1. All Warlock spells should be designed to upcast if it makes any sense, the class's spellcasting is designed around it and Hunger of Hadar doesn't upcast. Thats just bad design.
Why a Warlock *only* spell wouldn't upcast to 5th level, always seemed weird to me
They also need more spells, 31st, 1 3rd, 1 4th unique spells. The spell list is basically limited wizard, most of which don't upcast which makes the locks key ability of it always being cast at max level pointless. At a bare minimum each spell level including mystic arcanums should have 2 unique warlock only spells, and they should all have upcasting built in.
If people want INTlocks so bad I could see 5.5 letting the warlock choose between casting stats, but taking away CHA feels like a heavy handed move for something that's so established (and for an update that's supposed to be smoothly compatible).
Honestly I think Warlock is a pretty well-rounded class and none of the sub-classes need anything major done to them; my main wish list feature for the class itself is a rebalancing of some of the Eldritch Invocations, as there are some that just rarely ever get taken.
Mostly agree, although I think some of the PHB subs feel a little shabby, or at least lacking in cool things they enable the warlock to do (which more modern subclasses seem to focus on). Fathomless, Undead, Celestial all add something significant and do so fairly early on (Hexblade on the other hand is mostly just a patch for pact of the blade, but in that context it's similar... Genie is a little bit borderline, depending on how much value you see in the bottle). Compare to some of the older subs and you don't really get that same feeling of development, imo.
If people want INTlocks so bad I could see 5.5 letting the warlock choose between casting stats, but taking away CHA feels like a heavy handed move for something that's so established (and for an update that's supposed to be smoothly compatible).
Honestly I think Warlock is a pretty well-rounded class and none of the sub-classes need anything major done to them; my main wish list feature for the class itself is a rebalancing of some of the Eldritch Invocations, as there are some that just rarely ever get taken.
Mostly agree, although I think some of the PHB subs feel a little shabby, or at least lacking in cool things they enable the warlock to do (which more modern subclasses seem to focus on). Fathomless, Undead, Celestial all add something significant and do so fairly early on (Hexblade on the other hand is mostly just a patch for pact of the blade, but in that context it's similar... Genie is a little bit borderline, depending on how much value you see in the bottle). Compare to some of the older subs and you don't really get that same feeling of development, imo.
Hi, I've been a Warlock main for a while now and play almost exclusively Warlocks. Therefore I have a good idea of what really bothers me when playing Warlock. I have only been playing 5e so I don't know the Warlock of previous Editions.
Progression is one thing that's really bothering me. Warlock is heavily frontloaded, you get some of your best features at level 1 or 2. On the other hand, T3 or T4 doesn't feel that spectacular after your Spell Slots cap at level 5. Late game isn't necessarily bad, it just doesn't make you feel as strong as a high level Patron of a higher being should. Often this leads to players just dipping 1 to 3 levels into Warlock and get some of the best parts of your Class. Sure, Hexblade is super strong, but Hexadin dips one level into Warlock and makes you question your choices. Sorcerer dips two levels into Warlock and their blasting is better than yours could ever be. At some point it felt to me that Warlock was a dip-class.
E: "They get some of the best parts of your Class for free" obviously not free if they dip levels.
The Spell list is.. not terrible, but bad. It's just a castrated Wizard/Sorcerer spell list. We got some unique spells, but Hunger of Hadar not scaling with levels just has to be a huge oversight. Also, a lot of spells that you'd associate with Warlocks are locked behind a heavy premium (Invocations) or unavailable. To make matters worse, the spell list doesn't cater as much to Warlocks' Pact Magic as it should. Because Warlocks are upcasting everything, every spell they learn has to either have at least the option to be cast at a higher level, or be really, really worth it. Who's going to cast spells like Shield on a 5th level Spell Slot? Trick question, we don't even get Shield unless you're playing Hexblade. That's a separate issue though. I've recently started considering dropping a few levels into another CHA caster because 1st level spell slots are sometimes just needed. It's not a high cost, because the Cap Stone is mostly irrelevant. Spell level 6+ Spell list is too small and doesn't offer enough choice for different characters. Just because we only get one casting per day doesn't mean we all have to have the same casting.
