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Thread: Djinn pact revamp

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    Ogre in the Playground
     
    NinjaGuy

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    Jul 2013

    Default Re: Djinn pact revamp

    Quote Originally Posted by stewstew5 View Post
    Spoiler: The new and improved version
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    Wish
    You can use your action to recreate the effects of a first-level Illusion, Conjuration or Transmutation spell with a duration longer than instantaneous. The effects of the spell last until the end of your next short rest or until you dismiss it, whichever is sooner. Illusions become real objects that can be interacted with. The effects can also be dismissed by anterior conditions such as dropping concentration if it is a concentration spell, or if conditions described in the spell to end it are met. You cannot create more than 100 gold pieces worth of currency, gems, or art objects with this feature, and objects created do not inherit any magical properties.

    After using this feature, you must finish a short or long rest to use it again.
    Once you reach third level, you may recreate the effects of second level spells and use this feature twice before needing a short or long rest, and at fifth level you may recreate third level spells and use this feature thrice.
    Minor Wish
    You know the prestidigitation, thaumaturgy, and druidcraft cantrips. Any time you create a non-instantaneous effect with one of these spells, you can make the effect last until the end of your next short rest. You cannot create more than 10 gold pieces worth of currency, gems, or art objects with this feature, and objects created do not inherit any magical properties.
    Claustrophobe
    Your patron has equipped you to escape trappings like theirs. At 6th level you gain advantage on any ability check made to escape a grapple or bond, as well as spells that would restrict your movement or attempt to control you
    Into the Lamp
    At 10th level you can force a fraction of your patron's curse onto others. You can use your action to choose a creature you can see. They must succeed on a wisdom saving throw against your spell save DC. on a success, nothing happens. On a failure, they are transported to an extra dimensional space equal in size to them. While in this space, the only action they can take on their turn is attempting a strength saving throw against your spell save DC. On a failure nothing happens. On a success, they are released from the space and re-appear in the space they occupied previously if you are with 120' of it, othereise they appear in the nearest empty space. Once you have used this feature, you may not use it again until you finish a long rest

    If you have the Pact of the Magic Lamp, while you have the object you can use your action to bring the creature out of the space and into the world, or return it to the space. While out of the space the creature is under the effects of a dominate person spell as though cast by you, regardless of creature type. If they succeed a saving throw for this spell, they are immune to the effects of this feature for 24 hours
    Greater Wish
    You can use your action to recreate the effects of a first, second or third level Illusion, Conjuration or Transmutation spell with a duration longer than instantaneous. Illusions become real objects that can be interacted with. The effects of the spell last until the you dismiss it. The effects can also be dismissed by anterior conditions such as dropping concentration if it is a concentration spell, or if conditions described in the spell to end it are met. You cannot create more than 100 gold pieces worth of currency, gems, or art objects with this feature, and magic items created cannot be rarer than very rare.
    After using this feature, you must finish a short or long rest to use it again. You cannot have more than one spell affected by this feature at a time.


    Spoiler: The complimentary pact boon
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    Pact of the Magic lamp
    You obtain a tiny object in the form of a container, such as a jar or lamp. While you possess the object you can use your action to enter or exit an extradimensional space linked to it. The space is 15' by 15'. You can bring gear and other objects into this space as well.

    The object has ac equal to 10 + your cahrisma modifier and hit points equalling your level + your charisma modifier. If the object is destroyed while you are inside you are forced out, as well as any gear you have on your person entering the nearest available space.

    The object can be called to your hand with a one-hour ritual. If you use this feature to create a new object you cannot create another until you finish a long rest. You cannot have more than one object with this effect at a time
    I like the idea but it's a bit all over the place. Lets break it down.

    Wish - First off, it doesn't let you wish. Wish is a known quantity in DnD, and this isn't it. Call it Genie Magic, Djinn power, or anything else, just not Wish. As written now, it also allows you to create real money, spell components, weapons & armor that are just real. This is broken.

    I would rather this be a variation on Minor Conjuration (the wizard feature), or something that gives you the Misty Visions invocation early and iterates on it. Another option is making the feature like a Forge Cleric's Artisan Blessing, where you can make a specific list of things out of something else (sand, maybe?)

    Minor wish - You really can't have 2 first level features, named almost the same, that do similar things, except not. Focus on the one that gives you what you want the class to have, and lean into it.

    To make it feel like an actual feature, make it a single feature, and then bonus cantrip(s).

    Pact of the magic lamp
    I feel like there should be more here. Is it a Bag of holding? Is it a rope trick? Both? It feels like It should be both, but instead it's just a portable spell.

    Claustrophobe
    At 6, warlocks get something great, that is gated by rests. Ribbon Abilities happen at level 10.

