D&D General Steampunkette's Warlock Revamp

Steampunkette

Game Designer and 3rd Party Publisher!
EN WORLD+
Yaaaay... time to rework a thing that -technically- doesn't need reworking but could be more narratively satisfying (to me) than it currently is...

Fortunately, the class table doesn't -really- need to change much, it's the patrons, invocations, and archetypes that do, aside from Magical Cunning... And a lil level 5 ability.

Magical Cunning can die in a fire. If you've got 1 minute to recover 1 pact magic slot with a special ritual you can probably get in a 10 minute short rest, who the hell are we kidding, here? And they give Wizards the ability to recover spell slots on a short rest once a day? Come -on-. That just means if you spend 1 minute to try and recover the Wizard's gonna complain if you don't wait another 9. Just like they did in 5e when short rest vs long rest came up.

Step 1: Level 1 Patron.
Patron grants you an improved spell list at level 1. Not a -huge- deal or massive increase in functionality, but it's a nice ribbon that bears narrative weight while unlocking invocation options.

Step 2: Invocations.
All the current archetype niftiness tied to patrons becomes a list of additional invocations you can select, and are still tied to patrons! Yaaaaay! Now your patron's abilities are still something you can select that shapes and informs your character as you grow, but you can also skip those abilities to gain something else. Tied to that, the Pact Boons and all subsequent invocations that require pact boons are removed. But hey, Hurl Through Hell becomes something you can take as an invocation around level 14 if you're a fiend warlock!

Step 3: Magical Cunning Replacement.
Look, I get it. Sorcerers get to use points to make extra spell slots and Wizards often felt underperforming because of it so you -had- to give them a short rest recovery option or -something-, but giving Warlocks an even SHORTER recovery method to make it feel less like its encroaching upon their territory is a bad idea. Go the other direction.

Magical Cunning can, instead, give Warlocks a scaling once per long rest spell slot that follows their pact magic capping at 5th. Yes. This increases their potential throughput in a single fight, rather than giving them a post-fight recovery mechanic. But isn't that exactly what the Wizard already has? Wizards are meant to hold onto their spell slots until they need them, rather than burning them all out in a single fight and needing a long rest to get "Enough" back to fight in another fight. So they installed a short rest option for Wizards who burn too hard.

This puts Warlocks on even footing in that regard. One big burst in the day, and smaller short-rest uses. And since a Wizard can't Arcane Recover more than a 5th level slot, it functionally works out to be the same.

Step 4: Extra Attack
Warlocks are cultists that function as quasi-fullcasters and quasi-halfcasters dependent on the situation. They will almost never (unless they're pact of the blade) try to wade into melee, but it creates another line of separation between them, sorcerers, and wizards when the antimagic field lands. "But it's a caster class! They don't need Extra Attack" you're damn right they don't... if they're not Pact of the Blade. They're gonna spend all their time hucking cantrips and spells if they're not pact of the blade. So what harm does it do if they all have it and only some of them need it?

Step 5: Subclasses
Instead of your patron being your subclass, your Pact Boon fulfills the role. 3, 6, 10, and 14. Quick example would be Pact of the Blade which can pretty much just be mapped out directly, though with some minor changes. Specifically adding the Hexblade's armor proficiencies at 3rd, moving Eldritch Smite and Lifedrinker up one level, and moving Devouring Blade up two levels. And just because Weapon Masteries are the new 'This is how you know you use weapons' for all the classes, put in a shift-up for Warlocks at 6 for interesting flexibility.

Pact of the Blade
Many warlocks serve their patrons as cultists and spies. You serve your patron as an eldritch warrior, whether assassin or protector. You are the blade of your patron, and will strike out where you are bid.

Pactbinder's Blade (level 3)
When you seal your pact of service at 3rd level you are never truly unarmed. As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Pactbound Military Training (level 3)
Also at 3rd level you gain proficiency in Medium Armor and Shields.

Eldritch Smite (level 6)
At 6th level, you gain the ability to directly channel your patron's raw power into your weapon attacks. Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.

Eldritch Warrior (level 6)
Choose one Weapon Mastery. When wielding a pact weapon that possesses this Mastery you may use it.

Lifedrinker (level 10)
At 10th level your patron rewards your service with a new form of bloodlust. Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

Devouring Blade (level 14)
By 14th level you've become an extension of your patron's dark will. Your Extra Attack now confers two extra attacks rather than one.

