Myzz
2015-02-16, 05:14 PM
So I've seen lots of discussion on SorcLocks, which makes sense since they both use Charisma. What about a WizLock tho?
I did a little self analysis over options. The point of this combo is single target blasting power utilizing cantrips, specifically maximizing Eldritch Blast to do just that. (is this a bad idea?) So the design of the build is to get Warlock 2 and Wizard 10. Edlritch Blast + Agonizing Blast (cha mod to dmg) + Empowered Evocation (int mod to dmg). AND yes EB is an evocation cantrip. Since EB is a cantrip, I'm assuming it scales with total character level NOT warlock class level. I'm also assuming point buy for stats, harder if limited to standard array to get points where you need them.
Str (8), Dex (12), Con (10), Int (15), Wis (11), Cha (15)
Point break down = 0+4+2+9+3+9=27
Mountain Dwarf: Con+2 not useless but not optimal, Str +2 only NOT useless in that you can dump Str and not end having a neg. Poison Resistance, and the BIGGIE, Proficiency with Light and Medium Armor.
Tiefling: +2 Cha lock stat, +1 Int Wiz stat, Fire Resist very nice, and Daily spells also nice.
Drow: +2 Dex not useless can drop dex a bit and still get a pos mod for AC and init, +1 Cha lock stat so a boost is nice. Daily spells including Darkness which you might have Devils sight for.
Wood Elf: +2 Dex not useless can drop dex a bit and still get a pos mod for AC and init, +1 Wis slight bump for skills, +move speed is nice to stay at range, ability to hide while only lightly obscured by natural phenom.
Lightfoot Halfling: +2 Dex not useless can drop dex a bit and still get a pos mod for AC and init, +1 Cha lock stat so a boost is nice, ability to hide behind Med creatures is nice, but hit to movement is bad.
From my Racial Prefs, you can see I want to go Mountain Dwarf
Str (10) +0, Dex (12) +1, Con (12) +1, Int (15) +2, Wis (11) +0, Cha (15) +2
Stats NOT super to start but decent
As a mountain dwarf level up as a Wiz to level 1,2, or 3 your choice eventually going Evoker. This gives you Int and Wis saves (vice the Wis and Cha of a lock) and you start with your familiar as well as your spell book so can start adding spells you find to it from day 1.
If starting as a diff race then go lock for leather armor, level up to level 2 lock then switch.
So Im going Mountain Dwarf Wizard to level 2 with Sage Background choosing Power for ideal (Knowledge is the path to power and domination) and bond that gives ancient text with terrible secrets (contacting your patron).
Cantrips = Ray of Frost, Shocking Grasp, Minor Illusion (or Prestidigitation)
Starting Spells = Shield, Magic Missile, Detect Magic(rit), Find Familiar(rit), Identify(rit), Comp Languages (rit)
at L2 grab Chromatic Orb (evoc), and Burning Hands (evoc), if your DM is mean like me and makes you pay for em theier half price that way.
At EL (total Effective character Level) 3 start as a Lock and Choose Patron
Fiend: Temp Hp when kill creatures (kind of minor due to not many total lock levels, depend on how DM uses Temp HP from here and Armor of Agathys, if they 'stack' this is the winner. Get access to cleric Spell Command. At level 6 if go that high get d10 adder to 1 ability check or saving throw per short rest
Archfey: 1 AoE 10' cube Charm or Fear (your choice) per short rest. Druid SPell Faierie Fire and Cleric SPell Calm Emotions. At level 6 you get 1 Misty escape per short rest. Next best, best option if temp HP dont stack.
Great Old One: 30' telepathic comm w/creature in sight. Gain bard spell dissonant whispers. At level 6 Entropic Ward per short rest. Good RP value.
Not going past level 6 Warlock, because we want Overchannel the level 14 Evocation Ability.
2 levels of warlock to get our invocations. Then a choice... get level 3 lock now, or later. IMO depends on how early you need those +2's in stats to be +3's. If those 3's are vital then go back to Wizard to level 4 and ASI, grab +1 in Int and +1 Cha to get to 16 in each and +3's in each. If you want Pact boon now...
Pact of the Tome: +3 Cantrips from any Caster List. 2 level 1 Ritual spells from any Caster List. Change second invocation to Book of Secrets and can now add ANY Ritual in the game to it.
Pact of the Chain: allows instant access to familiar upgrade, but thats really it.
Pact of the Blade: not even worth mention since purpose = blast all day with EB
I'd go back to Wiz at Lock 2 and get to level 4 Wiz for ASI. Then back to Lock for 3.
Cantrips for Book of Ancient Secrets = Spare the Dying, Guidance, and either Thorn Whip or Viscious Mockery your choice.
At level 13 is where this build falls in line with:
3 EB each doing 1d10 + Cha Mod + Int Mod = 8-17 dmg per
same target = 24-51
with Hex up = 27-69
2 lock spell slots at level 2. Wiz slots: 4 L1, 3 L3, 3 L3, 3 L4, 2 L5
with 10 cantrips: 2 Lock + 3 Tome + 5 Wiz
sculpt spells, empowered evocation, and arcane recovery
4 spells prepped via warlock and 13 - 14 wiz spells prepped = 17-18 prep'd
Pure Wiz at level 13
5 cantrips
4/3/3/3/2/1/1
17-18 spells prepp'd
so miss out on 1 level 6 and 1 level 7 spell slot with WizLock at level 13
never get spell mastery or signature spells
Comments?
