#bladelock
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boatemlag · 2 years ago
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do you think goro akechi would be a fan of the mmorpg wizard 101? what kind of wizard would she play as? what kind would she be if she was a character in the game? make sure to back up your answer using evidence from the text.
Goro Akechi, from Persona 5 Royal, would be a big fan of the MMORPG Wizard101, as evidenced by his penchant for childhood escapism. While his affinity for video games is left ambiguous in the text, I think a strategy game with a rich fantasy element would be alluring for Akechi, especially as it has themes both his younger and older self would be able to relate to and enjoy. His younger self would enjoy the aspect of heroism, as it is stated that Akechi wanted to be a hero when he was younger. Additionally, his older self would return to the game and find himself relating to the player character's arc as a young student who is taken advantage of by an institution.
There are two schools of thought on what he would play in game. The first theory assumes that Akechi continues on his childhood account, and sticks with the Wizard he created then. In this case, a young Akechi may have been drawn to Storm for its flashy spells and sheer power in battle. I believe Akechi would fit the profile of an average Storm player, as he is somewhat self-important and independent. In this scenario, he would be defensive of the choices he made as a child, and he would play with a focus on hard hitting spells.
Additionally, he'd most likely pick Fire or Ice for his second school, in opposition to the popular meta, because his childhood self spent a lot of training points on them, and he's nothing if not persistent. The second theory posits that Akechi would come back to his account and create a new Wizard. In this case, he would pick the class best suited for soloing; Death. Akechi routinely denies help from others, and this would be the school that best suits his play style. He would not pick a second school, but instead use training points to selectively acquire spells that suit his needs.
If Goro Akechi himself were in the world of Wizard101, ironically, he would be a Storm Wizard. His personas in game both have insta-kill spells, and Storm is built as a school to be able to one-shot many enemies. Furthermore, insta-kill spells have a medium to low accuracy, mirroring the low accuracy of the average Storm spell. On top of this, while Storm is ideal for a heavy damage solo run, they have the lowest HP in the game, and very little gear that is build for defense. They are glass canons, similar to Akechi in the Metaverse. Likewise, from a lore perspective, Storm is well befitting of Akechi. I choose to believe it is not Akechi's resilience or revenge plot that define him, but rather, his cunning and beguiling. Storm Wizards cast their spells by convincing greater powers with their charm to act on their behalf. Storm Wizards are known for their inquisitive nature and creativity, and while Akechi's career as a detective may have been a farce, it is shown in Royal's third semester that his capabilities as an investigator are no joke. On top of this, while most notable Storm Wizards and Diviners are inventors, some are known to be con-men, such as Ravenwood's own Professor Balestrom. While Akechi is not exactly a conman, many of his activities as a criminal involved directly lying and deceiving. Lastly, I think this goes well in opposition to Akiren as a Myth Wizard.
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elfboypussy · 3 months ago
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god i wish there was a faster way to give rogues an extra attack. it takes soooo long if u wanna keep ur rogue subclass u have to be at least level 8 😭
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minrathousrain · 3 months ago
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what if i swapped wyll and karlach's classes. what then
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daelkyrart · 1 year ago
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starting a new playthrough in honour of minthara hotfix today. this is vazhan, dark urge and all-round evil guy
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wyllzel · 10 months ago
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i've almost cleared the underdark on honor mode :'-) have now done everything but the grymforge... and also auntie ethel LOL
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theaceofskulls · 1 year ago
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Tav Posting time.
Enjoy my warlock who has been raising an eyebrow at all of this talk about devils and tieflings.
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nocticorvidae · 1 year ago
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[ Image Description: Tweet by user hacimrants that reads
cooking together is NOT romantic, MOVE out my fucking way
End Image Description ]
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speculor · 2 months ago
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From Curu @deaddoveadventures ❛ you look awful. ❜
After practically limping in, they plop themselves down by the campfire. White hair was flecked with blood, large bruises visible on their arms and overall seeming exhausted. "Well... I take it your ventures went without a hitch. I got spotted by goblin scouts, stepped on grease and fell off a roof."
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heylittleriotact · 4 months ago
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I’m enjoying my current bg3 playthrough because it’s like… canon Echo and all the RP that comes with it, and that just means the messiest sort of chaos and ample amounts of her just fucking off from the party on a whim to do stuff like breaking tieflings out of jail.
