D&D 5E Request for Warlock feature suggestions!

I agree with Curses. Specifically full action non-damage debuffs.

I.e.

Warlocks Curse.
As an action, select a target within 30' who can see and heat you and place a curse on them.
Any attack against the creature has advantage, and the target has disadvantage on all skill checks. This takes your concentration as if concentrating on a spell.
You can spend a bonus action on subsequent turns to maintain this effect for another round. If the curse is maintained for 1 hour. It becomes permanent and no longer needs concentration. You can have a maximum number of Curses equal to your Charisma modifier. The curse can be removed with Remove Curse or similar effects.

New Invocation
Cursed Doll: if you have some hair or other body part of a creature, you can spend 10 minutes creating a doll of that creature, including the hair in the construction. The target is subject to your warlock curse while hold the doll. The doll is easily destroyed with any damage except bludgeoning or cold.

And continue from there. Including Patron specific additions. I.e. infernal increases any fire damage taken by 1d4.
 

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I am understanding the intent of the thread but you asked me to suggest something and I gave you what first came to mind.
Then why would you suggest something that is patron-related and not generic and for the class, not subclass?

In the same way that a by the book warlock gets spells based on their pact I would like to see a warlock that gets some sort of meaningful story focused effect based on their pact. Something that makes them feel warlock-y.
Based on pact is fine, but not patron. There are three pact options in the PHB and I already have a Pact Boon improvement feature, but anything more related to pacts might work or be better than what I have.

If by not pact specific you meant, has nothing to do with their pact. Then really your asking for me to assume a pact because the entire warlock fantasy is the pact. I could suggest that all warlocks, for example, have fire resistance but that only makes sense for demonic warlocks. Better to say the have resistance to a element based on their pact, which isn't a pact specific feature it is only effected by the pact.
You're confusing pact features (blade, chain, tome) with patron.

I didn't suggest anything about them casting spells either mind.
Not directly, but you did say this:
Anything that makes the warlock a warlock and not just another type of caster.
Which is why I informed you the use of these new warlock features would be to support the idea of a caster-less Warlock.
 

I agree with Curses. Specifically full action non-damage debuffs.
Curses could certainly work...

They would have to be useful but not overpowered. Maybe a Curse could impose a certain condition (blinding, frightening, etc.) or even a level of exhaustion on the target.

I like the doll idea for an invocation related to the curse concept, too.
 

Curses could certainly work...

They would have to be useful but not overpowered. Maybe a Curse could impose a certain condition (blinding, frightening, etc.) or even a level of exhaustion on the target.
Probably better to do a choice.
Choose one of the following
*disadvantage on all skill checks
*deafened
*speed reduced by 10'
*1 level of exhaustion
*increase any damage taken by 1d4

Level 5
Choose 2 of the lesser curses, or one of the greater curse.
*blind
*poisoned
*2 exhaustion
*increase any damage taken by 1d6


Level 11
... more stuff. Also need to check to balance

20: death curse
*gains 1 exhaustion at the start of each of it's turns if you are within 30'. This can kill a creature as normal.

I like the doll idea for an invocation related to the curse concept, too.
Invocation to expand the curse effect.
 

Probably better to do a choice.
Choose one of the following
*disadvantage on all skill checks
*deafened
*speed reduced by 10'
*1 level of exhaustion
*increase any damage taken by 1d4

Level 5
Choose 2 of the lesser curses, or one of the greater curse.
*blind
*poisoned
*2 exhaustion
*increase any damage taken by 1d6


Level 11
... more stuff. Also need to check to balance

20: death curse
*gains 1 exhaustion at the start of each of it's turns if you are within 30'. This can kill a creature as normal.


Invocation to expand the curse effect.
Yep, something along those lines is what I was thinking, but balance will be an issue. I'm meeting with my fellow designers tonight to review things so I'll bring this up then. Cheers.
 

One thing that could be cool is the warlock can ask the patron for aid and the patron sends one of his lesser servants to your aid. The pact could add options/flavor to the servant.

I'm not so much a fan of Curses. They just sound like warlock only spells by another name. Also, they wouldn't be patron agnostic. Celestial Patrons for example shouldn't be handing out curses.
 

Other ideas that are patron agnostic.

Patron Gifting magic items around his theme. A sentient weapon or focus that unlocks more interesting abilities. Along with a curated list of magic items for each patron, only usable by the warlock.

Aura's are a good alternative to spell effects. They can apply to allies or enemies. They can be limited and allow you to swap between them. Like out of existing patrons, goo gives you telepathy in aura range. Infernal gives temp hp when anything dies in aura range flavored as you siphoning their soul/lifeforce. Etc.
 




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