D&D 5E Request for Warlock feature suggestions!

@FrogReaver I am looking for non-patron-oriented features. Features for the core class, without having to say "this for this patron, and that for that patron, etc."
I thought I did that. Core class gets a pet or aura's or magic items. Pact enhances those things with some additional flavor, much like the barbarian subclasses enhance their rages.

But if even that bit of subclass expanded flavor on class basic abilities is off limits then maybe there isn't any feature that every warlock regardless of patron should have.
 

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Sacrifices
Each [X] gp of gold, gems, or magic items grants a one-time boon of some sort. it could be +1d6 to a roll, with multiple dice not stacking but better odds of a "6" result.

Blood Magic
Shed [X] hp to strengthen an invocation.

Key Item
Investing power into a signature item, possibly a familiar as well, that gives the warlock a bonus as long as they have it.
 

I thought I did that.
....?
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.
Asking patron for patron lesser servant. So, sounds tied to patron/theme.
Patron Gifting magic items around his theme.
Again, around patron 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.
Curated list of items for each patron...

Now, the idea of a focus that unlocks other abilities could work if that wasn't meant to be part of the following sentence.
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.
The aura examples revolve around patron. Otherwise auras could work, but seems a bit "Paladiny" to me.

All things considered, it doesn't seem like these are non-patron-themed suggestions. 🤷‍♂️ So, I just wanted to clarify.

Core class gets a pet or aura's or magic items. Pact enhances those things with some additional flavor, much like the barbarian subclasses enhance their rages.
Pets and magic items are to specific to build types IMO, but maybe something could be done with these somehow. I am more inclined to go with an item off-hand.

I mentioned upthread I have pact boon improvements (just one extra set) already, and make a second more powerful set at higher levels could be used to fill in one gap.

But if even that bit of subclass expanded flavor on class basic abilities is off limits then maybe there isn't any feature that every warlock regardless of patron should have.
I am trying to think of something more like Second Wind or Action Surge, features for Fighters which are core and universally useful.
 

....?

Asking patron for patron lesser servant. So, sounds tied to patron/theme.

Again, around patron theme.

Curated list of items for each patron...

Now, the idea of a focus that unlocks other abilities could work if that wasn't meant to be part of the following sentence.

The aura examples revolve around patron. Otherwise auras could work, but seems a bit "Paladiny" to me.

All things considered, it doesn't seem like these are non-patron-themed suggestions. 🤷‍♂️ So, I just wanted to clarify.
I don't think there's any point to arguing over this part, so let's agree to disagree and move on?

Pets and magic items are to specific to build types IMO, but maybe something could be done with these somehow. I am more inclined to go with an item off-hand.

I mentioned upthread I have pact boon improvements (just one extra set) already, and make a second more powerful set at higher levels could be used to fill in one gap.
I'm not sold on any of these things either. I'm just brainstorming. It's okay if your not a fan either.

But I don't think curses are a generic enough thing for this either. Curses really fit some patrons but not others.

I am trying to think of something more like Second Wind or Action Surge, features for Fighters which are core and universally useful.
This is helpful direction.
 

But I don't think curses are a generic enough thing for this either. Curses really fit some patrons but not others.
I am not a fan of "curses" so much, either, and understand your viewpoint. I'm playing around with the idea of more of a "jinx" -- which can involve bad luck in some way. However, given the patrons in the PHB and even Xanathar's, I could easily have a narrative where even a "curse" could work. Still, we already have hex and the Hexblade's Curse feature.

I think some form of an item might work, either generic or perhaps pact related.

This is helpful direction.
Cool! I am glad that might help with your brainstorming and thanks.
 

I am not a fan of "curses" so much, either, and understand your viewpoint. I'm playing around with the idea of more of a "jinx" -- which can involve bad luck in some way. However, given the patrons in the PHB and even Xanathar's, I could easily have a narrative where even a "curse" could work. Still, we already have hex and the Hexblade's Curse feature.

I think some form of an item might work, either generic or perhaps pact related.


Cool! I am glad that might help with your brainstorming and thanks.

Not sure if this would work but it or something like it might be really fun.

When you cast a cantrip you may forgo cantrip damage scaling by level and instead cast an additional cantrip for each level it would have scaled 5,11,17. These casts don't scale cantrip damage either.

Any invocation that supports any of the cantrips casts this way also supports the others.
X times per day or maybe per short rest you can cast an additional cantrip this way.
Your cantrips have +2 accuracy and +2 Save DC.
 
