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Awesomerubin
2015-02-22, 01:12 PM
I recently started a game that is semi based off the Green Lantern universe, and we used Warlocks to the make the different types of lanterns. How balanced are these?
Warlock Entities
Parallax:
Expanded Spell List
1st-Command, Ray of Fear(Ray of sickness except frightened when save is failed)
2nd-Phantasmal Force, Crown of Madness
3rd-Fear, Hypnotic Pattern
4th-Phatasmal Killer, Evard’s Black Tentacles
5th-Hold Monster, Wall of Force
The Power to Inspire Fear- Starting at 1st level, your patron bestows you with the ability to inspire great fear in others. When you cast an illusion with the minor illusion cantrip, you can choose to make it inspire fear into a target. The target must succeed a Charisma saving against your spell save or become frightened until they pass the investigation check to see it is an illusion.
I Can Feel Your Fear- At 6th level, whenever you kill someone who is frightened you absorb their dying fear and can channel it into useful effects. You gain fear points equal to the hit dice of the deceased character.
Devour Fear: When you expend hit dice to heal during a short rest, you may expend fear points instead. These hit dice count as 1d8s.
Regain Spell Slots: As an Action you may consume hit dice of fear energy equal to twice the highest level spell you can cast with your Pact Magic feature to regain a Pact Magic spell slot.
Material Component: You may expend any number of hit dice of fear energy to reduce the cost of material components that are consumed by a Pact Magic or Mystic Arcana spell by 50 gold pieces per hit dice expended in this way (to a minimum of 0).
You can’t have more fear points than twice your hit points.
I AM FEAR!!!- At 10th level, you are immune to being frightened. In addition, when someone targets you with a fear effect you may turn it back on them. They must succeed on a Wisdom saving throw against your spell save or become frightened for 1 min.
Fear Burns Bright-As an action, you may pick a target within 120ft and blast him with his worst fears. The target takes 10d10 psychic damage and is frightened for 1 min.
Ion:
Expanded Spell List:
1st-Color Spray, Magic Missile
2nd-Web, Melf’s Acid Arrow
3rd-Sleet Storm, Fly
4th-Otiluke’s Resilient Sphere, Conjure Minor Elementals
5th-Bigby’s Hand, Wall of Force
Minor Conjuration- Starting at 1st, you can conjure objects as a wizard with the same ability.
Improved Energy Constructs- At 6th level, when you summon an object it can now be up to 10ft on a side, and survive up to one hit of up to 20 points of damage.
Beware My Power- Starting at 10th level, when you are hit by an attack, you may as a reaction immediately cast a spell or cantrip at the target. This feature is regained during a short or long rest.
Green Lantern’s Might- At 14th level, you may as an action you may slam a foe with the power of will. A target within 60ft takes 12d10 force damage and is knocked prone. Regains after a long rest.
The Butcher:
Expanded Spell Lists:
1st-Burning Hands, Color Spray
2nd-Flaming Sphere, Shatter
3rd-Fireball, Bestow Curse
4th-Fire Shield, Wall of Fire
5th-Scrying, Cone of Fire(cone of cold but with fire)
Blood and Rage: Starting at 1st level, a disciple of The Butcher can vomit his fiery and acidic blood as a bonus action. 15ft cone fire that does double damage to magical structures, Dex save negates. The save is based the passion of the warlock’s rage, and therefore Cha. 2d6 Fire (3d6 at 6th level, 4d6 at 11th level). Recharge rate of 3-6
Indivertible Rage- At 6th during combat a warlock of The Butcher has advantage on any compulsion effect or paralysis or etc. that would keep him for attacking his enemies.
Burn Them All: Starting at 10th level, when you are hit by an attack you may as a reaction, spew fiery blood everywhere around you. Everyone with a 10ft radius must succeed on a Dex save equal to your spell save or take 4d10 Fire damage.
Once you use this feature, it may not be used again until you finish a long or short rest.
Hellish Hate: At 14th level you become an unrelenting force of Hate you gain resistance to bludgeoning, slashing, and piercing damage. You are also immune to fire damage.
