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*Dungeons & Dragons
Warlock Maledictions
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<blockquote data-quote="clearstream" data-source="post: 7517025" data-attributes="member: 71699"><p>First the proposed mechanic (motivation is explained further below):</p><p><strong></strong></p><p><strong>Maledictions</strong> (<em>this is a new class feature</em>)</p><p>At 3rd level, your patron reveals the hidden power of certain cantrips—those for which you make a ranged spell attack or that have a saving throw. These cantrips become “maledictions”, that can be enhanced by the eldritch invocations available to you.</p><p> </p><p><strong>Agonizing Blast </strong>(<em>pre-requisite: any malediction</em>)</p><p>Once per turn, when a malediction you cast damages a creature, you can add your Charisma modifier to that damage.</p><p></p><p><strong>Eldritch Spear</strong>(<em>pre-requisite: any malediction</em>)</p><p>When you cast a malediction, its range is doubled.</p><p> </p><p><strong>Grasp of Hadar</strong>(<em>pre-requisite: any malediction</em>)</p><p>When a malediction you cast damages a creature for the first time in a turn, you can move that creature in a straight line 10 feet closer to you.</p><p> </p><p><strong>Lance of Lethargy</strong>(<em>pre-requisite: any malediction</em>)</p><p>When a malediction you cast damages a creature for the first time in a turn, you can reduce that creature’s speed by 10 feet until the start of your next turn.</p><p> </p><p><strong>Repelling Blast</strong>(<em>pre-requisite: any malediction</em>)</p><p>When a malediction you cast damages a creature for the first time in a turn, you can push that creature up to 10 feet away from you in a straight line.</p><p></p><p></p><p>[Edited 05Nov2018 in response to comments and experimentation]</p><p>-------------------------------------------------------------------------------------</p><p>-------------------------------------------------------------------------------------</p><p></p><p>The central motivation for these changes is to broaden viable strategies so that play at the table is more varied and interesting. Eldritch Blast is toned down, reducing its damage to one application of Charisma modifier per round, while all other qualifying cantrips (the "maledictions") that a Warlock can cast are buffed. The predicted impact is that Warlocks will get creative and cast a wider variety of cantrips in combat. A possible downside is that Eldritch Blast has long been central to the Warlock identity, and while it will still be a very good choice, this change shifts it slightly out of the limelight. Additionally, it will marginally nerf higher-tier Warlocks in comparison to weapon-based archers, which might or might not suit a group's campaign.</p><p></p><p>Note that for the sake of balancing comparisons, I assume all Warlocks take Agonizing Blast in its current form. I am looking at hard combat crunch, in which damage and SoS tends to be winningest. The tier 1 character is assumed to have +3 stat and +2 prof, and is targeting AC 13. The tier 3 character is assumed to have +4 stat, +4 prof, +1 magic, and is targeting AC 15. Saves are assumed to be equivalent, but of course open up the possibility of targeting the weakest defence. Rounded to one place.</p><p></p><p><u>Eldritch Blast</u></p><p><strong>Tier 1</strong>, 0.65*(5.5+3)=<strong>5.5</strong> <em>range 120', force type, multiple beams</em></p><p><strong>Tier 3</strong>, 0.75*(16.5+12)=<strong>21.4</strong><em> as above</em></p><p></p><p><u>Toll the Dead</u></p><p><strong>Tier 1</strong>, 0.65*(6.5+3)=<strong>6.2</strong> <em>if target damaged, </em><em>range 60', necrotic type, wisdom save</em></p><p><strong>Tier 3</strong>, 0.75*(19.5+4)=<strong>17.6 </strong><em>as above</em></p><p></p><p><u>Ray of Frost</u></p><p><strong>Tier 1</strong>, 0.65*(4.5+3)=<strong>4.9</strong> <em>reduces target's speed by 10' for one round, range 60', cold type</em></p><p><strong>Tier 3</strong>, 0.75*(13.5+4)=<strong>13.1</strong> <em>as above</em></p><p></p><p><u>Magic Stone</u></p><p><u></u><strong>Tier 1</strong>, 0.65*(3.5+3+3)=<strong>6.2</strong> <em>uses bonus action and action, C</em><em>hain pact Warlocks could pass stones to familiar to gain range, otherwise 60', piercing type, three stones (stones two and three don't use bonus action)</em></p><p><strong>Tier 3</strong>, 0.75*(3.5+4+4)=<strong>8.6</strong> <em>as above, the damage is per stone</em></p><p></p><p><u>Archery Ranger*</u></p><p><strong>Tier 1</strong>, 0.75*(4.5+3)=<strong>5.6</strong> <em>or 11.3 if Horde Breaker conditions met, range 150', piercing type</em></p><p><strong>Tier 3</strong>, 0.85*(9+10)=<strong>16.2</strong> <em>or 24.2 if Horde Breaker conditions met</em></p><p>*Ignoring Hex and Hunter's Mark; in Tier 2 Ranger has a 1 or 2 point advantage over Warlock, going to a 15 or 16 point advantage in situations where Horde Breaker conditions are met!