Everyman
2007-07-26, 05:41 PM
PART 1: WARLOCK
Written by Don Crowe
AUTHOR’S NOTE
In a nutshell, these texts are an effort on my part to “fix” classes. However, I want to do so much more than that. Through these articles, I hope that I can inspire some creativity in my readers, and perhaps help you develop some skill in design as well. I do not claim that my “fixes” are perfect. In fact, rather they are just my interpretation of how I envision these classes working. At the bottom of the article, you’ll find a summary of changes I have suggested, so that you may utilize my ideas if you like.
Please note that I do not take credit for the creation of a class. Ultimately, what I am offering up is nothing more than a variant of sorts. I sincerely hope that you enjoy these articles as much as I do writing them.
One of my favorite classes from the D&D supplements published is the warlock. The flavor of the class combined with a customizable nature is just something a mechanic-loving nut like me enjoys. That said I do find the execution of the warlock a bit troubling. More than a few folks online and around the local gaming table will attest to an uneven power curve (strong at low levels, weakens at higher levels) and a lack of true individual flavor. Many of the warlock’s functions can be performed or mimicked by other classes, even if those classes lack the endurance the warlock has.
In my review of the class, I decided to plot out the purposes of the warlock class. Afterwards, I reviewed those purposes and tried to gauge how well that purpose was served by the class. I ended up listing four functions of the class…
• Blaster: With the ability to conjure up a stream of pure eldritch energy at will, the warlock is designed to simply beat opponents down with wave after wave of destructive force. The fact that a large part of warlock invocations alter the effect of his eldritch blast only adds to this purpose.
• Magic Item Manipulation: The warlock gains the rare ability to take 10 on Use Magic Device checks early on in its advancement. This sets the class up to utilize almost any magic item it comes across, even if alignment or race would dictate otherwise. In the mid-levels, a warlock gains the ability to create magical gear, assuming it has some item creation feats.
• Endurance: A warlock is a bit tougher than other arcane classes. With a d6 hit die, the ability to wear some armor, and damage reduction, it can handle bodily threats much more easily than wizard or sorcerer could. Incidentally, this was the only function of the class that I had no problems with.
• Unlimited Magic: A warlock can utilize its small collection of powers at any time, as many times as it feels is necessary.
The warlock has a lot of functionality, since all of its powers are very customizable. However, it still lacks a purpose that either belongs to it alone or that it handles in a truly unique way. Luckily, warlock's have a wide variety of interesting invocations to work with, especially with the release of supplements, so that gives us something to look at and see if we can implement in our variant.
After reviewing the class, I decided that I had no problems with the basic function of eldritch blast. While increasing the damage potential would help solidify its role as an effective blaster, experience has taught me that unlimited arcane force can give PCs and NPCs a bit too much damage to work with, even if its short-term effects are comparably small to what other’s could do. However, I was still disappointed in how few ways there were to increase a warlock’s damage potential without gaining levels or using rare items. Considering how much a warlock’s invocations are dependant on Charisma, I decided that allowing the Charisma modifier to be added to a warlock’s eldritch blast damage roll would be a perfect way to boost the damage without relying on lucky rolls or a few items. However, since unlimited ranged damage with several d6s and a modifier seems a bit powerful at low levels, I decided that this ability should be “unlocked” a bit later in the class’s advancement. Eventually, I decided that 10th level, the extra boost to damage would help keep the class’s main offensive power effective towards the mid and late game.
One large critique of the warlock class is the small scope of powers they receive. In the course of twenty levels, a warlock barely masters twelve invocations (excluding eldritch blast). From a design standpoint, the decision to construct the class like seems to originate from a fear of what a PC or NPC might be able to accomplish with unlimited uses of the right invocations. Sadly this does not appear to be practical when compared to the expectations of what “daily encounters” should present. D&D is designed with the expectation of three to four encounters per day, assuming that the party is engaged with a challenge appropriate to their level. If a class (in PC hands) is only expecting three to four encounters per day, what difference does it make if a class feature can be used an unlimited times per day? Ergo, my first challenge was to find an alternative to the “unlimited use” rule, while still giving warlocks the tools they would need to be effective.
After some playtesting, I was inspired by the “Spell-like Ability” feats from the Monster Manuals. These feats, useful to beings with many spell-like abilities, grant metamagic-like effects that can be applied three times per day. It occurred to me that since a warlock can reasonable expect around three good encounters per day (perhaps more, if the encounters are a bit weak), why not simply reduce the use of invocations down to three times per day as well? By doing this, I could give the warlock class more versatility by giving them more invocations known. After looking at my notes, I decided that gaining a new invocation every level worked perfectly with this system. In addition, I made the decision that a warlock could opt to learn the same invocation more than once, giving him three more uses of that invocation per day. This option would come in very handy for those warlocks who prefer to utilize a particular essence or shape invocation often. Afterwards, I delayed the point when a warlock could learn a new grade of invocation by one level, so that they did not accumulate too many higher level powers too quickly.
With that completed, I turned my attention to the warlock art of manipulating magic items. I had no problems with the Deceive Item ability that warlocks receive. It was simple, elegant, and unique to only warlocks and artificers. Rather, I was disappointed in the Imbue Item class feature. True, it gives a warlock the potential to create virtually any item in the game, given enough time and the proper training. However, there are two flaws in its design. First, warlocks do not receive this ability till mid-levels. That is a very long time to wait and begin constructing magic items. The second and larger problem is that warlocks, if they ever want to use that class feature, need to start earning item creation feats as they level. Unless a warlock uses a late-game feat, this class feature is useless.
I decided that the ability to create magic items alone was not a sufficiently powerful ability that it had to be earned late game. Granted, with the proper rolls a warlock can make any item in the game. However, they still have to make those rolls, which require dedicating a lot of skill points in Use Magic Device, and they still need the proper resources. After some thought, I decided that Imbue Item should be gained three levels earlier and should come coupled with an Item Creation feat. I considered giving the warlock another Item Creation feat at higher levels, but decided that one feat was plenty to begin setting up a workshop. If a warlock wanted to craft more than one type of magic item, he now had more opportunities to pick up the appropriate feat.
With the changes I have made to the warlock class, I believe I have given them greater versatility without taking away from their ability to meaningfully contribute to combat and other encounters. Even more importantly, they now have a well-defined role in the creation and use of magical gear, and the means to utilize those talents. I will not claim that the class is perfect, but I am satisfied that it is now a class that can keep up with other base classes even in the late game.
SUMMARY OF CHANGES
• Eldritch Blast: At 10th level, a warlock begins adding his Charisma modifier to damage rolls.
• Invocations: Invocations no longer have unlimited uses, but instead can only be used three times per day (with the exception of eldritch blast). However, a warlock now learns an invocation every level. In addition, a warlock can choose to learn a given invocation more than once, in order to gain three additional uses of it per day. The limits to what grade of invocations a warlock may learn are now at delayed to 7th (lesser), 12th (greater), and 17th (dark).
• Imbue Item: A warlock gains the Imbue Item ability at 9th level and an item creation feat of his choice. The warlock must still meet all prerequisites for the feat.
Please feel free to leave commentary and opinions. I'd love to hear what you think.
Written by Don Crowe
AUTHOR’S NOTE
In a nutshell, these texts are an effort on my part to “fix” classes. However, I want to do so much more than that. Through these articles, I hope that I can inspire some creativity in my readers, and perhaps help you develop some skill in design as well. I do not claim that my “fixes” are perfect. In fact, rather they are just my interpretation of how I envision these classes working. At the bottom of the article, you’ll find a summary of changes I have suggested, so that you may utilize my ideas if you like.
Please note that I do not take credit for the creation of a class. Ultimately, what I am offering up is nothing more than a variant of sorts. I sincerely hope that you enjoy these articles as much as I do writing them.
One of my favorite classes from the D&D supplements published is the warlock. The flavor of the class combined with a customizable nature is just something a mechanic-loving nut like me enjoys. That said I do find the execution of the warlock a bit troubling. More than a few folks online and around the local gaming table will attest to an uneven power curve (strong at low levels, weakens at higher levels) and a lack of true individual flavor. Many of the warlock’s functions can be performed or mimicked by other classes, even if those classes lack the endurance the warlock has.
In my review of the class, I decided to plot out the purposes of the warlock class. Afterwards, I reviewed those purposes and tried to gauge how well that purpose was served by the class. I ended up listing four functions of the class…
• Blaster: With the ability to conjure up a stream of pure eldritch energy at will, the warlock is designed to simply beat opponents down with wave after wave of destructive force. The fact that a large part of warlock invocations alter the effect of his eldritch blast only adds to this purpose.
• Magic Item Manipulation: The warlock gains the rare ability to take 10 on Use Magic Device checks early on in its advancement. This sets the class up to utilize almost any magic item it comes across, even if alignment or race would dictate otherwise. In the mid-levels, a warlock gains the ability to create magical gear, assuming it has some item creation feats.
• Endurance: A warlock is a bit tougher than other arcane classes. With a d6 hit die, the ability to wear some armor, and damage reduction, it can handle bodily threats much more easily than wizard or sorcerer could. Incidentally, this was the only function of the class that I had no problems with.
• Unlimited Magic: A warlock can utilize its small collection of powers at any time, as many times as it feels is necessary.
The warlock has a lot of functionality, since all of its powers are very customizable. However, it still lacks a purpose that either belongs to it alone or that it handles in a truly unique way. Luckily, warlock's have a wide variety of interesting invocations to work with, especially with the release of supplements, so that gives us something to look at and see if we can implement in our variant.
