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Hey all!

Been working a bit on the Alternate Warlock in the background (along with some other things as usual). I've made some changes/additions, and I thought it would be a good time to give ya'll another preview to see what you think!

As always, constructive criticism and comments are welcomed!
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Changes Since PREVIEW 1:

(The full change log from the PHB Warlock is below)

Eldritch Blast // Now the baseline EB deals 1d8 force damage, but no matter how your Patron Magic modifies your EB, you can always fall back on the 1d8 force damage (basically firebolt without all the pesky fire resistances). 

Pact Focus // Eldritch Familiar // You can now cast your spells and have them originate from your Familiar!

Pact Focus // Eldritch Tome // The Invocation formerly known as Agonizing Blast (aka INT mod to damage) is now part of this Focus. Blade has been buffed with Hexblade INT for attack/damage, and Familiars can shoot spells while you safely hide, so Tome needed something to keep up. 

The Fiend // Your fire damage from Eldritch blast now ignores resistances (gotta love hellfire). Accursed Blast (a new feature) empowers your Fiend-Blast, but Dark One's Luck has been reverted to compensate.

The Great Old One // Everyone's favorite unknowable, incomprehensible, eldritch horror Patron makes its grand debut! See below for the full changes.

Eldritch Invocations // Blasphemous Prayer has actually been included this time around. I've also included the first Arcanum Invocation, Minor Arcanum which gives you a single 6th-level spell you can cast once per long rest.

The goal is to offer Invocations that empower certain playstyles that would rival the power of the various Arcanum Invocations - not sure what they'll look like!

