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View Full Version : D&D 5e/Next Yet Another Warlock Rewrite: Eldritch Dice (PEACH) v0.1.6



theVoidWatches
2018-10-26, 08:38 PM
Greetings, eccentric billionaires! This is an attempt at writing a class which has to manage a pool of resources every round, rather than between rests. In brief, the concept is that every round they have a pool of dice that they can spend to deal damage with eldritch blast, but they can also use them in other ways - but doing so means dealing less damage. And of course, they might want to reserve some dice for use in reaction to things out of their turn.

Basically, I was thinking about the different kinds of resource management in 5e. There are resources like spell slots which (except for the warlock) must be managed between long rests. There are resources like Superiority Dice and Ki which must be managed between short rests. But there really aren't any resources which have to be managed on a shorter-term basis than a short rest. The closest thing is the Rogue's Sneak Attack, which works only once per round, but that's not really a resource. It was, however, an inspiration for this class. This, then, is a version of the warlock that has a dice pool which, similar to Sneak Attack, can be poured into a single attack, but which can also be used to fuel other features on a round-to-round basis.



Level
Proficiency Bonus
Features
Eldritch Dice
Invocations Known


1st
+2
Eldritch Dice, Otherworldly Patron
2d6
-


2nd
+2
Invocations
3d6
3


3rd
+2
Pact Boon
3d6
4


4th
+2
Ability Score Improvement
4d6
4


5th
+3
Improved Eldritch Blast
4d6
5


6th
+3
Otherworldly Patron Feature
5d6
5


7th
+3
Arcane Evasion
5d6
6


8th
+3
Ability Score Improvement
6d6
6


9th
+4
Eldritch Vigor
6d6
7


10th
+4
Otherworldly Patron Feature
7d6
7


11th
+4
Improved Eldritch Blast (II)
7d6
8


12th
+4
Ability Score Improvement
8d6
8


13th
+5
Improved Pact Boon
8d6
9


14th
+5
Otherworldly Patron Feature
9d6
9


15th
+5
Improved Eldritch Vigor
9d6
10


16th
+5
Ability Score Improvement
10d6
10


17th
+6
Eldritch Reactions
10d6
11


18th
+6
Otherworldly Patron Feature
11d6
11


19th
+6
Ability Score Improvement
11d6
12


20th
+6
Eldritch Master
12d6
13



Class Features
As a Warlock, you gain the following class features:

Hit Points
Hit Dice: 1d8 per Warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus.
(a) a scholar’s pack or (b) a dungeoneer’s pack
Leather armor, any simple weapon, and two daggers


Eldritch Dice
At 1st level, you are granted access to a store of eldritch power cultivated by your patron. Your access to this energy is represented by a number of Eldritch Dice, which are d6s. Your warlock level determines the number of Eldritch Dice you have, as shown in the Eldritch Dice column of the Warlock table.You can spend these dice to fuel various eldritch features. You start knowing two such features, Eldritch Blast and Arcane Armor. You learn more features as you gain levels in this class. Your eldritch features count as magic, and thus cannot be used in an antimagic field or similar effect. For the purpose of effects which work on spell level such as counterspell, an eldritch feature's spell level is equal to half the amount of eldritch dice spent on the feature. Eldritch features may require somatic or verbal components, which are noted in parentheses at the end of their description.
When you spend an Eldritch die, it is unavailable until the beginning of your next turn, when you recover all expended Eldritch Dice.

Reserving Eldritch Dice

Some of your features require you to reserve a number of Eldritch Dice. When you reserve Eldritch Dice, they count as expended, but do not regenerate at the beginning of your turn. You may free reserved Eldritch Dice at any time with no action required, after which they will regenerate at the beginning of your turn as normal.


Some of your features require your target to make a saving throw to resist the eldritch feature's effects, or require you to make an attack throw to determine if your eldritch feature succeeds.



Eldritch Save DC = 8 + your proficiency bonus + your Charisma modifier
Eldritch attack modifier = your proficiency bonus + your Charisma modifier



Eldritch Blast
You may expel eldritch energy in a ray to attack your foes. As an action, choose a single target within 120 feet that you can see and spend any number of Eldritch Dice. Make a ranged spell attack against the target, using your Eldritch attack modifier. On a hit, the target takes force damage equal to the expended dice. (s)

Arcane Armor
You may armor yourself with eldritch energy. When you are targeted by an attack, you may expend one Eldritch Die as a reaction to reduce the attack roll by an amount equal to the expended die. You may do so after you see the roll, but before the DM announces the result. (s)


Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.


Invocations
Along with the basic uses of eldritch power to attack and defend, your patron offers more esoteric techniques to put your eldritch power to use, called invocations. At 2nd level, you gain 3 invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you are eligible for.


Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). 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.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.You can transform one magical melee weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.



Pact of the Chain

You learn find familiar and can cast the spell as a ritual with no cost.
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, quasit, 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.Your familiar adds your proficiency bonus to the attack and damage of its attacks, and adds twice your level to its health.



Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list that don't deal damage. While the book is on your person, you can cast those cantrips at will. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Whenever you gain a level in this class, you may replace one of the cantrips you learned with this feature with another cantrip.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Improved Eldritch Blast
As your control over the eldritch power granted to you grows, you can use it to strike at multiple foes at once. Beginning at 5th level, when you use Eldritch Blast, you may select up to two targets. You must expend Eldritch Dice separately for each target.


Magical Resilience
Beginning at 7th level, the eldritch power constantly flowing through your body can protect you from others' spells. You gain a new eldritch feature, Arcane Evasion.



Arcane Evasion
When you make a saving throw against a magical effect, you can expend 1 Eldritch Die as a reaction to increase your saving throw by an amount equal to the expended die. You may do so after you see the roll, but before the DM announces the result. (s)


Eldritch Vigor
Beginning at 9th level, you have learned to infuse yourself with eldritch energy to restore your health. As a bonus action, expend up to 2 Eldritch Dice. You gain temporary health equal to the expended dice. This temporary health expires at the end of your next turn. (s)

Improved Eldritch Blast (II)
Beginning at 11th level, when you use Eldritch Blast you may select up to 3 targets. You must expend Eldritch Dice separately for each target.


Improved Pact Boon
Beginning at 13th level, the boon granted to you by your patron improves in the following way.


Pact of the Chain

You gain a new eldritch feature, Protective Instincts.


Protective Instincts
If your familiar takes damage, you can spend any number of Eldritch Dice as a reaction to protect it. The damage it would have taken is reduced by an amount equal to the expended dice. (s,v)


Pact of the Blade

Once per turn when you deal damage with your pact weapon, you deal 1d6 additional damage.


Pact of the Tome

Pick three additional cantrips from any class's spell list that don't deal damage. You can cast those cantrips at will while the book is on your person.


Improved Eldritch Vigor
Beginning at 15th level, when you use Eldritch Vigor, you may add your Charisma modifier to the temporary health gained.


Eldritch Reactions
Beginning at 17th level, the eldritch power flowing through you can increase your speed. When you spend Eldritch Dice as a reaction, you may spend 2 Eldritch Dice to regain your reaction at the end of the current turn.


Eldritch Master
Beginning at 20th level, your eldritch power is inexhaustible. Once per turn after expending 2 or more Eldritch Dice on an eldritch feature, you regain 1 expended Eldritch Die.




Otherworldly Patrons

The Fiend - Improvements to Base Class Features

Precise Blast

Most fiends were once small creatures which had to hoard their little power and spend it with great care, and your patron remembers that time well enough to teach techniques to use your power carefully. Starting at 1st level, you gain a new eldritch feature, Precise Blast.



Precise Blast
When you damage a creature with Eldritch Blast, you may choose to spend any number of Eldritch Dice to deal additional damage equal to the expended dice to that creature. (s, v)



Burn Through Power

As a fiend's power grows, it learns how to use its power to enhance itself. Your patron teaches you how to do the same. You gain a new eldritch feature, Burn Through Power.



Burn Through Power
Once per turn after using an eldritch feature, you can spend 1 Eldritch Die to reroll any number of Eldritch Dice spent in the triggering feature a single time. You must use the second result. (s)



Fiendish Vigor

Starting at 10th level, the fiendish origins of your power begin to warp your body, making you more accustomed to its presense. When you use Eldritch Vigor, you may expend any number of dice equal to or less than your proficiency bonus, rather than being limited to only 2 dice.



Consumptive Power

Starting at 14th level, your body has been warped to the point that you can spend your own health as power. You may expend up to one Hit Die per turn as though it was an Eldritch Die. Whenever you do so, take psychic damage equal to the result of the spent Hit Die. This damage cannot be reduced by resistances or immunities. Temporary health is ignored by this feature.



Master of Power

Starting at 18th level, your fiendish nature fuels your power as much as your patron does. Whenever you expend only 1 Eldritch Die on an eldritch feature, you regain 1 expended Eldritch Die at the end of the current turn.



The Archfey - Debuff Your Enemies by Messing With Their Heads
Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. You gain a new eldritch feature, Fey Presence.

Fey Presence
As an action, you expend a number of Eldritch Dice equal to or less than your proficiency bonus and choose a number of creatures within 30 feet of you equal to the number of dice expended. The chosen creatures must made a Wisdom saving throw against your Eldritch Save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. (v)



Dominating Power

Starting at 6th level, you learn to manipulate those whose minds you have touched. You gain a new feature, Dominating Power.

Dominating Power
If a creature that is charmed or frightened by you is the target of an attack roll or must make a saving throw, you can expend 1 Eldritch die as a reaction to add that die to the attack roll or subtract that die from the saving throw. (s)



Beguiling Defenses

Starting at 10th level, your patron teaches you how to resist the mind effecting magics of your enemies. You gain a new feature, Beguiling Defenses.

Beguiling Defense
When you make a saving throw against an effect which would charm or frighten you, you may spend 1 Eldritch Die to add that die to your saving throw. (s)



Fey Domination

Starting at 14th level, you can seize hold of a creature's mind entirely. You gain a new eldritch feature, Fey Domination.

Fey Domination
As an action, you may reserve 9 Eldritch Dice to attempt to dominate a creature that is currently charmed by you. They must make a Wisdom saving throw against your Eldritch Save DC, or be controlled by you as described by the Dominate Monster spell for as long as you maintain concentration. In order to continue concentrating on this feature, you must spend a bonus action each turn. A creature that makes its save against this effect or that this effect ends on is immune to this feature for 24 hours. (s, v)



Master of Charms

Starting at 18th level, your patron has taught you enough to make you a true master of mind-affecting magics. You gain a new eldritch feature, Master of Charms.

Master of Charms
When a creature within 60 feet of you that you can see makes a saving throw against an effect which would charm or frighten them, you may spend 1 Eldritch Die as a reaction to add or subtract that dice from their saving throw. You may do so after you see the roll, but before the DM announces the result. (s)



The Celestial - Buff your Friends

Divine Favor

Starting at 1st level, your patron allows you to share their blessings of power with your allies. You gain a new eldritch feature, Divine Favor.



Divine Favor
As a bonus action, choose any number of creatures within 30 feet other than yourself and expend an equal number of Eldritch Dice. Each creature chosen adds 1d6 to the first attack roll, saving throw, or skill check they make on their next turn. (v)



Healing Hands

Starting at 6th level, your patron gives you the power to heal, for a time. You gain a new eldritch feature, Healing Hands.



