Hadoblado
think again losers
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- Mar 17, 2011
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I don't know if people are still doing D&D on here. Feel free to help me out, or to post your own character concepts.
Chaotic Neutral 'Trickster' Utility/Striker Warlock
Chaotic Neutral 'Trickster' Utility/Striker Warlock
At some point this year I'm going to partake in a 5th edition campaign. While at first I was thinking of going yet another variant of my alter-ego Greg, there are already two wizards in the party and I don't fancy competing for the niche (also DM said they'd cap my dexterity to 8 since he'd be too fat for adventuring).
I've decided I would like to be a warlock in contract to Cthulhu
I've never played a warlock, or 5e, or even a high-charisma character. I tend to have a strong preference for utility and options, as well as generally subverting (good naturedly) everything around me to some degree (tropes, other players, the game system, the DM, w/e).
Does anyone have extensive understanding of 5e and/or trickster type characters?
Warlocks come in three types. Of these, the 'blade' archetype is entirely unappealing. I'm torn between the other two though:
A 'chain' archetype would give me an improved familiar (probably an Imp). I'd have a badarse spy/mouthpiece doing all sorts of tricky junk and I just find this option really appealing.
But the alternative is the 'tome' archetype, which gives access to a standard familiar, as well as all sorts of ritual spells and cantrips. I love this sort of flexibility, but standard familiars are not only cliche, but also lame. I'm thinking of asking the DM to give me an imp that has the same values as a bird or w/e without being such a drag.
Then comes what my pact... The fiend stuff all looks like dull blasty BS, even if it's pretty powerful stuff. The fae stuff... I don't really like that theme. The pact of the great old one though?

It looks like a bunch of more situational/utility/intrigue features, which is exactly what I like in a character. Lots of controlling shit at your mind (the level 14 ability allows you to permanently charm a sleeping character, which seems awesome).
So probably tome+cthulhu.
What else? Feats? What feats are good in this edition? The system looks a lot better than even pathfinder, but I'm still lost as to what is needed.
Stats? Presumably some mix of maxing CHA, then con/dex. Nothing very interesting here I guess.
Eldritch invocations? I assume that taking eldritch blasting stuff is compulsory (and I should probably make sure I contribute meaningfully to combat even if my focus is on RP).
Agonising blast is an enormous DPS increase. Repelling blast gives repeatable control effects while outputting the deeps. Book of ancient secrets is awesome. Devil's sight could make me fearsome if I've got darkness as a racial spell. Mask of many faces/master of myriad forms would be great for intrigue shenanigans. I'm really not sure what's necessary and what's not...
I guess that leaves race and spells?
I like the look of variant humans. I tend to always go human though (can't stand most common fantasy races, it feels like my race determines too much of my character's personality and interactions). Tiefling, half-elf, aasimar, and drow all look possible?
Spells... I haven't looked too extensively at spell lists. Rituals would be basically everything I can get my hands on. Cantrips would be utility (other than eldritch blast). I've little experience with the way warlock spells work, but presumably so long as I'm maintaining a steady contribution with eldritch blast, I'd be free to do cool things without letting the party down?
Then of course there is the multi-class options. Initially I was tempted to dip fighter or something else just for heavy armor proficiency (full plate casting is awesome!), but apparently that's really common, and it'd hold pack the cool casterish elements that I actually enjoy. I'm still considering it, but it's less appealing now?
Have I missed anything on the mechanical side? I haven't talked about the character side so much... but I guess that stuff is largely 'flow' for me and I would feel foolish meticulously planning out the spontaneous nature of my character. So long as mechanical side is down I can rest easy going into this. Thoughts?
I've decided I would like to be a warlock in contract to Cthulhu

I've never played a warlock, or 5e, or even a high-charisma character. I tend to have a strong preference for utility and options, as well as generally subverting (good naturedly) everything around me to some degree (tropes, other players, the game system, the DM, w/e).
Does anyone have extensive understanding of 5e and/or trickster type characters?
Warlocks come in three types. Of these, the 'blade' archetype is entirely unappealing. I'm torn between the other two though:
A 'chain' archetype would give me an improved familiar (probably an Imp). I'd have a badarse spy/mouthpiece doing all sorts of tricky junk and I just find this option really appealing.
But the alternative is the 'tome' archetype, which gives access to a standard familiar, as well as all sorts of ritual spells and cantrips. I love this sort of flexibility, but standard familiars are not only cliche, but also lame. I'm thinking of asking the DM to give me an imp that has the same values as a bird or w/e without being such a drag.
Then comes what my pact... The fiend stuff all looks like dull blasty BS, even if it's pretty powerful stuff. The fae stuff... I don't really like that theme. The pact of the great old one though?




It looks like a bunch of more situational/utility/intrigue features, which is exactly what I like in a character. Lots of controlling shit at your mind (the level 14 ability allows you to permanently charm a sleeping character, which seems awesome).
So probably tome+cthulhu.
What else? Feats? What feats are good in this edition? The system looks a lot better than even pathfinder, but I'm still lost as to what is needed.
Stats? Presumably some mix of maxing CHA, then con/dex. Nothing very interesting here I guess.
Eldritch invocations? I assume that taking eldritch blasting stuff is compulsory (and I should probably make sure I contribute meaningfully to combat even if my focus is on RP).
Agonising blast is an enormous DPS increase. Repelling blast gives repeatable control effects while outputting the deeps. Book of ancient secrets is awesome. Devil's sight could make me fearsome if I've got darkness as a racial spell. Mask of many faces/master of myriad forms would be great for intrigue shenanigans. I'm really not sure what's necessary and what's not...
I guess that leaves race and spells?
I like the look of variant humans. I tend to always go human though (can't stand most common fantasy races, it feels like my race determines too much of my character's personality and interactions). Tiefling, half-elf, aasimar, and drow all look possible?
Spells... I haven't looked too extensively at spell lists. Rituals would be basically everything I can get my hands on. Cantrips would be utility (other than eldritch blast). I've little experience with the way warlock spells work, but presumably so long as I'm maintaining a steady contribution with eldritch blast, I'd be free to do cool things without letting the party down?
Then of course there is the multi-class options. Initially I was tempted to dip fighter or something else just for heavy armor proficiency (full plate casting is awesome!), but apparently that's really common, and it'd hold pack the cool casterish elements that I actually enjoy. I'm still considering it, but it's less appealing now?
Have I missed anything on the mechanical side? I haven't talked about the character side so much... but I guess that stuff is largely 'flow' for me and I would feel foolish meticulously planning out the spontaneous nature of my character. So long as mechanical side is down I can rest easy going into this. Thoughts?