![]() ![]() The downsides of Defy Death being attached to passing a death save is sometimes you’ll just fail three death saves in a row, dying outright. ![]() Them both sharing the same resource is a real bummer you should basically always wait to get more actions out of this by recovering from death rather than healing yourself while stabilizing somebody else. Getting a d8 + Con back when you stabilize somebody else is almost worthless comparatively. It also being a great addition to espionage missions and secretive discussions makes it a spell you’ll be happy to include on characters that already know what few spells they’re regularly casting with their Pact Magic.Ĥth-7th Level: Defy Death and 3rd and 4th Level Expanded Spellsĭefy Death can be a spectacular ability getting an extra round to cast an escape spell or finish off the villain will take some fights from losses to victories out of nowhere. All you need is a good grappling buddy and Silence to take all the wind out of a wizard’s sails. Its utility will drop pretty radically past 3rd level as far as its out of combat applications, but having this spell on your sheet will completely defang some terrifying enemies. Silence, while not benefitting from up-casting, has a unique effect that can act like a silver bullet against specific enemies (namely spellcasters). Deafness won’t come up all too frequently, but a multi-round blind to set up allies and weaken an enemy or two can be worth the cast for sure. ![]() The up-cast hitting multiple creatures and not asking for your concentration lands it as a perfectly reasonable scaling save or die to use when you want one while also concentrating on a Hex or other potent concentration effect. Ray of Sickness is a uniquely terrible spell that will not feel good to spend one of your few Pact Magic slots on regularly.īlindness/Deafness is the first mediocre spell to grace the expanded spell list for Undying patron warlocks. Up-casting it doesn’t improve its usability, as it starts getting compared to spells dealing even more damage. Eldritch Blast and similar cantrips do nearly this much damage. Compared to Guiding Bolt, Inflict Wounds, and Chromatic Orb, this is an absolute joke. Ray of Sickness is a low damage 1st level single target spell that needs to both hit and have the hit target fail a save to poison them for a single round. You don’t want to spend spell slots that only grant you some temporary hit points. If you want False Life, that is absolutely how you should get it. On characters at tables fighting against swarms of zombies regularly, Fiendish Vigor can be a massive boon to builds looking to leverage their defenses by wading into the undead masses and soaking hits and repelling monsters. It has way too low of an impact, so low in fact that the invocation Fiendish Vigor offers you at will casts of it. There may be a dungeon or two where you’ll get a lot of mileage out of this feature, but unless you know going into a campaign that undead will be a central antagonist, this feature will be mostly unusable.įalse Life isn’t worth a Pact Magic slot. Among the Dead’s attack mitigation can be powerful, especially given that it only goes away when you target each undead specifically or they pass the save, but the truth of the matter is most D&D games aren’t against endless waves of undead. Advantage on saves against diseases in a system lacking exciting or interesting diseases confronting most parties makes it, too, almost a non-feature. Spare the Dying on its own is a glorified Medicine check, and easily replaced by access to a healer’s kit. See Also: Best Feats for Undying Warlock 1st-3rd Level: Among the Dead and 1st and 2nd Level Expanded SpellsĪmong the Dead, as mentioned prior, is a majorly lacking feature at the majority of tables. ![]()
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