Para maximizar el daño y utilidad de Eldritch Blast en un Warlock nivel 9 en D&D 5e, sigue
esta guía optimizada con combinaciones de Invocaciones, rasgos, hechizos y objetos
mágicos:
🔥 1. Invocaciones (Eldritch Invocations) – Obligatorias
Asegúrate de tener estas:
Agonizing Blast: +4 de daño por rayo (CHA +4).
Repelling Blast: Empuja 10 pies por rayo (¡apila con múltiples rayos!).
Lance of Lethargy (Xanathar’s): Reduce velocidad del objetivo en 10 pies (1/turno).
*Ejemplo de daño por turno (9º nivel = 2 rayos)*:
(1d10 + 4) x2 = **15-28 de daño** + control (empuje + ralentización).
🎯 2. Combos con Hechizos
Hex (Concentración): +1d6 por rayo (total +2d6 por turno).
o Bonus: Elige Fuerza para dificultar escapes o Sabiduría para ocultarte.
Hold Person/Monster: Críticos automáticos (2d10 + 4 + 2d6) x2.
Darkness + Devil’s Sight: Ventaja en todos los ataques (¡y desventaja en
enemigos!).
⚡ 3. Objetos Mágicos para Potenciarlo
Rod of the Pact Keeper +2: +2 a golpear y a tiradas de DC.
Illusionist’s Bracers (Guildmasters’ Guide to Ravnica): Lanza Eldritch Blast como
acción bonus (¡4 rayos/turno!).
Pearl of Power: Recupera un slot de hechizo para Hex o Darkness.
🌀 4. Tácticas de Control de Batalla
Empuje estratégico: Usa Repelling Blast para:
o Lanzar enemigos a precipicios.
o Alejarlos de aliados o acercarlos a Hunger of Hadar.
Lance of Lethargy + Hex (Fuerza): Reduce velocidad en 20 pies (10 + 10),
imposibilitando que alcancen al grupo.
📊 Resumen de Daño Máximo por Turno
Componente Daño Extra/Turno
Agonizing Blast (x2) +8 (4 x2)
Hex (x2) +2d6 (7 avg)
Crítico (Hold Monster) +2d10 (11 avg)
Total potencial ~26-46 por turno
(Sin contar objetos como Illusionist’s Bracers, que duplicarían el daño).
🎭 Bonus: Sinergias con el Archfey
Fey Presence (1/descanso): Usa antes de Eldritch Blast para inmovilizar enemigos
y ganar ventaja.
Misty Escape (6º nivel): Teletranspórtate tras recibir daño y dispara desde lejos.
✅ Conclusión
Con esta build, tu Eldritch Blast será una amenaza versátil: alto daño, control de
multitudes y sinergia con tu patrón. ¡Domina el combate a distancia!
Turno Óptimo de Combate
Contexto: Pelea contra un Ogro Gigante (AC 11, 59 HP) y dos Orcos (AC 13, 15 HP).
Recursos usados: Hex (pre-cast), Illusionist’s Bracers (acción bonus), y Hold Person (de un
aliado).
1. Pre-combate (Setup)
Hex (concentración) en el Ogro (+1d6 por rayo, elegiste Fuerza para dificultar sus
ataques).
Posicionamiento: A 60 pies de distancia (rango de Eldritch Blast).
2. Turno del Warlock
Acción: Eldritch Blast (2 rayos) + Acción Bonus (Illusionist’s Bracers: otro Eldritch Blast).
Total: 4 rayos (2 por acción, 2 por acción bonus).
Ataqu Daño Base +CHA +Hex Empuje (Repelling Daño
e (1d10) (Agonizing) (1d6) Blast) Total
Rayo 1 10 (crítico) +4 +6 10 pies 20
Rayo 2 5 +4 +3 10 pies 12
Rayo 3 8 +4 +4 10 pies 16
Rayo 4 10 (crítico) +4 +6 10 pies 20
Daño total en turno: 68 (20+12+16+20).
Control: Ogro empujado 40 pies (lejos del grupo) y ralentizado (Lance of Lethargy).
3. Efectos Adicionales
Hold Monster (aliado Clérigo): Si el Ogro falla su salvación, los próximos rayos
serán críticos automáticos (x2 dados de daño).
Darkness + Devil’s Sight: Si activaste esto, todos los ataques tienen ventaja.
🎯 ¿Por qué es óptimo?
1. Daño explosivo: 68 en un turno (¡más que un Fireball de nivel 5!).
2. Control:
o Empujas al Ogro a un Hunger of Hadar o precipicio.
o Los Orcos no pueden alcanzarte (ralentizados + empujados).
3. Sinergia con equipo: Illusionist’s Bracers duplican tu daño.
⚠️Limitaciones
Recursos: Usas Hex (concentración) y Illusionist’s Bracers (acción bonus).
Posicionamiento: Necesitas distancia para evitar ataques cuerpo a cuerpo.
💡 Variante Económica (sin objetos mágicos)
Daño por turno: 2 rayos = ~28 (con Hex + Agonizing).
Táctica: Usa Repelling Blast para mantener enemigos en Spike Growth (daño por
movimiento).
🔥 Karys, the Void’s Chosen
Level 9 Hexblade Warlock
"The whispers of dead gods fuel my blade... and their power tears reality apart."
📜 Core Stats
Race: Tiefling (Mephistopheles Variant) → +2 CHA, +1 INT.
Class: Warlock 9 (Pact of the Tome → Book of Ancient Secrets for rituals).
Background: Cultist (Deception, Intimidation; Poisoner’s Kit).
Alignment: Neutral Evil (power-hungry cosmic aspirant).
Abilities (Point Buy + Racial):
o CHA: 20 (+5) (*18 base +2 racial*).
o DEX: 14 (+2) → AC and Initiative.
o CON: 14 (+2) → HP and Concentration.
o Other: INT 10, WIS 10, STR 8.
⚔️Hexblade Optimized Build
Eldritch Invocations (5):
1. Agonizing Blast (+5 damage per beam).
2. Repelling Blast (push 10 ft. per beam).
3. Lance of Lethargy (slow 10 ft.).
4. Devil’s Sight (see in magical darkness).
5. Improved Pact Weapon (summon a +1 longbow for ranged EB synergy).
Key Spells:
Cantrips: Eldritch Blast, Minor Illusion, Booming Blade (for melee backup).
Hexblade Features:
o Hex Warrior (use CHA for attack/damage with pact weapon).
o Hexblade’s Curse (+4 damage per hit, crit on 19-20).
Spells:
o Shield (reaction +5 AC).
o Blur (disadvantage to hit you).
o Shadow of Moil (heavy obscurement + retaliation damage).
Magic Items:
Illusionist’s Bracers (bonus action Eldritch Blast).
Cloak of Displacement (impose disadvantage on attacks vs. you).
Rod of the Pact Keeper +2 (+2 spell attack/DC).
💀 Max Damage Output
Standard Turn (2 beams + Hexblade’s Curse):
(1d10 + 5 + 4) x2 = **20-38 damage** + push/slow effects.
Nova Turn (Illusionist’s Bracers + Curse + Crit):
(2d10 + 5 + 4) x4 = **44-152 damage**.
🎭 Combat Tactics
1. Round 1: Activate Hexblade’s Curse + Eldritch Blast.
2. Round 2: Cast Shadow of Moil (disadvantage to hit you, 2d8 retaliation damage).
3. Defense: Use Shield to reach AC 21 (16 base +5) if attacked.
4. Control: Push enemies into hazards (Hunger of Hadar) or off cliffs.
📦 Gear
Armor: Half-Plate (AC 15 +2 DEX = 17).
Weapon: Pact Longbow (CHA-based, +1 from Improved Pact Weapon).
Consumables: Potion of Invisibility, Scroll of Counterspell.
📖 Lore & Roleplay
Origin: Forged a pact with a sentient void-forged weapon. Seeks to usurp his
patron’s power.
Weakness: Arrogant; fears holy magic.
Goal: To become a living weapon.
⚡ Why This Build Dominates
Unkillable: Shadow of Moil + Shield + Cloak of Displacement.
Damage: 4x Eldritch Blast per turn with Illusionist’s Bracers.
Versatility: Ranged/magic/melee options.
Page 1
Name: Karys, the Void's Chosen
Class/Level: Warlock (Hexblade) 9
Race: Tiefling (Mephistopheles Variant)
Ability Scores:
o STR: 8 (-1) | DEX: 14 (+2) | CON: 14 (+2)
o INT: 10 (+0) | WIS: 10 (+0) | CHA: 20 (+5)
AC: 17 (Half-Plate + Dex) | Initiative: +2 | Speed: 30 ft
Max HP: 68 (9d8 + 18) | Hit Dice: 9d8
Proficiencies & Traits:
Saving Throws: Wisdom, Charisma
Skills: Deception (+9), Intimidation (+9), Arcana (+4), Persuasion (+9)
Languages: Common, Infernal, Elvish, Celestial
Racial Traits:
o Fire Resistance
o Darkvision (60 ft)
Equipment:
Pact Weapon: Longbow +1 (Improved Pact Weapon)
Armor: Half-Plate
Magic Items:
o Illusionist’s Bracers
o Cloak of Displacement
o *Rod of the Pact Keeper +2*
Spells & Invocations:
Invocations:
o Agonizing Blast, Repelling Blast, Devil’s Sight, Lance of Lethargy, Improved
Pact Weapon
Spells:
o Cantrips: Eldritch Blast, Minor Illusion, Booming Blade
o *Level 1-5:* Shield, Blur, Shadow of Moil, Counterspell, Hold Person
Background (Cultist):
Personality Traits:
"Power is taken, never given."
Ideals: Freedom (Knowledge breaks chains)
Bonds: Loyalty to his pact weapon (considers it his "true self")
Flaws: Underestimates non-spellcasters.
✨ Key Features
1. Defense:
o Shadow of Moil + Cloak of Displacement = Enemies attack
with disadvantage.
o Shield (reaction) for AC 22 in emergencies.
2. Damage:
o 4x Eldritch Blast/round (Illusionist’s Bracers) + Hexblade’s Curse = +4
damage per beam.
3. Control:
o Push enemies 40 ft/round (Repelling Blast x4) or slow (Lance of Lethargy).
The Hex Spell (1st-level, Warlock)
What it does:
Bonus damage: Adds 1d6 necrotic damage to each attack against the target.
Ability debuff: Choose an ability (Strength, Dexterity, etc.); the target
has disadvantage on checks with that ability.
Duration: Concentration (up to 1 hour).
Example:
A Warlock casts Hex (Strength) on an ogre. Each Eldritch Blast deals 1d10 + 1d6 necrotic,
and the ogre will likely fail grapples or shoves (disadvantage on Strength checks).
2. The Hexblade Subclass (Warlock)
What it offers:
Melee combat: Use Charisma (instead of Strength/Dexterity) for weapon attacks.
Hexblade’s Curse: A feature that:
o Adds +proficiency bonus to damage per hit.
o Scores crits on 19-20.
o If the target dies, you regain HP.
Example:
A Hexblade Warlock curses a dragon: their attacks deal +4 damage (at level 9) and crit
more easily.
Key Difference
Aspect Hex (Spell) Hexblade (Subclass)
Type 1st-level spell Warlock subclass
Effect +1d6 necrotic + debuff Permanent weapon buffs
Perfect with Eldritch
Synergy Enhances melee combat
Blast
Why They Matter
Hex (spell): A Warlock's bread and butter for maximizing damage.
Hexblade: Turns a Warlock into a viable spellsword hybrid.
They can be used together! Example:
1. Hexblade curses the target (Hexblade’s Curse).
2. Casts Hex (spell) to add extra 1d6 necrotic.
3. Result: +prof. +1d6 per attack.
Repelling Blast (5e Rules)
Prerequisite: Eldritch Blast cantrip
Source: Player's Handbook (PHB), p.111
Mechanics:
1. Effect on Hit:
o When you hit a creature with your Eldritch Blast, you can push it up to 10
feet directly away from you (no saving throw).
o Works per beam (e.g., at Level 5+, you push a target 10 ft per hit,
potentially 20–40 ft total).
