Baldur's Gate 3: The Great Old One Warlock - All Spells And Abilities (Full Release)

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hey guys Omaha here today I'm going to be going over the great old one subclass for the Warlock showing all the Spells and abilities so as a warlock you're bound by a pack to an all-powerful Patron warlocks trade their loyalty for supernatural abilities and unique Magic as a warlock you're going to get proficiencies and simple weapons which adds your proficiency bonus to attack roles with simple weapons and light armor wearing light armor will not impose a disadvantage on your attack rolls or prevent you from casting spells so warlock spell slots are going to be different from normal spell slots and that you're going to be very limited in how many you have at level 12 you're only going to have a Max of three however you're going to be able to recharge them on a short rest or a long rest all of your spell slots also share the same level all of them will level up uniformly as your character levels up so as you get level 3 spells all of your spells will become level three when you get level four spells all of your spells are gonna be level four level five they're all gonna be level five and level five is the max and then up casting is not a feature as a warlock instead it's going to automatically cast the highest level spell that you have so for example here's which bolt at level one which bolt level two here's bolt level 3 which bullet level four and here's which bolt level five so to start out you're going to choose two can drips between blade Ward bone chill Eldritch blast friends magehand minor illusion poison spray and true strike and I highly recommend grabbing Eldritch blast at least for one of your canned trips you'll see why later so Elder's blast is unique to the Warlock class unless you get the feet spell sniper it's going to do one to ten Force damage and it's going to conjure Elder to blast beams of crackling energy with a range of 60 feet so to start it's going to conjure one Beam at level five you're gonna conjure two beams and once you reach level 10 it's going to conjure three beams here's the level one version of Elders blast here's all this blast with two beams here's Eldridge blast with three beams John you're then going to choose your subclass and for the video I'm choosing the great old one warlock's bound to Eldritch beings in the far realm work towards inscrutable goals gaining strange Powers over entropy in the mind so the great old one subclass relies a lot more on RNG than the other subclasses as it has a lot to do with critical strikes and dodging and this subclass is going to focus a lot on psychic attacks so this is going to Grant you the subclass feature mortal reminder when you land a critical hit against a creature that creature and any nearby creatures must succeed a wisdom saving throw or become frightened until the end of their next turn so frightened they cannot move friend entities also have disadvantage on ability checks and attack roles so it's gonna a disadvantage is Gonna Roll two dice and it's going to use the lower value so that's on ability checks to tests whether the action is successful and their Attack rules which determines whether they hit you or not oh [Music] this buddy next to him got hit and he is now frightened you're also going to choose two spells between armor of agathis hope I'm saying that right arms of Hadar charm person dissonant Whispers expeditious retreat Ellis rebuke hex protection from evil and good Tasha's hideous laughter and witchbolt so your spell casting ability is going to be based on Charisma that's going to affect your spell save DC which is a spell difficulty class the higher that is the harder it is to resist your spells and your spell attack which is a bonus to melee and arranged spell attacks improves your chance to hit with certain spells then you're gonna apply your ability points keeping in mind that Charisma is your most important ability and your skill proficiencies you're going to be able to apply a Proficiency in Arcana history investigation nature religion deception and intimidation all right so when you get to level two there's a health increase you're going to get a second warlock spell slot you're gonna choose your third spell and you're gonna choose two Eldritch invocations in your study of occult lore you have Unearthed Eldritch invocations fragments of forbidden knowledge that imbue with an abiding magical prowess these are all passive features so your options are agonizing blast when you cast Eldritch blast add your charisma modifier to the damage it deals unless it is negative seven damage combat log says I rolled a four and it added plus three from my Charisma modifier so I did a total of seven so that plus three is from the agonizing blast so later on when you're doing two or three blasts every time you use Eldridge blast you're gonna start to see a lot more damage due to that agonizing blast armor of Shadows you can cast Mage Armor on yourself at will without expending a spell slot Mage Armor increases your armor class when you aren't wearing armor Beast speech you can cast speak with animals at will without expanding a spell slot beguiling influence you invoke your patrons bewitching charm you gain Proficiency in deception and persuasion Devil's sight you can see normally in darkness both magical and non-magical to a distance of 80 feet being dish Vigor you can cast false life on yourself at will as a level one spell without expanding a spell slot false life grants you seven temporary hit points mask of many faces you can cast disguise self at will without expanding a spell slot on one with shadows you learn how to cast one with shadows this lets you vanish Into Darkness and become invisible as long as you stand still until a long rest repelling blast when you hit a creature with Eldritch blast you can push the creature up to 15 feet away from you thief of five Fates once per long rest you can