D&D 5E Homebrewed Warlock Patron: The Paradox

Hawk Diesel

Adventurer
Added a lv 15 Invocation! I dunno if it's too strong even at level 15 or if its just gonzo enough for the high level?

Personally, if anything I feel like it's a bit underpowered and a little... bland? Rather than going with the Revivify spell, perhaps something more along these lines:

Rewind Tragedy
Prerequisite: 15th-level Warlock

When danger strikes, you have learned to use your life force to avoid calamity and certain death. When an you or an ally within 30 is reduced to 0 hit points or dies, you can use your reaction to expend your up to half of your hit dice. You then roll the number of hit dice spent, healing the target by the amount rolled. The target of this ability then hums with residual temporal energies, granting them the benefits of the haste spell until the end of their next turn. Once you have used this ability, you cannot do so again until you finish a long rest.

It achieves a similar effect as Revivify, but is a bit more useful given the higher level. The ability also feels like the user is rewinding time.
 

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Undrave

Legend
Personally, if anything I feel like it's a bit underpowered and a little... bland? Rather than going with the Revivify spell, perhaps something more along these lines:

Rewind Tragedy
Prerequisite: 15th-level Warlock

When danger strikes, you have learned to use your life force to avoid calamity and certain death. When an you or an ally within 30 is reduced to 0 hit points or dies, you can use your reaction to expend your up to half of your hit dice. You then roll the number of hit dice spent, healing the target by the amount rolled. The target of this ability then hums with residual temporal energies, granting them the benefits of the haste spell until the end of their next turn. Once you have used this ability, you cannot do so again until you finish a long rest.

It achieves a similar effect as Revivify, but is a bit more useful given the higher level. The ability also feels like the user is rewinding time.
It's not a bad idea but it's redundant with my Manpulate the Timeline subclass featur that just outright cancels the damage. I picked Revivify because it's not something you need to cast RIGHT as it happens, you got a few rounds to get to it.

I could add on that the target of Revivify can use their reaction to spend a hit dice?
 

Hawk Diesel

Adventurer
There's some overlap with Manipulate the Timeline, but I think there's enough of a difference that it still works. Also, since it's an invocation, it's not necessarily something everyone will want. But some players may want to lean into that style of play and desire more effects that negate big swings, which tend to happen more often in high level play.

You could add revivify and include additional uses such as the reaction and spending hit dice, but I feel like keeping revivify requires more complicated language to make it work. Ultimately, revivify allows you to raise a downed player. You don't need the spell in order to describe the effect, and I think by ditching the spell it can allow you to include tweaks that are more unique and fitting to the subclass.
 

DND_Reborn

The High Aldwin
Quick notes:

Accelerate Familiar: if ten minutes, do not double actions since their speed is already doubled.

Delayed Hardship: I would keep away from spending HD to fuel features. Maybe just once per short or long rest, or proficiency bonus uses per long rest, or Charisma modifier (minimum 1) per long rest--take your pick.

Foretold Encounter: a bit "longish", but decent.

Guiding Whispers: Allow it to be cast on others. It is just a cantrip after all... (FWIW, I nerfed guidance anyway because I got tired of PCs spamming it. Now you can only benefit from it once per short or long rest.)

Rewind Tragedy: I like it. Simple and effective. I'll have to review other invocations to see if this really needs to be 15th level though. Few games reach that point IMO.

Talisman of Displaced Vitality: Sounds good, but maybe you cannot regain stored HD when you finish a long rest?

For example, if you have 7 HD, and store 3 HD for someone else to use, you have a maximum of 4 HD and only regain 2 HD when you finish a long rest (half of 4).

That's it for now. I'll be busy for a day or two so it might be a while before I get back to this.
 

Undrave

Legend
There's some overlap with Manipulate the Timeline, but I think there's enough of a difference that it still works. Also, since it's an invocation, it's not necessarily something everyone will want. But some players may want to lean into that style of play and desire more effects that negate big swings, which tend to happen more often in high level play.

