dave2008
At first glance it seems OP, but I am not overly familiar with design classes. If I understand it correctly you can cast some spells at lower levels, but it didn't describe a reduction in power for those spells at the lower level, so I assumed they remained at the damage of the higher level. This only seems over powered, or it needs clarified.
Also, I could be wrong, but immunity at lvl 10 seems over powered as well. Why wouldn't this at least start with resistance. Also, should you fire resistance / immunity if your a Summer pact? It seems off the my ray of frost would do nothing, but my fireball would tear you apart.
Mystic arcanum is part of the core warlock class. Being wu-jen just restricts the choices available for the ability.What is mystic arcanum and how does it work. It is not really defined.
I'm glad you like it! ^_^Nonetheless, it looks like a fun and interesting concept.
I really like this. A few thoughts.
1) The mystic arcanum...locked in, but some of the spells are not normally on the warlock spell list, correct? Pretty cool, I like it. (Not that level 11+ is a place where you need to get super concerned with balance. )
2) Heat of the sun...obviously, Warlock is already pretty locked in with eldritch blast, so this doesn't really change it. Adds +1 damage per ray, but more easily resisted since it's fire damage. (Of course, a summer wu-jen is almost certainly looking at elemental adept in a game with feats, as much as a dragon sorcerer.) Not to mention that a summer wu-jen 2/dragon(fire) sorcerer has even stronger EB spam than your normal sorlock!
Honestly, I would've liked something to also buff a wu-jen using greenflame blade, since it seems thematically appropriate. Maybe something like dragon sorc or undying light warlock ability to add Cha mod to fire damage.
3) The ability of an elemental mage to ignore either A) his own element or B) the opposing element is one of those conceptual things people never agree on. I'm fine with how you have it right now, but you're always going to get pushback on it. Sorry.
4) The dice modification does just enough to differentiate Summer Jaunt from Hurl through Hell, and I always appreciate more abilities that use the forgotten d12. Different dice for different damage types is a nice touch I wish more abilities used, as it feels fun at the table.
I read "Summer Residence" at first glance.
Does the Patron change with the seasons, or are they 4 different Patrons that you pick at 1st level? The former would require the DM to keep track of seasons, but could be really interesting/fun. Your EB damage changes with the season: Fire, Necrotic, Frost, Radiant.
I'd leave the EB damage at 1d10, though, regardless of type, and find some other mechanical benefit for 1st level.
Changing the damage to fire is actually a nerf in a weird way, depending on what level the campaign ends up at. At early levels it's good, but a lot of mid to late game monsters have immunity/resistance to fire. There is a feat that will allow you to bypass that. That is honestly my only critique 1st level feels a little low, but finding another ability to give them that sucks at low levels and gets good at higher ones is always tough rules weirdness to find.
Overall it's pretty good, I like strongly themed Warlock paths, and you hit the mark really well.
Honestly, the idea of wu-jen being the whole pact, with benefits that change based on the in-game season, is pretty awesome. Fire elementalist in the summer, ice elementalist in the winter...I'd be all over that.I read "Summer Residence" at first glance.
Does the Patron change with the seasons, or are they 4 different Patrons that you pick at 1st level? The former would require the DM to keep track of seasons, but could be really interesting/fun. Your EB damage changes with the season: Fire, Necrotic, Frost, Radiant.
I'd leave the EB damage at 1d10, though, regardless of type, and find some other mechanical benefit for 1st level.