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hungryblackbird · 1 year ago
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Someday i will get to play my mousy neutral evil bardlock………
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darksynkka · 9 months ago
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Personally, I’m more of a flavour over optimization sort of gal so I usually set up everybody like this:
Shadowheart: before running into the nightsong, I have her respecced so that her first level is rogue. It works quite well with her default Trickery domain. Take cleric up to level 5 and then rogue to level 3 for thief. Then continue down cleric path. I haven’t done the Justiciar path yet but after sparing the nightsong, I switch SH over to life cleric with a couple of levels into fighter for action surge. Action surge ended being really handy for my primary healer to have.
Lae’zel: Battlemaster all the way. The maneuvers are really fun and Lae’zel is just so powerful as a pure fighter that I can’t bring myself to make her anything else.
Astarion: Gloomstalker assassin is just chef’s kiss. Especially if you take two-weapon fighting and dual hand crossbows.
Gale: I normally just have him take a dip into storm sorcerer for tempestuous flight because it’s just that useful to me but I might actually try a fighter/wizard and see if it works.
Karlach: I found a really fun build on YouTube that had a 3/9 split between berserker barbarian and 4 elements monk. It shouldn’t work but with tavern brawler and the heat mechanic, Karlach’s been really fun to play.
Minthara: This might seem a little weird but I actually multiclass her into swords bard. She has a lyre in her inventory so why not utilize it? And flourishes are super useful, in my experience.
Halsin: Moon Druid all the way. I don’t use all that much but when I do, he’s usually in wildshape.
Jaheira: This one is super weird but I swear it works out for me: Ancients Paladin (5)/Land Druid (7). In the original Baldur’s Gate, Jaheira was a fighter/druid and the ancients paladin/land druid combo just seems to fit the whole Nature’s Warrior thing she has going on.
Minsc: Ranger(6)/Barbarian(3)/Fighter(3). Berserker barbarian is too in character for Minsc to not take it.
Do you happen to have respec advice for other characters apart from Wyll?
Heya, thanks for asking! ❤ Here's what I like to run the other companions on.
Shadowheart: Light Cleric all 12 levels. She becomes a beast using Spirit Guardians, Fireball and Guiding Bolt. Also ridiculous overpowered in act 2. Give her Lathander's Mace and win.
Lae'zel: Battlemaster Fighter 12. Or if you don't like extra buttons, Champion Fighter 12 is great too. Fighter is a fantastic beginner class imo.
Astarion: Thief Rogue 4/Gloomstalker Ranger 5/Champion Fighter 3. You want the double attack from ranger, the action surge and ofc all that sweet lockpick proficiency. Give him a bow, he'll destroy everything.
Gale: Fighter 2/Abjuration Wizard 10. Finally that poor man not only has some good defenses, he smacks hard too. No more lying on the ground for him. (credit to nix on discord for this bc I was struggling lol)
Karlach: Open Hand Monk 8/Thief Rogue4 hits like a truck and imo fits Karlach. But Berserker Barbarian 8/Thief Rogue 4 where you throw all the things is also very good. I keep forgetting to buy weapons hence why I went with monk 🤣
Minthara: MUST have Thief Rogue 3. Soul Branding is stupidly good not to cast on everyone and only costs a bonus action. You can give her Paladin 9, Fighter 9 or build her exactly like Astarion.
Halsin: Storm Sorc 1/Land Druid 11 has my heart right now because of all the nice spells and mobility. However I am currently experimenting with a Moon Druid build bc I do feel Halsin is at heart a Moon Druid. Will post if I find one I like.
Jaheira: Same as Halsin, who I feel is at heart a Land Druid. Land Druid 12 also is great if you want those super high level spells.
Minsc: Berserker Barbarian 8/Thief Rogue 4 is his thing, let's be real. Let him be the Mad Man and throw everything.
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boatemlag · 2 years ago
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e bugs
this image is in the moma
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dartagnantt · 8 months ago
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Otherworldly Patron: The Bound Demon | Let's be honest, 'the fiend' patron is just 'the devil'
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PDFs of this and more can be found over on at my Patreon here!
Anyone else dislike how the patron in the core rule book is called "The Fiend" when its totally 100% a devil? I did, but since we're all about sealing things this week, let's be a bit anime about this and bind demons inside of children and grant them unfathomable power. This would be different from a part demon which is more of a sorcerer situation.
