Loek
2022-02-27, 12:55 PM
Below you'll find my idea for a "telekinesis" based character class. Which became a Warlock patron so I could use a basis already present in the game.
The aspects that probably need the most attention are:
Access to Animate Objects (this the heart of the sub-class, but might be broken beyond fixing, if so, please let me know)
The various Flexibility features (amount of points, how you get them back and the effects they have)
And the level 4 spells (One is a graviturgy spell, so one might not allow that onto another class so easily, the other is a new spell (basically a mash up of summon elemental and summon construct) and might need additional balancing.
Finally a note (or two):
I'm thinking of adding a bit about only having a max of X "Tiny servant" spells active at the same time (due to 8 hour/no concentration and the warlock's short rest spell slots)
Also, for the level 5 spells, I originally wanted "Telekinesis" and "Wall of Force", but in the end figured that even without Flexibility "Wall of Force" would be too much on a Warlock
And finally, I couldn't really come up with good examples of Patrons, so I hope the few I found (basically a combination of previous edition gods/godlike beings and really powerful psykers) are good enough. All suggestions on that front are welcome.
The Unseen Hand
Your pact allows you to draw on a source of great mental powers. This power source, combined with your own force of personality allows you to bend the world to your will.
The origin of this power can be varied, it could be a near forgotten god of psychic magic (such as: Xan Yae), a near god like being of mental powers (such as: Sardior) or a more sinister being of great mental powers (such as Ioulaum or a group of Elder Brains). Alternatively it can be a non-sentient amalgamation of power (such as: the plane of force or the mental echoes of a dying race).
Whatever the origin of these powers, you most likely tapped into it's power through one of two diametrically opposed methods. Either through long study and the search for enlightenment or through pure force of will in a moment of great desperation.
Expanded Spell List
The Unseen Hand 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.
Spell Level
Spells
1st
Catapult, Shield
2nd
Levitate, Spiritual Weapon
3rd
Conjure Barrage, Tiny Servant
4th
Gravity Sinkhole, Summon Force Entity (New spell, described below)
5th
Bigby's Hand, Telekinesis
9th
Invulnerability
Focus on Animation
Starting at 1st level, you gain the ability to animate objects for a brief period of time. As an action you can cast Animate Objects without expending a spellslot.
The spell is cast at the level of your spell slots. If this results in a spell level lower than 5th, the "downcasting" functions in a similar fashion as "upcasting", animating 2 fewer objects for each level below 5th level.
Beyond this, when you cast it as a first or second level spell, you'll need to use an action each turn to instruct your animated objects. For third and fourth level castings, this becomes a bonus action per turn. From fifth level on, it follows the normal rules as detailed in the spell.
When you cast Animate Objects, all animated objects use your Spell attack bonus instead of their listed to hit bonus.
Once you cast this spell in this way, you can't cast this spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Charisma.
Focus on Flexibility
Starting at 6th level, you gain the ability to modify and enhance certain of your spells. As part of the casting of a spell that can be enhanced, you can choose to spend a Flexibilty point.
A spell can benefit from a maximum of one Flexibilty point. This limit increases to two points at level 14.
Certain cantrips and invocations can also benefit from Flexibility points, but they don't require you to spend the Flexibilty point unless it is specifically noted, merely that you have the point(s) available at the time of casting.
You have a number of Flexibility points equal to your proficiency bonus, and you regain all expended points when you finish a long rest.
Flexibility of Animation
At 6th level, your affinity for animating objects and your newly aquired Flexibility match up. You don't have to spend Flexibility points when boosting the Animate Objects spell. You are still limited in the amount of points that can affect a single casting.
Mastery of Animation
At 10th level, you advance your animation ability to the level of a master. You now regain the ability to cast Animate Objects without expending a spell slot after you finish a short or a long rest.
Aditionally, when you use your Mystic Arcanum ability, you can choose to cast either the spell you chose when you obtained that feature, or a special version of Animate Objects.