Special Note: When you accept The Butcher as your patron, your arcane focus(ring) becomes your heart. Your original heart ceases to function, and if you ever remove your arcane focus from your person, you die in 5 rounds unless it is put back on. You can revive your heart only by the light of a Disciple of Adara. Because replacing your heart is an unholy act, you now take double damage from Radiant damage.
Nekron:
Expanded Spell Lists:
1st-bane, inflict wounds
2nd-blindness/deafness, silence
3rd-animate dead, bestow curse
4th-evard's black tentacles, phantasmal killer
5th-antilife shell, hallow
Life Drain: You gain the ability to drain a foe of their life essence. Starting at 1st level, you can make a melee spell attack against a creature within your reach as an Action with a free hand or your implement. On a hit that attack deals 1d6 + Charisma modifier necrotic damage. This damage increases to 2d8 + your Charisma modifier at Warlock level 5, 3d10 + your Charisma modifier at Warlock level 11, and 4d12 + your Charisma modifier at Warlock level 17.
Whenever a creature takes damage from this feature's melee spell attack, or an element infused by this feature as above, it makes a Constitution save against your Warlock Spell Save DC. On a failure, you gain temporary hit points equal to half this amount. A target reduced to 0 hit points or fewer by this feature's spell melee attack, or an infused element dies and you gain temporary hit points in this way as if it had automatically failed this Constitution save.
Siphon Soul: Starting at 6th level, you're able to absorb a portion of a slain foe's essence. Whenever a non-undead, non-construct creature is slain by a feature of this Patron (including elements infused by Life Siphon), you gain hit dice of soul energy equal to the hit dice of that creature. A creature whose soul energy you possess or have consumed can't be revived until you die. Whenever you could expend soul energy hit dice for a patron feature, you can choose to expend your own hit dice instead as though it were soul energy. Soul energy hit dice can be used in the following ways:
Devour Soul: When you expend hit dice to heal during a short rest, you may expend soul energy hit dice instead. These hit dice count as 1d8s.
Regain Spell Slots: As an Action you may consume hit dice of soul energy equal to twice the highest level spell you can cast with your Pact Magic feature to regain a Pact Magic spell slot.
Material Component: You may expend any number of hit dice of soul energy to reduce the cost of material components that are consumed by a Pact Magic or Mystic Arcana spell by 50 gold pieces per hit dice expended in this way (to a minimum of 0).
You cannot have more hit dice of soul energy at once than twice your Warlock level; any hit dice of soul energy gained over this amount is lost.
Once you've gained hit dice of soul energy that equal or exceed your Warlock level since your last short or long rest, you cannot gain more until you successfully complete a short or long rest; any hit dice of soul energy gained over your Warlock level before you do is lost.
Conduit of Dark: Starting at 10th level, you become a living conduit of the Dark, allowing you to evoke a measure of its hungering abyss, however briefly. You can expend 5 or more hit dice as an Action to gain the following benefits until you use this ability again, or you dismiss it while you're not incapacitated: Immunity to Necrotic damage. Your hit point maximum can't be reduced. As an Action, you can end this feature's effects. If you do, you can expend any number of soul energy hit dice up to your Warlock level. Each creature within a radius centered on you equal to 10 feet + 5 feet per hit dice expended in this way then must make a Constitution save against your Warlock Spell Save DC. This effect is always infused with your Life Drain feature. Targets that fail this save take 4d6 necrotic damage + 1d6 necrotic damage per hit dice expended by this effect or half this damage on a success. A target that succeeds or fails on this Constitution save automatically succeeds or fails respectively on their Constitution save made against Life Drain this effect provokes. Once you end this feature's effects as above (not by dismissing its effects), you can't use it again until you take a short or long rest.