Healing Hands
As an action, expend a number of Eldritch Die equal to or less than your proficiency bonus. A creature within 5 feet of you, or of your familiar if you have one, gains temporary HP equal to the die. These dice expire in 10 minutes if not lost. (s, v)



Divine Wrath

Starting at 10th level, your patron's possible blessings expand. When you use Divine Favor, the chosen creatures may choose to add 1d6 to the first damage roll they make on their next turn instead of the first attack roll, saving throw, or skill check they make. They must make this decision when you choose them.



Improved Healing Hands

Staring at 14th level, your healing powers improve. When you use Healing Hands, the temporary hit points granted are increased by your charisma modifier. Additionally, you may use Healing Hands on any number of creatures as part of the same action. You must expend Eldritch Dice separately for each creature.



Improved Divine Favor

Starting at 18th level, your ability to channel your patron's power improves. When you use Divine Favor, you may may expend up to 2 Eldritch Dice for each creature chosen. If you expend 2 Eldritch Dice for a creature, they add your Charisma modifier to their attack roll, saving throw, skill check, or damage as well as 1d6.



The Great Old One - Protect Yourself and a Friend
Awakened Mind

Starting at 1st level, your alien power gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don'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. Additionally, you may choose one willing creature and form a mental link with them during a short or long rest. You may communicate telepathically with them from any distance. You remain bonded to that creature until either of you severs the bond, or until you form a new bond.
Additionally, when you use Arcane Armor, you regain your reaction at the end of the current turn.



Eldritch Ward

Starting at 6th level, your patron has taught you to magically ward yourself against attack and turn an enemy's failed strike into good luck for yourself. You can use Arcane Armor when the creature you are bonded to is attacked as well as when you are attacked, and if you roll below your proficiency modifier on the die you may treat it as a roll of your proficiency modifier. Additionally, if the attack misses, your next attack roll against that attacking creature has a bonus equal to 1d6 per expended die.



Eldritch Evasion

Starting at 10th level, you may use Arcane Evasion when the creature you are bonded to makes a saving throw as well as when you make a saving throw, and you may expend up to 2 Eldritch Dice on the feature. Additionally, you can then spend any number of Eldritch Dice to reduce damage you would still take by an amount equal to the expended dice. If both you and the creature that you are bonded to must make saves against the same effect, you must spend Eldritch Dice separately for each of you, but you may do so as part of the same reaction.



Eldritch Resilience

Starting at 14th level, your patron has taught you to ward yourself from damage as well as to ward off attacks. You gain a new eldritch feature, Eldritch Resilience.



Eldritch Resilience
Once per turn when you or the creature that you are bonded to takes damage, you can spend a number of Eldritch Dice equal to or less than your proficiency modifier to reduce the damage by an amount equal to the expended dice plus your charisma modifier. (s)



Spacial Bond

Starting at 18th level, your bond is strong enough that it transcends space. You gain a new eldritch feature, Spacial Bond.



Spacial Bond
You may magically teleport to the position of the creature that you are bonded to, or they may teleport to you. Either of you may choose to do so as an action on your turn, or as a reaction when you would have taken damage. Whenever you or your bonded creature teleports, the other may choose to teleport to the position that the other is teleporting from. Either of you using this feature requires you to expend 3 Eldritch Dice. (s)




Changelog
v0.1 Initial release!

v0.1.1 Celestials can have Warlocks too!

Added the Celestial option for Otherworldly Patrons.
Reordered the Otherworldly Patrons section to put Fiend at the beginning, as the Fiend is the "Default" patron which enhances your core class features rather than adding new features.
Added the Brimstone Blast invocation for Fiendlocks.
Added the Divine Aura invocation for Celestial warlocks.
Added the Frightful Blast invocation for Feylocks.
Added the Radiant Blast invocation for Celestial warlocks.
Added the Unearthly Knowledge invocation for GOOlocks.


v0.1.2 Now incorporating Feedback!

Nerfed Pact of the Blade.
Buffed Eldritch Vigor.
Buffed Improved Pact of the Chain.
Nerfed Fey Presence.
Buffed Beguiling Defenses
Changed Fiendish Vigor to allow you to reroll spent Eldritch Dice rather than convert them to d8s.
Reworded Entropic Ward to give you a 1d6 bonus rather than a bonus equal to the previous Eldritch Die.
Reworded Entropic Ward, and Entropic Evasion to match PBH wording.
Buffed Spacial Bond.
Buffed Beguiling Influence invocation. Cut Unmatched Influence invocaiton.
Nerfed Eldritch Expertise invocation.
Buffed Gift of the Depths invocation.
Added missing reaction requirement to Hellish Retribution invocation.
Cut Mystic Armor and Mystic Evasion invocations.
Combined Eyes of the Rune Keeper invocation and Tongue of the Wanderer invocation.


v0.1.3 Balancing and Editing

Removed Thirsting Blade as it made Pact of the Blade too strong.
Reformatted eldritch features to make it more clear when you receive a new one.
Added a new eldritch feature at level 1, Eldritch Armor.
Changed the Eldritch Master feature to make your capstone more exciting.
Changed the Master of Power feature to make the Fiend capstone more exciting.
Corrected wording on all subclass capstones which incorrectly stated that they were available at level 17.
Reordered invocations according to availability.
Turned Eldritch Understanding into the Eldritch Sight invocation.
Replaced Improved Eldritch Blast (III) with Eldritch Reactions.
Changed Improved Eldritch to allow you to strike up to your proficiency bonus in targets immediately.
Changed Improved Eldritch Blast (II) to increase damage when you spread your Eldritch Dice between multiple targets.
Aspect of the Moon no longer requires Pact of the Tome.
Reworded all at-beginning-of-turn eldritch features to clarify that they are triggered after regenerating expended Eldritch Dice.
Added the Slyvan Understanding invocation for Fey warlocks.
Added the Unholy Knoweldge invocation for Fiend warlocks.
Added the Force of Personality invocation for Pact of the Blade.
Eldritch Bomb, Eldritch Beam, and Eldritch Bone now require warlock level 3.
Hellish Retribution now requires warlock level 7.
Added the Mental Rebound invocation for Fey warlocks.
Added the Psychic Revenge invocation for GOO warlocks.
Added the Shining Rebuke invocation for Celestial warlocks.
General wording fixes to make intent more clear.


v0.1.4 Ready for Playtesting

Adjusted scaling of Eldritch Dice to increase the speed at which they are acquired.
Warlocks now get 3 invocations at level 2, and continue to acquire invocations as normal from there.
Buffed GOO warlocks by letting them get back the reaction spent on Arcane Armor from level 1.
Fiendish Vigor no longer has a limit on how many hit die can be spent in a turn.
Buffed out-of-turn options by making several features which required a reaction into once-per-turn actions instead. Features affected include Improved Pact of the Chain, Burn Through Power, and Eldritch Resilience.
Nerfed the Devour Magic and Voracious Counter invocations by making them deal damage to you if you don't have enough Eldritch Dice to match the spell level of the effect being countered.
Merged the Shroud of Shadow invocation with One with Shadows.
General wording fixes to make intent more clear.



v0.1.5 More Invocations

Made it more clear that eldritch effects count as magic (and are affected by anti-magic).
Added somatic and/or verbal component requirements for all eldritch features.
Added the Drawn by Death invocation.
Added the Chains of Carceri invocation.
Added the Devil's Whispers invocation.
Added the Serpent's Tongue invocation.
Added the Shaper of Flesh invocation.
Added The Dead Walk invocation.
Added the Fueled by Death invocation.
Added the Word of Death invocation.


v0.1.5.1 Emergency Hotfixing

Nerfed Consumptive Power to only one hit die per turn again.
Nerfed Eldritch Vigor to a max of two eldritch dice, and lasting only one turn.
Nerfed Fiendish Vigor to a max of your proficiency bonus in dice.
Nerfed scaling of Eldritch Dice back to the original sneak attack + 1 progression.
Changed the Force of Personality invocation to let you add an eldritch die to your attack roll instead of letting you use charisma to attack.


v0.1.6 Tinkering

Changed progression of Invocations to grant a new invocation at every odd-numbered level, plus level 20, to match progression of spell levels and serve as part of the capstone. Also, ending with 13 invocations appeals to me. This is a slight buff because you get invocations faster.
Changed progression of Eldritch Dice to grant a new Eldritch Die at every even-numbered level instead of odd-numbered levels, to contrast the now odd-numbered Invocations. This is a slight nerf because you get Eldritch Dice slower.
Buffed the Fueled by Death invocation as I thought it might be weak at 15th level to get back 11 or less HP on a kill.
Added the Veil the Eyes invocation to help illusionist Warlocks continue to be relevant at higher levels.
Added the Book of Eldritch Secrets invocation, which makes Tomelocks real spellcasters (but eats up Eldritch Dice on a short rest). Not sure how that'll work out, TBH, but it seemed like a better way to add in more spells than making endless invocations that let you cast spells at will or by spending Eldritch Dice.
Added the Blessing of the Blade invocation to keep the number of pact-specific invocations even. It grants real health, but the amount of health it grants is based on the CR of the defeated creature, so hopefully that will avoid being exploitable with bags of ants. I considered granting temp HP, but at the level it becomes available you get Eldritch Vigor already, so you already have a source of temp HP.
Added the Familiar Assistance invocation for the same reason as Blessing of the Blade.
Changed the Eldritch Ward feature of the Great Old One to make it allow for greater reliability rather than greater power - it now prevents you from reducing the attack roll by less than your proficiency modifier (3, at the time you get the feature) instead of letting you roll 2d6 (which would allow it to reduce attack rolls by up to 12, which is too strong at level 6)
Reformatted to make things more collapsible.
Moved all invocations into the second post, as I ran into the character limit.
General wording fixes to make intent more clear.


v0.1.6.1 Reserving Eldritch Dice


Added a section on reserving Eldritch Dice and reworded some features and invocations to reserve dice, rather than have you spend them at the beginning of your turn. This should be mechanically identical, but easier to understand.


v0.1.6.2 Added Flavor Text


Added flavor text for a number of features.
Adjusted the cost of Fey Domination to still require the use of all of your eldritch dice at the time the ability is acquired.


v0.1.7 Playtested Once!


Eldritch Blast no longer allows you to add your Charisma bonus to damage by default. This is to bring the average damage more in-line with that of a Rogue despite having more Eldritch Dice than a similar-leveled Rogue.
Improved Eldritch Blast now only allows you to choose 2 targets. Improved Eldritch Blast (II) now allows you to choose 3 targets instead of increasing the damage when you target multiple enemies.
Added the Agonizing Blast invocation to let you add your Charisma bonus to damage once per turn.
Fixed some invocations which grant spells. This includes One With Shadows, Spiderwalk and Veil the Eyes. This was mainly wording - the only actual balance change is that One With Shadows previously would have allowed you to cast Invisibility on other characters, but it now only allows you to cast it on yourself.

theVoidWatches
2018-10-29, 11:22 PM
Invocations

Sorted according to availability, then alphabetically.



Aspect of the Moon
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.


Armor of Shadows
Your AC when you are not wearing armor is equal to 10 + your Dexterity Modifier + your Charisma modifier.


