![]() Prerequisite: 15th level, Pact of the Chain feature The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. While someone else is wearing your talisman you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence The wearer of your talisman can do the same thing, using their action to teleport to you. Prerequisite: 12th-level warlock, Pact of the Talisman feature For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. On your adventures, you can add other ritual spells to your Book of Shadows. You can also cast a warlock spell you know as a ritual if it has the ritual tag. With your Book of Shadows in hand, you can cast the chosen spells as rituals. The spells appear in the book and don’t count against the number of spells you know. ![]() Choose two 1st-level spells that have the ritual tag from any class’s spell list. You can now inscribe magical rituals in your Book of Shadows. You can’t do so again until you finish a long rest. You can cast compulsion once using a warlock spell slot. You gain proficiency in the Deception and Persuasion skills. You can cast speak with animals at will, without expending a spell slot. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. You no longer need to sleep and can’t be forced to sleep by any means. You can cast levitate on yourself at will, without expending a spell slot or material components. You can cast mage armor on yourself at will, without expending a spell slot or material components. ![]() If that’s for you, and you don’t really care about your spells too much, Eldritch Smite can find a home on your sheet (given you’ve already taken Thirsting Blade, because that one is WAY important).When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. The more invocations you sink into melee warlocks, the more your build becomes basically a vaguely eldritch fighter, and that is the exact fantasy I know a lot of people want. If you came to the table to gut creatures with a flaming spear from hell, and don’t really care about getting tools to explore the world in a bunch of varied ways, Eldritch Smite can streamline a character into doing one thing over and over, and doing it pretty darn well. That doesn’t seem worth it to me.Įven with these glaring issues, I can see Eldritch Smite being a way to satisfy a lot of player’s fantasies. If you go a few fights between short rests, your spell slots will only be affecting two of those creatures in those encounters, tops. This can only ever be a giant stack of damage and prone in two to four short bursts per short rest. When you compare that effect to a 5th level cast of most concentration spells, or even just a Hex, you have to get a lot of benefits out of the prone condition there to justify the damage you’re not getting, alongside the myriad of other possible effects the slots are offering you. ![]() You’ll still be gated to that twice per short rest, which isn’t ideal. Paired with a ranged Improved Pact Weapon and you can be sniping creatures out of the sky, which is pretty cool. It can cripple the most terrifying enemies. A guaranteed prone effect, no save, is excellent. If multiclassing is off the table for you entirely, I find it really hard to believe that taking an invocation that just gives you a new weapon based spell, even if it's pretty solid, is worth it. If you want to turn your spell slots into divine smites, why not sink two levels into paladin for two extra first level spell slots, divine smite, lay on hands, some baller armor and weapon proficiencies, and more? That seems like a more accessible route to explore to me, at least. This kind of turns your warlocks into paladins.īut fun fact: Warlocks already can multi-class paladin. ![]() It's kind of teaching you a new spell, “Eldritch Smite”, that deals 2d8 force damage and knocks huge or smaller creatures prone, that up-casts for a 1d8 per slot above first. This isn’t giving the blade-lock fantasy more spells slots to play with, nor some other kind of ability to leverage in combat to allow their spells to flourish out of combat. Here’s the thing: this isn’t really giving you more resources, but a competing option for a resource you are already lacking in. ![]()
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