RyumaruMG
2016-05-31, 08:13 PM
Since I'm going to be running some League of Legends-themed D&D for my younger brother soon, I thought I'd write up some new mechanical options for characters. With that being said, I'm still pretty new to homebrewing for 5e, so I'd like to make sure this stuff is (relatively) balanced before running. I'd like to eventually put these out for more widespread use, but my immediate goal is to have these be usable without them being particularly over- or under-powered.
UPDATED 6/3
The River King
“All the world's one river, boy, and I am its king.”
Your patron is an ancient spirit of water and greed – one who offered you a deal in the dead of night by the riverside. “No need to discuss payment just yet,” he said. “I'll collect... in due time.” His charismatic and polite demeanor are magnetic, but there is an undercurrent of hunger lurking below this facade. He offered you power when you were at your lowest. His motives are simple, even though he tries to keep them hidden: he wants more. More people under his sway, more power to wield, more things to devour. Your familiar might be a crab or eel, if you take the Pact of the Chain. If you take the Pact of the Blade, your weapon might be a tarnished and coppery old sword, or a rusty harpoon. With the Pact of the Tome, your Book of Shadows might be a heavy vellum ship's journal or sheaf of waxed papers, filled with obtuse poetry and folklore that teaches you secrets, and stories of people your patron has helped... or “helped.”
Expanded Spell List
1st: Fog Cloud, Longstrider
2nd: Blur, Locate Object
3rd: Blink, Sleet Storm
4th: Control Water, Locate Creature
5th: Passwall, Teleportation Circle
Waterways of the World
Starting at 1st level, you can swim 30 feet per round without penalty. Additionally, you ignore difficult terrain created by deep water, the surface being soaked or slick, or icy ground.
Just Sign Here
Beginning at 6th level, you can invoke a contract with a willing humanoid - in exchange for granting a desire which the person names when it is invoked, they agree to return the favor at a later date. At any point within a year and a day of the desire being fulfilled, you can psychically contact the person and invoke the terms of the bargain. In doing so, you make a request of the person, following the guidelines of the geas spell. If the person refuses, they must succeed on a Charisma saving through against your Warlock spell save DC. On a successful save, they can ignore your command, and you can't contact them again for 24 hours. If they succeed on three consecutive saves, the contract is broken and you take 5d6 psychic damage. On a failed save, they must undertake the request or take 1d6 of psychic damage for every two warlock levels you possess. The person knows the consequences of a failed save, but not that they can break free. Upon fulfillment of the task you set for them, the contract is completed and you are no longer connected to the person. Just as with geas, the contract can be removed through the use of remove curse, greater restoration, or wish. You can only have one contract active at a time.
Thick Skin
Starting at 10th level, when you take nonmagical bludgeoning, piercing, or slashing damage, you can spend your reaction to gain temporary HP equal to the amount of damage you took. You must complete a short or long rest to use this feature again. Finally, you can now invoke a second contract through Just Sign Here, allowing you to have two contracts active at once.
Abyssal Voyage
Starting at 14th level, you and one other willing creature that you touch can teleport, without error, to a location either you or your target is “very familiar” with. If you are fulfilling a bargain for your target as per Just Sign Here, this location can count as “seen casually” or “viewed once” if it will fulfill the request. You must complete a short or long rest to use this power again. Finally, you can now invoke one more contract through Just Sign Here, allowing you to have three contracts active at once.
The main idea here was to combine some of Tahm Kench's skillset in League with the feeling of gradually becoming a crossroads demon in the service of one. The 10th and 16th level abilities are direct references to his kit. My main concern is the use of the 6th level ability - I'm not entirely sure how to balance it, especially since it hinges big-time on NPC interactions.
The Star Forger
“Which star is your favorite? I made that one.”
An ancient being, already old when stellar debris first coalesced into worlds, has made a deal with you. In exchange for the merest fraction of its awesome might, you are to help free it from the prison it has been trapped in. Vast, unknowable, and architect of the very universe, this being may think of you as mere cosmic dust, but it needs your help. The tasks you are given always have a clear end goal, even if the means by which it might come about are obtuse: A civilization long forgotten captured it, and now it wants to be free. Even now, countless centuries later, the barest mention of this civilization from your patron burns your mind with anger. With this patron, the familiar granted by the Pact of the Chain could occasionally glimmer with starlight or glow at night. The weapon granted by the Pact of the Blade could be a spear of pure starfire, or a knife that always shows the night sky. The Book of Shadows granted by the Pact of the Tome might be an astral codex, filled with complex star charts and astrological calculations, or it might be a collection of scraps of some unknown substance not unlike paper, scrawled over with what appear to be schematics too vast to fully comprehend.