Beguiling Influence
You gain proficiency in the Deception and Persuasion skills. If you already had proficiency in either skill, you gain expertise in it instead. Additionally, you learn the friends cantrip if you do not already know it and the message cantrip if you do not already know it.


Bewitching Blast (requires Great Old One patron)
When you use Eldritch Blast, you may choose to have it deal psychic damage instead of force damage. If you do so, instead of making an attack roll, your target must make an Intelligence saving throw.


Brimstone Blast (Requires Fiend patron)
When you use Eldritch Blast, you may choose to deal Fire damage instead of Force damage. When you do so, your target catches on fire, and takes fire damage equal to your Charisma modifier at the beginning of each of their turns until they or a creature within five feet of them takes an action to extinguish the flames.


Devil's Sight
You gain a new eldritch feature, Devil's Sight.

Devil's Sight
As a bonus action, you can reserve 1 Eldritch Die to be able to see normally in darkness, both magical and nonmagical, to a distance of 120 feet for as long as the dice are reserved. (s)


Divine Aura (Requires Celestial patron)
You gain proficiency in the Persuasion skill and the Religion skill. If you already had proficiency in either skill, you gain expertise in it instead. You shed bright light in a 10 foot radius and dim light in a 30 foot radius. You can shut off or restore the light as an bonus. Additionally, you learn the thaumaturgy cantrip if you did not already know it.

Drawn by Death
You gain proficiency in the Intimidation skill and the Medicine skill. If you already had proficiency in either skill, you gain expertise in it instead. You learn the spare the dying cantrip if you did not already know it. Additionally, you gain a new eldritch feature, Drawn by Death.

Drawn by Death
Once per turn when you or a creature within 60 feet of you makes a death saving throw, you can expend 1 Eldritch Die to add or subtract that die to their saving throw. If their result is 20 or higher, they regain an amount of health equal to the expended die. (s, v)


Eldritch Spear
When you use Eldritch Blast, its range is 300 feet.


Frightful Blast (Requires Fey patron)
When you deal damage with Eldritch Blast, you may spend an Eldritch Die to force the damaged creature to make a Wisdom save. If they fail, they are frightened of you until the end of your next turn.


Gift of the Depths
You gain a new eldritch feature, Gift of the Depths.

Gift of the Depths
As a bonus action, you may reserve 1 Eldritch Die to gain a swimming speed equal to your walking speed, and the ability to breath underwater for as long as the dice are reserved. (s)


Lance of Lethargy
You gain a new eldritch feature, Lance of Lethargy.

Lance of Lethargy
When you deal damage with Eldritch Blast, you can expend any number of Eldritch Dice to reduce the damaged creature's speed by 10 feet per Eldritch die spent. (s, v)


Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.


Misty Visions
You can cast silent image at will, without expending a spell slot or material components.


Radiant Blast (Requires Celestial patron)
When you use Eldritch Blast, you may choose to deal Radiant damage instead of Force damage. When you do so, instead of making an attack roll, your target must make a Constitution saving throw.


Sylvan Understanding (requires Fey patron)
You gain proficiency in the Nature skill and the Deception skill. If you already had proficiency in either skill, you gain expertise in it instead. You are always considered to be under the effect of the beast speach spell. Additionally, you learn the druidcraft cantrip if you did not already know it.


Unearthly Insight (Requires Great Old One patron)
You gain proficiency in the Insight skill and the Arcana skill. If you already had proficiency in the skill, you gain expertise in it instead. When you telepathically speak to a creature using your Awakened Mind feature, as a bonus action you can force them to make a Wisdom save or take psychic damage equal to your Charisma modifier. Additionally, you learn the prestidigitation cantrip if you did not already know it.


Unholy Knowledge (requires Fiend patron)
You gain proficiency in the Intimidation skill and the Deception skill. If you already had proficiency in the skill, you gain expertise in it instead. You gain resistance to fire damage. Additionally, you learn the thaumaturgy cantrip if you did not already know it.




Book of Ancient Secrets (requires Pact of the Tome)
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book. With your Book of Shadows in hand, you can cast any spell in the book as a rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.


Eyes of the Rune Keeper (requires Pact of the Tome)
As long as your Pact Tome is on your person, you are fluent in all languages.


Force of Personality (requires Pact of the Blade)
You gain a new eldritch feature, Force of Personality.

Force of Personality
When you make an attack roll using your pact weapon, you may expend 1 Eldritch Die as a reaction to increase your attack roll by an amount equal to the expended die. You may do so after you see the roll, but before the DM has announced the result. (s, v)


Gift of the Ever-Living Ones (requires Pact of the Chain)
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value.


Hideous Blow (requires Pact of the Blade)
You gain a new eldritch feature, Hideous Blow.

Hideous Blow
When you strike a target using your pact weapon, you may channel arcane energy into the blow. Expend any number of Eldritch Dice and deal additional force damage equal to the expended dice. This counts as Eldritch Blast for the purpose of other eldritch features and invocations.(s, v)


Voice of the Chain Master (requires Pact of the Chain)
You can communicate telepathically with your familiar and perceive through your familiar’s senses with no action as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.


Eldritch Bomb (requires 3rd level)
When you use Eldritch Blast, you may channel it as a blast instead of as rays. Spend any number of Eldritch Dice and choose a point within 60 feet of you. All creatures within 10 feet of the point must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice. This counts as Eldritch Blast for the purpose of other eldritch features and invocations.


Eldritch Beam (requires 3rd level)
When you use Eldritch Blast, you may channel it as a single large beam instead of as rays. Spend any number of Eldritch Dice. All creatures in a line 60 feet long and 5 feet wide, originating from you, must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice. This counts as Eldritch Blast for the purpose of other eldritch features and invocations.


Eldritch Cone (requires 3rd level)
When you use Eldritch Blast, you may channel it as a wave of arcane force instead of as rays. Spend any number of Eldritch Dice. All creatures in a 15 foot cone, originating from you, must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice. This counts as Eldritch Blast for the purpose of other eldritch features and invocations.


Eldritch Sight (requires 3rd level)
You may cast detect magic or identify at will, without expending a spell slot.


Telekinetic Blast (requires 3rd level)
You gain a new eldritch feature, Telekinetic Blast.

Telekinetic Blast
When you deal damage with Eldritch Blast, you can expend any number of Eldritch Dice to push the creature 5 feet in any direction per Eldritch die spent. (s, v)





Agonizing Blast (requires 5th level)
Once per turn when you roll damage for Eldritch Blast, you may add your Charisma bonus to the damage.

Eldritch Expertise (requires 5th level)
You gain a new eldritch feature, Eldritch Expertise.

Eldritch Expertise
When you gain this feature, choose 2 skills. As a reaction when you make a check with one of those skills, you may spend 1 Eldritch Die to add the die to the result of the check. You may do so after you see the roll, but before the DM announces the result. (s)


Devour Magic (requires 5th level)
You gain a new eldritch feature, Devour Magic.

Devour Magic
As an action, you may attempt to dispel a non-instantaneous spell or magical effect within 30 feet of you. If you attempt to do so, you must expend a number of Eldritch Dice equal to the number of Eldritch Dice equal to the spell level it is cast at plus 1. If you are able to expend enough dice, the spell is dispelled. If you do so, gain temporary health equal to the expended dice + the spell level of the countered spell. For the purpose of this eldritch feature, a cantrip counts as spell level 0. If you are not able to expend enough dice, all of your dice are expended and you take psychic damage equal to the number of dice spent plus the spell level of the spell. (s)


One with Shadows (requires 5th level)
You gain a new eldritch feature, One with Shadows.

One with Shadows
You may cast Invisibility on yourself without expending a spell slot by reserving 2 Eldritch Dice. If the dice are freed, you immediately lose concentration on Invisibility. (s)


Sickening Blast (requires 5th level)
When you hit a creature with Eldritch Blast, you may expend any number of Eldritch Dice to force that creature to make a Constitution saving throw against your Eldritch Save DC. On a failure, they take poison damage equal to the expended dice and are Poisoned until the beginning of your next turn. On a success, they take poison damage equal to the number of expended dice.


Spiderwalk (requires 5th level)
You gain a new eldritch feature, Spiderwalk.

Spiderwalk
You can cast Spider Climb on yourself at will without expending a spell slot or material components by reserving 1 Eldritch Die. If the die is freed, you immediately lose concentration on Spider Climb.


Voracious Counter (requires 5th level)
You gain a new eldritch feature, Voracious Counter.

Voracious Counter
As a reaction when a spell is cast within 60 feet of you, you may attempt to counter it. If you attempt to do so, you must expend a number of Eldritch Dice equal to the spell level it is cast at plus 1. If you are able to expend enough dice, the spell is countered. If you do so, deal necrotic damage to the caster of the spell equal to the number of Eldritch Dice expended + the level of the spell countered. For the purpose of this eldritch feature, a cantrip counts as spell level 0. If you are not able to expend enough dice, all of your dice are expended and you take psychic damage equal to the number of dice spent plus the spell level of the spell. (s)





Astral Step (requires 7th level)
You gain a new eldritch feature, Astral Step.

Astral Step
You may spend any number of Eldritch Dice as a bonus action to teleport to any location within range. The range of the teleportation is 5 feet for each Eldritch Die expended. If you would teleport into a solid object, take 4d6 force damage and appear in the nearest unoccupied space. If you teleport into a creature, they must make a Constitution saving throw against your Eldritch Save DC or take damage equal to the expended dice plus your Charisma modifier on a failure, and half damage on a success. (s, v)


Chains of Carceri (requires 7th level)
You can cast hold person at will without expending a spell slot, by reserving 3 Eldritch Dice. If the dice reserved with this feature are freed, your concentration on hold person immediately ends. If a creature passes its saving throw, you cannot use this feature against them for 24 hours.


Devil's Whispers (requires 7th level)
You can cast suggestion at will without expending a spell slot, by reserving 3 Eldritch Dice. If the dice reserved with this feature are freed, your concentration on suggestion immediately ends. If a creature passes its saving throw, you cannot use this feature against them for 24 hours.


Hellish Retribution (requires Fiend patron, requires 7th level)
You gain a new eldritch feature, Hellish Retribution.

Hellish Retribution
When a creature that you can see damages you with a melee attack, you may expend any number of Eldritch Dice as a reaction. The attacking creature must make a Dexterity save. On a failure, they take fire damage equal to the number of expended dice times your charisma modifier. (s, v)


Mental Rebound (requires Fey patron, requires 7th level)
You gain a new eldritch feature, Mental Rebound.

Mental Rebound
When you successfully save against an effect which would charm or frighten you, you may spend 2 Eldritch Die as a reaction. If you do so, the creature which created the effect must make the same type of save against your Eldritch Save DC or be charmed or frightened by you until the end of their next turn. If you would have been charmed, they are charmed - if you would have been frightened, they are frightened. (v)


Psychic Vengeance (Requires Great Old One Patron, requires 7th level)
You gain a new eldritch feature, Psychic Vengeance.

Psychic Vengeance
When you fail a saving throw, you may spend any number of Eldritch Dice as a reaction. The creature that triggered the effect must make an Intelligence save. On a failure, they take psychic damage equal to the expended dice plus your charisma modifier. (s)


Shining Rebuke (Requires Celestial patron, requires 7th level)
You gain a new eldritch feature, Shining Rebuke.