This was slightly tricky considering canonically, each demon is different (even though mechanically there's only like 5 of them) and that of the few demons there actually are, they share very few properties. Originally I was going to make this subclass customisable, but considering this is customisation: the class, I chose against that. But considering that the high level demons are: demon lords, which are way too specific, and the balor, goristro, and marilith which are melee beat sticks, I needed to go for a more generic form of the sort of 'power' a demonic entity would give.
Demonic Endurance
A little something from our friend, the draconic sorcerer. A consistent throughline of demons is their resilience, considering they need to survive the abyss, so hit points!
Unnatural Presence
This is fun, I like the idea that animals are more innately aware of demons. I extended this to humanoids because while we may not understand it, we generally can feel something is off. But for extra flavour, there is some demon (literally, not in a my great great great great grandpappy was a demon way) in you therefore you should ping as a demon.
Envenomed Blood
Not an ability demons really have, but I felt like I needed to give more than just poison resistance since immunity to poison is the demons' thing, and devils too for some reason, but I'm just going to ignore them, so make the poison resistance from the fact that the blood is literal poison :)
Magic Resistance
I hesitated in giving a form of magic resistance, because not even the devil patron gives it while definitely having it, and I avoided telepathy for the same reason (and because it's the GOO's thing) but here we are. That said, most enemies still like to beat you to a pulp rather than to use spells even at high levels, so it's not that powerful
Abyssal Transformation
And this is me giving in and giving your the big smash, but trying my best not to invalidate any path but bladelock. But all high level demons are big and smashy, so I give you the big hurt.
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
It's a Trap!
Judgement Domain
The Greatwyrm Patron
Breaking and Exiting
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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littjara-mirrorlake · 5 months ago
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I just want to say that I really, really enjoy how Weapon Mastery in D&D 5.5e lets you have a real choice as to what weapon you use, as opposed to just "weapon with biggest damage die that you can effectively wield."
Previously it wouldn't really be justifiable, optimization-wise, to use anything but a greatsword as a Pact of the Blade warlock. But now? I can be a sea elf bladelock with a magic trident if I want, and it'll even knock people prone, allowing me to play more control as a half-martial! (On top of that, it can deal necrotic, radiant, or psychic damage, which is such a cool change to Pact of the Blade.)
Weapon Mastery is exactly what martial characters needed and I'm really excited to see how it plays out.
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dawnhamburger · 1 month ago
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Working on a new DND 2024 character for an upcoming campaign. A warforged (doll) archfey bladelock named Eilis Viola Daily 648
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wyllzel · 9 months ago
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🔗 Link to Google Doc.
This is how I built Wyll in my Origin Wyll playthrough. This keeps Wyll in his canon Warlock class, while also ensuring he’s handy with his trusty rapier.
The vibe of this Warlock is a spellcaster (Eldritch Blast, AOE, and Enchantment spells) with good melee action. (Very gishy! 👽) The goal is to build up both Arcane Synergy and Arcane Acuity.
Leveling up is fairly flexible, so the focus for this guide is on gear interaction. Key pieces of gear include the Ring of Arcane Synergy (Act 1), Helmet of Arcane Acuity (Act 2), and Band of the Mystic Scoundrel (Act 3).
Overall, this is a fairly standard Fiend Bladelock build, and is not so much an “end all, be all” as it is a basic (but strategic!) approach.
(Fair warning: Possible spoilers ahead!)
Leveling
Please note that this guide is really just my personal preference! I recommend fully reading through the Wiki page on BG3’s Warlock so you get a good idea of what this class can do. In this guide, I’ve added a star (⭐) next to each of the class features or spells that I especially like.
To start with, this is my Wyll’s base stats:
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Since Pact of the Blade Warlock’s “Bind Pact Weapon” feature scales weapon Attack Rolls and Damage Rolls off your spellcasting modifier, I recommend heavily prioritizing Charisma. The Warlock class becomes very SAD (Single Ability Dependent) with Charisma which is very convenient.
I prioritized Dexterity after Charisma because your Dexterity modifier affects your Initiative – and the higher your Initiative, the easier it is to get a leg up in combat. Additionally, your Dexterity modifier is added to your AC (when wearing Robes or Light Armor, which this build will be utilizing).
The next prioritized stat is Constitution, which is good for maintaining Concentration spells as well as boosting your total HP.