I did a little self analysis over options. The point of this combo is single target blasting power utilizing cantrips, specifically maximizing Eldritch Blast to do just that. (is this a bad idea?) So the design of the build is to get Warlock 2 and Wizard 10. Edlritch Blast + Agonizing Blast (cha mod to dmg) + Empowered Evocation (int mod to dmg). AND yes EB is an evocation cantrip. Since EB is a cantrip, I'm assuming it scales with total character level NOT warlock class level. I'm also assuming point buy for stats, harder if limited to standard array to get points where you need them.
Str (8), Dex (12), Con (10), Int (15), Wis (11), Cha (15)
Point break down = 0+4+2+9+3+9=27
Mountain Dwarf: Con+2 not useless but not optimal, Str +2 only NOT useless in that you can dump Str and not end having a neg. Poison Resistance, and the BIGGIE, Proficiency with Light and Medium Armor.
Tiefling: +2 Cha lock stat, +1 Int Wiz stat, Fire Resist very nice, and Daily spells also nice.
Drow: +2 Dex not useless can drop dex a bit and still get a pos mod for AC and init, +1 Cha lock stat so a boost is nice. Daily spells including Darkness which you might have Devils sight for.
Wood Elf: +2 Dex not useless can drop dex a bit and still get a pos mod for AC and init, +1 Wis slight bump for skills, +move speed is nice to stay at range, ability to hide while only lightly obscured by natural phenom.
Lightfoot Halfling: +2 Dex not useless can drop dex a bit and still get a pos mod for AC and init, +1 Cha lock stat so a boost is nice, ability to hide behind Med creatures is nice, but hit to movement is bad.
From my Racial Prefs, you can see I want to go Mountain Dwarf
Str (10) +0, Dex (12) +1, Con (12) +1, Int (15) +2, Wis (11) +0, Cha (15) +2
Stats NOT super to start but decent
As a mountain dwarf level up as a Wiz to level 1,2, or 3 your choice eventually going Evoker. This gives you Int and Wis saves (vice the Wis and Cha of a lock) and you start with your familiar as well as your spell book so can start adding spells you find to it from day 1.
If starting as a diff race then go lock for leather armor, level up to level 2 lock then switch.
So Im going Mountain Dwarf Wizard to level 2 with Sage Background choosing Power for ideal (Knowledge is the path to power and domination) and bond that gives ancient text with terrible secrets (contacting your patron).
Cantrips = Ray of Frost, Shocking Grasp, Minor Illusion (or Prestidigitation)
Starting Spells = Shield, Magic Missile, Detect Magic(rit), Find Familiar(rit), Identify(rit), Comp Languages (rit)
at L2 grab Chromatic Orb (evoc), and Burning Hands (evoc), if your DM is mean like me and makes you pay for em theier half price that way.
At EL (total Effective character Level) 3 start as a Lock and Choose Patron
Fiend: Temp Hp when kill creatures (kind of minor due to not many total lock levels, depend on how DM uses Temp HP from here and Armor of Agathys, if they 'stack' this is the winner. Get access to cleric Spell Command. At level 6 if go that high get d10 adder to 1 ability check or saving throw per short rest
Archfey: 1 AoE 10' cube Charm or Fear (your choice) per short rest. Druid SPell Faierie Fire and Cleric SPell Calm Emotions. At level 6 you get 1 Misty escape per short rest. Next best, best option if temp HP dont stack.
Great Old One: 30' telepathic comm w/creature in sight. Gain bard spell dissonant whispers. At level 6 Entropic Ward per short rest. Good RP value.
Not going past level 6 Warlock, because we want Overchannel the level 14 Evocation Ability.
2 levels of warlock to get our invocations. Then a choice... get level 3 lock now, or later. IMO depends on how early you need those +2's in stats to be +3's. If those 3's are vital then go back to Wizard to level 4 and ASI, grab +1 in Int and +1 Cha to get to 16 in each and +3's in each. If you want Pact boon now...
Pact of the Tome: +3 Cantrips from any Caster List. 2 level 1 Ritual spells from any Caster List. Change second invocation to Book of Secrets and can now add ANY Ritual in the game to it.
Pact of the Chain: allows instant access to familiar upgrade, but thats really it.
Pact of the Blade: not even worth mention since purpose = blast all day with EB
I'd go back to Wiz at Lock 2 and get to level 4 Wiz for ASI. Then back to Lock for 3.
Cantrips for Book of Ancient Secrets = Spare the Dying, Guidance, and either Thorn Whip or Viscious Mockery your choice.
At level 13 is where this build falls in line with:
3 EB each doing 1d10 + Cha Mod + Int Mod = 8-17 dmg per
same target = 24-51
with Hex up = 27-69
2 lock spell slots at level 2. Wiz slots: 4 L1, 3 L3, 3 L3, 3 L4, 2 L5
with 10 cantrips: 2 Lock + 3 Tome + 5 Wiz
sculpt spells, empowered evocation, and arcane recovery
4 spells prepped via warlock and 13 - 14 wiz spells prepped = 17-18 prep'd
Pure Wiz at level 13
5 cantrips
4/3/3/3/2/1/1
17-18 spells prepp'd
so miss out on 1 level 6 and 1 level 7 spell slot with WizLock at level 13
never get spell mastery or signature spells
Comments?