ravencroft0
2018-05-27, 09:26 AM
Hello folks. I'm needing some feedback on this warlock feature. I realize there are some undefined terms here, but I just want to know if this is too strong/weak for 10th level. Or could I increase the damage output and make it a patron cap?
10th level Repellent Ward
At 10th level you can channel your aura to inflict damage upon and push unattuned creatures a distance away from you, creating an ward of nigh impenetrable force. On your action, when you expend a spell slot, a wave of translucent, but radiant, force expands from you in a 25-foot sphere. Each creature caught in the wave takes 4d6 radiant damage and 4d6 force damage. A successful Dexterity save against your spell DC will result in half damage.
Attuned creatures are not affected by the ward. All other creatures are pushed outside the sphere’s area of effect and cannot enter for 1 minute as long as you maintain your concentration. Magical effects and magical items may penetrate the ward if the source succeeds on an appropriate attack roll made at a disadvantage against your spell save DC.
Another idea I had was to utilize the spell energy from Mystic Arcanum to fuel this feature. Going this route would definitely limit it to once per long rest, which fits a 14th level ability. Also the damage scaling would change to suit the varying spell levels.
10th level Repellent Ward
At 10th level you can channel your aura to inflict damage upon and push unattuned creatures a distance away from you, creating an ward of nigh impenetrable force. On your action, when you expend a spell slot, a wave of translucent, but radiant, force expands from you in a 25-foot sphere. Each creature caught in the wave takes 4d6 radiant damage and 4d6 force damage. A successful Dexterity save against your spell DC will result in half damage.
Attuned creatures are not affected by the ward. All other creatures are pushed outside the sphere’s area of effect and cannot enter for 1 minute as long as you maintain your concentration. Magical effects and magical items may penetrate the ward if the source succeeds on an appropriate attack roll made at a disadvantage against your spell save DC.
Another idea I had was to utilize the spell energy from Mystic Arcanum to fuel this feature. Going this route would definitely limit it to once per long rest, which fits a 14th level ability. Also the damage scaling would change to suit the varying spell levels.