@@DarkLordArbitur -- Add areas with invisible support cross beams, only low enough to hit the centaur. Then use fall damage calculation based on how much movement they did before they bang their head on one. 😈
Duuuude, Warlocks need eye-based patrons, pacts, and/or invocations. This is the party that should be playing with things like Gojo's Six Eyes or the Sharingan. I know, those are family traits, seems like a Sorcerer thing, but if you look at what those sorts of characters actually do with their eyes, they're very rarely used for straight forward spells or even meta-magic style spell manipulation. No, those eyes are always used to do things that nobody else can do, which feels more like how customizable Warlocks are. That, and I think that making a pact for a magic eye is more interesting than being born with a pair.
@@SodaPopBarbecue sukuna had to cut through THE FORTH DIMENSION to get past gojos technique. And if not for megumies technique sukuna could have never won
Since the dash action only increases your movement by an amount equal to your movement speed wouldn’t a reduced speed cause the dash action to only increase your movement by an amount equal to your currently available movement?
@AtelierGod the amount of spd for dash is dependant on your base movement speed. You'd still have 40ft of movement overall but pushed back 10ft. So if we take that into account then they would still be able to advance 30ft toward their goal.
@@laughingpanda4395 "When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers" AFTER APPLYING ANY MODIFIERS so you will get only 10 ft for character that can go 30ft "Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash."
@laughingpanda4395 That is correct, but Ray of frost and the invocation reduces that base movement from 30 to 10. Doubling it with a dash, makes it 20. Yes they make progress, 10 ft at a time, but it'll take em forever to reach their target.
@@madcat1865 This is where DMs start getting devious with forcing encounters in closed spaces, cutting off escapes with portcullises to split the dungeon, giving enemies Misty Step...
As I was already in rules lawyer mode after this short assumed Lance of Lethargy was reprinted, I wanted to correct you about Repelling Blast, but... I think it actually works with Booming Blade RAW. This is fun and might actually be an okay alternative to Thirsting Blade and Devouring Blade. EDIT: I was only thinking about straight warlock, but this is obviously great for a Warlock 2 /Rogue X build.
You can also get a damage bump and an extra 10 feet of slow if you go with Goliath as your species so on one turn you can slow one enemy by 30 feet and a second enemy by 10 feet
Also summon shadowspawn is a good option here reducing the movement speed of the enemy by another 20 feet. Ofc it's a 3rd level spell tho, I made a character like this once. you summon the tentacle and the shadowspawn and watch your minions massacrate your enemy as he is unable to come to you and interrupt concentration.
@@dazzlemasseurwhat do you mean if the player is evil? Of course we are always the heroes, because those who win are the ones who will write history 🦩
This is actually kind of dope because a rail frost would normally never be picked over Eldridge's blast for a warlock, but also it wouldn't never be picked over fireball for anyone else. In most situations. It doesn't do as much damage as fireball. And the tin feet of movement might not really matter too much to most people. My wizard only had it because she was order of scribes and could use that to make fire pulse damage ice in case fire was a bad option. A synergy like this actually makes that spell more useful. This is really good and healthy For the game.
dash is always an option yeah but the combo still works because the enemy lose his turn dashing to get closer while take damage. That's why most monsters have ranged attacks
Literally what I was thinking, this only works before level 5 (when eldritch blast gets 2 beams) and then it becomes redundant again because doing it with EB knocks back 10 feet instead of 20, deals more damage and with a better damage type.
Players: Use this combo All encounters moving forward: DM: "You are attacked by arrows..." Players: "Oh no..." DM "You heard of Tucker's Kobolds, now I present to you, Skyrim Stealth Archers bitches. Roll for initiative!!"
Fun interaction: you go 1 fighter for heavy xbow mastery/ celestial warlock 6, put agonizing blast for true strike and turn your dmg all radiant you can hit for 1d10+1d6+12(agonize dmg+base spell casting dmg+celestial radiant dmg) every turn without using a resource
@@rodneydavis9172 heavy crossbow and longbow can also take the Great Weapon Master feat as they are heavy weapons to add your proficiency to damage as well. What should inform your choice is the weapon mastery that best suit your build.
I don't quite understand. What cantrip are you applying to your bow attack that makes you deal invocation damage? Did they change true strike? Cus getting advantage won't actually count cus the cantrip needs to deal damage foe the invocations to work
also, doesn't true strike take an action to cast? how are you doing a true strike and then attacking every turn? i'm not familiar with the new rules. . does mastery let you fire the xbow as a bonus action, because otherwise, this shouldn't work.
You can also do it with fathomless warlock who you can summon the tentacle as a bonus action strike with it for 1d8 cold damage And their movement falls by 10 feet
Oh cool so Celestial warlock can bully with Sacred Flame. Just push a baddie back 10ft, slow them down 10 leaving them 10ft to reach you. An just walk back 10 ft. Unless they got a reach weapon then make it 20ft. I love it that the new invocations work for all cantrips not just Eldritch blast.
@@Just_a-guyDon't forget that not all monsters and baddies got a BA dash so for most that is a full action just to reach the warlock. It's still a niche gimmick but it is such a fun one to come in clutch. I'm definitely thinking about it for my next warlock build. Sure some other monsters have big movements to make it mute but for minor foes or something like that. It's such a fun thing to do.
@@JackIntoGaming4721yea, also your warlock should have at least 25 ft of movement and ray of frost is 60feet range so a lot of low level meele monster are just "f"
There are even crazier things you can do with the new Warlock stuff if you put your mind to it (or read some of these comments in this videos comment section).
If true then this is just embarrassing. They are being confidently incompetent. How is that any fun? The player will have fun for one combat and the GM won't have any and then it just creates a GM Vs player scenario where the GM has to build encounters specifically in mind to counter the players
@@coolboy9979Orrrrrrr your GM just doesn't suck ass and either gives you fun combats to smash OR makes intelligently-crafted combats for you to figure out how to make the best use of your abilities?
@@coolboy9979 Ray of Frost is not a particularly powerful spell, it can only affect one target at a time (unlike eldritch blast), and it can miss. It's not actually that foolproof of a strategy. You have to be fighting 1 guy with no ranged attacks and low AC for it to be a guaranteed win.
Really? The combo isn't even legal RAW since Ray of Frost is not a Warlock cantrip and so can't be imbued with an evocation even if you have access to it from another class or a feat. Did they even read their own book?
