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View Full Version : D&D 5e/Next Barbarian, Bard, Warlock, Ranger, Rogue, Changelings, Shifter changes/additions



Steampunkette
2015-05-07, 10:28 AM
Some of my homebrew/houserules/stuff that I use in my 5e Eberron campaigns.

First Post: Changeling and Shifter
Second Post: Warlock
Third Post: Ranger
Fourth Post: Barbarian and Rogue
Fifth Post: Feats

Steampunkette
2015-05-07, 10:29 AM
Changelings
As a Changeling, you have the following racial traits.
Ability Score Adjustment: Your Charisma score increases by 2 and your Dexterity score increases by 1.
Size: Medium.
Speed: 30 feet.
Changeling Disguise: Once per turn as a bonus action, you can alter your physical form to take on the appearance and appropriate vocalizations (if known) of any Medium humanoid. This ability functions similar to the spell Alter Self’s Change Appearance use.
At level 3 this ability improves to include the natural weapons function of Alter Self.
At level 5 it improves to include the aquatic adaptation function of Alter Self and also grants access to Brachiation, which grants a climbing speed equal to your walking speed.
Finally, at 7th level it allows you to take on Flight Forms, which grant you a flight speed equal to your walking speed.
All of these secondary functions are tied to the Change Appearance function of Alter Self and allow you to Change Appearance and use Natural Weapons or Aquatic Adaptation, for example. But you cannot combine Flight and Natural Weapons. Further, you gain advantage on Deception checks to appear as a creature you are disguised as.
Born Trickster: You have training in the Deception skill.
Social Creature: Whenever you make a Wisdom (Insight) check to predict someone's next move, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: You can speak, read, and write Common and one extra language of your choice.

Shifter
Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.
As a shifter, you have the following racial traits.
Ability Score Increase. Your Dexterity score increases by 1.
Size. Shifters are about the same size as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain features that depend on your shifter subraces, described below.
You must finish a short or long rest before you can shift again.
Languages. You can speak, read, and write Common and Sylvan.

Subrace. Several subraces of shifter exist, each with its own animalistic features. Choose two of the options below.

Beasthide
As a beasthide shifter, you are especially tough and persistent in battle.
Ability Score Increase. Your Constitution score increases by 1.
Shifting Feature. While shifting, you gain a +1 bonus to AC.

Cliffwalk
Your cliffwalk heritage grants you the agility of a mountain goat.
Ability Score Increase. Your Dexterity score increases by 1.
Shifting Feature. While shifting, you gain a climb speed of 30 feet.

Longstride
Longstride shifters are fleet and elusive.
Ability Score Increase. Your Dexterity score increases by 1.
Shifting Feature. While shifting, you can use the Dash action as a bonus action.

Longtooth
As a longtooth shifter, you are a ferocious combatant.
Ability Score Increase. Your Strength score increases by 1.
Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Razorclaw
As a razorclaw shifter, you make swift, slashing strikes in battle.
Ability Score Increase. Your Dexterity score increases by 1.
Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

Wildhunt
Your wildhunt heritage makes you a consummate tracker and survivor.
Ability Score Increase. Your Wisdom score increases by 1.
Shifting Feature. While shifting, you gain advantage on all Wisdom-based checks and saving throws.

Truedive
Your truedive heritage gives you amazing aquatic abilities.
Ability Score Increase. Your Constitution score increases by 1
Shifting Feature. While shifting, you gain a swim speed equal to your land speed and can use a special bonus action to swim 20ft.