Level 1
One Level 1 Warlock Spell slot
Select:
Subclass: The Fiend
Two Cantrips: ELDRITCH BLAST 💥, Minor Illusion ⭐
Two Warlock spells (Level 1): Hellish Rebuke, Command
The Fiend subclass gives you:
Dark One’s Blessing (Temporary bonus HP when you kill a hostile creature)
Access to the Spells: Burning Hands, Command
Eldritch Blast genuinely solves any and all problems. (Force Damage is especially good in BG3, where 99% of your enemies do not have Force Resistance.) And Minor Illusion is a really good utility spell – especially if you’re into barrelmancy and need a safe and reliable method to cluster enemies.
The added HP from Dark One’s Blessing is really good, especially in earlier levels (Act 1) when your party is extremely squishy.
Level 2
Two Level 1 Warlock Spell slots
Select:
Eldritch Invocations: Agonizing Blast, Repelling Blast ⭐
One Warlock Spell (Level 1): Armour of Agathys
Replace a Spell: N/A
Level 3
Improved Warlock Spell Slots: Warlock Spells are now Level 2
Select:
Pact Boon: Pact of the Blade
One Warlock Spell (Level 2): Cloud of Daggers
Replace a Spell: Armour of Agathys → Hold Person
Level 4
Select:
Feat: Ability Improvement (ASI) = +1 CHA, +1 DEX ⭐
One Cantrip: Mage Hand
One Warlock Spell (Level 2): Shatter
Replace a Spell: N/A
Level 5
Deepened Pact: Pact of the Blade → Gain an Extra Attack with your weapon ⭐
Scaling Cantrips (ie., Eldritch Blast fires an additional beam) ⭐
Improved Warlock Spell Slots: Warlock Spells are now Level 3
Select:
One Eldritch Invocation: Devil’s Sight ⭐
One Warlock Spell (Level 3): Hunger of Hadar ⭐
Replace a Spell: Hellish Rebuke → Counterspell
The Fiend subclass gives you:
Access to the Spells: Fireball, Stinking Cloud
Level 6
Select:
One Warlock Spell (Level 3): Fireball
Replace a Spell: N/A
The Fiend subclass gives you:
Dark One’s Own Luck: Add +1d10 to an Ability Check once per Short Rest
Level 7
Improved Warlock Spell Slots: Warlock Spells are now Level 4
Select:
One Warlock Spell (Level 4): Banishment
Replace a Spell: Cloud of Daggers → Wall of Fire
Eldritch Invocation: Armour of Shadows ⭐
Armor of Shadows is excellent if you’re wearing robes. Because you’ll probably be wearing the Potent Robe at this point (early Act 2), this Invocation is particularly useful.
Level 8
Select:
Feat: ASI +2 to Charisma
One Warlock Spell (Level 4): Fear
Replace a Spell: N/A
Alternative Feats:
You may want to consider Alert to get the jump on enemies, especially when playing in Honor Mode. 
War Caster is a good idea if you plan to lean heavily on Concentration Spells such as Hunger of Hadar or Wall of Fire. 
Another good Feat for Concentration Spells is Resilient, which you’d take for Constitution. However, your initial Ability Score numbers would probably look different than how I have mine set up!
Spell Sniper is fun if you plan to lean heavily on Attack Roll spells – like Eldritch Blasts!
Level 9
Improved Warlock Spell Slots: Warlock Spells are now Level 5
Select:
One Warlock Spell (Level 5): Hold Monster ⭐
Replace a Spell: N/A
Eldritch Invocation: Life Drinker ⭐
Hold Monster is extremely useful in Act 3, where a lot of the major bosses you face (Orin in her Slayer form, Raphael, etc.) are Monsters.
Level 10
Scaling Cantrips (ie., Eldritch Blast fires an additional beam) ⭐
Select:
One Warlock Spell (Level 5): Flame Strike
Replace a Spell: N/A
The Fiend subclass gives you:
Fiendish Resilience: Once per Short Rest, choose a Damage Type to become Resistant to
Level 11
Gain an additional Warlock Spell slot (for a total of 3 Warlock Spell slots)
Select:
One Warlock Spell (Level 5): Cone of Cold
Mystic Arcanum: Eyebite
Any of the Mystic Arcanum spells are good, though! I just find that Arcane Gate, Circle of Death, and Flesh to Stone are only useful situationally. Create Undead is good for summons-focused teams.
Level 12
Select:
Feat: ASI +2 to Dexterity, or see Level 8.
