
Instead of using the normal ability modifier when you make an attack or deal damage with the enchanted club or quarterstaff, you will use your spellcasting modifier to perform that task. The spell ends if you cast it again or if you let go of the weapon. The weapon also becomes magical, if it isn’t already. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The wood of a club or quarterstaff you are holding is imbued with nature’s power. We're doing OotA in that campaign though, pretty sure higher-level fiends resist both fire & cold damage.Components: V S M (mistletoe, a shamrock leaf, and a club or quarterstaff) Maybe I'll still go Blade, stick with Light or Mage armor, and keep my spell selection to stuff such as Armor Of Agathys and Hellish Rebuke like you mentioned, that doesn't need my save DC maxed out. But the one with a 16 Dex, I feel like if I go for medium armor I'm wasting those extra Dex points, and I'd originally planned to go Blade with him(it kinda suited his story, he's out for revenge). But I might add Mobile at Level 8 so I can Shillelagh/Boom then just walk away. The rolled one I'm figuring I'll take a level of fighter for medium armor and defense fighting style, save up for a breastplate and sit pretty with an AC 17 w/o need of Armor Of Shadows, saving my ASI's for Charisma and go Tomelock. Both have a 16 Dex to start, but the rolled one has a 14 Dex while the point-buy one has a 16(both are Half-Elves).

Oddly the point-buy is proving a little trickier to spec out. One was via point-buy and one via actual rolled stats. I'm actually playing two Archfey Warlocks in two different campaigns right now. Given the Warlock's limited number of spell slots, I'd rather avoid using them on Misty Steps, as nice as that spell can be.
Dnd 5e shillelagh plus#
Would the Mobile feat be a halfway decent substitute for Misty Step in combo with Booming Blade? I assume the point is to make your strike and then get away from him so he can't stay where he is and still be able to hit you, yes? And Mobile provides essentially a free Disengage from anyone you take a swing at, plus some extra movement to get away from him. Use your sorcerer slots to cast Hex, so your warlock slots can feed your metamagic habit. Turn 1: Drop Hex on target, Eldritch Blast, move closer to the targetĪfter the first guy dies, move Hex to the next victim and GFB/EB depending on range. Stack Hex on top for an extra 1d6 per hit on the primary target. One more level adds another 2d8 to each set of potential damage dice for the QS GFB nova rounds. At the level it would all come together, you're looking at 4d8+16 to the primary target and 2d8+8 to the shmuck stupid enough to be next to the guy getting whacked with a flaming stick. It is a cantrip after all, so it can be cast twice in one turn via QS. However, it is still capable of working with Quickened Spell without the mandatory targeting of a different creature of TS. You're almost always going to add EA to the primary target damage of GFB, as there's no guarantee of a secondary target to be present each casting.Īs for Twinned Spell, GFB isn't compatible as far as I can tell. See my build above for how this comes together nicely. Combine that with Mobile, and you can dump Str while maintaining 30' speed in heavy armor. You're right about taking Fighter 1 at the start for heavy armor proficiency. The best advice that I can give you regarding Ch 1 is to plan your escape more like a snatch & extract mission, rather than a simple prison break. Chances are that your DM will want to get rid of one or two anyways. Don't be afraid to sacrifice a pawn in the early game if need be. Without spoiling too much, I'll say this. Getting back your stuff at the start is not really that difficult, unless your DM is a jerk. Best part is that all of this is done while rocking heavy armor and a shield. The rest of your career is spent doing what most Warlocks do to be better, take Sorcerer levels for metamagic shenanigans.


At 4th level, realize that your arcane focus staff makes a good whupping stick, especially with fire attached to it. Eldritch Blast is your go-to damage for 2nd & 3rd levels, especially with Agonizing Blast. Sorcerous Origin: Fire Draconic (+Cha to GFB primary damage and equivalent HP to Warlock)įinesse weapon your way through 1st level. Patron/Pact: Infernal (for THP)/Tome (duh) Human Feat: Mobile (to use heavy armor without penalty and free pseudo-disengage that works with GFB)įighting Style: Dueling or Defense (depending on which is more important to you, damage or AC) It's a little bit of a late-bloomer, but it gets the job done fantastically at either melee or ranged combat.įighter 1/Warlock 3/Sorcerer X (taken in that order) I actually have a Shillelagh/GFB build that I use in AL play.