Steampunkette
2015-05-07, 10:31 AM
Warlock Changes

* Spell: Eldritch Blast (Revised)
Damage die reduced from 1d10 to 1d8. If cast as a Bonus Action or Reaction, Eldritch Blast is limited to a single Beam.
* Invocation: Eldritch Spear (Revised)
Prerequisite: Pact of the Chain or Pact of the Tome
As per PHB. Add: Increases the damage die of Eldritch Blast to 1d10
* Invocation: Blood Surge (New!)
Prerequisite: Warlock level 3rd, Pact of the Blade feature
Once per rest as a bonus action, you can spend a number of Hit Dice up to one third of your Warlock level as if you had taken a short rest.
* Invocation: Lifedrinker (Revised)
Prerequisite: Warlock level 7th, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). If that creature dies, you gain CharismaMod + Warlock Level Temporary Hit Points, which stacks with the Dark Ones Blessing feature. These Temporary Hit Points stack last until the end of your next long rest.
* Invocation: Thirsting Blade (Revised)
Prerequisite: Warlock level 12th, Pact of the Blade feature
You can attack three times instead of once whenever you take the Attack action on your turn with your pact weapon.
* Invocation: Heartseeker (New!)
Prerequisite: Warlock level 7th, Pact of the Blade feature
As a Bonus Action, add your Charisma Modifier as a bonus to your attack with your Pact Weapon until the end of your next turn.

Warlock Patron: The Artificer

(Otherworldly Patron) The Artificer
The Artificer might be a trickster fey who crafts clockwork that mark the moments of a person’s life, a Demonlord who crafts exotic torture implements, or an Old God slipping into a mind already filled with ideas of mechanical nature and perverting them. It could also be a Demigod of Machines or Explosives, or some cruel overlord of Mechanus.. The fact remains: It’s eldritch power is expressed in our world through Machinery.

Expanded Spell List
1st Color Spray, Fog Cloud
2nd Gust of Wind, Nystul’s Magic Aura
3rd Leomund’s Tiny Hut, Stinking Cloud
4th Fabricate, Stone Shape
5th Animate Objects, Creation

The Artificer’s Tools: Those Oathbound to the Artificer gain proficiency in all crossbows and firearms as well as one form of Artisan’s Tools that involve metalworking or tinkering. They also gain access to a ritual that binds one such weapon to them. This weapon is their Artificer’s Hand, and other abilities improve upon or alter it. This ability functions similar to the bonding ability of the Pact Blade.

The Mechanic’s Bond: Those Oathbound to the Artificer strengthen their Pact Bond with their Artificer’s Hand in one of three ways at sixth level.

Pact of the Blade: Eldritch Invocations which affect your Pact Blade affect your Artificer’s Hand equally.

Pact of the Tome: When using any Warlock Spell which requires a spell attack roll you can channel that spell through your Artificer’s Hand, thus adding any bonuses you would gain from it being a magic item or any feat to apply to the spell.

Pact of the Chain: You may bind your Familiar to your Artificer's Hand. If you do this your familiar may make attack rolls with the Artificer's Hand and move around as normal or if you use the Artificer's Hand to make an attack, yourself, you apply any special attack abilities (Such as an Imp’s Poison) to the first successful hit the weapon makes in a round.

Maker’s Wrath: At tenth level, when attacked by an enemy in melee, you may use your reaction to make an immediate counter-attack with your Artificer’s Hand. If your Artificer’s Hand is bound to your Familiar, your Familiar may make this counter-attack on your behalf. If the attack hits, the target gains disadvantage on attack rolls against you until the end of your next turn, including the attack roll it is making against you. Once you use this ability you cannot use it again until you finish a short or long rest.

Explosive Shot: At fourteenth level, when you make a successful attack roll with your artificer’s hand, you may declare an Explosive Shot. The target immediately takes an additional 5d10 points of damage and is knocked prone. All other creatures within 10 feet also take 5d10 damage, but take half damage on a successful Dexterity Save. Once you use this ability you cannot use it again until you have completed a long rest.

Steampunkette
2015-05-07, 10:34 AM
Ranger Changes

Ranger Changes

Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also gain the ability to score a critical hit upon your favored enemy on a roll of 19 or 20.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of
monsters you have encountered on your adventures.

