• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Unreserved! or, Breaking the Warlock

Hmmm...

This is pretty cool.

I'm not sure if I like the "until you rest" bit, though. What about an alternative that limits your ability to use EB at all for a certain amount of time after using one of these feats?

-Stuart
 

log in or register to remove this ad

Nifft said:
First off, that's mostly brilliant. :)

Second: add something about paying XP cost, and prohibit some spells -- wish should be legal, miracle should not. Also planar binding should be legal, but not planar ally. I note you write about the Sorcerer spell list, but also have mass heal as your example spell, so I'm a bit confused.

Third: some spells are just too weak. Restoration might be worth a feat, but cure light wounds just isn't. So some mechanism for upgrading would be nice. Like, you get the lesser, regular, and greater version of a spell when you qualify for them. That would cover the planar binding and restoration lines.

Fourth: I kinda like the secondary benefits, both to the original [Reserve] feats and to my [Unlock] feats. How would you model this with the generic feat?

- - -

However, the healing thing that I wrote is just plain wrong. Emulating a single spell is bad in this case; the scaling is terrible.

Resilient Gift [Unlock]
Prereq: Eldritch Blast +2d6
Benefit: You can cure damage or ability damage as a spell-like ability; using either costs you -1d6 Eldritch Blast damage until you rest. Additionally, any spell-trigger or spell-completion item that you use with the Conjuration (Healing) sub-school functions at +2 caster level.

You can heal hit point damage or ability damage according to your caster level (in the class that grants you Eldritch Blast) as follows. You can cure 4 hp / level, or you can cure ability damage equal to 1 / 3 levels. Alternately, you can remove a single condition or effect that imposes a penalty on ability scores (such as Fatigue or a ray of enfeeblement).



Cheers, -- N
or:
benifit: cure light wounds 3 +wis (or whatever) times a day.
special: at lvl 6 the spell inproves one lvl. at lvl 10 the spell improves one lvl. at lvl 14 the spell improves one lvl. at lvl 18 the spell increases one lvl
 

Nifft said:
First off, that's mostly brilliant. :)

Second: ... I note you write about the Sorcerer spell list, but also have mass heal as your example spell, so I'm a bit confused.

Third: some spells are just too weak....

Fourth: I kinda like the secondary benefits, both to the original [Reserve] feats and to my [Unlock] feats. How would you model this with the generic feat?
THanks! :)

re: Second.. thats what happens when I write the post and then realize the question of which level you can acquire spells at...and don't go back to double check :)
Perhaps have it go with the highest version instead of the lowest version.

re: Third.. agreed, but that would be part of the strategy of the feat. Also note that a low level {1st through 3rd} has less of an impact as you only need to rest 1 hour, which could be done between encounters.

re: Fourth.. My first thought is to not add the secondary benefit since the freedom to select from a wide variety of spells is useful.
My second thought is to have a table of potential secondary effect, called a 'boon' that can be selected in addition to the spell. One of these effects could be:
Greater Unlock When selecting this boon you may upgrade a previously selected Unlocked spell to a higher version of the same spell that you are now eligible for. An example would be upgrading from cure Light wounds to Cure Moderate wounds.


For a fun Warlock feat: Healing Blast
You infuse your blast with positive energy to heal the target instead of harm it. However, the sudden influx of energy can be harmful. The target must make a Fort save against the blast or take half normal damage. THe blast overloads the target senses and imposes a -2 on all attack and skill rolls for 1 round.

"Don't worry Sir Cleric, I know you are out of spells but the Warlock here will heal you...."

"Noooo!!!"
 

Draconic Invoker [General]
You are able to cast a single draconic invocation.
Prerequisite: Dragonblood subtype, Knowledge (Arcana) 6 ranks
Benefit: You may choose one draconic invocation. The darconic invocation you select must be of the the same level of invocation you are currently capable of casting.
Special: This feat may be selected multiple times, but only once for each level (least, lesser, greater, dark) of invocation you are capable of casting.
 
Last edited:

Frukathka said:
Draconic Invoker [Unlock]
You are able to use a handful of draconic invocations.
Prerequisite: Dragonblood subtype, Knowledge (Arcana) 6 ranks
Benefit: You may choose a number of draconic invocations equal to your Intelligence modifier plus two. The darconic invocations you select must be of the the same level of invocations you are currently capable of casting.
Special: This feat may be selected multiple times, but only once for each level (least, lesser, greater, dark) of invocation you are capable of casting.

Say what? A Draconic Invocation is the same power level as a regular Invocation, so you're giving multiple extra invocations for the price of one feat?!

Could you back up your thinking on why this is balanced?

Cheers, -- N
 

Nifft said:
Say what? A Draconic Invocation is the same power level as a regular Invocation, so you're giving multiple extra invocations for the price of one feat?!

Could you back up your thinking on why this is balanced?
fixed.
 

Frukathka said:

I could see it as a fine and balanced regular feat... but why an [Unlock] feat? It's not really intruding on the territory of the primary spellcasters, since it's not limited in number of daily uses, and it doesn't reduce the Warlock's power if he' uses it.

Would you mind making it just a regular Warlock feat? Then I'd steal it. :)

Thanks, -- N
 


Into the Woods

Remove ads

Top