D&D 5E An alternative version of Warlock Spell Slots

jgsugden

Legend
What are the thoughts on the following approach to Warlock Spell Slots

* If a warlock starts a combat and has no spell slots available, they gain one spell slot. This slot is of a level that a warlock of half their class levels would gain (level rounded up).

So, if a 5th level warlock were to start a combat with no spell slots, they'd gain a slot that a 3rd level warlock (which means a 2nd level spell) would have.

This means warlocks always have a spell slot, but it may not be a very powerful one relative to their normal slots.
 

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An alternative:
-Warlocks regain all spell slots on a long rest
-Regain none on a short rest
-Regain one expended spell slot when rolling initiative

Takes away the reliance on short rests, but always gives them at lest one spell to toss in a fight.


Warlock and Arcane Archer (Fighter subclass) have the same recharge abilities for Arcane Shot options and Warlock spell slots.
So a good way to see if changing Warlock spellcasting is to apply the same change to Arcane Archers and see if it causes any issues.
If it works for both, a better chance it won't cause issues in your game.
 


Just spitballing here. Maybe something like, Warlocks get 1 less total spell slot, but if they end or begin an encounter with 0 slots they regain 1? They'd admittedly have a very long time with only 1 slot, but it would recharge much more frequently.
 

I tend to just give warlocks their 3rd slot at level 5, and then give them more slots per the PHB.

In general, if the group doesn't rest between challenges, I'll let them regain a small amount of juice in a key dramatic moment.

Between the two, warlocks run really well.
 

An alternative:
-Warlocks regain all spell slots on a long rest
-Regain none on a short rest
-Regain one expended spell slot when rolling initiative

Takes away the reliance on short rests, but always gives them at lest one spell to toss in a fight.


Warlock and Arcane Archer (Fighter subclass) have the same recharge abilities for Arcane Shot options and Warlock spell slots.
So a good way to see if changing Warlock spellcasting is to apply the same change to Arcane Archers and see if it causes any issues.
If it works for both, a better chance it won't cause issues in your game.

or just reduce time for short rest to 5 or 10 mins
 

I don't like tying it to combat so closely, since warlocks use spells for utility/non-combat encounters as well.
And, once they hit 2nd level, they'd have that slot. Available. If they do not use the spell during a combat/initaitive setting, they'd have it for later. The only time they'd see reduced availability of spel slots for utility spells is if they wanted to use all of their slots befoe the first combat/initiative of the day.
 

How about no spell slots at all. Just more Invocations and more of them to choose from. Yes, the Invocations would still mimic spells - and as for how often they can be used, many can stay as is, others can be tied to the warlock's charisma bonus for the number of times they can use it (whether that is/long rest or day).
 

And, once they hit 2nd level, they'd have that slot. Available. If they do not use the spell during a combat/initaitive setting, they'd have it for later. The only time they'd see reduced availability of spel slots for utility spells is if they wanted to use all of their slots befoe the first combat/initiative of the day.
So in a non-combat day, they just get fewer slots? As in 1 per rest? How is that an improvement?
 

How about:

Starting at 3rd level, as an action, a Warlock without spell slots can sacrifice a HD to regain a warlock spell slot. This spell slot has only has level of 1/4 of the Warlock's class level (min 1). If the Warlock regains any other warlock spell slots, this slot goes away.

This (a) means that a warlock can regain a slot (even in combat) to cast a spell, (b) has the HD cost to make it not infinite spell spam, (c) only works when the warlock is out of slots, (d) is a lower level slot than usual, and (e) drains the Warlock's life force to do it, which is very Warlock-y.

The action cost in combat is significant; doing nothing for a round is big.
 

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