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First Draft: Warlock Syphone (not play tested, likely has issues, curious if anyone has some input)
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<blockquote data-quote="ClaytonCross" data-source="post: 7538582" data-attributes="member: 6880599"><p>The point system for spell casting is already in the DMG p288-289 so I didn't actually create anything new to D&D 5e and their is no reason it could not apply to a warlock. However, I like the pact magic mechanic so I wanted to see if I could make it work with a Pact Magic style of play.</p><p></p><p>For multi-classing I would give the character spell slots from all non-warlock classes as normal, pact magic is already treated defiantly so just keep them separate as they already are but sorcerers could use the points normally or use Font of magic to convert them into spell slots. </p><p></p><p>It is a far more flexible casting warlock but its also still more limited than a standard full caster. It is a middle ground but its not broken. You can't cast more than what a warlock can currently cast in slots with their highest spell slot. So at level 9 you can only cast 2 5th level spells for example. The change only allows more efficient use of spell casting for lower level spells which the warlock normally takes as waste as they are forced to cast hex with a 5th level spell slots at level 9. I enjoy the warlock class but they have 6 major weakness compared to other full caster and are not involved in the are sorcerer or wizards more powerful/flexible conversations because they are no where close. The three draw backs are:</p><p>1. Warlock's have fare fewer spell slots</p><p>2. Warlock's don't have lower spell slots a higher levels so using lower level spells becomes massive waste when the have 1-4 spells ever.</p><p>3. Warlock's can't up cast lower level spells above level 5 because they use Arcanum and never get spell slots higher than level 5</p><p>4. Warlock's only get 1 6th, 1 7th, 1 8th, and 1 9th Arcanum preventing any flexibly of options at those levels.</p><p>5. Warlock's can't down cast Arcanum to cast the 6th level Arcanum twice where it might be more useful than the 7th 8th or 9th Arcanum.</p><p>6. Warlock's can't reselect Arcanum if they realize they don't like the choice they made, where all other classes can re-pick change all the way up to 9th level spells 1 each time they gain a new spell.</p><p>This system reduces or eliminates these weakness but does not give them the same capabilities of normal casters. The DMG chart for a normal full caster for example is:</p><p>SPELL POINTS BY LEVEL</p><p>Class Level ------------ Spell Points------------ Max Spell Level</p><p>1st ------------- 4 ------------ 1st</p><p>2nd ------------ 6 ------------ 1st</p><p>3rd ------------ 14 ------------ 2nd</p><p>4th ------------ 17 ----------- 2nd</p><p>5th ------------ 27 ----------- 3rd</p><p>6th ------------ 32 ----------- 3rd</p><p>7th ------------ 38 ----------- 4th</p><p>8th ------------ 44 ----------- 4th</p><p>9th ------------ 57 ----------- 5th</p><p>lOth ------------ 64 ----------- 5th</p><p>11th ------------ 73 ----------- 6th</p><p>12th ------------ 73 ----------- 6th</p><p>13th ------------ 83 ----------- 7th</p><p>14th ------------ 83 ----------- 7th</p><p>15th ------------ 94 ----------- 8th</p><p>16th ------------ 94 ----------- 8th</p><p>17th ------------ 107 ----------- 9th</p><p>18th ------------ 114 ----------- 9th</p><p>19th ------------ 123 ----------- 9th</p><p>20th ------------ 133 ----------- 9th</p><p></p><p>The standard full caster is getting 133 which is 105 more than the 28 I am giving the warlock here. So yes it makes the Warlock ALOT more flexible and it basically eliminates all the issues with warlocks as a full caster but my listed #1 being a much more limited number of spells they can cast. <strong>The question then is does having up to 1/5th the spell casting power still qualify the Warlock to recover on short rests?</strong> If they don't get a short rest they will be weaker as they are now and when they have 5 or more fights between long rests with the short rests to recharge then they are as good or better then other full casters. With that said... I think they will rarely ever get 5 separate battles with a short rest between each and will heavily rely on invocations to stay useful. So to me the answer looks like a yes on face value. Though without play testing Its hard to say for sure.</p><p></p><p><strong>So you raise some good points on the spell selection options</strong>. I was going back and forth with Shield and feather fall and I had not considered the higher level power of Catnap spell. I feel like a character steeling magic would have some defensive ability as a priority and I don't think absorb elements is too far since they still take damage and warlocks are typically pretty low health. I will need to change both catnap and shield however as you have some good points. Produce flame is a utility tool and torch, I chose it for light in dark places and the ability to light things on fire. Again if your stealing magic you shouldn't you might want a light you can turn on and off at will and I though it was a more interesting option than being able to cast the night vision spell. I know warlocks can use devil's sight as in invocation but it feel's like a tax for non-night vision races. If you have night vision and eldritch blast, produce flame is still useful as a way to make fire so its not a waste on any character.