Shining Rebuke
When a creature that you can see makes an attack roll against you, you make spend 2 Eldritch Dice as a reaction to require them to make a Constitution saving throw. If they fail, they are blinded until the end of their next turn. This takes place before the attack roll resolves. (v)


Voidsense (requires 7th level)
You gain a new eldritch feature, Voidsense.

Voidsense

As a bonus action, you may reserve 2 Eldritch Dice to gain blindsight with a range of 60 feet for as long as the dice are reserved. (s)




Blessing of the Blade (requires 9th level, requires Pact of the Blade)

Whenever you reduce an enemy to 0 HP using your pact weapon, you gain health equal to the enemy's CR (rounding down, minimum 0).

Book of Eldritch Secrets (requires 9th level, requires Pact of the Tome)
You can now inscribe magical spells in your Book of Shadows. Choose three spells of 5th level or lower from any class’s spell list. The spells appear in the book. With your Book of Shadows in hand, you can cast any spell in the book by expending a number of Eldritch Dice equal to the spell level. On your adventures, you can add other spells to your Book of Shadows. When you find a spell, you can add it to the book if the spell’s level is equal to or less than 5th level and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Charisma is your spellcasting ability for these spells.
You may take this invocation multiple times. When you take this invocation a second or third time, you may choose two additional spells or 5th level or lower to appear in your Book of Shadows. Each time you take this invcaiton after this, you may choose one additional spell of 5th level of lower to appear in your Book of Shadows.
Any Eldritch Die expended using this feature do not regenerate at the beginning of your turn. Instead, they regenerate after a short rest.
Additionally, when you would learn a cantrip from Pact of the Tome or Improved Pact of the Tome, you may learn a cantrip which deals damage.

Familiar Assistance (requires 9th level, requires Pact of the Chain)

When you use Eldritch Blast or cast a spell, it may originate from your familiar. Additionally, if you would lose concentration on a feature which requires concentration, you may reduce your familiar to 0 HP as a reaction to instead maintain concentration.

Fell Flight (requires 9th level)
You gain a new eldritch feature, Fell Flight.

Fell Flight
As a bonus action, you may reserve any number of Eldritch Dice to gain a flight speed. Your flight speed is 10 feet per Eldritch Die reserved for as long as the dice are reserved. If you already have a flight speed, your flight speed instead increases by 5 feet per Eldritch Die reserved. Additionally, when you would take fall damage, you can spend a number of Eldritch Dice equal to 1 die per 10 feet fallen as a reaction to negate the falling damage. (s) (requires 9th level)


Master of Myriad Forms (requires 9th level)
You can cast alter self at will, without expending a spell slot.


Veil the Eyes (requires 9th level)
You gain a new eldritch feature, Veil the Eyes.

Veil the Eyes
You can cast Major Image at will, without expending a spell slot, by reserving 3 Eldritch Dice. If the dice are freed, you lose concentration on Major Image immediately.


Whispers of the Grave (requires 9th level)
You can cast speak with dead at will, without expending a spell slot.




Serpent's Tongue (requires 13th level)
Whenever you make a Charisma check, you may treat any result of a 10 or fewer on the die as an 11. You automatically pass saves for effects which would force you to tell the truth, and any magical effect which would determine whether or not you are telling the truth reads as though you are telling the truth.


Shaper of Flesh (requires 13th level)
You may cast polymorph at will on any willing target, without expending a spell slot, by reserving 3 Eldritch Dice. Immediately after you do so, you may expend any number of Eldritch Dice to grant the polymorphed target temporary health equal to the expended dice. If you free the reserved dice while polymorph is still in effect, it ends immediately.


The Dead Walk (requires 13th level)
You gain a new eldritch feature, The Dead Walk.

The Dead Walk
When you reduce a humanoid creature to 0 HP, you may reserve any number of Eldritch Dice as a reaction to raise the creature as a zombie with HP equal to your charisma modifier times the number of dice reserved, which acts on your initiative. One of the Eldritch Dice reserved using this feature is freed at the end of each of your turns and each time the zombie uses its Undead Fortitude feature. When you no longer have Eldritch Dice reserved using this feature, the zombie is destroyed even if it has health remaining.
As a bonus action, you may reserve additional Eldritch Dice using this feature. When you do so, the zombie regains an amount of health equal to your Charisma Modifier per die reserved. (s, v)





Fueled by Death (requires 15th level)
You gain a new eldritch feature, Fueled by Death.

Fueled by Death
When you reduce a creature to 0 HP, you regain health equal to the number of unexpended Eldritch Dice you have remaining plus your Charisma modifier. (s, v)


Witch Sight (requires 15th level)
You gain a new eldritch feature, Witch Sight.

Witch Sight
As a bonus action, you may reserve 3 Eldritch Dice to gain truesight with a range of 30 feet for as long as the dice are reserved. (s)


Word of Death (requires 15th level)
You gain a new eldritch feature, Word of Death.

Word of Death
As an action, you can speak a word which disrupts the souls of the living. Expend any number of Eldritch Dice. All creatures within 60 feet of you (including yourself) whose health total is equal to or less than twice the total of the expended dice die immediately. Those whose health total is greater than twice the total of the expended dice have their current and maximum health reduced by 2 per expended die. Anyone who cannot hear is immune to this feature. You cannot use this feature if you are unable to hear. (v)

Grod_The_Giant
2018-10-30, 05:59 PM
It's a cool idea. I dunno how it would work in actual play, but I'd love to try.


Eldritch Dice
At 1st level, you are granted access to a store of eldritch power cultivated by your patron. Your access to this enery is represented by a number of Eldritch Dice, which are d6s. Your warlock level determines the number of Eldritch Dice you have, as shown in the Eldritch Dice column of the Warlock table.
You can spend these dice to fuel various eldritch features. You start knowing one such feature - Eldritch Blast. You learn more features as you gain levels in this class.
When you spend an Eldritch die, it is unavaiable until the beginning of your next turn, when you recover all expended Eldritch Dice.
Some of your features require your target to make a saving throw to resist the eldritch feature's effects, or require you to make an attack throw to determine if your eldritch feature succeeds.

Eldritch Save DC = 8 + your proficiency bonus + your Charisma modifier
Eldritch attack modifier = your proficiency bonus + your Charisma modifier

Eldritch Blast
As an action, you may expel eldritch energy in a ray to attack your foes. Choose a single target within 120 feet and spend any number of Eldritch Dice. Make a ranged spell attack against the target, using your Eldritch attack modifier. On a hit, the target takes force damage equal to the expended dice.
I might start at 1d6 and bop up to 2d6 at 2nd, but that's a minor point. Seems serviceable.


Pact Boon
While you're in here, why not boost Pact of the Blade? And I see your justification for not allowing damaging cantrips, but I don't think it's worth worrying about. Cantrips are so easy to get your hands on, and (SCAGtrips aside) they're not strong either. Falling back on a cantrip that deals ~2d10 damage is already a major cost for spending your dice on another ability.


Improved Eldritch Blast
Beginning at 5th level, when you use Eldritch Blast, you may select an additional target for your blast. You must expend Eldritch Dice separately for each target.
The number of targets you can select when you use Eldritch Blast increases to three when you reach 11th level in this class, and to four when you reach 17th level.
Useful, but not much of a power boost-- it feels a lot more like an invocation than a big 5th level feature.


Eldritch Understanding
Beginning at 7th level, you may cast Detect Magic or Identify at will, without expending a spell slot.
Sounds more like an invocation than a class feature; as a ribbon, it's a bit weak for this level.


Eldritch Vigor
Beginning at 9th level, you can infuse yourself with eldritch energy to restore your health. As a bonus action, expend 1 Eldritch Die. You gain temporary health equal to the expended die.
How long do they last? Unless (and to be honest, even if) this is meant to be a pre-battle thing, I'd boost this a bit-- 3.5 temp hit points at 9th level is nothing; certainly not worth a bonus action.


Improved Pact Boon
Beginning at 13th level, the boon granted to you by your patron improves in the following way.
Pact of the Chain
If your familiar takes damage, you can spend any number of Eldritch Dice as a reaction to protect it. The damage it would have taken is reduced by an amount equal to the expended dice. You take damage equal to half the expended dice (rounded up).
I don't think you need to take the damage yourself-- you're already burning your offense for the round, and given how fragile familiars are, you're burning a lot of your offense for the round.


Pact of the Blade
Whenever your deal damage with your pact weapon, you deal 1d6 additional force damage.
Decent. Replaces Lifedrinker.


Pact of the Tome
Pick two additional cantrips from any class's spell list that don't deal damage. You can cast those cantrips at will while the book is on your person.
Seems a bit weak at 13th.


Improved Eldritch Vigor.
Beginning at 15th level, when you use Eldritch Vigor, you may add your Charisma modifier to the temporary health gained.
Helpful, but 8.5 temp HP at 15th level is a pittance.


Eldritch Master
Beginning at 20th level, your Eldritch Dice are inexhaustible. At the end of your turn, you regain 1 expended Eldritch die.
Presumably later abilities involve your reactions? This looks kinda wimpy as a capstone, to be honest.


Otherworldly Patrons

The Archfey

Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can expend any number of Eldritch Dice and choose a number of creatures equal to the number of dice expended within 30 feet of you. The chosen creatures must made a Wisdom saving throw against your Eldritch Save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the beginning of your next turn.
At low levels this is okay, but by mid levels you could be keeping an entire encounter's worth of enemies fear-locked. Trading your action for ~1 enemy's is weak; trading your action for ~3 enemies is quite strong, and trading it for ~6 is terrifying.


Dominating Power
Starting at 6th level, your control over the minds of others become stronger. If a creature that is charmed or frightened by you is the target of an attack roll or must make a saving throw, you can expend 1 Eldritch die as a reaction to add that die to the attack roll or subtract that die from the saving throw.
I like it.


Beguiling Defenses
Starting at 10th level, your patron teaches you how to resist the mind effecting magics of your enemies. When you make a saving throw against an effect which would charm you, you may spend 1 Eldritch Die as a reaction to add that die to your saving throw.
How 'bout fear as well?


Fey Domination
Starting at 14th level, you can seize hold of a creature's mind. You may spend 8 Eldritch Dice to cast Dominate Monster - the spell uses your Eldritch Save DC and lasts until the end of your next turn. You may choose to spend 8 Eldritch Dice as a bonus action to maintain the spell for an additional turn. A creature that makes its save against Dominate Monster is immune to this feature for 24 hours.
So, uh, as currently written, once I dominate someone I can keep them under my power for as long as I have bonus actions available. I'm assuming that's not what you intend.


Master of Charms
Starting at 17th level, your patron has taught you enough to make you a master of mind-affecting magics. When a creature within 60 feet of you that you can see makes a saving throw against an effect which would charm or frighten them, you may spend 1 Eldritch Die as a reaction to add or subtract that die from their saving throw.
Very strong. Good.


The Fiend

Precise Blast
Starting at 1st level, your patron teachers you to ration your power. When you deal damage with Eldritch Blast, you may choose to spend any number of Eldritch Dice and deal additional force damage equal to the expended dice.
That's hella economy. I can dig.


Burn Through Power
Starting at 6th level, your patron teaches you to increase the efficiency of your power. When you spend 1 or more Eldritch Dice, you can spend 1 additional Eldritch Die to increase the size of the Eldritch Dice spent on that feature to d8s. The additional die is not added to the previous dice.
Hmm, so, uh, math... this is a small upgrade if you're spending more than 4 dice? Eh.


