Q: Is my eldritch blast 5e compatible with my D&D homebrew rules? I love working outside in the garden, but I am worried that my blast won’t be strong enough to damage my foes. Thanks! I just bought a few boosters for my fifth level characters and will roll them in with the homebrew next time I play.
A: The basic premise of eldritch blast 5e is the ancient story of dragons and their ability to do good. This is just one of the many different types of elemental attacks that dragons can employ. Dragons have been around for a very long history back on the role playing front. You might remember playing those old 3d games using the same basic rules.
To answer your question, yes, a well designed homebrew spellcasting campaign using a lot of these spells can work in any modern day setting. In fact, that’s why we always encourage players to build their own homebrew spells with these classic rules and design concepts. Using an existing setting gives you a chance to learn how to do something a little different, while still using many of the core rules of every game.
The basic mechanics of any of the spells in eldritch blast 5e are to roll a number die, add the caster level to that number, then use the bonus action to cast the spell. Once the dice are rolled and the highest number rolled gets the bonus action, the lower number gets the effect from the bonus action. Obviously, there are some variations on this theme in each game. For example, in a surprise round of combat, the highest roll always gets the bonus action, so a low or average roll doesn’t necessarily indicate surprise with a higher degree of risk.
A quick note about extra attacks: Each warlock can choose to increase the number of spells per casting, up to a maximum of five. Once per day, a warlock can take one additional attack per caster level (this is called an “extra attack”). These spells are not considered part of the normal casting of spells and using them requires paying the spell cost again. This is why it’s important to spend some time considering which spells are best for what purposes.
Blastspells are a great option for a party to use when they need to deal out a lot of damage in a hurry. The main issue with eldritch blast Cantrips (other than the fact that they aren’t really a “damage” spell) is that you can’t cast more than three at a time, and this severely limits the strategic uses of these Cantrips. However, by making your own Cantrips, you can put together a fast healing, high damage, single-target attack that does a lot of real work without taking up a lot of time. A nice strategy for using Cantrips is to mix different Cantrips and see how each one helps the party.
A very cool part of eldritch blast 5e for the Warlock is how the damage is done. In order for this to be truly effective, the Warlock must cast the spell as the attacker, then move in front of the enemy and make two swings with his wand. This allows him to hit the creature from a very far distance, dealing out an impressive amount of damage in the process. The key thing to keep in mind here is that the length of the wand is only a factor, and the actual distance traveled is only expressed by the amount of “range” the caster has.
In addition to the standard eldritch blast 5e rules, using a wand when casting spells is just as important as the wand itself. When moving through terrain or using other special abilities that decrease your casting time (such as those gained through Improved Evasion or Flurry), make sure your movement speed doesn’t slow down while your hand is in motion. It is for this reason that the most ideal wand when casting spells is one with a short-range, high damage, and high speed. This will allow the player to hit their target with a high damage weapon as often as possible and will help them stay ahead of their enemies. The ability to cast spells much more quickly will help the player get ahead of their opponents and keep them from being caught off guard.