You know, the more and more rules I hear of in the updated 5e, the more I wonder if the devs actually thought any of this stuff through, or just chucked darts at a note-covered board...
Strictly speaking, the creature still has 10ft of movement speed (assuming speed 30, some things have more of course. Not many things have less.), it can dash, still, so it can make very slow progress.
I thought I escaped it. I thought it had finally ended. The torment. The viciousness. The cold, lifeless gaze as it plunged pure, solid nitrogen into my skull. Yet its madness still lingers. I have to warn them about it. About *her* .
The rules never stated that all invocations that originally only applied to Eldritch Blast now apply to any cantrip (correct me if I'm wrong with a page citation). Lance of Lethargy is from Xanathar's Guide to Everything. You also still have to hit. And enemies can dash, or have a speed higher than 30. The enemy can also just move 10 feet and hit you with a melee attack, and you now have disadvantage to do this again. This ALSO requires you to have a feature that lets you pull from another spell list, because Ray of Frost is not on the Warlock spell list.
Good points! I created two separate characters in DND Beyond as a test. Lance of lethargy is available under 2014 rules, but is not available under 2024 rules.
@@Tletna it's definitely not possible on d&d beyond. Can't get lance or ray of frost with new rules. Have to take a multiclass or adept feat but then it's not a warlock cantrip.
@@matthewnodwell4847 If you take the Pact of the Tome invocation at level 1 you can choose 3 cantrips from any spell list and will count as Warlock spells. Then at lvl 2 you choose the 2 invocations from the video and technically would work with DM consideration regarding Xanathar's invocation specifying Eldritch Blast but whatever.
I've recently seen The Fathomless. Combine that with what he's said and wow. 10ft reduce from cantrip, 10 from Lance, 10 from tentacle and knock back 10. Beautiful.
Add Grasp of Hadar and be a Fathomless warlock with the tentacle that does the same thing as Ray of Frost... as a bonus action. Now you have complete control over where they are on the battlefield as long as they're 60ft away. Grab Devil's Sight and plonk Hunger of Hadar on them, and watch them get eaten alive by the darkness.
If you are an earth genie warlock and take the crusher feat, your genie's wrath feature push the enemy an additional 5ft. Plus with the earth genie you gain access to spike growth, making the ground difficult terrain and causing creature 2d4 piecing damage for every 5ft of movement. You can also add the telekinetic feat for another 5ft Overall, ray of frost+repelling blast+lance of lethargy+earth genie's wrath+crusher feat+telekinetic feat+spike growth===== 20ft of movement backward, 5ft of movement per action, 8d4+xd8+prof bonus in damage
It's also fine cuz the whole short is bs anyways. There is no rule that says "all invocations work with all Warlock Cantrips". Lance of Lethargy wasn't updated in the new book so it's still locked to Eldritch Blast.
Sure, if you're standing still. Remember, dash allows you to move up to your movement speed again. Long as you're chilled, your dash only gets you 10 more feet. So the caster can move a full 30, and even dashing the opponent can only move 20. Unless you're missing more than 1 in 3 shots, you'll likely stay ahead.
Ray of Frost may be good, but Magic Stone works with Extra Attack and can be handed to allies for them to throw. If you play your cards right, you can knock enemies back 30 ft for a bonus action, and never even spend your own action. At level 2.
It can easily be countered, with long range weapons or by dashing until they're in front of the warlock, and then being pushed 10 ft back, moving 10 ft forward and attacking
well dashing got changed so its only a speed boost based on your speed after any reduction so even if they dashed they would only be moving 10 feet closer to you then they where before. so if they have a 30 feet speed but have it reduced by 20 and dash you now have 20 feet of movement; sense you were pushed back they would only get a net gain of 10 feet so as long as you move 15 feet they cant get to you
*Fixes glasses* Um actually! Lance of Lethargy did not make the reprint. And the feature that allows certain invocations to affect non-EB cantrips is spelled out within the select invocations themselves. This is not an available option.
WotC: Let's change the rules to allow the mods for Eldritch Blast to be used with other cantrips that said mods were never balanced for. What could possibly go wrong?
When this was possible in playtest i loved this idea of harrassment with other cantrips. With the pact of the tome invocation you can pick up so many different cantrips and turn them into warlock cantrips. Word of radiance is my favorite cantrip and magic stone. Magic Stone with those bonuses and crusher mean -20ft movement 20ft push back, pick up genie warlock and now you have 20ft slow and 30ft push back. The Cheese Grater has been enhanced.
1. First level take Rogue, and the rapier (vex) and shortbow (vex) masteries. Use a rapier in melee and shortbow at range. Now whenever you hit an enemy, you then have advantage on your next hit on that enemy, guaranteeing Sneak Attack. 2. At level 3 take the Swashbuckler subclass. Now whenever you attack (hit or miss) an enemy in melee, you can walk away without triggering that enemy's opportunity attack. You also always have Sneak Attack when you're the only one engaging a target within 5 feet. 3. At level 4 take Elven Accuracy. Now whenever you have advantage with dex/wis/int/cha weapons, including from vex, you roll with super advantage. You now have about 15% chance to crit every time you have advantage. 4. At level 5, multiclass into Warlock. Get the Booming Blade cantrip. Now your attack every turn is: super advantage rapier 1d8 + dex mod + booming blade 1d8 + sneak attack (+ if they move 2d8). You can get any invocation here but I guess Pact of the Blade fits best? 5. At level 6 take another level of Warlock. Get Agonizing Blast for Booming Blade. Now youre dealing: super advantage rapier 1d8 + dex/cha mod + booming blade 1d8 + cha mod + sneak attack (+ if they move 2d8 + cha mod). And since you're a swashbuckler you can avoid opportunity attacks from your tagets and run away behind cover, and basically force them to chase you and trigger the additional damage. I'd say you can go Hexblade subclass at level 3 for Hexblade Curse to make your attacks crit on a Nat 19, and with super advantage that means you have a 27% chance to crit your hex target. Alternatively you can go Archfey subclass for Taunting Teleport - misty step out of your enemy's reach AND force disadvantage on their attack rolls against anyone but you, and they're kind of guaranteed to eat the additional booming blade damage.