Fiendish Vigor
Starting at 10th level, your patron teaches you to spend more power at once. When you use Eldritch Vigor, you may expend 2 Eldritch Dice instead of one.
Solid.


Consumptive Power
Starting at 14th level, your patron teaches you to spend your own bodily health as power. You may expend Hit Die as though they were Eldritch Dice. You may only spend 1 Hit Die per turn. Whenever you do so, take damage equal to the result of the spent Hit Die.
I like it.


Master of Power
Starting at 17th level, your patron has taught you enough to make your power go farther than that of others. At the end of your turn, you regain one expended Eldritch Die.
Stacking with the capstone, I guess?


The Great Old One

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don'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. Additionally, you may choose one willing creature and form a mental link with them. You may communicate telepathically with them from any distance.

Entropic Ward
Starting at 6th level, your patron has taught you to magically ward yourself against attack and turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you or the creature that you are bonded to, you can expend 1 Eldritch Die as a reaction to reduce the attack roll by an amount equal to the expended die. If the attack misses, your next attack roll against that creature has a bonus equal to the expended die. You may do so after the DM tells you the result of the attack roll.
Feels a bit weird for the patron. I like it, but I'd worry that tracking the bonus might be too fiddly. (Also, is there a reason you switched from the usual "after you see the roll but before the DM announces the result" language?)


Entropic Evasion
Starting at 10th level, when you or the creature that you are bonded to makes a saving throw, you can expend 1 Eldritch Die as a reaction to add it to your save. If you pass the save, you can spend any number of Eldritch Dice to reduce damage you would still take by an amount equal to the expended dice. You may do so after the DM tells you the result of the saving throw.
Good.


Entropic Shield
Starting at 14th level, your patron has taught you to magically defend yourself. When you or the creature that you are bonded to takes damage, you can spend a number of Eldritch Dice equal to or less than your proficiency modifier as a reaction to reduce the damage by an amount equal to the expended dice.
Good.


Spacial Bond
Starting at 17th level, you may magically teleport to the position of the creature that you are bonded to, or they may teleport to you. Either of you may choose to do so as an action on your turn, or as a reaction when you would take damage. Whenever you or your bonded creature teleports, the other may choose to teleport to the position that the other is teleporting from. Using this feature requires you to expend 3 Eldritch Dice. After being teleported using this feature, you cannot use it to teleport again for 10 minutes.
Honestly, at 17th, I'd take out the cooldown. It's not spectacular even without it.


Invocations

Agonizing Blast
When you deal damage to a creature with Eldritch Blast, add your Charisma modifier to the damage dealt.
Ah, the tax still exists. I'd ditch this altogether; if you feel like you have to keep it, I'd reduce your dice so you're not starting off with a 2d6+Cha ranged attack.

(If I don't comment on an Invocation, assume I have no objections)


Armor of Shadows
Your AC when you are not wearing armor is equal to 10 + your Dexterity Modifier + your Charisma modifier.
Proooobably okay? Extremely good, though. Practically obligatory.


Beast Speech (requires Fey patron)
You can cast speak with animals at will, without expending a spell slot.
I'd make it an always-on effect, rather than requiring an action to cast. Otherwise fine; that's just a quality-of-life thing.


Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Was crap before, is still crap. How 'bout adding Expertise, or maybe Friends?


Devil's Sight
You can expend 1 Eldritch Die at the beginning of your turn to be able to see normally in darkness, both magical and nonmagical, to a distance of 120 feet until the beginning of your next turn.
I'd probably return it to normal-- either that, or make it a "reduce your total Eldritch Die total by 1 until you take another action to end the effect" sort of thing. Come to think of it, that would be a great way to do things like the Fey patron's dominate effect, too.


Devour Magic (requires 5th level)
As an action, you may attempt to dispel a non-instantaneous spell or magical effect within 30 feet of you. If you attempt to do so, you must expend a number of Eldritch Dice equal to the number of Eldritch Dice equal to the spell level it is cast at plus 1. If you are able to expend enough dice, the spell is dispelled. If you do so, gain temporary health equal to the expended dice + the spell level of the countered spell. For the purpose of this eldritch feature, a cantrip counts as spell level 0.
Vicious. Was okay in 3.5; not sure how it works out in 5e.


Eldritch Bomb
When you use Eldritch Blast, you may channel it as a blast instead of as rays. Spend any number of Eldritch Dice and choose a point within 60 feet of you. All creatures within 10 feet of the point must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice.

Eldritch Beam
When you use Eldritch Blast, you may channel it as a single large beam instead of as rays. Spend any number of Eldritch Dice. All creatures in a line 60 feet long and 5 feet wide, originating from you, must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice.

Eldritch Cone
When you use Eldritch Blast, you may channel it as a wave of arcane force instead of as rays. Spend any number of Eldritch Dice. All creatures in a 15 foot cone, originating from you, must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice.
So... you can have an (2X)d6 ranged attack, or an (X)d6 AoE, essentially? Sounds workable. I dig.


Eldritch Expertise
When you make a skill check that you are proficient in, you may spend 1 Eldritch Die to add the die to the result of the check.
Iiiii'd maybe limit how many skills this applies to, because right now it's comparable to at least four iterations of conventional Expertise. "Pick two" might be better.


Eyes of the Rune Keeper (requires Pact of the Tome)
You can read, but not speak, all languages.
Still weak.


Fell Flight (requires 9th level)
At the beginning of your turn, you may expend any number of Eldritch Dice to gain a flight speed until the beginning of your next turn. Your flight speed is 5 feet per Eldritch die expended.
See my point about Devil's Sight.


Gift of the Depths (requires 5th level)
At the beginning of your turn, spend any number of Eldritch Dice. Until the beginning of your next turn, you gain a swimming speed of 5 feet per Eldritch die expended, and can breath underwater.
This is way too weak-- it's a weakened version of a situational racial feature. Return it to the original form and remove the level requirement.


Hellish Retribution (requires Fiend patron)
When a creature damages you with a melee attack, you may expend any number of Eldritch Dice. The attacking creature must make a Dexterity save. On a failure, they take fire damage equal to the expended dice.
...Fiend Bladelocks are going to be absurdly brutal. Probably too much so-- you're basically getting a full Attack and a full EB each round. (It should also be a reaction).


Hideous Blow (requires Pact of the Blade)
When you strike a target using your pact weapon, you may channel arcane energy into the blow. Expend a number of Eldritch Dice equal to or less than your proficiency modifier and deal additional force damage equal to the expended dice.
Does this have to be done pre-roll, or can you wait and see if you hit? How does it interact with Extra Attack/bonus-action attacks?


Lance of Lethargy
When you hit a creature with Eldritch Blast, you can expend any number of Eldritch Dice to reduce that creature's speed by 5 feet per Eldritch die spent.
Do you have to expend extra dice for the slowdown, or is it "I spend 3 dice to hit you for 3d6 and drop your speed by 15ft?"


Mystic Armor (requires 6th level)
When you are targeted by an attack, you may spend 1 Eldritch Die and add it to your AC for that attack. You must do so before the DM tells you the result of the attack roll.

Mystic Evasion (requires 10th level)
When you must make a saving throw, you may spend 1 Eldritch Die and add it to your saving throw. You must do so before the DM tells you the result of the saving throw.
These should probably be a reaction... but more importantly, they render a bunch of your patron features kinda redundant.


Telekinetic Blast (requires 3rd level)
When you hit a creature with Eldritch Blast, you can expend any number of Eldritch Dice to push the creature 5 feet in any direction per Eldritch die spent.
See Lance of Lethargy


Tongue of the Wanderer (requires 7th level)
You can speak, but not read, all languages.
Why is this so much higher-leveled than Eyes of the Rune Keeper? It's certainly crappy for 7th level.

theVoidWatches
2018-10-30, 07:00 PM
Thank you for the in-depth feedback! Let's see...


While you're in here, why not boost Pact of the Blade? And I see your justification for not allowing damaging cantrips, but I don't think it's worth worrying about. Cantrips are so easy to get your hands on, and (SCAGtrips aside) they're not strong either. Falling back on a cantrip that deals ~2d10 damage is already a major cost for spending your dice on another ability.

Pact of the Blade is boosted a little - it now includes the ability to use Cha for attack and damage.


Useful, but not much of a power boost-- it feels a lot more like an invocation than a big 5th level feature.

Maybe. Not sure what else to give at 5th level, though. This way you get to attack multiple people without needing to grab one of the area-of-effect invocations.


Sounds more like an invocation than a class feature; as a ribbon, it's a bit weak for this level.
Probably because Detect Magic at will was an invocation in the PHB! It is meant to be a ribbon, and I agree that it feels a little weak. Again, I'm not sure what else to give at this level. Maybe pull Eldritch Vigor a little lower level?


How long do they last? Unless (and to be honest, even if) this is meant to be a pre-battle thing, I'd boost this a bit-- 3.5 temp hit points at 9th level is nothing; certainly not worth a bonus action.
They last until a long or short rest, just like any other temporary hit points you get.
I actually thought it might be a little strong, not weak, remembering that you can top them up every round. Maybe let you spend up to your proficiency bonus in Eldritch Dice?


I don't think you need to take the damage yourself-- you're already burning your offense for the round, and given how fragile familiars are, you're burning a lot of your offense for the round.
Point taken, especially since you'd have to have chosen to drop that offense before knowing you'd need to. I'll change it.


Seems a bit weak at 13th.
This is another case where I wasn't quite sure what to give out. Any suggestions?


Helpful, but 8.5 temp HP at 15th level is a pittance.
How does it strike you with the ability to get (at that level) 20 temp HP?


Presumably later abilities involve your reactions? This looks kinda wimpy as a capstone, to be honest.
There are indeed a bunch of abilities that use your reaction later on. I'm actually trying to figure out one that could be given at 1st level alongside Eldritch Blast, but I haven't decided yet. Do you think it would be too strong to give back 2 spent Eldritch Dice?


At low levels this is okay, but by mid levels you could be keeping an entire encounter's worth of enemies fear-locked. Trading your action for ~1 enemy's is weak; trading your action for ~3 enemies is quite strong, and trading it for ~6 is terrifying.
Point taken - I'll limit it to your proficiency bonus in Eldritch Dice. Still a lot of enemies, but not as fast - by 20th level, you ought to be able to do that kind of crazy stunt.


How 'bout fear as well?
Added.


So, uh, as currently written, once I dominate someone I can keep them under my power for as long as I have bonus actions available. I'm assuming that's not what you intend.
Since you're just casting the spell (and then maintaining it), you're still limited to the 1-hour duration, and your concentration can be broken. This is probably the single ability I'm most concerned about, I admit. I currently have it as a bonus action so that you can use the "action to command" thing that the spell itself grants, but I might swap it to an action to maintain to make it more costly.


Hmm, so, uh, math... this is a small upgrade if you're spending more than 4 dice? Eh.
Hm. Perhaps this one could instead let you spend an Eldritch Die to reroll any number of Eldritch Dice from the triggering ability?


Stacking with the capstone, I guess?
It's intended to, yes.


Feels a bit weird for the patron. I like it, but I'd worry that tracking the bonus might be too fiddly. (Also, is there a reason you switched from the usual "after you see the roll but before the DM announces the result" language?)
I might just change the bonus to +1d6, so it's simpler, yeah.

