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Warlock Homebrew changes
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<blockquote data-quote="Lanliss" data-source="post: 7117372" data-attributes="member: 6801219"><p>Alright, I think this is worked out well enough to playtest, here is the breakdown. Altogether, I like how it feels.</p><p></p><p><strong>General Changes</strong></p><p>All Patron abilities are changed into Invocations, which can be taken at the same appropriate level, and only if you have the correct Patron.</p><p></p><p>Warlocks are able to change their Mystic Arcanum choices the same as other spells they have chosen, when they gain a Warlock level.</p><p></p><p>Eldritch Blast is an invocation, and higher levels of it are separate Invocations. These do not stack, the highest number of blasts takes precedence. All EB modifying Invocations are removed.</p><p></p><p><strong>Blade</strong></p><p>3rd-Pact, Medium Armor and shields</p><p></p><p>6th- Extra attack</p><p></p><p>10th- War Magic, as with Eldritch Knight (PHB 75)</p><p></p><p>14th- 2nd extra attack</p><p></p><p></p><p><strong>Tome</strong></p><p>3rd- Pact</p><p></p><p>6th- Gain an extra Spell Slot per short rest. Gain a second extra slot at 14th level. Additionally, you now add your Charisma Modifier when you roll damage for Warlock Cantrips, and the Eldritch Blast Invocation if you have it.</p><p></p><p>10th- At 10th level your Patron bestows you with magical Secrets. Choose two spells from any class spell list, including this class, and add them to your spells known (though they do not count <em>against</em> spells known). When you gain a level in this class you can replace one or both of the spells with another spell for which you also have spell slots, choosing from any class list.</p><p> If a spell is not from the Warlock spell list, it nontheless counts as a warlock spell for you.</p><p></p><p>14th-You now have 2 uses of your 6th and 7th level Mystic arcanum per long rest.</p><p></p><p></p><p><strong>Chain</strong></p><p>3rd- Pact</p><p></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> There is a CR limitation on what monsters the Warlock can chain, equal to your Warlock Level + Charisma Modifier.</p><p> You monster spends hit dice to heal as normal, and refills half of its hit dice after a Long rest. This includes after you have chained it, so a creature that was reduced to 0 hit points will be locked in a pocket dimension until you have completed a rest to heal it.</p><p> A creature can willingly submit itself to your chain attempt. For this to happen, it must not be under any charm effect or other form of magical compulsion. If a creature chooses to do this, you do not have to roll to attempt to Chain it, and it does not need to be reduced to 0 hit points for you to chain it. In addition, if a creature chained in this way beats your initiative in combat, it will ready its action to obey whatever command you give on your turn, rather than dodging or attacking on its own.</p><p> <strong>If a creatures CR ever increases while it is chained by you, you must make a new Chain attempt at that moment to maintain control.</strong> For example, Polymorphing a Zombie into a Dragon could lead to serious issues. Creatures who accepted your Chain are exempted from this rule.</p><p></p><p>10th- Greater Chain: Add half of your Proficiency Bonus (Rounded up) to your Chain attempts.</p><p></p><p>14th- Chain Master: You can chain two creatures at once. If you chain a new creature while you are already at the two-creature limit, the one that has been chained longer is lost.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7117372, member: 6801219"] Alright, I think this is worked out well enough to playtest, here is the breakdown. Altogether, I like how it feels. [B]General Changes[/B] All Patron abilities are changed into Invocations, which can be taken at the same appropriate level, and only if you have the correct Patron. Warlocks are able to change their Mystic Arcanum choices the same as other spells they have chosen, when they gain a Warlock level. Eldritch Blast is an invocation, and higher levels of it are separate Invocations. These do not stack, the highest number of blasts takes precedence. All EB modifying Invocations are removed. [B]Blade[/B] 3rd-Pact, Medium Armor and shields 6th- Extra attack 10th- War Magic, as with Eldritch Knight (PHB 75) 14th- 2nd extra attack [B]Tome[/B] 3rd- Pact 6th- Gain an extra Spell Slot per short rest. Gain a second extra slot at 14th level. Additionally, you now add your Charisma Modifier when you roll damage for Warlock Cantrips, and the Eldritch Blast Invocation if you have it. 10th- At 10th level your Patron bestows you with magical Secrets. Choose two spells from any class spell list, including this class, and add them to your spells known (though they do not count [I]against[/I] spells known). When you gain a level in this class you can replace one or both of the spells with another spell for which you also have spell slots, choosing from any class list. If a spell is not from the Warlock spell list, it nontheless counts as a warlock spell for you. 14th-You now have 2 uses of your 6th and 7th level Mystic arcanum per long rest. [B]Chain[/B] 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 half of its hit dice after a Long rest. This includes after you have chained it, so a creature that was reduced to 0 hit points will be locked in a pocket dimension until you have completed a rest to heal it. A creature can willingly submit itself to your chain attempt. For this to happen, it must not be under any charm effect or other form of magical compulsion. If a creature chooses to do this, you do not have to roll to attempt to Chain it, and it does not need to be reduced to 0 hit points for you to chain it. In addition, if a creature chained in this way beats your initiative in combat, it will ready its action to obey whatever command you give on your turn, rather than dodging or attacking on its own. [B]If a creatures CR ever increases while it is chained by you, you must make a new Chain attempt at that moment to maintain control.[/B] For example, Polymorphing a Zombie into a Dragon could lead to serious issues. Creatures who accepted your Chain are exempted from this rule. 10th- Greater Chain: Add half of your Proficiency Bonus (Rounded up) to your Chain attempts. 14th- Chain Master: You can chain two creatures at once. If you chain a new creature while you are already at the two-creature limit, the one that has been chained longer is lost. [/QUOTE]
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