You could add revivify and include additional uses such as the reaction and spending hit dice, but I feel like keeping revivify requires more complicated language to make it work. Ultimately, revivify allows you to raise a downed player. You don't need the spell in order to describe the effect, and I think by ditching the spell it can allow you to include tweaks that are more unique and fitting to the subclass.
Yeah you make a good point, but at the same time, as I've said before, I wanted a different feel to it than the instantaneous rewind of Manipulate the Timeline. At that point, might as well just have the Invocation give you Manipulate the Timeline so you could do it twice if you have the Paradox Patron... which might not be a terrible idea, if a little unorthodox...
Accelerate Familiar: if ten minutes, do not double actions since their speed is already doubled.
I can see what you mean, it’s basically a free Dash action… at the same time I’m curious to see what someone could do with two action on their familiar :p Imagine two fly-by action per turn with an owl? The idea is to have a special version of Haste that only works on your familiar.
Delayed Hardship: I would keep away from spending HD to fuel features. Maybe just once per short or long rest, or proficiency bonus uses per long rest, or Charisma modifier (minimum 1) per long rest--take your pick.
The concept with this one is that instead of taking the damage and later spending a hit dice to heal it, you just skip to spending the hit dice. I agree a certain form of limitation would make more sense, but I feel like the thematic styling here is a little more important.
Foretold Encounter: a bit "longish", but decent.
Coming up with a Pact of the Tome feature wasn’t easy, let me tell ya.
Guiding Whispers: Allow it to be cast on others. It is just a cantrip after all... (FWIW, I nerfed guidance anyway because I got tired of PCs spamming it. Now you can only benefit from it once per short or long rest.)
Yeah, if Guidance can only be cast on an individual once per rest period, the limitation doesn’t make sense. I wasn’t sure what to do here because I know Guidance is a controversial cantrip for a lot of people, but I liked that you could frame it as your memories from the future helping you in the present.
Rewind Tragedy: I like it. Simple and effective. I'll have to review other invocations to see if this really needs to be 15th level though. Few games reach that point IMO.
I considered making it lower level, but Revivify consumes a 300 gp Diamond, and getting that fee wavered once per day felt like a bigger deal at low level… but I could go for anywhere after 9th level. I feel like there would be less need for Revivify at lower level too.
Talisman of Displaced Vitality: Sounds good, but maybe you cannot regain stored HD when you finish a long rest?
I hadn’t considered the possibility of someone dumping a whole day’s worth of HD during downtime and then rocking into battle with that much extra HP. Even without the CON bonus. Maybe I could cap out the number of hit dice you can store to prof. bonus or CHA mod?
That's it for now. I'll be busy for a day or two so it might be a while before I get back to this.
That's fine, you've already been an invaluable help! I can wait for your replies.
 

DND_Reborn

The High Aldwin
I can see what you mean, it’s basically a free Dash action… at the same time I’m curious to see what someone could do with two action on their familiar :p Imagine two fly-by action per turn with an owl? The idea is to have a special version of Haste that only works on your familiar.
Then I would reduce the time to 1 minute instead of 10 minutes. Both seems a bit over-powering to me. I know they are just familiars, but a 10-minute haste-like feature seems excessive.

The concept with this one is that instead of taking the damage and later spending a hit dice to heal it, you just skip to spending the hit dice. I agree a certain form of limitation would make more sense, but I feel like the thematic styling here is a little more important.
Then it is a net-zero feature. Avoid damage vs. healing it. Either way you are spending the HD and it only matters if that hit is THE ONE that takes you down. With so many invocations as "one-casting" of a spell, I would just keep that limit. Spending the HD seems overkill to me, anyway.

Coming up with a Pact of the Tome feature wasn’t easy, let me tell ya.
LOL I believe it! If you don't mind maybe I'll try a more concise re-write?

Yeah, if Guidance can only be cast on an individual once per rest period, the limitation doesn’t make sense. I wasn’t sure what to do here because I know Guidance is a controversial cantrip for a lot of people, but I liked that you could frame it as your memories from the future helping you in the present.
No, I wouldn't impose that limit since it is just my house-rule. It is controversial for many others, as well, but frankly if you don't want to allow universal application, just keep it to your own character as you have it.

Another option for either Foretold Encounter or Guiding Whispers is to allow the Warlock to reroll Initiative once per short or long rest? Or just advantage on Initiative?

but I could go for anywhere after 9th level. I feel like there would be less need for Revivify at lower level too.
IIRC some are at 11th level or even 9th? Either would feel more appropriate IMO. But by 15th level, not only is Raise Dead available but even Resurrection! I would probably do 9th, personally.

I hadn’t considered the possibility of someone dumping a whole day’s worth of HD during downtime and then rocking into battle with that much extra HP. Even without the CON bonus. Maybe I could cap out the number of hit dice you can store to prof. bonus or CHA mod?
It is still a bit of extra HD with those limits, especially at higher levels. I really like the concept, though.

What if you instead placed some of your hit point maximum into the talisman? That way your are automatically lowering your own HP maximum and allowing it instead to boost the wearer's HP maximum. Or instead of the amount boosting the wearer's HP maximum, if the wearer is reduced to 0 HP, the talisman restores HP equal to the amount you put into it?

Just some thoughts.