Expanded Spell List
1st: Chromatic Orb, Guiding Bolt
2nd: Levitate, Moonbeam
3rd: Haste, Lightning Bolt
4th: Freedom of Movement, Fire Shield
5th: Circle of Power, Destructive Wave
Starsurge
Starting at 1st level, you can alter the properties of any spell you cast that deals fire damage, causing it to deal radiant damage instead. Additionally, if you know the eldritch blast cantrip, it now inflicts radiant damage instead of force damage. Finally, if you choose the Pact of the Blade, your pact weapon deals an extra 1d6 radiant damage.
Escape Velocity
Starting at 6th level, you can use your bonus action to leap up to 30 feet in any one direction, even if you are prone or restrained. You do not provoke attacks of opportunity during this leap, and you cannot change direction mid-leap – you must move in a straight line. Any enemies within five feet of you when you start this leap mus succeed on a Charisma saving throw against your warlock spell save DC or be blinded until the end of their next turn. Once you have used this feature twice, you can't use it again until you finish a short or long rest.
Blinding Majesty
Starting at 10th level, when an enemy attacks you, you can use your reaction to burn with the brilliance of the stars. You must declare your use of this feature after the attack is declared but before the result is determined. You impose disadvantage on the attacking creature, and if the attack misses, the attacking creature must succeed on a Charisma saving throw against your warlock spell save DC or be blinded for 1 minute. The creature may attempt a new saving throw at the end of each of its turns.
Voice of Light
Starting at 14th level, you can breathe out a blast of searing starlight. Each creature in a 5 by 60 foot line must make a Dexterity saving throw against your warlock spell save DC. On a failed save, they take 7d10 radiant damage and must succeed on a secondary Charisma saving throw or be blinded for 1 minute. The creature takes half as much damage and is not blinded on a successful initial save. A creature affected by this power can attempt a new Charisma saving throw at the end of each of its turns to remove the blind effect. Creatures with light sensitivity or who are vulnerable to radiant damage have disadvantage on the saving throw. Once you have used this power, you can't use it again until you complete a short or long rest.
In League, Aurelion Sol is a very damage-heavy character, without a lot of defensive options, so I thought a fairly blasty spell selection combined with some freedom effects would feel appropriate to the character and his goals. My main concerns are the 1st and 10th level powers. 1st feels like it might actually be underwhelming, as I wasn't sure how to fit the overall flavor of being bound to a star dragon without being overpowered. 10th might be a little too usable for how useful it can be, although it's fair to say that it's useless against enemies with blindsight.
UPDATED 6/3
The River King
“All the world's one river, boy, and I am its king.”
Your patron is an ancient spirit of water and greed – one who offered you a deal in the dead of night by the riverside. “No need to discuss payment just yet,” he said. “I'll collect... in due time.” His charismatic and polite demeanor are magnetic, but there is an undercurrent of hunger lurking below this facade. He offered you power when you were at your lowest. His motives are simple, even though he tries to keep them hidden: he wants more. More people under his sway, more power to wield, more things to devour. Your familiar might be a crab or eel, if you take the Pact of the Chain. If you take the Pact of the Blade, your weapon might be a tarnished and coppery old sword, or a rusty harpoon. With the Pact of the Tome, your Book of Shadows might be a heavy vellum ship's journal or sheaf of waxed papers, filled with obtuse poetry and folklore that teaches you secrets, and stories of people your patron has helped... or “helped.”
Expanded Spell List
1st: Fog Cloud, Longstrider
2nd: Blur, Locate Object
3rd: Blink, Sleet Storm
4th: Control Water, Locate Creature
5th: Passwall, Teleportation Circle
Waterways of the World
Starting at 1st level, you can swim 30 feet per round without penalty. Additionally, you ignore difficult terrain created by deep water, the surface being soaked or slick, or icy ground.
Just Sign Here
Beginning at 6th level, you can invoke a contract with a willing humanoid - in exchange for granting a desire which the person names when it is invoked, they agree to return the favor at a later date. At any point within a year and a day of the desire being fulfilled, you can psychically contact the person and invoke the terms of the bargain. In doing so, you make a request of the person, following the guidelines of the geas spell. If the person refuses, they must succeed on a Charisma saving through against your Warlock spell save DC. On a successful save, they can ignore your command, and you can't contact them again for 24 hours. If they succeed on three consecutive saves, the contract is broken and you take 5d6 psychic damage. On a failed save, they must undertake the request or take 1d6 of psychic damage for every two warlock levels you possess. The person knows the consequences of a failed save, but not that they can break free. Upon fulfillment of the task you set for them, the contract is completed and you are no longer connected to the person. Just as with geas, the contract can be removed through the use of remove curse, greater restoration, or wish. You can only have one contract active at a time.