also works w/ fighter 1 + warlock 2. grab slow on a club & 2 weapon fighting style, & then lethargy, agonising & repelling on booming blade. 2d6+d8+Cha+2xStr & push them 10ft & slow em by 20ft. Fun stuff! be sure to move yourself away if they're faster than 30ft speed :)
My favorite cantrip is actually shocking grasp, pushing them back after you use shocking grasp is like punching them so hard with a lightning shock they fall backwards, it's great
My thoughts on different ways to handle this if it becomes a problem: Anything you are allowed as the player is allowed by npcs as well. This could be usef by select city guard for catching law breakers. A cult who has a cadre of casters to lock down the damage dealer melee that had been causing them trouble. Look into things that give your npcs extra movement speed. Mobile feat, centaurs, mounts, I think monks get more speed, spells that buff movement, etc. The key is to keep it varied, keep it somewhat limited, and keep it sensible. The more a recurring group of enemies is troubled by this tactic, the more likely they are to have prepared to account for it. In a similar vein, ways to nullify the effect: Antimagic, silence and other methods to lock down casters work of course. Some more home brew ways can work too. Maybe introduce a rival warlock from the same patron, who wants to do a task given by the patron, but since you're both marked by the patron, their invocations dont work on each other, so its just the slow from the ray of frost. Encourage more variety in tactics by hitting them with larger groups of weaker enemies - the warlock can only target one per turn. Suggest they can lean into the theme of their invocations by taking crowd control spells. If those things dont work for some reason, you dont feel confident enough in your abilities to effectively use them, and you have reasonable players, you can nerf the combo by not having ray of frost and lance of lethargy effects stack. I don't recommend this as a default, but remember, you are the dungeon master. If its getting in the way of fun, you are the establisher of reality within the game.
Its still the most effective too, because it hits more than once and therefore the effects stack. Throwing a Bandit around by disgracing his mother with Vicious mockery is still funny tho.
"Perhaps the only steps you took were in your mind, Polnareff... and in actuality fear overrode your consciousness, wrestling control from your brain causing you to descend down the stairs!"
It is to be said that once Eldridge Blast gets two beams, It’s better to use that over Ray Frost because while it does the same amount of movement speed reduction, it has double the range..
@@EnlistedPlague9 if the enemy is up against a wall you’re doing less to reduce their movement since Lance of Lethargy doesn’t apply twice to the same enemy. The combo in the video is better in tight spaces where you also probably have limited mobility when it comes to moving away from them.
@@brilobox2 even if your table rules that LoL doesn’t stack, you’re usually going to have multiple targets. Versatility is great. Personally I’d use chill touch rather than either because it bypasses the need for a hit to be made by radiant damage in order to keep an enemy from regaining hp.
Interesting and somewhat viable, but still just weaker than having it on Eldritch Blast. You're putting a few of your eggs into a single 65% basket, when you can put all your eggs into 1-4 baskets. You have a much higher chance to even apply the 10 ft slow, and you can knock them back further. 2 Hits is the same basic effect, and you have the ability to hit them for up to 4 times. More if you have Quicken Spell Metamagic or Illusionist's bracers. But, if you are tired of playing a Warlock using Eldritch Blast, then sure this is a decent alternative even if weaker.
@@brilobox2 true but there are better weapon masteries i would consider for a dip and when i play mostly warlock i get enough invocations for a massive multiclass char with just a few invocations i would consider better invocations for sure.
Sorcerer Warlock multiclasses got even better with 2024 ruleset. All you need is to confirm your DM will allow you to grab the Elven Accuracy feat from Legacy content if you go an Elven race. Innate Sorcery gives you advantage on attack rolls. Elven Accuracy is known for its interaction with Advantage letting you roll 3d20. With Eldritch Blast, that’ll be for every beam for a minute straight. Throw in Scorching Ray, and you’ve got a beautiful crit-fishing build for fairly cheap. Let’s also not forget that Chromatic Orb was SIGNIFICANTLY enhanced. Being given the Chaos Bolt ability to jump on 2+ matching damage die, you can potentially get multiple Chromatic Orbs to hit different targets in a round. By 7th level spellcasting (level 13 minimum), the damage is 9d8 which guarantees the Orb to jump every single attack that’s lands (as you will always have one matching dice). That’s 7x 7th level Chromatic Orbs if there are enough enemies in range to jump to. Throw in the crit-fishing stuff at earlier levels and you have much better odds at landing crits, which in turn means more dice rolled (better odds at rolling doubles on damage die thus resulting in jumps). Now, take the Wild Magic Sorcery for the Tides of Chaos advantage + Lucky for more advantage and you’ll be looking real pretty. Take Archfey Warlock for Misty Step teleports around the field with taunts or Temp HP or take Fiend Warlock for Dark One’s Blessing for Temp HP to yourself.
Repelling blast inv with booming blade and a few levels in eldritch knight for multiattack, glamour bard for command every turn as a bonus action without a spell slot, and conjure minor elementals for extra damage
Okay. So say an enemy had 0 speed. What can they do? If I line something up to hit them that is guaranteed to line up, no roll, what can they do? Because I have a dude telling me they could still dodge the thing (let's say a log swinging tree trap set on a straight path to his location, or a charging character who's simply running up to push him like a foot). He can't use the actual Dodge action as the book states your speed must be greater than 0. He can't run away because 0 means he literally can't walk, Dash is still dependent upon movement speed, so? He's saying he'd give him some kind of saving throw but doesn't know what, probably Dex. I'm sitting here looking for the actual answer. If I knock a guy's speed to 0, how is he capable of NOT being pushed off a cliff or hit by a wagon?
There’s these things called crossbows you see… If you wanted to make a common sense ruling, either a creature with 0 speed would automatically fail Dex saves or would in fact be able to take the Dodge action.
A few things that come to mind for me would be, have a couple monk enemies made as PCs with the mobile feet therefore some enemies have 50ft of movement. Also the better idea imo is have some enemies that carry both melee and ranged weapons and just swap to ranged. I'd prefer this just in case someone also had a fighter with polearm master and sentinel. Or the funny for the DM scary for the players option of if you can do it so can your enemies.
