|1st||color spray, silent image|
|2nd||arcanist's magic aura, magic mouth|
|4th||arcane eye, divination|
|5th||commune with nature, mislead|
! For a minute I was like "Ack!" because we stage the post here before Morrus moves it over to the columns.
That is a dope Coyote. Whatcha think of the archetype? Too little? Asks too much? Any suggestions for other tasks a Coyote warlock should do?
Umm.. this seems really out of place here. Maybe should have gone on the forums, in a workshop or some such?
This is for writeups of actual characters, not for class archetypes. At least IMO.
Agreed! However I love tricksters and fulfilling requests, so I took a swing at it because it really felt like the right approach for an ephemeral entity of Native American myth (which is largely more nebulous in the confines of storytelling than the Greek epics or what have you). Sorry to disappoint. :/
I spent about 2 hours looking for something like that which I could confirm was in the public domain. Do you have an original source for this? If so I'll switch around the graphic later today (because you are right, it is definitely cooler and more appropriate than what I worked up in its stead).
I was not expecting that, I figured it'd be a stat block of some Dieties & Demigods sort.so in lieu of the usual NPC this week Mythological Figures features a new warlock patron!
Things like this have always been problematic in D&D. They shouldn't be approached as a limitation, per se, and as RP opportunities, would be as well left to the player to do when he happens to think of something cool.Spiritual Service
Choose one task at 1st level and one additional task every time your proficiency bonus increases.
- Sit or sleep only while facing a certain direction.
- Make a daily offering worth 1 silver or more (such as handcrafted items or food).
- Help a creature of prey escape a predator without doing any harm.
- Drop 1 silver (or a token worth 1 silver) into each body of water or waterway you come across.
- Trick a companion without doing any harm.
- Abandon a useful item or weapon you own in a random location in the wilderness (once per week).
- Build a shelter or dig a pit large enough for a Medium-sized creature to squeeze into.
- Move something owned by another creature (or preferably a sleeping creature) to a place nearby and then abandon it.
The Pact of the Chain and Pact of the Blade constraints are far too limiting. Forcing a Chainlock to only have a coyote familiar takes away a lot of the utility, for instance. Having the stats of one of the four special familiars but having the appearance of a coyote would be much fairer.
Similarly, being limited to only a dagger or a shortbow would make being a Trickster Bladelock even more of a weaker option than usual. As we all know, Hexblade Bladelocks are most mechanically sound Bladelocks. Limiting Trickster Bladelocks this way makes them the weakest. Again, the shoddy appearance fluff could be translated to any weapon a Bladelock can summon. Being stuck with only a 1d4 melee or a 1d6 ranged option is just poor design.
Here is a public domain picture of a reallife coyote. When I think of the trickster archetype and look at the expression on this animals face, I get the connection. I see how the ‘presence’ of this animal encourages trickery.
This is extraordinarily weak. There's nothing that would make me want to take it. No warlock ever would want to cast these spells. Most magic users never want to cast these spells.
This is definitely for warlocks that want to dip their toes into diplomancy but not for everyone. What would you do to improve it? Are there more appropriate spells to choose, or perhaps Anansi/Loki would grant other ones?
Spells that do something for battle, surely. Perhaps illusion or escape spells. For a warlock to take a spell, it's gotta either scale or be almost always relevant. Those up there are some of the most situational spells in D&D. Only Color Spray is good for battle and it scales terribly.
Warlocks are pretty much always good at diplomacy. They have charisma focus and their goal is pumping it high as soon as possible. Anyway, even intrigue-focused subclasses like Glamor and Whispers Bard and Inquisitive and Mastermind Rogue have something for combat.
Advantage against charm effects is literally weaker than the elf racial feature. You should just give immunity up front. And advantage against fear is the halfling racial feature. Just give immunity.
So those are the only combat buffs in there, anti-charm and anti-fear. Pretending you're charmed or frightened while you're not has no benefit. If you act like it, isn't it as good as someone having charmed you anyway? And if you don't, that little extra feature does nothing. Anyone can pretend to be charmed or frightened anyway, all they need is a perform check. From what I see, the charm and fear spells don't even tell you whether the effect succeeded or failed.
A much more fitting effect would be turning the effect back on the caster, though Archfey already has something like that. Maybe you could broaden the scale of conditions it'd work against. Advantage in mental saves in general would be fitting.
How about instead of diplomancer, you have it play tricks on the enemy?
About the level 6 feature, rolling an 11 isn't a very impressive thing to do once per rest. Rogues can auto-succeed on things by level 11. And Glibness is nice and all but it still doesn't help in combat. It also renders the level 6 feature irrelevant.
|1st||faerie fire, silent image|
|2nd||arcanist's magic aura, blur|
|3rd||bestow curse, clairvoyance|
|4th||conjure woodland beings, polymorph|
|5th||conjure elemental, mislead|