sandmote
2021-11-18, 03:37 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/csEZxNG6z-oT)
This is a second attempt at a slightly beefier warlock tied to the neutral extraplanars. The first one is here (https://forums.giantitp.com/showthread.php?577796-A-Sturdy-Warlock-Patron-The-Empowered-Bastion-(PEACH)) and mostly focuses on effects that boost survivability slightly. For this one I've beefed up a few of the features to grant more flexibility and offensive capabilities, but shifted the theming to be based on Newtonian mechanics. This justified some movement based abilities and spells.
Fluff
Warlocks enter into bargains with fiends and celestials, but so to do they enter into contracts with other powers of the outer planes. Some powers, such as Hierarch Modrons, powerful Inevitables, Rilmani that focus on the basic principles of the universe and their preservation. When they can be goaded into granting a pact to another creature, the abilities they grant lean toward this same emphasis of neutrality and opposition to interference.
Expanded Spell List
The Keeper of Balance lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Expanded Spell List
Spell Levels Spells
1st Catapult, Detect Evil and Good
2nd Calm Emotions, Locate Object
3rd Clairvoyance, Defenestration (https://forums.giantitp.com/showthread.php?618723-Complete-Arcane-Spell-Converstion)
4th Locate Creature, Private Sanctum
5th Antilife Shell, Dispel Evil and Good
Undo Motion
At 1st level, you learn to mirror the forces on objects, allowing you to quickly return them to your possession. As a bonus action, one weapon or piece of ammunition object weighing no more than 10 pounds within 90 feet that has left your grasp since the start of your last turn returns to your hand. If a creature is holding the weapon object, it can make a Strength saving throw against your spell save DC to keep the weapon object from returning.
Weapons and ammunition you return to your hand remain in the same state they were in before moving back to your hand; they are not repaired and regain expended magical abilities.
This feature only returns the weapon or ammunition to your hand; it does not reverse the effects of time. It does not repair any damage to the object or return any expended abilities the object has expended.
Infused Support
When you choose this archetype at 1st level, you are infused with the sturdiness of your patron. Your hit points increase by 1 per warlock level and you gain proficiency with medium armor and shields.
Equal Force
Starting at 6th level, your patron allows you to balance the harm done to you by your enemies. When you take damage from a melee attack, you can use a reaction to turn the harm back on your attacker. You halve the attack's damage against you and the attacker takes an equal amount of damage. Determine the damage the attacker takes before calculating any resistances or immunities from the damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Inertial Support
By 10th level, the dents and minor setbacks of life fail to slow down your inexorable push towards your goals. At the end of a short rest, you may choose to gain one of the following benefits:
You make one saving throw against the save DC of a spell or effect that requires concentration from the creature it originates from.
You regain one hit die. You can spend this hit die at the end of the same short rest.
You end one disease or poison affecting you that you are aware of.
Repel Planar Powers
At 14th level, your patron grants you a protective cover, which renders you highly resistant to their effects. You are constantly under the effects of the protection from evil and good spell. If a creature hits you with an attack or you fail a saving throw against an effect created by that creature, the creature ignores the effects of the spell until you finish a short or long rest.
I'm still not sure that protection from evil and good is still useful. I mean, but that level you should expect a lot of creatures affected by it, so I did include a limit of how strong it is, but it is still a 1st level spell that wont always apply in a fight.
Otherwise, 1st level seems a bit lackluster and I'm not sure about still keeping in the "move stuff around" abilities/expanded spells.
This is a second attempt at a slightly beefier warlock tied to the neutral extraplanars. The first one is here (https://forums.giantitp.com/showthread.php?577796-A-Sturdy-Warlock-Patron-The-Empowered-Bastion-(PEACH)) and mostly focuses on effects that boost survivability slightly. For this one I've beefed up a few of the features to grant more flexibility and offensive capabilities, but shifted the theming to be based on Newtonian mechanics. This justified some movement based abilities and spells.
Fluff
Warlocks enter into bargains with fiends and celestials, but so to do they enter into contracts with other powers of the outer planes. Some powers, such as Hierarch Modrons, powerful Inevitables, Rilmani that focus on the basic principles of the universe and their preservation. When they can be goaded into granting a pact to another creature, the abilities they grant lean toward this same emphasis of neutrality and opposition to interference.
Expanded Spell List
The Keeper of Balance lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Expanded Spell List
Spell Levels Spells
1st Catapult, Detect Evil and Good
2nd Calm Emotions, Locate Object
3rd Clairvoyance, Defenestration (https://forums.giantitp.com/showthread.php?618723-Complete-Arcane-Spell-Converstion)
4th Locate Creature, Private Sanctum
5th Antilife Shell, Dispel Evil and Good
Undo Motion
At 1st level, you learn to mirror the forces on objects, allowing you to quickly return them to your possession. As a bonus action, one weapon or piece of ammunition object weighing no more than 10 pounds within 90 feet that has left your grasp since the start of your last turn returns to your hand. If a creature is holding the weapon object, it can make a Strength saving throw against your spell save DC to keep the weapon object from returning.
Weapons and ammunition you return to your hand remain in the same state they were in before moving back to your hand; they are not repaired and regain expended magical abilities.
This feature only returns the weapon or ammunition to your hand; it does not reverse the effects of time. It does not repair any damage to the object or return any expended abilities the object has expended.
Infused Support
When you choose this archetype at 1st level, you are infused with the sturdiness of your patron. Your hit points increase by 1 per warlock level and you gain proficiency with medium armor and shields.
Equal Force
Starting at 6th level, your patron allows you to balance the harm done to you by your enemies. When you take damage from a melee attack, you can use a reaction to turn the harm back on your attacker. You halve the attack's damage against you and the attacker takes an equal amount of damage. Determine the damage the attacker takes before calculating any resistances or immunities from the damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Inertial Support
By 10th level, the dents and minor setbacks of life fail to slow down your inexorable push towards your goals. At the end of a short rest, you may choose to gain one of the following benefits:
You make one saving throw against the save DC of a spell or effect that requires concentration from the creature it originates from.
You regain one hit die. You can spend this hit die at the end of the same short rest.
You end one disease or poison affecting you that you are aware of.
Repel Planar Powers
At 14th level, your patron grants you a protective cover, which renders you highly resistant to their effects. You are constantly under the effects of the protection from evil and good spell. If a creature hits you with an attack or you fail a saving throw against an effect created by that creature, the creature ignores the effects of the spell until you finish a short or long rest.
I'm still not sure that protection from evil and good is still useful. I mean, but that level you should expect a lot of creatures affected by it, so I did include a limit of how strong it is, but it is still a 1st level spell that wont always apply in a fight.
Otherwise, 1st level seems a bit lackluster and I'm not sure about still keeping in the "move stuff around" abilities/expanded spells.