Easy_Lee
2014-10-21, 09:13 PM
Updated 6/14/2015 to cope with errata. This build was cheesy before, so the new one will go for as much damage as one can do as a low-multiclass blade-lock.
Purpose
The purpose of this build is to be a high-damage character where most of the damage comes from dual wielding as a blade-pact warlock. Ideally, this character should have as little MAD as possible and be able to keep up with great weapon users if not out-damage them. I've avoided much multiclassing to avoid creating a difficult-to-RP character.
DM Fiat
Ask your DM his opinion on the following the first session. If he says yes to either of these, the character will be stronger overall.
Treat twinned or paired weapons (two scimitars, sword and dagger, etc) as a single weapon. This will be helpful for three primary reasons: your level twelve ability, spells like Magic Weapon, and your attunement limit (if it comes up). Alternatively:
A homebrewed double-weapon (scimitar or shortsword), which counts as two weapon fighting.
Race
Lightfoot Halfling, Halfelf, Drow, and Variant Human are all fantastic choices for this build. Drow has the most drawbacks but, if you can get your DM to let you train out of the sunlight sensitivity or wear sunglasses, the spells can be fun.
Variant human takes special note, as devil's sight fixes the primary problem with humans, while an extra feat fixes the primary problem with a MAD warlock.
Skills and Background
Completely up to you. However, I recommend stealth and deception as some generally useful skill choices.
Feats
I don't recommend taking more than one (unless variant human). We'll want max scores in DEX and CHA, and must start with 16s in each in order to do that while still affording a feat (again, unless variant human).
If you choose a feat at warlock 4 or start with one as a variant human, here are my recommended choices:
War Caster – always a good choice
Defensive Duelist – helps quite a lot with your lacking survival, and gives you a go-to reaction without having to spend spell slots on hellish rebuke. If you are a fiend-pact warlock, hellish rebuke is likely the better reaction choice though.
Resilient - is good for maxing an odd DEX or CHA Score (as is
Actor - same as above
Mobile – helps quite a lot with survival, since you can easily get away from the bad guys without sacrificing resources.
Level 1 - fighter
Take the TWF fighting style and try to max out your Dexterity and Charisma. These will be your attack stats. Dexterity takes priority for obvious reasons. If you don’t care about stealth and can get your starting strength high enough without sacrificing other stats, fighter lets you qualify for plate. Fighter also gives us CON proficiency, so we’re not too worried about our spells.
2-20 Warlock
Here's where the fun begins.
Patron: Take Fiend. Fiend will let you play on the edge, killing targets to keep yourself alive and generally trying to blast or cut everything to death and grant yourself temporary HP in the process. Don't underestimate the temp HP, as it can be very useful. Eventually you acquire Hurl Through Hell which can put a massive dent in even the most tenacious foes.
At level 4, take pact of blade. This is where DM Fiat comes into play. Declare your twinned weapons (or double weapon) as your pact weapon. If your DM did not allow this, no sweat. Just stick to your TWF style and don’t worry about the lost CHA damage post 13.
Our choice of bonus action is to do one of the following every round:
Hex something
Perform a TWF attack
Cast a spell like Expeditious Retreat to get us into or out of danger.
Invocations
Devil's Sight is nice if you plan on casting darkness or being in caves often. It’s almost mandatory on a Halfling or human if your DM pays attention to lighting conditions. Ask your party how they feel about darkness, as darkness + devil’s sight is one of the better warlock combinations.
Ascendent Step and Otherwordly Leap - both very cool options that can ensure we can always get to our target and lay down the hurt.
Agonizing Blast - can give us a good ranged damage at-will option (don't have to sheathe your pact weapon(s) and draw a bow) or push an annoying target away.
Hungering Blade and Lifedrinker – obviously mandatory when we qualify
Build Strengths
Competitive damage at all levels.
Fantastic casting.
Better average damage than a two-hander will get early on. Two handers can pass you after 11 on good rounds (if pure fighter). But Hex + two to three attacks is absolutely fantastic damage until then.
We're proficient in strength and constitution, but our charisma and dexterity are maxed, giving us a well-rounded character for saves
Mostly avoids MAD
Build Weaknesses
Not many feats unless you start with very high stats
Wisdom and Intelligence saves
Foes who you either can't melee or don't want to
Delayed progression (but not much)
Survival if you're not careful. Make sure to keep your defensive spells ready at all times.
Variants
Six levels of fighter can yield a more fighty character with action surge, front-loaded feats, and some additional tricks. BM would be a good choice for the maneuvers, which refresh on a short rest just like your warlock spells. However, your overall damage will suffer due to reduced warlock progression and a delay on access to lifedrinker.