One Warlock Spell (Level 5): Blight
Replace a Spell: N/A
Eldritch Invocation: One With Shadows
Final Composition
By Level 12, Wyll can have the following notable qualities:
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Three Level 5 Warlock Spell slots 
One Level 6 Warlock Spell that can be used once per Long Rest
Three Damage die on Damaging Warlock cantrips – AKA three bolts of Eldritch Blast for 3d10+5 Damage (the +5 applies to each Blast bolt)
An Extra Attack (Weapon) from Pact of the Blade
Spells List and Invocations
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Note: Scaling Cantrips (Level 5, Level 10) is based on your overall caster level rather than your Warlock level. As such, if you multiclass Wyll with a class like Bard or Paladin, he’ll still get the fully scaled three bolts per Eldritch Blast at Level 10.
Gear
The goal of this gear selection is to maximize the effectiveness of Wyll’s spells – particularly Enchantment spells. With the Band of the Mystic Scoundrel, Enchantment spells can be cast as a Bonus Action. Without this Band, Wyll generally won't be doing much with his Bonus Action as a Warlock – so let's fix that!
To align with his backstory, Wyll should be a formidable swordsman as well as spellcaster. As such, the weaponry in this build enhances his spellcasting, and ensures that his spellcasting enhances his sword fighting as well. (Synergizing!!!)
Headwear: Helmet of Arcane Acuity
Battle Acuity: Whenever you deal damage with a weapon attack, you gain Arcane Acuity (+1 to Spell Attack Rolls and Spell Save DC) for 2 turns.
+1 to Dexterity Saving Throws
Armor: Elegant Studded Leather
14 AC + Dexterity Modifier (18 AC)
+2 to Initiative Rolls
Can cast Shield once per Short Rest
Alternatively, you can use the Potent Robe and cast Armour of Shadows to bump your AC. However, you cannot wear the Helmet of Arcane Acuity if you do so (the helmet qualifies as Light Armor, meaning it cannot be used simultaneously with Armour of Shadows). If you’d like to use the Potent Robe instead, an alternative headwear is the Diadem of Arcane Synergy.
However, I wouldn't recommend the Potent Robe for a Fiend Warlock once you get the Elegant Studded Leather or an equivalent Light Armor. This is because the Potent Robe's added temporary HP (equal to your Warlock's Charisma Modifier) overrides the Dark One's Blessing, which will grant your Warlock temporary HP equal to your Warlock's Charisma Modifier plus your Warlock's Level.
Cloak: Cloak of the Weave
Arcane Enchantment: Gain a +1 bonus to Spell Save DC and Spell Attack Rolls.
Absorb Elements: Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
Alternatively, if you expect Wyll to regularly be in melee range, I’d recommend the Cloak of Protection (defensive, +1 to AC) or Thunderskin Cloak (offensive, pairs well with the Spineshudder Amulet). 
The Nymph Cloak pairs well with the Band of the Mystic Scoundrel.
Handwear: Daredevil Gloves
+1 to Spell Attack Rolls
Daredevil Proximity: Can make Ranged Spell Attack Rolls as Melee Spell Attack Rolls
For boosting the effectiveness of Eldritch Blasting! Alternatively, the Gloves of Battlemage’s Power would be perfect for this build, but apparently they’re currently bugged (as of Feb. 20, 2024, Hotfix #18).
The Spellmight Gloves, Quickspell Gloves, Gemini Gloves, and Helldusk Gloves are also interesting options.
Footwear: Helldusk Boots
Ignores Difficult Terrain
Cannot be forcibly moved by spells or actions
Use a reaction to succeed on a Saving Throw
Hellcrawler: Teleport to an area and deal 2d8 Fire Damage upon landing in a 3m/10ft zone
Utilizing infernal gear is very synergetic with Wyll’s story. However, these boots are good for characters who want to move into melee range. Alternative teleportation boots include the Disintegrating Night Walkers or the Spaceshunt Boots.
Additionally, the Boots of Stormy Clamour pair well with the Spineshudder Amulet.
Amulet: Spineshudder Amulet
Inflict Reverberation when you deal Damage with a Ranged Spell Attack
Eldritch Blasts are Ranged Spell Attacks. :)
Ring A: Ring of Arcane Synergy
Synergetic Cantrip: When you deal damage with a Cantrip, you gain Arcane Synergy for 2 turns
When you have Arcane Synergy, your Weapon Attacks deal additional damage equal to your Spell Casting Ability Modifier. This makes a lot of sense since Wyll’s highest stat should be Charisma (aka his Spell Casting Ability Modifier), and because Wyll will probably be Eldritch Blasting (Cantrip) a lot.