We can do the same thing for Pact of the Chain with a whole pet archetype. Pact of the Tome for a more caster-centric option. Pact of the Talisman for a protective option. Could look to A5e and other sources for other pact boon options. Like Pact of the Censer for a battlefield manipulation build creating areas of difficult or even damaging terrain, or the Pact of the Cauldron for a delightfully witchy potion-brewing and divination archetype.

And with those expended we could move into the Pact of the Wand providing more functionality to cantrip-casting. Pact of the Circlet for mind-control and manipulation. Pact of the Dagger for a more traditionally 'Cultist' option with some sacrificing abilities.

So then you can be a follower of a Fiend, like Mizora, from level 1 onward instead of having to deal with the "You don't know who you begged for power 'til level 3!' that got foisted onto Warlocks as part of a push for all subclasses to start at 3rd level. And 3rd level instead defines HOW you serve Mizora. You still get your fiend-specific options as part of your leveling progression through invocations, and by freeing up the pact boon invocations by moving them into the subclasses (which are much more fulsome) you get a larger more complete form of service.
 

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Magical Cunning can die in a fire. If you've got 1 minute to recover 1 pact magic slot with a special ritual you can probably get in a 10 minute short rest, who the hell are we kidding, here? And they give Wizards the ability to recover spell slots on a short rest once a day? Come -on-. That just means if you spend 1 minute to try and recover the Wizard's gonna complain if you don't wait another 9. Just like they did in 5e when short rest vs long rest came up.
Short rests aren’t 10 minutes, they’re 60.

EDIT: I do really like this design though
 

Short rests aren’t 10 minutes, they’re 60.

EDIT: I do really like this design though
Right, homebrew me does 10 minutes so a short rest during a ritual casting is optional for everyone else.

Still. Any amount of time the Warlock gets to 'rest and recover' the Wizard who overspent spells is gonna beg to be an hour so they can recover, too. It's a whooole thing.

I just think it's a better way to go about things overall for the class, yeah.
 


a minor detail:

In the 5.5 rules, warlocks are a bit low on defenses, which is a big problem when you are trying to play a bladelock. There are various solutions, but if you don't address it, the PC will be a glass cannon.

I fear that the hexblade providing extra armor risks re-creating the 5.0 situation, where hexblade was almost a must if you wanted to play a bladelock. The hexblade should make a good gish yes, but it shouldn't be clearly superior to all the other bladelock.
 

a minor detail:

In the 5.5 rules, warlocks are a bit low on defenses, which is a big problem when you are trying to play a bladelock. There are various solutions, but if you don't address it, the PC will be a glass cannon.

I fear that the hexblade providing extra armor risks re-creating the 5.0 situation, where hexblade was almost a must if you wanted to play a bladelock. The hexblade should make a good gish yes, but it shouldn't be clearly superior to all the other bladelock.
i mean, in this homebrew it sounds like hexblade and bladelock would be one and the same. so. kind of a redundant concern.
 

a minor detail:

In the 5.5 rules, warlocks are a bit low on defenses, which is a big problem when you are trying to play a bladelock. There are various solutions, but if you don't address it, the PC will be a glass cannon.

I fear that the hexblade providing extra armor risks re-creating the 5.0 situation, where hexblade was almost a must if you wanted to play a bladelock. The hexblade should make a good gish yes, but it shouldn't be clearly superior to all the other bladelock.
In this structure Bladelock is the Archetype, Hexblade is the Patron. You probably wouldn't make a Hexblade patron Pact of the Tome warlock... but you could.

And you'd get the various hexblade abilities as invocations. Including medium armor proficiency.
 

Right, homebrew me does 10 minutes so a short rest during a ritual casting is optional for everyone else.

Still. Any amount of time the Warlock gets to 'rest and recover' the Wizard who overspent spells is gonna beg to be an hour so they can recover, too. It's a whooole thing.

I just think it's a better way to go about things overall for the class, yeah.
Homebrewing stuff is fine but evaluating things based on homebrew is a bit strange.

1 minute and 1 hour are verry different. Its meant to be easily done in a dungeon between fights / when you cannot short rest. If you can short rest you are fine as a warlock you dont need it. The mechanic was added to make the warlock class less shortrest dependant. And if you homebrew a short rest to 10 minutes then just homebrew this to 6 seconds so 1 round.



Then level 1 patron: No this goes against basic 5.5 design. You get subclasses at level 3. Thats why level 3 is now the official recommended starting level and level 1 and 2 are just tutorials. And adding more spells/choices/complexity to the tutorial level makes them work less well as tutorials. And even if in your design its a pseudo subclass not a real one, this still adds complexity and a big choice on level 1.


