D&D General Vanity Frankenstein 5E: My homebrew D&D project [+]

WARLOCK

Level
Proficiency Bonus
Cantrips Known
Spells Known
Spell Slots
Slot Level
Class Features
Invocations Known
1​
+2​
2​
2​
1​
1st​
Pact Magic, Otherworldy Patron, Ritual Magic
--​
2​
+2​
2​
3​
2​
1st​
Brew Potions, Eldritch Invocations
2​
3​
+2​
2​
4​
2​
2nd​
Pact Boon, Find Familiar
2​
4​
+3​
3​
5​
2​
2nd​
Ability Score Increase or Feat, Weapon Proficiency
2​
5​
+3​
3​
7​
2​
3rd​
Occult Consultation
3​
6​
+3​
3​
8​
2​
3rd​
Otherworldly Patron Feature
3​
7​
+4​
3​
9​
2​
4th​
Weapon Proficiency (2)
4​
8​
+4​
4​
10​
2​
4th​
Otherworldly Patron Feature, Ability Score Increase or Feat,
4​
9​
+4​
4​
11​
2​
5th​
Eldritch Master
5​
10​
+5​
4​
12​
3​
5th​
Mystic Arcanum, Otherworldly Patron Feature
5​
 

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So those are the base classes, here is the list of backgrounds:

List of Backgrounds

Acolyte
Artisan
Charlatan
Courtier
Criminal
Cultist
Entertainer
Exile
Farmer
Fisher
Frontiersman
Guard
Hermit
Itinerant Preacher
Marine
Noble
Outlander (aka “Barbarian”)
Sailor
Scholar
Shipwright
Soldier
Trader
Urchin
 

This is fantastic @el-remmen! I have often dreamed about getting off my butt and making my own heartbreaker. It would take 5E bounded accuracy philosophy but expand it into 3E/PF1. Just a ton of work I cant find the time for. Even though I think I have a small pool of players for.

Quicker than you think if you plagiarize like hell.

My original one stole the 4E engine and I layered 3.5 type stuff on top of that.

I overhauled it few years back using 5E engine. Lots of copy and pasting.

It's about as playable as D&D next playtest packets which I used as a guideline.

Drew heavily on 3.5, 4E snd Star Wars Saga elements. Most of the feats were borrowed from those systems or broke 5E ones up into micro feats.

4E or 5E engine can be used to power 3.X or B/X playstyles you just need to rewrite the classes. I borrowed them as well. My fighter is stolen from Star Wars Saga but the talent trees are those buffed or 4E and 5E class features generally.
 


Did you change cantrip scaling with the level compression? I can see Fighter gets 3rd attack at 10, I'm wondering if Warlock gets their 3rd EB beam at 10 also.
 

Did you change cantrip scaling with the level compression? I can see Fighter gets 3rd attack at 10, I'm wondering if Warlock gets their 3rd EB beam at 10 also.

I did change cantrip scaling in general with increases at 5th and 9th levels. But I also substantially changed Warlocks into more of a Witch class and their Eldritch Blast (renamed “Eldritch Force”) works differently and does more damage not more blasts.
 

I went back and edited the post with the Paladin class table to add a PDF version of the first draft of the Paladin class + 3 subclasses.
 

@TwoSix I replaced Eldritch Blast with this:

Eldritch Force
evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock

An invisible beam of telekinetic energy reaches out from your hand and toward a creature within range. Make a ranged spell attack against the target. On a hit, the target grasped by the power and takes 1d10 force damage. If the creature is Large size or smaller, its Speed becomes 0 until the end of its next turn.

The beam becomes more powerful as you reach higher levels: at 5th level it does 2d10 force damage, and at 9th level it does 3d10.


---------------------------------------------------------------
Note: I am still trying to decide if I should let this effectively knock flying things out of the sky (in which case I may reduce the range) or rule that the telekinetic magic actually holds them in place aloft. I do have Eldritch Invocations that allow the Warlock to do further things with this force like levitate the target or lift them up and smash them down, or push them back, or draw them closer, etc. . . so I could easily add one that knocks flying things out of the sky if I go the latter route. Thoughts?
 

@TwoSix I replaced Eldritch Blast with this:

Eldritch Force
evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock

An invisible beam of telekinetic energy reaches out from your hand and toward a creature within range. Make a ranged spell attack against the target. On a hit, the target grasped by the power and takes 1d10 force damage. If the creature is Large size or smaller, its Speed becomes 0 until the end of its next turn.

The beam becomes more powerful as you reach higher levels: at 5th level it does 2d10 force damage, and at 9th level it does 3d10.


---------------------------------------------------------------
Note: I am still trying to decide if I should let this effectively knock flying things out of the sky (in which case I may reduce the range) or rule that the telekinetic magic actually holds them in place aloft. I do have Eldritch Invocations that allow the Warlock to do further things with this force like levitate the target or lift them up and smash them down, or push them back, or draw them closer, etc. . . so I could easily add one that knocks flying things out of the sky if I go the latter route. Thoughts?
The narrative behind it, for me, seems slightly muddled. When I see a ranged spell attack firing a telekinetic beam, I visualize that as being fired out and being a push. But the "Speed 0" suggest a narrative more like a force choke, a tractor beam, or maybe a lasso instead.
 

The narrative behind it, for me, seems slightly muddled. When I see a ranged spell attack firing a telekinetic beam, I visualize that as being fired out and being a push. But the "Speed 0" suggest a narrative more like a force choke, a tractor beam, or maybe a lasso instead.

Hmmm.

I thought the word "grasp" suggested. . . well, grasping, holding onto and squeezing tight for a moment and thus the damage. The holding onto can thus be modified to pulling, pushing, etc by an invocation. Not sure I see the muddle you mention in this description, but I will think on it more. I definitely don't want to confuse players.
 

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