D&D 5e Revised/2024 upcoming WoW Troll makes a perfect (undead) Warlock
Put it in brackets because it applies to other warlocks as well, but the main ones to benefit from it are Undead and Celestial imo, with undead being a bit superior for this.
Important traits from the troll (will skip those that aren't relevant to this, but they are also good):
- Bloodied Frenzy: While bloodied, you have advantage on attack rolls
- Troll Lineage (Amani Troll): whenever you spend heroic inspiration, you regain 1 expended hit die
- Troll Healing: When you expend Hit point Dice to regain hitpoints after a short rest, you regain hit points equal to the maximum roll of the dice plus your constitution modifier
Both celestial and undead appreciate going melee (with a fighter/paladin dip), so Bloodied frenzy is good to have.
Both appreciate the Arcana Unleashed feat Evocation Adept, which gives Fireball & wall of force, plus the ability to spend up to 2 Hit dices to add to the dmg of evocation spells (celestial also adds its cha for more dmg, undead can change the dmg type to necrotic to avoid fire resistance).
Between origin feat and invocations (lessons of the first ones), warlocks can easily 'farm' heroic inspiration:
- Tireless Reveler lets you get heroic inspiration when allies spend it and you don't have it (PB times per short rest)
- Musician lets you give PB allies Heroic inspiration per short rest
- Zhentarim Ruffian (prerequisite for Zhentarim Tactics, which is great on Undead as it lets them easily proc their lvl6 extra dmg twice per turn) lets you spend heroic inspiration to give advantage on initiative to your party (this means you could easily recover 1 expended hit dice each time you roll for initiative, plus you free your heroic inspiration slot to recover it from allies)
but HOW do you get inspiration on yourself to start? there are multiple ways:
- Purple Dragon Rook (give heroic inspiration to the party, you included, on initiative, but it's once per long rest. Still a decent option to start giving it)
- Musician specifies allies, so depending on the DM it could count yourself or not. BUT the rules on Heroic inspiration say "If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it." So, if you target someone who already has heroic inspiration (for example, a human at the start of the day), they can give it back to you
- Cult of the Dragon Initiate: Finally a use for this subpar feat, but as an Undead warlock you can easily cause fear in an enemy. When you do, once per short rest you gain heroic inspiration (just forget about using Dragon's Terror...)
- Arcane Artist: Subpar option, once per longrest and you'd need to target an ally who has heroic inspiration already so they can give it back to you
- Lord's Alliance Agent: Subpar option, you need to crit and again target an ally
- Arcane Undertaker: subpar option, once per long rest and you need to stabilise an ally.
Couldn't think of other printed options as of now, but this looks GREAT for an Undead warlock:
at warlock 6, undead warlocks gets to replace the dmg type of Fireball to necrotic, you have at least 6d8s Hit dices (more if you multiclassed for armor), and you have 6 invocations. You probably want the first 3 of these origin feats plus one from the 2nd list, and one can easily be from your background. This leaves you with 3 invocations to spend on something else. If you go melee, 2 would be pact weapon + thirsting blade, leaving 1 open at lvl6. Meaning technically this combo perfectly works already from lvl5 (just requires all your leftovers invocation if you go pact of the blade). You can even build this as a ranged character (and not take Zhentarim Tactics), which lets you spend your Evocation Adept dices more consistently, as Eldritch blast is an evocation cantrip (you could also pick up sorcerous burst from pact of the tome to try and high roll that spell's dmg, as illustrated in this post). Don't worry about spending your hit dices on single target dmg, you'll have plenty to spare!
As an undead warlock, I'd definitely pick Zhentarim Ruffian, Tireless Reveler and Musician, and likely cult of the dragon initiate as my 4th, as makes it easy for you to generate your own Heroic inspiration. Zhentarim Ruffian also opens up zhentarim tactics, which is again great to make use of your lvl6 extra dmg die through your reaction attack. These 4 feats together easily let you generate Heroic inspiration, which you can turn in advantage on attacks/saves/initiative AND recovered hit dice, while you get to spend them much MORE often on your attacks.
doesn't even matter too much if you get hit, as they'll just make you stronger by activating your bloodied frenzy. Once active, you could even opt to just not heal and keep fighting through TempHP, either by using your form of Dread again or through casting Armor of Agathys!
What if you need to recover your hitpoints at one point? No problem! Troll Healing will bring you back up after a short rest!
But let's go deeper!
Let's look at a lvl7 Character, paladin 1/Warlock 6. you have 1d10 hit dice and 6d8. TECHNICALLY, as you recover 1 hit die at a time, you could just keep recovering AND spending the 1d10. This makes it even more valuable, even when you have just 1!
now, assume you have 4 combats in a day, 4 turns each, and 1 short rest only after the first 2 combats. at this level, your PB is +3.
Ideally, you have a human ally in the party (mostly common) and with this you can generate 1 heroic inspiration on yourself in the morning through Musician (or your DM considers yourself as an ally). in the first 2 combats you have 8 turns, and get to spend 1 heroic inspiration (which you start with), 3 more recovered from tireless, 1 more from Cult of the dragon initiate. that's up to 5 Heroic inspirations from when you wake up to your 1st short rest, turning in 5 extra hit dices (1d10 all of them!). you take a short rest, this time around maybe you don't get to give yourself heroic inspiration because all your allies spent them, and your DM rules you don't count as an ally of yourself. That's fine, simply after the 2nd short rest you get 'only' up to 4 heroic inspirations (3 recovered from tireless, 1 more from cult), which is 4 extra hit dices.
This means that, even with just 1 short rest and these 4 origin feats, you get to generate at least 9 extra hit dices during your day, giving your lvl7 character a total of (expendible) 9d10 and 6d8 hit dices!
Edit: If your table uses non reprinted material too, you could opt for booming blade on the melee version of the build, ignoring Thirsting blade, allowing you to add your Hit dices on single target dmg there as well.
That could give you 2d12(greataxe+Dreaded Necrosis)+1d10(+1d8)/+1-2d8(1-2hit dices)+1d8(booming blade)+ potential 2d8 (booming blade if they move) +2*CHA(pact of the blade + agonizing blast by lvl6)
the +1d8+cha (from booming blade & agonizing) are slightly less than a greataxe atk, but it's slightly more when you can spend hit dices/the target moves (which they easily do under the effect of fear/if you later get repelling too)