My only criticism is that this moderately nerfs the already mediocre Champion Fighter, as it means they no longer get a bonus to initiative at level 7. I would maybe buff them concurrently by allowing them to apply their proficiency bonus to initiative checks.
I really hate the "your tool breaks" approach. It's immersion breaking for me, personally. Most lockpicks I've seen are made of high quality metal. To break them you'd need to :):):):) up *really* badly. Like, so badly that anyone with training wouldn't be able to fail that hard. I mean what did...
One of the core rules of D&D is do not roll without a necessary conflict. Near anyone can pick a lot given enough time. For my own amusement I picked up some lockpicks from a friend and tried to pick a lock with no experience at all. After 45 minutes I got it open, whether from dumb luck or...
Update: I'm going to be removing the level 9 ability as it isn't very thematic, and replacing it with a non-combat ability which causes a target to fall into a stupor for an hour, during which they sit unaware of their environment, or wander aimlessly. After it ends, they have no memory of the...
Rogue Archetype - Lunatic
Sometimes, a hero or villain is just off. They seem to fight in an unpredictable and maddening way, confounding their enemies and confusing their allies. They frequently cast aside all concepts of safety and stability to truly commit to their own madness. These...
The pure of heart who can call out to the good in even the most evil of creatures. Examples are Luke Skywalker vs Darth Vader, and Frisk in Undertale.
The healer who draws the wounds and pain of others into themselves. Examples are in various folklore, Lost Years of Merlin, Wizard's First Rule...
Wild Sorcerers are basically masters of support, as they can make allies succeed on checks(or enemies fail) as a reaction. They occupy a design space strangely similar to bards, of all things. I like multiclassing them with cleric to pick up Bless as well, so my party gains hyper-accuracy all...
Nah. The idea is you're already sinking an invocation for 2 handed style via Curse Bringer. Since this only applies to one handed, its a separate invocation, so you're still only spending 2 by level 5 either way. Plus it allows us to bump up the melee option via riders to exceed Eldritch Blast...
I think most people are. It needs to be an invocation available to Hexblades at level 3 once they get Pact of the Blade. It would be best as a level 3 invocation that lets them use Cha for one handed weapons, and allows them to attach some additional rider as well so it has some oomph to it...
Changing it so it only applies in melee would not be enough, as that's a 1/rest ability. The free armor proficiency and the hound with no cooldown still work just as well with Eldritch Blast. You'd need to nerf several things to lower eldritch blast below melee combat, and even then the one...
As much as I hate to say it, the one-handed Hexblade is actually pretty bad. It's not weak, but rather bad in terms of design.
A one-handed hexblade will *always* do more damage with eldritch blast, unless it spends invocations to get a +1 pact weapon. Even then, it will fall behind until level...