The case for expanding the playstyles available to DC based
Posted: Thu Aug 23, 2018 1:09 pm
This is a proposal to increase the number of viable and interesting playstyles available to Warlocks, particularly Charisma based warlocks.
As it currently stands, there are very many invocations available to Warlock players that are "strictly dominated" by other invocations in their same grade. Many of them have potentially fun and interesting applications but won't see any action because the opportunity cost of ignoring other "Tier 1" invocations.
I do not think that the warlock class as a whole is underpowered - it has access to constantly available, high quality defensive invocations and high, consistent damage per round abilities. However, most any diversion from using this formula (get your wards up and blast) will usually result in a net decrease in power compared to this standard.
The main reason for this is that a Charisma based Warlock will have significantly lower save DCs than a comparable Divine or Arcane caster. I think there is a good reason for this: Divine and Arcane casters may only have 6 or so "save or stun" DC spells prepared and usable whereas the Warlock has no limit. Thus, a Warlock can potentially afford to cast "save or stun" spells until the target rolls a one, whereas a "traditional" caster does not have this ability.
When you couple a Warlock's potential ability to force its target to roll a save every round until it fails with the very strong defensive invocations available to a Warlock, as well as things like ICE and Blackguard's saves and Divine Shield it is easy to see how a DC based Warlock with great AC and saves could become unbalanced by getting in his tin-can and just forcing saves until a fatal failure.
This strategy is widely regarded as the "dominant" DC-lock build. With Blackguard levels and Steadfast Determination, the build can stand on his own Chilling Tentacles without taking any damage, invoking under ICE and Divine Shield. I don't think that this build needs a buff at all, it's good at what it does but also has some definite weaknesses, namely that it's save DCs will never get so high that they can land consistently. This is, of course, balanced by the fact that this build has enough defense to just cast them until they work.
What I'm proposing is to better allow DC-based Warlocks to have more of a spectrum between Defense and DC/Offense. The Blackguard Warlock build will spend pretty much all of it's pre-epic feats (e.g. PA, Cleave, DShield, CE, ICE, Toughness, Steadfast) as well as the majority of it's Dark invocations on Defense, turning it into a veritable tank with access to a couple, sub-30 DC stuns.
I think that DC-based Warlocks should be given other options to sacrifice some of this defense for having more potent offense.
I think that there are a couple of mechanical ways to accomplish this and then ways to allow players access to these mechanics
- A mechanic by which a Warlock can increase their effective Caster Level and/or Charisma modifier as applied to DC.
- Mechanics by which Warlocks could increase the DC of specific invocations
- Increased access to debuffs to lower opposing saves
In order to maintain balance, I think it's important that gaining access to these mechanics should necessitate sacrificing some defense. Warlocks derive the majority of their defense through Feats and several "Tier 1" invocations, particularly at the Dark invocation level. Here are some potential ideas to give Warlock's access to DC-boosting tools at the cost of defense:
Heritage Feats: Adding a feat to the Fey/Fiend/Dragon chains that allows Warlocks (and only Warlocks) to add 1/2*(Heritage Feats) to the DC of their invocations, or a subset of these. A warlock willing to sacrifice 4 feats to Fey could have 4/ DR, an extra "effective" caster level for blast dice and a +2 save to some DCs. This build would likely have to sacrifice things like ICE, Blackguard, Battlecaster, Steadfast as well as Spellcasting Prodigy for non-Humans/Halfies
- It's unclear to me if Fey Power or Infernal Power increase DC of Warlock invocations, however even if they do it's still generally a suboptimal option compared to Spellcasting Prodigy and then taking defensive feats
Caster Modes: Akin to the bloodcasting available to Spirit Shamans or Blood Magi, Warlocks could spend a feat or invocation slot to gain access to a casting mode that can increase DC either with a flat increase, or a scaled increase based on a multiplier against Charisma for example. These two examples cost HP to use on every spell, however other options such as lowering Armor Class (and/or preventing use of CE/ICE) or immobilizing/slowing the Warlock could also be implemented.
Expanding "Ability Focus Invocation" - Could potentially create a chain of these feats up to +6 at Epic Level, or perhaps a more conservative would be to subdivide invocations/blast essences and allow Warlocks to specialize. These divisions could potentially be Enchantment vs. Curse vs. AoE, or by energy type (cold/acid/fire) or even be a specific feat you take to boost DC of a certain level of Invocation, for example "Greater Ability Focus: Dark Invocations".
Increasing CL / Adding more Debuff Invocations - Personally I really like the idea of a 'hexer'/debuff Warlock that can use their invocations to lower opposing defense and offense. As it is right now, some of these invocations exist but are hardly useful. The main reason for these is they will have worse save DCs than eldricht essences that do more to incapacitate opponents, while also doing damage. In order for the Debuffs to be viable, they need to have a higher DC than comparable eldricht essences. In that case you would cast them first, to lower the targets saves, so that you can then cast the stunning eldricht essences which can be left as is.
