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====[[Warlock]]==== * Spellcasting has been completely reworked; now you gain spells like a paladin or ranger instead of the old Pact Slots mechanic. Presuambly, this is to prevent multiclassing abuse. In practice, this now means that the major draw of the warlock class has been removed and replaced with ''fucking nothing'', because if you want to play ''any'' arcane class except wizard that's clearly a "you" problem. (And it's not like the gaping flaws in the classes people multiclassed warlock to try to patch have gone anywhere). * ''Eldritch blast'' and ''hex'' are treated as always-prepped spells and only scale with warlock level so nobody else can hijack them via spell lists. Excellent change right there, despite everything else. ** ''Hex'', already mediocre and overrated, now only deals the extra damage once per turn. Sad. Oh, and ''remove curse'' can end it early, if for whatever strange reason that's easier than just killing the warlock who cast it or beating them up 'til they blow concentration. * All pacts are now not only represented as specific cantrips, all of them also have alternative primary stats, which can make for some wild dip builds. ** ''Pact weapon'' can still bond with an existing weapon, and conjures one that lasts for 24 hours as an action if you don't have one on hand. (It works on anything without Heavy.) The weapon now gets Returning if it also has Thrown, so you can cheese out throwing weapons, themselves buffed by rules changes, and it scales to gain Extra Attack for free instead of having to blow invocations on it. Even better is that the class now has Medium armor proficiency baked in, so you're even better suited for it. *** Its unique invocation now deals an extra d6 necrotic damage instead of extra necrotic damage equal to charisma modifier, although you then regain hitpoints equal to the damage dealt, which is nice, if not enough to save it from mediocrity. *** Since its casting stat can be either Wis or Cha, you can now make a Cleric/Warlock just as easily as you can make a Paladin/Warlock, though with the changes and tweaks neither's really that desirable. ** ''Pact familiar'' now summons a generic familiar that you can always communicate with. Offers a much wider variety of options and creature types, but these choices are generally cosmetic aside from strange corner cases and damage types. It keeps most of the old familiars' blend of flight, invisibility (though it needs to spend an action on it every turn to ''stay'' invisible), and high-powered Darkvision, actually scales for shit, has not-quite-proficiency on all ability score checks and saves (an incredible dark horse benefit), and gains some old benefits you used to have to spend invocations on for free as you level up! Unfortunately, it also keeps the old Chain's bizarre fixation on making the familiar into a combat partner; none of the upgrades really fix the old problem of a familiar dying in a stiff breeze whenever it's actually targeted. Hell, none of them actually have any resistances or immunities anymore, meaning that, pittance of hitpoints and a point or two of AC aside, they're actually in some ways ''more'' fragile than they used to be! At least you only have to burn your reaction that you might've wanted to actually use for other important things to make it attack instead of the action you'd almost certainly rather spend on ''eldritch blast''! *** Its unique invocation offers extra tricks based on familiar type, doubling down on the combat stuff no one actually uses them for while offering nothing for the utility players actually use them for or the survivability that they desperately need. *** Uses Intelligence or Charisma to cast. ** ''Book of shadows'' represents a hard nerf to the old Pact of the Tome, but is still amazing for utility purposes even by the standards of a familiar with not-quite-proficiency in all skills. When the cantrip is cast, you gain a book that gives you two cantrips and two level 1 ritual spells from any list you see fit, and since there are no limits on how many times you can cast it this effectively means you have (almost) every cantrip and level 1 ritual in the game. At level 5, you can also add your casting stat to the cantrip's damage, which is cute, but you already have ''eldritch blast'', although Agonizing Blast is less of an invocation tax. *** Its unique invocation is the old "ten creatures write their names in the book and the first one to drop to zero hitpoints instead drops to one" pick from one of the later updates. *** Drops Charisma requirements outright, casting with either Intelligence or Wisdom instead. * Lots of Invocation reworks. ** You get 9 invocations at max level instead of 8, but... ** A lot of the bonus-spell invocations are replaced with Mystic Arcanum, which is now an invocation itself. This might sound handy... until you see that this is practically a 4-invocation tax, meaning a net loss of 3 invocations across 20 levels, to say nothing of how the old "spell" invocations were, you know, the good ones. Inexplicable massive late-game nerf to a class that was already widely seen as dip fodder while doing nothing to address that problem, all for the sake of unifying mechanics while putting absolutely fuckin' nothing in their place. ** This could have been solved by folding some old "must take" Invocations into the core ''eldritch blast'' cantrip, which they of course were not. ** Gaze of Two Minds now costs a bonus action and doesn't render you blind/deaf. You can also now cast through that target, though it's not quite clear how self-targeting spells work. ** Hexer makes ''hex'' have an insane range on top of advantage on concentration checks. This would be totally worth it on a better spell. ** Lesson of the First Ones gives you a bonus feat. * Pact of the Fiend (and other pacts) now trigger on level 3 like every other subclass. They also give a set of always-prepped spells instead of expanding your spell list, which is a nice buff. You can also cast one of those spells without spending a slot daily. ** Dark One's Blessing now works when enemies die within 5 feet of you. ** Dark One's Own Luck can be used multiple times a day but loses the ability to recover on a short rest. ** Fiendish Resilience loses its rather pointless weaknesses. ** Hurl Through Hell can be used again by sacrificing a level 4+ spell slot and has a save to resist the damage.
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