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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.]]>

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33 episodes