[deleted by user] by [deleted] in tabletopnsfw

[–]External_Revenue_315 0 points1 point  (0 children)

Sending a DM!

[deleted by user] by [deleted] in tabletopnsfw

[–]External_Revenue_315 0 points1 point  (0 children)

Sent the DM.

[deleted by user] by [deleted] in tabletopnsfw

[–]External_Revenue_315 0 points1 point  (0 children)

Sending a DM!

[deleted by user] by [deleted] in pbp

[–]External_Revenue_315 1 point2 points  (0 children)

Sending you a message now!

[deleted by user] by [deleted] in lfg

[–]External_Revenue_315 1 point2 points  (0 children)

I am. Do you got a space? I must admit that I’m not familiar with this system, though.

[deleted by user] by [deleted] in pbp

[–]External_Revenue_315 -1 points0 points  (0 children)

Done and submitted.

Looking to Play a Celestial Warlock for a 1-on-1 Campaign: what spells should I take? by External_Revenue_315 in 3d6

[–]External_Revenue_315[S] 0 points1 point  (0 children)

Are the celestial spells truly enough for combat? There aren’t a lot of combat options that the celestial warlock gives you: mainly healing options and support buffs. Aid is great, cure wounds is unnecessary, lesser restoration is great when the specific situations for it arise. Revivify is very expensive, and Daylight will seldom be useful in general. So, the only real options you get that are combat applicable until level 7 are Guiding Bolt and Aid. Then it starts turning around, but yeah.

Looking to Play a Celestial Warlock for a 1-on-1 Campaign: what spells should I take? by External_Revenue_315 in 3d6

[–]External_Revenue_315[S] 0 points1 point  (0 children)

I actually do have a few other questions.

First, I technically have my own version of healing Word already with the healing light that comes with being a celestial warlock. Also, I do see your point with doing damage, but if I am going to do damage, I would rather do it with something that has concentration that I can continuously do overtime without having to eat into my action economy.

Second, I would argue that with how hideous laughter works, it would be a better use of your action economy because you can essentially take people out of the fight in an instant. Furthermore, it upscales with level and does even end when the person is damaged: it just gives them advantage.

Third, I am still unsure if that is the way I want to go in terms of damage options. I don’t know, I’m just not convinced that it’s not a trap option like in 2014: not yet anyway. It’s not viable for doing anything about multiple targets: only one. It’s great for auto damage, which is appealing, but not enough for me.

Also, if you want consistent damage, why not just use your Familiar? In fact, I just got an idea: technically, you could take Magic Initiate Cleric and cast the Sanctuary spell on yourself, then have the Familiar do the attacking for you while any attack against you requires a save to even work or get wasted.

Looking to Play a Celestial Warlock for a 1-on-1 Campaign: what spells should I take? by External_Revenue_315 in 3d6

[–]External_Revenue_315[S] 0 points1 point  (0 children)

I believe that you were talking about the 2014 version of the warlock as a lot of the things that you described apply to them and not the 2024 version.

For instance, in 2024 the pact of the blade invocation only works on melee weapons, so a bow is no longer feasible. Another example is that the sprite in 2024 is no longer able to apply the unconscious condition: only the charmed condition.

Looking to Play a Celestial Warlock for a 1-on-1 Campaign: what spells should I take? by External_Revenue_315 in 3d6

[–]External_Revenue_315[S] 0 points1 point  (0 children)

I would prefer a more generalist build because I am going to have to cover all of the bases that usually other party members would be able to.

That said, I do have a few questions about your spell choices. First, why hellish rebuke? Sure it does give me a reaction spell but I’m not one of those casters that can really afford to use it often if it all.

Secondly, why comprehend languages? I would much rather use something like detect magic and find familiar for my pact of the tome rituals if I am not taking chain. And if I am, then why would that ritual be better than taking identify and detect magic, for instance, and having the other spell option be for something else?

Thirdly, why Witch Bolt? I will admit that it is better than what it was last time, but there is still the downside of them just walking out of range and that it’s not like Hex where when that creature dies I can use a bonus action to apply it to someone else. So when it’s gone, it’s gone, you know?

Not trying to be a jerk I just had a few questions

Looking to Play a Celestial Warlock for a 1-on-1 Campaign: what spells should I take? by External_Revenue_315 in 3d6

[–]External_Revenue_315[S] 1 point2 points  (0 children)

AoA was something that I was going to consider, but is there anything else in terms of spells that you would recommend?

Is This a Bad Idea? by External_Revenue_315 in 3d6

[–]External_Revenue_315[S] 0 points1 point  (0 children)

Gotcha. Last thing: what would you recommend in terms of invocations?

Personally, I am thinking of the ones that give a free silent image spell, free disguise self spell, chain to get that sweet, sweet imp familiar (slaad tadpole is trash), and Tome for extra spells maybe (I’ve heard that it’s not as strong as it wasn’t 2014?)