By Darkness Devoured: Starting at 14th level, you can expend 10 hit dice of soul energy to cast Banishment without material components. For every additional 5 hit dice of soul energy expended in this way, this Banishment is cast at 1 higher level (up to a maximum equal to the maximum spell level you can cast with Pact Magic or Mystic Arcana). Instead of being banished to a harmless demiplane or its normal plane of existence, the target is sent to a terrible abyss of the negative energy plane where it is incapacitated and cannot regain hit points, taking 2d10 necrotic damage at the start of each of its turns that ignores resistance and immunity. This effect is always infused with your Life Drain feature. At the end of each of its turns an affected target can make a Charisma saving throw against this spell. After a target makes three successful saving throws in this way, this spell's effects end for that target. Once you use this feature, you can't use it again until you take a short or long rest.
Special Note: In order to have the patron Nekron, a warlock must be dead and therefore Radiant damage does double damage. A wielder gains no undead benefits or immunities, because the ring grants them semi-life. Gaining a black ring, kills the host. However raises the host if he is already dead. The dead are viable disciples of Nekron.
Adara:
Expanded Spell List:
1st-Shield, Cure Wounds
2nd-Calm Emotions, Lessor Restoration
3rd-Beacon of Hope, Prayer of Healing
4th-Guardian Of Faith, Stoneskin
5th-Greater Restoration, Raise Dead
Great Hope: Starting at 1st level, a Disciple of Adara can have an AC of 10+Dex mod+Cha mod. In addition if they take the Armor of Light invocation they may add 3 to their AC. You can also sense hope in others.
Arcane Ward- At 6th level you can create a magical ward whenever you cast a spell that lasts until you finish a long rest. The ward has hitpoints equal to thrice your warlock level+your charisma modifier. Whenever you take damage the ward takes damage instead. If this damage reduces the ward to 0, you take any remaining damage. While the ward has 0 hitpoints, it can’t absorb damage, but its power remains. Whenever you cast another spell it regains hit points equal to twice the spell level. Once you create this ward, you can not create another until you finish a short or long rest.
Hope Burns Bright: Starting at 10th level, you gain the ability to freeze time for everyone but you. When you are targeted by a melee or ranged attack, you may have it miss, and then immediately cast Calm Emotions using no spell slots.
Once you use this feature, you can’t use it again until you finish a long rest.
Souls Ignite: At 14th level, you can cause such a stir such an influx of hope in a target that it changes them radically. A target within line of sight must succeed on a Charisma saving throw against your spell save DC or experiences a complete alignment shift towards good. This effect lasts for 24 hours, then the target must make another save if they fail 3 times in a row, then the effect is permanent.
Once you use this feature, you can’t use it again until you finish a long rest.
The Predator:
Expanded Spell List:
1st-Charm Person, Command
2nd- Crown of Madness, Suggestion
3rd- Hypnotic Pattern, Lightning Bolt
4th- Locate Creature(By love), Confusion
5th-Dominate Person, Teleportation Circle
Love Burns Bright: Starting at 1st level, you can sense love and what people love, or the absence of love and what people desire. If something magical is blocking your attempt to divine this you may roll an opposed roll akin to a Dispel Maigc, if you succeed you are able to penetrate what may be blocking you.
Minor Conjuration: At 6st level, you may use this feature as a wizard
Hearts Long Lost: Beginning at 10th level, your patron teaches you how to the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on them. The creature must succeed on a wisdom saving throw or be charmed by you for 1 minute or until the creature takes any damage.
Love Conquers All: Starting at 14th level, you may crystallize an enemy. Using your action, you can touch an opponent and force him to make a Charisma saving throw against your spell save. Upon failure then the target is incased in pink crystals that show him his greatest loves. The target will stay incased until the crystal takes damage, is dismissed, or he makes 3 consecutive successful saves over a 3 day period.
Once this feature is used, it can’t be regained until a long rest.