Dark Invocation -
Ill Omen - CL4 - -2 AC for rounds*caster level - This might make sense as a lesser invocation. Warlocks don't really care about AC, and the save on a CL4 is going to be too low by the time Dark invocations are available. Note that if a warlock spends cross class skills in Taunt, the will save DC will be higher for the same -32 AC
Dreadful Word - Cl4 - mind affecting piercing confusion, this is strong although since it's basically the pinnacle of non-blast Warlock invocations I think it should be CL6
Greater Invocations -
Web / Tentacles - Not really debuffs/hexes, these are well balanced. I think an invocation could be introduced here to lower a single save by 1 + Caster Level divided 10.
Lesser Invocation - This is where most of these are, but this is also where many of a Warlocks most important invocations are - Haste, Ignore the Pyre , Eldricht Chain, and Invisibility.
Since the debuff DCs are never going to get higher than around ~28, which will be lower than the DC on a "save or stun" eldricht essence that takes the same amount of time to cast and does damage, they will never be used.
Generally these are situationally strong when first unlocked, but by the time you've unlocked Greater invocations they are obsolete.
Curse of Despair could be a "bread and butter" invocation to open every battle for some builds if its DC & debuff scaled better, either through feats or inherently.
Dread Seizure - Fortitude save to slow for 3 rounds, plus a AB debuff. The Slow effect from Hindering or Draining blast is more slow and almost as much AB debuff on a Will save, which is generally more useful since you don't really need to lower the AB of classes with low Fortitude progression.
Frightful Presence - Another debuff that could be fun to stack with other debuffs, if you could get it to land consistently. I think what would be interesting would be to turn it into a short (3-5 round) duration Aura that behaves similar to the Orc War Drummer debuff, rolling a new save every round it is active and then applying a shorter duration debuff (currently it would be 10min)
Some invocations from 3.5 D&D that are not in the game but I think would add to this hexer/debuff build:
Earthen Grasp/Stoney Grasp - Roll grapple check to incapacitate -- Would need to make the grapple check scale off of charisma to prevent abuse by Conlock builds
Enervating Shadow - Impose a strength penalty on nearby creatures -- Any sort of activatable aura that debuffs could be very fun on a Warlock build. It seems to me that a subdued form of the bardic Dirge could also be implemented.
As it currently stands, there are very many invocations available to Warlock players that are "strictly dominated" by other invocations in their same grade. Many of them have potentially fun and interesting applications but won't see any action because the opportunity cost of ignoring other "Tier 1" invocations.
I do not think that the warlock class as a whole is underpowered - it has access to constantly available, high quality defensive invocations and high, consistent damage per round abilities. However, most any diversion from using this formula (get your wards up and blast) will usually result in a net decrease in power compared to this standard.
The main reason for this is that a Charisma based Warlock will have significantly lower save DCs than a comparable Divine or Arcane caster. I think there is a good reason for this: Divine and Arcane casters may only have 6 or so "save or stun" DC spells prepared and usable whereas the Warlock has no limit. Thus, a Warlock can potentially afford to cast "save or stun" spells until the target rolls a one, whereas a "traditional" caster does not have this ability.
When you couple a Warlock's potential ability to force its target to roll a save every round until it fails with the very strong defensive invocations available to a Warlock, as well as things like ICE and Blackguard's saves and Divine Shield it is easy to see how a DC based Warlock with great AC and saves could become unbalanced by getting in his tin-can and just forcing saves until a fatal failure.
This strategy is widely regarded as the "dominant" DC-lock build. With Blackguard levels and Steadfast Determination, the build can stand on his own Chilling Tentacles without taking any damage, invoking under ICE and Divine Shield. I don't think that this build needs a buff at all, it's good at what it does but also has some definite weaknesses, namely that it's save DCs will never get so high that they can land consistently. This is, of course, balanced by the fact that this build has enough defense to just cast them until they work.
What I'm proposing is to better allow DC-based Warlocks to have more of a spectrum between Defense and DC/Offense. The Blackguard Warlock build will spend pretty much all of it's pre-epic feats (e.g. PA, Cleave, DShield, CE, ICE, Toughness, Steadfast) as well as the majority of it's Dark invocations on Defense, turning it into a veritable tank with access to a couple, sub-30 DC stuns.
I think that DC-based Warlocks should be given other options to sacrifice some of this defense for having more potent offense.
I think that there are a couple of mechanical ways to accomplish this and then ways to allow players access to these mechanics
- A mechanic by which a Warlock can increase their effective Caster Level and/or Charisma modifier as applied to DC.