I will let my players game the system when they find fun exciting ways to do so, but I let them know that when they're doing it, I have no problem doing so myself to. Things like an aboundance of dashing, the occasional teleport/misty step poping up, Eladrin with fey step, ranged martial/spellcaster enemies and an increase in magical resistances of various kinds
as a level 6 celestial warlock you can also choose the book of shadows invocation for fire bolt and then take agonizing blast for fire bolt. Then, because you're a level 6 celestial warlock, you deal extra damage on fire bolt, so you're swinging for 2d10+10 fire damage
Then u level up, get grasps of Hadar and just push and pull them forever. I have this build idea where it's sorlock, dragonic ancestry. U get elemental affinity, add ur Cha to elemental DMG rolls on top of the warlocks agonizing blast invocation. Suddenly u have double DMG on cantrips, with a 16 in Cha, doing a minimum of 7 DMG if u hit. Pretty good for a cantrip
mimic can polymorph in any object but the high and weight aren't specified so if you play as one you can 1 shot the whole campain by turning into the sun
I could be mistaken but I thought these invocations were for damaging warlock cantrips. Ray of Frost is not on the Warlock spell list, so even if you acquire it somehow (multiclass, magic initiate) you can’t add Invocations to it.
You can take pact of the tome to add ray of frost as a warlock spell, so the only real issue is that lance of lethargy isn't in the 2024 phb meaning it would still only work with Eldritch Blast RAW.
Ray of Frost is quite powerful, a party of adventures having the same cantrip can reduce a creature to 0 movement speed, even with dash if they reduce their speed down to 0 you can't dash because your speed is 0. Ray of Frost is a spell that can stack, it is secretly op.
I really like Booming Blade plus Repelling Blast. Yeah, the RB doesn't trigger BB damage... but if that enemy wants to hit me it will need to move. Really adds to my ability to manipulate the battlefield, alongside the other invocation shenangians
A lot of people saying that Dash negates this, but that’s just 10ft per turn. It would take the target up to 6 turns to reach you (longer if you have Eldritch Spear or Spell Sniper)
*Grabs* *Monkeys* *Paw* "Please let my warlock players cast a cantrip other than eldritch blast..."
this works from level 2 btw!
At least Warlock's aren't Eldritch Blast merchants anymore...
How did you get Ray of frost? Not on the warlock spell list. Did I miss something?
I'm pretty sure with 5e rules you can do this with Eldritch blast and those two invocations already.
@@DarthKilaj85 Not before level 5 on a 30 speed enemy, which this does
"Hey DM ive noticed a large increase of centaurs with the mobile feat in our campaign"
Excellent, then you can make a clan of elite hunters that only tries to kill Centaurs.
Let's see how they like those apples.
I had a centaur fighter with mobile and horseshoes of speed. Bro was untouchable
@@DarkLordArbitur -- Add areas with invisible support cross beams, only low enough to hit the centaur.
Then use fall damage calculation based on how much movement they did before they bang their head on one. 😈
The centaurs are the enemies, to be able to outpace the slow and push.
@Supremax67 but this was my character I made.
This is just the dnd equivalent of a tall guy holding the head of a short guy to keep them away
😂😂😂
Cackles
Except there's no breaking the elbow on this one.
As a short person with a lot of tall/average height friends, this gives me ptsd
right right the infamous Sisyphean Blast
One must imagine __ Yuan-Ti Malison happy
Hmm adding boulder cover to the game when this is around check.
i knew someone else would say it first
Oh that’s good
Just give every huge sized creature a boulder to throw
‘What you’re touching is the infinity between you and me. My limitless technique brings it into reality.’
*gets cut in half and is exposed as a fraud*
I only got this reference after 5 minutes. I need to rewatch Jujitsu Kaisen.
Duuuude, Warlocks need eye-based patrons, pacts, and/or invocations. This is the party that should be playing with things like Gojo's Six Eyes or the Sharingan. I know, those are family traits, seems like a Sorcerer thing, but if you look at what those sorts of characters actually do with their eyes, they're very rarely used for straight forward spells or even meta-magic style spell manipulation. No, those eyes are always used to do things that nobody else can do, which feels more like how customizable Warlocks are. That, and I think that making a pact for a magic eye is more interesting than being born with a pair.
@@wizrad2099 - so a beholder as a patron?
@@SodaPopBarbecue sukuna had to cut through THE FORTH DIMENSION to get past gojos technique. And if not for megumies technique sukuna could have never won
Creatures with teleport:😈
Or just 35ft move
@@thod-thodoh great they now can move 15 ft total instead of 10!
Simple fix Warlock Subclass Archfey Patron let's the Warlock Misty Step as a reaction
That fixed the problem for one turn 😂
@@Aarenzarifa3772 lol true 😂
(Enemies smart enough to use the dash action): i'm gonna get you! In 5 minutes!
Since the dash action only increases your movement by an amount equal to your movement speed wouldn’t a reduced speed cause the dash action to only increase your movement by an amount equal to your currently available movement?
@@AtelierGodyup it should. If you have 30ft of movement you will make 10ft of progress each turn while dashing
@AtelierGod the amount of spd for dash is dependant on your base movement speed. You'd still have 40ft of movement overall but pushed back 10ft. So if we take that into account then they would still be able to advance 30ft toward their goal.
@@laughingpanda4395
"When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers" AFTER APPLYING ANY MODIFIERS so you will get only 10 ft for character that can go 30ft
"Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash."
@laughingpanda4395 That is correct, but Ray of frost and the invocation reduces that base movement from 30 to 10. Doubling it with a dash, makes it 20.
Yes they make progress, 10 ft at a time, but it'll take em forever to reach their target.
PC misses with Ray of Frost
Enemy: "Well, well, well... It would be a shame if I crit you in the face this round."
It would be. If I hadn't taken Spell Sniper and are already 60 ft away.
That would be exactly when it happens, too
@@madcat1865 This is where DMs start getting devious with forcing encounters in closed spaces, cutting off escapes with portcullises to split the dungeon, giving enemies Misty Step...
@@Randoman590 you need movement? Laughs in rogue with long bow and steady aim.
I was told DMs could no longer crit with monsters with the new rules, is this true
Agonizing Blast + Repelling Blast + Booming Blade: *POWEEEEEEEEEEERRRRRRRRR!!!*
As I was already in rules lawyer mode after this short assumed Lance of Lethargy was reprinted, I wanted to correct you about Repelling Blast, but... I think it actually works with Booming Blade RAW. This is fun and might actually be an okay alternative to Thirsting Blade and Devouring Blade. EDIT: I was only thinking about straight warlock, but this is obviously great for a Warlock 2 /Rogue X build.
You Can get it even better with weapon mastery Push = 20 feet push
I like both with Shocking grasp. Its just having a really big taser
If you can get Battle Master maneuvers, pushing attack will make it a 30 foot push
The melee cantrips aren't in the new books, iirc; But don't let that stop you from mixing content!
Take the fathomless for an another 10ft as ba
You can also get a damage bump and an extra 10 feet of slow if you go with Goliath as your species so on one turn you can slow one enemy by 30 feet and a second enemy by 10 feet
"They call me, 'Mr. Freeze.'"
Also summon shadowspawn is a good option here reducing the movement speed of the enemy by another 20 feet. Ofc it's a 3rd level spell tho, I made a character like this once. you summon the tentacle and the shadowspawn and watch your minions massacrate your enemy as he is unable to come to you and interrupt concentration.
If it is an evil monster it's not murder, it's called being a badass hero.
But DND can be very morally gray. So what if it isn't evil ?
What if the player is evil.
POV: Doom Slayer in Undertale be like
@@dazzlemasseurwhat do you mean if the player is evil? Of course we are always the heroes, because those who win are the ones who will write history 🦩
A MANLY badass hero
@@SenhorAlienyou sir are awesome for this.
That's when the GM pulls out the uniquely terrifying and unfathomably dark game design technique of
*TWO ENEMIES*
😱😱😱
Hey hey, that's cheating! They can't do that!
Creatures with a Dash Attack, teleport, or range: this is fine.
This is actually kind of dope because a rail frost would normally never be picked over Eldridge's blast for a warlock, but also it wouldn't never be picked over fireball for anyone else.
In most situations. It doesn't do as much damage as fireball. And the tin feet of movement might not really matter too much to most people. My wizard only had it because she was order of scribes and could use that to make fire pulse damage ice in case fire was a bad option. A synergy like this actually makes that spell more useful. This is really good and healthy For the game.
dash is always an option yeah but the combo still works because the enemy lose his turn dashing to get closer while take damage. That's why most monsters have ranged attacks
With 10ft Speed from the cantrip hit they can dash a grand total of 20ft. You also have movement, a whole 30ft of it.
"Yeah, i'll just fire two eldritch blasts, I guess..."
Literally what I was thinking, this only works before level 5 (when eldritch blast gets 2 beams) and then it becomes redundant again because doing it with EB knocks back 10 feet instead of 20, deals more damage and with a better damage type.
Players: Use this combo
All encounters moving forward:
DM: "You are attacked by arrows..."
Players: "Oh no..."
DM "You heard of Tucker's Kobolds, now I present to you, Skyrim Stealth Archers bitches. Roll for initiative!!"
just give the baddies the gloom stalker ranger feature to make them invisible to darkvisioned characters and attack the party at night
*DM pulls up the Quickling stat block*
The myriad of creatures with a movement speed higher than 30: Are we a joke to you?
Invocations working on every cantrip is incredible. This is what I wanted to see
Not every invocation works on every cantrip.
Maybe, but im happy Warlock won't have to use eldritch blast as much anymore
I think this is technically how Gojo's infinity works kind of-
The closer you get, the larger the distance between you becomes.
Fun interaction: you go 1 fighter for heavy xbow mastery/ celestial warlock 6, put agonizing blast for true strike and turn your dmg all radiant you can hit for 1d10+1d6+12(agonize dmg+base spell casting dmg+celestial radiant dmg) every turn without using a resource
Or longbow for I think d8 instead
@@rodneydavis9172 heavy crossbow and longbow can also take the Great Weapon Master feat as they are heavy weapons to add your proficiency to damage as well. What should inform your choice is the weapon mastery that best suit your build.
I don't quite understand.
What cantrip are you applying to your bow attack that makes you deal invocation damage? Did they change true strike? Cus getting advantage won't actually count cus the cantrip needs to deal damage foe the invocations to work
also, doesn't true strike take an action to cast? how are you doing a true strike and then attacking every turn? i'm not familiar with the new rules. . does mastery let you fire the xbow as a bonus action, because otherwise, this shouldn't work.
@@Femaiden they are only doing one attack.
You can also do it with fathomless warlock who you can summon the tentacle as a bonus action strike with it for 1d8 cold damage And their movement falls by 10 feet
Oh cool so Celestial warlock can bully with Sacred Flame. Just push a baddie back 10ft, slow them down 10 leaving them 10ft to reach you.
An just walk back 10 ft. Unless they got a reach weapon then make it 20ft. I love it that the new invocations work for all cantrips not just Eldritch blast.
Dash
@@laughingpanda4395dash will still have -20ft of movement so you should easily avoid them
@@Just_a-guyDon't forget that not all monsters and baddies got a BA dash so for most that is a full action just to reach the warlock.
It's still a niche gimmick but it is such a fun one to come in clutch. I'm definitely thinking about it for my next warlock build.
Sure some other monsters have big movements to make it mute but for minor foes or something like that. It's such a fun thing to do.
I'm still believe eldritch blast is the solid option
It just scales better
@@JackIntoGaming4721yea, also your warlock should have at least 25 ft of movement and ray of frost is 60feet range so a lot of low level meele monster are just "f"
I mean putting repelling blast on Ray of Frost is exactly what WotC suggested doing when they gave the rundown on the new warlock
There are even crazier things you can do with the new Warlock stuff if you put your mind to it (or read some of these comments in this videos comment section).
If true then this is just embarrassing. They are being confidently incompetent. How is that any fun? The player will have fun for one combat and the GM won't have any and then it just creates a GM Vs player scenario where the GM has to build encounters specifically in mind to counter the players
@@coolboy9979Orrrrrrr your GM just doesn't suck ass and either gives you fun combats to smash OR makes intelligently-crafted combats for you to figure out how to make the best use of your abilities?
@@coolboy9979 Ray of Frost is not a particularly powerful spell, it can only affect one target at a time (unlike eldritch blast), and it can miss.
It's not actually that foolproof of a strategy. You have to be fighting 1 guy with no ranged attacks and low AC for it to be a guaranteed win.
Really? The combo isn't even legal RAW since Ray of Frost is not a Warlock cantrip and so can't be imbued with an evocation even if you have access to it from another class or a feat. Did they even read their own book?
You know, the more and more rules I hear of in the updated 5e, the more I wonder if the devs actually thought any of this stuff through, or just chucked darts at a note-covered board...
You’re laughing until 2 enemies show up at the same time.
Hits you with their own lance that casts grasping tentacles
Strictly speaking, the creature still has 10ft of movement speed (assuming speed 30, some things have more of course. Not many things have less.), it can dash, still, so it can make very slow progress.