cast Bane using a warlock spell slot Bane targets up to three creatures they receive a 1d4 penalty to attack roles and saving throws then you're gonna have the option to replace a spell since you're limited to the amount of spells you can have at one time all right when you hit Level three there's another Health increase you're gonna get improved warlock spells most of your warlock spells have become stronger so now all your damaging spells are gonna be level two you're gonna gain a fourth spell and you're gonna have some level two spells to choose from now out of daggers crown of Madness Darkness detect thoughts enthrall old person invisibility mirror image Misty step phantasmal Force Raven feeblement and shatter you're then going to choose your packed Boon your Patron bestows a gift upon you for your loyal Service choose one of the following packs Act of the chain gain the service of a familiar a face spirit that takes a form of your choosing this can be an animal imp or closet pact of the blade you can summon a packed weapon or bind the one you are wielding making it magical packed weapons use the wielder spell casting ability modifier instead of strength or dexterity that's going to be Charisma for you pact of the Tome your Patron grants you a grimoire called The Book of Shadows which allows you to cast guidance vicious mockery and Thorn whip and then you'll have the option to replace one of your spells go back to the chain is going to Grant you a couple of actions just find familiar you can choose an animal out of this out of these just find familiar spider he's got a bite that does two to five damage and he has arachnid jump there's the Ravens seven of Raven and the blind attack here he's got a peak attack there's three damage Red Division that is one damage and blinds a Target would cause a disadvantage on attack rolls range of attacks and spells are just a 10 feet attack rules against blinded creatures have Advantage for one turn and then the Raven also has fly there's the rat some in a rat familiar with an infectious bite one damage bite a creature and infect it for 10 turns as a disadvantage on Constitution saving throws and Constitution is reduced by one and there's the Frog some of the Frog familiar who can spread its bufootoxin to enemies Buffet toxin one damage touch a creature and possibly impose disadvantage on its saving throws for 10 turns he has a jump you can actually go 60 it's pretty far then we got the crab summon a crab familiar who can slow enemies with its crippling pinch so maiming pinch two to five damage attack a creature's feet and inflict pinched pinch lasts for two turns does one to four damage takes two piercing damage at the beginning of each turn and its movement speed is reduced by 10 feet finally we've got the cat so I'm gonna cat familiar who can meow to distract your enemies He's Got Claws that do two damage got the meow that attracts attention of nearby creatures and draws them closer to you your next action is find familiar closet someone are familiar with the form of a closet that can turn it visible and scare enemies but he has claws into four to seven damage he can turn invisible it ends early if he attacks casts another spell takes an action or takes damage is a scare lashes the creature to frighten it that makes it so it can't move right now he's also a disadvantage on ability checks and attack rolls and for your last action you have fine familiar imp someone are familiar with the form of an imp that can fly to an invisible and sting enemies Mr imp has four to seven damage on claws got invisibility he is a sting that does 5 to 13 damage deals four to seven piercing damage and possibly deals an additional one to six poison damage on a save the target takes no additional poison damage pact of the blade is going to give you two actions first one is bind packed weapon bind to your main hand weapon its damage becomes magical you cannot drop or throw it and you become proficient with it if you weren't already you can only have one packed weapon at any time the weapon returns to its previous day if you're more than five feet away from it for more than 10 rounds here's my Quarter Staff before zero to seven damage packed weapon now does 4 to 11 damage the damage is magical the second action is packed of the blade summon a weapon to your hand it uses the wielder's spell casting ability modifier which is going to be your charisma and its damage is magical you're proficient with the weapon you can only have one at a time the weapon disappears if you're more than five feet away from it for more than 10 rounds and you can use this once per battle so when you click on it it's going to give you six different weapons to choose from the first one here is Warhammer going to give you packed bound Warhammer 4-13 damage and it's going to give you three abilities back breaker concussive smash and weakening strike second one is going to be the Trident pack-bound Trident it's four to 11 damage it's gonna give you three actions Rush attack piercing strike and disarming strike third one is gonna be the Rapier so the Rapier you're gonna have 411 damage and these three actions flourish piercing strike and a weakening strike then you have the great sword Greatsword has 5 to 15 damage pommel strike lacerate and cleave after that there's the glaive glaive as 4-13 damage and it gives you rush attack lacerate Embrace melee finally of the battle ax battleac's Gonna Give You 4 to 13 damage and cleave lacerate and maiming strike all right when you hit level four you're gonna get a health increase you're gonna get your third can trip you're going to choose your fourth spell you have the option to replace the spell and then you're going to choose your first feet so when you hit Level five you're gonna get another Health increase you're gonna get the class feature Deep Impact please with your service your otherworldly Patron added new Boons to the terms of your pact blade packed holders gain an extra attack with their