1. - Top - End - #1
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

    Join Date
    Aug 2018
    Location
    Between SEA and PDX.
    Gender
    Male

    Default Warlock, Revised (Massive Revision of Boons and features)

    In this thread, the Warlock will be receiving a revision of its Patron and Boon features, in order to allow a multitude of playstyles that make each Patron and Boon feel unique and applicable. Props to Millstone85 for the inspiration!

    Warlock Feature: Eldritch Power
    Eldritch Blast is no longer a Cantrip, but is now a Warlock Feature. It deals a damage type based on the type of Patron you choose, using your Charisma Modifier for the attack. You can use it as an Action to make Ranged Spell attack that deals 1d8 damage with a range of 60ft. When you make a Weapon Attack, you can choose enhance that weapon with your Patron's power, using your Eldritch Blast's damage type for that attack.

    Boon Modifications:

    Pact of the Blade
    Known as hexblades, these warlocks get better weapon and armor proficiencies, and are experts at applying their magic through their weapon.

    Pact of the Blade users now gain Proficiency in Medium Armor.

    You can conjure a magical weapon, a Pact Weapon, as an Action. This weapon is a melee weapon that deals 1d8 damage of your choice (chosen upon conjuring) of Bludgeoning, Piercing, or Slashing, with 5 foot reach, and can be Thrown up to 15ft/30ft. Conjuring a new weapon will make your previous one disappear. However, you can enhance your weapon with one of these choices:
    • Reach. Two Handed
    • Light, Finesse. Wield a copy in your other hand.
    • Bonus Action returns the weapon to your hand. Throwing range is doubled.
    • Gain a +1 AC bonus for each adjacent enemy.

    You can instead choose to expend a Spell Slot to conjure your Pact Weapon without an Action or to enhance a weapon you’re already wielding. Doing so grants you a bonus to your AC and to attacks you make with a weapon enhanced by Eldritch Power, equal to the level of the Spell Slot spent, until the start of your next turn.
    Weapons enhanced by Eldritch Power may use your Charisma Modifier for its attack and damage rolls.

    Pact of the Tome
    Better known as occultists, these warlocks learn mastery over magic, and are adept at refining their Patron’s power to its full potential.
    Warpcast: You now have the means of storing your Patron's Power for future use in the form of your Warpcast Level, which resets to 0 whenever you finish a Short or Long Rest. When you would expend a Warlock Spell Slot to cast a Warlock Spell, you can choose to cast the spell as a lower level than your Warlock Spell Slot level, increasing your Warpcast level by the difference.
    The next time you cast a Warlock Spell of level 1 or higher that’s not larger than your Warpcast Level, you cast that spell without expending a spell slot as if it were cast at your Warpcast level. After a spell is cast this way, your Warpcast Level resets to 0.
    If you cast your Eldritch Blast while your Warpcast level is 1 or higher, you may have the next Warlock Spell, with a level no greater than your Warpcast level and has a casting time of an Action, you cast before the end of your turn to have its casting time changed to a Bonus Action. Doing so reduces your Warpcast level to 0, and a spell cast this way gains no other benefits of your Warpcast feature.


    Pact of the Chain
    Better known as binders, these warlocks use lesser creatures as an extension of their influence, creating a chain of power from master to servant.
    Follows the same rules as the standard Pact of the Chain.
    When casting a Warlock spell with a Warlock Spell Slot, you may use a creature you can communicate with as a conduit for its power by spending your Bonus Action. The spell must have a casting time of an Action, a duration of Instantaneous, and can only target a single creature that the conduit can see. The conduit creature must be charmed by you or it must be a willing ally.
    Doing so allows you to cast the spell as if you were in the creature’s location, if the creature spends their Reaction to do so. A charmed creature may resist spending their Reaction for this if they succeed on a Charisma Saving Throw, but does so with Disadvantage. Even though the spell is cast using the conduit’s senses, you must know where the target of the spell is, although the spell will have Disadvantage on any checks or attacks on targets you cannot see.

    Patron Modifications:
    Archfey Patron
    • Eldritch Blast damage type: Acid



    Fiend Patron
    • Eldritch Blast damage type: Fire



    Great Old One Patron
    • Eldritch Blast damage type: Psychic



    Celestial Patron
    • Eldritch Blast damage type: Radiant


    You no longer gain Sacred Fire as a cantrip.

    Hexblade Patron
    Renamed to the Tormented Patron.
    Now focused around serving a Patron that is centered around vengeance, malice, retribution, or suffering. When souls of a certain power become consumed with pain and hate, they can turn into an entity of suffering. Either it feeds on these things in others, or it feeds on your own, or its own suffering becomes a conduit for others’.

    • Eldritch Blast damage type: Poison



    Level 1: Tormentor’s Curse (Replaces Hexblade’s Curse):
    If you are attacked by a creature within 30ft of you while Concentrating on a spell, you may choose to afflict that target with a dark curse as a Reaction, causing Disadvantage on that attack. While the target is cursed this way:
    • Any damage against the cursed target will grant you temporary hitpoints equal to the damage dealt, up to half of your Warlock Level (Rounded up). These temporary hitpoints last until the start of your next turn. If you must make a Concentration Saving Throw due to damage, you gain a bonus to your Saving Throw based on how many of these Temporary Hitpoints you had before damage was dealt.
    • If the target dies while cursed, you gain HP equal to your Proficiency bonus.

    Using this feature while a different creature is cursed will cause the curse to end early on the previous target.


    Spell List Changes:
    • Level 1: Guiding Bolt, Tasha’s Hideous Laughter
    • Level 2: Mirror Image, Silence
    • Level 3: Nondetection, Remove Curse
    • Level 4: Compulsion, Phantasmal Killer
    • Level 5: Contagion, Telekinesis



    Undying Patron
    • Eldritch Blast damage type: Necrotic


    Now focused around a Patron that has mastery over both life and death. As a result, you have a bit more mastery over both.

    Level 1: Among the Unliving (Changed from Among the Dead):
    You gain Spare the Dying, as before.
    You gain advantage on Saving Throws to resist disease, as before.
    Undead and Elementals are naturally charmed by you. These creatures may spend their action to make an Intelligence (Investigation) check against your Warlock Spell Save DC in order to see through the effect. If they witness you making a hostile action against one of their allies, or one of their allies making a hostile action against you, they are immune to this effect for 24 hours.

    Level 6: (In addition to Defy Death): You now know Nystul’s Magic Aura as a Warlock Spell and may cast it on yourself without expending a Warlock Spell Slot. You can only do this once per Short or Long Rest.

    Level 10: (In addition to Undying Nature)
    For your Among the Unliving feature, in addition to Undead and Elemental creatures being charmed by you, Blindsense now does not assist any creature in detecting you.

    Spell List Changes:
    • Level 1: Cure Wounds, Ray of Sickness
    • Level 2: Protection from Poison, Lesser Restoration
    • Level 3: Animate Dead, Life Transference
    • Level 4: Polymorph, Stoneskin
    • Level 5: Antilife Shell, Contagion
    Last edited by Man_Over_Game; 2020-02-28 at 12:08 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!