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View Full Version : D&D 5e/Next Warlock Rework PEACH



clash
2018-01-08, 11:57 AM
I had always thought that blade, chain, and tome should be the subclasses for the warlock rather than their patron abilities. This is my attempt at restructuring it to follow that paradigm. This is still a work in progress and I am missing some abilities but comments and criticisms are welcome. Thanks!

Warlock:
1: Pact feature, Pact Magic
2: Eldritch Invocations
3: Patron Boon
4: ASI
5: Pact feature
6: 3rd invocation(Moved from 5th), Bonus Language
7:
8: ASI
9:
10: Another core feature
11: Pact Feature
12: ASI
13: Pact Feature
14: Cosmic Resiliance
15: Pact Feature
16: ASI
17: Pact Feature
18: Pact Feature
19: ASI
20: New capstone


3 Patron Boon:
You patron gives you a way to manifest it's power directly in the world. Choose one of the following boons:
Life Drain:
You gain the ability to drain life from those you kill. When you reduce a hostile creature to O hit points, you gain temporary hit points equal to your Charisma modifier + your warlock levei
Powerful Presence: Your patron bestows upon you the ability to project a beguiling and fearsome presence. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are ali charmed or frightened by you (your choice) until the end of your next turno Once you use this feature, you can't use it again until you finish a short or long rest.
Awakened Mind:
Your alien knowledge gives you the ability to touch the minds of other creatures. Vou can communicate telepathically with any creature you can see within 30 feet ofyou. Voudon't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

6 Bonus Language:
Choose one of the following languages: You gain a bonus language related to your patron.

10 Missing Ability

14 Cosmic Resiliance:
Choose either Necrotic, Cold, Fire, Thunder, Poison, Or Psychic. You gain resistence the the damage type chosen.

20 New Warlock Capstone(Missing)



Pact of the blade:
Expanded spell list:
1: Shield, Searing Smite
2: Magic Weapon, Branding Smite
3: Elemntal Weapon, Blinding Smite
4: Staggering Smite, Stoneskin
5: Destructive Wave, Banishing Smite

1 Bonus proficiencies:
You gain proiciency in medium armor and shields and martial weapons.
1 Soul blade:
You can use your aclion to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally you can use this weapon as an arcane focus when casting warlock spells. You can spend an hour turning a magical weapon into your pact weapon.
5 Thirsting Blade:
Your blade thirsts for your enemies blood. When you take the attack action with your pact weapon you can attack twice. At 11th level you can add your charisma modifier as addtional damage whenever you hit an enemy with your soulblade.
11 Severing Strike:(This replaces Mystic Arcanum)
When you hit a target with a weapon attack using your pact weapon you can choose to perform a severing strike using one of the options below. Once you use this feature you cant use it again until you take a long rest. You gain another use of this ability at levels 13, 15, and 17.
A Thousand Cuts:
You make a flurry of attacks against the target of your severing strike. The target takes 10d10 additonal damage and begins bleeding. At the begining of each turn if must make a constitution saving throw taking an additonal 2d10 damage on a failed save and ending the effect on a success.
Hurl Through Hell:
You instantly transport the creature to the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 1OdlO psychic damage as it reels from its horrific experience.
Eternal Slumber
You drain consiousness from your target with a deadly attack. The target takes an additonal 10d10 damage from the strike and if the target drops to 0hp as a result of the attack they fall into a deep comatose state. They will not wake up by normal means but a dispel magic spell can end the spell only if it is cast as a 7th level or higher spell.
18 Death Mark:
You mark the target for Death preparing to deliver the final blow. If you hit the creature with a weapon attack you can expend a use of Severing strike to mark it. In the next minute if you hit it with a weapon attack again you can expend another use of severing strike to activate the death mark. The target must a consitution saving throw. If it fails it is instantly reduced to 0 hp. If it suceeds it instead takes 10d10 necrotic damage.



Pact of the Tome:
Expanded Spell list:
1: Burning Hands, Magic Missle
2: Scorching Ray, Melfs Acid Arrow
3: Fireball, Lightning Bolt
4: Evards Black Tentecles, Wall of Fire
5: Cloud Kill, Cone of Cold

1 Book of Secrets
Choose 3 cantrips from any spell list and add them to your spell list.
1 Eldritch Blast:
You learn eldritch blast technique. Make a ranged spell attack to deal 1d10 + cha damage to an enemy.
5 Improved Blast:
When you use eldritch blast you can now 2 separate blasts that target creatures and deal damage separetely. At higher levels you get more blasts. At level 11 the number of blasts you can use increases to 3 and and level 17 it increases to 4.
11 Mystic Arcanum:
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spelllist as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
18 Eldrith Master:
At level 18, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.



Pact of Chain
Expanded Spell list:
1: Speak with Animals, Unseen Servant
2: Enlarge/Reduce, Web
3: Phantom Steed, Conjure Animals
4: Conjure Minor Elmentals, Locate Creature
5: Animate Objects, Conjure Elmental

1 Familiar Binding:
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasil, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.
5 Enhanced Summons:
Creatures that you summon with your spells gain additonal hp equal to your warlock level. Additonally any creature you summon with the find familiar spell gains the ability to make an attack as an action.
11 Supreme Summoner:
When you cast the find familair spell you gain access to new forms according to your warlock level.
Level 11: Sucubus/Incubus, Red Dragon Wyrmling, Elemental
Level 13: Barbed Devil, Wyvern, Unicorn
Level 15: Vrock, Young Black Dragon, Drider
Level 17: Hexrou, Hydra, Treant
Additonally creatures you summon with find familiar can be directed to take any action they are normally capable of taking except legendary actions.
18: Create Thrall
You gain the ability to infect a humanoid's mind with the magic ofyour patron You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two you are on the same plane of existence.


The following abilities become invocations:
Beguiling Defense: Requires level 10
Thought Shield: Requires Level 10