Felvion
2015-02-22, 01:41 PM
I'd suggest using some spoilers and maybe leave some space between the paths' features cause after a point it gets really hard to read.

xyianth
2015-02-22, 01:55 PM
Hmm, I see a couple of issues:

The expanded spell list should not include any spells that are already on the warlock list. Warlocks don't automatically know the expanded spell lists their patron provides, so if the spell is already a warlock spell, it has no actual effect to be a patron's expanded spell.

Except for Ion and The Predator, all of the 1st level abilities are way too overpowered. Parallax's gives essentially at-will ray of fear. Blood and rage is essentially a dragonborn's breath except it recharges every other round. Nekron's is like adding false life on top of a cantrip. And Adara's gives you the means to have AC 25 [10+5(dex)+5(cha)+3(armor of light)+2(shield)] all the time. That is equivalent to the AC of the Tarrasque. Add on top of this the ability to cast shield and you can hit AC 30 without magic equipment.

If these are the only classes in use, it might not be as bad. But if you are trying to balance these against other classes in the PHB, I strongly recommend you tone down the at-will power you are giving out.

Inchoroi
2015-02-23, 09:49 PM
I'd suggest using some spoilers and maybe leave some space between the paths' features cause after a point it gets really hard to read.

I second this. Makes my eyes go cross every time I try to read it.

xyianth
2015-02-24, 01:38 AM
I hope you don't mind, but I added some formatting so people can read it easier and provide you with feedback. All credit to Awesomerubin, I only added formatting.


Parallax:

Expanded Spell List
1st-Command, Ray of Fear(Ray of Sickness except frightened when save is failed)
2nd-Phantasmal Force, Crown of Madness
3rd-Fear, Hypnotic Pattern
4th-Phatasmal Killer, Evard’s Black Tentacles
5th-Hold Monster, Wall of Force

The Power to Inspire Fear: Starting at 1st level, your patron bestows you with the ability to inspire great fear in others. When you cast an illusion with the minor illusion cantrip, you can choose to make it inspire fear into a target. The target must succeed a Charisma saving against your spell save or become frightened until they pass the investigation check to see it is an illusion.

I Can Feel Your Fear: At 6th level, whenever you kill someone who is frightened you absorb their dying fear and can channel it into useful effects. You gain fear points equal to the hit dice of the deceased character.

Devour Fear: When you expend hit dice to heal during a short rest, you may expend fear points instead. These hit dice count as 1d8s.
Regain Spell Slots: As an Action you may consume hit dice of fear energy equal to twice the highest level spell you can cast with your Pact Magic feature to regain a Pact Magic spell slot.
Material Component: You may expend any number of hit dice of fear energy to reduce the cost of material components that are consumed by a Pact Magic or Mystic Arcana spell by 50 gold pieces per hit dice expended in this way (to a minimum of 0).
You can’t have more fear points than twice your hit points.


I AM FEAR!!!: At 10th level, you are immune to being frightened. In addition, when someone targets you with a fear effect you may turn it back on them. They must succeed on a Wisdom saving throw against your spell save or become frightened for 1 min.

Fear Burns Bright: As an action, you may pick a target within 120ft and blast him with his worst fears. The target takes 10d10 psychic damage and is frightened for 1 min.


Ion:

Expanded Spell List:
1st-Color Spray, Magic Missile
2nd-Web, Melf’s Acid Arrow
3rd-Sleet Storm, Fly
4th-Otiluke’s Resilient Sphere, Conjure Minor Elementals
5th-Bigby’s Hand, Wall of Force

Minor Conjuration: Starting at 1st, you can conjure objects as a wizard with the same ability.

Improved Energy Constructs: At 6th level, when you summon an object it can now be up to 10ft on a side, and survive up to one hit of up to 20 points of damage.

Beware My Power: Starting at 10th level, when you are hit by an attack, you may as a reaction immediately cast a spell or cantrip at the target. This feature is regained during a short or long rest.

Green Lantern’s Might: At 14th level, you may as an action you may slam a foe with the power of will. A target within 60ft takes 12d10 force damage and is knocked prone. Regains after a long rest.

The Butcher:

Expanded Spell Lists:
1st-Burning Hands, Color Spray
2nd-Flaming Sphere, Shatter
3rd-Fireball, Bestow Curse
4th-Fire Shield, Wall of Fire
5th-Scrying, Cone of Fire(Cone of Cold but with fire)

Blood and Rage: Starting at 1st level, a disciple of The Butcher can vomit his fiery and acidic blood as a bonus action. 15ft cone fire that does double damage to magical structures, Dex save negates. The save is based the passion of the warlock’s rage, and therefore Cha. 2d6 Fire (3d6 at 6th level, 4d6 at 11th level). Recharge rate of 3-6

Indivertible Rage: At 6th during combat a warlock of The Butcher has advantage on any compulsion effect or paralysis or etc. that would keep him for attacking his enemies.

