Eldritch Blast
Module: | 16 |
---|---|
Class: | Warlock |
Paragon Path: | [[Warlock#{{{paragonpath}}} {{{paragonpath}}}]] |
Unlocks: | Unlocks at level 1 |
Minimum Power Points: | |
Tier: | {{{tier}}} |
Max Rank: | {{{maxrank}}} |
Race: | [[]] |
Power Type: | At-Will Power |
Stance: | unknown Alternative power: unknown |
Damage: | {{{damage}}} |
Damage type: | {{{damagetype}}} Damage |
Healing: | {{{heal}}} |
Range: | 80' range |
Area of Effect: | {{{aoe}}} |
Cooldown: | {{{cooldown}}} |
Description: | A blast of eldritch flame scorches your target with necrotic damage. The third strike does twice as much damage and damages enemies within 10 feet of your primary target. |
Unlocks: | Unlocks at rank {{{unlock}}} |
Campaign: | unknown |
Requires: | {{{requires}}} |
Ricochet infinity torrent. Jul 23, 2019 Thinking out loud. Magic Initiate doesn't require someone to be a caster (like Spell Sniper does). And Eldritch Blast is a Warlock cantrip, running off Charisma; but there's nothing in the rules that says the user has to be a Warlock. And it doesn't depend on Charisma, only on character level: one beam at 1st level, 2 at 5th, 3 at 11th, 4 at 17th.
The Eldritch Blast is a WarlockAt-Will power and is unlocked at level 1.
Notes[editedit source]
- Confirmed with +4.8% (+4.75%?) Recharge Speed (Charisma 19 only).
Known Bugs[editedit source]
I'd take the Agonizing Blast, Repelling Blast, and Relentless Hex Eldritch Invocations, the 1st level spell Hex, and the Lucky Feat. The Lucky Feat is to re-roll any misses.That would be 2 bolts, each of which would do 1d10 + 1d6 + 4 damage and the Relentless Hex invocation would allow an additional +4 damage each round. Technically the Relentless Hex damage isn't part of the Eldritch Blast, but it would stack with everything else.The total damage, assuming 2 hits, would be 2d10 + 2d6 + 12, or anywhere from 16 to 44 HP of damage per round.
I prefer Spell Sniper feat, Agonizing Blast, Repelling Blast, Eldritch Spear, and Lance of Lethargy, the latter being not especially important and strictly worse than the UA version, Frost Lance. Urban rivals accounts. Bump Cha to 20 if possible.
That's only 1d10+4 (or 1d10+5 if you can max Cha) per bolt, but it has a range of 600 feet and each hit pushes the target back 10 feet-which, if you have a very kind DM, does 1d6 falling damage. It's more impressive with Frost Lance, in which case you could keep a single enemy with no more than 30 feet of speed stuck for as long as it takes you to kill it.
It's also more impressive at 2nd level, when you're outshooting everyone but the variant human fighter (or ranger) with Archery, Sharpshooter, and a heavy crossbow for enemies within 400 feet and a longbow for enemies 401-600 feet away, though you only have Spell Sniper (because of course you're a variant human; hey, min-maxers are good for the old 'humans are more common than other races' theory!), Agonizing Blast, and either Repelling Blast or Eldritch Spear at that level, so never mind.Well, that rambled a bit and I can't seem to find a good paragraph break. Sorry about that. Here is something I have done:1: Get at least 3 levels of Sorcerer. (Probably go 4 if you want to max the damage)2: Get Agonizing Blast and any other invocations that involve EB. First, take the Hexblade patron, and use Hexblade's curse.
Choose these invocations:Agonizing Blast, Maddening Hex, Relentless Hex, Sign of Ill Omen.The Relentless Hex is to make sure you're in range to use Sign of Ill Omen, which is a touch spell. After that, it's a done deal.1d10+1d8+11, twice per round.How are you getting +11?My concern with Sign of Ill Omen is that you have to get into touch range and you have to have the creature fail a Wisdom saving throw.a lot could go wrong there.I do like the Maddening Hex idea, that is a nice touch.