Thick Skin
Starting at 10th level, when you take nonmagical bludgeoning, piercing, or slashing damage, you can spend your reaction to gain temporary HP equal to the amount of damage you took. You must complete a short or long rest to use this feature again. Finally, you can now invoke a second contract through Just Sign Here, allowing you to have two contracts active at once.
Abyssal Voyage
Starting at 14th level, you and one other willing creature that you touch can teleport, without error, to a location either you or your target is “very familiar” with. If you are fulfilling a bargain for your target as per Just Sign Here, this location can count as “seen casually” or “viewed once” if it will fulfill the request. You must complete a short or long rest to use this power again. Finally, you can now invoke one more contract through Just Sign Here, allowing you to have three contracts active at once.
The main idea here was to combine some of Tahm Kench's skillset in League with the feeling of gradually becoming a crossroads demon in the service of one. The 10th and 16th level abilities are direct references to his kit. My main concern is the use of the 6th level ability - I'm not entirely sure how to balance it, especially since it hinges big-time on NPC interactions.
The Star Forger
“Which star is your favorite? I made that one.”
An ancient being, already old when stellar debris first coalesced into worlds, has made a deal with you. In exchange for the merest fraction of its awesome might, you are to help free it from the prison it has been trapped in. Vast, unknowable, and architect of the very universe, this being may think of you as mere cosmic dust, but it needs your help. The tasks you are given always have a clear end goal, even if the means by which it might come about are obtuse: A civilization long forgotten captured it, and now it wants to be free. Even now, countless centuries later, the barest mention of this civilization from your patron burns your mind with anger. With this patron, the familiar granted by the Pact of the Chain could occasionally glimmer with starlight or glow at night. The weapon granted by the Pact of the Blade could be a spear of pure starfire, or a knife that always shows the night sky. The Book of Shadows granted by the Pact of the Tome might be an astral codex, filled with complex star charts and astrological calculations, or it might be a collection of scraps of some unknown substance not unlike paper, scrawled over with what appear to be schematics too vast to fully comprehend.
Expanded Spell List
1st: Chromatic Orb, Guiding Bolt
2nd: Levitate, Moonbeam
3rd: Haste, Lightning Bolt
4th: Freedom of Movement, Fire Shield
5th: Circle of Power, Destructive Wave
Starsurge
Starting at 1st level, you can alter the properties of any spell you cast that deals fire damage, causing it to deal radiant damage instead. Additionally, if you know the eldritch blast cantrip, it now inflicts radiant damage instead of force damage. Finally, if you choose the Pact of the Blade, your pact weapon deals an extra 1d6 radiant damage.
Escape Velocity
Starting at 6th level, you can use your bonus action to leap up to 30 feet in any one direction, even if you are prone or restrained. You do not provoke attacks of opportunity during this leap, and you cannot change direction mid-leap – you must move in a straight line. Any enemies within five feet of you when you start this leap mus succeed on a Charisma saving throw against your warlock spell save DC or be blinded until the end of their next turn. Once you have used this feature twice, you can't use it again until you finish a short or long rest.
Blinding Majesty
Starting at 10th level, when an enemy attacks you, you can use your reaction to burn with the brilliance of the stars. You must declare your use of this feature after the attack is declared but before the result is determined. You impose disadvantage on the attacking creature, and if the attack misses, the attacking creature must succeed on a Charisma saving throw against your warlock spell save DC or be blinded for 1 minute. The creature may attempt a new saving throw at the end of each of its turns.
Voice of Light
Starting at 14th level, you can breathe out a blast of searing starlight. Each creature in a 5 by 60 foot line must make a Dexterity saving throw against your warlock spell save DC. On a failed save, they take 7d10 radiant damage and must succeed on a secondary Charisma saving throw or be blinded for 1 minute. The creature takes half as much damage and is not blinded on a successful initial save. A creature affected by this power can attempt a new Charisma saving throw at the end of each of its turns to remove the blind effect. Creatures with light sensitivity or who are vulnerable to radiant damage have disadvantage on the saving throw. Once you have used this power, you can't use it again until you complete a short or long rest.
In League, Aurelion Sol is a very damage-heavy character, without a lot of defensive options, so I thought a fairly blasty spell selection combined with some freedom effects would feel appropriate to the character and his goals. My main concerns are the 1st and 10th level powers. 1st feels like it might actually be underwhelming, as I wasn't sure how to fit the overall flavor of being bound to a star dragon without being overpowered. 10th might be a little too usable for how useful it can be, although it's fair to say that it's useless against enemies with blindsight.