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Warlock Homebrew changes
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<blockquote data-quote="Lanliss" data-source="post: 7115543" data-attributes="member: 6801219"><p>I think being able to summon armor might be a bit much. I might add it, and a Shield one, as invocations, but think getting free medium armor 24/7 is a little too much.</p><p></p><p></p><p></p><p></p><p></p><p>Yes, It is meant to give them 2 extra slots per short rest. This Warlock will be 100% spells, so I think being able to cast more than the others is fine. Maybe I can start it at 1 extra, and they get a 2nd extra slot at something like 16-18?</p><p></p><p></p><p></p><p></p><p>It was my intention that the Warlock must get the killing blow. If the initiative isn't set up in the most favorable order, this means that choosing to leave an enemy for the Warlock to kill could result in another turn for the enemy. </p><p></p><p>The whole Chaining system was mostly off the top of my head, and doesn't seem too broken. I can see limiting it though, maybe to something like your spell DC. The will leave a number of the big-bads safe from chaining. Or, I could limit it to "CR no higher than your Character level + Charisma Modifier (Max of CR 20)". However, I do want the Warlock, if they are lucky, to be able to chain something a bit higher up than them, otherwise what is the point. The purpose of this concept is that the Caster/Trainer/Master is the weaker party, and has the Chained creature to do the hard stuff for them. </p><p></p><p>For healing, I think I will stick with spending hit dice. It will be a little finicky, but not too bad I think.</p><p></p><p>I want to leave how the creature reacts up to the player. They might want to be a Fiendlock who revels in the hatred his slaves feel for him, or they want to play a Feylock who the creatures just <em>want</em> to serve. Entirely up to the player. Also up to the player is how much they like the pets. They might get sentimental, and try to keep their Zombie around forever, or they might be indifferent to losing their creature.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7115543, member: 6801219"] I think being able to summon armor might be a bit much. I might add it, and a Shield one, as invocations, but think getting free medium armor 24/7 is a little too much. Yes, It is meant to give them 2 extra slots per short rest. This Warlock will be 100% spells, so I think being able to cast more than the others is fine. Maybe I can start it at 1 extra, and they get a 2nd extra slot at something like 16-18? It was my intention that the Warlock must get the killing blow. If the initiative isn't set up in the most favorable order, this means that choosing to leave an enemy for the Warlock to kill could result in another turn for the enemy. The whole Chaining system was mostly off the top of my head, and doesn't seem too broken. I can see limiting it though, maybe to something like your spell DC. The will leave a number of the big-bads safe from chaining. Or, I could limit it to "CR no higher than your Character level + Charisma Modifier (Max of CR 20)". However, I do want the Warlock, if they are lucky, to be able to chain something a bit higher up than them, otherwise what is the point. The purpose of this concept is that the Caster/Trainer/Master is the weaker party, and has the Chained creature to do the hard stuff for them. For healing, I think I will stick with spending hit dice. It will be a little finicky, but not too bad I think. I want to leave how the creature reacts up to the player. They might want to be a Fiendlock who revels in the hatred his slaves feel for him, or they want to play a Feylock who the creatures just [I]want[/I] to serve. Entirely up to the player. Also up to the player is how much they like the pets. They might get sentimental, and try to keep their Zombie around forever, or they might be indifferent to losing their creature. [/QUOTE]
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