Mystic Arcanum needs to do more. We learn one spell of each level 6+, which sometimes isn't enough because I just want more options. Treating them as normal spells known shouldn't be a problem if I don't learn a spell I can cast with my Pact Magic instead. But what I really, really want is for Mystic Arcanums to not be linked to one specific spell but just give me long rest spell slots for level 6+. Not being able to use my Mystic Arcanum to upcast another spell is terrible. It makes a lot of spells non-options because they only become really good with higher spell slots.
Defense is not that great. Yes, Warlocks get a d8 hit die and Light Armor proficiency. But a lot of caster defence is in level 1 spells. Spells like Mage Armor, Shield or Absorb Elements. For the low price of a 1st level Spell slot you gain a lot. Except, Warlocks upcast everything and using a 1st level spell that doesn't scale in a meaningful way is a complete waste on them. So what other tools do they get? Light Armor proficiency and a d8 hit die. Light Armor proficiency is easily eclipsed by Mage Armor. Exceptions are that you find a good +2 Studded Leather armor, or that you get the feat Moderately Armored. Then your defense is looking better already. I'm aware that we get Mage Armor for an Invocation at will, but Invocations are a high price to pay. I'd prefer we get some ability to cast defensive spells without wasting 5th level Spell slots.
Pact of the Blade goes neatly into the Defense aspect. What happened to the UA Invocation that let you bind any armor to you so that you could wear it? There are multiple reasons why Hexblade is so super strong, and one of them is Medium Armor proficiency. Pact of the Blade gives barely anything. It gets you proficiency with a martial weapon. Not just martial weapons, but one specific one. Granted, you cannot really lose that weapon but it's an underwhelming Pact by itself. Everything else you have to pay extra for in the form of Invocations. Where is using CHA for attacks and damage? That's Hexblade. Where is my Medium Armor proficiency so that I don't have to invest everything into Dex? That's Hexblade. Do I get a Fighting Style? No, not even for an Invocation. Do I at least get Two Weapon Fighting possibilities? No, there's still not an Invocation that'll allow me two Pact Blades. It's lacking. We get smites, that's nice.
Invocations are okay. Sure, there are some good ones, but a shockingly big part of them are bad. Once per long rest Invocations are the worst. Specifically, if they allow me to cast a spell once per long rest. I'm playing a Warlock. I get my spell capabilities back after a short rest. I made compromises so I can be based on a short rest instead of a long rest. But I'm not allowed to profit from these compromises? Sometimes we have to pay our Spell slot anyway, but that can have mechanical reasons. If we pay our Spell slot, it's automatically upcasted. If it's an at-will Invocation, it will always be at lower levels. What I despise are Invocations that give us access to spells that should be on our Spell list anyway. Why do we have to pay a premium to get access to Bane? Once per long rest?? There are also some Invocations that are very flavourful but just a little too weak. Generally the most interesting part about the Warlock, imo.
I don't care much about Int vs. Cha. Both have their upsides and downsides. If you could choose between them it might be more fun though.
Eldritch Blast is boring. Repelling Blast is super fun! I'd like more options for EB. Rolling for attacks is a bit boring after a while. What about AoE options? Or boosting Eldritch Blasts with Spell Slots? Eldritch Blast should absolutely be a class ability that scales with class level.
Defense is not that great. Yes, Warlocks get a d8 hit die and Light Armor proficiency. But a lot of caster defence is in level 1 spells. Spells like Mage Armor, Shield or Absorb Elements. For the low price of a 1st level Spell slot you gain a lot. Except, Warlocks upcast everything and using a 1st level spell that doesn't scale in a meaningful way is a complete waste on them. So what other tools do they get? Light Armor proficiency and a d8 hit die. Light Armor proficiency is easily eclipsed by Mage Armor. Exceptions are that you find a good +2 Studded Leather armor, or that you get the feat Moderately Armored. Then your defense is looking better already. I'm aware that we get Mage Armor for an Invocation at will, but Invocations are a high price to pay. I'd prefer we get some ability to cast defensive spells without wasting 5th level Spell slots.