There's no reason I changed the wording except that I couldn't remember any abilities from the PHB to steal the correct wording from. I'll update to fix it.


Honestly, at 17th, I'd take out the cooldown. It's not spectacular even without it.
Fair. Cooldown removed.


Ah, the tax still exists. I'd ditch this altogether; if you feel like you have to keep it, I'd reduce your dice so you're not starting off with a 2d6+Cha ranged attack.
I don't think it's too much of a problem. The damage still remains equivalent to a Rogue's Sneak Attack (being 1d6+1d6+Dex at second level, 1d6+10d6+Dex at 20th vs 2d6+Cha at second level, 11d6+Cha at 20th). It gets stronger if you spread out your Eldritch Blast as Improved Eldritch Blast lets you do since then you're dealing your Cha to multiple creatures, but I think at the moment it's just okay.


Was crap before, is still crap. How 'bout adding Expertise, or maybe Friends?
You're right - I'll merge with Unmatched Influence.


Iiiii'd maybe limit how many skills this applies to, because right now it's comparable to at least four iterations of conventional Expertise. "Pick two" might be better.
You're so right here. I'll limit it to 2.


This is way too weak-- it's a weakened version of a situational racial feature. Return it to the original form and remove the level requirement.
You might be right. I'll cut the level requirement and make it only 1 ED to use.


...Fiend Bladelocks are going to be absurdly brutal. Probably too much so-- you're basically getting a full Attack and a full EB each round. (It should also be a reaction).
Added the reaction requirement that you're correct I missed. I think you might be miscounting, though - you're never getting a full attack and a full EB, because your full attack requires you to be spending Eldritch Dice to be doing extra damage, and you only get your Eldritch Dice back at the beginning of your turn, until you get the Fiend/level 20 capstone. Plus, this requires you to take damage to use.
...although, in retrospect, with bladelocks able to use Cha for attack and damage, they're now getting a hell of a lot of bonuses. Saving their Eldritch Dice if they miss is strong, especially for Fiendlocks who can take this, and being forced into melee isn't too much of an issue with the boosted version of Eldritch Vigor and the Armor of Shadows. I might drop their Cha to attack and damage (maybe turn it into an invocation) so they have to spread themselves out a little more.


Does this have to be done pre-roll, or can you wait and see if you hit? How does it interact with Extra Attack/bonus-action attacks?
As written and intended, you can wait and see if you hit, and if you can make more than one attack you can use it on each. Keeping your Eldritch Dice if you miss is a bonus you get for going into melee.


Do you have to expend extra dice for the slowdown, or is it "I spend 3 dice to hit you for 3d6 and drop your speed by 15ft?"
Meant to be expending extra dice for the slowdown. ...might be worth upping the slowdown per die? Not sure.


These should probably be a reaction... but more importantly, they render a bunch of your patron features kinda redundant.
I was pretty unsure about these as well... I think I'm just going to cut them entirely, TBH.


Why is this so much higher-leveled than Eyes of the Rune Keeper? It's certainly crappy for 7th level.
Mostly because Monks get all languages at a pretty high level. In retrospect, that's really just a ribbon feature for them, and you shouldn't have to spend an invocation to get it as a warlock. I'm gonna combine this with Eyes of the Rune Keeper.

theVoidWatches
2018-11-01, 06:54 PM
Hello, monsters under the bed! After running average numbers, I have some findings to present.

Assumptions: rogues are using short swords or short bows, or another weapon with a base 1d6 damage. Fighters and bladelocks are using a greatsword or greataxe, with 2d6 base damage. All characters started with a 16 in their attacking attribute, except for the great weapon master fighter, which takes a feat at the first opportunity.

The base damage of Eldritch Blast is slightly behind that of a rogue, and well behind that of an average fighter. This is due to not adding your charisma modifier to damage by default - after taking Agonizing Blast, the damage is identical. Based on that, I'll probably allow Eldritch Blast to deal charisma damage by default in the next revision.

This damage is also comparable to that of a typical eldritch blast warlock with agonizing blast, but after level 5 it lags behind that a warlock with hex added to their damage.

A bladelock, however, pumping all eldritch blast dice into hideous blow every turn, deals way more damage, outpacing a blastlock considerably, dealing between 5 and 26 additional damage per round (getting worse over time). It outpaces fighters too. It doesn't beat a great weapon master fighter adding an extra 10 damage to each attack, but let's not pretend that GWM is any measure of balance.
From this, I take it that I'm going to have to Nerf pact of the Blade. It should be dealing some extra damage, with the extra damage from your weapon compensating for being in melee, but not 20 points more. However, between extra damage from the Improved Pact Weapon and extra damage from attacking twice instead of once, you're getting way more bang for your buck. The fact that you need to invest more invocations (Hideous Blow and Thirsting Blade) to do so isn't much of a problem, especially since you also get the bonus of keeping your eldritch dice if you miss.

So, I'm going to nerf Pact of the Blade, although I'm not sure how yet. One option is to reduce how many eldritch dice you can spend on Hideous Blow, but I'm not sure how best to scale that. Cutting Thirsting Blade would actually reduce the damage too much, but if I opened up Hideous Blow to let you add all of your damage then it would be closer - that's probably what I'll do. You'll end up with the same of your weapon over that of a normal blastlock. This does let you mix it with a SCAGtrip, but rogues can do that too, so I think that's fine.

This does raise the question, at this point, of if Hideous blow itself should be folded into Pact of the Blade. I'm leaning towards no, ATM, but it could go either way.

That's my main concern for the next revision (coming soon!) but other things I'm planning include:

Changing some of the core class features to give you some extra ways to use eldritch dice, and especially adding one at level 1. Some of these might be brought in from invocations, but I'll try to come up with some new ones.

Editing to make all the eldritch features follow the same pattern, especially making it clear when you're getting a new eldritch feature.

Adding In a subclass that gives you some spell slots and spellcasting (probably 1/3 casting and coming from the existing warlock list). Might require you to spend eldritch dice to cast spells as well as spell slots, probably has some way to power up spells with eldritch dice. Will need a lot of work though, so might not be ready for the next revision.

Mith
2018-11-02, 12:12 PM
Hi,

I may wait until your next revision, but I certainly like this style. To me, Charisma casters should all be wierd, non standard casters, so a new mechanic like the Eldritch dice is nice.

I wonder if it would work for Paladins and Bards to get a similar "pool" system for all their resources, with Paladins being able to Smite with riders, as well as heal and buff with their dice, with Bards using Concentration and Inspiration dice to weave "themes" through song and oratory. (Concentrate on various buffs at maybe half proficency?)

Perhaps I will have to hash those concepts out myself when I have the time and energy (heh), but if you feel like it after you wrap this concept up, feel free to steal and use the idea.

Looking forward to your revision.

theVoidWatches
2018-11-02, 07:42 PM
Hello again, centaurs and other half humans! I bring you another update to my Eldritch Dice Warlock, bringing Pact of the Blade more in line with everything else, as well as the promised reformatting and clarification. I've also added some new invocations, and some of the core class features have been changed. Changelog is below.

v0.1.3 Balancing and Editing
Removed Thirsting Blade as it made Pact of the Blade too strong.
Reformatted eldritch features to make it more clear when you receive a new one.
Added a new eldritch feature at level 1, Eldritch Armor.
Changed the Eldritch Master feature to make your capstone more exciting.
Changed the Master of Power feature to make the Fiend capstone it more exciting.
Corrected wording on all subclass capstones which incorrectly stated that they were available at level 17.
Reordered invocations according to availability.
Turned Eldritch Understanding into the Eldritch Sight invocation.
Replaced Improved Eldritch Blast (III) with Eldritch Reactions.
Changed Improved Eldritch to allow you to strike up to your proficiency bonus in targets immediately.
Added Improved Eldritch Blast (II) to increase damage when you spread your Eldritch Dice between multiple targets.
Aspect of the Moon no longer requires Pact of the Tome.
Reworded all at-beginning-of-turn eldritch features to clarify that they are triggered after regenerating expended Eldritch Dice.
Added the Slyvan Understanding invocation for Fey warlocks.
Added the Unholy Knoweldge invocation for Fiend warlocks.
Added the Force of Personality invocation for Pact of the Blade.
Eldritch Bomb, Eldritch Beam, and Eldritch Bone now require warlock level 3.
Hellish Retribution now requires warlock level 7.
Added the Mental Rebound invocation for Fey warlocks.
Added the Psychic Revenge invocation for GOO warlocks.
Added the Shining Rebuke invocation for Celestial warlocks.
General wording fixes.
[/LIST]



Thanks, Mith!

I don't know if it would fit for the feel of a paladin to have resources which work in this way. I feel like their mechanics, flavorwise, are about commiting to actions as hard as they commit to their oath - thus their spell slots deal massive damage when smiting, for example. Having an infinite resource like Eldritch Dice means that you don't have to commit as hard, since you're not losing anything for more than a round.

A bard, however, might be interesting... have a pool of resources that they use to pay for various aura effects, with it being a song that they're working various themes into. Pay so much of your pool to give your allies temp HP every round, pay so much to force enemies in the aura to save against various debuffs, etc, which you can revise from round to round... could work. I'm generally pretty happy with the bard class in a way I'm not with the warlock class (as much as I like it) so it would have to be limited to a subclass, which might be too limited to do something so big with. I'll think on it.

Mith
2018-11-02, 09:52 PM
Hello again, centaurs and other half humans! I bring you another update to my Eldritch Dice Warlock, bringing Pact of the Blade more in line with everything else, as well as the promised reformatting and clarification. I've also added some new invocations, and some of the core class features have been changed. Changelog is below.

v0.1.3 Balancing and Editing
Removed Thirsting Blade as it made Pact of the Blade too strong.
Reformatted eldritch features to make it more clear when you receive a new one.
Added a new eldritch feature at level 1, Eldritch Armor.
Changed the Eldritch Master feature to make your capstone more exciting.
Changed the Master of Power feature to make the Fiend capstone it more exciting.
Corrected wording on all subclass capstones which incorrectly stated that they were available at level 17.
Reordered invocations according to availability.
Turned Eldritch Understanding into the Eldritch Sight invocation.
Replaced Improved Eldritch Blast (III) with Eldritch Reactions.
Changed Improved Eldritch to allow you to strike up to your proficiency bonus in targets immediately.
Added Improved Eldritch Blast (II) to increase damage when you spread your Eldritch Dice between multiple targets.
Aspect of the Moon no longer requires Pact of the Tome.
Reworded all at-beginning-of-turn eldritch features to clarify that they are triggered after regenerating expended Eldritch Dice.
Added the Slyvan Understanding invocation for Fey warlocks.
Added the Unholy Knoweldge invocation for Fiend warlocks.
Added the Force of Personality invocation for Pact of the Blade.
Eldritch Bomb, Eldritch Beam, and Eldritch Bone now require warlock level 3.
Hellish Retribution now requires warlock level 7.
Added the Mental Rebound invocation for Fey warlocks.
Added the Psychic Revenge invocation for GOO warlocks.
Added the Shining Rebuke invocation for Celestial warlocks.
General wording fixes.
[/LIST]



Thanks, Mith!

