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<blockquote data-quote="doctorbadwolf" data-source="post: 8876997" data-attributes="member: 6704184"><p>I don’t understand the idea of making pact magic an invocation rather than just keeping it how it is?</p><p></p><p>Patron curses are unlikely, I think, because then all supplemental subclasses either suck or need errata. They could add invocations for it, though. </p><p></p><p>I have said before I think warlocks should get hex like rangers get hunters mark and then also a warlock’s curse feature that lets you do extra stuff whenever you curse a target, which includes hex, various other spells that describe themselves as a curse, Hexblades curse, etc. </p><p></p><p>I’d tie them to pact boon rather than patron, so if you have a tome, you get some super mage-y extra effect, Blade gets THP when the target takes damage, chain allows the familiar to deal extra damage to the target as well, and errata Talisman to allow you to heal an ally when a cursed target hits 0hp.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8876997, member: 6704184"] I don’t understand the idea of making pact magic an invocation rather than just keeping it how it is? Patron curses are unlikely, I think, because then all supplemental subclasses either suck or need errata. They could add invocations for it, though. I have said before I think warlocks should get hex like rangers get hunters mark and then also a warlock’s curse feature that lets you do extra stuff whenever you curse a target, which includes hex, various other spells that describe themselves as a curse, Hexblades curse, etc. I’d tie them to pact boon rather than patron, so if you have a tome, you get some super mage-y extra effect, Blade gets THP when the target takes damage, chain allows the familiar to deal extra damage to the target as well, and errata Talisman to allow you to heal an ally when a cursed target hits 0hp. [/QUOTE]
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