I wonder how much changing leather armor progression would *break* things
Currently it's Padded Armor (11AC/disadvantage on stealth), Leather Armor (11 AC/no disadvantage) and Studded Leather Armor (12 AC), but if they change it to 11, 12 and 13 all with no disadvantage it would at least allow Warlocks and Bards to equal Wizards and Sorcerers. Not to mention it will help Druids as well given their no metal restriction
But it would give Rogues and Rangers 18 AC given they'll have 5 DEX mod eventually (as well as DEX fighters, paladins and Hexbloods). The trade off is normally slightly less AC than Full Plate by going DEX...personally I don't think given those classes +1 AC would hurt given their limitations. Maybe the dex fighters and paladins gain the most.
I want a Dragon Patron? I think being rewarded for a bigger monoclass would be nice, multiclassing is really rewarding right now cause most capstones suck and most games don't reach the 20th level.
Other than that, I think the warlock ****s hard. Oh, maybe make Hex an inbuilt feature too.
fwiw, if your GM is okay with it, you can probably re-flavor a fiend Warlock to a Dragon Patron. You'll have to tweak the spell list some but it's doable.
I think that the warlock class is perfect and I am more wishing that the class makes it to 5.5e INTACT.
I am already terrified of 5.5e because I only started playing dnd last year but I have all the supplement books, the three core books and 2 modules in PHYSICAL BOOKS and I don’t want to think that I wasted so much money
fwiw, if your GM is okay with it, you can probably re-flavor a fiend Warlock to a Dragon Patron. You'll have to tweak the spell list some but it's doable.
Oh I've got some theories about what to do with one. I'm thinking of rebuying spell slots for gold, actually giving a decent gold dump. But if Wizards make one, it'll just let you do a breathe attack on your EB cast or whatever.
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Like I said, I'm mostly okay with it, I don't need "Dragon breath" stapled to my abilities with nothing else, I need a well though out and mechanically unique take on a patron with clear interests and goals.
-Extra Pact Slots, no matter what anyone says, 4 slots by lvl 17 is [REDACTED], 6 should be the minimum, you get the 3rd one before lvl 10 around lvl 6 or something and the 5th one around lvl 14 and the 6th one at lvl 19/20
-A lot of people want INT for Warlocks, [REDACTED], but i wouldn't mind if the Warlock had either the choice at creation, or depending on their Patrons.
-PotB needs some rework
-Eldritch Blast should change depending in the Patron.
Like I said, I'm mostly okay with it, I don't need "Dragon breath" stapled to my abilities with nothing else, I need a well though out and mechanically unique take on a patron with clear interests and goals.
Also I want a dragon friend.
I couldn't let it go and made one. Unfortunately I can't make it public yet, probably because I copied the chart templates from the Genie.
Anyway, the main 1st-level feature (which gets boosted at 10th) is a Form of Dread/Circle of Stars druid sort of thing, where you choose the abilities you get each time you use it:
Draconic Boon 1st-level Greatwyrm feature
You learn to read and speak Draconic. In addition, as a bonus action, you may call upon a manifestation of your patron's awesome might, which lasts for 1 minute. When you do so, choose one of the following options:
Eyes. Your eyes become like those of a dragon, unnervingly vigilant and alien to lesser creatures. You gain darkvision out to a range of 60 feet and blindsight out to 10 feet. In addition, you gain advantage on Perception, Investigation and Intimidation skill checks while this feature is active. Scales. Your skin grows scaly and tough like your patron. Add your Charisma modifier (minimum bonus of 1) to your AC and to any Constitution saving throws you make while this feature is active. Wings. Wings of pure magical energy unfurl from your back. You gain a flying speed of 30 feet while this feature is active. In addition, when you take damage from a creature within 5 feet of you, as a reaction you may attempt to buffet them. The creature must make a Strength saving throw against your spell save DC. On a failure, you may push them up to 10 feet away from you. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Like I said, I'm mostly okay with it, I don't need "Dragon breath" stapled to my abilities with nothing else, I need a well though out and mechanically unique take on a patron with clear interests and goals.
