Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Warlock Homebrew changes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanliss" data-source="post: 7115477" data-attributes="member: 6801219"><p>More homebrew stuff, I am on a roll. </p><p></p><p>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.</p><p></p><p>Blade- Easy enough.</p><p>3rd-Pact, also gain Medium Armor</p><p>6th-Extra attack</p><p>10th-Not sure. Maybe the same as War magic from EK.</p><p>14th- <em>Second extra attack</em></p><p></p><p>Tome-Moar spells</p><p>3rd-pact</p><p>6th- <em>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.</em></p><p><em> </em><em>also, you now add your Charisma Modifier to Warlock Cantrip damage, and damage for the Eldritch Blast Invocation if you have it.</em></p><p><em></em></p><p>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.</p><p></p><p>14th-Improved Mystic Arcanum: Get 2 uses of your 6th and 7th level Mystic Arcanum.</p><p></p><p>Chain-Thinking of realizing the Monster Tamer people have mentioned here on the forums. This is where I need most of the help.</p><p></p><p>3rd-Pact</p><p>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.</p><p> <em>There is a CR limitation on what monsters the Warlock can chain, equal to your Warlock Level + Charisma Modifier.*</em></p><p><em> You monster spends hit dice to heal as normal, and refills its hit dice after a Long rest.</em></p><p><em></em></p><p><em>*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.</em></p><p> <em></em></p><p>10th-Greater Chain: Add <em>half of</em> your Proficiency bonus (rounded up) to your Chain attempts.</p><p></p><p>14th- Master of Chains- You can chain a second monster.</p><p></p><p>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.</p><p></p><p>EDIT: Italicized words are changes I have made.</p><p></p><p>EDIT: Another edit.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7115477, member: 6801219"] 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- [I]Second extra attack[/I] Tome-Moar spells 3rd-pact 6th- [I]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. [/I][I]also, you now add your Charisma Modifier to Warlock Cantrip damage, and damage for the Eldritch Blast Invocation if you have it. [/I] 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. [I]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. [/I] 10th-Greater Chain: Add [I]half of[/I] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Warlock Homebrew changes
Top