This combined with the fact that at least in my experience the warlock was used as a point of multiclass more than as a whole class in and of itself. This provides the Warlock up to 18 spell slots per day at their highest casting level as early as 2nd level. ![]() With an 8 hour adventuring day, and 8 hours needed for a long rest, that leave 8 hours of the day to take up to 8 short rests. While it is simple to ask for more short rest within a day as a players, the issue can swing in the other direction with short rest having no set number you're able to take within a 24 hour period. Causing the warlock to suffer in the end. ![]() In practicality, most GM/DM's (myself included at times) don't utilize the adventuring day for encounters, thus they are not utilizing the recommended 2 short rests per day. Please enjoy! Problemįrom my time playing and running the game, the warlock class has been one of the classes that have the most variance of power and utility, that is determined by GM/DM's utilization of short rest within a game. Please do not feel obligated to read or mind the information in the following passages, they are simply notes for those have questions about intent of creation, balancing, and how to provide feedback. The only prerequisite information to be known is that as the title of this work suggests it is a reworking of the DnD 5e Warlock class. ![]() Firstly, I would like to state that the information here is not relevant to enjoying the rest of this homebrew content.
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