Also I want a dragon friend.
I couldn't let it go and made one. Unfortunately I can't make it public yet, probably because I copied the chart templates from the Genie.
Anyway, the main 1st-level feature (which gets boosted at 10th) is a Form of Dread/Circle of Stars druid sort of thing, where you choose the abilities you get each time you use it:
Draconic Boon 1st-level Greatwyrm feature
You learn to read and speak Draconic. In addition, as a bonus action, you may call upon a manifestation of your patron's awesome might, which lasts for 1 minute. When you do so, choose one of the following options:
Eyes. Your eyes become like those of a dragon, unnervingly vigilant and alien to lesser creatures. You gain darkvision out to a range of 60 feet and blindsight out to 10 feet. In addition, you gain advantage on Perception, Investigation and Intimidation skill checks while this feature is active. Scales. Your skin grows scaly and tough like your patron. Add your Charisma modifier (minimum bonus of 1) to your AC and to any Constitution saving throws you make while this feature is active. Wings. Wings of pure magical energy unfurl from your back. You gain a flying speed of 30 feet while this feature is active. In addition, when you take damage from a creature within 5 feet of you, as a reaction you may attempt to buffet them. The creature must make a Strength saving throw against your spell save DC. On a failure, you may push them up to 10 feet away from you. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.
Pretty loaded for a 1st level ability.
For a cleric that I did a similar theming on, I chose Dragon's Charm and Dragon's Fear tho so clearly manifesting a portion of the power is a common theme
Yeah I'd split those up a bit. Flight at level 1 is pretty huge, push that to the 6th level ability.
It's for one minute, twice a day, and then you wouldn't be able to use any of the other options
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I wouldn't give flight to a level 1 character either. I know it's twice per day for levels 1-4 but that's still huge.
Divine Soul and Draconic Sorcerers get *unlimited* flight at level 14, so I wouldn't give it to Warlocks until level 10 at the earliest which would be 4x a day
I wouldn't give flight to a level 1 character either. I know it's twice per day for levels 1-4 but that's still huge.
Hmm, interesting. In any of the recent campaigns I've been in that started at lvl 1, I can't think of any times having flight would have been "huge". Heck, one of those parties even had an aarakocra in it
Situationally helpful once in a while? Sure, but not game-breaking, and not a slam dunk choice over the other two options. It was the blindsight I was wavering over including at 1st level, to be honest
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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They also need more spells, 31st, 1 3rd, 1 4th unique spells. The spell list is basically limited wizard, most of which don't upcast which makes the locks key ability of it always being cast at max level pointless. At a bare minimum each spell level including mystic arcanums should have 2 unique warlock only spells, and they should all have upcasting built in.
If people want INTlocks so bad I could see 5.5 letting the warlock choose between casting stats, but taking away CHA feels like a heavy handed move for something that's so established (and for an update that's supposed to be smoothly compatible).
Mostly agree, although I think some of the PHB subs feel a little shabby, or at least lacking in cool things they enable the warlock to do (which more modern subclasses seem to focus on). Fathomless, Undead, Celestial all add something significant and do so fairly early on (Hexblade on the other hand is mostly just a patch for pact of the blade, but in that context it's similar... Genie is a little bit borderline, depending on how much value you see in the bottle). Compare to some of the older subs and you don't really get that same feeling of development, imo.
ahem, archfey is awesome.
I like character creation!
Hi, I've been a Warlock main for a while now and play almost exclusively Warlocks.
Therefore I have a good idea of what really bothers me when playing Warlock.
I have only been playing 5e so I don't know the Warlock of previous Editions.
Progression is one thing that's really bothering me. Warlock is heavily frontloaded, you get some of your best features at level 1 or 2. On the other hand, T3 or T4 doesn't feel that spectacular after your Spell Slots cap at level 5. Late game isn't necessarily bad, it just doesn't make you feel as strong as a high level Patron of a higher being should.
Often this leads to players just dipping 1 to 3 levels into Warlock and get some of the best parts of your Class. Sure, Hexblade is super strong, but Hexadin dips one level into Warlock and makes you question your choices. Sorcerer dips two levels into Warlock and their blasting is better than yours could ever be. At some point it felt to me that Warlock was a dip-class.
