![]() These are going to scale up by 1 HP every level for you and 1 HP every other level for your allies. You also get 10+ Charisma modifier temporary hit points at the end of every short rest (which as a Warlock, hopefully you're able to do a couple of times per day), and your party gets 5+charisma modifier temporary hit points at the same time. Plus another 2D8+charisma modifier to an adjacent enemy if there is one. So that's 6D8 + charisma + strength/dexterity total damage. And you get another invocation.Īt level 11, your Green Flame Blade adds another D8 of damage, so that it now deals 2D8+charisma modifier fire damage on top of the 4D8+ strength or dexterity psychic damage of Shadow Blade. It's a boring level, but it's still helpful.Īt level 10, your Shadow Blade adds another D8 of damage, so that it now deals 4D8 damage (plus strength or dexterity), and you can add Synaptic Static for when you want a fireball type spell that also debuffs enemies. And you get another invocation.Īt level 9, your proficiency bonus goes up, and you get an ASI or a feat. And you get resistance to Radiant Damage (it's not likely to come up very often unfortunately).Īt level 8, you get to choose between Shadow Blade for more damage, or Shadow of Moil to be even more difficult to hit. ![]() You're always adding 1 more D6 of Healing Light at every level, and your Tomb of Levistus will also gain 10 HP at every level.Īt level 7, you get to add your Charisma modifier to your Green Flame Blade damage (and to your Sacred Flame damage). You can take the Tomb of Levistus invocation to make your character even more tanky. Plus, your Green Flame Blade gets a damage boost of 1D8 on both the primary target and the secondary target (if there is one).Īt level 6, your Shadow Blade adds another D8 of damage, so it's up to 3D8 plus strength or dexterity now, and you get to choose one more invocation. You don't even have to do a short rest to get these 8 temporary hit points at a time when your character should have just 26 or 29 max HP depending on your Constitution bonus.Īt level 4, you get access to Shadow Blade, and when you take Pact of the Chain, you get an invisible familiar and access to the Gift of the Ever Living Ones to turn your Second Wind into an automatic heal 11 every short rest (for a Bonus Action), and your Healing Light D6s (4 of them now) heal you for 6 automatically (also for a Bonus Action)Īt level 5, you can take the war caster feat to go with your proficiency in constitution saving throws to make sure that you can maintain concentration on Shadow Blade. At level 3, starting every combat with 8 temporary hit points is huge. You've also got proficiency in Constitution Saving throws, which comes in very handy when maintaining concentration on a spell.Īt level 3, you get a 2nd spell slot, and you can take the Fiendish Vigor invocation which is going to be overpowered for a few levels before it quickly tails off, and you get one other invocation. Because you have Second Wind, the defense fighting style, and a shield, you're much tankier than most Warlocks. It kind of tails off a bit after you get to about level 12 or so in Warlock, but up until that point it's quite powerful.Īt level 1 you are a standard fighter with the defense fighting style, and you can already start your Sword & Board tactics at this level and have an excellent AC.Īt level 2 you get to add Green Flame Blade and Sacred Flame to your arsenal, you get 2D6 Healing Light per long rest, you still have Second Wind once per short rest from your first level in Fighter, and you can cast Hex once per short rest to get a nice damage boost. It's a pretty powerful strategy at almost every level. ![]() I'm playing a Fighter 1 Celestial Warlock 6 right now, and he relies heavily on the Shadow Blade + Green Flame Blade combo. it's not good, but it's not the literal worst, either. Shadow Blade rogues are a thing, and a Shadow Sorcerer with a shadow blade can occasionally get work done with its funky Darkness casts. Dump Flame Blade and go for Shadow Blade. If you have to use Flame Blade as written, then yeah. Nevertheless, you can do a Swords or Valor bard who gets basic combat bonuses like an extra attack as well as basic armor and weapon proficiencies. Magical Secrets means you can take whatever spells you like, though only Lore gets it early. if you can get away with that, I'd honestly recommend you look into bard. ![]() it deals 3d6 fire damage, but otherwise works like a regular sword". "you create a sword made of flames in your hand. That said, if you really want to use it? Try and convince your DM to allow you to rewrite the spell to make it similar to Shadow Blade, i.e. It's almost strictly inferior to Dragon's Breath it deals very little damage per swing and you give up your entire action to make one swing with it. It's worth noting that the actual Flame Blade spell itself largely sucks donkey rocks. Monstrous Compendium Vol 3: Minecraft Creatures
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