Hiro Quester
2022-11-16, 09:57 AM
I'm playing a multi class half-elf Warlock Bard with elven accuracy. Frontline melee striker, buffer, and party face (though with 8 wisdom and 8 int for impulsive decision-making).
Warlock patron is a Hexblade-like DM Homebrew, based on retribution for a murdered friend (but without the Hex Warrior CHA to attack and damage). I started out as a Hexblade, but DM offered a Homebrew patron that my character would definitely take (even though I, the optimizing player, rankled a little at first)
I have been vacillating between Swords Bard 3/Warlock 17 (for better melee and some low-level spell slots) or Warlock 5/Bard 15 (for better casting, with Eldrich Smite) as the final goal. Currently I'm Bard 1/Warlock 5.
Warlock patron has some useful abilities. In particular, the bond is with a magic rapier (that belonged to the murdered friend) that grants extra d4 damage, ad the ability to teleport to within 5 ft of a creature you have hit with the weapon. Also a vampiric touch type ability that does a d12 +Cha necrotic damage, increasing like a cantrip (2d12+Cha at 5th, etc), and grants temporary HP of half the damage inflicted.
DM has just revealed the 6th level Patron feature to me:
Starting at 6th level, you can absorb a part of a fallen foe's essence as penance for the evil they have done. Whenever you kill a creature with a pact weapon, warlock spell, or feature that deals necrotic damage, or a creature dies while subject to your hex or bestow curse spell, you can regain 1Hit Dice. If you do so, that creature can't be revived by anything short of Divine intervention, a wish spell, or similar means until you die.
Further, you gain the following abilities:
Self-Sacrifice: As an action you can expend a number of Hit Dice equal to the level of your Pact Magic spell slots to regain a Pact Magic spell slot in exchange.
Soul Payment: When you cast a Warlock spell, you can expend a number of Hit Dice to reduce the the total value of the material components of that spell by up to 50gp per Hit Die spent.
One of the main limitations of progressing Warlock, rather than the full caster bard seems to be the limited spell slots.
That's a reason for progressing bard to at least 3, for up to 2nd level utility and buff spells—for absorb elements, hex, faerie fire, mirror image, and misty step— as well as sword flourishes, or maybe even Bard 6 for 3rd level spells, extra attack—freeing up an invocation for repelling blast–and Bardic inspiration that refreshes on a short rest.
It's also the reason I was more tempted to progress bard all the way after warlock 5 (5 for access to desirable spells (Counterspell), as well as three invocations, including Eldrich Smite, and ASI). The full caster with magic secrets of bard seems more the Gish I wanted to play.
However, this "Self Sacrifice" ability to spend hit dice to regain a warlock pact slot (e.g. for an emergency Counterspell, or when you crit on the BBEG and have no pact slots left to Smite with) seems a pretty cool mechanic. And it's one that makes the limited pact slots less of a limitation.
Especially with an ability to regain HD by killing a creature. This gives an incentive to keep killing the minions after you kill their boss (with the possibility for roleplaying a conflicted chaotic good character who risks becoming addicted to this mechanic). It could also be cheesed with a bag of rats, but I would not do that.
It seems to me that this ability might be a really good reason to progress Warlock rather than Bard.
I have never played anything that uses the "spend hit dice" mechanic, though. Has anyone played something with the "spend hit dice" mechanic?
Am I missing something in thinking this makes Warlock more awesome, and potentially worth giving up the bard's full caster progression for?
Warlock patron is a Hexblade-like DM Homebrew, based on retribution for a murdered friend (but without the Hex Warrior CHA to attack and damage). I started out as a Hexblade, but DM offered a Homebrew patron that my character would definitely take (even though I, the optimizing player, rankled a little at first)
I have been vacillating between Swords Bard 3/Warlock 17 (for better melee and some low-level spell slots) or Warlock 5/Bard 15 (for better casting, with Eldrich Smite) as the final goal. Currently I'm Bard 1/Warlock 5.
Warlock patron has some useful abilities. In particular, the bond is with a magic rapier (that belonged to the murdered friend) that grants extra d4 damage, ad the ability to teleport to within 5 ft of a creature you have hit with the weapon. Also a vampiric touch type ability that does a d12 +Cha necrotic damage, increasing like a cantrip (2d12+Cha at 5th, etc), and grants temporary HP of half the damage inflicted.
DM has just revealed the 6th level Patron feature to me:
Starting at 6th level, you can absorb a part of a fallen foe's essence as penance for the evil they have done. Whenever you kill a creature with a pact weapon, warlock spell, or feature that deals necrotic damage, or a creature dies while subject to your hex or bestow curse spell, you can regain 1Hit Dice. If you do so, that creature can't be revived by anything short of Divine intervention, a wish spell, or similar means until you die.
Further, you gain the following abilities:
Self-Sacrifice: As an action you can expend a number of Hit Dice equal to the level of your Pact Magic spell slots to regain a Pact Magic spell slot in exchange.
Soul Payment: When you cast a Warlock spell, you can expend a number of Hit Dice to reduce the the total value of the material components of that spell by up to 50gp per Hit Die spent.
One of the main limitations of progressing Warlock, rather than the full caster bard seems to be the limited spell slots.
That's a reason for progressing bard to at least 3, for up to 2nd level utility and buff spells—for absorb elements, hex, faerie fire, mirror image, and misty step— as well as sword flourishes, or maybe even Bard 6 for 3rd level spells, extra attack—freeing up an invocation for repelling blast–and Bardic inspiration that refreshes on a short rest.
It's also the reason I was more tempted to progress bard all the way after warlock 5 (5 for access to desirable spells (Counterspell), as well as three invocations, including Eldrich Smite, and ASI). The full caster with magic secrets of bard seems more the Gish I wanted to play.
However, this "Self Sacrifice" ability to spend hit dice to regain a warlock pact slot (e.g. for an emergency Counterspell, or when you crit on the BBEG and have no pact slots left to Smite with) seems a pretty cool mechanic. And it's one that makes the limited pact slots less of a limitation.
Especially with an ability to regain HD by killing a creature. This gives an incentive to keep killing the minions after you kill their boss (with the possibility for roleplaying a conflicted chaotic good character who risks becoming addicted to this mechanic). It could also be cheesed with a bag of rats, but I would not do that.
It seems to me that this ability might be a really good reason to progress Warlock rather than Bard.
I have never played anything that uses the "spend hit dice" mechanic, though. Has anyone played something with the "spend hit dice" mechanic?
Am I missing something in thinking this makes Warlock more awesome, and potentially worth giving up the bard's full caster progression for?