Strictly speaking, that invocation is from Xanathar's and can only be used on Eldritch Blast, so this whole combo is not a thing
@@mutableref Good point
Dang eldritch cheese grater just got better
I thought I escaped it. I thought it had finally ended. The torment. The viciousness. The cold, lifeless gaze as it plunged pure, solid nitrogen into my skull. Yet its madness still lingers. I have to warn them about it.
About *her* .
I like how it now makes it so ray of frost slow a opponent. Something it really should have been doing with consecutive hits. A nice improvement.
(Sentinel Polarm master users)
"Look What They Need to Mimic a Fraction of Our Power"
Tabaxi monks laugh in 120movement
The rules never stated that all invocations that originally only applied to Eldritch Blast now apply to any cantrip (correct me if I'm wrong with a page citation). Lance of Lethargy is from Xanathar's Guide to Everything. You also still have to hit.
And enemies can dash, or have a speed higher than 30.
The enemy can also just move 10 feet and hit you with a melee attack, and you now have disadvantage to do this again.
This ALSO requires you to have a feature that lets you pull from another spell list, because Ray of Frost is not on the Warlock spell list.
Good points!
I created two separate characters in DND Beyond as a test. Lance of lethargy is available under 2014 rules, but is not available under 2024 rules.
@@EugeneTChu It should be, the 2024 rules didn't invalidate any other first party books, it just redid the PhB and DMG.
Creatures that take the dash action can get effectively 10ft closer to the caster... provided they have a 30ft walk speed.
Creature: Behold! I have a bow!
Yup creatures that excel at range and have a mount...
This is why we carry ranged weapons.
Players HATE this one simple trick.
Enemy: just pulls out a bow
Lance of lethargy wasn't reprinted and can therefore only be applied to Eldritch Blast. I'd allow it at my table though.
Ray of Frost isn't even a warlock cantrip so you cannot use the invocations for them.
@@matthewnodwell4847 I'm pretty sure the changed the Warlock spell list. Even if they didn't, there are ways around that.
@@Tletna it's definitely not possible on d&d beyond. Can't get lance or ray of frost with new rules. Have to take a multiclass or adept feat but then it's not a warlock cantrip.
@@matthewnodwell4847 you can get it through pact of the tome and it’ll count as a warlock cantrip
@@matthewnodwell4847 If you take the Pact of the Tome invocation at level 1 you can choose 3 cantrips from any spell list and will count as Warlock spells. Then at lvl 2 you choose the 2 invocations from the video and technically would work with DM consideration regarding Xanathar's invocation specifying Eldritch Blast but whatever.
I've recently seen The Fathomless. Combine that with what he's said and wow. 10ft reduce from cantrip, 10 from Lance, 10 from tentacle and knock back 10. Beautiful.
Player: "DM are we using the new rules"
DM: haha. No
Add Grasp of Hadar and be a Fathomless warlock with the tentacle that does the same thing as Ray of Frost... as a bonus action. Now you have complete control over where they are on the battlefield as long as they're 60ft away. Grab Devil's Sight and plonk Hunger of Hadar on them, and watch them get eaten alive by the darkness.
If you are an earth genie warlock and take the crusher feat, your genie's wrath feature push the enemy an additional 5ft. Plus with the earth genie you gain access to spike growth, making the ground difficult terrain and causing creature 2d4 piecing damage for every 5ft of movement. You can also add the telekinetic feat for another 5ft
Overall, ray of frost+repelling blast+lance of lethargy+earth genie's wrath+crusher feat+telekinetic feat+spike growth=====
20ft of movement backward, 5ft of movement per action, 8d4+xd8+prof bonus in damage
Lance of Lethargy has been dropped from warlock in 2024 rule book.
This just feels like Dio returning Polnareff back to the bottom of the stairs lol.
Between the chance you miss and the dash action, they can still get to you.
I would hope so, otherwise, it would be invincible in single combat and would break the game.
It's also fine cuz the whole short is bs anyways. There is no rule that says "all invocations work with all Warlock Cantrips". Lance of Lethargy wasn't updated in the new book so it's still locked to Eldritch Blast.
Sure, if you're standing still.
Remember, dash allows you to move up to your movement speed again. Long as you're chilled, your dash only gets you 10 more feet. So the caster can move a full 30, and even dashing the opponent can only move 20. Unless you're missing more than 1 in 3 shots, you'll likely stay ahead.
Use Shillelagh and Booming Blade or Green-Flame Blade for a crazy amount of extra Charisma damage.
Ray of Frost may be good, but Magic Stone works with Extra Attack and can be handed to allies for them to throw. If you play your cards right, you can knock enemies back 30 ft for a bonus action, and never even spend your own action. At level 2.
Stop abusing magic stone and then talking about it or they'll take it out of the game (lol). I like people thinking it 'sucks'.
@@Tletna it does, unless you have a strategy for it. Hiring orphans to throw the stones for you is a good one.
Solution: 500 goblins
From all directions
2 would suffice, 1 if the Warlock ever misses.
Solution: Deck the DM IRL 😂
It can easily be countered, with long range weapons or by dashing until they're in front of the warlock, and then being pushed 10 ft back, moving 10 ft forward and attacking
well dashing got changed so its only a speed boost based on your speed after any reduction so even if they dashed they would only be moving 10 feet closer to you then they where before. so if they have a 30 feet speed but have it reduced by 20 and dash you now have 20 feet of movement; sense you were pushed back they would only get a net gain of 10 feet so as long as you move 15 feet they cant get to you
it doesn't change much but they can take dash action and this combo stops 1 enemy, it's not even broken
"Looks like you'll be fighting everything that has a high con save now."
That guy DM, probably
Neither Ray of Frost or Lance of Lethargy need a save.
You mean everything doesn't have a high con save already?
@@angelagranger760 eh. That's a fair point.
lance of lethargy is a warlock invocation that is not available in the 2024 warlock
Well he did ask if they are using the new rules for Warlock so it sounds like they are still using 5e but are using the new warlock rules.
Alternative title: A tank, a banana, the sea god and a mastermind log onto a Minecraft server
*Fixes glasses*
Um actually! Lance of Lethargy did not make the reprint. And the feature that allows certain invocations to affect non-EB cantrips is spelled out within the select invocations themselves. This is not an available option.
