So there was an Unearthed Arcana with Patron specific Pact of the Blade Invocations, they're a little clunky and overpowered but I like the idea.
What do you think?
Claw of Acamar
Prerequisite: The Great Old One patron, Pact of the Blade feature
You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
Curse Bringer
Prerequisite: The Hexblade patron, Pact of the Blade feature
You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
Mace of Dispater
Prerequisite: The Fiend patron, Pact of the Blade feature
When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
Moon Bow
Prerequisite: The Archfey patron, Pact of the Blade feature
You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
Specifically refer to pact slots for triggering the extra effects, otherwise these could be very exploitable with a Sorlock build?
Maybe change damage to 2d8 then plus 1d8 per level above 1st? This would mean a maximum of 6d8 rather than 10d8 which seems too high IMO.
Should there be a minimum level for when these invocations are available (maybe 7th)?
The Mace of Dispater's prone effect should probably require a saving throw of some kind.
Otherwise the main thing to change would be to come up with another effect for Curse Bringer rather than the zero movement, as it feels like it makes less sense than for a tentacle flail plus it'd be nice to have something else unique. Either that or maybe switch the Claw of Acamar to a test or be restrained (so long as they remain in range)?
These are just some quick thoughts though, I'd have to figure out some way to run the numbers on them to figure out what's really balanced, but I think anything that encourages more weapon-based Warlocks is a good thing.
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Specifically refer to pact slots for triggering the extra effects, otherwise these could be very exploitable with a Sorlock build?
Maybe change damage to 2d8 then plus 1d8 per level above 1st? This would mean a maximum of 6d8 rather than 10d8 which seems too high IMO.
Should there be a minimum level for when these invocations are available (maybe 7th)?
The Mace of Dispater's prone effect should probably require a saving throw of some kind.
Otherwise the main thing to change would be to come up with another effect for Curse Bringer rather than the zero movement, as it feels like it makes less sense than for a tentacle flail plus it'd be nice to have something else unique. Either that or maybe switch the Claw of Acamar to a test or be restrained (so long as they remain in range)?
These are just some quick thoughts though, I'd have to figure out some way to run the numbers on them to figure out what's really balanced, but I think anything that encourages more weapon-based Warlocks is a good thing.
I actually think 5th level might be a good spot to it can taken with Thirsting blade.
I'd just remove the speed reduction since it already just gives Hexblade’s capstone(Which makes that capstone underwhelming, which it is)
Now to figure out what the other patrons weapons be?
Celestial- I Imagine a Halberd or Pike with almost the exact function of the Radiant Weapon infusion plus the 2D8 Eldritch Smitish move.
Fathomless- instead of a weapon i think this should just be an upgrade to the tentacle they have.
Undead- This one has to be a Scythe that builds upon the fear effect of Form of Dread.
Undying- The whole Subclass needs a rework but I imagine a Katana that can do some sort of HP drain would be appropriate for Highlander.....err Undying.
Celestial- I Imagine a Halberd or Pike with almost the exact function of the Radiant Weapon infusion plus the 2D8 Eldritch Smitish move.
Possibly, though if you're going for the Cleric/Paladin classics than maybe mace or warhammer would make sense?
Fathomless- instead of a weapon i think this should just be an upgrade to the tentacle they have.
That would be really cool actually; if it also allowed the tentacle to count as a weapon "you" are wielding then this could open up option of layering weapon spells on top of it? This would be more limited than other options (since it's limited to the tentacle summoning) so it would make sense for it to allow that kind of combo-ing?
Undead- This one has to be a Scythe that builds upon the fear effect of Form of Dread.
Undying- The whole Subclass needs a rework but I imagine a Katana that can do some sort of HP drain would be appropriate for Highlander.....err Undying.
These two feel so similar that you could possibly combine the two into one weapon somehow? I feel like a scythe works with both IMO.
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Celestial- I Imagine a Halberd or Pike with almost the exact function of the Radiant Weapon infusion plus the 2D8 Eldritch Smitish move.
Possibly, though if you're going for the Cleric/Paladin classics than maybe mace or warhammer would make sense?
Fathomless- instead of a weapon i think this should just be an upgrade to the tentacle they have.
That would be really cool actually; if it also allowed the tentacle to count as a weapon "you" are wielding then this could open up option of layering weapon spells on top of it? This would be more limited than other options (since it's limited to the tentacle summoning) so it would make sense for it to allow that kind of combo-ing?
Undead- This one has to be a Scythe that builds upon the fear effect of Form of Dread.
Undying- The whole Subclass needs a rework but I imagine a Katana that can do some sort of HP drain would be appropriate for Highlander.....err Undying.
