pyrefiend
2017-04-05, 03:58 PM
A new Warlock Pact: The Ancestor (http://homebrewery.naturalcrit.com/share/rJSdSwkpe)
Design Notes:
General Notes: I like the idea of a warlock pact with creates a more intimate relationship between the warlock and the being to whom she makes the pact. Demon lords likely have tons of warlocks, but your ancestor only has you. Still, I think it's important that warlock pacts feel at least somewhat sinister. My intent was to capture both of these goals: your ancestor spirit cares about you in particular, but the pact is still dark and spooky.
Expanded Spell List: I tried to go for more defensive spells than other pacts provide. Your ancestor isn't just granting you power in exchange for your service, she's got at least some interest in protecting you. I also included some divination spells as they give a sort of 'spirit medium' feel. I'm pretty happy with the feel of the spell list; I like that it bleeds into cleric/paladin territory. Consorting with demons and fey is wizardish and druidish respectively. Consorting with the spirit of your ancestor feels more clericish.
Ancestor's Guidance: Here and elsewhere, I'm a little worried I'm leaving too much for the DM to decide. Also, I'm not sure how useful this information will be to the player. In all of these abilities, I try to capture the feel that your relationship with the spirit is not altogether harmonious-- the spirit isn't always forthcoming or entirely willing to help you. It's a little inscrutable, a little spooky.
Bloodline Oath: Right, so, this is the weird one. I bounced between a bunch of different ways of doing this ability. On one version I considered for a while, you proved yourself so long as you defeated a monster with a certain challenge rating. But then I thought, why should your ancestor only be impressed by combat? So I tried to include other ways to impress your ancestor, but the ability was getting very wordy. Finally I realized that the game already has a built-in feature which tracks character accomplishments: XP. So why not just cut out the middle man?
Here again, I worry that too much is left to the DM. I can certainly foresee frustrated players complaining that a given encounter should be worth more XP. But if players make these sorts of complaints, that's something the DM has to deal with anyway.
The chart comes from the DMG: XP per player per adventuring day. A normal day of heroic accomplishment should usually satisfy your ancestor.
I like the idea of a player trying to do something to impress her ancestor spirit before she goes to bed, because she knows if she doesn't she must answer for her failure in her dreams.
I'm not sure whether or not the temporary hit points / advantage on certain saving throws is enough of a boon for success. It should be at least a little better than other defensive abilities warlocks get at 6th level, since you have to work for it.
Ancestor's Blessing: After two wordy abilities, I tried to go for something simple. This is meant to encourage the warlock to takes risks in trying to satisfy her oaths. Not sure the amount of healing is right.
Ritual of Incarnation: Another wacky ability. For an hour each day, you can play a different character altogether. You have to maintain a separate character sheet, but that issue is I think mitigated by the ready availability of pre-made characters from Wizards.
I'm very interested in feedback; I'm pretty new to homebrew in 5e.
Design Notes:
General Notes: I like the idea of a warlock pact with creates a more intimate relationship between the warlock and the being to whom she makes the pact. Demon lords likely have tons of warlocks, but your ancestor only has you. Still, I think it's important that warlock pacts feel at least somewhat sinister. My intent was to capture both of these goals: your ancestor spirit cares about you in particular, but the pact is still dark and spooky.
Expanded Spell List: I tried to go for more defensive spells than other pacts provide. Your ancestor isn't just granting you power in exchange for your service, she's got at least some interest in protecting you. I also included some divination spells as they give a sort of 'spirit medium' feel. I'm pretty happy with the feel of the spell list; I like that it bleeds into cleric/paladin territory. Consorting with demons and fey is wizardish and druidish respectively. Consorting with the spirit of your ancestor feels more clericish.
Ancestor's Guidance: Here and elsewhere, I'm a little worried I'm leaving too much for the DM to decide. Also, I'm not sure how useful this information will be to the player. In all of these abilities, I try to capture the feel that your relationship with the spirit is not altogether harmonious-- the spirit isn't always forthcoming or entirely willing to help you. It's a little inscrutable, a little spooky.
Bloodline Oath: Right, so, this is the weird one. I bounced between a bunch of different ways of doing this ability. On one version I considered for a while, you proved yourself so long as you defeated a monster with a certain challenge rating. But then I thought, why should your ancestor only be impressed by combat? So I tried to include other ways to impress your ancestor, but the ability was getting very wordy. Finally I realized that the game already has a built-in feature which tracks character accomplishments: XP. So why not just cut out the middle man?
Here again, I worry that too much is left to the DM. I can certainly foresee frustrated players complaining that a given encounter should be worth more XP. But if players make these sorts of complaints, that's something the DM has to deal with anyway.
The chart comes from the DMG: XP per player per adventuring day. A normal day of heroic accomplishment should usually satisfy your ancestor.
I like the idea of a player trying to do something to impress her ancestor spirit before she goes to bed, because she knows if she doesn't she must answer for her failure in her dreams.
I'm not sure whether or not the temporary hit points / advantage on certain saving throws is enough of a boon for success. It should be at least a little better than other defensive abilities warlocks get at 6th level, since you have to work for it.
Ancestor's Blessing: After two wordy abilities, I tried to go for something simple. This is meant to encourage the warlock to takes risks in trying to satisfy her oaths. Not sure the amount of healing is right.
Ritual of Incarnation: Another wacky ability. For an hour each day, you can play a different character altogether. You have to maintain a separate character sheet, but that issue is I think mitigated by the ready availability of pre-made characters from Wizards.
I'm very interested in feedback; I'm pretty new to homebrew in 5e.