</p><p></p><p>Having run two Warlocks for about two years, I can attest that in a combat-heavy campaign, Eldritch Blast in its current form is so dominating in comparison to other cantrips that my Warlock players have struggled to feel that it was reasonable to use anything else. Our Tome Warlock took Guidance, and that is about the only other cantrip I see from him. This homebrew was motivated strongly by player comments, about feeling hedged into spamming blast (in fights, on plain mechanical grounds... for RP, anything can be good). The player in question is lively, enjoys RP, doesn't get hung-up on optimisation... and still felt Blast was too far ahead of the rest.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7517025, member: 71699"] First the proposed mechanic (motivation is explained further below): [B] Maledictions[/B] ([I]this is a new class feature[/I]) At 3rd level, your patron reveals the hidden power of certain cantrips—those for which you make a ranged spell attack or that have a saving throw. These cantrips become “maledictions”, that can be enhanced by the eldritch invocations available to you. [B]Agonizing Blast [/B]([I]pre-requisite: any malediction[/I]) Once per turn, when a malediction you cast damages a creature, you can add your Charisma modifier to that damage. [B]Eldritch Spear[/B]([I]pre-requisite: any malediction[/I]) When you cast a malediction, its range is doubled. [B]Grasp of Hadar[/B]([I]pre-requisite: any malediction[/I]) When a malediction you cast damages a creature for the first time in a turn, you can move that creature in a straight line 10 feet closer to you. [B]Lance of Lethargy[/B]([I]pre-requisite: any malediction[/I]) When a malediction you cast damages a creature for the first time in a turn, you can reduce that creature’s speed by 10 feet until the start of your next turn. [B]Repelling Blast[/B]([I]pre-requisite: any malediction[/I]) When a malediction you cast damages a creature for the first time in a turn, you can push that creature up to 10 feet away from you in a straight line. [Edited 05Nov2018 in response to comments and experimentation] ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- The central motivation for these changes is to broaden viable strategies so that play at the table is more varied and interesting. Eldritch Blast is toned down, reducing its damage to one application of Charisma modifier per round, while all other qualifying cantrips (the "maledictions") that a Warlock can cast are buffed. The predicted impact is that Warlocks will get creative and cast a wider variety of cantrips in combat. A possible downside is that Eldritch Blast has long been central to the Warlock identity, and while it will still be a very good choice, this change shifts it slightly out of the limelight. Additionally, it will marginally nerf higher-tier Warlocks in comparison to weapon-based archers, which might or might not suit a group's campaign. Note that for the sake of balancing comparisons, I assume all Warlocks take Agonizing Blast in its current form. I am looking at hard combat crunch, in which damage and SoS tends to be winningest. The tier 1 character is assumed to have +3 stat and +2 prof, and is targeting AC 13. The tier 3 character is assumed to have +4 stat, +4 prof, +1 magic, and is targeting AC 15. Saves are assumed to be equivalent, but of course open up the possibility of targeting the weakest defence. Rounded to one place. [U]Eldritch Blast[/U] [B]Tier 1[/B], 0.65*(5.5+3)=[B]5.5[/B] [I]range 120', force type, multiple beams[/I] [B]Tier 3[/B], 0.75*(16.5+12)=[B]21.4[/B][I] as above[/I] [U]Toll the Dead[/U] [B]Tier 1[/B], 0.65*(6.5+3)=[B]6.2[/B] [I]if target damaged, [/I][I]range 60', necrotic type, wisdom save[/I] [B]Tier 3[/B], 0.75*(19.5+4)=[B]17.6 [/B][I]as above[/I] [U]Ray of Frost[/U] [B]Tier 1[/B], 0.65*(4.5+3)=[B]4.9[/B] [I]reduces target's speed by 10' for one round, range 60', cold type[/I] [B]Tier 3[/B], 0.75*(13.5+4)=[B]13.1[/B] [I]as above[/I] [U]Magic Stone [/U][B]Tier 1[/B], 0.65*(3.5+3+3)=[B]6.2[/B] [I]uses bonus action and action, C[/I][I]hain pact Warlocks could pass stones to familiar to gain range, otherwise 60', piercing type, three stones (stones two and three don't use bonus action)[/I] [B]Tier 3[/B], 0.75*(3.5+4+4)=[B]8.6[/B] [I]as above, the damage is per stone[/I] [U]Archery Ranger*[/U] [B]Tier 1[/B], 0.75*(4.5+3)=[B]5.6[/B] [I]or 11.3 if Horde Breaker conditions met, range 150', piercing type[/I] [B]Tier 3[/B], 0.85*(9+10)=[B]16.2[/B] [I]or 24.2 if Horde Breaker conditions met[/I] *Ignoring Hex and Hunter's Mark; in Tier 2 Ranger has a 1 or 2 point advantage over Warlock, going to a 15 or 16 point advantage in situations where Horde Breaker conditions are met! Having run two Warlocks for about two years, I can attest that in a combat-heavy campaign, Eldritch Blast in its current form is so dominating in comparison to other cantrips that my Warlock players have struggled to feel that it was reasonable to use anything else. Our Tome Warlock took Guidance, and that is about the only other cantrip I see from him. This homebrew was motivated strongly by player comments, about feeling hedged into spamming blast (in fights, on plain mechanical grounds... for RP, anything can be good). The player in question is lively, enjoys RP, doesn't get hung-up on optimisation... and still felt Blast was too far ahead of the rest. [/QUOTE]
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