Originally Posted by
Doxmaster
Warlocks are fun, but let’s think about each of their abilities in game terms.
Really. I’m going to list each and every ability they have or can get and we can deconstruct each of them.
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Eldritch blast (Xd6 of magical damage. Possibly force, possibly untyped…) - Basically Arcane bolt OR the magic missile Spell like ability. Yes, archmage gets two different abilities that approximate the most basic warlock ability and an archmage could have both at the same time, if he wanted.
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Eldritch burst (eldritch blast changes from single target to area of effect) –either Arcane blast or the Chain magic missile SLA. Worst than either of those two options, since it can’t be cycled with eldritch blast, but magic missile can be cycled with chain mm. An archmage with chain mm And arcane blast is laughing in the face of all warlocks atm.
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Damage reduction (Slow progressing DR/cold iron, up to a max of 5DR/cold iron)- a minor ability that is completely blown out of the water by stoneskin wands AND basically all DR items.
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Deceive item (A warlock always rolls 10 or better for UMD checks.)- this could be implemented several ways, but it basically comes out to warlocks rocking at UMD.
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Fiendish resilience (fast healing 1 for 2 minutes, which can progress up to fast healing 5)- Kind of nice for guarantied healing.
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Energy resistance (energy resistance 5 verses 2 elements, which progresses up to energy resistance 10 to those same elements.)- Nothing to write home about.
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Imbue item (a warlock is able to create magical items without knowing the spells required for that item) Wonderful! Except we don’t have D&D crafting in DDo, so warlocks wouldn’t actually get this ability.
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At this point, warlock is a good deal behind an archmage wizard except in regard to UMD.
Let’s start on their least invocations. I will omit the obviously impossible ones, such as Spiderwalk and Darkness, since they have absolutely no ingame approximation. Some will have to be ballparked, but those two are obviously not even under consideration.
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Frightful blast
(– Any creature struck by the invoker’s Eldritch Blast also becomes Shaken for 1 minute (WillNeg). Subsequent Frightful Blasts donot stack, but do reset the duration. Effective Spell Level: 2nd.)
- A minor debuff. Not very useful.
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Sickening blast
(– Any creature struck by the invoker’s Eldritch Blast also becomes Sickened for 1 minute.
(FortNeg). Subsequent Sickening Blasts do not stack, but do reset the duration. Effective Spell Level: 2nd.)
-Another minor debuff. Not very useful.
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Eldritch Spear
(– The maximum range of the invoker’s Eldritch Blast increases to 250’ with no range increment.
Effective Spell Level: 2nd.)
-the enlarge metamagic, for eldritch blast only. Somewhat useful.
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Hideous Blow
(– As a Standard Action, make one melee attack. If the hit is successful (even if it does not
damage), then treat the opponent as if he/she were also hit with the invoker’s Eldritch Blast (including any special effects due to Eldritch Essence invocations).
Effective Spell Level: 1st.)
-the warlock makes a single attack and, if it hits, eldritch blast is applied as well as normal damage. This is a crude approximation of sneak attack that affects basically everything.
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Baleful utterance
( By speaking a syllable of Dark Speech, the invoker chooses one of the following to occur:
a) all non-magic glass, crystal, etc., in a 5’ radius Burst that weigh less than 1 lb/lvl
are shattered. An attended object gets a Will save to negate. Otherwise, no save.
b) a single solid object weighing up to 10 pounds per level can be shattered. An
attended object gets a Will save to negate. If an attended object was destroyed, then the
creature touching it must make a Fortitude save of be Dazed for 1 round and Deafened
for 1 minute.
Effective Spell Level: 2nd.)
-Lowers the larget’s AC and/or attack bonus if they fail a will save, and the target is dazed for 6 seconds. This is actually pretty nice.
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Beguiling influence
(– The invoker receives a +6 bonus on Bluff, Diplomacy, & Intimidate checks.
Effective Spell Level: 2nd.)
-self buff that gives a bonus to bluff, diplomacy and intimidate. This would be fairly nice for an Intimi-tank warlock, which would be an interesting niche to see them fill.
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Breath of the Night
– Creates a 20’ radius Spread by 20’ high area of mist around the invoker, which grants Concealment to everyone within it. Does not block Line-of-Sight.
The mist dissipates in 1 minute, or can be
dispersed immediately by a Moderate wind or the fire of a torch.
Effective spell level 1st.)
-this is Obscuring mist, the arcane spell. It is useless.
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Dark one’s own luck
(The invoker receives a luck bonus to one saving throw equal to his/her charisma modifier (up to his/her class level). To change which saving throw benefits, the invoker must first dismiss the current effect as a standard action.
Effective spell level: 2nd)
-Makes incredible saves easily achievable.
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Earthen grasp
– A Medium-sized arm of soil rises from the targeted hex of earth or sand. It attempts to Grapple any creature in its hex or one that is
adjacent. If not directed by the invoker, it attacks randomly. The arm has a Strength of 14 + 1 per three invoker levels. The arm can make one
Grapple attempt per round and does generate an Attack of Opportunity. If successful, it attempts to Pin the target, which does (1d6+Strength modifier) hp of lethal damage each round The arm has AC 15, Hardness 4, and 3 hp per Invoker level.
Effective Spell Level: 2nd.)
Earth grab, copied straight from earth elementals.
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Entropic warding
(the invoker is surrounded by chaotic energies. Ranged attacks that target the invoker have a 20% miss chance.
Effective spell level: 2nd)
-Blur, for ranged attacks only.
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Leaps and bounds
(the invoker receives a +6 on balance, jump and tumble checks.
Effective spell level: 2nd)
A weak jump, tumble and balance buff that only applies to the warlock himself.
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Miasmic cloud
(the invoker creates a 2-‘ spread of mist, which grants concealment to anyone who enters it’s area. All creatures, excluding the invoker, within the mist become fatigued (fort save negates, spell resistance applies) until 1 round after then leave the area of effect. The mist dissipates in 1 minute, or can be dispersed by a moderate wind or the fire of a torch.
Effective spell level: 2nd)
-a very good spell if it isn’t able to harm allies; this is roughly waves of fatigue, with a fort save added on. At a low level too. If it CAN harm allies, it is a terrible spell.
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See the unseen
(the invoker gains darkvision 60’ and can see invisible creatures and objects within his/her range of vision.
Effective spell level: 2nd.)
-roughly the same as true seeing. Self only.
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Summon swarm
(simmons either a swarm of bats, or a swarm of spiders. The swarm attacks any creature within it’s area The invoker has no control over the swarm’s movement or target.
Effective spell level: 2nd)
-Summons an unfriendly swarm of spiders or rats. This would not be appreciated.
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Voice of madness
(one target is confused.
Effective spell level: 2nd)
-I’m not sure what this would be like, to be honest.
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A mixed bag; a few of the least invocations really stand out and a few more have situational usefulness, but the vast majority are useless. A warlock could pick Earthen grasp, Baleful Utterance and either Dark One’s own luck or Beguiling influence if they want to be an Intimi-tank and never miss any of the other options..
I’ll do lesser, greater and dark invocations later.