E: "They get some of the best parts of your Class
for free" obviously not free if they dip levels.The Spell list is.. not terrible, but bad. It's just a castrated Wizard/Sorcerer spell list. We got some unique spells, but Hunger of Hadar not scaling with levels just has to be a huge oversight. Also, a lot of spells that you'd associate with Warlocks are locked behind a heavy premium (Invocations) or unavailable.
To make matters worse, the spell list doesn't cater as much to Warlocks' Pact Magic as it should. Because Warlocks are upcasting everything, every spell they learn has to either have at least the option to be cast at a higher level, or be really, really worth it.
Who's going to cast spells like Shield on a 5th level Spell Slot? Trick question, we don't even get Shield unless you're playing Hexblade. That's a separate issue though.
I've recently started considering dropping a few levels into another CHA caster because 1st level spell slots are sometimes just needed. It's not a high cost, because the Cap Stone is mostly irrelevant. Spell level 6+ Spell list is too small and doesn't offer enough choice for different characters. Just because we only get one casting per day doesn't mean we all have to have the same casting.
Mystic Arcanum needs to do more. We learn one spell of each level 6+, which sometimes isn't enough because I just want more options. Treating them as normal spells known shouldn't be a problem if I don't learn a spell I can cast with my Pact Magic instead. But what I really, really want is for Mystic Arcanums to not be linked to one specific spell but just give me long rest spell slots for level 6+. Not being able to use my Mystic Arcanum to upcast another spell is terrible. It makes a lot of spells non-options because they only become really good with higher spell slots.
Defense is not that great. Yes, Warlocks get a d8 hit die and Light Armor proficiency. But a lot of caster defence is in level 1 spells. Spells like Mage Armor, Shield or Absorb Elements. For the low price of a 1st level Spell slot you gain a lot. Except, Warlocks upcast everything and using a 1st level spell that doesn't scale in a meaningful way is a complete waste on them. So what other tools do they get? Light Armor proficiency and a d8 hit die. Light Armor proficiency is easily eclipsed by Mage Armor. Exceptions are that you find a good +2 Studded Leather armor, or that you get the feat Moderately Armored. Then your defense is looking better already.
I'm aware that we get Mage Armor for an Invocation at will, but Invocations are a high price to pay. I'd prefer we get some ability to cast defensive spells without wasting 5th level Spell slots.
Pact of the Blade goes neatly into the Defense aspect. What happened to the UA Invocation that let you bind any armor to you so that you could wear it? There are multiple reasons why Hexblade is so super strong, and one of them is Medium Armor proficiency. Pact of the Blade gives barely anything. It gets you proficiency with a martial weapon. Not just martial weapons, but one specific one. Granted, you cannot really lose that weapon but it's an underwhelming Pact by itself. Everything else you have to pay extra for in the form of Invocations.
Where is using CHA for attacks and damage? That's Hexblade. Where is my Medium Armor proficiency so that I don't have to invest everything into Dex? That's Hexblade. Do I get a Fighting Style? No, not even for an Invocation. Do I at least get Two Weapon Fighting possibilities? No, there's still not an Invocation that'll allow me two Pact Blades.
It's lacking. We get smites, that's nice.
Invocations are okay. Sure, there are some good ones, but a shockingly big part of them are bad. Once per long rest Invocations are the worst. Specifically, if they allow me to cast a spell once per long rest. I'm playing a Warlock. I get my spell capabilities back after a short rest. I made compromises so I can be based on a short rest instead of a long rest. But I'm not allowed to profit from these compromises? Sometimes we have to pay our Spell slot anyway, but that can have mechanical reasons. If we pay our Spell slot, it's automatically upcasted. If it's an at-will Invocation, it will always be at lower levels.
What I despise are Invocations that give us access to spells that should be on our Spell list anyway. Why do we have to pay a premium to get access to Bane? Once per long rest??
There are also some Invocations that are very flavourful but just a little too weak. Generally the most interesting part about the Warlock, imo.