    Into the Lamp
    This is the type of thing that a Warlock would have at 6. It's a minor banishment, so it should be a charisma saving throw instead of Wisdom, and probably require your concentration to keep them sequestered. There should also be a duration that you can hide them in the lamp... Probably a minute.

    Greater Wish
    Name rant aside, this is exactly the same as Your Wish feature so I feel confused, unless you're increasing it from 3 to 4, which is... odd.

    Of the spell list:
    Disguise self, alter self, darkvision, and Silent Image are already available as invocations. So is Magic Weapon, to an extent, via Improved Pact weapon
    I think you should lean more on the summoning side of things rather than the Haste/Enlarge/Enhance

    So, if you implemented all of that, your class would look something like:

    Pact of the Djinn

    Bonus Cantrips
    At 1st level, you learn the Prestidigitation and Thaumaturgy cantrips. They count as warlock cantrips for you, but they donít count against your number of cantrips known

    Glamour of the Djinn
    Starting at 1st level, you can use your action to conjure up an inanimate object around you, in your hand or on the ground in an unoccupied space that you can see within 10 feet of you once per short or long rest. This object can be no larger than 3 feet on a side (unless you're creating clothing around yourself, at which point it's sized to you), and its form must be that of a nonmagical object that you have seen. Investigating the object shows that it is magical. The object disappears when you use this feature again, or if the conjured object deals or takes any damage. Using any material created by this feature as a spellís material component causes that spell to fail.

    Pact Boon: Pact of the Magic Lamp

    At 3rd level, a character dedicated to a Djinn can select this option instead of one of the warlockís existing Pact Boon options.

    You obtain a lamp the size of your hand, although it could take the form of another container such as a jar. It acts as a Bag of Holding. In addition, you can enter the extra-dimensional space linked to it as a ritual, although you can't spend more than an hour inside. You can exit the extra-dimensional space within the lamp or retrieve an object stored using an action.

    Your magic lamp has AC equal to 10 + your charisma modifier and hit points equal to your level + your charisma modifier. If the object is destroyed while you are inside you are forced out, as well as any gear you have on your person entering the nearest available space.

    If you lose your Magic Lamp, you can perform a 1-hour ceremony to receive a replacement from your Patron. The ceremony can be performed during a short or long rest, and it destroys the previous Lamp. The Lamp disappears in a flash of light when you die.

    Into the Lamp
    Starting at 6th level, you can force a fraction of your patron's curse onto others. You can use your action to choose a creature you can see within 60 ft. The target must succeed on a Charisma saving throw or be banished. On a failure, you banish the target to a harmless demiplane for 1 minute. While in this space, the only action they can take on their turn is attempting a Charisma saving throw against your spell save DC. On a failure nothing happens. On a success, they are released from the space and re-appear in the space they occupied previously if you are with 120 ft of it, otherwise they appear in the nearest empty space.

    Once you have used this feature, you may not use it again until you finish a long rest.

    If you have the Pact of the Magic Lamp Boon, you can keep the target contained for a number of hours equal to your warlock level if they did not succeed a charisma saving throw within the 1 minute duration. At any time during the containment you can release the captured creature with an action in a space you can see within 60 ft.

    Claustrophobe
    Starting at 10th level, Your patron has equipped you to escape trappings like theirs. You ignore difficult terrain, gain advantage on all checks made to escape a grapple, manacles or other mundane or magical bindings, and have advantage on saving throws against being restrained or paralyzed.

    Djinni Magic
    Beginning at 14th level, you can call on your Patron to intervene on your behalf.

    Using your action, describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than twice your warlock level, your Patron intervenes. The GM chooses the nature of the intervention; appropriate boons may include:
    • the effect of a spell 5th level or lower from any spell list
    • a magical object
    • The creation of a non-magical object of up to your level x 1000 gp in value
    • Imposing a condition on a target, for a maximum duration of 4 hours
    • Resistance to a damage type you choose for you, for a maximum duration of 4 hours
    • Immunity to a single spell or effect for you, for a maximum duration of 4 hours
    • Summoning an elemental creature to your side, for a maximum duration of 4 hours

    If your Patron intervenes, you canít use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
    At 20th level, your call for intervention succeeds automatically, no roll required.

    That gives you the bonus cantrips, a minor conjuration feature, a Rope-Trick/Bag of Holding lamp, a Banish that acts differently if you have the lamp, your chosen ribbon, and a class-feature-sized Wish, using the Divine Intervention mechanic from clerics.
    Last edited by Vogie; 2019-06-24 at 07:10 PM.
    Always looking for critique of my 5E homebrew!

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    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.