We've been looking primarily at weapon-based builds that mostly involve just attacking with weapons, which does make the math relatively simple, but here I wanted to go to my very first character concept and see how they compare.
There's a lot of discourse that talks about how spellcasters are just more powerful than non-spellcasters in D&D. And I think that's probably true in a general sense - my Wizard can just do so many more things than our party's Fighter/Rogue. One could imagine that martial characters would still excel in single-target damage, but some spells (primarily Conjure Minor Elementals, but others as well) can allow a caster to overtake a martial character even in that scenario.
Part of this, I think, is that people don't really play D&D the way that its design leans: essentially, people rest far too often compared to how often they get into fights. Martial characters often don't have to burn resources to be at near-top-form. If the Wizard is relying on cantrips most rounds, then yes, a Barbarian is probably going to do way more damage than they do. But I think when you only have a few combats per day, the casters never have to play all that conservatively. And I will say that this isn't entirely players' faults: I think that the output of damage that monsters do compared with the amount of HP that players have also means that players want to take a rest more frequently than the game's resource systems are designed around.
I did a post a while back determining how many encounters using the 2024 DMG's encounter-building system we should have using the 2014 DMG's "Adventuring Day" value's worth of XP. It's a bit unhinged - and given how conservative the 2014 encounter-building rules were, you'd have a massive number of fairly trivial encounters if you used it.
Notably, 2024's DMG got rid of the section on the Adventuring Day. While I think very few people actually used it, and I think that the designers reasoned that players these days treat combat more as action set-pieces than something you're going to deal with in every room of a dungeon, it does actually mean that there's a crucial piece missing in figuring out the overall difficulty of a day's adventure.
But of all the full spellcasting classes, I think the Warlock is somewhat bounded because of its weird, unique spellcasting system.
Warlocks will never have more than 4 spell slots, though to be fair, at higher levels they also get their Mystic Arcana. This encourages them to treat spells a little differently - especially in single-target situations, they're usually best off picking a good concentration spell and then using something unlimited, like Eldritch Blast or a Pact Weapon, to be their main action over the course of a fight.
Warlocks have fairly simple gameplay because of this limitation, but building them involves a lot of complexity through Eldritch Invocations.
We thus have a ton of ways to build out even a pure Warlock character, but I'm going to just go a single, simple route: We're going to make an Eldritch-Blast-focused Great Old One Warlock, and we're going to see how they do versus a Death Knight at level 10.
Feats:
Ok, as usual, we're assuming we take a background that allows us to boost our Charisma, and via Point Buy or Standard Array, we'll start off with a 17 Charisma at level 1. I've been ignoring Savage Attacker for the martials here, and really just ignoring Origin Feats overall, so I shan't start incorporating them now!
At level 4, I'm tempted to deviate from my usual: War Caster is a fantastic feat, but the main benefit is that we get advantage on Concentration saves. That's super-valuable for a Warlock who doesn't have a lot of other spell-slots to re-up a concentration spell, but we can take Eldritch Mind instead as an Invocation. The other benefits of the feat - the spells-as-opportunity-attacks and ability to do somatic components with weapons or shields in hand are... not actually that useful for us. We're going to be staying way the hell away from our foes if we can (though we might need to dip in briefly to establish a clairvoyant connection) and this ain't a Blade pact build (though even then, a Pact weapon can be used as a spell focus).
So instead, I'm going to grab Spell Sniper. This will let us use Eldritch Blast in melee without any penalty, and then it will also let us ignore partial cover when we attack with it.
At level 8, we could just take an ASI to cap out our Charisma, but I think that's leaving some tasty tools on the table. Some of the usual hits are a bit less appealing - Fey Touched, for example, is a common choice because Misty Step is so awesome, but not when you have to use your very limited 5th level spell slots to cast it (after one free casting, of course). Telepathic is also a bit redundant with our Great Old One subclass features.
