New Pact Boons: Pact of the Mantle and Pact of the Rod

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These are two options for PC and NPC warlocks for extra flavor in various campaign settings.

Pact Of The Mantle
You have a special cloak granted by your patron called a Mantle of the Night. While you are wearing your Mantle of the Night, you have proficiency with Constitution saving throws. In addition, while wearing your Mantle of the Night, you do not suffer any of the effects of hunger, thirst, pain, lack of sleep, or exhaustion except when it would cause you to die.
If you lose your Mantle of the Night, you may perform a 1 our ceremony to recreate it. You can choose the mantle's length and whether it has sleeves or a hood when recreating it. This cermony can be performed during a long or short rest and destroys the previous mantle. The mantle also fades away into a wisp of dust when you die.

Pact Of The Rod

You can use an action to create your pact rod in an empty hand. When the rod is in your hand, you can cast a spell in your patron's expanded list using a warlock spell slot. This spell must be of a spell level you can normally cast as a warlock. After you use this feature, you can't do so again until you finish a short or long rest.
You pact rod disappears if it is more than 5 feet from you. It also disappears if you use this feature again, if you dismiss it (no action required), or if you die.

New Eldritch Invocations

Mantle Of Dark Steel

Prerequisite: 9th level, Pact of the Mantle feature
You can as a reaction action choose to make your donned Mantle of the Night stiff and hard as steel. Doing this gives you resistance to bludgeoning, piercing, and slashing damage, but your speed is halved and melee attack rolls against you have advantage until the end of your next turn.

Mantle of Vigor

Prerequisite: Pact of the Mantle feature
While you are donning the Mantle of the Night, you maximum hit points is increased by a number equal to your warlock level. Additionally, whenever you gain temporary hit point, you gain additional temporary hit points equal to your Charisma modifier (minimum 1).

Rod of Harvest
Prerequisite: 5th level, Pact of the Rod Feature
When you are the closest hostile creature to the target of a spell cast with your pact wand, you have a +2 bonus to your spell attack rolls and spell DCs with that spell.

Rod of Pain
Prerequisite: 5th level, Pact of the Rod Feature
You can wield your pact rod as a one handed weapon. You are proficient with it and counts as magical for overcoming resistances and immunity to nonmagical attacks and damage. Your pact rod deals 1d6 bludgeoning damage plus psychic damage equal to your warlock level.
 

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Interesting, but quite powerful. Probably too powerful.

The mantle allows you to completely ignore Exhaustion, except when you have the full six levels of it. Really bad idea, because that basically means that Frenzy Barbarians with three levels of warlock ignores their exhaustion from Frenzy. One thing that might be a good idea, though, is to treat it like the Defense fighting style.

Pact of the rod could use some clearer language, but its fine.

Mantle of Dark Steel
So, this gives you constant resistance? The reason I say that is because everyone will use their reaction as soon as they get attacked when they have this invocation, because it lasts until the end of your next turn. As a replacement, however, how about being able to cast the shield spell once per short rest for free?

Mantle of Vigor
Hm. Its really powerful, and becomes essentially the go-to choice, which means that's its probably too powerful. Generally, when an option is so good that everyone will be expected to take it, its a good idea to change it.

Rod of Harvest
I don't think it fits in with the idea of 5e; i.e. that of not adding bonuses left and right, in addition to being pretty broken. No other class gets this sort of buff for their spells that I can recall, without magic items. This needs a totally different mechanic.

Rod of Pain
Wielding the rod as a mace? Sure. It doing 1d6 + your level? That's a lot of damage, way more than is necessary. It seems like the Rod Pact is supposed to be focusing on casting spells, so you might want to focus on that for invocations. I can't think of anything that is fitting at the moment, though.
 

Interesting, but quite powerful. Probably too powerful.

The mantle allows you to completely ignore Exhaustion, except when you have the full six levels of it. Really bad idea, because that basically means that Frenzy Barbarians with three levels of warlock ignores their exhaustion from Frenzy. One thing that might be a good idea, though, is to treat it like the Defense fighting style.

Pact of the rod could use some clearer language, but its fine.

Mantle of Dark Steel
So, this gives you constant resistance? The reason I say that is because everyone will use their reaction as soon as they get attacked when they have this invocation, because it lasts until the end of your next turn. As a replacement, however, how about being able to cast the shield spell once per short rest for free?

Mantle of Vigor
Hm. Its really powerful, and becomes essentially the go-to choice, which means that's its probably too powerful. Generally, when an option is so good that everyone will be expected to take it, its a good idea to change it.

Rod of Harvest
I don't think it fits in with the idea of 5e; i.e. that of not adding bonuses left and right, in addition to being pretty broken. No other class gets this sort of buff for their spells that I can recall, without magic items. This needs a totally different mechanic.

Rod of Pain
Wielding the rod as a mace? Sure. It doing 1d6 + your level? That's a lot of damage, way more than is necessary. It seems like the Rod Pact is supposed to be focusing on casting spells, so you might want to focus on that for invocations. I can't think of anything that is fitting at the moment, though.



I thought about the berserker/mantlelock and I think its fine. The ability requirements are harsh and the build is just bad until you get Extra Attack. Also I was careful to make sure it doesn't remove exhaustion so you are stuck with all that accumulated exhaustion.

As for Mantle of Dark Steel, I was thinking more blade ward. The mantle seals around the warlock and dulls attacks but the warlock can't move well with it tight around him.

As for Pact Rod. I went through various ideas for it. Yes I wanted a caster warlock. Originally I wanted the invocation to work like the elemental blast essences of 3.5 but that would involve adding saves on top of <i>eldritch blast</i>. So I opted to recreated 4e's Prime Shot in Rod of Harvest I nerfed it to once per rest by making it only work with your rod spell.

As for Rod of Pain. 1d6+Str+level is bad damage. Really bad. That's why I made it psychic and beat resist/immune. I might have to double the bonus damage to match a cleric.

As for Mantle of Vigor, its only 1 HP per level and maybe 5 more temp HP. I was afraid it was bad as everyone would take Agonizing/Repelling Blast and the spell invocations way before touching it. That's why I added the temp HP.

Maybe I overvalued stuff?
 

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