These two feel so similar that you could possibly combine the two into one weapon somehow? I feel like a scythe works with both IMO.
Yeah I feel you on Hanmer or Mace but the fiend has a mace so I was trying to avoid repeats but not to seem Cliché I think it more thematic if the Fiend had a Trident instead.
Yeah let the tentacle count a melee weapon to work with Thirsting blade too alongside what you suggested.
Yeah I can how both can be a Scythe that does Life Drain but that also points out how undercooked the Undying subclass is.
Idk I kinda feel maybe a crossbow might also work too for Genie, they for sure need a funky weapon but idk what.
These are very similar to Eldritch Smite, but with a resking thematically. As such I would suggest the following to bring them in line powerwise with ES:
- Make it a 5th level prerequisite
- Make extra damage 1d8+1d8 if you expend a slot
- Limit extra damage to once a turn.
- Make the prone and movement restriction require a spell slot expenditure (which would also do the damage above) with no save
Those would balance it powerwise. Additionally, I would suggest you give the claw and mace the finesse property otherwise they are not very usable unless you have a decent strength. The same applies for the greatsword, however that does quite a bit more base damage and making that finesse would make this too good IMO.
So there was an Unearthed Arcana with Patron specific Pact of the Blade Invocations, they're a little clunky and overpowered but I like the idea.
What do you think?
I like these!
My main balance tweaks would be:
Otherwise the main thing to change would be to come up with another effect for Curse Bringer rather than the zero movement, as it feels like it makes less sense than for a tentacle flail plus it'd be nice to have something else unique. Either that or maybe switch the Claw of Acamar to a test or be restrained (so long as they remain in range)?
These are just some quick thoughts though, I'd have to figure out some way to run the numbers on them to figure out what's really balanced, but I think anything that encourages more weapon-based Warlocks is a good thing.
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 actually think 5th level might be a good spot to it can taken with Thirsting blade.
I'd just remove the speed reduction since it already just gives Hexblade’s capstone(Which makes that capstone underwhelming, which it is)
Now to figure out what the other patrons weapons be?
Celestial- I Imagine a Halberd or Pike with almost the exact function of the Radiant Weapon infusion plus the 2D8 Eldritch Smitish move.
Fathomless- instead of a weapon i think this should just be an upgrade to the tentacle they have.
Undead- This one has to be a Scythe that builds upon the fear effect of Form of Dread.
Undying- The whole Subclass needs a rework but I imagine a Katana that can do some sort of HP drain would be appropriate for Highlander.....err Undying.
Genie- idk fists I guess?
Whoops, 5th is what I meant, I thought Thirsting Blade came in later; yeah that should be fair.
Good point, being able to transfer the Hexblade's Curse gives a lot more mileage out of it.
Possibly, though if you're going for the Cleric/Paladin classics than maybe mace or warhammer would make sense?
That would be really cool actually; if it also allowed the tentacle to count as a weapon "you" are wielding then this could open up option of layering weapon spells on top of it? This would be more limited than other options (since it's limited to the tentacle summoning) so it would make sense for it to allow that kind of combo-ing?
These two feel so similar that you could possibly combine the two into one weapon somehow? I feel like a scythe works with both IMO.
Scimitar or double-bladed scimitar could work as well?
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.
Yeah I feel you on Hanmer or Mace but the fiend has a mace so I was trying to avoid repeats but not to seem Cliché I think it more thematic if the Fiend had a Trident instead.
Yeah let the tentacle count a melee weapon to work with Thirsting blade too alongside what you suggested.
Yeah I can how both can be a Scythe that does Life Drain but that also points out how undercooked the Undying subclass is.
Idk I kinda feel maybe a crossbow might also work too for Genie, they for sure need a funky weapon but idk what.
What about a Specteral weapon, its feature being that you can't be disarmed because its extension of yourself, kinda like Raziel's Wraith Blade.
These are very similar to Eldritch Smite, but with a resking thematically. As such I would suggest the following to bring them in line powerwise with ES:
- Make it a 5th level prerequisite
- Make extra damage 1d8+1d8 if you expend a slot
- Limit extra damage to once a turn.
- Make the prone and movement restriction require a spell slot expenditure (which would also do the damage above) with no save
Those would balance it powerwise. Additionally, I would suggest you give the claw and mace the finesse property otherwise they are not very usable unless you have a decent strength. The same applies for the greatsword, however that does quite a bit more base damage and making that finesse would make this too good IMO.
I always liked the idea of Patron-specific Invocations, I think it's a bummer that the concept never got out of UA.