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7538582, member: 6880599"] The point system for spell casting is already in the DMG p288-289 so I didn't actually create anything new to D&D 5e and their is no reason it could not apply to a warlock. However, I like the pact magic mechanic so I wanted to see if I could make it work with a Pact Magic style of play. For multi-classing I would give the character spell slots from all non-warlock classes as normal, pact magic is already treated defiantly so just keep them separate as they already are but sorcerers could use the points normally or use Font of magic to convert them into spell slots. It is a far more flexible casting warlock but its also still more limited than a standard full caster. It is a middle ground but its not broken. You can't cast more than what a warlock can currently cast in slots with their highest spell slot. So at level 9 you can only cast 2 5th level spells for example. The change only allows more efficient use of spell casting for lower level spells which the warlock normally takes as waste as they are forced to cast hex with a 5th level spell slots at level 9. I enjoy the warlock class but they have 6 major weakness compared to other full caster and are not involved in the are sorcerer or wizards more powerful/flexible conversations because they are no where close. The three draw backs are: 1. Warlock's have fare fewer spell slots 2. Warlock's don't have lower spell slots a higher levels so using lower level spells becomes massive waste when the have 1-4 spells ever. 3. Warlock's can't up cast lower level spells above level 5 because they use Arcanum and never get spell slots higher than level 5 4. Warlock's only get 1 6th, 1 7th, 1 8th, and 1 9th Arcanum preventing any flexibly of options at those levels. 5. Warlock's can't down cast Arcanum to cast the 6th level Arcanum twice where it might be more useful than the 7th 8th or 9th Arcanum. 6. Warlock's can't reselect Arcanum if they realize they don't like the choice they made, where all other classes can re-pick change all the way up to 9th level spells 1 each time they gain a new spell. This system reduces or eliminates these weakness but does not give them the same capabilities of normal casters. The DMG chart for a normal full caster for example is: SPELL POINTS BY LEVEL Class Level ------------ Spell Points------------ Max Spell Level 1st ------------- 4 ------------ 1st 2nd ------------ 6 ------------ 1st 3rd ------------ 14 ------------ 2nd 4th ------------ 17 ----------- 2nd 5th ------------ 27 ----------- 3rd 6th ------------ 32 ----------- 3rd 7th ------------ 38 ----------- 4th 8th ------------ 44 ----------- 4th 9th ------------ 57 ----------- 5th lOth ------------ 64 ----------- 5th 11th ------------ 73 ----------- 6th 12th ------------ 73 ----------- 6th 13th ------------ 83 ----------- 7th 14th ------------ 83 ----------- 7th 15th ------------ 94 ----------- 8th 16th ------------ 94 ----------- 8th 17th ------------ 107 ----------- 9th 18th ------------ 114 ----------- 9th 19th ------------ 123 ----------- 9th 20th ------------ 133 ----------- 9th The standard full caster is getting 133 which is 105 more than the 28 I am giving the warlock here. So yes it makes the Warlock ALOT more flexible and it basically eliminates all the issues with warlocks as a full caster but my listed #1 being a much more limited number of spells they can cast. [B]The question then is does having up to 1/5th the spell casting power still qualify the Warlock to recover on short rests?[/B] If they don't get a short rest they will be weaker as they are now and when they have 5 or more fights between long rests with the short rests to recharge then they are as good or better then other full casters. With that said... I think they will rarely ever get 5 separate battles with a short rest between each and will heavily rely on invocations to stay useful. So to me the answer looks like a yes on face value. Though without play testing Its hard to say for sure. [B]So you raise some good points on the spell selection options[/B]. I was going back and forth with Shield and feather fall and I had not considered the higher level power of Catnap spell. I feel like a character steeling magic would have some defensive ability as a priority and I don't think absorb elements is too far since they still take damage and warlocks are typically pretty low health. I will need to change both catnap and shield however as you have some good points. Produce flame is a utility tool and torch, I chose it for light in dark places and the ability to light things on fire. Again if your stealing magic you shouldn't you might want a light you can turn on and off at will and I though it was a more interesting option than being able to cast the night vision spell. I know warlocks can use devil's sight as in invocation but it feel's like a tax for non-night vision races. If you have night vision and eldritch blast, produce flame is still useful as a way to make fire so its not a waste on any character. [/QUOTE]
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