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<blockquote data-quote="doctorbadwolf" data-source="post: 6920040" data-attributes="member: 6704184"><p>OK, I haven't had a chance to go over the stuff I've built for format and such, but I have had some new thoughts. </p><p></p><p>Pact of The Seeker: </p><p></p><p>You gain the ability to create a bow from natural materials around you, warping matter or causing it to grow, even from what should be dead wood, and can make arrows in the same way. </p><p>The bow is basically a longbow, but can be used with any spell that would normally require a melee weapon attack be made as part of the spell, the weapon is magical for dealing with resistences, and deals 1d10 damage instead of 1d8? Also, you add a few ranger spells that makes sense to your spell list. </p><p></p><p>Invocations: 1 that adds a few spells to the list of spells you can tack onto an attack with the weapon, including some AoE spells. Can do so without spending a spell slot 1/long rest. </p><p></p><p>Another that lets you make CHAmod magic arrows, with effects based on your warlock spell slot level. </p><p></p><p></p><p>-------------</p><p></p><p>Patron: WIld Hunt</p><p></p><p>SPells: Hunter's Mark, Guidance, Animate Dead, and some divination and conjuration spells. SPeak with dead, too? Probably. </p><p></p><p>lvl 1 benefit: some manner of uber tracking for a single target, and advantage on first attack against that creature? </p><p></p><p>lvl 6: Ability to become Incorporeal for a minute, and maybe a bonus to concentration for conjuration spells? </p><p></p><p>lvl 10: Like the fey pact, but with fear effects. </p><p></p><p>lvl 14: 1/day you can summon a member of the Wild Hunt to fight beside you without using any spell slots. Conjure Fey seems like a good fit, for simplicity, but the Hunter shouldn't turn against you if your concentration is broken, and you have advantage on the concentration checks for it. </p><p></p><p></p><p>------------------</p><p></p><p>The Land Gods (primal spirits, animistic gods) </p><p></p><p>Spells: mostly druid and ranger spells</p><p></p><p>lvl 1: I had ideas for this, but I'm blanking. consider this a placeholder. </p><p></p><p>-----------</p><p></p><p>Restful Death</p><p>This one is basically a variant of the Undying pact, turned into a hunter of undead and necromancers, designed to work with the Seven Bells. </p><p></p><p>-------------</p><p></p><p>Gloaming </p><p></p><p>Shadow pact. For making a shadow walker or 4e style assassin, etc. </p><p></p><p></p><p>ok, gotta go make dinner. I'll update again soon with specifics on the above concepts.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6920040, member: 6704184"] OK, I haven't had a chance to go over the stuff I've built for format and such, but I have had some new thoughts. Pact of The Seeker: You gain the ability to create a bow from natural materials around you, warping matter or causing it to grow, even from what should be dead wood, and can make arrows in the same way. The bow is basically a longbow, but can be used with any spell that would normally require a melee weapon attack be made as part of the spell, the weapon is magical for dealing with resistences, and deals 1d10 damage instead of 1d8? Also, you add a few ranger spells that makes sense to your spell list. Invocations: 1 that adds a few spells to the list of spells you can tack onto an attack with the weapon, including some AoE spells. Can do so without spending a spell slot 1/long rest. Another that lets you make CHAmod magic arrows, with effects based on your warlock spell slot level. ------------- Patron: WIld Hunt SPells: Hunter's Mark, Guidance, Animate Dead, and some divination and conjuration spells. SPeak with dead, too? Probably. lvl 1 benefit: some manner of uber tracking for a single target, and advantage on first attack against that creature? lvl 6: Ability to become Incorporeal for a minute, and maybe a bonus to concentration for conjuration spells? lvl 10: Like the fey pact, but with fear effects. lvl 14: 1/day you can summon a member of the Wild Hunt to fight beside you without using any spell slots. Conjure Fey seems like a good fit, for simplicity, but the Hunter shouldn't turn against you if your concentration is broken, and you have advantage on the concentration checks for it. ------------------ The Land Gods (primal spirits, animistic gods) Spells: mostly druid and ranger spells lvl 1: I had ideas for this, but I'm blanking. consider this a placeholder. ----------- Restful Death This one is basically a variant of the Undying pact, turned into a hunter of undead and necromancers, designed to work with the Seven Bells. ------------- Gloaming Shadow pact. For making a shadow walker or 4e style assassin, etc. ok, gotta go make dinner. I'll update again soon with specifics on the above concepts. [/QUOTE]
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