BEAST MASTER ARCHETYPE CHANGES
Ranger’s Companion
At 3rd level, you gain a beast companion that
accompanies you on your adventures and is trained to
fight alongside you. Choose a beast that is no larger than
Medium and that has a challenge rating of 1/4 or 1/8th,
or two of challenge rating 0. Add your proficiency bonus
to the beast’s AC, attack rolls, and damage rolls, as well
as to any saving throws and skills it is proficient in. Its
hit point maximum equals its normal maximum or four
times your ranger level, whichever is higher.

The beast obeys your commands as best as it can. It
takes its turn on your initiative, though it doesn’t take an
action unless you command it to. On your turn, you can
verbally command the beast where to move (no action
required by you). You can use your action to verbally
command it to take the Attack, Dash, Disengage, Dodge,
or Help action. Once you have the Extra Attack feature,
you can make one weapon attack yourself when you
command the beast to take the Attack action. You may
also give the beast to Sic a target, in which case the
beast companion will continue attacking the chosen
target on successive turns until ordered to stop or attack
a new target.

While traveling through your favored terrain with only
the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another beast
that isn’t hostile to you, either the same type of beast as
before or a different one.

Beast Training (Beast Master Archetype) *NEW*
Those who emulate the archetypal Beast Master employ training techniques passed down through generations. To a Beast Master, your animal companion is life itself and you spend much of your time training your beast companion in new combat tricks. You gain this ability at 3rd level when you select the Beast Master Archetype.

Combat Tricks. You learn three combat tricks of your
choice, which are detailed under “Combat Tricks” below.
Many combat tricks enhance an attack in some way. You
can use only one combat trick per round.
You learn two additional combat tricks of your choice
at 7th, and 15th level. Each time you learn new
combat tricks, you can also replace one combat trick you
know with a different one.

Training Dice. You have four training dice,
which are d8s. A training die is expended when you
use it. You regain all of your expended training dice
when you finish a short or long rest.
You gain another training die at 10th level.

Saving Throws. Some of your combat tricks require
your target to make a saving throw to resist the
combat trick’s effects. The saving throw DC is calculated
as follows:
Maneuver save DC = 8 + your proficiency bonus +
your beast companion’s Strength or Dexterity modifier (your choice)

Tricks:
The combat tricks are presented in alphabetical order.

Tear Throat: When you take the Attack
action on your turn, you can forgo one of your attacks
and use a bonus action to direct your beast companion
to strike. When you do so expend one training die.
That creature can immediately use its reaction to make
one attack, adding the superiority die to the
attack’s damage roll.

Disarming Attack. When your beast companion
hits a creature with you can expend one training die to
attempt to disarm the target, forcing it to drop one item
of your choice that it’s holding. You add the superiority
die to the attack’s damage roll, and the target must
make a Strength saving throw. On a failed save, it drops
the object you choose. The object lands at its feet.

Distract. When your beast companion hits a creature with a melee attack, you can expend one superiority die to distract the creature, giving yourself an opening.
You add the superiority die to the attack’s damage roll. The next attack roll you make against the target has advantage.

Evasive Footwork. When you order your beast companion
to move you may expend a training die to give your companion
a bonus to AC equal to the number rolled on your training die.

Feinting Attack. You can expend one training die
and use a bonus action on your turn to feint, choosing
one creature within 5 feet of you as your target. Your
beast companion has advantage on your next attack roll against that
creature. If that attack hits, add the superiority die to the
attack’s damage roll.

Goading Attack. When your companion hits a creature
with an attack, you can expend one training die to
attempt to goad the target into attacking your companion.
You add the superiority die to the attack’s damage roll, and
the target must make a Wisdom saving throw. On a
failed save, the target has disadvantage on all attack
rolls against targets other than your companion until
the end of your next turn.

Harry. When your companion hits a creature
with an attack, you can expend one training die to
attempt to keep the target from escaping your companion.
You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a
failed save, the target is immobilized until the end of your next turn.

Lunging Attack. When you order your beast companion to
attack on your turn, you can expend one training die
to increase your reach for that attack by 5 feet. If you hit,
you add the training die to the attack’s damage roll.

Maneuvering Attack. When you hit a creature with
a weapon attack, you can expend one training
die to maneuver your beast companion into a more
advantageous position. You add the training die to the
attack’s damage roll, and your beast companion can use
its reaction to move up to half its speed without provoking
opportunity attacks from the target of your attack.

Menacing Attack. When your beast companion
hit a creature, you can expend one superiority die to
attempt to frighten the target. You add the superiority
die to the attack’s damage roll, and the target must
make a Wisdom saving throw. On a failed save, it is
frightened of your companion until the end of your next turn.


Push. When your beast companion hits a target
a melee attack, you can expend one training
die to attempt to drive the target back. You add the
training die to the attack's damage roll, and if the
target is Large or smaller, it must make a Strength
saving throw. On a failed save,push the target up
to 15 feet away from your companion.


Rally. On your turn, you can use a bonus action and
expend one training die to bolster the resolve of your
beast companion. When you do so your companion gains
temporary hit points equal to the superiority die roll +
your Wisdom modifier.

Trip. When your beast companion hits a creature
you can expend one training die to attempt
to knock the target down. You add the training die
to the attack’s damage roll, and if the target is Large or
smaller, it must make a Strength saving throw. On a
failed save, knock the target prone.

Bestial Fury: Starting at 11th level, your beast companion can
make two attacks when you command it to use the
Attack action.
In addition, increase the size of your training dice to 1d10.

Steampunkette
2015-05-07, 10:35 AM
Barbarian Change

Frenzied Barbarian
Frenzy: Change "Level of Exhaustion" to "Expend 1 hit die per frenzy since your last long rest" So on the first frenzy they must expend 1 hit die. On the second they must expend 2 hit dice. On the third 3.

If the Barbarian is out of hit dice for the day they may choose to frenzy, regardless. The hit dice they would expend beyond their limit are instead rolled as damage to the Barbarian at the end of the frenzy. For example, if a Barbarian is using frenzy for the 2nd time and only has 1 hit die left they will lose it and take 1d12 damage. If they were using frenzy for the third time they would lose the 1 hit die and take 2d12 damage. And if they had no hit die and used frenzy a third time they would take 3d12 points of damage.


Rogue Change

Offhand Strike: At 5th level a Rogue gains the ability to make an off-hand attack as part of the attack action. Except for the use of a bonus action, this off-hand attack follows the same rules as other off hand attacks. On any round in which the Rogue uses this ability, they cannot use a bonus action to attack with their off-hand weapon.

Steampunkette
2015-05-07, 10:37 AM
Feats

Fencing Master
1) Before you make a melee attack with a finesse weapon that you are proficient with in your main hand, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
2) If a melee attack misses you, you may immediately use your Reaction to attack the attacker with a Finesse or Light weapon.
3) This feat may not be used in conjunction with a shield.

Animal Trainer
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
1) You learn two combat tricks of your choice from among those available to the Beast Master archetype in the Ranger class. If a combat trick you use requires your target to make a saving throw to resist the combat trick’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). These tricks can be used with any animal companion or familiar.
2) If you already have training dice, you gain one more; otherwise, you have one training die, which is a d6. This die is used to fuel your combat tricks. A training die is expended when you use it. You regain your expended training dice when you finish a short or long rest.



Abberant Dragonmarks
You have a magical mark that marks you as a strange and unique person. Select one of the options from the Aberrant Dragonmarks, below. You gain the ability to innately cast spells and cantrips, as listed by the mark, using the spellcasting ability tied to the mark. You cast each spell at its lowest level.
Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components.

