Warlocksare seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
The most commonly accepted etymology derives warlock from the Old English wǣrloga, which meant "breaker of oaths" or "deceiver". The term came to apply specially to the devil around 1000.[2] In early modern Scots, the word came to refer to the male equivalent of a "witch" (which can be male or female, but has historically been used predominantly for females).[3][page needed][4][page needed][5][page needed] The term may have become associated in Scotland with male witches owing to the idea that they had made pacts with Auld Hornie (the devil) and thus had betrayed the Christian faith and broke their baptismal vows or oaths.[6] From this use, the word passed into Romantic literature and ultimately into 20th-century popular culture. A derivation from the Old Norse var-lokkur, "caller of spirits", has also been suggested,[7][8][9] but the Oxford English Dictionary considers this implausible owing to the extreme rarity of the Norse word and because forms without hard -k, which are consistent with the Old English etymology ("traitor"), are attested earlier than forms with a -k.
Below find screen shots of the stats between the two class choices on two different 100 level warlocks who are wearing no gear at all. Also see the screen shots of the actual skills each class gets. Last I ran each warlock though arena and events In the same gear and with the same companions to see how they did. I will reply to this email with the results of the arena and event battles.
If you compare the two below you can see the soul priest has more HP but the Arch Wizard has higher magic and physical attack. (My soul priest has a skill that increases HP by 5% which is minimal)
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The Soul Priest Soul Harvest is great in events. It gives your warlock stacking buffs (Ward and Iron Skin) whenever any of your allies kills an enemy, which is quite often in events and will really buff up your Warlock nicely to survive many rounds!
Long time warlock main here.
Had lots of fun playing tourist warlock d5 to legend, the deck is not perfect, mostly unsure about what 1 drops give the best results. The death knight tourist cards perform very well.
Hard mulligan for party fiend, dreadhound handler, brittlebone buccaneer and eliza.
Update:
removed the flame imp and some weaker performing cards. very happy with table flip against dh aggro.
Trogg gemtosser and incidius gives additional reach and has helped tons against warrior.
Its good but its hard against life steal paladins and warriors. It fizzles out after turn 10 so you have to draw hard and have an aggro playstyle to nail it. It is satisfying getting double reborn ouroboros or doing reborn double deathrattle eliza, then summoning 2 waves of 5/1 ghouls that randomly attack.
Im trying this out to test the platinum-legend ladder
This deck is pretty trash in the D5 bracket. There's no way to recover from all the damage you deal to yourself, and relies on really expensive combos to establish a board without any real way of dealing with theirs. Save your dust, boys and girls, this one is a pass.
Hey, gave your decklist a spin and seems good so far. I wonder if DR lock is going to be one of the better decks because now it definitely seems like it is. If anyone does not have the cards and want to see the deck played out you can check below.
Warlocks are sometimes found in the Slaughtered Lamp basement
but may be more easily encountered outside Stormwind, Duskwood being a common place to find one as the zones dark vibes resonates with the typical warlock.
The Shadowbane Coven interacts with anyone that we stumble and we obviously take more interest on those that are warlocks even if they are not aligned to our cause, if you ever want to rp just feel free to hit me up in game and we can arrange something ( You do not need to join the guild for that).
On the other hand those that use fel/demons will have to always hide since the use of their spells are always antagonised by many rpers, many of our recruits have joined because the Horde or the Alliance rpers will never look with keen eyes or outright put them as outlaws if they do so.
If you seek a guild I would like to tell you that we. (House Bemoux) Or known as Elwynn Academy of Occult Sciences are a place where all occult magics can be trained. Warlocks, Blood mage, Necromancer. All occult magic is allowed under the watchfull eye of the Professors in the school. We have many like minded members in the guild to have daily interactions with eachoter.
Starting at level 1 Warlocks get access to Pact Magic. This type of magic is very different from other spellcasters, as Warlocks know very few spells and have even less spell slots... with only 1 at level 1, 2 at level 2 and 3 at level... 11! What sorcery is this?! However they regain their spells on a short rest instead of a long rest, and all their spells are automatically upcasted to the highest level they can cast (which caps at 5th spell level)! This makes Warlocks very explosive spellcasters who can afford to go all in during each and every fight. Also, don't forget to learn Eldritch Blast - Warlocks' signature cantrip! It's by far the most powerful cantrip in the game, and it synergizes with many Eldritch Invocations.
At level 2 Warlocks get their first two Eldricht Invocations. Those are like special Feats available only to them, which can go from granting them additional spells to greatly improving Eldritch Blast. There are a total of 22 Eldritch Invocations available in Solasta, and Warlocks can learn an additional one at level 5, 7, 9 and 12. On top of that, they can also swap one of them each time they level up so you won't ever be stuck with one you dislike!
At level 11, Warlocks unlock Mystic Arcanum. As stated above, Pact Magic is limited to spells below level 5 (as getting 9th level spells refreshed on short rests would be insanely strong) - but that doesn't mean Warlocks can't get access to them! Mystic Arcanum allows them to choose a 6th level spell that they can cast once per long rest.
When we were talking about your stereotypical deal with the devil, Fiend Warlocks are the first thing that come to mind. Having made a pact with a powerful demonic (or devilish!) entity, Fiend Warlocks get access to the Dark One's Blessing, which makes them gain temporary hit points every time they kill a hostile creature (reminder: temporary HP do not stack), At level 6, they can call upon the Dark One's Own Luck, granting them an additional d10 to all their ability checks and saving throws for one minute. And at level 10, their Fiendish Resilience allows them to choose one damage type that they'll gain resistance again - which can be swapped at the end of each short rest! Although be careful, magical weapons will bypass it.
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