Warlocks! Warlocks everywhere!

You have uncovered (of your patron has granted you) the ancient and mysterious artifact known as The Cloak of Midnight. Upon first donning the Cloak, it revealed to you it's nature in a dizzying moment of cosmic clarity, as if the multiverse had been revealed to you from an unimaginable perspective. You can only recall glimpses, but when you came to, the Cloak had become part of you. Permanently.

You can dismiss the Cloak of Midnight, or recall it, as a Bonus Action, or as a Reaction to taking damage.

The Cloak imparts upon you certain benefits.

While wearing the Cloak and not wearing armor, your AC is equal to 10+Dex+Cha modifier.

As a bonus action, you can reach your hand into the cloak and pull out a melee weapon made of shadows and starlight. You are proficient in this weapon. If you let go of the weapon, it fades away. At level 6 you gain the multi-attack feature while wielding the weapon. At level 11, you can add your Charisma modifier to the damage. The weapon is considered magical for the purposes of resistances.

(Might it be simpler to let the warlock us CHA for attack and damage, and add that when a cantrip allows you to add extra damage due to level, you can instead make a melee attack with the weapon?)

Invocations:

Shadow Shapes: In addition to a weapon, you can pull out other solid object made of shadow from your cloak. They are pure black, have no weight, and are cold to the touch. The object can be any shape you wish but cannot exceed 5' across and 15' long. As long as you are touching it is solid, but fades as soon as you let go. The shadow shape can be broken with a strength check equal to your casting DC. Creatures have disavantage on the check if the object is in total darkness. It will also fade if subject to direct sunlight (clouds or covering it with your cloak is often sufficient to maintain it), the daylight spell, or similar effect.

Walker In Starlight: While in Dim Light or Darkness, you can use your movement to teleport your speed, so long as your destination is also in Dim Light or Darkness. Any time you move more than 10ft into a space of Dim Light or Darkness, you can Hide as a bonus action. Like normal movement, this movement can be split up, or used all at once. If you have not moved in this way on your current turn, you can instead use your Action to use this ability, and the destination can be up to 60ft away.


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Walker in Starlight might be too powerful, but I really like it, thematically. I think that without the Advantage to an attack, it works to have it be your movement, rather than a bonus action, and give the limited ability to hide as a bonus action. If that is too much stepping on the rogue's toes, I'd settle for Advantage on the next stealth or Slight of Hand check you make.


Another idea I had, that makes it less similar to what other classes get, is to change it to increased base speed, jump distance, jump as if running start even without it, reduced falling damage, and add CHA to Stealth and Slight of Hand checks while in Dim Light or Darkness, but it seemed unwieldy, and overlaps too much with other invocations.
 

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While holding one of the Seven Bells in one hand, you may use your Action on your turn, or a Reaction when an individual casts a conjuration or necromancy spell. The target of the Bell must able to hear the Bell, which is a clear note depending on which Bell is rung, and can be heard by normal means as if you were shouting loudly.
The target suffers Disadvantage on Concentration rolls they make to maintain any spell. If the target fails a concentration check to maintain a spell while under this effect, it takes damage equal to your Charisma Modifier. If you know the Counter Spell spell, you can cast it, using a spell slot as normal, with the Reaction used to activate this feature. ++how long should the effect last? ++
Maybe...

Bell of Disruption
As an action, you ring your bell causing a dissonant sound that breaks other's concentration. Each creature you choose within 60' who hears the sound must make a concentration saving throw against your spellcasting DC. If they fail, they lose their concentration on any spell or effect and are deafened until the end of your next turn. Once you use this feature you cannot use it again until you take a short or long rest.
 

Maybe...

Bell of Disruption
As an action, you ring your bell causing a dissonant sound that breaks other's concentration. Each creature you choose within 60' who hears the sound must make a concentration saving throw against your spellcasting DC. If they fail, they lose their concentration on any spell or effect and are deafened until the end of your next turn. Once you use this feature you cannot use it again until you take a short or long rest.

I like that. My only potential issue is that I think pact boons should have an at-will or passive use, first and foremost. Perhaps what I have could be paired down a bit, and some of it put into invocations, along with this?

What about some manner of bonus against undead and summoned creatures, and/or the creature controlling them, when casting a spell using the Bell as an Arcane Focus, as the basic use of the boon? And then the First Bell, Arharim, has a 1/rest usage something like what you suggest?

Invocations could add the other stuff, using the flavor of numbered, and named, bells.

I also like the idea of it effecting allies, too, unless you give them a charm that protects them from the effect of the bells. It's pure fluff on a practical level, but it's cool fluff.


OK, New version!