Telekinetic, on the other hand, is thematic and not terribly redundant, and we don't really need our bonus action very much (which we'll talk about in Spells) so we can use the Telekinetic Shove very frequently. I think this is probably the one to grab.
Invocations:
At level 10, we'll have 7 Eldritch Invocations. Let's get the obvious ones out of the way:
Agonizing Blast is a must-have, helping our Eldritch Blast scale almost as well as a weapon (actually scaling just as well as a nonmagical weapon,) meaning we're doing about as well as a Fighter with a Heavy Crossbow or Pistol.
Eldritch Mind is then a must-have because we're skipping War Caster.
Now, what about a Pact Boon? We're skipping Pact of the Blade because that's not the build we're going for. Pact of the Chain could give us advantage on one of our attacks, which isn't nothing. Probably our best bet for this purpose, sadly, would be a mundane beast rather than any of our special options to get something with Flyby, though I do really like the Sphinx of Wonder's Burst of Ingenuity reaction. We'll set this aside for now.
Actually, if we're just getting a mundane familiar, we might as well get Pact of the Tome instead, with which we can get Find Familiar as our free ritual spell. I like this pact boon a lot, but I think our main cantrip is going to come with the class anyway, so again, we'll save it for if we have extra slots left.
Repelling Blast won't increase our damage, but it's a fantastic bit of utility (especially as we get more blasts leveling up).
Gift of the Protectors is, again, not going to boost our damage, but it can keep one of our friends up, so I think it's worth grabbing. This does require Pact of the Tome, so if we take it, that's 5 claimed, and two left.
Fiendish Vigor is ok, but it notably doesn't say you get False Life automatically prepared - you can just cast it without a spell slot, and get a flat 12 Temp Hp. That's actually pretty good for keeping you a little more resilient over an adventuring day, but it doesn't scale with your level at all.
Honestly, there's not a lot left to just boost damage, so I'd personally take Devil's Sight, Mask of Many Faces, and, let's say Lessons of the First Ones to grab something nice like Tough, Lucky, Alert, or what-have-you. This last one might be less valuable if we're already, like, a Human with two Origin feats. We'll assume we have Lucky somehow.
Spells:
Our concentration and our spell slots are precious, so this will probably be pretty simple.
Our main "thing" is going to be Eldritch Blast, which resembles a Heavy Crossbow for a martial in a few ways: it does 1d10 damage, we add the 4 of our main ability modifier to damage, we push targets pack 10 feet when we hit them, and we get to make two attacks per turn.
In terms of non-concentration spells to consider, Armor of Agathys is good for both protection and to punish attackers, but ideally we're going to stay the hell away from our Death Knight adversary, and let the melee martial characters tank it. If we had the minute and components to cast it, Magic Circle could really work wonders at protecting us from the Death Knight. But we'll assume we can't really do that.
Thus, we're going to focus mainly on just a single concentration spell and our cantrip on subsequent turns.
I think there's an argument for Hunger of Hadar here - Death Knights have Darkvision, but that won't pierce the darkness of the spell, and because we have Devil's Sight, we'll be getting advantage on our attacks. Furthermore, if the Death Knight tries to move out of it, we can use our Repelling Blast and/or our Telepathic Shove to push them back into it. Both damage types from the spell will be effective against the Death Knight, but there's no save against the Cold damage, so we'd pour our upcasting into that, doing 4d6 cold at the start of the DK's turn and then 2d6 Acid on a failed save.
There are a couple problems, though: first is our friends. Hunger of Hadar is kind of area-denial, and sadly that applies to our party members as well. If we think we can reliably box the Death Knight into it (get a friend to cast Wall of Force around it, or something) it'll be great, but if we want some melee characters engaging with the Death Knight, this will hinder them.
Second, the Death Knight can move with legendary actions. So even if we push them back 20 feet, and even another 5 with our Telepathic feat, and they're in difficult terrain, they can still do 37.5 feet of movement each round, which will get them out of the spell's radius. (Granted, if you put it in a bottleneck, that might run them into your melee folks).
