![]() ![]() You can assume the warlock is also a hexblade if using smites, so you can compare one channel divinity (+ chr hit, advantage vs. 29 for the paladin (39 if they are all against undead or fiends).” Warlock wins. In total damage, that’s 54D8 for the warlock vs. Oi it’s really 9 6D8 force damage smites plus no save knockdowns per day vs 10 smites/day for the paladin (3 4D8, 3 3D8, 42D8). That’s fine if it’s a single battle, but with the “balanced” 2 -3 encounters between rests, and 2 short/1 long rest per day, the 11th level warlock gets 9 smites per day, just limited to 3 per rest (similar comparisons to full casters also miss this, find warlocks ate close to wizards in spell slot levels per day if you include mystic Arcanum). You’re comparing warlock short rest recovery slots with paladin long recovery slots. On the other hand, if a person wants to role play a character that gets one big attack a couple of times each short rest and doesn't make use of their spells otherwise then go for it :) Hex does an extra 3.5 average damage on every attack In tier 2, it only takes 3-4 combat rounds typically for hex to outdamage the 18 from a single smite and hex will likely last through several encounters.Īs a result, I tend to consider Eldritch Smite a bit of a trap. Darkness or Shadow of Moil will give the warlock advantage on every attack for the entire fight which will likely increase the overall damage by far more than 18 for the fight. A third level slot does 4d8 damage which averages 18 on one target, once. I find that using Darkness (+Devils Sight), Shadow of Moil, Spirit Shroud or even Hex can be a better use of a spell slot than using it for one smite. With only 2 spell slots before level 11 and the possibility of two encounters between short rests, if your party takes short rests, the warlock can really only count on one spell slot being available for each encounter. Eldritch Smite, in my opinion, is generally not a good use of an invocation until you reach the point where there is nothing better to take and you have enough spell slots to support using it. Assuming you hit 1/3 of the time, that is 4d8+ 2 x 4d8 = 12d8 total damage. Most of the time, I would rather cast Wall of Light, doing a 4d8 area initial area attack (with blindness) AND an extra attack each round for another 6 rounds. Worst of all, the Warlock gets so few spells, that often they will not want to waste a slot to only do another 6d8 and knock prone. ![]() Plus another 1d8 against undead and fiends.īut more importantly, they get attacks per round (more if doing two weapon fighting), so effectively they can hit twice doing 10d8 of smiting the first round if both hit. Paladin gets 3 smites at 3rd level, doing 5d8, AND 3 smites at 2nd level doing 4d8, AND 4 smites at 1st level doing 3d8. Warlock gets 3 smites at 5th level slot, doing 6d8 each, knocking prone. Paladins make far better smiters than Warlocks.Ĭompare a 11th level pure Paladin pure Warlock, using all slots to Smite. I am saying that Warlock is not good for Smiting. If only because of how few spell slots you have. There are lots of invocations that are worse at low levels. I am not saying that Eldritch Smite is not good for a Warlock. Eldritch Smite lets me save the slot for when I know I hit the target. I would hate to use an attack roll spell as a warlock and miss, thus losing a precious spell slot. You still can follow up with it once the target is prone for ADV tho. Smites can be used on melee WEAPON attacks, so i don't think Vampiric touch wich is just a melee spell attack, count. with a good roll, that'll wreck even some BBEGs.! Cast Vampiric Touch, and managed to score a critical hit? SMITE, TOO! You just made a Melee attack, after all! Two spell slots, for 6d6+8d8, and healing for half of the total (or at least half of the d6's subtotal). possibly giving you advantage for your Vampiric Touch next round.Īnd, come to think of it, consider the possibility of doing BOTH at once. Meanwhile, Eldritch Smite, if used, is a guaranteed 10d8+3, and knock them Prone. So, Vampiric Touch is 3d6 (1-in-20 chance of 6d6), plus half that damage as healing for yourself. Assuming, say, a Longsword and fairly decent stats, that should be 1d8+3 -ish damage. You're also forgetting that when you Smite, you're also doing your normal weapon damage. You CAN guarantee you only Smite on a critical hit. Heck, you can't guarantee it will HIT, at all, with any given attack. You cannot guarantee the Vampiric Touch will result in a critical hit. You get it at 5th level, so 3rd level spell slot, which can be used to do 3d6 6d6 + 1/2 that healing each round via Vampiric Touch, vs a single set of 4d8 8d8+ prone. Monstrous Compendium Vol 3: Minecraft Creatures ![]()
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