- Mechanics by which Warlocks could increase the DC of specific invocations
- Increased access to debuffs to lower opposing saves
In order to maintain balance, I think it's important that gaining access to these mechanics should necessitate sacrificing some defense. Warlocks derive the majority of their defense through Feats and several "Tier 1" invocations, particularly at the Dark invocation level. Here are some potential ideas to give Warlock's access to DC-boosting tools at the cost of defense:
Heritage Feats: Adding a feat to the Fey/Fiend/Dragon chains that allows Warlocks (and only Warlocks) to add 1/2*(Heritage Feats) to the DC of their invocations, or a subset of these. A warlock willing to sacrifice 4 feats to Fey could have 4/ DR, an extra "effective" caster level for blast dice and a +2 save to some DCs. This build would likely have to sacrifice things like ICE, Blackguard, Battlecaster, Steadfast as well as Spellcasting Prodigy for non-Humans/Halfies
- It's unclear to me if Fey Power or Infernal Power increase DC of Warlock invocations, however even if they do it's still generally a suboptimal option compared to Spellcasting Prodigy and then taking defensive feats
Caster Modes: Akin to the bloodcasting available to Spirit Shamans or Blood Magi, Warlocks could spend a feat or invocation slot to gain access to a casting mode that can increase DC either with a flat increase, or a scaled increase based on a multiplier against Charisma for example. These two examples cost HP to use on every spell, however other options such as lowering Armor Class (and/or preventing use of CE/ICE) or immobilizing/slowing the Warlock could also be implemented.
Expanding "Ability Focus Invocation" - Could potentially create a chain of these feats up to +6 at Epic Level, or perhaps a more conservative would be to subdivide invocations/blast essences and allow Warlocks to specialize. These divisions could potentially be Enchantment vs. Curse vs. AoE, or by energy type (cold/acid/fire) or even be a specific feat you take to boost DC of a certain level of Invocation, for example "Greater Ability Focus: Dark Invocations".
Increasing CL / Adding more Debuff Invocations - Personally I really like the idea of a 'hexer'/debuff Warlock that can use their invocations to lower opposing defense and offense. As it is right now, some of these invocations exist but are hardly useful. The main reason for these is they will have worse save DCs than eldricht essences that do more to incapacitate opponents, while also doing damage. In order for the Debuffs to be viable, they need to have a higher DC than comparable eldricht essences. In that case you would cast them first, to lower the targets saves, so that you can then cast the stunning eldricht essences which can be left as is.
Dark Invocation -
Ill Omen - CL4 - -2 AC for rounds*caster level - This might make sense as a lesser invocation. Warlocks don't really care about AC, and the save on a CL4 is going to be too low by the time Dark invocations are available. Note that if a warlock spends cross class skills in Taunt, the will save DC will be higher for the same -32 AC
Dreadful Word - Cl4 - mind affecting piercing confusion, this is strong although since it's basically the pinnacle of non-blast Warlock invocations I think it should be CL6
Greater Invocations -
Web / Tentacles - Not really debuffs/hexes, these are well balanced. I think an invocation could be introduced here to lower a single save by 1 + Caster Level divided 10.
Lesser Invocation - This is where most of these are, but this is also where many of a Warlocks most important invocations are - Haste, Ignore the Pyre , Eldricht Chain, and Invisibility.
Since the debuff DCs are never going to get higher than around ~28, which will be lower than the DC on a "save or stun" eldricht essence that takes the same amount of time to cast and does damage, they will never be used.
Generally these are situationally strong when first unlocked, but by the time you've unlocked Greater invocations they are obsolete.
Curse of Despair could be a "bread and butter" invocation to open every battle for some builds if its DC & debuff scaled better, either through feats or inherently.
Dread Seizure - Fortitude save to slow for 3 rounds, plus a AB debuff. The Slow effect from Hindering or Draining blast is more slow and almost as much AB debuff on a Will save, which is generally more useful since you don't really need to lower the AB of classes with low Fortitude progression.
Frightful Presence - Another debuff that could be fun to stack with other debuffs, if you could get it to land consistently. I think what would be interesting would be to turn it into a short (3-5 round) duration Aura that behaves similar to the Orc War Drummer debuff, rolling a new save every round it is active and then applying a shorter duration debuff (currently it would be 10min)
Some invocations from 3.5 D&D that are not in the game but I think would add to this hexer/debuff build:
Earthen Grasp/Stoney Grasp - Roll grapple check to incapacitate -- Would need to make the grapple check scale off of charisma to prevent abuse by Conlock builds
Enervating Shadow - Impose a strength penalty on nearby creatures -- Any sort of activatable aura that debuffs could be very fun on a Warlock build. It seems to me that a subdued form of the bardic Dirge could also be implemented.