The bandit with a crossbow:
You are the only thing I have been looking forward to for this new edition
The second I heard the “invocation buffs working on all cantrips” my inner DM squeaked in fear. That is just so many flavors of busted.
WotC: Let's change the rules to allow the mods for Eldritch Blast to be used with other cantrips that said mods were never balanced for. What could possibly go wrong?
When this was possible in playtest i loved this idea of harrassment with other cantrips. With the pact of the tome invocation you can pick up so many different cantrips and turn them into warlock cantrips. Word of radiance is my favorite cantrip and magic stone.
Magic Stone with those bonuses and crusher mean -20ft movement 20ft push back, pick up genie warlock and now you have 20ft slow and 30ft push back. The Cheese Grater has been enhanced.
1. First level take Rogue, and the rapier (vex) and shortbow (vex) masteries. Use a rapier in melee and shortbow at range. Now whenever you hit an enemy, you then have advantage on your next hit on that enemy, guaranteeing Sneak Attack.
2. At level 3 take the Swashbuckler subclass. Now whenever you attack (hit or miss) an enemy in melee, you can walk away without triggering that enemy's opportunity attack. You also always have Sneak Attack when you're the only one engaging a target within 5 feet.
3. At level 4 take Elven Accuracy. Now whenever you have advantage with dex/wis/int/cha weapons, including from vex, you roll with super advantage. You now have about 15% chance to crit every time you have advantage.
4. At level 5, multiclass into Warlock. Get the Booming Blade cantrip. Now your attack every turn is: super advantage rapier 1d8 + dex mod + booming blade 1d8 + sneak attack (+ if they move 2d8).
You can get any invocation here but I guess Pact of the Blade fits best?
5. At level 6 take another level of Warlock. Get Agonizing Blast for Booming Blade. Now youre dealing:
super advantage rapier 1d8 + dex/cha mod + booming blade 1d8 + cha mod + sneak attack (+ if they move 2d8 + cha mod).
And since you're a swashbuckler you can avoid opportunity attacks from your tagets and run away behind cover, and basically force them to chase you and trigger the additional damage.
I'd say you can go Hexblade subclass at level 3 for Hexblade Curse to make your attacks crit on a Nat 19, and with super advantage that means you have a 27% chance to crit your hex target.
Alternatively you can go Archfey subclass for Taunting Teleport - misty step out of your enemy's reach AND force disadvantage on their attack rolls against anyone but you, and they're kind of guaranteed to eat the additional booming blade damage.
also works w/ fighter 1 + warlock 2. grab slow on a club & 2 weapon fighting style, & then lethargy, agonising & repelling on booming blade. 2d6+d8+Cha+2xStr & push them 10ft & slow em by 20ft. Fun stuff! be sure to move yourself away if they're faster than 30ft speed :)
My favorite cantrip is actually shocking grasp, pushing them back after you use shocking grasp is like punching them so hard with a lightning shock they fall backwards, it's great
My thoughts on different ways to handle this if it becomes a problem:
Anything you are allowed as the player is allowed by npcs as well. This could be usef by select city guard for catching law breakers. A cult who has a cadre of casters to lock down the damage dealer melee that had been causing them trouble.
Look into things that give your npcs extra movement speed. Mobile feat, centaurs, mounts, I think monks get more speed, spells that buff movement, etc. The key is to keep it varied, keep it somewhat limited, and keep it sensible. The more a recurring group of enemies is troubled by this tactic, the more likely they are to have prepared to account for it.
In a similar vein, ways to nullify the effect: Antimagic, silence and other methods to lock down casters work of course. Some more home brew ways can work too. Maybe introduce a rival warlock from the same patron, who wants to do a task given by the patron, but since you're both marked by the patron, their invocations dont work on each other, so its just the slow from the ray of frost.
Encourage more variety in tactics by hitting them with larger groups of weaker enemies - the warlock can only target one per turn. Suggest they can lean into the theme of their invocations by taking crowd control spells.
If those things dont work for some reason, you dont feel confident enough in your abilities to effectively use them, and you have reasonable players, you can nerf the combo by not having ray of frost and lance of lethargy effects stack. I don't recommend this as a default, but remember, you are the dungeon master. If its getting in the way of fun, you are the establisher of reality within the game.
While it’s nice that warlock now has other options, it doesn’t change the fact that eldritch blast is cool so imma use it 90% of the time
Its still the most effective too, because it hits more than once and therefore the effects stack.
Throwing a Bandit around by disgracing his mother with Vicious mockery is still funny tho.
@@mordiHarbinger Lance of Lethargy doesn’t stack tho.
The equivelant of your older sibling just holding their arm out and you cannot reach them 😂
"Perhaps the only steps you took were in your mind, Polnareff... and in actuality fear overrode your consciousness, wrestling control from your brain causing you to descend down the stairs!"
It is to be said that once Eldridge Blast gets two beams, It’s better to use that over Ray Frost because while it does the same amount of movement speed reduction, it has double the range..
It would depend what damage element you need to be doing, right?
@@Tletna I mean that’s fair but cold is also resisted and immuned(?) by a lot more creatures.
@@EnlistedPlague9 if the enemy is up against a wall you’re doing less to reduce their movement since Lance of Lethargy doesn’t apply twice to the same enemy. The combo in the video is better in tight spaces where you also probably have limited mobility when it comes to moving away from them.
@@brilobox2 even if your table rules that LoL doesn’t stack, you’re usually going to have multiple targets. Versatility is great. Personally I’d use chill touch rather than either because it bypasses the need for a hit to be made by radiant damage in order to keep an enemy from regaining hp.
@@Tletna I mean that’s fair, more creatures are probably vulnerable to frost damage than force
i LOVE THIS GUY ! all his videos are like this. enemy can't hit you = broken but at the same time can't everything in the game do this to us ?
one problem, on eldritch blast you get a better repelling blast due to the multiple blasts
It only reduces Speed on a single enemy by 10ft tho even with multiple hits. In tight enclosed spaces the video combo would be more reliable.
I love this channel. I used to have too read Reddit, but now I can have someone pass it off as original content for me
Interesting and somewhat viable, but still just weaker than having it on Eldritch Blast. You're putting a few of your eggs into a single 65% basket, when you can put all your eggs into 1-4 baskets. You have a much higher chance to even apply the 10 ft slow, and you can knock them back further. 2 Hits is the same basic effect, and you have the ability to hit them for up to 4 times. More if you have Quicken Spell Metamagic or Illusionist's bracers.