2. No Size Restrictions:
o Affects ANY creature, regardless of size (yes, even gargantuan dragons!).
3. Synergies:
o Environmental Control: Push enemies off cliffs, into Wall of Fire, or out of
melee range.
o Combo with Slow Effects: Stack with Lance of Lethargy (reduces speed by
10 ft) for total lockdown.
Tactical Uses
Scenario How to Use Repelling Blast
Cliff Battles Push enemies to their deaths (no save!).
Zone Spells Force foes back into Hunger of Hadar or Spike Growth (extra damage).
Melee Escape Keep fighters/brutes at bay (no Opportunity Attack triggered).
Allied Support Rescue allies by pushing grapplers away.
Maximizing the Effect
1. Pair with Other Invocations:
o Agonizing Blast (+CHA to damage) → High damage + control.
o Grasp of Hadar (pull 10 ft toward you) → "Yo-yo" enemies.
2. Spell Combos:
o Hex (Strength) → Foes fail Athletics checks to resist being pushed into
hazards.
o Darkness + Devil’s Sight → Push blinded enemies safely.
3. Magic Items:
o Illusionist’s Bracers → Double beams (double pushes!).
Example Turn (Level 5+ Warlock)
1. Cast Hex (Bonus Action).
2. Fire Eldritch Blast (2 beams):
o Beam 1: 1d10+4 damage + push 10 ft into a pit.
o Beam 2: Repeat (total 20 ft movement).
3. Result: Enemy takes 2d10+8 damage and falls 50 ft (5d6 falling damage).
Rules Clarifications
No Save/Resist: Unlike Thunderwave, the push is automatic on hit.
Direction: Must be straight away from you (no diagonal/curved pushes).
Movement Triggers: Can provoke hazards (e.g., Opportunity Attacks if they re-
enter melee).
Why It’s Broken (In a Good Way)
Repelling Blast turns Eldritch Blast into a ranged shove with insane versatility. It’s why
Warlocks are top-tier controllers in 5e!
Need a build optimized around this? Try:
Race: Aarakocra (fly + push enemies downward for max fall damage).
Feat: Spell Sniper (double push range to 240 ft!).
Illusionist's Bracers (5th Edition)
Wondrous Item (Bracers), Very Rare (Requires Attunement by a Spellcaster)
Source: Guildmasters' Guide to Ravnica, p. 178
Effect:
"While wearing these bracers, whenever you cast a cantrip, you can use a bonus action on
the same turn to cast that cantrip a second time."
Key Features & Tactical Uses
1. Double Cantrips per Turn:
o Cast any cantrip twice (action + bonus action).
o Perfect for Eldritch Blast, Fire Bolt, or Booming Blade.
2. Synergy with Warlocks:
o Eldritch Blast Machine Gun:
At Level 5: 4 beams/round (2 actions + 2 bonus actions).
With Agonizing Blast: 4d10 + 20 damage (CHA +5 x4).
o Control Combos:
Repelling Blast x4 → Push enemies 40 feet in one turn.
3. Other Cantrip Abuse:
o Booming Blade: Hit twice, forcing two riders of thunder damage if the
target moves.
o Minor Illusion: Create two illusions simultaneously for complex tricks.
Rules Notes
No Spell Slot Cost: Works only with cantrips (not leveled spells).
Action Economy: Uses your bonus action (competes with Hex, Misty Step, etc.).
Attunement: Reserved for spellcasters (Warlocks, Sorcerers, Wizards).
Best Builds for Illusionist's Bracers
Class Best Cantrip Why?
Warlock Eldritch Blast Maximize beams + invocations.
Sorcere Fire Bolt / Booming
Twin Spell + Quickened redundancy.
r Blade
Wizard Toll the Dead Double necrotic nuking.
