Archriete
2016-10-19, 06:28 PM
Just a little background, I've been making this warlock patron (a modification/conversion of the undying light patron) for use in friends campaign, I'll save you the majority of the random fluff, I'm just looking for a little help balancing it's mechanics.
I marked said friends comments towards specific abilities in brackets below each entry, but he suggested I put it forth to get crowd sourced before we come to any final decisions.
The Reaper King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Reaper King Expanded Spells
1st Ice Knife
2nd Snilloc's Snowball Storm
3rd Spirit Guardians (Necrotic only)
4th Ice Storm
5th Maelstrom
Broken Soul:
Starting at 1st level, your bond to the King of the Grave allows you to serve as a conduit for necrotic energy. You have resistance to necrotic damage, and when you cast a spell that deals necrotic damage or cold damage, you add your Charisma modifier to that damage. Additionally, you know the shape water and frostbite cantrips and can cast them at will. They don’t count against your number of cantrips known.
Final Death:
The Reaper King despises the walking dead, as they are an insult to the sanctity of the cycle of life and death, Starting at 6th level, any cold or necrotic damage dealt by spells or abilities of the warlock ignores the damage resistance or immunity of undead creatures they hit. Additionally you cast inflict wounds without expending a warlock spell slot once per short or long rest.
(DM recommended that initially it only grants the resistance bypass, and scales into the immunity bypass at 10 or 12)
Second Last Breath
Starting at 10th level, the necrotic forces running through your body allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a rippling burst of necrotic energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier necrotic damage and you regain additional hit points equal to a quarter of the total damage done by Second Last Breath. Once you use this feature, you can’t use it again until you finish a long rest.
(Suggested that the initial damage be reduced if the abilities does scaled healing, d6+mod or something along those lines, but with healing scaled to half damage rather than quarter.)
Conviction of the Grave
The Grave is the only assured end for the living, but you will only go to meet your king when you've finished your work in this world. Starting at 14th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
Any input is awesome guys, thanks ahead of time!
I marked said friends comments towards specific abilities in brackets below each entry, but he suggested I put it forth to get crowd sourced before we come to any final decisions.
The Reaper King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Reaper King Expanded Spells
1st Ice Knife
2nd Snilloc's Snowball Storm
3rd Spirit Guardians (Necrotic only)
4th Ice Storm
5th Maelstrom
Broken Soul:
Starting at 1st level, your bond to the King of the Grave allows you to serve as a conduit for necrotic energy. You have resistance to necrotic damage, and when you cast a spell that deals necrotic damage or cold damage, you add your Charisma modifier to that damage. Additionally, you know the shape water and frostbite cantrips and can cast them at will. They don’t count against your number of cantrips known.
Final Death:
The Reaper King despises the walking dead, as they are an insult to the sanctity of the cycle of life and death, Starting at 6th level, any cold or necrotic damage dealt by spells or abilities of the warlock ignores the damage resistance or immunity of undead creatures they hit. Additionally you cast inflict wounds without expending a warlock spell slot once per short or long rest.
(DM recommended that initially it only grants the resistance bypass, and scales into the immunity bypass at 10 or 12)
Second Last Breath
Starting at 10th level, the necrotic forces running through your body allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a rippling burst of necrotic energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier necrotic damage and you regain additional hit points equal to a quarter of the total damage done by Second Last Breath. Once you use this feature, you can’t use it again until you finish a long rest.
(Suggested that the initial damage be reduced if the abilities does scaled healing, d6+mod or something along those lines, but with healing scaled to half damage rather than quarter.)
Conviction of the Grave
The Grave is the only assured end for the living, but you will only go to meet your king when you've finished your work in this world. Starting at 14th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
Any input is awesome guys, thanks ahead of time!