But, if you are tired of playing a Warlock using Eldritch Blast, then sure this is a decent alternative even if weaker.
“It’s technically murder”
“They can still run away….slowly….occasionally getting pushed from behind….”
Love repelling blast on booming blade so much!
Ooooh, that's devious. I like it.
You can also just grab Weapon Mastery for a Push weapon with a martial dip and not waste an invocation.
@@brilobox2 true but there are better weapon masteries i would consider for a dip and when i play mostly warlock i get enough invocations for a massive multiclass char with just a few invocations i would consider better invocations for sure.
Sorcerer Warlock multiclasses got even better with 2024 ruleset. All you need is to confirm your DM will allow you to grab the Elven Accuracy feat from Legacy content if you go an Elven race.
Innate Sorcery gives you advantage on attack rolls. Elven Accuracy is known for its interaction with Advantage letting you roll 3d20. With Eldritch Blast, that’ll be for every beam for a minute straight. Throw in Scorching Ray, and you’ve got a beautiful crit-fishing build for fairly cheap.
Let’s also not forget that Chromatic Orb was SIGNIFICANTLY enhanced. Being given the Chaos Bolt ability to jump on 2+ matching damage die, you can potentially get multiple Chromatic Orbs to hit different targets in a round. By 7th level spellcasting (level 13 minimum), the damage is 9d8 which guarantees the Orb to jump every single attack that’s lands (as you will always have one matching dice). That’s 7x 7th level Chromatic Orbs if there are enough enemies in range to jump to. Throw in the crit-fishing stuff at earlier levels and you have much better odds at landing crits, which in turn means more dice rolled (better odds at rolling doubles on damage die thus resulting in jumps).
Now, take the Wild Magic Sorcery for the Tides of Chaos advantage + Lucky for more advantage and you’ll be looking real pretty. Take Archfey Warlock for Misty Step teleports around the field with taunts or Temp HP or take Fiend Warlock for Dark One’s Blessing for Temp HP to yourself.
Repelling blast inv with booming blade and a few levels in eldritch knight for multiattack, glamour bard for command every turn as a bonus action without a spell slot, and conjure minor elementals for extra damage
This is an amazing idea, my next BBEG is going to be a warlock for sure.
They can still walk ten feet towards you and make a melee attack. Would sure suck to have two warlocks doing this, though.
*Ranged enemies have entered the chat*
Okay. So say an enemy had 0 speed. What can they do? If I line something up to hit them that is guaranteed to line up, no roll, what can they do? Because I have a dude telling me they could still dodge the thing (let's say a log swinging tree trap set on a straight path to his location, or a charging character who's simply running up to push him like a foot).
He can't use the actual Dodge action as the book states your speed must be greater than 0. He can't run away because 0 means he literally can't walk, Dash is still dependent upon movement speed, so? He's saying he'd give him some kind of saving throw but doesn't know what, probably Dex.
I'm sitting here looking for the actual answer. If I knock a guy's speed to 0, how is he capable of NOT being pushed off a cliff or hit by a wagon?
There’s these things called crossbows you see…
If you wanted to make a common sense ruling, either a creature with 0 speed would automatically fail Dex saves or would in fact be able to take the Dodge action.
A few things that come to mind for me would be, have a couple monk enemies made as PCs with the mobile feet therefore some enemies have 50ft of movement. Also the better idea imo is have some enemies that carry both melee and ranged weapons and just swap to ranged. I'd prefer this just in case someone also had a fighter with polearm master and sentinel. Or the funny for the DM scary for the players option of if you can do it so can your enemies.
I will let my players game the system when they find fun exciting ways to do so, but I let them know that when they're doing it, I have no problem doing so myself to. Things like an aboundance of dashing, the occasional teleport/misty step poping up, Eladrin with fey step, ranged martial/spellcaster enemies and an increase in magical resistances of various kinds
And that, kids, is why we don’t use the new rules.
How dare they make my ghostlance into a cantrip xD
had a golem do this to me in 3.5, I could charge back in because I knew it would hit me but it turned into a thirty round encounter of me soloing it
as a level 6 celestial warlock you can also choose the book of shadows invocation for fire bolt and then take agonizing blast for fire bolt. Then, because you're a level 6 celestial warlock, you deal extra damage on fire bolt, so you're swinging for 2d10+10 fire damage
Funny how much they managed to break
Then u level up, get grasps of Hadar and just push and pull them forever.
I have this build idea where it's sorlock, dragonic ancestry. U get elemental affinity, add ur Cha to elemental DMG rolls on top of the warlocks agonizing blast invocation. Suddenly u have double DMG on cantrips, with a 16 in Cha, doing a minimum of 7 DMG if u hit. Pretty good for a cantrip
mimic can polymorph in any object but the high and weight aren't specified so if you play as one you can 1 shot the whole campain by turning into the sun
This would be a great combination for Fathomless Warlocks. AWesome!
Toll the Dead:
"Hey"
The dash action + shield (spell or item, maybe both) + literally any way to get higher AC: “I’m about to end this man’s whole career”
I could be mistaken but I thought these invocations were for damaging warlock cantrips. Ray of Frost is not on the Warlock spell list, so even if you acquire it somehow (multiclass, magic initiate) you can’t add Invocations to it.
You can take pact of the tome to add ray of frost as a warlock spell, so the only real issue is that lance of lethargy isn't in the 2024 phb meaning it would still only work with Eldritch Blast RAW.
Ray of Frost is quite powerful, a party of adventures having the same cantrip can reduce a creature to 0 movement speed, even with dash if they reduce their speed down to 0 you can't dash because your speed is 0.
Ray of Frost is a spell that can stack, it is secretly op.
I really like Booming Blade plus Repelling Blast. Yeah, the RB doesn't trigger BB damage... but if that enemy wants to hit me it will need to move. Really adds to my ability to manipulate the battlefield, alongside the other invocation shenangians
lowkey made a Mr Freeze gun with infinite ammo
"DM are using the new.."
"No get out, we use homebrew in this house!"
A lot of creatures have more than 30ft of movement, anytime you miss they'll get a full move and they can dash.
But it's still very strong.
This is when the DM starts using monsters with ranged attacks.
A lot of people saying that Dash negates this, but that’s just 10ft per turn. It would take the target up to 6 turns to reach you (longer if you have Eldritch Spear or Spell Sniper)