This special version of Animate Objects is a level 5 Animate Objects with a number of additional Flexibility Points applied to it. (6th level Mystic Arcanum equals 1 extra Flexibility Point, 7th level equals 2 extra, etc.)
These additional Flexibility Points stack with the free Flexibility points from the Flexibility of Animation feature.
Mastery of Flexibility
Starting at 14th level, your mastery of Flexibility grows to a new level. You can now spend a maximum of two Flexibility points when casting a spell.
At the end of a short rest you can also regain one spent Flexibility point. You must finish a long rest before you can do so again.
Summon Force Entity
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (A crystal sculpture depicting a magical creature worth at least 400 gp)
Duration: Concentration, up to 1 hour
You call forth an entity of pure force. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Force Entity stat block.
When you cast the spell, choose a state: Forceful, Frantic or Fleeting. The creature is a vaguely bipedal shape made of ectoplasm exibiting outward signs of it's state, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Force Entity
Medium Construct, Unaligned
Armor Class 12 + the level of the spell (natural armor)
Hit Points 40 + 15 for each spell level above 4th
Speed 30 ft., fly 30 ft. (Fleeting only, hover)
STR 18 (+4), DEX 10 (+0), CON 18 (+4), INT 14 (+2), WIS 11 (+0), CHA 5 (-3)
Damage Resistances poison
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Amorphous Form (Fleeting Only). The construct can move through a space as narrow as 1 inch wide without squeezing.
Chaotic Aura (Frantic Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d8 Force damage.
Drag Coefficient (Forceful only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell's level (rounded down).
Slice (Fleeting Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 slashing damage and 1d4 + the spell's level force damage.
Shred (Frantic Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 piercing damage and 1d4 + the spell's level force damage..
Slam (Forceful only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 bludgeoning damage and the spell's level force damage.
Changelog:
2022-02-27: Original post
2022-03-02: Updated Focus on Animation to balance it at low levels, as per "GalacticAxekick"'s suggestion.
The aspects that probably need the most attention are:
Access to Animate Objects (this the heart of the sub-class, but might be broken beyond fixing, if so, please let me know)
The various Flexibility features (amount of points, how you get them back and the effects they have)
And the level 4 spells (One is a graviturgy spell, so one might not allow that onto another class so easily, the other is a new spell (basically a mash up of summon elemental and summon construct) and might need additional balancing.
Finally a note (or two):
I'm thinking of adding a bit about only having a max of X "Tiny servant" spells active at the same time (due to 8 hour/no concentration and the warlock's short rest spell slots)
Also, for the level 5 spells, I originally wanted "Telekinesis" and "Wall of Force", but in the end figured that even without Flexibility "Wall of Force" would be too much on a Warlock
And finally, I couldn't really come up with good examples of Patrons, so I hope the few I found (basically a combination of previous edition gods/godlike beings and really powerful psykers) are good enough. All suggestions on that front are welcome.
The Unseen Hand
Your pact allows you to draw on a source of great mental powers. This power source, combined with your own force of personality allows you to bend the world to your will.
The origin of this power can be varied, it could be a near forgotten god of psychic magic (such as: Xan Yae), a near god like being of mental powers (such as: Sardior) or a more sinister being of great mental powers (such as Ioulaum or a group of Elder Brains). Alternatively it can be a non-sentient amalgamation of power (such as: the plane of force or the mental echoes of a dying race).
Whatever the origin of these powers, you most likely tapped into it's power through one of two diametrically opposed methods. Either through long study and the search for enlightenment or through pure force of will in a moment of great desperation.
Expanded Spell List
The Unseen Hand 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.