Your aberrant dragonmark confers the following benefits:
• When you first take this feat, you gain the least mark. You learn the spells listed under the Least entry.
• At 5th level and higher, your mark becomes more potent, improving to lesser mark. You also learn the spell listed under the Lesser entry.
• At 9th level and higher, your mark’s power increases again, becoming a greater mark. You also learn the spell listed under the Greater entry.



* Mark of Cruelty (Cha)
Least: Vicious Mockery, Tasha’s Hideous Laughter
Lesser: Calm Emotions
Greater: Fear

* Mark of Witchcraft (Int)
Least: Thaumaturgy, Bane
Lesser: Cause Wounds
Greater: Bestow Curse

* Mark of the Wild (Wis)
Least: Thorn Whip, Entangle
Lesser: Spike Growth
Greater: Plant Growth

* Mark of Visions (Int)
Least: Minor Illusion, Silent Image
Lesser: Phantasmal Force
Greater: Major Image

* Mark of Fiends (Cha)
Least: Prestidigitation, Hex
Lesser: Darkness
Greater: Vampiric Touch

* Mark of Manipulation (Cha
Least: Friends, Charm Person
Lesser: Suggestion
Greater: Hypnotic Pattern

Wartex1
2015-05-07, 10:49 AM
Fencing Master is overpowered. Heavy weapons are good because of the Great Weapon Master feat, since it provides a larger damage output for the lack of shield or other options. Fencing Master closes that gap too much, making Heavy weapons obsolete.

Average for 2d6 with a strength of 16 and GWM = 20 damage.

Average for 1d8 with a strength or dexterity of 16 = 17.5 damage.

On top of that, the DEX pumps a more useful stat (saving throws, boost to AC) and can dual-wield (adding even more damage) or use a shield for only a fraction of the damage less. That damage gap will always be 2.5, which means at higher levels using magic items, the ratio is even tighter.

Let's use a high-level example.

One is a 20 STR fighter with a +3 greatsword that also deals an extra 2d6 damage. (AVG 32 damage)

Another is a 20 DEX fighter with a +3 rapier that deals an extra 2d6 damage. (AVG 29.5 damage)

Not taking extra bonuses like magical shields and such, (Assuming both have +3 armor and the second has a +3 shield as well then the first has an AC of 21/22, and the second has an AC of 26/27) the damage gap is too shallow.

Steampunkette
2015-05-07, 11:19 AM
Feats are, according to the core books, an optional ruleset. Not part of the core.

With that in mind, Heavy Weapons and Finesse Weapons are around 2 damage apart with no feats. And with feats they're 2 damage apart if you include the fencing mastery feat.

Specifically: 1d8 vs 1d12 at 4.5 and 6.5. The Rapier and Greataxe in the example. Though with the Greatsword or Maul it's back to 2.5 points of damage since 2d6 averages out to 7. Meanwhile, by wielding a pair of one-handers, you can increase your average damage to eat up the difference between 2 great sword swings and 2 rapier swings and a dagger stab.

Once you get up to high end gameplay, with 4 attacks, the off-hand fighter can't quite catch up on average damage, since the off-hand only strikes once compared to the 4 other strikes.

That's as wide as the gulf is "Meant" to be. With feats allowed, but no fencing mastery, Heavy Weapons jump way the hell ahead for no discernable reason.

And sure, A Fencer character will have a better dex mod for saves and AC if they wear light armor. But if they do go for the light armor and shield they won't have the offhand attack to bridge the DPR gap they're supposed to use. Also you can always slap some Bracers of Dexterity onto your Great Weapon Fighter to increase her dex to 20, too. Just need to make 'em as legendary as the Belt of Giant Strength.

Though you did bring my attention to an error in the feat: It's only meant to be used with the Main Hand. Not the off-hand as well.

Wartex1
2015-05-07, 01:56 PM
It doesn't mean that the feat isn't overpowered.

The point of a two-handed weapon is that it is stronger than a one-handed one. This allows you to sacrifice minimal damage (which is then made up by the duelist fighting style) for something like a shield.