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Alternate Warlock v0.1.0

  • General // The Warlock is now Intelligence-based (to match the lore).
  • Proficiencies // Armor // Added medium armor
  • Saving Throws // Replaced Charisma with Intelligence.
  • Quick Build // Updated to reflect the changes to the class.
  • Eldritch Invocations // Moved up to 1st level. Each Invocation must be bound inside a thematic Trinket (Tiny object). Includes your Spellcasting ability.
  • Eldritch Blast // Now a sub-feature of your Eldritch Invocations. Must be cast from a Trinket. Some Patrons modify/enhance your Eldritch Blast. Deals 1d8 force damage (baseline)
  • Otherworldly Patron // Moved back to 2nd level.
  • Patron Magic // You now automatically learn your Patron Spells. Will have Invocations that enhance/interact with your Patron Spells. Made sure all spells are worth casting up to 5th level. Your Patron Magic also modifies (empowers) your Eldritch Blast.
  • Pact Magic // Moved back to 2nd level. Use your Invocation Spellcasting ability.
  • Pact Focus // Renamed (Pact Boon).
  • Pact Focus // Eldritch Blade // Renamed (Pact of the Blade). Now a bonus action to conjure. Uses your INT for attack/damage rolls. Can bond any magic weapons (including artifacts), but a sentient weapon must be willing.
  • Pact Focus // Eldrtich Familiar // Renamed (Pact of the Chain). Reworked around new stat blocks. Now acts during your turn like a companion and you can cast spells so they originate from your Familiar.
  • Pact Focus // Eldritch Tome // Renamed (Pact of the Tome). Now allows you to replace one Warlock spell/cantrip at the end of each rest and ritual cast. Also allows you to add INT mod to cantrips/Eldritch Blast.
  • Empowered Blast // NEW Feature - scales your Eldritch Blast on Warlock level.
  • The Fiend // DO Blessing // includes creatures within 5 feet.
  • The Fiend // Fiendish Magic // EB deals 1d10 unresisted Fire damage.
  • The Fiend // Patron Spells // added hellish rebuke (burning hands), flaming whip (scorching ray), bestow curse (stinking cloud), blight (fire shield), cloudkill (hallow), immolation (flame strike). Can switch for Evocation/Necromancy spells from the Sorcerer or Warlock spell list.
  • The Fiend // Accursed Blast // NEW feature to enhance EB.
  • The Fiend // Fiendish Resilience // Lasts until a short/long rest.
  • The GOO // Awakened Mind // More generous definition of telepathy. Also grants you resistance to psychic damage.
  • The GOO // Aberrant Magic // Your EB can be an INT save for psychic damage.
  • The GOO // Patron Spells // Added arms of hadar (hideous laughter), mind whip (phantasmal force), hunger of hadar (sending), confusion (dominate beast), modify memory (dominate person). Can switch for Divination/Enchantment spells from the Bard or Wizard spell list.
  • The GOO // Mental Lance // NEW feature to enhance EB.
  • The GOO // Psionic Ward // Renamed (Entropic Ward). Now on a miss, you can target the attacker with one beam of your EB.
  • The GOO // Thought Shield // Now includes psionics. You can also choose to make INT saving throws in place of WIS saving throws.
  • Eldritch Invocations // Any Invocation that allows you to cast a spell automatically adds it as one of your Warlock Spells Known.
  • EI // Armor of Shadows // Now a mage armor type ability
  • EI // Beast Speech // Now a speak with animals type ability
  • EI // Eldritch Sight // Now a detect magic type ability
  • EI // Eldritch Spear // Also doubles ranged spell attacks.
  • EI // Eyes of the Rune Keeper // More specific/generous wording
  • EI // Fiendish Vigor // Now a false life type ability.
  • EI // Gaze of Two Minds // Clarified the wording
  • EI // Mask of Many Faces // Changed to mimic the Changeling ability.
  • EI // Misty Visions // Now a silent image type ability
  • EI // Thief of Five Fates // Now a bane-type ability
  • EI // Eldritch Spear // Moved to 3rd level, doubles ranged spell attack range.
  • EI // Repelling Blast // Moved to 3rd level, limited to Large or smaller creatures.
  • EI // Tome of Ancient Secrets // Renamed (Book of Ancient Secrets). Original Pact of the Tome features (cantrips) moved here.
  • EI // Voice of the Master // Renamed (Voice of the Chain Master)
  • EI // Blasphemous Prayer // NEW Invocation
  • EI // Favored Servant // NEW Invocation
  • EI // Favor of the Master // NEW Invocation
  • EI // Lifedrinker // Reworked to heal you once per turn.
  • Eldritch Familiars // Added Aberrant, Draconic, Faerie, and Infernal
  • Spell List // 1st level // Added dissonant whispers, grasp of the void (reworked arms of Hadar), hideous laughter, inflict wounds, ray of sickness, sleep.
  • Spell List // 2nd level // Added mind whip, phantasmal force
  • Spell List // 3rd level // Added aberrant hunger (reworked hunger of Hadar), bestow curse. Removed thunder step.
  • Spell List // 4th level // Added eldritch tentacles (reworked evard’s black tentacles), giant insect, greater invisibility, phantasmal killer,
  • Spell List // 5th level // Added contagion, dominate person, geas, hallow, insect plague, legend lore
  • Spell List // 6th level // Added harm
  • Spell List // 7th level // Added mirage arcane, teleport. Cut dream of the veil.
  • Spell List // 8th level // Added maze, telepathy
  • Spell List // 9th level // Cut blade of disaster
  • Warlock Spells // Added friends, otherworldly grasp, ghastly flight, flaming whip, and spiritual sundering.

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Comments

Jeff Potato

I thought I posted this question earlier this afternoon, but I don't see it here. Are the various patron-specific Eldritch Blast variants going to affect an Eldritch Blade at all? I'm not sure how that would work, but a Fiend warlock with a hellfire blade would be awesome, you know?

laserllama

Right now, I don’t think so. Eldritch Blade is pretty strong as is, and I don’t know if it’s fair to pure martials for the full spellcaster Warlock to be that good in melee.

Nathaniel Polley

Since we are going with an Intelligence based Warlock, what other changes are we going to see that fit that flavor? I totally understand that trying to force you to go somewhere with class design isn't the same thing as constructive criticism, so I get it if you have to ignore what I'm saying here. Personally, I feel like I'm itching to see the *madness* of the Warlock. Especially since you mentioned Intelligence. Something that invokes that feeling of a mad mage summoning powers beyond their control, or making pacts with deep and dark things they don't understand. Something like a temporary trade-off. Like sacrificing ability scores to empower abilities. (Would have to be temporary, of course). Kind of like the Frenzied Flame from Elden Ring. Anyway, I look forward to whatever you do.