Burn Them All: Starting at 10th level, when you are hit by an attack you may as a reaction, spew fiery blood everywhere around you. Everyone with a 10ft radius must succeed on a Dex save equal to your spell save or take 4d10 Fire damage.
Once you use this feature, it may not be used again until you finish a long or short rest.

Hellish Hate: At 14th level you become an unrelenting force of Hate you gain resistance to bludgeoning, slashing, and piercing damage. You are also immune to fire damage.

Special Note: When you accept The Butcher as your patron, your arcane focus(ring) becomes your heart. Your original heart ceases to function, and if you ever remove your arcane focus from your person, you die in 5 rounds unless it is put back on. You can revive your heart only by the light of a Disciple of Adara. Because replacing your heart is an unholy act, you now take double damage from Radiant damage.

Nekron:

Expanded Spell Lists:
1st-Bane, Inflict Wounds
2nd-Blindness/Deafness, Silence
3rd-Animate Dead, Bestow Curse
4th-Evard's Black Tentacles, Phantasmal Killer
5th-Antilife Shell, Hallow

Life Drain: You gain the ability to drain a foe of their life essence. Starting at 1st level, you can make a melee spell attack against a creature within your reach as an Action with a free hand or your implement. On a hit that attack deals 1d6 + Charisma modifier necrotic damage. This damage increases to 2d8 + your Charisma modifier at Warlock level 5, 3d10 + your Charisma modifier at Warlock level 11, and 4d12 + your Charisma modifier at Warlock level 17.
Whenever a creature takes damage from this feature's melee spell attack, or an element infused by this feature as above, it makes a Constitution save against your Warlock Spell Save DC. On a failure, you gain temporary hit points equal to half this amount. A target reduced to 0 hit points or fewer by this feature's spell melee attack, or an infused element dies and you gain temporary hit points in this way as if it had automatically failed this Constitution save.

Siphon Soul: Starting at 6th level, you're able to absorb a portion of a slain foe's essence. Whenever a non-undead, non-construct creature is slain by a feature of this Patron (including elements infused by Life Siphon), you gain hit dice of soul energy equal to the hit dice of that creature. A creature whose soul energy you possess or have consumed can't be revived until you die. Whenever you could expend soul energy hit dice for a patron feature, you can choose to expend your own hit dice instead as though it were soul energy. Soul energy hit dice can be used in the following ways:

Devour Soul: When you expend hit dice to heal during a short rest, you may expend soul energy hit dice instead. These hit dice count as 1d8s.
Regain Spell Slots: As an Action you may consume hit dice of soul energy equal to twice the highest level spell you can cast with your Pact Magic feature to regain a Pact Magic spell slot.
Material Component: You may expend any number of hit dice of soul energy to reduce the cost of material components that are consumed by a Pact Magic or Mystic Arcana spell by 50 gold pieces per hit dice expended in this way (to a minimum of 0).
You cannot have more hit dice of soul energy at once than twice your Warlock level; any hit dice of soul energy gained over this amount is lost.
Once you've gained hit dice of soul energy that equal or exceed your Warlock level since your last short or long rest, you cannot gain more until you successfully complete a short or long rest; any hit dice of soul energy gained over your Warlock level before you do is lost.

Conduit of Dark: Starting at 10th level, you become a living conduit of the Dark, allowing you to evoke a measure of its hungering abyss, however briefly. You can expend 5 or more hit dice as an Action to gain the following benefits until you use this ability again, or you dismiss it while you're not incapacitated: Immunity to Necrotic damage. Your hit point maximum can't be reduced. As an Action, you can end this feature's effects. If you do, you can expend any number of soul energy hit dice up to your Warlock level. Each creature within a radius centered on you equal to 10 feet + 5 feet per hit dice expended in this way then must make a Constitution save against your Warlock Spell Save DC. This effect is always infused with your Life Drain feature. Targets that fail this save take 4d6 necrotic damage + 1d6 necrotic damage per hit dice expended by this effect or half this damage on a success. A target that succeeds or fails on this Constitution save automatically succeeds or fails respectively on their Constitution save made against Life Drain this effect provokes. Once you end this feature's effects as above (not by dismissing its effects), you can't use it again until you take a short or long rest.

