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A 10-Level Variant for 5E for review and work
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<blockquote data-quote="RSIxidor" data-source="post: 7870224" data-attributes="member: 6695558"><p>Some ideas I had on Warlock. I'm trying to focus on features that are generically useful for Warlocks, though most of these still feel like they could be eldritch invocations. These are all based on concepts Warlocks have had in other editions. I've tried to avoid features that already exist as eldritch invocations.</p><p></p><p>Eldritch Hunger: Starting at 3rd level, you magic imbues you with power when you fight alone. You gain a +1 bonus to attack rolls and to your saving throw DC when there are no closer creatures to your target. (workshop on the name, maybe, this is the one I like the least as it's almost just pure combat numbers)</p><p></p><p>Shadow Veil: Starting at 4th level, you gain the ability to shroud yourself in shadows. Once when you take the dash, disengage, or dodge action on your turn, you can cause shadows to obscure your position as a bonus action. Until the start of your next turn, attacks against you are made as if you have three-quarters cover. You regain the use of this ability when you finish a short rest. (uses/day = cha instead?, half-cover or something else instead?, does it need to use the bonus action?)</p><p></p><p>Deceive Magic Items: Starting at 5th level, you can cause magic items to trust that you are who you are not. You ignore all class, race, and spell requirements on attuning to or using a magic item.</p><p></p><p>One other thought I have is around using their pact magic spell slots to do things they can't normally do, such as maybe letting them spend two of their pact magic slots to cast a spell that they don't know but is on their spell list, or maybe overpowering a spell in some way by spending an extra slot. Since they never get more than 4 pact boon slots, seems like it could be an interesting choice between casting more or casting different or bigger.</p></blockquote><p></p>
[QUOTE="RSIxidor, post: 7870224, member: 6695558"] Some ideas I had on Warlock. I'm trying to focus on features that are generically useful for Warlocks, though most of these still feel like they could be eldritch invocations. These are all based on concepts Warlocks have had in other editions. I've tried to avoid features that already exist as eldritch invocations. Eldritch Hunger: Starting at 3rd level, you magic imbues you with power when you fight alone. You gain a +1 bonus to attack rolls and to your saving throw DC when there are no closer creatures to your target. (workshop on the name, maybe, this is the one I like the least as it's almost just pure combat numbers) Shadow Veil: Starting at 4th level, you gain the ability to shroud yourself in shadows. Once when you take the dash, disengage, or dodge action on your turn, you can cause shadows to obscure your position as a bonus action. Until the start of your next turn, attacks against you are made as if you have three-quarters cover. You regain the use of this ability when you finish a short rest. (uses/day = cha instead?, half-cover or something else instead?, does it need to use the bonus action?) Deceive Magic Items: Starting at 5th level, you can cause magic items to trust that you are who you are not. You ignore all class, race, and spell requirements on attuning to or using a magic item. One other thought I have is around using their pact magic spell slots to do things they can't normally do, such as maybe letting them spend two of their pact magic slots to cast a spell that they don't know but is on their spell list, or maybe overpowering a spell in some way by spending an extra slot. Since they never get more than 4 pact boon slots, seems like it could be an interesting choice between casting more or casting different or bigger. [/QUOTE]
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