of Armor of Agathys, then hex would be safer. It would likely be very situational, just gaining its benefits for as long as you can before you lose the effect.
PS. Yeah I don't just want to spam EB all day. .
Edited: Cinder on 27th Nov, 2017 - 3:00pm
That's a good point. I've read the same thing about them being based around an adventuring day with multiple short rests. I don't think that is reasonable in most situations either. They still have a lot less slots and flexibility than wizards. At the upper levels they will have four level five slots and one slot for each of the upper levels. Even with a short rest it's still very limiting. At the lower levels it's worse. I played a character that had a level of warlock. She had one spell slot which went to hex with eldritch blast. It's a class that you had better talk to the Dungeon Master about how many rests they run or you might be disappointed.
Anton, you get two per short rest. He is a paladin as well which helps give him a greater variety of options. Plus your pseudodragon will be a lot of fun. I would love to play a fiend warlock that has a quasit masquerading as a raven or something. That could be interesting with paladins in the party. Oh the roleplay though!
Edited: Kyrroeth on 27th Nov, 2017 - 3:33pm
Yeah it would seem that wizards have lots of spells known and slots of varied levels to keep pulling tricks out of their bag.
Caster warlock on the other hand is more of a consistent damage machine with enhanced E.Blast cantrip and hex, and the occasional fireball or other situational spell. Probably a bit boring in combat but other aspects of the character could still be fun and interesting.
Blade lock would be melee focused, saving the spell slots for less frequent uses of rebuke, agathys, an occasional needed fireball, etc. Hex is debatable here.
This is the build I'd like to try some time.
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Daishain, any thoughts on Hex for a melee character? I suppose War Caster would go a long way, although tough to get if already grabbing Polearm Master. Perhaps mixing it with Rogue for a hit and run type build would also work to avoid getting hit and losing concentration.