That's fine, you've already been an invaluable help! I can wait for your replies.
I ended up with a couple hours before our game tonight. I thought I would need it to prep stuff, but that went quickly so I figured I would respond while I could. :)

Game design/home-brew is something I enjoy a lot, so I am very happy to help. :)
 

Undrave

Legend
Then I would reduce the time to 1 minute instead of 10 minutes. Both seems a bit over-powering to me. I know they are just familiars, but a 10-minute haste-like feature seems excessive.
1 minute it is then! Using a Dash with its action to move at triple speed, maybe throw a Longstrider on top and you'd have a pretty speedy scout on your hands, 1 minute might be enough.
Then it is a net-zero feature. Avoid damage vs. healing it. Either way you are spending the HD and it only matters if that hit is THE ONE that takes you down. With so many invocations as "one-casting" of a spell, I would just keep that limit. Spending the HD seems overkill to me, anyway.
You're trading 1d8 of HP to protect from any amount of damage until your next turn, it didn't feel like a net-zero feature. Could always make it a short rest feature?
LOL I believe it! If you don't mind maybe I'll try a more concise re-write?
If you got an idea in mind go for it.
No, I wouldn't impose that limit since it is just my house-rule. It is controversial for many others, as well, but frankly if you don't want to allow universal application, just keep it to your own character as you have it.
I'm honestly fine just giving away the Cantrip, but I know other whine it's too strong :p
IIRC some are at 11th level or even 9th? Either would feel more appropriate IMO. But by 15th level, not only is Raise Dead available but even Resurrection! I would probably do 9th, personally.
9th level it is then!
It is still a bit of extra HD with those limits, especially at higher levels. I really like the concept, though.

What if you instead placed some of your hit point maximum into the talisman? That way your are automatically lowering your own HP maximum and allowing it instead to boost the wearer's HP maximum. Or instead of the amount boosting the wearer's HP maximum, if the wearer is reduced to 0 HP, the talisman restores HP equal to the amount you put into it?

Just some thoughts.
I'll think about it.
 

Undrave

Legend
Game design/home-brew is something I enjoy a lot, so I am very happy to help. :)
So I've applied a couple of changes. I made Future Thief a reaction and made it give out Temp HP to any creature of your choice. On the Invocation side, I made Accelerate Familiar work for 1 minute, Guiding Whispers just gives you Guidance, and Talisman of Displaced Vitality has a clause that you can't regain Hit Dice that are still stored in the talisman (also change the verbiage to say 'expend the dice' to make it more clear). I've also modified Rewind Tragedy so it is not only 9th level but it just outright gives you Revivify on your spell list, just in case.

I didn't touch Delayed Hardship yet, nor Foretold Encounter. Looking forward to what a more straightforward version of that one would look like.

Reposting the link so you don’t have to go fetch it on the first page:
 

DND_Reborn

The High Aldwin
I copied your homebrew code and updated with some text changes (minor stuff, word choices, etc.).

Changes are (obviously) just my suggestions, as usual. :)

1. Future Thief: temp hp equal CHA mod + Warlock level. Prof bonus is really not much at higher levels...
2. Accelerate Familiar: added a clause that if you forgo an attack to allow your familiar to attack, you can only do so once per turn.
3. Delayed Hardship: made shield castings equal to prof bonus per long rest. I did this because most invocations that allow casting a 1st-level spell make it at-will. I can understand shield not being at-will, but multiple castings seems like a balanced middle-ground to me anyway.
4. Foretold Encounter: removed the dual-humanoid races (a la Favored Enemy) to just be a creature type as humanoid for simpler version. While this allows "humanoid" to cover a lot of ground, advantage on Wisdom (Insight) and ignoring half-cover isn't a huge thing IMO...


I think everything else is golden. If you like my suggestions, the linked version includes them.

Anyway, if you make further additions let me know and I'll check them out. :)
 

Undrave

Legend
I copied your homebrew code and updated with some text changes (minor stuff, word choices, etc.).

Changes are (obviously) just my suggestions, as usual. :)

1. Future Thief: temp hp equal CHA mod + Warlock level. Prof bonus is really not much at higher levels...
2. Accelerate Familiar: added a clause that if you forgo an attack to allow your familiar to attack, you can only do so once per turn.
3. Delayed Hardship: made shield castings equal to prof bonus per long rest. I did this because most invocations that allow casting a 1st-level spell make it at-will. I can understand shield not being at-will, but multiple castings seems like a balanced middle-ground to me anyway.
4. Foretold Encounter: removed the dual-humanoid races (a la Favored Enemy) to just be a creature type as humanoid for simpler version. While this allows "humanoid" to cover a lot of ground, advantage on Wisdom (Insight) and ignoring half-cover isn't a huge thing IMO...


I think everything else is golden. If you like my suggestions, the linked version includes them.

Anyway, if you make further additions let me know and I'll check them out. :)

Lookin' good! I think this work well! I'm pretty sure that, by default, temporary hit points only last until you finish a long rest unless specfied, so I dunno if you need to keep the long rest bit on Future Thief.

For Foretold Encounter you forgot to put a limit on how many creatures can be named in there, because with enugh downtime you could just have all of them :p Aside from that I don't see much that needs further work. I'll probably rework the intro text, I think the wording is a little clumsy in spots but that's all.

Thank you again for the help!
 

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