After reviewing the class, I decided that I had no problems with the basic function of eldritch blast. While increasing the damage potential would help solidify its role as an effective blaster, experience has taught me that unlimited arcane force can give PCs and NPCs a bit too much damage to work with, even if its short-term effects are comparably small to what other’s could do. However, I was still disappointed in how few ways there were to increase a warlock’s damage potential without gaining levels or using rare items. Considering how much a warlock’s invocations are dependant on Charisma, I decided that allowing the Charisma modifier to be added to a warlock’s eldritch blast damage roll would be a perfect way to boost the damage without relying on lucky rolls or a few items. However, since unlimited ranged damage with several d6s and a modifier seems a bit powerful at low levels, I decided that this ability should be “unlocked” a bit later in the class’s advancement. Eventually, I decided that 10th level, the extra boost to damage would help keep the class’s main offensive power effective towards the mid and late game.
One large critique of the warlock class is the small scope of powers they receive. In the course of twenty levels, a warlock barely masters twelve invocations (excluding eldritch blast). From a design standpoint, the decision to construct the class like seems to originate from a fear of what a PC or NPC might be able to accomplish with unlimited uses of the right invocations. Sadly this does not appear to be practical when compared to the expectations of what “daily encounters” should present. D&D is designed with the expectation of three to four encounters per day, assuming that the party is engaged with a challenge appropriate to their level. If a class (in PC hands) is only expecting three to four encounters per day, what difference does it make if a class feature can be used an unlimited times per day? Ergo, my first challenge was to find an alternative to the “unlimited use” rule, while still giving warlocks the tools they would need to be effective.
After some playtesting, I was inspired by the “Spell-like Ability” feats from the Monster Manuals. These feats, useful to beings with many spell-like abilities, grant metamagic-like effects that can be applied three times per day. It occurred to me that since a warlock can reasonable expect around three good encounters per day (perhaps more, if the encounters are a bit weak), why not simply reduce the use of invocations down to three times per day as well? By doing this, I could give the warlock class more versatility by giving them more invocations known. After looking at my notes, I decided that gaining a new invocation every level worked perfectly with this system. In addition, I made the decision that a warlock could opt to learn the same invocation more than once, giving him three more uses of that invocation per day. This option would come in very handy for those warlocks who prefer to utilize a particular essence or shape invocation often. Afterwards, I delayed the point when a warlock could learn a new grade of invocation by one level, so that they did not accumulate too many higher level powers too quickly.
With that completed, I turned my attention to the warlock art of manipulating magic items. I had no problems with the Deceive Item ability that warlocks receive. It was simple, elegant, and unique to only warlocks and artificers. Rather, I was disappointed in the Imbue Item class feature. True, it gives a warlock the potential to create virtually any item in the game, given enough time and the proper training. However, there are two flaws in its design. First, warlocks do not receive this ability till mid-levels. That is a very long time to wait and begin constructing magic items. The second and larger problem is that warlocks, if they ever want to use that class feature, need to start earning item creation feats as they level. Unless a warlock uses a late-game feat, this class feature is useless.
I decided that the ability to create magic items alone was not a sufficiently powerful ability that it had to be earned late game. Granted, with the proper rolls a warlock can make any item in the game. However, they still have to make those rolls, which require dedicating a lot of skill points in Use Magic Device, and they still need the proper resources. After some thought, I decided that Imbue Item should be gained three levels earlier and should come coupled with an Item Creation feat. I considered giving the warlock another Item Creation feat at higher levels, but decided that one feat was plenty to begin setting up a workshop. If a warlock wanted to craft more than one type of magic item, he now had more opportunities to pick up the appropriate feat.
With the changes I have made to the warlock class, I believe I have given them greater versatility without taking away from their ability to meaningfully contribute to combat and other encounters. Even more importantly, they now have a well-defined role in the creation and use of magical gear, and the means to utilize those talents. I will not claim that the class is perfect, but I am satisfied that it is now a class that can keep up with other base classes even in the late game.
SUMMARY OF CHANGES
• Eldritch Blast: At 10th level, a warlock begins adding his Charisma modifier to damage rolls.
• Invocations: Invocations no longer have unlimited uses, but instead can only be used three times per day (with the exception of eldritch blast). However, a warlock now learns an invocation every level. In addition, a warlock can choose to learn a given invocation more than once, in order to gain three additional uses of it per day. The limits to what grade of invocations a warlock may learn are now at delayed to 7th (lesser), 12th (greater), and 17th (dark).
• Imbue Item: A warlock gains the Imbue Item ability at 9th level and an item creation feat of his choice. The warlock must still meet all prerequisites for the feat.
Please feel free to leave commentary and opinions. I'd love to hear what you think.