Ring B: Band of the Mystic Scoundrel
Illusion Quickening: After hitting a creature with a Weapon Attack, you can cast Illusion or Enchantment spells as a Bonus Action
This item is why this build prioritizes Enchantment spells! Otherwise, the only thing Wyll can really do with his Bonus Action in combat is chug a potion (or teleport), haha.
Melee Main Hand: Infernal Rapier
High Spellcasting: +1 to Spell Save DC
Planar Ally: Cambion (Summon a Cambion as an ally)
However, being able to Bind Pact Weapon via Pact of the Blade means Wyll can wield any weapon in the game! So this slot is very flexible depending on the encounter. I favor the Infernal Rapier for the +1 to Spell Save DC and the RP value.
Melee Off Hand: Viconia’s Walking Fortress
Rebuke of the Mighty: When a foe hits you with a melee attack, you can use a Reaction to deal 2-8 Force damage and possibly knock them Prone
Spellguard: You have Advantage on Saving Throws against spells; Spell Attack Rolls against you have Disadvantage 
Swires’ Sledboard is also interesting for potential Force damage. Ketheric’s Shield is good for casters in general (+1 Spell Save DC and +1 to Spell Attack Rolls), although I usually have this shield on my party’s Wizard (Gale).
Ranged Main Hand: Darkfire Shortbow
Grants Resistance to both Fire and Cold Damage
Can cast Haste as a Level 3 spell once per Long Rest
This weapon slot is less important since Wyll will be Eldritch Blasting if he needs to make a single-target Ranged Attack. The only reason he might be using a Ranged Weapon is if he’s Silenced.
As such, it’s nice to just benefit from this bow’s passives. With Fiendish Resilience, Wyll can potentially have four Resistances at once in (very late) Act 2 – Fire and Cold from the Darkfire Shortbow, Necrotic from Selûne’s Blessing, and another from Fiendish Resilience.
Additionally, an emergency Haste is great to have on the backburner.
The Bow of Awareness is another such bow that grants a useful passive (+1 to Initiative).
Ranged Off Hand: N/A
Number Crunching
If you’ve followed the above gearing, you should have 20 AC on Wyll. Hooray!
The following table should give you an idea of how Wyll performs on the battlefield as a result of his gear synergy.
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Because this Warlock build has a lot of flexibility in what it can do (#gishy 👽), it’s hard to say how much damage Wyll can regularly dole out. However, in an ideal world, Wyll can take the following actions to get the most out of his gear:
Combat Round #1
Cast Eldritch Blast on three separate enemies, inflicting Reverberation on each and gaining Arcane Synergy.
Combat Round #2
Land a Weapon Attack (which uses Arcane Synergy) on an enemy, gaining Arcane Acuity.
Use Bonus Action to cast Hold Person or Hold Monster.
Land a Weapon Attack (which uses Arcane Synergy) on the held enemy; this Attack is automatically a Critical Hit.
Conclusion
Of course, this is just one way to class Wyll (or a general Warlock)! I prioritized thematic gearing over pure Damage output, so there are definitely ways to get this build even more powerful. For example, Wyll would probably be ethically opposed to using the Bhaalist Armor even though it would greatly enhance his rapier attacks. 
As an aside, there’s a funny bug with Warlock’s Pact of the Blade Extra Attack – in Explorer, Balanced, and Tactician, this Extra Attack adds to (instead of overlaps with) any Extra Attack you get from another class. 
So instead of having an Attack and Extra Attack like most other martial classes, the Lockadin gets an Attack, an Extra Attack, and an extra Extra Attack, for three Attacks total, LOL. (This bug is unfortunately resolved in Honor Mode.) Subsequently, the Pact of the Blade is a great multiclass with martial classes, but especially a Paladin (5 Warlock / 7 Paladin). 😁
Additionally, a lot of this gear is also excellent on a College of Swords Bard (another Charisma-based gish type). To that end, it may not be a good idea to have both a Bard and Warlock on the same team, as they’ll be fighting for the gear listed here.
Thanks for reading, and hope this gave you some ideas for your Warlock builds! :)
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