I think the big benefit of Pact of the Talisman comes from the Eldritch Invocations that go with it; but you really do need to be planning to build for it as a kind of supportlock:
Rebuke of the Talisman lets you deal psychic damage to enemies who hit the talisman holder and push them 10 feet.
Protection of the Talisman allows the talisman holder to also add a d4 to failed saving throws, and this uses its own pool of proficiency uses (not the ones you already have).
Bond the Talisman is a proficiency uses teleport with no range limit.
It also combines interestingly with the new Hexblood Lineage in Van Richten's Guide to Ravenloft; if you make the talisman the same as your eerie token then you also have one-way telepathic messaging up to 10 miles, and you can use remote viewing through the talisman (though this does require creating a new one afterwards).
So yeah, I think if you build a character around the talisman then it's quite a fun feature, and this isn't even going into some of the spells you could potentially cast on the talisman or combo with some of its features. Is it weaker than Pact of the Tome? On its own probably, but it has a bunch of options you can't replicate, and it's quite an interesting theme that seems like it'd be a lot of fun if you lean into it.
It occurred to me, reading your post, that the strongest use of the Talisman might not be on the Warlock. I mean, the benefits go to the character who possesses it. If you were to give it to a character who is already strong in some areas, but may have weaknesses that you can address with the Talisman, then the net result might be far more effective than keeping it for yourself. The first thing that pops to mind is a Fighter or Barbarian to augment their saves and add to their retributive damage.
If you were already planning a back row play style, this might be fairly strong. Still probably not as strong as the Tome or Chain, in the same play style. But strong still.
Honestly it feels this way too...which to be honest kinda sucks for the warlock them.
You do not get to use your own Pact if you go this route...which is likely ok but I would personally hate not having my own features. Its like an Artificer that would be expected to not use their own infusions....would feel notgoodman
That does not bother me, its like the clerics heals aren't just for the cleric usually. So on lets say a celestial pact this might be pretty fitting. That being said I want my choice to have a bigger impact. For another party member is cool, a bonus so small they probably will forget they have it not so cool.
Honestly it feels this way too...which to be honest kinda sucks for the warlock them.
You do not get to use your own Pact if you go this route...which is likely ok but I would personally hate not having my own features. Its like an Artificer that would be expected to not use their own infusions....would feel notgoodman
I think it depends a lot on what you want to build; when I first read about the feature the idea I really wanted to explore was twins, with one player as a Warlock Pact of the Talisman, and maybe the other as unity type cleric (Peace Domain maybe?), where you counter buff each other and work as a duo.
Problem for me is that there is no way it'd work with the group I usually play with. At least, not unless the DM lets me play as both characters, heh.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I think the big benefit of Pact of the Talisman comes from the Eldritch Invocations that go with it; but you really do need to be planning to build for it as a kind of supportlock:
Rebuke of the Talisman lets you deal psychic damage to enemies who hit the talisman holder and push them 10 feet.
Protection of the Talisman allows the talisman holder to also add a d4 to failed saving throws, and this uses its own pool of proficiency uses (not the ones you already have).
Bond the Talisman is a proficiency uses teleport with no range limit.
It also combines interestingly with the new Hexblood Lineage in Van Richten's Guide to Ravenloft; if you make the talisman the same as your eerie token then you also have one-way telepathic messaging up to 10 miles, and you can use remote viewing through the talisman (though this does require creating a new one afterwards).
So yeah, I think if you build a character around the talisman then it's quite a fun feature, and this isn't even going into some of the spells you could potentially cast on the talisman or combo with some of its features. Is it weaker than Pact of the Tome? On its own probably, but it has a bunch of options you can't replicate, and it's quite an interesting theme that seems like it'd be a lot of fun if you lean into it.
It occurred to me, reading your post, that the strongest use of the Talisman might not be on the Warlock. I mean, the benefits go to the character who possesses it. If you were to give it to a character who is already strong in some areas, but may have weaknesses that you can address with the Talisman, then the net result might be far more effective than keeping it for yourself. The first thing that pops to mind is a Fighter or Barbarian to augment their saves and add to their retributive damage.
If you were already planning a back row play style, this might be fairly strong. Still probably not as strong as the Tome or Chain, in the same play style. But strong still.
Honestly it feels this way too...which to be honest kinda sucks for the warlock them.
You do not get to use your own Pact if you go this route...which is likely ok but I would personally hate not having my own features. Its like an Artificer that would be expected to not use their own infusions....would feel notgoodman
That does not bother me, its like the clerics heals aren't just for the cleric usually. So on lets say a celestial pact this might be pretty fitting. That being said I want my choice to have a bigger impact. For another party member is cool, a bonus so small they probably will forget they have it not so cool.
Healing is one thing as its a one and done and part of a larger spell list that doesn't impede too much on your overall build. You have other options I guess is my point...where as once you pick a Pact its done and you are committed to the process as you can change it later on. Heck you can even not prepare healing word for the day if you want if your party tests you too much!
That does not bother me, its like the clerics heals aren't just for the cleric usually. So on lets say a celestial pact this might be pretty fitting. That being said I want my choice to have a bigger impact. For another party member is cool, a bonus so small they probably will forget they have it not so cool.
I think it depends a lot on what you want to build; when I first read about the feature the idea I really wanted to explore was twins, with one player as a Warlock Pact of the Talisman, and maybe the other as unity type cleric (Peace Domain maybe?), where you counter buff each other and work as a duo.
Problem for me is that there is no way it'd work with the group I usually play with. At least, not unless the DM lets me play as both characters, heh.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Healing is one thing as its a one and done and part of a larger spell list that doesn't impede too much on your overall build. You have other options I guess is my point...where as once you pick a Pact its done and you are committed to the process as you can change it later on. Heck you can even not prepare healing word for the day if you want if your party tests you too much!
tbh you are telling to truth
sj queen