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<blockquote data-quote="clearstream" data-source="post: 7517364" data-attributes="member: 71699"><p>So here is where I am this morning. Some posters might have misunderstood my goal as being about nerfing: to clarify, it's all about broadening viable strategies in response to concrete player concerns coming out of two years of regular play (64 sessions, two Warlocks).</p><p></p><p><strong>Maledictions</strong> (<em>this is a new class feature</em>)</p><p>At 3rd level, your patron reveals the hidden power of certain cantrips—those for which you make a ranged spell attack or that have a saving throw. These cantrips become “maledictions”, that can be enhanced by the eldritch invocations available to you.</p><p></p><p><strong>Agonizing Blast</strong> (<em>pre-requisite: any malediction</em>)</p><p>When you cast a malediction, add your Charisma modifier to the damage it deals on a hit or failed saving throw.</p><p></p><p><strong>Eldritch Spear</strong> (<em>pre-requisite: any malediction</em>)</p><p>When you cast a malediction, its range is doubled.</p><p></p><p><strong>Grasp of Hadar</strong> (<em>pre-requisite: any malediction</em>)</p><p>When a malediction you cast damages a creature for the first time in a turn, you can move that creature in a straight line 10 feet closer to you.</p><p></p><p><strong>Lance of Lethargy</strong> (<em>pre-requisite: any malediction</em>)</p><p>When a malediction you cast damages a creature for the first time in a turn, you can reduce that creature’s speed by 10 feet until the start of your next turn.</p><p></p><p><strong>Repelling Blast</strong> (<em>pre-requisite: any malediction</em>)</p><p>When a malediction you cast damages a creature for the first time in a turn, you can push that creature up to 10 feet away from you in a straight line.</p><p></p><p></p><p>Levels one and two (expected to be two sessions) suffer a nerf (no maledictions so can't meet the pre-requisites). Otherwise, posters have drawn attention to cross-class balance and other factors that make me focus more clearly on the core goal of giving Warlocks more viable strategies. Within the class, looking across cantrips, most feel castable (in comparison with EB) in tier 1 with these changes, but tail off markedly by tier 3. Perhaps the change needs to go to damage-per-die?</p><p></p><p>With Repelling Blast no longer flatly better than Lance and Grasp, I think those invocations become more viable, especially considering you could stack them to apply an effect to a target per beam. (Also, in play, possible 30' pushes on one creature <em>of any size</em> was warping scenarios.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 7517364, member: 71699"] So here is where I am this morning. Some posters might have misunderstood my goal as being about nerfing: to clarify, it's all about broadening viable strategies in response to concrete player concerns coming out of two years of regular play (64 sessions, two Warlocks). [B]Maledictions[/B] ([I]this is a new class feature[/I]) At 3rd level, your patron reveals the hidden power of certain cantrips—those for which you make a ranged spell attack or that have a saving throw. These cantrips become “maledictions”, that can be enhanced by the eldritch invocations available to you. [B]Agonizing Blast[/B] ([I]pre-requisite: any malediction[/I]) When you cast a malediction, add your Charisma modifier to the damage it deals on a hit or failed saving throw. [B]Eldritch Spear[/B] ([I]pre-requisite: any malediction[/I]) When you cast a malediction, its range is doubled. [B]Grasp of Hadar[/B] ([I]pre-requisite: any malediction[/I]) When a malediction you cast damages a creature for the first time in a turn, you can move that creature in a straight line 10 feet closer to you. [B]Lance of Lethargy[/B] ([I]pre-requisite: any malediction[/I]) When a malediction you cast damages a creature for the first time in a turn, you can reduce that creature’s speed by 10 feet until the start of your next turn. [B]Repelling Blast[/B] ([I]pre-requisite: any malediction[/I]) When a malediction you cast damages a creature for the first time in a turn, you can push that creature up to 10 feet away from you in a straight line. Levels one and two (expected to be two sessions) suffer a nerf (no maledictions so can't meet the pre-requisites). Otherwise, posters have drawn attention to cross-class balance and other factors that make me focus more clearly on the core goal of giving Warlocks more viable strategies. Within the class, looking across cantrips, most feel castable (in comparison with EB) in tier 1 with these changes, but tail off markedly by tier 3. Perhaps the change needs to go to damage-per-die? With Repelling Blast no longer flatly better than Lance and Grasp, I think those invocations become more viable, especially considering you could stack them to apply an effect to a target per beam. (Also, in play, possible 30' pushes on one creature [I]of any size[/I] was warping scenarios.) [/QUOTE]
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