Slarg
2017-08-07, 09:42 PM
Hey all!
So recently a coworker of mine has been practically begging for me to join her D&D group, to which I finally said yes (Work conflict being the major factor), and while I wasn't planning on playing anything homebrew this time around (Her group is almost completely novice players) I decided to play as a "healbot" Druid.
However, this got me thinking; why isn't there a healing Warlock yet? Naturally you'd have to flavor it up right (Can't just be a warlock with healing, that's no fun), and I came up with a Patron trait that I feel would help invoke the idea of "Power at a Price" that would help differentiate the Warlock's healing patron.
Blood Siphon
Starting at Level 1, whenever you cast a spell that would cause another character to regain Hit Points, you may elect to lose 4 hit points. If you do, that target regains an additional 1d4 health. You can use this feature a number of times equal to your Charisma Modifier per short or long rest. You may not elect to lose hit points if it would take you to or below 0.
The dice changes to 1d8 at level 4, 1d12 at level 8, and 1d20 at level 12.
With the "Patron Spells" including a list of restoratitive options, like Cure Wounds, Heal, and other such options, and then the other feats having a little bit of Lifestealing/regeneration mechanics thrown in.
This doesn't sound like something game breaking, does it?
So recently a coworker of mine has been practically begging for me to join her D&D group, to which I finally said yes (Work conflict being the major factor), and while I wasn't planning on playing anything homebrew this time around (Her group is almost completely novice players) I decided to play as a "healbot" Druid.
However, this got me thinking; why isn't there a healing Warlock yet? Naturally you'd have to flavor it up right (Can't just be a warlock with healing, that's no fun), and I came up with a Patron trait that I feel would help invoke the idea of "Power at a Price" that would help differentiate the Warlock's healing patron.
Blood Siphon
Starting at Level 1, whenever you cast a spell that would cause another character to regain Hit Points, you may elect to lose 4 hit points. If you do, that target regains an additional 1d4 health. You can use this feature a number of times equal to your Charisma Modifier per short or long rest. You may not elect to lose hit points if it would take you to or below 0.
The dice changes to 1d8 at level 4, 1d12 at level 8, and 1d20 at level 12.
With the "Patron Spells" including a list of restoratitive options, like Cure Wounds, Heal, and other such options, and then the other feats having a little bit of Lifestealing/regeneration mechanics thrown in.
This doesn't sound like something game breaking, does it?