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<blockquote data-quote="Tales and Chronicles" data-source="post: 8060790" data-attributes="member: 6871653"><p>I think spell-like maneuvers, like the Arcane Archer shots and the 4E special powers would be ideal instead of 1/3 spellcasters that never seems to get enough spells to really matters instead of spamming shield/absord elements/shadow blade...</p><p></p><p>In my own fantasy heartbreaker 5e, I refluffed the BM's maneuver as Hexes used by the Warlock instead of spells. </p><p></p><p><span style="font-size: 12px"><strong>Warlock’s Essences</strong></span></p><p></p><p><span style="font-size: 12px">Fumbling hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the essence die to the attack's damage roll, and the target must make a STR save. On a failed save, it drops the object you choose. The object lands 15 ft away from it.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Disorienting hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to distract the creature, giving your allies an opening. You add the essence die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Shadow walk: When you move, you can expend one essence die, rolling the die and adding the number rolled to your AC until you stop moving.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Hex of fury: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to goad the target into attacking you. You add the essence die to the attack’s damage roll, and the target must make a WIS save. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Eldritch spear: When you make an attack against a creature with a weapon attack with your hexed blade, you can expend one essence die to increase your reach for that attack by 15 ft. If you hit, you add the essence die to the cantriattack’s damage roll.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Frightening hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to frighten the target. You add the essence die to the attack’s damage roll, and the target must make a WIS save. On a failed save, it is frightened of you until the end of your next turn.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Eldritch aim: When you make a spell attack roll with a cantrip against a creature, you can expend one essence die to add it to the roll. You can use this essence before or after making the attack roll, but before any effects of the attack are applied.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Repelling blast: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to drive the target back. You add the essence die to the attack’s damage roll, and if the target is Large or smaller, it must make a STR save. On a failed save, you push the target up to 15 feet away from you.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Draining hex. When you hit a creature with with a weapon attack with your hexed blade, you can use a bonus action and expend one essence die to cure of one of your ally. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the essence die roll + your Charisma modifier.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Vengeful rebuke: When a creature misses you with a melee attack, you can use your reaction and expend one essence die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Eldritch burst: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to damage another creature with the same action. All creatures of your choice within 5 feet of the original target and within your reach; it takes damage equal to the number you roll on your essence die. The damage is of the same type dealt by the original attack.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Sapping hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to knock the target down. You add the essence die to the attack's damage roll, and if the target is Large or smaller, it must make a STR save. On a failed save, you knock the target prone.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Darkfire step: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Monstrous grasp: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die and use a bonus action to grapple the target at distance. Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Beguiling tongue: When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one essence die, and add the result to the ability check.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Eldritch sight: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one essence die, and add the result to the ability check.</span></p><p></p><p><span style="font-size: 15px">In the end, it kinda works. Now, this is just an example with already made maneuvers with a new coat of paint, but the idea still as its charm.</span></p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8060790, member: 6871653"] I think spell-like maneuvers, like the Arcane Archer shots and the 4E special powers would be ideal instead of 1/3 spellcasters that never seems to get enough spells to really matters instead of spamming shield/absord elements/shadow blade... In my own fantasy heartbreaker 5e, I refluffed the BM's maneuver as Hexes used by the Warlock instead of spells. [SIZE=3][B]Warlock’s Essences[/B][/SIZE] [SIZE=2][/SIZE] [SIZE=3]Fumbling hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the essence die to the attack's damage roll, and the target must make a STR save. On a failed save, it drops the object you choose. The object lands 15 ft away from it. Disorienting hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to distract the creature, giving your allies an opening. You add the essence die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Shadow walk: When you move, you can expend one essence die, rolling the die and adding the number rolled to your AC until you stop moving. Hex of fury: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to goad the target into attacking you. You add the essence die to the attack’s damage roll, and the target must make a WIS save. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Eldritch spear: When you make an attack against a creature with a weapon attack with your hexed blade, you can expend one essence die to increase your reach for that attack by 15 ft. If you hit, you add the essence die to the cantriattack’s damage roll. Frightening hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to frighten the target. You add the essence die to the attack’s damage roll, and the target must make a WIS save. On a failed save, it is frightened of you until the end of your next turn. Eldritch aim: When you make a spell attack roll with a cantrip against a creature, you can expend one essence die to add it to the roll. You can use this essence before or after making the attack roll, but before any effects of the attack are applied. Repelling blast: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to drive the target back. You add the essence die to the attack’s damage roll, and if the target is Large or smaller, it must make a STR save. On a failed save, you push the target up to 15 feet away from you. Draining hex. When you hit a creature with with a weapon attack with your hexed blade, you can use a bonus action and expend one essence die to cure of one of your ally. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the essence die roll + your Charisma modifier. Vengeful rebuke: When a creature misses you with a melee attack, you can use your reaction and expend one essence die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Eldritch burst: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to damage another creature with the same action. All creatures of your choice within 5 feet of the original target and within your reach; it takes damage equal to the number you roll on your essence die. The damage is of the same type dealt by the original attack. Sapping hex: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die to attempt to knock the target down. You add the essence die to the attack's damage roll, and if the target is Large or smaller, it must make a STR save. On a failed save, you knock the target prone. Darkfire step: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. Monstrous grasp: When you hit a creature with a weapon attack with your hexed blade, you can expend one essence die and use a bonus action to grapple the target at distance. Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way. Beguiling tongue: When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one essence die, and add the result to the ability check. Eldritch sight: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one essence die, and add the result to the ability check.[/SIZE] [SIZE=4]In the end, it kinda works. Now, this is just an example with already made maneuvers with a new coat of paint, but the idea still as its charm.[/SIZE] [/QUOTE]
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