sandmote
2018-12-14, 03:50 PM
The Faerie Irregular on the Homebrewery (https://homebrewery.naturalcrit.com/share/SkZChwiYJE)
I've been trying to set up a subclass with effects from the warlock. I realize this is thematically close to the Archfey Patron, but think the overall effect is distinct.
Eldritch Gift
When you reach 3rd level, you are granted power from your connection to the fey, and gain an eldritch invocation of your choice. When you reach 7th, 12th and 18th levels, you gain additional invocations of your choice. 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 could learn at that level.
This does not come from a patron, and does not grant any boon. The level prerequisite for any Invocation is doubled, but uses your ranger level instead of your warlock level. Invocations that allow you to cast a spell using a warlock spell slot can be cast from any spell slot of a level equal to or higher than the spell being cast, and Wisdom is your spellcasting stat for all spells you gain from eldritch invocations.
You'll have half the Invocation a warlock has, and the ones the Faerie Irregular gets are the more generic, typically less powerful options.
Wild Power
At 3rd level, The first time you hit a creature with a weapon attack each turn, your attack pierces into your targets mind. The resulting pain deals an additional 1d6 psychic damage to your target.
You also regain a 1st level spell slot after each short rest. At 11th level, this increases to 2 1st level spell slots.
I think this is about in line with the other ranger subclasses.
Fey Nature
By 7th level, you are imbued with the unpredictable nature of the fey. You can Dodge as a Bonus Action. You also learn the druidcraft cantrip or a different druid cantrip if you already know it. Wisdom is your spellcasting ability for this cantrip.
Occult Archery
At 11th level, when you loose a shortbow, longbow, hand crossbow, light crossbow, or heavy crossbow, the ammunition from that weapon is imbued with the terrifying power of the feywilds. On a hit, the target must make a Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until the end of your next turn.
A status effect, in order to not grant this subclass any more raw power. So it's an in-combat benefit that doesn't grant way more damage than existing subclasses for the ranger.
Charm Survival
At 15th level, your ability with mind altering effects has grown. When a creature makes a melee weapon attack against you, you can use your reaction to interfere with their attack. That creature must make a wisdom saving throw against your spell save DC. Being charmed grants disadvantage on this saving throw.
On a failure, the creature must choose a new target or lose the attack and is no longer charmed. On a success, the creature can make the attack normally, and becomes immune to this effect for 1 hour or until becomes charmed by any effect that it was not under when it made the saving throw.
It's slightly modified from the original (see below) but still grants a defensive ability without interfering with Fey Nature. High Magic has been weakened and rolled into Wild Power.
Eldritch Gift
When you reach 3rd level, you gain an eldritch invocation of your choice. When you reach 7th, 12th and 18th levels, you gain additional invocations of your choice. 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 could learn at that level.
You can't gain any Eldritch Invocations that have a pact boon or patron as a prerequisite. The level prerequisite for any Invocation is doubled, but uses your ranger level instead of your warlock level. Invocations that allow you to cast a spell using a warlock spell slot can be cast from any spell slot of a level equal to or higher than the spell being cast, and Wisdom is your spellcasting stat for all spells you gain from eldritch invocations.
Wild Power
At 3rd level, The first time you hit a creature with a weapon attack each turn, that attack deals an additional 1d6 psychic damage.
Fey Nature
By 7th level, you are imbued with the unpredictable nature of the fey. You can Dodge as a Bonus Action. You also learn the druidcraft cantrip or a different druid cantrip if you already know it. Wisdom is your spellcasting ability for this cantrip.
Occult Archery
At 11th level, when you hit a target with a shortbow, longbow, hand crossbow, light crossbow, or heavy crossbow, the target must make an additional Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until the end of your next turn.
High Magic
At 15th level, you gain two additional level 1 spell slots that you regain when you finish a short or long rest.
I've been trying to set up a subclass with effects from the warlock. I realize this is thematically close to the Archfey Patron, but think the overall effect is distinct.
Eldritch Gift
When you reach 3rd level, you are granted power from your connection to the fey, and gain an eldritch invocation of your choice. When you reach 7th, 12th and 18th levels, you gain additional invocations of your choice. 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 could learn at that level.
This does not come from a patron, and does not grant any boon. The level prerequisite for any Invocation is doubled, but uses your ranger level instead of your warlock level. Invocations that allow you to cast a spell using a warlock spell slot can be cast from any spell slot of a level equal to or higher than the spell being cast, and Wisdom is your spellcasting stat for all spells you gain from eldritch invocations.
You'll have half the Invocation a warlock has, and the ones the Faerie Irregular gets are the more generic, typically less powerful options.
Wild Power
At 3rd level, The first time you hit a creature with a weapon attack each turn, your attack pierces into your targets mind. The resulting pain deals an additional 1d6 psychic damage to your target.
You also regain a 1st level spell slot after each short rest. At 11th level, this increases to 2 1st level spell slots.
I think this is about in line with the other ranger subclasses.
Fey Nature
By 7th level, you are imbued with the unpredictable nature of the fey. You can Dodge as a Bonus Action. You also learn the druidcraft cantrip or a different druid cantrip if you already know it. Wisdom is your spellcasting ability for this cantrip.
Occult Archery
At 11th level, when you loose a shortbow, longbow, hand crossbow, light crossbow, or heavy crossbow, the ammunition from that weapon is imbued with the terrifying power of the feywilds. On a hit, the target must make a Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until the end of your next turn.
A status effect, in order to not grant this subclass any more raw power. So it's an in-combat benefit that doesn't grant way more damage than existing subclasses for the ranger.
Charm Survival
At 15th level, your ability with mind altering effects has grown. When a creature makes a melee weapon attack against you, you can use your reaction to interfere with their attack. That creature must make a wisdom saving throw against your spell save DC. Being charmed grants disadvantage on this saving throw.
On a failure, the creature must choose a new target or lose the attack and is no longer charmed. On a success, the creature can make the attack normally, and becomes immune to this effect for 1 hour or until becomes charmed by any effect that it was not under when it made the saving throw.
It's slightly modified from the original (see below) but still grants a defensive ability without interfering with Fey Nature. High Magic has been weakened and rolled into Wild Power.
Eldritch Gift
When you reach 3rd level, you gain an eldritch invocation of your choice. When you reach 7th, 12th and 18th levels, you gain additional invocations of your choice. 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 could learn at that level.
You can't gain any Eldritch Invocations that have a pact boon or patron as a prerequisite. The level prerequisite for any Invocation is doubled, but uses your ranger level instead of your warlock level. Invocations that allow you to cast a spell using a warlock spell slot can be cast from any spell slot of a level equal to or higher than the spell being cast, and Wisdom is your spellcasting stat for all spells you gain from eldritch invocations.
Wild Power
At 3rd level, The first time you hit a creature with a weapon attack each turn, that attack deals an additional 1d6 psychic damage.
Fey Nature
By 7th level, you are imbued with the unpredictable nature of the fey. You can Dodge as a Bonus Action. You also learn the druidcraft cantrip or a different druid cantrip if you already know it. Wisdom is your spellcasting ability for this cantrip.
Occult Archery
At 11th level, when you hit a target with a shortbow, longbow, hand crossbow, light crossbow, or heavy crossbow, the target must make an additional Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until the end of your next turn.
High Magic
At 15th level, you gain two additional level 1 spell slots that you regain when you finish a short or long rest.