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Warlock Homebrew changes
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<blockquote data-quote="Fanaelialae" data-source="post: 7115503" data-attributes="member: 53980"><p>Interesting. Just a thought, but you could make warlocks have two subclasses (one from patron and one from pact). You'd probably need to reduce the number of invocations they get, or something (maybe 5 at 20th?).</p><p></p><p></p><p></p><p>I like it. Since you're giving them medium armor, maybe make it a package deal where they can summon armor with the same action as summoning their weapon?</p><p></p><p></p><p></p><p>Not sure what you mean by the level 6 ability. Warlocks already regain all of their spell slots on a short rest. If these are supposed to be extra spell slots on top of what they already get, I'd recommend just one bonus slot (and even that's a lot IMO).</p><p></p><p></p><p></p><p>I think the level 6 ability is problematic as written. Making it require the warlock to get the "killing blow" is probably going to lead to metagaming if there's a creature the warlock really wants (though depending on your group, that might not be a problem). Also, PCs can, with some preparation and risk, take down monsters well above themselves in CR (and an equal CR monster is already above a single PC in power). As such, you could very well end up with a chained creature that is more powerful than the warlock! A single feature should never be more powerful on its own than the character that possesses it. For example, a CR 21 Lich has only 135 HP. With a little luck, even a mid level party could take it down, and while there's a chance that the warlock won't make their check, there's also a chance that they will.</p><p></p><p>As such, I would recommend making the chaining easier (it might be automatic on being brought to 0, or not require the warlock to land the killing blow) but also institute a CR cap. Maybe something like the CR limit on a Moon Druid's forms.</p><p></p><p>You're also going to want to consider exactly how this will affect a creature. Is the warlock only in control of their physical form or their mental faculties as well? If I "assassinate" the king and chain him, am I effectively now the king, or am I restricted to making him do the chicken dance (rather than making decrees)? One way to go would be to restrict the creature type (if you don't allow humanoids then a significant part of this issue goes away).</p><p></p><p>I'm not sure on the matter of healing. On the one hand, getting back all of their HP on a short rest means that the warlock (with pets) can potentially soak more damage in a day than a barbarian (and that's a lot). On the other hand, tying it to HD makes it very finicky, which I'm also not a fan of. </p><p></p><p>Maybe something like the creature recovers up to half its maximum hp on a short rest (so if you creature has 100 max hp, and is at 20 hp before the short rest, it will be at 50 hp after the short rest). That will force the warlock to be a bit more conservative with the pets. The fact that they can perma-die is a limited limitation in my view. Unless you have pets with unique abilities that aren't easy to replace, you can just chain whatever creatures you're currently fighting to replace any pets you lose. You're going to want to replace your pets fairly regularly anyway, since they don't scale with your level.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7115503, member: 53980"] Interesting. Just a thought, but you could make warlocks have two subclasses (one from patron and one from pact). You'd probably need to reduce the number of invocations they get, or something (maybe 5 at 20th?). I like it. Since you're giving them medium armor, maybe make it a package deal where they can summon armor with the same action as summoning their weapon? Not sure what you mean by the level 6 ability. Warlocks already regain all of their spell slots on a short rest. If these are supposed to be extra spell slots on top of what they already get, I'd recommend just one bonus slot (and even that's a lot IMO). I think the level 6 ability is problematic as written. Making it require the warlock to get the "killing blow" is probably going to lead to metagaming if there's a creature the warlock really wants (though depending on your group, that might not be a problem). Also, PCs can, with some preparation and risk, take down monsters well above themselves in CR (and an equal CR monster is already above a single PC in power). As such, you could very well end up with a chained creature that is more powerful than the warlock! A single feature should never be more powerful on its own than the character that possesses it. For example, a CR 21 Lich has only 135 HP. With a little luck, even a mid level party could take it down, and while there's a chance that the warlock won't make their check, there's also a chance that they will. As such, I would recommend making the chaining easier (it might be automatic on being brought to 0, or not require the warlock to land the killing blow) but also institute a CR cap. Maybe something like the CR limit on a Moon Druid's forms. You're also going to want to consider exactly how this will affect a creature. Is the warlock only in control of their physical form or their mental faculties as well? If I "assassinate" the king and chain him, am I effectively now the king, or am I restricted to making him do the chicken dance (rather than making decrees)? One way to go would be to restrict the creature type (if you don't allow humanoids then a significant part of this issue goes away). I'm not sure on the matter of healing. On the one hand, getting back all of their HP on a short rest means that the warlock (with pets) can potentially soak more damage in a day than a barbarian (and that's a lot). On the other hand, tying it to HD makes it very finicky, which I'm also not a fan of. Maybe something like the creature recovers up to half its maximum hp on a short rest (so if you creature has 100 max hp, and is at 20 hp before the short rest, it will be at 50 hp after the short rest). That will force the warlock to be a bit more conservative with the pets. The fact that they can perma-die is a limited limitation in my view. Unless you have pets with unique abilities that aren't easy to replace, you can just chain whatever creatures you're currently fighting to replace any pets you lose. You're going to want to replace your pets fairly regularly anyway, since they don't scale with your level. [/QUOTE]
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