Also speaking about subclasses, they are in 5e and 5.5 tied to flavour and mechanics. This its why its the patrons. If its the pacts its just mechanic.


Also this all just adds even more complexity/choice to the warlock, and this in the main class not subclasses (including the ability to multi attack).


The warlock was meant to be the aimple caster and it already fails at this quitw a bit due to the invocations and this adds even more to this.


Overall this just really does not sound like 5.5 design. Sure its a homebrew but normally when you homebrew for a system you try to understand and replicate the design the system uses.
 

Homebrewing stuff is fine but evaluating things based on homebrew is a bit strange.
Yeeeeah. That was clearly a mistake on my part I acknowledged.
1 minute and 1 hour are verry different. Its meant to be easily done in a dungeon between fights / when you cannot short rest. If you can short rest you are fine as a warlock you dont need it. The mechanic was added to make the warlock class less shortrest dependant. And if you homebrew a short rest to 10 minutes then just homebrew this to 6 seconds so 1 round.
1 minute and 1 hour are exactly the same amount of time at the game table. Because the actual passage of time within the universe is generally handwaved. Not a lot of DMs make you sit around for a full hour of Short Rest.

I certainly don't for 10 minute short rests.

They are, through and through, purely narrative expressions which have no meaningful impact on gameplay except that the DM tells you whether you have 10 minutes or 10 hours to kill. And, honestly, they never should have been implemented as the gating mechanic for abilities.

4e taught Mearls and company a -lot- about encounter design and balancing. And they chucked it in the bin for 5e in favor of short and long rest recovery... and then gave -some- classes short rest recovery of core mechanics and not others, creating the tension we have at the table even now of fullcasters and paladins blowing everything in the first fight or two of the day and begging for the sweet, sweet, 5 minute workday whistle blow on a long rest!

5.5e just makes it marginally worse by rewarding the Wizard for doing it by letting them recover more spells before the long rest.
Then level 1 patron: No this goes against basic 5.5 design. You get subclasses at level 3. Thats why level 3 is now the official recommended starting level and level 1 and 2 are just tutorials. And adding more spells/choices/complexity to the tutorial level makes them work less well as tutorials. And even if in your design its a pseudo subclass not a real one, this still adds complexity and a big choice on level 1.
So this just kinda tells me you didn't really pay much attention to the redesign...

At level 1 in 5.5e you pick your Pact Boon as an invocation (or don't, I'm not your mother) and that gates a bunch of invocations for later.

In this proposal, you pick your Patron at level 1 and it gates a bunch of invocations immediately. And you get to pick one, but you no longer have to pick between the three pact boons. So by definition, your level 1 choices for invocations is smaller by this design, but you also pick your patron. It also increases your spell list by 2 spells at level one that you can pick or not... really not a whole lot of additional choice, there. And it isn't your subclass.
Also speaking about subclasses, they are in 5e and 5.5 tied to flavour and mechanics. This its why its the patrons. If its the pacts its just mechanic.
Wizard subclasses don't have any flavor or narrative attached. They're just mechanics. "You cast Evocation spells slightly better."

I do get -why- you're saying what you're saying. And -what- you're saying... I just don't agree with it. Champion, Battlemaster, Thief, Assassin, Hunter, Etc Etc Etc. Tons of the subclasses have no flavor at all. They're just mechanics.

Or they have as much flavor as you want to read into them. And Pact of the Blade could be the same if that were the subclass.
Also this all just adds even more complexity/choice to the warlock, and this in the main class not subclasses (including the ability to multi attack).
It adds 2 first level spell choices and the ability to multiattack which very few, if any, warlocks will bother with except in cases where melee or ranged mundane attacks are their best choice... In which case they'll be happy to have two.
The warlock was meant to be the aimple caster and it already fails at this quitw a bit due to the invocations and this adds even more to this.
The warlock was not meant to be the 'Simple Caster'. It's meant to be a unique caster, to be sure, but not "Simple".

This also doesn't really add more. Just 2 additional 1st level spells to choose from, and extra attack at level 5. The rest is shifting the patron and the pact from invocation to subclass. The same amount of choice exists between them.
Overall this just really does not sound like 5.5 design. Sure its a homebrew but normally when you homebrew for a system you try to understand and replicate the design the system uses.
I feel like you have an extremely specific idea of what 3rd Party design looks like. And it feels like it might just be "Don't -change- anything, just homebrew new stuff to tack onto the system that already exists".

New feats, new heritages, new spells and subclasses... just don't -change- anything that already exists.

That about right?
 

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