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<blockquote data-quote="77IM" data-source="post: 7042059" data-attributes="member: 12377"><p>I would do this as a warlock patron: Primal Spirits. Mostly divination and necromancy-related spells, and curses. Archetype features include die-roll manipulation effects, along the lines of divination wizards, Lucky feat, Tides of Chaos, that sort of thing. Plus, communing with spirits and having them go do favors for you. Invocations to match.</p><p></p><p>And also a pact: Pact of the Cauldron. You can mix potions/poisons and make charms/trinkets. Invocations to match.</p><p></p><p></p><p></p><p>...I know you want to avoid direct-damage spells and warlock does have some of these (such as <em>eldritch blast</em>). First, I think that's a mistake: every single class in D&D has some way to dish out severe damage in combat, and your hypothetical new class should, too. Second, I think it's better to just include class features that emphasize non-damaging spells. For example, you could give metamagic-like effects to non-damaging spells, or give some side benefit when they cast a non-damaging spell (maybe temporary hit points or something). This allows players to choose how well they wish to adhere to your vision. The ones that give up direct-damage don't lose as much; the ones that keep a few direct-damage spells aren't getting quite as much use of their class features.</p></blockquote><p></p>
[QUOTE="77IM, post: 7042059, member: 12377"] I would do this as a warlock patron: Primal Spirits. Mostly divination and necromancy-related spells, and curses. Archetype features include die-roll manipulation effects, along the lines of divination wizards, Lucky feat, Tides of Chaos, that sort of thing. Plus, communing with spirits and having them go do favors for you. Invocations to match. And also a pact: Pact of the Cauldron. You can mix potions/poisons and make charms/trinkets. Invocations to match. ...I know you want to avoid direct-damage spells and warlock does have some of these (such as [I]eldritch blast[/I]). First, I think that's a mistake: every single class in D&D has some way to dish out severe damage in combat, and your hypothetical new class should, too. Second, I think it's better to just include class features that emphasize non-damaging spells. For example, you could give metamagic-like effects to non-damaging spells, or give some side benefit when they cast a non-damaging spell (maybe temporary hit points or something). This allows players to choose how well they wish to adhere to your vision. The ones that give up direct-damage don't lose as much; the ones that keep a few direct-damage spells aren't getting quite as much use of their class features. [/QUOTE]
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