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....?

Asking patron for patron lesser servant. So, sounds tied to patron/theme.

Again, around patron theme.

Curated list of items for each patron...

Now, the idea of a focus that unlocks other abilities could work if that wasn't meant to be part of the following sentence.

The aura examples revolve around patron. Otherwise auras could work, but seems a bit "Paladiny" to me.

All things considered, it doesn't seem like these are non-patron-themed suggestions. 🤷‍♂️ So, I just wanted to clarify.


Pets and magic items are to specific to build types IMO, but maybe something could be done with these somehow. I am more inclined to go with an item off-hand.

I mentioned upthread I have pact boon improvements (just one extra set) already, and make a second more powerful set at higher levels could be used to fill in one gap.


I am trying to think of something more like Second Wind or Action Surge, features for Fighters which are core and universally useful.

Im really confused by what your trying to achieve by looking for mechanics for a warlock that have nothing to do with the core fantasy of being a warlock.
 

Sacrifices
Each [X] gp of gold, gems, or magic items grants a one-time boon of some sort. it could be +1d6 to a roll, with multiple dice not stacking but better odds of a "6" result.

Blood Magic
Shed [X] hp to strengthen an invocation.

Key Item
Investing power into a signature item, possibly a familiar as well, that gives the warlock a bonus as long as they have it.
We could apply the same general idea but with more personal/eldritch sacrifices--perhaps ones where you can only "give up" a particular thing once, but you have to choose between different benefits. That's more or less what the original playtest Warlock looked like it was going to do, and it was a hell of a lot more flavorful than the Warlock we got with the actual 5.0 launch.

For example, you could make one-time-only sacrifices like...

  • Sacrificing your shadow could give you your choice of: resistance to one damage type each day (chosen when you finish a long rest), or the ability to call unseen servants ("sending" your shadow to do things), or give you a 1/day "survive a deathblow" effect (your shadow "taking the blow" for you, negating the attack/spell entirely rather than letting you stay alive at 1 HP).
  • Giving up your eyes, turning them into burning coals inside your skull, could: give you blindsight, or allow you a chance to decipher any encoded message and read any non-encoded message regardless of language, or let you have "x-ray" vision (allowing you to see through any material that wouldn't block detect magic).
  • Giving up a finger could: let you have a tail/tentacle that acts like a third hand (so you can wield a shield and a 2H weapon, or various other options for the creative player), or give you advantage on all Dexterity ability checks (including skill checks), or permits you to ignore somatic components for all spells you cast (Warlock or not). This should probably require a higher level.

Coming up with various other possible sacrifices, things that permanently disfigure the Warlock but grant them significant power, seems like a supremely flavorful way to replace spells and encourage the "build-your-own-class" design.
 

Im really confused by what your trying to achieve by looking for mechanics for a warlock that have nothing to do with the core fantasy of being a warlock.
Sorry for the confusion then, but I think that is part of the problem.

Apart from the patron, what is the core fantasy of being a warlock? It is the only class where the subclass seems essential to the identity of the class.

I am trying to think of something more like Second Wind or Action Surge, features for Fighters which are core and universally useful.
This was my response to @FrogReaver and I agree capsulizes the goal the most.

Coming up with various other possible sacrifices, things that permanently disfigure the Warlock but grant them significant power, seems like a supremely flavorful way to replace spells and encourage the "build-your-own-class" design.
A bid more morbid than I would personally like, but in concept this is certainly generic enough to be a core feature.

However, some of those powers (or similar to them) have been done with Eldritch Invocations (which is fine), so I guess that was the direction they went with the 2014 release compared to the play test material?
 

Not sure if this would work but it or something like it might be really fun.

When you cast a cantrip you may forgo cantrip damage scaling by level and instead cast an additional cantrip for each level it would have scaled 5,11,17. These casts don't scale cantrip damage either.

Any invocation that supports any of the cantrips casts this way also supports the others.
X times per day or maybe per short rest you can cast an additional cantrip this way.
Your cantrips have +2 accuracy and +2 Save DC.
Not exactly the same, but I've thought for a while that dual casting cantrips (not Eldritch Blast or sword-trips, though) would be a fun feature to add to a class that focused on it. Agonizing Blast adds 5 damage per tier to the 1d10 (avg 5.5) of Eldritch Blast, which means AB is essentially a second cantrip of damage for a normal cantrip.
 

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