Manage episode 516262563 series 3694037
Welcome to Gold Dragon Daily
An AI-powered podcast by Gold Dragon Investments, helping you win the game of passive investing. For more information, visit GotTheGold.com. I'm your host, Justin 2.0.
This is Game Theory. Today we're talking about the Warlock — D&D's most misunderstood class. Now let's get into it.
The Warlock's Core Fantasy: • Power through pacts, not study or devotion
• You've bargained with something ancient and dangerous
• Every spell comes with strings attached
Patron Types: •
The Fiend: Devils and demons, fire damage, temporary HP
• Great Old One: Cosmic horror, telepathy, mind manipulation
• Archfey: Feywild trickery, misty escape, charm abilities
• Celestial: Divine light, healing, radiant damage
• Hexblade: Shadowfell weapons, melee combat, charisma attacks
Pact Magic Mechanics: • Limited spell slots (max 3 at level 11)
• All slots cast at highest level
• Full recharge on short rest
• Kings of short rest parties
Eldritch Blast Mastery: • Best damage cantrip in the game (1d10 force)
• Scales to 4 beams at level 17
• Customizable with Eldritch Invocations
• Agonizing Blast, Repelling Blast, Eldritch Spear
Pact Boons (Level 3): •
Chain: Enhanced familiar for scouting and attacks
• Blade: Summoned weapon for melee combat
• Tome: Extra cantrips and ritual spells
Combat Strategy: • Hex for consistent 1d6 bonus damage
• Eldritch Blast as baseline DPR
• Save spell slots for big plays
• Efficiency over raw power
Multiclassing Synergies: • Paladin/Warlock: Short rest smite slots
• Sorcerer/Warlock: Quickened double Eldritch Blast
• 2-level dip for any class
Roleplay Potential: • Built-in story hooks through patron relationship
• Moral dilemmas and loyalty tests
• Living with the consequences of your deal
That's Game Theory. Subscribe if you haven't already. Visit GotTheGold.com. Stay sharp.]]>
33 episodes