By Darkness Devoured: Starting at 14th level, you can expend 10 hit dice of soul energy to cast Banishment without material components. For every additional 5 hit dice of soul energy expended in this way, this Banishment is cast at 1 higher level (up to a maximum equal to the maximum spell level you can cast with Pact Magic or Mystic Arcana). Instead of being banished to a harmless demiplane or its normal plane of existence, the target is sent to a terrible abyss of the negative energy plane where it is incapacitated and cannot regain hit points, taking 2d10 necrotic damage at the start of each of its turns that ignores resistance and immunity. This effect is always infused with your Life Drain feature. At the end of each of its turns an affected target can make a Charisma saving throw against this spell. After a target makes three successful saving throws in this way, this spell's effects end for that target. Once you use this feature, you can't use it again until you take a short or long rest.

Special Note: In order to have the patron Nekron, a warlock must be dead and therefore Radiant damage does double damage. A wielder gains no undead benefits or immunities, because the ring grants them semi-life. Gaining a black ring, kills the host. However raises the host if he is already dead. The dead are viable disciples of Nekron.

Adara:

Expanded Spell List:
1st-Shield, Cure Wounds
2nd-Calm Emotions, Lesser Restoration
3rd-Beacon of Hope, Prayer of Healing
4th-Guardian Of Faith, Stoneskin
5th-Greater Restoration, Raise Dead

Great Hope: Starting at 1st level, a Disciple of Adara can have an AC of 10+Dex mod+Cha mod. In addition if they take the Armor of Light invocation they may add 3 to their AC. You can also sense hope in others.

Arcane Ward: At 6th level you can create a magical ward whenever you cast a spell that lasts until you finish a long rest. The ward has hitpoints equal to thrice your warlock level+your charisma modifier. Whenever you take damage the ward takes damage instead. If this damage reduces the ward to 0, you take any remaining damage. While the ward has 0 hitpoints, it can’t absorb damage, but its power remains. Whenever you cast another spell it regains hit points equal to twice the spell level. Once you create this ward, you can not create another until you finish a short or long rest.

Hope Burns Bright: Starting at 10th level, you gain the ability to freeze time for everyone but you. When you are targeted by a melee or ranged attack, you may have it miss, and then immediately cast Calm Emotions using no spell slots.
Once you use this feature, you can’t use it again until you finish a long rest.

Souls Ignite: At 14th level, you can cause such a stir such an influx of hope in a target that it changes them radically. A target within line of sight must succeed on a Charisma saving throw against your spell save DC or experiences a complete alignment shift towards good. This effect lasts for 24 hours, then the target must make another save if they fail 3 times in a row, then the effect is permanent.
Once you use this feature, you can’t use it again until you finish a long rest.

The Predator:

Expanded Spell List:
1st-Charm Person, Command
2nd-Crown of Madness, Suggestion
3rd-Hypnotic Pattern, Lightning Bolt
4th-Locate Creature(By love), Confusion
5th-Dominate Person, Teleportation Circle

Love Burns Bright: Starting at 1st level, you can sense love and what people love, or the absence of love and what people desire. If something magical is blocking your attempt to divine this you may roll an opposed roll akin to a Dispel Magic, if you succeed you are able to penetrate what may be blocking you.

Minor Conjuration: At 6st level, you may use this feature as a wizard

Hearts Long Lost: Beginning at 10th level, your patron teaches you how to the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on them. The creature must succeed on a wisdom saving throw or be charmed by you for 1 minute or until the creature takes any damage.

Love Conquers All: Starting at 14th level, you may crystallize an enemy. Using your action, you can touch an opponent and force him to make a Charisma saving throw against your spell save. Upon failure then the target is encased in pink crystals that show him his greatest loves. The target will stay encased until the crystal takes damage, is dismissed, or he makes 3 consecutive successful saves over a 3 day period.
Once this feature is used, it can’t be regained until a long rest.

JNAProductions
2015-02-24, 08:26 AM
Fear Burns Bright-this has to be once a long rest or similar. As of now, reading it looks like at will 10d10 damage.

