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An Easy Way to Diversify the Warlock
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<blockquote data-quote="abirdcall" data-source="post: 7937613" data-attributes="member: 6748898"><p>You have a good start. One thing to consider is to make the effects as simple as quick as possible to resolve. My biggest critiques will probably be the ones which will be annoying to resolve in play (over and over).</p><p></p><p></p><p></p><p>This is actually worse than the base cantrip because it cannot be controlled. It does little damage and doesn't scale. I don't think the concept works well.</p><p></p><p></p><p></p><p>This is a very powerful effect. Invocations should be powerful but even with the save clause, having advantage to attacks against the creature is pretty big.</p><p></p><p>Isn't the standard additional effect for failing saves in 5e 'by 5 or more' not '4'?</p><p></p><p>What if instead the Bonfire created billowing smoke? This is a very Warlock thing and the effect would be to have that space be heavily obscured. If the creature was in the area they would be blinded but other creatures would have disadvantage to hit them too.</p><p></p><p>The result would be to make the cantrip much more powerful as an area control ability.</p><p></p><p></p><p></p><p>Okay, can we give it +1d8 dmg vs Fiends and Undead too?</p><p></p><p>Just changing a damage type is quite weak for an invocation.</p><p></p><p></p><p></p><p></p><p>This is too good. Advantage against the creature for (melee) allies until the creature's next turn is too much.</p><p></p><p></p><p></p><p>This doesn't pass my 'keep it simple and fast' rule. That's a lot of saves to be making and things to keep track of.</p><p></p><p></p><p></p><p>This is very weak.</p><p></p><p></p><p></p><p>This is weak. Granted, I believe that the original design for Agonizing Blast was to have it activate only once and then it wasn't caught in the final edit (likely to Eldritch Blast being changed to multiple blasts or something).</p><p></p><p>Still, no one is going to take a worse cantrip like Chill Touch and couple it with a much worse invocation than Agonizing Blast.</p><p></p><p></p><p></p><p>This is:</p><p></p><p>a) A lot to keep track of</p><p>b) Is not likely to come up in play often (which is also the main problem with Chill Touch in the first place).</p><p></p><p></p><p></p><p>No save. Just make it happen. Compare it to Frostbite. It would be quite good against creatures with many attacks but quite weak against ones with fewer. Basically an inverse Frostbite/Vicious Mockery.</p><p></p><p></p><p></p><p></p><p>Okay.</p><p></p><p></p><p></p><p>This is a weird mechanic and it's not powerful enough for an invocation. Compare to Shocking Grasp.</p><p></p><p></p><p></p><p>How about no save involved but the creature has disadvantage on the next attack it makes until the end of its next turn? So Poison Spray becomes a high damage Frostbite/Vicious Mockery.</p><p></p><p>No save means it is faster to resolve.</p><p></p><p></p><p></p><p>Choosing a random creature takes too much time.</p><p></p><p>I don't see the theme here either.</p><p></p><p>I like an invocation to increase its range to 30'. Perhaps think about adding that to another one.</p><p></p><p></p><p></p><p>Too weak. Also not interesting.</p><p></p><p></p><p></p><p>Given that Thunderclap is niche this is rather weak.</p><p></p><p></p><p></p><p>This is extremely weak. Add it into another one.</p><p></p><p>Maybe combine Forceful, Deafening, and the ability to choose targets all into one invocation.</p><p></p><p></p><p></p><p></p><p>Okay. Still a little weak.</p><p></p><p></p><p></p><p>This is very weak.</p><p></p><p></p><p></p><p>You could add the increased crit range to Quick Strike.</p><p></p><p></p><p></p><p>I don't know what this is.</p><p></p><p></p><p></p><p>Weak. Compare to invocations which add damage.</p><p></p><p></p><p></p><p>This is extremely weak. How often will this matter?</p><p></p><p></p><p></p><p>What is 'bloodied'? Half HP?</p><p></p><p>This is weak.</p><p></p><p>A Toll the Dead 'cleave' might be a fun idea. If you drop a creature to 0 you get to cast the spell again. Would probably need something more too.</p><p></p><p></p><p>Hope this feedback was helpful.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7937613, member: 6748898"] You have a good start. One thing to consider is to make the effects as simple as quick as possible to resolve. My biggest critiques will probably be the ones which will be annoying to resolve in play (over and over). This is actually worse than the base cantrip because it cannot be controlled. It does little damage and doesn't scale. I don't think the concept works well. This is a very powerful effect. Invocations should be powerful but even with the save clause, having advantage to attacks against the creature is pretty big. Isn't the standard additional effect for failing saves in 5e 'by 5 or more' not '4'? What if instead the Bonfire created billowing smoke? This is a very Warlock thing and the effect would be to have that space be heavily obscured. If the creature was in the area they would be blinded but other creatures would have disadvantage to hit them too. The result would be to make the cantrip much more powerful as an area control ability. Okay, can we give it +1d8 dmg vs Fiends and Undead too? Just changing a damage type is quite weak for an invocation. This is too good. Advantage against the creature for (melee) allies until the creature's next turn is too much. This doesn't pass my 'keep it simple and fast' rule. That's a lot of saves to be making and things to keep track of. This is very weak. This is weak. Granted, I believe that the original design for Agonizing Blast was to have it activate only once and then it wasn't caught in the final edit (likely to Eldritch Blast being changed to multiple blasts or something). Still, no one is going to take a worse cantrip like Chill Touch and couple it with a much worse invocation than Agonizing Blast. This is: a) A lot to keep track of b) Is not likely to come up in play often (which is also the main problem with Chill Touch in the first place). No save. Just make it happen. Compare it to Frostbite. It would be quite good against creatures with many attacks but quite weak against ones with fewer. Basically an inverse Frostbite/Vicious Mockery. Okay. This is a weird mechanic and it's not powerful enough for an invocation. Compare to Shocking Grasp. How about no save involved but the creature has disadvantage on the next attack it makes until the end of its next turn? So Poison Spray becomes a high damage Frostbite/Vicious Mockery. No save means it is faster to resolve. Choosing a random creature takes too much time. I don't see the theme here either. I like an invocation to increase its range to 30'. Perhaps think about adding that to another one. Too weak. Also not interesting. Given that Thunderclap is niche this is rather weak. This is extremely weak. Add it into another one. Maybe combine Forceful, Deafening, and the ability to choose targets all into one invocation. Okay. Still a little weak. This is very weak. You could add the increased crit range to Quick Strike. I don't know what this is. Weak. Compare to invocations which add damage. This is extremely weak. How often will this matter? What is 'bloodied'? Half HP? This is weak. A Toll the Dead 'cleave' might be a fun idea. If you drop a creature to 0 you get to cast the spell again. Would probably need something more too. Hope this feedback was helpful. [/QUOTE]
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