▲ 9 r/DnD

Survivability as a Pact of the Blade warlock without multiclassing

I've got an idea for a slightly masochistic warlock; one built around Zhentarim Tactics: Whenever I'm hit, I hit back harder. Pact of the Blade/Greataxe for as much bang for the buck as possible with the ability to roll damage twice. Zhentarim Mercenary background, granting Zhentarim Ruffian, followed by Zhentarim Tactics at level 4. Fiend subclass to have a constant source of temporary hit points to survive the punishment.

My issue, and my question to more experienced warlocks, is how you survive as a straight class Pact of the Blade warlock. At best, I can get an AC of 16 from Mage Armor + Dex 16, but it never seems to scale outside of magic items.

When it comes to AC, I see three obvious solutions:

  1. Take a level of fighter for armor proficiency. That'd instantly give me an AC of 18 (Half Plate + Defense Fighting Style + Dex 14). This is the obvious solution, if there are no other good alternatives. Having Weapon Mastery in a few big weapons would be a boon, too. It would delay Zhentarim Tactics until level 5, and extra attack until level 6, though.
  2. Take Hexblade instead of Fiend, for AC 17 (Half Plate + Dex 14). It doesn't seem like a worthwhile trade, as I'd lose the thp I'd get from the Fiend subclass. Not to mention, Fiend is a much better fit for the character concept.
  3. Take Moderately Armored. The problem is that a) It doesn't increase Charisma, and b) it means I can't take Zhentarim Tactics until level 8, which practically invalidates the build.

I've tried to look at other ways to increase survivability outside of increasing AC. First and foremost ways that do not involve using my Reaction, as I want to use that for Zhentarim Tactics as often as possible.

  1. Dwarves gain +1 hp/level. Orcs can survive a fatal blow once per long rest. Sadly, Warforged is not a legal option. Are there other species that can increase my survivability?
  2. Lessons of the First Ones: Tough would provide +2 hp/level.
  3. Lifedrinker can provide some sustain, but that's not available until level 9.
  4. Armor of Agathys provides thp at the start of each fight, which is helpful before I kill my first target (or an ally kills one next to me), and works great with the 'you hurt me, I hurt you more' schtick.
  5. Obviously, hanging back and firing Eldritch Blasts increases survivability, but that's pretty suboptimal when it comes to damage, as I won't be taking Agonizing Blast. A better alternative would be to acquire a magic shortbow and bind it with Pact of the Blade.
  6. One with Shadows may allow me to start fights invisible, but it's not ideal to walk around invisible all the time in case a fight breaks out. I want my character to be attention-grabbing and boisterous.

There are some spells that increase survivability, such as Darkness and Mirror Image, but they take an Action to set up, which is often not ideal. If I have a round to prepare, I'd prefer to use one of my limited slots to cast Summon Undead, at least from level 5. Not to mention, if I've spent a slot on Armor of Agathys, I only have a single pact slot left. I want to be able to drop a fireball now and then without completely invalidating my build.

Are there other ways to increase survivability that I've missed, preferably ones don't cost a spell slot, an Action to set up or require a specific magic item? Bracers of Defense seems like a no-brainer, but I can't exactly count on getting it early.

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u/Ayeba3 — 6 hours ago
▲ 6 r/DnD

Divine Smite, thrown weapons and Elemental Smites

I just GMed a round of Adventurers League where a PC did things I was not used to. I allowed all of it, as I didn't want to disrupt the flow of the game, but I figured I should learn the rules better for another occasion.

The PC was a Charisma/Dexterity based Genie Paladin level 4. She was centered around Daggers, mostly throwing them. Shield in one hand, dagger in the other. I'll enumerate the things I reacted to. Please tell me if some of it is dubious or illegal.

  1. First, I'm fairly certain you can Divine Smite using a thrown weapon. Right?
  2. She had the Dueling fighting style. Damage bonus on melee attacks? Sure, no problem. What about adding the damage bonus on thrown attacks...? That seemed strange to me, considering there's a separate Throwing Weapon Fighting fighting style.
  3. One round she threw a dagger, missed, then threw another with the same Action, using Light and Nick mastery. She didn't get to add Dexterity to the second one, but she did use Thunderous Smite to push the monster into a Web. That seemed fairly innocuous to me.
  4. The Genie specific Elemental Smite gave me some headache. Was it legal for her to throw her dagger, use Divine Smite and Channel Divinity: Dao's Crush to Grapple and Restrain a monster at range? It seemed unreasonably powerful to me. Dao's Crush is already strong, and this felt like a way to make it even stronger.
  5. While it never came up: What would happen if she had used Dao's Crush on a flying target? Would it be grappled/restrained mid-air, or crash to the ground (because the speed would be 0) and then be grappled/restrained? Thematically, I could argue it should not work at all since the description is "Earth rises up around the target (...)", but I don't see anything strictly requiring the target to be touching the ground. Would the effect fail if the target is swimming? What about inside a house, with a wooden floor? Or just a mountain; pure rock?
  6. Regardless of whether the last point is illegal, I'm pretty sure she could've done something similar with Marid's Surge or Thunderous Smite. If she had used it while below a flying target, would she get to pile on additional falling damage because she pushed the target 15 feet away (upwards) before it went prone, and subsequently fell?
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u/Ayeba3 — 1 day ago

Magic damage scaling with strength?

No plan ever survives contact with the enemy. After playing for a bit, I realized some flaws in my build, and have started revising it.

To that end, I have a question. Can you deal (major) Magic/Elemental damage with a strength focused character?

From what I can tell, intelligence based characters can deal all types of damage, since Necromancy can deal physical damage. Archers, which are finesse based, are mostly physical, but can use Elemental Arrowheads and consumable arrows to deal magic damage. Summoners can create Blood incarnates to deal physical damage.

Do warfare based characters have any similar flexibility? Actually, if you make a party centered around Magic damage, is there room for a strength based character at all?

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u/Ayeba3 — 21 days ago

Verify my party composition, please?

Short background: After destroying Baldur's Gate 3 on honor mode, I want to check out Larian's previous game. I've read page up and page down on how to create effective characters. My intention is to play on Tactician/Regular to experience the challenge, but not want to kill myself when a single mistake dooms my honor run. Guess what almost happened in BG3 when I had Astarion bite a follower, and Aylin took offense and started an all out brawl, and there was no way to stop the fight because she couldn't die...

The party composition I've planned is as follows:

- Lohse with a full Summoner Build (Summoning > 20, pyromancy to get fire traps). Memory heavy, but otherwise stat independent. Pet Pal & Persuasion.

- Sebille as an Archer (Huntsman 5, Warfare 10). Finesse based. Loremaster

- Beast primarily as a Geomancer, using Torturer/Worm Tremor to CC enemies with armor. Some Pyromancy on the side for buffs and to have an alternate damage source against Earth and Poison immune enemies. Intelligence based. Lucky Charm.

- Fane as a two-handed weapon user (Warfare/Two-handed) with some Necromancy. Tanky, and doesn't need to be worried about standing too close to Beast's poison. Strength based. Thievery.

The intention behind the composition is to have a party where there is almost no competition for gear. Every piece of gear should be easily assigned to a person, based on their primary attribute (or Summoning skill, in the case of Lohse).

This party is split between physical and magic damage, but there is some flexibility. I figure Sebille can do some magic with Elemental Arrowheads and specialized arrows, and Lohse can go physical with a Blood incarnate. Fane and Beast are pretty much locked to one type.

Is there something crucial I have missed in my theorycrafting? Aside from the lack of Bartering skill, I guess...

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u/Ayeba3 — 23 days ago