I think this would be a really cool play, but I think the simpler option is what I really wanted to build around anyway, which is Summon Aberration.
Now, for pure damage output, the Mind Flayer (formerly Star Spawn) option is going to do the most because of their Whispering Aura. But these spirits are pretty fragile - it'll only have 50 HP and an AC of 16. The safer option is to use the Beholderkin, which can hover and shoot rays at a range of 150 feet. Put them far away from any of the party so they don't get caught in a Hellfire Orb and you should be ok as long as you maintain concentration.
Game Plan:
This is pretty simple: We cast Summon Aberration on turn 1 (it's an hour duration, so if we know things are about to pop off, we can cast it ahead of time, but I'm assuming the fight comes as a bit of a surprise).
Next, we scoot up to just within 30 feet of the Death Knight and attempt to use Clairvoyant Combatant on them. Full disclosure: if the Death Knight fails, they will probably burn a Legendary resistance, so this probably won't do anything. But it's worth a shot, if only to burn that LR.
Our familiar acts on its own initiative (barring a home rule) and so we'll have it Help whoever hits the hardest in our party. We'll have it take an Owl form so that it can fly, help, and then fly out without provoking an opportunity attack. Like the Beholderkin, we want it to spread out to avoid AoE spells. Because this might go to helping, say, the Paladin, I'm not going to include it in our calculations.
We have our Aberration fire two Eye Rays at the Death Knight.
On turn two, we will use Eldritch Blast to attack the Death Knight twice, and then have our Aberration keep shooting.
Lucky and Advantage:
We'll have 4 luck points at this level. Lucky and Heroic Inspiration have kind of flipped in 5.5, so this will just grant advantage, or disadvantage if we're attacked. We could use this on two rounds of Eldritch Blasts to get advantage on all four of those attacks.
I... boy, here I think that the white-room optimizer nature of this series suggests that's what we should do, but in practice, I'd for sure hold this for, like, a saving throw against Hellfire Orb or Command or something.
Ok, bowing to the real world of actually playing this game, I'm going to say we're not burning Luck Points to get advantage on attacks. Sorry.
Eldritch Blasts:
We have a +8 to hit here, meaning we have to get a 12 or higher on the die, and so we have a 45% hit chance. Without advantage, unless we're using our Familiar for it or Luck Points, that's just going to be it.
Our damage is 1d10+4 at this point, or about 9.5, with a 5.5 bonus on a crit. Thus, 9.5x45% is 4.275, and our crit bonus is 5.5x5%, or .275, so our total damage per attack is 4.55. Double that and we get 9.1.
Aberration:
Our summoned Aberration is going to be doing a bit more: they have the same hit/crit chance, and it's also doing two attacks. Each hit lands for 1d8+8 at this level, or 12.5, and adds 4.5 on a crit. So, 12.5x45% is 5.625 and the crit bonus, 4.5x5%, is .225, giving us 5.85 per attack. Double that and we get 11.7.
Summing It Up:
Thus, we get 20.8 damage per turn starting on turn 2.
That's actually well behind what we were getting on our other builds.
I will argue, though, that we bring some utility here, especially with Repelling Blast, which is a no-save pushback. With our long range on our attacks, we could spend potentially a couple rounds just pushing the Death Knight away from us if we can hit them from far enough away.
Let's try something different:
If we can bottleneck the Death Knight in a corridor or something, and we have a couple of meatshields - say a Paladin and a Barbarian) to block the way, let's see what we can do with Hunger of Hadar. Our melee allies would stand at the edge of the spell, unaffected but preventing the Death Knight from getting through. While they wouldn't be able to see the Death Knight inside it, the Death Knight is also blinded, and thus both our allies and the Death Knight would be making straight rolls. We, however, would be making attacks at advantage.