I don't know if it would fit for the feel of a paladin to have resources which work in this way. I feel like their mechanics, flavorwise, are about commiting to actions as hard as they commit to their oath - thus their spell slots deal massive damage when smiting, for example. Having an infinite resource like Eldritch Dice means that you don't have to commit as hard, since you're not losing anything for more than a round.

A bard, however, might be interesting... have a pool of resources that they use to pay for various aura effects, with it being a song that they're working various themes into. Pay so much of your pool to give your allies temp HP every round, pay so much to force enemies in the aura to save against various debuffs, etc, which you can revise from round to round... could work. I'm generally pretty happy with the bard class in a way I'm not with the warlock class (as much as I like it) so it would have to be limited to a subclass, which might be too limited to do something so big with. I'll think on it.

Doing a read over, and it reads like a really solid write-up. I would probably have to have it in play to fully picture how things work together, but as someone who likes board games with lot's of tokens, the idea of moving about piles of dice to get various effects is appealing. If I am reading this right, Pact of Blade only gets 1 attack (two with Two Weapon Fighting), and play more like a Rogue than a Fighter with one good shot. So Hideous Blow is more analogous to Sneak Attack than a Paladin's Smite.

As far as the other comment, if I were to do a Paladin, I would probably do Long Rest based dice pool with lay on hands being "spend a die with the minimum roll of your Charisma modifier" and have perhaps a means of getting a few dice back on a short rest (half proficiency bonus). The idea was more dice pool effects, with the actual resorce management of the dice being different for each class.

theVoidWatches
2018-11-03, 09:33 AM
Yes, Pact of the Blade is far more like a Rogue than a Paladin. Their lack of uncanny dodge and free disengage should be made up for by the ability to reduce attack rolls and to give themselves temp health, as well as slightly higher damage. It should be noted, though, that they don't get to Hideous Blow with a second attack from dual wielding - they can only do it with their pact weapon, which is of course only one weapon.

A long-rest pool would have to be significantly larger, and with more controls on how much can be used at once. My initial thought, just off the wall, is to make it a pool of d8s equal to their level, regenerating on a long rest, half your level on a short rest but only once per long rest, and you in general can't spend more than your proficiency bonus at once. Add them as radiant damage to attacks freely, or use them to heal (and actually heal, rather than temporary health). Get other uses from your subclass, and probably a unique way to get them back too (first thought is that devotion gets to use them to take damage meant for other people, and gets a die back when protecting someone from an attack that would have knocked them out - vengeance gets to reroll 1s and 2s when dealing damage with them, and gets them back when killing a foe. Not sure about others). It could work, and I might indeed take a crack at it after I feel this is finished.

Mith
2018-11-03, 09:59 AM
Yes, Pact of the Blade is far more like a Rogue than a Paladin. Their lack of uncanny dodge and free disengage should be made up for by the ability to reduce attack rolls and to give themselves temp health, as well as slightly higher damage. It should be noted, though, that they don't get to Hideous Blow with a second attack from dual wielding - they can only do it with their pact weapon, which is of course only one weapon.

A long-rest pool would have to be significantly larger, and with more controls on how much can be used at once. My initial thought, just off the wall, is to make it a pool of d8s equal to their level, regenerating on a long rest, half your level on a short rest but only once per long rest, and you in general can't spend more than your proficiency bonus at once. Add them as radiant damage to attacks freely, or use them to heal (and actually heal, rather than temporary health). Get other uses from your subclass, and probably a unique way to get them back too (first thought is that devotion gets to use them to take damage meant for other people, and gets a die back when protecting someone from an attack that would have knocked them out - vengeance gets to reroll 1s and 2s when dealing damage with them, and gets them back when killing a foe. Not sure about others). It could work, and I might indeed take a crack at it after I feel this is finished.

Sounds good. As I said, I am the sort of person that would probably have to throw the dice around to get a feel for the class design, but I like that this becomes it's own thing. Would you ever consider a means for a Pact of the blade to get a "secondary" pact weapon that gives them two times to attack, but the pact weapon bonuses only apply to one attack, or is that too fiddly by your estimation?

My interest with using the two weapon fighting is the fact that any martial character can just choose to fight with two weapons and be reasonably competent with it if they have the need to. The Pact of the blade as written, is the only one that doesn't have that same flexibility.

theVoidWatches
2018-11-03, 10:17 AM
When I ran the numbers earlier, Pact of the Blade was way too strong, because they got 2 sets of weapon dice plus their ability score modifier over the standard warlock's eldritch blast, plus Improved Pact Boon damage twice at high levels. Cutting Thirsting Blade reduced it to 1 set of weapon dice over, which is much more fair even after Improved Pact Boon enters the equation. Two weapon fighting alone is probably not too bad, since it reduces the size of your damage and they have no way to get a fighting style on their own... I might allow them to use Hideous Blow with any melee weapon attack, which would mean that if they miss they get a second chance with their other weapon, which is basically what rogue's do. I wouldn't let them have two pact weapons because of how strong that would make Improved Pact Boon.

Mith
2018-11-03, 10:52 AM
When I ran the numbers earlier, Pact of the Blade was way too strong, because they got 2 sets of weapon dice plus their ability score modifier over the standard warlock's eldritch blast, plus Improved Pact Boon damage twice at high levels. Cutting Thirsting Blade reduced it to 1 set of weapon dice over, which is much more fair even after Improved Pact Boon enters the equation. Two weapon fighting alone is probably not too bad, since it reduces the size of your damage and they have no way to get a fighting style on their own... I might allow them to use Hideous Blow with any melee weapon attack, which would mean that if they miss they get a second chance with their other weapon, which is basically what rogue's do. I wouldn't let them have two pact weapons because of how strong that would make Improved Pact Boon.

I guess what I picture with Improved Pact Weapon is that the extra d6 is added to one attack like Hideous Blow, so Two Weapon Fighting adds at most (1d8)*(non-proficent hit chance) to the damage total for the round.

theVoidWatches
2018-11-03, 11:49 AM
That would be a reasonable boon, yeah - the Cleric's Divine Strike works like that, only once per turn. On the other hand, the Paladin's Improved Divine Smite is whenever they hit. I could certainly change the wording, which currently says "whenever", and let it be "once per turn when you hit with a melee weapon attack", not limiting it to your pact weapon. Do it for both Improved Pact Weapon and Hideous Blow and now two-weapon fighting is another chance to hit, without your modifier to damage... seems fair, since you'll be losing the possibility of using your bonus action to pseudo-heal with Eldritch Vigor.

theVoidWatches
2018-11-29, 02:46 PM
I come with another batch of edits, some of them major, as I prepare to playtest this class (as a single-classed tiefling Fiendlock, starting at level 4 and taking Pact of the Tome) in an actual campaign. Some discussion with the GM led us to decide that having a damage comparable to a rogue but almost no ability to do anything else, if you're dealing that level of damage, is kind of underpowered - the rogue, after all, has damage mitigation in the form of Cunning Action (for hiding) and later Uncanny Dodge, both of which are infinite in use and limited only by action economy. Therefore I've sped the scaling of eldritch dice, so that if you want to out damage a rogue you can, but you can also match their damage and still have a little bit left over for out-of-turn features.

Speaking of out-of-turn features, a few of them have been buffed by being changed to "once per turn" instead of "as a reaction". That's so that you aren't just holding a single die (or two if you're a GOOlock) for Arcane Armor or Arcane Evasion, and not having the actions to do anything else (both Arcane Armor and Arcane Evasion are still reactions - unless you're a GOOlock who now get their reaction from Arcane Armor back to help make them defensive tanks from level 1 - but a few other features aren't).

I've also given out one extra invocation, as I realized that (even if you take Pact of the Tome) you're rather lacking in non-combat options early on. There are enough invocations to make a full combat built possible, but this opens up space for extra invocations beyond, say, Armor of Shadows, Force of Personality, and Hideous Blow (which I can easily guess will be staple Bladelock invocations) a little faster, in the hopes of encouraging taking invocations that are all utility.

Here's the changelog for v0.1.4


Adjusted scaling of Eldritch Dice to increase the speed at which they are acquired.
Warlocks now get 3 invocations at level 2, and continue to acquire invocations as normal from there.
Buffed GOO warlocks by letting them get back the reaction spent on Arcane Armor from level 1.
Fiendish Vigor no longer has a limit on how many hit die can be spent in a turn.
Buffed out-of-turn options by making several features which required a reaction into once-per-turn actions instead. Features affected include Improved Pact of the Chain, Burn Through Power, and Eldritch Resilience.
Nerfed the Devour Magic and Voracious Counter invocations by making them deal damage to you if you don't have enough Eldritch Dice to match the spell level of the effect being countered.
Merged the Shroud of Shadow invocation with One with Shadows.
General wording fixes to make intent more clear.

theVoidWatches
2018-11-30, 08:55 PM
Another quick addition. The big thing is here is that it clarifies that eldritch features are magic and cannot be used in anti-magic fields. I also gave them all somatic and/or verbal components (for example, eldritch blast is just somatic, but all modifications to it require verbal).

I also added in a bunch of new invocations, mostly at higher levels, to flesh out the long stretch that doesn't unlock any new invocations. Of these, the one I'm most unsure about is Word of Death. It's effect, basically, is that it's an insta-kill in a wide radius to everyone without enough health (determining its power by doubling the spent eldritch dice, which means it has the most bang for its buck of any eldritch feature). The gamble, however, is that a) it's completely indiscriminate - it will also effect your party members and you and b) even if you survive, you're going to lost some max health. Probably best used to take out swarms of low-level monsters.
Other fun ones include Devil's Whispers (giving you Reliable Talent for charisma skills, sort of like a weaker Glibness) and the Dead Walk (letting you raise zombies, for a limited time only). Fueled by Death is also interesting because as it stands, it's the only way that a YAWR has to regain actual health rather than temporary health - but as it works based on unspent eldritch dice, it's very limited (plus it's a high-level invocation).

Some of these invocations (definitely Drawn by Death) might become Undying-exclusive or part of that patron when I figure out what I want to do with it. I've decided I don't want to do it as a full spell-casting subclass, since adding in extra resources would likely make them too powerful, but I'm not sure how else to do it.
One option is to make them the tanky subclass, pulling stuff out of Great Old One and making that more into a thing about boosting the power of a companion, or about debuffing enemies (in a different way than Feylocks do it) - they could reasonably be written to have entropic-features, reducing people's rolls like a sort of anti-celestial. Or that alternate form of debuff could be worked into the Undying, making a subclass based around curses/hexes. Perhaps you could reserve dice against a foe and debuff them for as long as they're reserved (and reducing your max number of eldritch dice, which would likely come with a rewording of the invocations that trigger at the start of each turn to use the same reserving-dice mechanic).

Thoughts?