Spell Level
Spells
1st
Catapult, Shield
2nd
Levitate, Spiritual Weapon
3rd
Conjure Barrage, Tiny Servant
4th
Gravity Sinkhole, Summon Force Entity (New spell, described below)
5th
Bigby's Hand, Telekinesis
9th
Invulnerability
Focus on Animation
Starting at 1st level, you gain the ability to animate objects for a brief period of time. As an action you can cast Animate Objects without expending a spellslot.
The spell is cast at the level of your spell slots. If this results in a spell level lower than 5th, the "downcasting" functions in a similar fashion as "upcasting", animating 2 fewer objects for each level below 5th level.
Beyond this, when you cast it as a first or second level spell, you'll need to use an action each turn to instruct your animated objects. For third and fourth level castings, this becomes a bonus action per turn. From fifth level on, it follows the normal rules as detailed in the spell.
When you cast Animate Objects, all animated objects use your Spell attack bonus instead of their listed to hit bonus.
Once you cast this spell in this way, you can't cast this spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Charisma.
Focus on Flexibility
Starting at 6th level, you gain the ability to modify and enhance certain of your spells. As part of the casting of a spell that can be enhanced, you can choose to spend a Flexibilty point.
A spell can benefit from a maximum of one Flexibilty point. This limit increases to two points at level 14.
Certain cantrips and invocations can also benefit from Flexibility points, but they don't require you to spend the Flexibilty point unless it is specifically noted, merely that you have the point(s) available at the time of casting.
You have a number of Flexibility points equal to your proficiency bonus, and you regain all expended points when you finish a long rest.
Flexibility of Animation
At 6th level, your affinity for animating objects and your newly aquired Flexibility match up. You don't have to spend Flexibility points when boosting the Animate Objects spell. You are still limited in the amount of points that can affect a single casting.
Mastery of Animation
At 10th level, you advance your animation ability to the level of a master. You now regain the ability to cast Animate Objects without expending a spell slot after you finish a short or a long rest.
Aditionally, when you use your Mystic Arcanum ability, you can choose to cast either the spell you chose when you obtained that feature, or a special version of Animate Objects.
This special version of Animate Objects is a level 5 Animate Objects with a number of additional Flexibility Points applied to it. (6th level Mystic Arcanum equals 1 extra Flexibility Point, 7th level equals 2 extra, etc.)
These additional Flexibility Points stack with the free Flexibility points from the Flexibility of Animation feature.
Mastery of Flexibility
Starting at 14th level, your mastery of Flexibility grows to a new level. You can now spend a maximum of two Flexibility points when casting a spell.
At the end of a short rest you can also regain one spent Flexibility point. You must finish a long rest before you can do so again.
Summon Force Entity
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (A crystal sculpture depicting a magical creature worth at least 400 gp)
Duration: Concentration, up to 1 hour
You call forth an entity of pure force. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Force Entity stat block.
When you cast the spell, choose a state: Forceful, Frantic or Fleeting. The creature is a vaguely bipedal shape made of ectoplasm exibiting outward signs of it's state, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Force Entity
Medium Construct, Unaligned
Armor Class 12 + the level of the spell (natural armor)
Hit Points 40 + 15 for each spell level above 4th
Speed 30 ft., fly 30 ft. (Fleeting only, hover)
STR 18 (+4), DEX 10 (+0), CON 18 (+4), INT 14 (+2), WIS 11 (+0), CHA 5 (-3)
Damage Resistances poison
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Amorphous Form (Fleeting Only). The construct can move through a space as narrow as 1 inch wide without squeezing.
Chaotic Aura (Frantic Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d8 Force damage.
Drag Coefficient (Forceful only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell's level (rounded down).
Slice (Fleeting Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 slashing damage and 1d4 + the spell's level force damage.
Shred (Frantic Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 piercing damage and 1d4 + the spell's level force damage..
Slam (Forceful only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 bludgeoning damage and the spell's level force damage.
Changelog:
2022-02-27: Original post
2022-03-02: Updated Focus on Animation to balance it at low levels, as per "GalacticAxekick"'s suggestion.