I don't care much about Int vs. Cha. Both have their upsides and downsides. If you could choose between them it might be more fun though.
Eldritch Blast is boring. Repelling Blast is super fun! I'd like more options for EB. Rolling for attacks is a bit boring after a while. What about AoE options? Or boosting Eldritch Blasts with Spell Slots?
Eldritch Blast should absolutely be a class ability that scales with class level.
That's all I can think of rn.
I wonder how much changing leather armor progression would *break* things
Currently it's Padded Armor (11AC/disadvantage on stealth), Leather Armor (11 AC/no disadvantage) and Studded Leather Armor (12 AC), but if they change it to 11, 12 and 13 all with no disadvantage it would at least allow Warlocks and Bards to equal Wizards and Sorcerers. Not to mention it will help Druids as well given their no metal restriction
But it would give Rogues and Rangers 18 AC given they'll have 5 DEX mod eventually (as well as DEX fighters, paladins and Hexbloods). The trade off is normally slightly less AC than Full Plate by going DEX...personally I don't think given those classes +1 AC would hurt given their limitations. Maybe the dex fighters and paladins gain the most.
Yeah I mean, you covered em all.
I want a Dragon Patron? I think being rewarded for a bigger monoclass would be nice, multiclassing is really rewarding right now cause most capstones suck and most games don't reach the 20th level.
Other than that, I think the warlock ****s hard. Oh, maybe make Hex an inbuilt feature too.
fwiw, if your GM is okay with it, you can probably re-flavor a fiend Warlock to a Dragon Patron. You'll have to tweak the spell list some but it's doable.
I think that the warlock class is perfect and I am more wishing that the class makes it to 5.5e INTACT.
I am already terrified of 5.5e because I only started playing dnd last year but I have all the supplement books, the three core books and 2 modules in PHYSICAL BOOKS and I don’t want to think that I wasted so much money
Oh I've got some theories about what to do with one. I'm thinking of rebuying spell slots for gold, actually giving a decent gold dump. But if Wizards make one, it'll just let you do a breathe attack on your EB cast or whatever.
How that wasn't in Fizbin's, I have no idea
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Warlocks clearly aren't in their thoughts.
Like I said, I'm mostly okay with it, I don't need "Dragon breath" stapled to my abilities with nothing else, I need a well though out and mechanically unique take on a patron with clear interests and goals.
Also I want a dragon friend.
-Extra Pact Slots, no matter what anyone says, 4 slots by lvl 17 is [REDACTED], 6 should be the minimum, you get the 3rd one before lvl 10 around lvl 6 or something and the 5th one around lvl 14 and the 6th one at lvl 19/20
-A lot of people want INT for Warlocks, [REDACTED], but i wouldn't mind if the Warlock had either the choice at creation, or depending on their Patrons.
-PotB needs some rework
-Eldritch Blast should change depending in the Patron.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
I couldn't let it go and made one. Unfortunately I can't make it public yet, probably because I copied the chart templates from the Genie.
Anyway, the main 1st-level feature (which gets boosted at 10th) is a Form of Dread/Circle of Stars druid sort of thing, where you choose the abilities you get each time you use it:
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Pretty loaded for a 1st level ability.
For a cleric that I did a similar theming on, I chose Dragon's Charm and Dragon's Fear tho so clearly manifesting a portion of the power is a common theme
Yeah I'd split those up a bit. Flight at level 1 is pretty huge, push that to the 6th level ability.
It's for one minute, twice a day, and then you wouldn't be able to use any of the other options
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I wouldn't give flight to a level 1 character either. I know it's twice per day for levels 1-4 but that's still huge.
Divine Soul and Draconic Sorcerers get *unlimited* flight at level 14, so I wouldn't give it to Warlocks until level 10 at the earliest which would be 4x a day
Hmm, interesting. In any of the recent campaigns I've been in that started at lvl 1, I can't think of any times having flight would have been "huge". Heck, one of those parties even had an aarakocra in it
Situationally helpful once in a while? Sure, but not game-breaking, and not a slam dunk choice over the other two options. It was the blindsight I was wavering over including at 1st level, to be honest
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)