We give up our Aberration's damage, which is a big blow, because they actually hit harder than we do. But we gain the damage from Hunger of Hadar and also the increased damage because of our Advantage.
We're also assuming that the Death Knight will A: not burn legendary resistances against Hunger of Hadar and B: not retreat out the back of it. These are some generous assumptions, but it's what we're working with.
Eldritch Blast:
The damage is the same, but we now have a different hit and crit chance. These will be 69.75% (wait, did I mess up the math in my Barbarian post? I think I had this as 67.75, but I calculated the miss chance as 55% squared, and found the difference with 1, and got this. Oh well, the Barbarian was winning anyway). And then, 9.75% chance to crit.
9.5x69.75% is 6.62625 and 9.75%x5.5 is .53625, so our total damage per blast is 7.1625. Double that for our two blasts and we get 14.325 per turn - after turn 1.
Hunger of Hadar:
Cast at 5th level, we'll be able to add 2d6 to either (or one to each) the acid or cold damage of the spell. Because the Cold damage has no save, we'll do that. Thus, when the Death Knight starts their turn in the spell, they'll take 4d6 cold damage, and then at the end of their turn, they'll take 2d6 Acid damage if they fail a dex save at the end of their turn. Again, we're assuming we can keep the Death Knight in there the entire time.
So, 4d6 cold damage, no save, means 14 damage every round.
Then, there's the Dex save. This is a save-for-none, so it only works if they fail the save. Death Knight have Magic Resistance and a +6 to Dex saves. Our DC at this point is 16, so they fail on a 9 or lower, a 45% chance, but because of advantage, they need to fail on both dice, so it's 45% squared, or 20.25%. The damage is 2d6, or 7 on average, acid on a failure, so on average, that's 7 times 20.25%, or 1.4175.
Thus, the damage we're getting from Hunger of Hadar becomes 15.4175.
Summing it Up:
This brings our total damage to 29.7425, which does beat our both our Rogue and our Artificer, but falls behind our Eldritch Knight and our Berserker, and this is in a scenario where things really favor us.
One Last Thing:
Honestly, there's an alternative here: What if we just blow our spell slots on Synaptic Static?
Synaptic Static does 8d6 psychic damage, basically a Fireball that targets Intelligence and has some nice knock-on effects, but is also two spell levels higher. Death Knights only have a +1 to Intelligence saving throws, so they need to roll a 15 or higher, and still take half damage on a success.
Weirdly, we can kind of treat this like Graze in that way - the equivalent of 4d6 is hitting them no matter what, and they save to avoid the other 4d6 (is this actually easier? I don't know). So, they've got a 70% chance to fail on the save, though this becomes 49% because of advantage (70% squared). Thus, they have a guaranteed 14 (well, average) damage coming their way, and then a 49% chance to take another 14, which comes to 6.86, so the spell is doing 20.86 damage to them on average.
That is actually very, very slightly better than our Eldritch Blast/Aberration. However, we can only sustain it for two rounds, whereas the EB/SA version is sustainable for literally an hour, and our Hunger of Hadar version can last a full minute.
Death Knights actually don't have a ton of hit points - only 199 - for a creature of their power so if you're in a party with other big damage-dealers, doing the simplest and burstiest kind of damage might actually be the right call.
That being said: the truth is that D&D combat doesn't happen in a vacuum, and you can combo with other players in a lot of fun ways. The forced movement of Eldritch Blast can be very helpful, and blinding the Death Knight with Hunger of Hadar will, among other things, prevent them from using Command or Fell Word.
I'll also say that my choice of Death Knight as the target of these builds, along with the lack of any magic items (like a Rod of the Pact Keeper) does disadvantage builds focusing a lot on attack rolls, as DKs have pretty high AC for this level.
Again, I suspect that a Death Knight would be very likely to burn a legendary resistance on Clairvoyant Combatant, and they'd already have to roll quite low for it to work in the first place. There are tons of monsters for whom I think this build would be a lot more effective.
So take all those grains of salt.
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