The Seven Bells of Urit Zohr

The bells are attached to a bandolier, handles stuck out. The bandolier muffles the sound of the bells, preventing accidental usage. You must have a free hand to use the bells, but needn't keep one in your hand. Practice has made you proficient in drawing, using and storing a bell as a single action. You can use the Bells as an Arcane Focus, drawing a bell as part of casting the spell.
When you do so, your spells are more effective against Undead, summoned creatures, and any target that is controlling a summoned or Undead creature.
Summoned or controlled Undead, and targets that are controlling or summoned such a creature, take extra damage equal to your Charisma Modifier, if the spell deals damage.
Any creature Concentrating on a Conjuration or Necromancy spell, or controlling an Undead creature, has Disadvantage on their next Concentration check after taking damage from any spell or effect which uses one of your Bells.
You are proficient in any ability check made as part of a spell which targets such a creature or effect.

In addition, you gain mastery of the First Bell, Arharim.

<Insert the ability you posted, or something quite similar>

Other invocations would grant mastery of the other bells, with increasing level requirements and more powerful effects.

I wonder, though, what if this were (also or instead, IDK) a Patron. That gives built in bonus spells, and built in increasing potency in the form of new Patron features.

Would it be too weird to have a Patron and Boon that assume you're taking both if you take one?
 
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I like that. My only potential issue is that I think pact boons should have an at-will or passive use, first and foremost. Perhaps what I have could be paired down a bit, and some of it put into invocations, along with this?

I also like the idea of it effecting allies, too, unless you give them a charm that protects them from the effect of the bells. It's pure fluff on a practical level, but it's cool fluff.
That could cut it down enough to make it at-will.

As an action, you ring your bell causing a dissonant sound that breaks other's concentration. Every creature with 60', including yourself, who hears the sound must make a concentration saving throw against your spellcasting DC. If they fail, they lose their concentration on any spell or effect and are deafened, hearing only the sound of the bell, until the end of your next turn.


Invocations could add the other stuff, using the flavor of numbered, and named, bells.
Perhaps make 7 bells. You get 1 of them with the pact, then can spend invocations to get the others.

What about some manner of bonus against undead and summoned creatures, and/or the creature controlling them, when casting a spell using the Bell as an Arcane Focus, as the basic use of the boon? And then the First Bell, Arharim, has a 1/rest usage something like what you suggest?
Bell of Restful Death.
As an action, each undead creature within 60' of you must make a constitution saving throw. If the fail they take 1d10 + your warlock level thunder damage, half as much on a successful save. Creatures reduced to 0 hit points by this effect cannot be turned into undead again.

Bell of Return.
As an action, each creature who is not native to this plane within 60' of you must make a constitution saving throw. If the fail they take 1d10+your warlocks level thunder damage. If this would reduce a creature, they return the creatures original plan with 1 hit point. A creature can willingly fail its save against this spell and return to its plane unharmed.

Bell of Destruction
As an action, you each creature and object within 60', including yourself, take thunder damage equal to 1d10+your warlock level. Objects take twice a much damage.
 

I like those. I'm torn on the part where it effects everyone.

On the one hand, it fits the flavor. OTOH, I don't like mechanics like that.

so, maybe we combine my idea and yours...

edit: what I've come up with is, some of the passive benefit I described, possibly the whole thing, and the ability to toll one bell per rest. Mastery of a bell comes with a specific effect, like the ones you've described. Basically, like channel divinity, except it starts with one ability and a passive benefit ,and invocations give new ability options, but not more uses of them.

1 bell per invocation would be too weak without giving more uses, so the first one gives the first 3 bells, and then the second requires level 9, and gives 2. The third requires lvl 12 and gives 1, and 1 extra use. Maybe each one also improves the passive ability, or maybe just the last two do.

I think i will will go ahead and make a patron as well, that doesn't assume the boon, but has the same theme.
 
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I like those. I'm torn on the part where it effects everyone.
Well, if it's at-will, it should be more powerful than eldritch blast, but only in some situations.
If it's weaker, you'd never use it.
If it's stronger, you'd never use eldritch blast and be a bit too powerful.

3 bells seems good, compare to the 3 cantrips that tome gets.
It can also give you a good idea of what kind of power level you might want.
 

Fair enough. I think the way to go is a passive ability and a 1/rest ability with multiple options. Using tome as a balance comparison, I think it will work.

Which reminds me, what the heck to do about the weak sauce invocations that give spells like jump and levitate at will?
 


Which reminds me, what the heck to do about the weak sauce invocations that give spells like jump and levitate at will?
I don't see at-will levitate as bad. Fly up, and rain down eldritch blasts from above.

Jump is pretty meh.


I think the ones that need help are the the 1/day ones.
 

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