Steampunkette
2015-05-07, 03:04 PM
That makes no sense whatsoever, though.

Bringing in the fighting styles, the Great Weapon style allows rerolls of 1s and 2s for Greatswords. Making Minimum damage 6 and maximum 12 putting the average damage up to 9.5, which is equal to the increase the duelist style gets of +2 damage. Well. On average. The GWF is still going to roll a 6 or higher for -base- damage on their greatsword while a duelist can roll a 3 before adding stats and enchants.

The point I'm trying to make is that the damage per hit difference is 2.5. With GWF and without Fencing Mastery the damage goes to 12.5. Putting in fencing mastery brings it right back down to a 2.5 damage difference.

Now remember that's a per hit discrepancy. So the greatsword wielder fighter will be throwing 4 attacks per round and assuming all hit the target that's a 10 point difference. The offhand allows the player to get back an average of 2.5 damage (Dagger) assuming they hit with all 5 attacks.

So let me try a different angle on it: Why is a +10 damage bonus NOT OP for a GWF to have when it is for Finessers? What exactly is making it OP? It's bringing the damage values back in line ot the baseline values that the game has without feats, not shooting finessers ahead at all, and it gives Halflings and Gnomes (As well as goblins and any other small race) a chance to deal good damage as Fighters.

'Cause that's the function of a heavy weapon: Small characters can't use it. Which means it's entirely possible someone could create a one-handed "Heavy Flail" that is a heavy weapon (And thus benefits from GWF) without being 2 handed.

To sum up: You're arguing that Great Weapons should do 10 points more damage per hit than Finesse Weapons.

Wartex1
2015-05-07, 03:13 PM
Great weapon fighters don't reroll 1s and 2s indefinitely, and must use the second result, only bumping up the damage by 1 or 2 points.

GWF isn't OP while this is because you can't use a shield, other weapon, or do anything like cast spells. +2 to AC is definitely a lot better than 10% more damage.

Steampunkette
2015-05-07, 03:45 PM
You're right. That was my mistake on the GWF style.

However, a +2 AC bonus is gonna cost the Finesse Fencer 10 points of damage -with- the feat, compared to the GWF.

We're not talking 10% of damage without Fencing Mastery. We're talking 10 points of damage per hit difference. That's a massive change when you're looking at a d8 plus dex and enchantment.

However, since the shield issue seems to be your current sticking point "Cannot Use a Shield" as part of fencing mastery. Would that satisfy?

Wartex1
2015-05-07, 03:48 PM
Yeah, it's mainly the shield thing and other benefits to one-handedness.

The_Doctor
2015-05-07, 04:19 PM
My notes are in bold.

Warlock Changes

* Spell: Eldritch Blast (Revised)
Damage die reduced from 1d10 to 1d8. If cast as a Bonus Action or Reaction, Eldritch Blast is limited to a single Beam. Eldritch blast is overpowered, and I appreciate the damage reduction. However remove the "single beam" part.
* Invocation: Eldritch Spear (Revised)
Prerequisite: Pact of the Chain or Pact of the Tome
As per PHB. Add: Increases the damage die of Eldritch Blast to 1d10This is good.
* Invocation: Blood Surge (New!)
Prerequisite: Warlock level 3rd, Pact of the Blade feature
Once per rest as a bonus action, you can spend a number of Hit Dice up to one third of your Warlock level as if you had taken a short rest. Awkwardly worded. "You can regain hitpoints by rolling a number of your Hit Dice equal to one third of your Warlock level. Usable once per long rest."
* Invocation: Lifedrinker (Revised)
Prerequisite: Warlock level 7th, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). If that creature dies, you gain CharismaMod + Warlock Level Temporary Hit Points, which stacks with the Dark Ones Blessing feature. These Temporary Hit Points stack last until the end of your next long rest. Overly wordy. I like the old one better.
* Invocation: Thirsting Blade (Revised)
Prerequisite: Warlock level 12th, Pact of the Blade feature
You can attack three times instead of once whenever you take the Attack action on your turn with your pact weapon. I'll take it.
* Invocation: Heartseeker (New!)
Prerequisite: Warlock level 7th, Pact of the Blade feature
As a Bonus Action, add your Charisma Modifier as a bonus to your attack with your Pact Weapon until the end of your next turn. You really like the Blade Pact don't you? Regardless, you can combine this with your revised "Thirsting Blade" for epic damage.