Hellish Hate-War Clerics get the same thing, minus fire immunity. At level 17. And with less powerful earlier features. This specifcally it too much that early on.

Overall, it's cool (now that I can read it), but overpowered compared to existing classes.

RedMage125
2015-02-25, 11:00 PM
Once again, hellishly overpowered 1st level abilities. Parallax alone is so OP it makes my DM Senses go haywire, and Adara is probably one of the most broken things I have ever seen (and I cringe at the idea of a Dragon Sorcerer or a Warlock getting ahold of a Dragon Mask in the ToD adventure path). You do realize that such would be an AC of 19 at level 2, right? Normally if you have more than one means of calculating AC, you choose one formula or the other. So a DragonSorcerer1/Barbarian1 does NOT get an AC of 13+DEX+CON+Shield, he gets EITHER 13+DEX OR 10+DEX+CON+Shield.

I like your ideas conceptually, but your mechanics are broken, in so many ways. I understand that what you have come up with fits the THEME you were shooting for very well, but make sure it doesn't break the GAME that you're using them in.

xyianth
2015-02-26, 03:50 AM
Ok, I've had some time to think about these now and have some recommendations to help improve balance and fix expanded spell lists:

Parallax:

Fix expanded spell list to remove warlock spells:

crown of madness -> blindness/deafness
fear -> spirit guardians (refluffed as terrifying)
hypnotic pattern -> bestow curse
hold monster -> geas or dominate person
inspire fear: change to give proficiency and expertise on intimidation checks. additionally you can attempt to frighten a single foe within 30' as an action. The target must make a wisdom save whose DC is 8 + your proficiency bonus + your charisma modifier or be frightened of you for 1 round. once a creature saves against this ability, they become immune to it for 24 hours.
feel your fear: change to gain 1 fear point when you frighten or drop an enemy

devour fear: gain temporary hp equal to your charisma modifier per point spent; costs an action to spend points
regain slots: costs 2*slot level points; costs an action per slot
material components: 50gp/point; action is part of casting action
set max points = warlock level
fear burns bright: limit to 1/long rest

Ion:

Fix expanded spell list to remove warlock spells:

fly -> wind wall

The Butcher:

Fix expanded spell list to remove warlock spells:

shatter -> heat metal
scrying -> legend lore
blood and rage: change to a 15’ cone 2d6 dex negates as bonus action 1/rest. regain use when you drop an enemy. @11 add charisma to damage.
hellish hate: change to non-magical bludgeoning, slashing, and piercing resistance. replace fire immunity with: any time you receive fire damage you regain the ability to use burn them all and blood and rage.

Nekron:

Fix expanded spell list to remove broken spells:

animate dead -> spirit guardians (refluff as undead specters; animate dead is broken on a warlock)
life drain: allow to be used with weapon (implements aren’t a thing in 5e)
siphon soul: limit max hit dice to warlock level and remove restriction on how much is gained per rest

Adara:

great hope: drop the armor of light part, just give 10+dex+cha while unarmored.
arcane ward: lower to twice level + charisma modifier. consider specifying that it only regains hit points if you cast a spell using a slot. (otherwise invocations let you refill to full between every fight)

The Predator:

Fix expanded spell list to remove warlock spells:

charm person -> tasha’s hideous laughter
crown of madness -> calm emotions
suggestion -> zone of truth
hypnotic pattern -> crusader’s mantle (refluff as a morale effect)
love conquers all: change to charisma save at start of turn: on failure target is restrained for that round. if target fails 3 saves, target is encased and can only attempt 1 save/day. after 3 successful saves this ability has no further effect on the target. any damage to the target while encased ends the effect. this ability can be used 1/long rest. (encased is equivalent to stunned)
I tried to select thematically similar spells as replacements, but I admit that I am not an expert in the green lantern universe. If some of the replacement spells make no sense, I apologize. I'm still concerned about the potential power of the Nekron patron abilities, but it might be fine in actual play. As stated, these are just my recommendations, feel free to use or ignore them as you wish. These appear to be quite interesting and should make for a great game.