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Warlock Maledictions
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<blockquote data-quote="clearstream" data-source="post: 7517355" data-attributes="member: 71699"><p>So here is where I am this morning...</p><p></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>When you cast a malediction, add your Charisma modifier to the damage it deals on a hit or failed saving throw.</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>Pushed Malediction feature out one level to address dipping concerns. Doing so is a nerf to level one and two Warlocks, which I assume impacts the first two sessions (DMG suggests, and I find in play, one session to level to 2, and one more to level to 3).</p><p></p><p>Undid nerf to Agonizing Blast, so that it is as stronger than ever! This came out of contemplating cross-class balance, with Ranger archery added to examples to illustrate.</p><p></p><p>Changed on-application effects to "first time in a turn", in line with @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=59848" target="_blank">Hawk Diesel</a></u></strong></em> comments. I don't like changing RAW for small gains, but here I note two benefits - 1) ease of use (subtle differences in application between similar effects can become confused at the table), and 2) I noticed my Warlocks were all over Repelling, but sniffy about Grasp and Lance, and I think this was because applying two or three 10' pushes a turn on one target was so clearly stronger that it made the others non-viable.</p><p></p><p>Looking back at my examples (updated on the first page) this change casts a Warlock as a master of fighting with cantrips. I think other cantrips look fairly castable, compared with Blast.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7517355, member: 71699"] So here is where I am this morning... [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]) When you cast a malediction, add your Charisma modifier to the damage it deals on a hit or failed saving throw. [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. Pushed Malediction feature out one level to address dipping concerns. Doing so is a nerf to level one and two Warlocks, which I assume impacts the first two sessions (DMG suggests, and I find in play, one session to level to 2, and one more to level to 3). Undid nerf to Agonizing Blast, so that it is as stronger than ever! This came out of contemplating cross-class balance, with Ranger archery added to examples to illustrate. Changed on-application effects to "first time in a turn", in line with @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=59848"]Hawk Diesel[/URL][/U][/B][/I] comments. I don't like changing RAW for small gains, but here I note two benefits - 1) ease of use (subtle differences in application between similar effects can become confused at the table), and 2) I noticed my Warlocks were all over Repelling, but sniffy about Grasp and Lance, and I think this was because applying two or three 10' pushes a turn on one target was so clearly stronger that it made the others non-viable. Looking back at my examples (updated on the first page) this change casts a Warlock as a master of fighting with cantrips. I think other cantrips look fairly castable, compared with Blast. [/QUOTE]
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