More homebrew stuff, I am on a roll.
Next goal, change the Warlock. Patrons will be secondary, while Pacts will be the primary subclass. I have a few ideas for this. You will still gain your Patron spells, and will get an Invocation at 1st level, and the Patron abilities at 1st level will be made into Invocations. The rest of the Patron abilities will be moved to Invocations as well, with Prerequisites being the appropriate level and Patron.
Blade- Easy enough.
3rd-Pact, also gain Medium Armor
6th-Extra attack
10th-Not sure. Maybe the same as War magic from EK.
14th- Second extra attack
Tome-Moar spells
3rd-pact
6th- at 6th level you gain an extra spell slot that recharges on a short rest. At 14th level this increases to 2 extra spell slots.
also, you now add your Charisma Modifier to Warlock Cantrip damage, and damage for the Eldritch Blast Invocation if you have it.
10th-Magic secrets, as in the Bard. However, the spell can be changed on a level, giving the Warlock access to any two spells they want. Makes sense for someone dealing with higher beings, and addresses the issue of Warlock being so inflexible. Restricted to spells of 5th level and lower, since the Warlock does not technically have slots for 6-9.
14th-Improved Mystic Arcanum: Get 2 uses of your 6th and 7th level Mystic Arcanum.
Chain-Thinking of realizing the Monster Tamer people have mentioned here on the forums. This is where I need most of the help.
3rd-Pact
6th-Chain Monster: When you or your familiar reduces a non-humanoid creature to 0 hp you can attempt to Chain it to follow your commands. The DC is the creatures CR+5, and you roll 1d20+ your Charisma Modifier to attempt to Chain it. After you have chained a Monster you can summon it to your side as an Action. It rolls a separate Initiative, and acts on it's own. It will follow your commands, or will defend itself if you have not given it a command. You can only have one Chained Monster at a time, and chaining a new monster results in your current one dying and turning to ash. If the monster has any Lair or Legendary actions, it loses those when it becomes Chained, but otherwise remains as it was before.
There is a CR limitation on what monsters the Warlock can chain, equal to your Warlock Level + Charisma Modifier.*
You monster spends hit dice to heal as normal, and refills its hit dice after a Long rest.
*This makes it so that, at 20th level, the Warlock can attempt to chain creatures up to CR 25 (DC30). However, the limitations on their Chain attempt (1d20 + Cha Mod + 1/2 Prof. Bonus) means they can't hit higher than CR 23(DC 28). This is intended, as they might get some magic item that allows them to increase their Charisma above 20. It is also important that this Chain attempt is called just that. It is a little finicky to add a new item to the basic 3 (Attack Roll, Ability Check, Saving Throw), but there are a multitude of things that add to all of those, which would drive up the attainable CR. This way, the DM doesn't need to concern themselves with things that might stack with the Chain, because nothing does. Unless they gave their player an item to boost Charisma or their Proficiency bonus, the DM doesn't have to worry about the player trying to chain Tiamat.
10th-Greater Chain: Add half of your Proficiency bonus (rounded up) to your Chain attempts.
14th- Master of Chains- You can chain a second monster.
Thoughts? It doesn't feel too broken, but there might be some enemies that punch above their CR that I am not aware of. I feel it is important that the Chained monster can die. You cannot resummon them, so losing one in combat results in you taking a blow to power compared to the others.
EDIT: Italicized words are changes I have made.
EDIT: Another edit.
Next goal, change the Warlock. Patrons will be secondary, while Pacts will be the primary subclass. I have a few ideas for this. You will still gain your Patron spells, and will get an Invocation at 1st level, and the Patron abilities at 1st level will be made into Invocations. The rest of the Patron abilities will be moved to Invocations as well, with Prerequisites being the appropriate level and Patron.
Blade- Easy enough.
3rd-Pact, also gain Medium Armor
6th-Extra attack
10th-Not sure. Maybe the same as War magic from EK.
14th- Second extra attack
Tome-Moar spells
3rd-pact
6th- at 6th level you gain an extra spell slot that recharges on a short rest. At 14th level this increases to 2 extra spell slots.
also, you now add your Charisma Modifier to Warlock Cantrip damage, and damage for the Eldritch Blast Invocation if you have it.
10th-Magic secrets, as in the Bard. However, the spell can be changed on a level, giving the Warlock access to any two spells they want. Makes sense for someone dealing with higher beings, and addresses the issue of Warlock being so inflexible. Restricted to spells of 5th level and lower, since the Warlock does not technically have slots for 6-9.
14th-Improved Mystic Arcanum: Get 2 uses of your 6th and 7th level Mystic Arcanum.
Chain-Thinking of realizing the Monster Tamer people have mentioned here on the forums. This is where I need most of the help.
3rd-Pact
6th-Chain Monster: When you or your familiar reduces a non-humanoid creature to 0 hp you can attempt to Chain it to follow your commands. The DC is the creatures CR+5, and you roll 1d20+ your Charisma Modifier to attempt to Chain it. After you have chained a Monster you can summon it to your side as an Action. It rolls a separate Initiative, and acts on it's own. It will follow your commands, or will defend itself if you have not given it a command. You can only have one Chained Monster at a time, and chaining a new monster results in your current one dying and turning to ash. If the monster has any Lair or Legendary actions, it loses those when it becomes Chained, but otherwise remains as it was before.
There is a CR limitation on what monsters the Warlock can chain, equal to your Warlock Level + Charisma Modifier.*
You monster spends hit dice to heal as normal, and refills its hit dice after a Long rest.
*This makes it so that, at 20th level, the Warlock can attempt to chain creatures up to CR 25 (DC30). However, the limitations on their Chain attempt (1d20 + Cha Mod + 1/2 Prof. Bonus) means they can't hit higher than CR 23(DC 28). This is intended, as they might get some magic item that allows them to increase their Charisma above 20. It is also important that this Chain attempt is called just that. It is a little finicky to add a new item to the basic 3 (Attack Roll, Ability Check, Saving Throw), but there are a multitude of things that add to all of those, which would drive up the attainable CR. This way, the DM doesn't need to concern themselves with things that might stack with the Chain, because nothing does. Unless they gave their player an item to boost Charisma or their Proficiency bonus, the DM doesn't have to worry about the player trying to chain Tiamat.
10th-Greater Chain: Add half of your Proficiency bonus (rounded up) to your Chain attempts.
14th- Master of Chains- You can chain a second monster.
Thoughts? It doesn't feel too broken, but there might be some enemies that punch above their CR that I am not aware of. I feel it is important that the Chained monster can die. You cannot resummon them, so losing one in combat results in you taking a blow to power compared to the others.
EDIT: Italicized words are changes I have made.
EDIT: Another edit.
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