You always have the spell Summon Fey prepared. You can cast it once per long rest without a spell slot. When you cast it that way you can modify it to doesn't require Concentration. If you modify it this way it's duration becomes 1 minute.
Power from Fear.
Prequisite:5th level, ability or Warlock spells that gives the Frightened condition.
When you give the Frightened condition to a creature, you gain 2d10+your proficiency bonus Temporary hit points.
Tricky Friend is basically Fey Reinforcements from the Fey Wanderer Ranger subclass. But in Tasha's, it's unlocked at level 11, so level 5 feels a little low.
Power from Fear is cool. I can see some nice combination with Armor of Agathys. 2d10 is a lot though. At level 5, the max value would represent about half of your max HP... Maybe 2d8 or 2d6.
1- Tricky Friend: Slightly agree with other poster that an extra 3rd level spell starting at level 5 is a pretty big power spike but I also agree with you that Warlock is closer to a full caster so getting it sooner than a Ranger also seems fine. I always like to look at the levels for when you get additional invocations as a good parameter for a pre-requisite. I think maybe moving this to a Level 7 requirement when you get your 6th invocation makes sense. Its weaker than your pact slot at this point but its a fun and niche ability.
2- Power from Fear: I think this is already fairly well balanced by the fact that imposing the Frightened condition is already balanced pretty well usually requiring a failed Wisdom Save and most higher level creatures being outright immune to this will balance for the strong 2d10 effect. My only note here is more from a design consistency standpoint - WOTC has moved away from class features being balanced by proficiency bonus and using it only in feats in the way you have here. I would suggest changing this to 2d10 + Charisma modifier for the calculation.
Several homebrew invocations we run at my table that have been well received:
Blood of the Fey: (Pre-requisite: Level 12+ Warlock; Archfey Patron) - Your link to the Fey Wild grows stronger and like the Fey, magic is a very part of you. You gain advantage on saving throws against spells and other magical effects. (For the Archfey Warlock who wants to be even MORE like a Fey)
Agonizing Charm: (Level 5+ Warlock) - The mental fatigue required to successfully resist your control effects takes a toll on the target. When a target successfully saves against your spell or magical effect requiring an intelligence, wisdom, or charisma saving throw, they take psychic damage equal to 1d10 + warlock level. (We created this because so many things end up immune to mental effects as you get into higher tiers, that the limited warlock spell list can feel sad. Launching a Hypnotic Pattern or Fear spell and having it do absolutely nothing feels terrible especially with only 2 -3 spell slots for much of the game. This allows you to invest an invocation so that those spells still do some basic damage even if the control effect fails.)
I really like Agonizing Charm. End game monsters are almost impossible to CC, while they themselves often have abilities that CC players without even giving them a save. This levels the playing field for CC characters.
Those are the Invocations.
Tricky Friend.
Prequisite:5th level
You always have the spell Summon Fey prepared. You can cast it once per long rest without a spell slot. When you cast it that way you can modify it to doesn't require Concentration. If you modify it this way it's duration becomes 1 minute.
Power from Fear.
Prequisite:5th level, ability or Warlock spells that gives the Frightened condition.
When you give the Frightened condition to a creature, you gain 2d10+your proficiency bonus Temporary hit points.
Do you have any ideas for more;;;
Hi!!!!
I'm a DnD maniac and... I think the only Wizard that backstabs people Instead of casting spells.
I'm also an Anime and Fortnite fun.
Tricky Friend is basically Fey Reinforcements from the Fey Wanderer Ranger subclass. But in Tasha's, it's unlocked at level 11, so level 5 feels a little low.
Power from Fear is cool. I can see some nice combination with Armor of Agathys. 2d10 is a lot though. At level 5, the max value would represent about half of your max HP... Maybe 2d8 or 2d6.
OK thanks.
Basically, the Ranger is a half-caster so giving a free 3rd level spell to a half-caster is huge.
Also a Ranger takes his 3rd level just to level 9.
Yes, Power of Fear is a bit stronger.
Hi!!!!
I'm a DnD maniac and... I think the only Wizard that backstabs people Instead of casting spells.
I'm also an Anime and Fortnite fun.
Thoughts on both:
1- Tricky Friend: Slightly agree with other poster that an extra 3rd level spell starting at level 5 is a pretty big power spike but I also agree with you that Warlock is closer to a full caster so getting it sooner than a Ranger also seems fine. I always like to look at the levels for when you get additional invocations as a good parameter for a pre-requisite. I think maybe moving this to a Level 7 requirement when you get your 6th invocation makes sense. Its weaker than your pact slot at this point but its a fun and niche ability.
2- Power from Fear: I think this is already fairly well balanced by the fact that imposing the Frightened condition is already balanced pretty well usually requiring a failed Wisdom Save and most higher level creatures being outright immune to this will balance for the strong 2d10 effect. My only note here is more from a design consistency standpoint - WOTC has moved away from class features being balanced by proficiency bonus and using it only in feats in the way you have here. I would suggest changing this to 2d10 + Charisma modifier for the calculation.
Several homebrew invocations we run at my table that have been well received:
Blood of the Fey: (Pre-requisite: Level 12+ Warlock; Archfey Patron) - Your link to the Fey Wild grows stronger and like the Fey, magic is a very part of you. You gain advantage on saving throws against spells and other magical effects. (For the Archfey Warlock who wants to be even MORE like a Fey)
Agonizing Charm: (Level 5+ Warlock) - The mental fatigue required to successfully resist your control effects takes a toll on the target. When a target successfully saves against your spell or magical effect requiring an intelligence, wisdom, or charisma saving throw, they take psychic damage equal to 1d10 + warlock level. (We created this because so many things end up immune to mental effects as you get into higher tiers, that the limited warlock spell list can feel sad. Launching a Hypnotic Pattern or Fear spell and having it do absolutely nothing feels terrible especially with only 2 -3 spell slots for much of the game. This allows you to invest an invocation so that those spells still do some basic damage even if the control effect fails.)
I really like Agonizing Charm. End game monsters are almost impossible to CC, while they themselves often have abilities that CC players without even giving them a save.
This levels the playing field for CC characters.
Thanks, for the feedback.
Very good Invocations, by the way.
Hi!!!!
I'm a DnD maniac and... I think the only Wizard that backstabs people Instead of casting spells.
I'm also an Anime and Fortnite fun.
I was creating two more Fiend-based Invocations but I accidentaly getted out of the page and they were erased.
Hi!!!!
I'm a DnD maniac and... I think the only Wizard that backstabs people Instead of casting spells.
I'm also an Anime and Fortnite fun.