Here's the changelog for v0.1.5:



Made it more clear that eldritch effects count as magic (and are affected by anti-magic).
Added somatic and/or verbal component requirements for all eldritch features.
Added the Drawn by Death invocation.
Added the Chains of Carceri invocation.
Added the Devil's Whispers invocation.
Added the Serpent's Tongue invocation.
Added the Shaper of Flesh invocation.
Added The Dead Walk invocation.
Added the Fueled by Death invocation.
Added the Word of Death invocation.

theVoidWatches
2018-12-17, 09:35 PM
The most notable thing about this update is that invocations are now in the second post of the thread, because I added too many and ran into the post limit. That said, I also added in a 9th-level invocation for each pact (one of which, Book of Ancient Secrets about, might possibly be problematic?) and shifted the progression of invocations and Eldritch Dice so that you actually get a new invocation at the levels they become available - previously, you could take a new invocation at even-numbered levels, but you unlocked new invocations only at odd-numbered levels, so if you wanted to take one you had to swap out an older invocation.

v0.1.6 Tinkering

Changed progression of Invocations to grant a new invocation at every odd-numbered level, plus level 20, to match progression of spell levels and serve as part of the capstone. Also, ending with 13 invocations appeals to me. This is a slight buff because you get invocations faster.
Changed progression of Eldritch Dice to grant a new Eldritch Die at every even-numbered level instead of odd-numbered levels, to contrast the now odd-numbered Invocations. This is a slight nerf because you get Eldritch Dice slower.
Buffed the Fueled by Death invocation as I thought it might be weak at 15th level to get back 11 or less HP on a kill.
Added the Veil the Eyes invocation to help illusionist Warlocks continue to be relevant at higher levels.
Added the Book of Eldritch Secrets invocation, which makes Tomelocks real spellcasters (but eats up Eldritch Dice on a short rest). Not sure how that'll work out, TBH, but it seemed like a better way to add in more spells than making endless invocations that let you cast spells at will or by spending Eldritch Dice.
Added the Blessing of the Blade invocation to keep the number of pact-specific invocations even. It grants real health, but the amount of health it grants is based on the CR of the defeated creature, so hopefully that will avoid being exploitable with bags of ants. I considered granting temp HP, but at the level it becomes available you get Eldritch Vigor already, so you already have a source of temp HP.
Added the Familiar Assistance invocation for the same reason as Blessing of the Blade.
Changed the Eldritch Ward feature of the Great Old One to make it allow for greater reliability rather than greater power - it now prevents you from reducing the attack roll by less than your proficiency modifier (3, at the time you get the feature) instead of letting you roll 2d6 (which would allow it to reduce attack rolls by up to 12, which is too strong at level 6)
Reformatted to make things more collapsible.
Moved all invocations into the second post, as I ran into the character limit.
General wording fixes to make intent more clear.

Belac93
2019-01-05, 05:01 PM
Small typo in Chains of Carceri: You can cast hold person at will without expending a spell slot, by reserving 3 Eldritch Dice. If the dice reserved with this feature are freed, your concentration on suggestion immediately ends. If a creature passes its saving throw, you cannot use this feature against them for 24 hours.

Very neat class, I want to try it out sometime.

theVoidWatches
2019-01-05, 05:48 PM
Fixed, thank you.

theVoidWatches
2019-02-09, 08:21 PM
I bring another update after playing it this class in the 1st session of a campaign, finally!

v0.1.7 Playtested Once!

Eldritch Blast no longer allows you to add your Charisma bonus to damage by default. This is to bring the average damage more in-line with that of a Rogue despite having more Eldritch Dice than a similar-leveled Rogue.
Improved Eldritch Blast now only allows you to choose 2 targets. Improved Eldritch Blast (II) now allows you to choose 3 targets instead of increasing the damage when you target multiple enemies.
Added the Agonizing Blast invocation to let you add your Charisma bonus to damage once per turn.
Fixed some invocations which grant spells. This includes One With Shadows, Spiderwalk and Veil the Eyes. This was mainly wording - the only actual balance change is that One With Shadows previously would have allowed you to cast Invisibility on other characters, but it now only allows you to cast it on yourself.

Mith
2019-02-14, 01:16 PM
How did it feel overall to play? It is different then the standard 5e caster style.

theVoidWatches
2019-02-14, 01:36 PM
It felt pretty good to me - at level 4, it feels a lot like an Arcane Trickster, with 1 relatively large shot every round and some magical tricks to pull off. The first session was mainly combat (against some Chuuls and kobolds, then a Beholderkin of some sort), so I can't speak for utility so far, but combat went fine - most notable was using Friends and Deception to convince a Beholder that it had something more important to worry about than our group, which wasn't a threat, causing it to turn and leave - and take multiple attacks of opportunity from melee party members, killing it. I kept a couple of d6s sitting around to keep track of how many Eldritch Dice I had left each round, and as I suspected it was pretty simple that way. Playing again this weekend in what will probably be a less combat-heavy session so we'll see how that goes. Thanks for asking!

Myyrn
2019-03-10, 03:16 AM
That's really great warlock overhaul. I want to try it soon. Is it possible to add some features of base warlock like Dark One's Own Luck or Misty Escape? Without such abilities class seems focused on damage too much.
Book of Eldritch Secrets allows to cast spells. Must warlock always cast these spells at lowest level or she can cast them at any level reserving eldritch dice respectively?

Starting at 14th level, your body has been warped to the point that you can spend your own health as power. You may expend up to one Hit Die per turn as though it was an Eldritch Die. Whenever you do so, take psychic damage equal to the result of the spent Hit Die. This damage cannot be reduced by resistances or immunities. Temporary health is ignored by this feature.
Is not it too weak for 14th level? +1d8 to eldritch blast for same amount of health.

Starting at 18th level, your fiendish nature fuels your power as much as your patron does. Whenever you expend only 1 Eldritch Die on an eldritch feature, you regain 1 expended Eldritch Die at the end of the current turn.
Does it mean warlock can use any amount of eldritch features and regain 1 expended die? Or warlock have to use only 1 feature and expend only 1 die on it?

theVoidWatches
2019-03-10, 10:43 AM
That's really great warlock overhaul. I want to try it soon. Is it possible to add some features of base warlock like Dark One's Own Luck or Misty Escape? Without such abilities class seems focused on damage too much.

Thanks!

The core class is pretty combat-focused, yes. Non-combat features are intended to come from invocations - while it's possible to choose only combat-related invocations, there are also more than enough utility invocations to choose from.


Book of Eldritch Secrets allows to cast spells. Must warlock always cast these spells at lowest level or she can cast them at any level reserving eldritch dice respectively?

My intention is that you can upcast the spells if you want to. Of course, that's more expensive, so...


Is not it too weak for 14th level? +1d8 to eldritch blast for same amount of health.

Eh, maybe? But remember that Eldritch Blast isn't the only thing you can spend your dice on. You could use it on Burn Through Power to reroll your EB damage if you had a bad roll but didn't save any dice, for example. You can use it for Arcane Armor or Arcane Evasion if you don't have any dice left over, potentially avoiding way more than 1d8 damage. You can use it for invocation features - Drawn by Death, say, or with Book of Eldritch Secrets to let you upcast a little without losing more Eldritch Dice until a rest.


Does it mean warlock can use any amount of eldritch features and regain 1 expended die? Or warlock have to use only 1 feature and expend only 1 die on it?[/spoiler]

The Fiend's 18th level capstone feature gives you back 1 Eldritch Die at the end of a turn that you've spent only 1 Eldritch Die. If you use Arcane Armor, say, the feature gives you your die back. If you spend multiple dice - say, on Eldritch Blast - you don't get anything back from Master of Power.

Eldritch Master, on the other hand (the 20th level capstone feature for the whole class) gives you 1 die back whenever you spend more than one die on a feature. If you use Arcane Armor, you don't get that die back, but if you use Eldritch Blast with multiple dice, then you do get one die back. If you're a Fiend who has both, you're going to be getting 1 die back every turn that you spend any amount of dice.

It should be noted that Eldritch Master and Master of Power don't interact with Eldritch Reactions. Eldritch Reactions is a way to spend Eldritch Dice, but it is not an Eldritch Feature and thus does not trigger Eldritch Master or Master of Power.

Myyrn
2019-03-10, 02:17 PM
You could use it on Burn Through Power to reroll your EB damage if you had a bad roll but didn't save any dice, for example. You can use it for Arcane Armor or Arcane Evasion if you don't have any dice left over, potentially avoiding way more than 1d8 damage.
That's very good point. Ability seems much more useful, thanks for clarification.

The Fiend's 18th level capstone feature gives you back 1 Eldritch Die at the end of a turn that you've spent only 1 Eldritch Die. If you use Arcane Armor, say, the feature gives you your die back. If you spend multiple dice - say, on Eldritch Blast - you don't get anything back from Master of Power.
So this feature is useful when you have activated some spells/invocations and have spared only 1 die for each turn?

theVoidWatches
2019-03-10, 02:43 PM
Master of Power is intended to work with features like Arcane Armor which are restricted to one die, effectively making them free. It comes a level after you get the ability to buy back your reactions, which allows them to be used more than once outside of your turn.

Myyrn
2019-03-10, 02:55 PM
Master of Power is intended to work with features like Arcane Armor which are restricted to one die, effectively making them free. It comes a level after you get the ability to buy back your reactions, which allows them to be used more than once outside of your turn.
So I can use eldritch blast for half power, then arcane armor and get 1 die back at the end of turn?

theVoidWatches
2019-03-10, 04:27 PM
So I can use eldritch blast for half power, then arcane armor and get 1 die back at the end of turn?

An example round might look like this:


Your level 20 warlock has 12 Eldritch Dice.
You spend 6 of them on Eldritch Blast during your turn, dealing 6d6 damage to an enemy and leaving you with 6 Eldritch Dice.
Because you spent 2 or more Eldritch Dice on an Eldritch Feature, you can use Eldritch Master to regain one of your spent Eldritch Dice, leaving you with 7.
As a bonus action, you spend two Eldritch Dice on Eldritch Vigor, giving you 2d6+Cha temporary health and leaving you with 5 Eldritch Dice.
You can only use Eldritch Master once per turn, so you can't get a die back this time.
Your turn ends, and you have 5 Eldritch Die.

On the next turn, a bandit attacks you. You spend 1 Eldritch Die as a reaction on Arcane Armor, reducing the attack by 1d6 and causing it to miss. As part of the same reaction, you spend 2 more Eldritch Dice with Eldritch Reactions, so that you'll get your reaction back at the end of the turn. You now have 2 Eldritch Dice.
Eldritch Reactions isn't an Eldritch Feature, so you can't get a die back from it with Eldritch Master. Arcane Armor is an Eldritch Feature, but you only spent 1 Eldritch Die on it, so it's still not applicable for Eldritch Master.
The bandit has multiattack and attacks again. Since you've used your reaction, you can't use Arcane Armor again.
The bandit's turn ends. Eldritch Reaction now gives you your reaction back, and Master of Power triggers because you spent 1 Eldritch Die on Arcane Armor. You regain 1 Eldritch Die, so you now have 3.

The round continues and another bandit attacks you. You again use Arcane Armor and Eldritch Reactions, spending 3 Eldritch Dice and leaving you with 0. At the end of the turn, you get 1 back from Master of Power and your reaction back from Eldritch Reaction.

The round continues, and you're attacked by yet another bandit. Again, you use Arcane Armor, but you're now out of Eldritch Dice and can't use Eldritch Reactions. You don't get your reaction back at the end of the turn, but you do get 1 Die back.

When the fourth bandit attacks you on your next turn, you don't have a reaction and therefore can't use Arcane Armor, even though you still have 1 Eldritch Die.

The round finishes and its your turn again. At the beginning of your turn, you get back all of your expended Eldritch Dice and have 12 again.

Does that make sense?

Myyrn
2019-03-11, 07:51 AM
Yes. Thanks for explanation.