Example Turn (Level 5 Warlock)
1. Action: Eldritch Blast (2 beams).
2. Bonus Action: Eldritch Blast again (2 more beams).
3. Result: 4 attacks (4d10 + 20 damage) + push 40 ft (Repelling Blast).
How to Obtain Them
Ravnica Campaign: Purchase from the Izzet League (500–5,000 gp).
Homebrew: DM can drop as loot in high-tier adventures (Tier 2+).
Why They’re Game-Changing
These bracers turn cantrips into full-powered attacks, making them ideal for:
Blasters: Double your DPR (damage per round).
Controllers: Lock down enemies with forced movement.
Roleplay: Create intricate illusions or double Mage Hand shenanigans.
Broken Combo: Pair with Hexblade’s Curse for +PROF to all 4 beams!
A Level 9 Tiefling Hexblade Warlock would have access to a variety of powerful spells,
invocations, and features, tailored to both combat and spellcasting. They'd have access to
5th-level spells, including Mystic Arcanum, and would likely focus on enhancing their
martial abilities with Eldritch Blast and Eldritch Smite, while also utilizing the Hexblade's
Curse.
Here's a breakdown of what a Level 9 Hexblade Warlock typically looks like:
Key Features & Abilities:
Hexblade's Curse:
A core feature that grants a bonus to attack rolls, damage rolls, and critical hit range
against a single target, along with temporary hit points when the target is defeated.
Mystic Arcanum:
Grants access to a 5th-level spell from the Warlock spell list, which can be cast once per
long rest without expending a spell slot.
Eldritch Invocations:
At this level, the Warlock can choose new Invocations, such as:
Agonizing Blast: Adds Charisma modifier to Eldritch Blast damage.
Eldritch Smite: Spend a spell slot to deal extra force damage on a melee weapon hit.
Lifedrinker: Adds Charisma modifier to melee weapon damage.
Spellcasting:
9th level unlocks 5th-level spells like Banishing Smite and Cone of Cold (potentially
replacing a previously known spell).
Pact Magic:
Warlocks have a limited number of spell slots, but these are replenished on a short rest.
At level 9, the Warlock has 2 spell slots.
Tiefling Racial Traits:
Infernal Legacy: Grants access to spells like Hellish Rebuke and Thaumaturgy.
Charisma Bonus: Tieflings naturally have a +2 bonus to Charisma, which is key for both
spellcasting and Hexblade features.
Leveling Choices (Example):
Feats:
At level 9, you might choose feats like:
War Caster: Grants advantage on concentration saving throws for spells, and allows
opportunity attacks with spells.
Polearm Master: If using a polearm, this feat is very powerful, granting an additional
attack and bonus action attack opportunity.
Great Weapon Master: If using heavy weapons, this feat can increase damage output
significantly.
Eldritch Invocations:
Consider Eldritch Smite and Lifedrinker for melee combat, or Agonizing Blast for a stronger
Eldritch Blast.
Spells:
Choose spells that complement your playstyle. Shadow of Moil provides both advantage
on attacks and disadvantage on being attacked, making you a formidable melee threat.
Playstyle:
A Tiefling Hexblade Warlock at level 9 can be built for either a melee-focused combatant
or a more balanced character who utilizes both spellcasting and weapon attacks. The
Hexblade's Curse and Eldritch Blast are staples for damage output, while Eldritch Smite
can be used for burst damage in melee. Consider using spells like Hex to enhance your
weapon attacks, or Banishment to control the battlefield.
Important Considerations:
Spell Slots:
Warlocks have limited spell slots, so using them wisely is crucial. Consider short rests to
replenish them.
Concentration:
Many powerful warlock spells require concentration, so consider taking the War Caster
feat to maintain concentration.
Flavor:
Tieflings have a strong connection to the infernal, so consider roleplaying elements that
reflect your character's heritage and their pact with the Hexblade patron.
Optimizing:
Research the best feats, invocations, and spells to suit your preferred playstyle.
By carefully selecting your spells, invocations, and feats, you can create a powerful and
versatile Hexblade Warlock that is both effective in combat and engaging to play.