Use rapiers and dual wielder for +1 AC and +1 damage
Hope everyone likes the build.
Purpose
The purpose of this build is to be a high-damage character where most of the damage comes from dual wielding as a blade-pact warlock. Ideally, this character should have as little MAD as possible and be able to keep up with great weapon users if not out-damage them. I've avoided much multiclassing to avoid creating a difficult-to-RP character.
DM Fiat
Ask your DM his opinion on the following the first session. If he says yes to either of these, the character will be stronger overall.
Treat twinned or paired weapons (two scimitars, sword and dagger, etc) as a single weapon. This will be helpful for three primary reasons: your level twelve ability, spells like Magic Weapon, and your attunement limit (if it comes up). Alternatively:
A homebrewed double-weapon (scimitar or shortsword), which counts as two weapon fighting.
Race
Lightfoot Halfling, Halfelf, Drow, and Variant Human are all fantastic choices for this build. Drow has the most drawbacks but, if you can get your DM to let you train out of the sunlight sensitivity or wear sunglasses, the spells can be fun.
Variant human takes special note, as devil's sight fixes the primary problem with humans, while an extra feat fixes the primary problem with a MAD warlock.
Skills and Background
Completely up to you. However, I recommend stealth and deception as some generally useful skill choices.
Feats
I don't recommend taking more than one (unless variant human). We'll want max scores in DEX and CHA, and must start with 16s in each in order to do that while still affording a feat (again, unless variant human).
If you choose a feat at warlock 4 or start with one as a variant human, here are my recommended choices:
War Caster – always a good choice
Defensive Duelist – helps quite a lot with your lacking survival, and gives you a go-to reaction without having to spend spell slots on hellish rebuke. If you are a fiend-pact warlock, hellish rebuke is likely the better reaction choice though.
Resilient - is good for maxing an odd DEX or CHA Score (as is
Actor - same as above
Mobile – helps quite a lot with survival, since you can easily get away from the bad guys without sacrificing resources.
Level 1 - fighter
Take the TWF fighting style and try to max out your Dexterity and Charisma. These will be your attack stats. Dexterity takes priority for obvious reasons. If you don’t care about stealth and can get your starting strength high enough without sacrificing other stats, fighter lets you qualify for plate. Fighter also gives us CON proficiency, so we’re not too worried about our spells.
2-20 Warlock
Here's where the fun begins.
Patron: Take Fiend. Fiend will let you play on the edge, killing targets to keep yourself alive and generally trying to blast or cut everything to death and grant yourself temporary HP in the process. Don't underestimate the temp HP, as it can be very useful. Eventually you acquire Hurl Through Hell which can put a massive dent in even the most tenacious foes.
At level 4, take pact of blade. This is where DM Fiat comes into play. Declare your twinned weapons (or double weapon) as your pact weapon. If your DM did not allow this, no sweat. Just stick to your TWF style and don’t worry about the lost CHA damage post 13.
Our choice of bonus action is to do one of the following every round:
Hex something
Perform a TWF attack
Cast a spell like Expeditious Retreat to get us into or out of danger.
Invocations
Devil's Sight is nice if you plan on casting darkness or being in caves often. It’s almost mandatory on a Halfling or human if your DM pays attention to lighting conditions. Ask your party how they feel about darkness, as darkness + devil’s sight is one of the better warlock combinations.
Ascendent Step and Otherwordly Leap - both very cool options that can ensure we can always get to our target and lay down the hurt.
Agonizing Blast - can give us a good ranged damage at-will option (don't have to sheathe your pact weapon(s) and draw a bow) or push an annoying target away.
Hungering Blade and Lifedrinker – obviously mandatory when we qualify
Build Strengths
Competitive damage at all levels.
Fantastic casting.
Better average damage than a two-hander will get early on. Two handers can pass you after 11 on good rounds (if pure fighter). But Hex + two to three attacks is absolutely fantastic damage until then.
We're proficient in strength and constitution, but our charisma and dexterity are maxed, giving us a well-rounded character for saves
Mostly avoids MAD
Build Weaknesses
Not many feats unless you start with very high stats
Wisdom and Intelligence saves
Foes who you either can't melee or don't want to
Delayed progression (but not much)
Survival if you're not careful. Make sure to keep your defensive spells ready at all times.
Variants
Six levels of fighter can yield a more fighty character with action surge, front-loaded feats, and some additional tricks. BM would be a good choice for the maneuvers, which refresh on a short rest just like your warlock spells. However, your overall damage will suffer due to reduced warlock progression and a delay on access to lifedrinker.
Use rapiers and dual wielder for +1 AC and +1 damage
Hope everyone likes the build.