Warlock Patron: The Artificer

(Otherworldly Patron) The Artificer
The Artificer might be a trickster fey who crafts clockwork that mark the moments of a person’s life, a Demonlord who crafts exotic torture implements, or an Old God slipping into a mind already filled with ideas of mechanical nature and perverting them. It could also be a Demigod of Machines or Explosives, or some cruel overlord of Mechanus.. The fact remains: It’s eldritch power is expressed in our world through Machinery.

Expanded Spell List
1st Color Spray, Fog Cloud
2nd Gust of Wind, Nystul’s Magic Aura
3rd Leomund’s Tiny Hut, Stinking Cloud
4th Fabricate, Stone Shape
5th Animate Objects, Creation
Not too bad.
The Artificer’s Tools: Those Oathbound to the Artificer gain proficiency in all crossbows and firearms as well as one form of Artisan’s Tools that involve metalworking or tinkering. They also gain access to a ritual that binds one such weapon to them. This weapon is their Artificer’s Hand, and other abilities improve upon or alter it. This ability functions similar to the bonding ability of the Pact Blade.Flavorful. Mechanically, eh.

The Mechanic’s Bond: Those Oathbound to the Artificer strengthen their Pact Bond with their Artificer’s Hand in one of three ways at sixth level.

Pact of the Blade: Eldritch Invocations which affect your Pact Blade affect your Artificer’s Hand equally. Whoa. Hold the phone. This is good. Especially if you have access to firearms.

Pact of the Tome: When using any Warlock Spell which requires a spell attack roll you can channel that spell through your Artificer’s Hand, thus adding any bonuses you would gain from it being a magic item or any feat to apply to the spell. Cool. A weapon and a focus? Awesome.

Pact of the Chain: You may bind your Familiar to your Eldritch Hand. If you do this your familiar may make attack rolls with the Eldritch Hand and move around as normal or if you use the Eldritch Hand to make an attack, yourself, you apply any special attack abilities (Such as an Imp’s Poison) to the first successful hit the weapon makes in a round. I thought it was "Artificer's Hand"?

Maker’s Wrath: At tenth level, when attacked by an enemy in melee, you may use your reaction to make an immediate counter-attack with your Artificer’s Hand. If your Artificer’s Hand is bound to your Familiar, your Familiar may make this counter-attack on your behalf. If the attack hits, the target gains disadvantage on attack rolls against you until the end of your next turn, including the attack roll it is making against you. Once you use this ability you cannot use it again until you finish a short or long rest. This is good.

Explosive Shot: At fourteenth level, when you make a successful attack roll with your artificer’s hand, you may declare an Explosive Shot. The target immediately takes an additional 5d10 points of damage and is knocked prone. All other creatures within 10 feet also take 5d10 damage, but take half damage on a successful Dexterity Save. Once you use this ability you cannot use it again until you have completed a long rest. BOOM! I like this ability.

Steampunkette
2015-05-07, 06:43 PM
The warlock changes were specifically to improve the pact of the blade, to add a gunslinging kit, and to reduce the power of eldritch blast from splashing.

The "Single Beam" thing was for an invocation my friend put together that would allow a Pact Blade warlock fling an eldritch blast while taking an attack action by using her bonus action. I don't know why it's missing, here...

And it is Artificer's Hand. I just screwed up a lot. I wrote it in a Google Doc at 4am. >.>