packed weapon so you're gonna be able to attack twice per turn with your packed weapon pack to the chains familiar also gains an extra attack so if you chose pact of the chain you're familiar whatever you summon is going to be able to attack twice per turn and pack to the toe warlocks can cast animate dead paste or call lightning once per long rest you're then going to choose your sixth spell now having access to the level three spells be still curse counter spell beer Grant flight gaseous form hunger of Hadar hypnotic pattern remove curse slow and vampiric touch you're going to be able to choose another Eldritch invocation now having access to two more mire the mind you can cast slow with a warlock spell slot and sign up ill omen you can cast be still curse with a warlock spell slot and then you're going to have the option to replace a spell also not sure why it's not mentioned but this is where your spells will become level three now that you have access to level three spells level six you're gonna get another Health increase you're gonna get the subclass feature in Tropic Ward as a reaction you can oppose disadvantage on an attack roll against you if the attack misses you gain advantage on your next attack roll against your attacker for one turn the skeleton archers decided he wants to attack me I can choose to use entropic Ward which imposes disadvantage on his attack roll against me if he misses I get advantage on my next attack roll against him for one turn so now it pops up on his head Tropic Ward miss an attack on a Warlock the Warlock has advantage of their next attack rule against the effectivenity that's gonna let me roll two dice and it's gonna use the higher die you're then going to choose your seventh spell and you have the option to replace a spell all right a level seven you're gonna get another Health increase and you're gonna get your eighth spell now you have access to level four spells banishment blight dimension door dominate Beast and Ivar's black tentacles this is also going to upgrade all of your spells to level four you're then going to choose another Eldritch invocation now you have access to book of ancient secrets you can inscribe magical rituals in your book of shadows again the ray of sickness chromatic orb and Silent spells you can cast these spells once per long rest and they don't expend any spell slots when cast in Dreadful word you can cast confusion with a warlock spell slot sculptor of Flesh you can cast polymorph with a warlock spell slot they don't have the option to replace another spell at level eight you're gonna get another Health increase you're gonna get your ninth spell and you're gonna have the option to replace a spell yet again and then you're going to choose your second feet all right at level nine you're gonna get that Health increase you're gonna get your 10th spell now having access to level five spells dominate person old monster and telekinesis then all of your spells are going to be upgraded to level five then you're going to choose another Eldridge invocation now having access to minions of chaos you can cast conjure Elemental with the warlock spell slot otherworldly lead you can cast the enhanced leap spell and Whispers of the Grave you can cast speak with the dead without expanding a spell slot then you're going to choose another spell to replace if you want to do so upon hitting level 10 there's another Health increase you're gonna get your fourth can trip you're gonna get two subclass features thought Shield psychic resistance an elder being Shields your brain you gain resistance to psychic damage so now you're only going to take half the amount of damage from Psychic and thought Shield psychic reflection your Patron doesn't appreciate attempts to attack your mind you take psychic damage your attacker takes the same damage you're gonna choose your 11th spell and then you have the option to replace a spell all right at level 11 you're gonna get another Health increase your third and final warlock spell slot you're going to choose your 12th spell then you're gonna have Mystic Arcanum where you can select one of your level six spells once per long rest you can cast that spell without expanding a spell slot your options are Circle of Death Arcane gate I bite flush to Stone and create Undead and then you will have the option to replace a spell finally at level 12 you're going to get another Health increase your 13th spell you're gonna have to be able to replace another spell and then you're going to be able to choose your Sixth and final Eldritch invocation now having access to life Drinker your melee attacks deal additional necrotic damage equal to your charisma modifier so for me that would be plus 3D necrotic damage so this one's gonna be pretty good if you chose pact of the blade and then you're going to be able to choose your third and final feat all right guys and that's going to wrap it up for the great old one subclass for the Warlock you guys like this video hit that like button down below it helps me out quite a bit and subscribe if you want to see more videos like this also let me know down in the comments how I can improve and what you guys want to see next see you guys next time
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Channel: Omaha
Views: 12,353
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Keywords: baldurs gate 3, baldurs gate 3 warlock, baldurs gate 3 warlock build, larian studios, baldurs gate 3 builds, bg3 warlock build, baldurs gate 3 warlock guide, baldurs gate 3 ps5, baldurs gate 3 classes guide, larian studios baldurs gate 3, baldurs gate, bg3 warlock subclasses, warlock class guide, bg3 warlock, bg3 warlock guide, baldurs gate 3 tips, baldurs gate 3 gameplay, baldurs gate 3 review, baldurs gate 3 classes fextralife, baldurs gate 3 warlock build guide
Id: Q1C-VPFztqM
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Length: 16min 6sec (966 seconds)
Published: Thu Aug 17 2023
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