PDA

View Full Version : D&D 5e/Next Warlock: Planewalker Patron



AgentMaineSIGMA
2019-03-21, 05:40 PM
Created almost specifically for a campaign I'm a part of, our warlock signed a pact with a dimension-walking beholder. Not fitting squarely into the fey or the great old ones, my DM asked me to take a crack at a plane shifting warlock. This class takes inspiration from the Hexblade (which the Warlock was originally) and the Horizon Walker ranger, with a fairly unique 1st level ability and amped-up free Banishment for 14th level.

While I'm fairly happy with the actual abilities, I'm less than satisfied with the spell list. The 3rd and 5th level spells feel right, but 1st, 2nd, and 4th feel all wrong. I'd love ideas on how to balance and improve this subclass, so please leave suggestions below. Thanks!

PLANEWALKER
You have forged your pact with a being of incredible power, one who can move through the planes at will. Perhaps you are the understudy of a wizard who has mastered the art of conjuration. Maybe you found yourself in debt to a beholder, who has empowered you to serve as his enforcer. Did you walk through a natural boundary between planes, finding the being responsible for the border’s creation on the other side? Whatever your patron, they have gifted you with their powers of teleportation and planewalking.

PLANEWALKER EXPANDED SPELL LIST
The Planewalker lets you choose from an expanded list of warlock spells. The following spells are added to the warlock list for you.
1st level: absorb elements, detect evil and good
2nd level: pass without trace, rope trick
3rd level: blink, forced transmission*
4th level: freedom of movement, leomund's secret chest
5th level: steel wind strike, teleportation circle

*Homebrew spell from Aster's Arcane Atlas

PLANAR NODE
Starting at 1st level, you learn to connect two points on the same plane. As an action, choose two points you can see within 30 feet. Whenever a creature enters one of these spaces, they may use their bonus action to teleport to the other space. These portals remain for up to 1 minute. You must maintain concentration on this feature, as though it were a spell. This effect ends early if you lose concentration, are incapacitated, are killed, or you dismiss the effect as a bonus action.

You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses upon completing a long rest.

WARPING STRIKE
At 6th level, you gain the ability to send a creature to another plane and back again, teleporting them a short distance. When you hit a creature with a melee weapon attack or a melee spell attack, you can teleport the creature to an unoccupied space up to 30 feet away.

Once you use this ability, you cannot do so again until you complete a short or long rest.


ABJURING SHIFT
Upon reaching 10th level, you learn to briefly phase between planes to stave off attacks. When you are targeted by an attack, you may roll a d6 as a reaction. On a roll of 5 or 6, the attack automatically misses. On a roll of 3 or 4, you only take half damage from the attack. You can use this feature after an attack is rolled, but before you know whether it hit or missed.

You can use this ability a number of times equal to half your Charisma modifier (rounded up). You regain all expended uses upon completing a long rest.

PLANAR BANISHMENT
At 14th level, you gain the ability to banish creatures to another plane of existence. Choose a creature you can see within 30 feet. This creature disappears, banished to a harmless demiplane. At the end of each of their turns, the creature may make a Charisma saving throw versus your Spell Save DC. On a success, they return to an unoccupied space of your choice within 30 feet of their original spot. If the creature fails ten consecutive saves, they are permanently banished to this demiplane.

Once you use this feature, you cannot do so again until you complete a long rest.

Rukelnikov
2019-03-21, 06:53 PM
1st- Detect Evil and Good, Absorb Elements

Not many planar related spells that aren't on the lock list. DE&G helps with outsiders, absorb elements seems somewhat thematic for a planar explorer.

2nd- Pass Without Trace, Rope Trick

Rope Trick creates an extraplanar space, heavily thematic. PWT is very explory.

4th- Leomund's Secret Chest, Freedom of Movement.

LSC provides an extraplanar storage Depot accessible from mostly everywhere. FoM is very explory too.

AgentMaineSIGMA
2019-03-21, 07:11 PM
1st- Detect Evil and Good, Absorb Elements

Not many planar related spells that aren't on the lock list. DE&G helps with outsiders, absorb elements seems somewhat thematic for a planar explorer.

2nd- Pass Without Trace, Rope Trick

Rope Trick creates an extraplanar space, heavily thematic. PWT is very explory.

4th- Leomund's Secret Chest, Freedom of Movement.

LSC provides an extraplanar storage Depot accessible from mostly everywhere. FoM is very explory too.

These are great. Thank you so much!

Rukelnikov
2019-03-21, 09:56 PM
These are great. Thank you so much!

:smallsmile: