So I've been running an Eladrin Feylock in a game for the last 2 years. We have come up with a few that so far have been balanced and work well.
1- Agonizing Charm: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 a wisdom or charisma saving throw, they take psychic damage equal to your charisma modifier + character level.
2- Wrath of the FeyWild: (Requires Level 9)- You can cast Insect Plague once per long rest at 5th level without expending a spell slot.
3- Blood of the Fey: Archfey Patron (Requires Level 10)- Your link to the Fey Wild grows stronger and like the Fey, magic is a very part of you. You now have magic resistance which grants you advantage on saving throws against spells and other magical effects.
Lastly I don't have this one equipped yet but I'll get it at level 15
4- Step of the Archfey: (Requires Level 15)- You can cast Misty Step at will, without spending a spell slot.
I love agonizing charm and wrath of the Feywild.
Blood of the Fey should give you Advantage saves against Sleep and Charm, or if you're already an Elf or Half-Elf, then it should give you an additional appropriate Sleep or Charm spell that you can cast without using a spell slot, assuming you have the appropriate level to do so.
Step of the Archfey seems a little underpowered - I think Misty Escape (60') at will would be better at that high a level. Just my $.02.
Upgrading cantrips besides eldritch blast could also be interesting. Infestation seems something that could be worked on. Currently it has very short range, low damage, widely resisted damage type, does nothing on successful save and targets save that many monsters are many good with.
Lord of the flies:
Infestation cantrip has duration of number of rounds equal to your charisma bonus. The effect is applied every turn at the beginning of the targets turn for the duration of the spell. Targets affected by the spell take half damage on a failed save and are not forced to take 5' random movement at the beginning of their turn. Any area effect damage in the square of the affected creature immediately ends the effect.
Flesh devouring swarm:
Your infestation cantrip summons wasps, fire ants and other larger bugs that bite and devour the targets flesh. In addition to its other effects, infestation cantrip deals amount of magical piercing damage equal to your charisma bonus. Additionally, you can choose additional targets for the spell equal to your charisma modifier -1.
Distracting infestation:
Targets that fail their save against your infestation cantrip cannot make attacks of opportunity and attacks targeting them have advantage. If the duration is longer than 1 round, this effect applies only to the first round of the duration.
In a related vein- I like the idea of each patron granting a free attack cantrip that sort of matches their feel similar to the way Celestial does. This way it's not ALWAYS EB if you don't want it to be. I would say as follows:
I wish there were more at will spells available for warlock to accommodate for the low number of spell slots. The current ones seem to be somewhat uneven on their requirements. So far, there seems to be a few patterns for at will spells:
- only spells between level 1-5
- no direct damage or area effect spells
- spells worth combat applications count as higher level than those that do not.
I don't really understand why Thief of Five Fates, Sign of ill Omen, Tricksters escape and Bewitching whispers are once per long rest and consume a spell slot. I think they would be quite reasonable as at will spells, it's not like they would get spammed in combat or anything.
What other spells could work at will?
Archfey: Command or suggestion against creatures that are charmed or frightened? Misty step?
Great Old One: telekinesis (level 15), detect touch. Suggestion with the range of touch?
Fiend: Fireball as third level spell centered on yourself as a reaction when you take damage (level 12)?
Once per Long rest when you reduce a creature with a CR of at least 10 or higher to 0 HP, you can use a Bonus action to Sacrifice its Soul to your Patron for a reward.
Once you've done this you regain One of your used Pact slots.
Dark Apotheosis
Requirement; lvl 15 Warlock, Pact of the Chain.
You have learned to Fuse your Form and the Form of your Familiar to gain a temporary Hybrid like form.
Once Per Long rest, as an Action, you can merge your Body and the Body of your Familiar, transforming into an Hybrid creature.
You gain all the Resistances, Senses, movement types and actions/Traits of your Familiar, you Use your characters Proficiency bonus instead of the Familiar's for the actions and you Add your CHA to the Actions Hit/damage rolls and the Save DC's.
You'll gain an Amout of THP equal to your Familiar's total HP.
Your Ability Scores and those of your Familiar merges, you only retain the Highest scores in each ability, for example if you merge with an Imp, and your DEX score is lower than the Imp's DEX score, you'll gain and use for the duration, the Imp's DEX score.
You retain your Personality, alignement and memories as normal, you speak and understand the languages as you did normaly, you add to your creature type, the type of your familiar.
During the transformation your Familiar's presence dissapears and doesn't occupy any space or can be targeted in any way as it totaly melts into your own body and conciousness.
The transformation last 1 minute, and it ends when you release the transformation as a Bonus Action, if you fall unconcious or to 0HP, or enter an Anti-magic field.
If you are targeted by Dispel Magic you can make a CHA saving throw Vs a DC= 10+the level of the spell.
Once the transformation ends, your familiar appears in a space 5ft from you and gain a level of exhaustion.
(Yes it has a Summoner/Eidolon from Pathfinder 1 vibe, its something i liked about them)
I am trying to think of some invocations that are slightly less creepy, but still potentially very powerful.
Feed the Children
Requirement: Pact of the Chain, level 12
Every time you kill a creature that is not undead or a construct, roll 1d6. On a 1 or 2, your familiar acquires bloodlust and must attack a creature next round, doing an additional +2 points of damage. On a 3 or 4, your familiar gains 1d4+CHA modifier temporary hit points. On a 5 or 6, a clone of your familiar is created within 20' of your original familiar's current location. This familiar has the maximum hp, AC, and stats of the original familiar and can only take the identical type of action as the original familiar and in the same sequence during the familiar's turn. If the original familiar moves, the cloned familiar moves. If the original familiar attacks, the cloned familiar attacks. If the Warlock casts through the original familiar, the cloned familiars will appear to take the same action, but with no effect. Cloned familiars last for up to 10 minutes. All cloned familiars can be dismissed as a bonus action, adding 1d4+1 temporary hit points to the original familiar per clone. Cloned familiars cannot gain temporary hit points through this ability. All temporary hit points on the your original familiar end after 8 hours.
Karmic Transduction
Requirements: level 15
Duration: 7 days
A creature that you hit for damage is afflicted with a curse of your choice from the list below. You may attempt to use this ability once per long rest. The Warlock knows the approximate location of the creature afflicted by this curse as long as the creature's body remains on the same plane the Warlock. Any time that the cursed creature returns to the same plane as the Warlock, the Warlock is aware of it. Exactitude of locating the cursed creature is within 120 feet.
At the end of each of the target's turns, it must make a CHA saving throw. After failing three such saving throws, the creature is afflicted with the curse for the entire duration and stops making saving throws.
A Remove Curse or Greater Restoration spell will remove this curse if cast before the creature fails 3 saving throws. After failing three saving throws, only a Wish spell, direct divine intervention will remove the curse earlier than its 7 day duration or the making three successful CHA saving throws in the following situation will remove the curse. If the afflicted creature eats a Heroe's Feast while within a Hallowed area that has been channeled to avoid Extradimensional Interference, that creature can make new saving throws to recover from the curse after 24 hours of uninterrupted rest.
Mired Mind. The target's mind is held in the grip of turpitude. The creature has disadvantage on INT checks and saving throws. Any spells cast by that creature cannot benefit from the creature's INT modifier. When the creature rolls for saving throws against spells or effects that would frighten or confuse the creature, they are made with disadvantage.
Link of Oberron. All hit point loss inflicted on the Warlock is divided in half. The cursed creature and the Warlock each receive half the hit point loss that the Warlock would normally be subject to. The Warlock cannot die as long as the cursed creature remains alive. If reduced to 0 hit points, the Warlock goes unconscious and continues to make death saving throws as normal, though each failed save subtracts 10 hit points from the cursed creature. Subtract 4 hit points from any healing received by the cursed creature and transfer those to the Warlock. Subtract 2 hit points from any healing received by the Warlock and transfer those to the cursed creature.
Rage of the Abyss. The creature broils with desire for destruction and will attack any creature who makes any disagreement or causes any discomfort to the creature whatsoever because the target cannot distinguish friend from foe. At the end of each round of attacking, the creature must succeed on a CHA saving throw made at disadvantage to stop itself from continuing to attack. While traveling for an hour or more with others, roll 1d10. On a roll of 1 or 2, the afflicted creature seethes loudly, drawing the attention of others. On a roll of 3 to 7, the creature randomly attacks one of the creature's traveling companions. On a roll of 8 to 10, nothing happens.
Grief of the Guilty. The creature is gripped with overwhelming sadness of the death it has caused. The creature must make a WIS saving throw once an hour for each creature it has killed in the last week. A failed save causes the creature to sob uncontrollably for 10 minutes. Attack rolls and checks using DEX during each period of sobbing are made at disadvantage.
Thanks for the feedback!
In a related vein- I like the idea of each patron granting a free attack cantrip that sort of matches their feel similar to the way Celestial does. This way it's not ALWAYS EB if you don't want it to be. I would say as follows:
Fiend= Firebolt
Archfey= Thorn Whip or Infestation
Celestial= Sacred Flame (Already gives this)
Great Old One= Vicious Mockery
Hexblade= Chill Touch
Undying= Toll the Dead
Saw that. Then, I find another one where the murder hornet won. I'm thinking this is a 50-50 proposition ;)
May the gentle moonlinght guide you to greater wisdom
I wish there were more at will spells available for warlock to accommodate for the low number of spell slots. The current ones seem to be somewhat uneven on their requirements. So far, there seems to be a few patterns for at will spells:
- only spells between level 1-5
- no direct damage or area effect spells
- spells worth combat applications count as higher level than those that do not.
I don't really understand why Thief of Five Fates, Sign of ill Omen, Tricksters escape and Bewitching whispers are once per long rest and consume a spell slot. I think they would be quite reasonable as at will spells, it's not like they would get spammed in combat or anything.
What other spells could work at will?
Archfey: Command or suggestion against creatures that are charmed or frightened? Misty step?
Great Old One: telekinesis (level 15), detect touch. Suggestion with the range of touch?
Fiend: Fireball as third level spell centered on yourself as a reaction when you take damage (level 12)?
Dark Reaper.
requirements: lvl12 Warlock, Pact of the Blade.
Once per Long rest when you reduce a creature with a CR of at least 10 or higher to 0 HP, you can use a Bonus action to Sacrifice its Soul to your Patron for a reward.
Once you've done this you regain One of your used Pact slots.
Dark Apotheosis
Requirement; lvl 15 Warlock, Pact of the Chain.
You have learned to Fuse your Form and the Form of your Familiar to gain a temporary Hybrid like form.
Once Per Long rest, as an Action, you can merge your Body and the Body of your Familiar, transforming into an Hybrid creature.
You gain all the Resistances, Senses, movement types and actions/Traits of your Familiar, you Use your characters Proficiency bonus instead of the Familiar's for the actions and you Add your CHA to the Actions Hit/damage rolls and the Save DC's.
You'll gain an Amout of THP equal to your Familiar's total HP.
Your Ability Scores and those of your Familiar merges, you only retain the Highest scores in each ability, for example if you merge with an Imp, and your DEX score is lower than the Imp's DEX score, you'll gain and use for the duration, the Imp's DEX score.
You retain your Personality, alignement and memories as normal, you speak and understand the languages as you did normaly, you add to your creature type, the type of your familiar.
During the transformation your Familiar's presence dissapears and doesn't occupy any space or can be targeted in any way as it totaly melts into your own body and conciousness.
The transformation last 1 minute, and it ends when you release the transformation as a Bonus Action, if you fall unconcious or to 0HP, or enter an Anti-magic field.
If you are targeted by Dispel Magic you can make a CHA saving throw Vs a DC= 10+the level of the spell.
Once the transformation ends, your familiar appears in a space 5ft from you and gain a level of exhaustion.
(Yes it has a Summoner/Eidolon from Pathfinder 1 vibe, its something i liked about them)
"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 am trying to think of some invocations that are slightly less creepy, but still potentially very powerful.
Feed the Children
Requirement: Pact of the Chain, level 12
Every time you kill a creature that is not undead or a construct, roll 1d6. On a 1 or 2, your familiar acquires bloodlust and must attack a creature next round, doing an additional +2 points of damage. On a 3 or 4, your familiar gains 1d4+CHA modifier temporary hit points. On a 5 or 6, a clone of your familiar is created within 20' of your original familiar's current location. This familiar has the maximum hp, AC, and stats of the original familiar and can only take the identical type of action as the original familiar and in the same sequence during the familiar's turn. If the original familiar moves, the cloned familiar moves. If the original familiar attacks, the cloned familiar attacks. If the Warlock casts through the original familiar, the cloned familiars will appear to take the same action, but with no effect. Cloned familiars last for up to 10 minutes. All cloned familiars can be dismissed as a bonus action, adding 1d4+1 temporary hit points to the original familiar per clone. Cloned familiars cannot gain temporary hit points through this ability. All temporary hit points on the your original familiar end after 8 hours.
Karmic Transduction
Requirements: level 15
Duration: 7 days
A creature that you hit for damage is afflicted with a curse of your choice from the list below. You may attempt to use this ability once per long rest. The Warlock knows the approximate location of the creature afflicted by this curse as long as the creature's body remains on the same plane the Warlock. Any time that the cursed creature returns to the same plane as the Warlock, the Warlock is aware of it. Exactitude of locating the cursed creature is within 120 feet.
At the end of each of the target's turns, it must make a CHA saving throw. After failing three such saving throws, the creature is afflicted with the curse for the entire duration and stops making saving throws.
A Remove Curse or Greater Restoration spell will remove this curse if cast before the creature fails 3 saving throws. After failing three saving throws, only a Wish spell, direct divine intervention will remove the curse earlier than its 7 day duration or the making three successful CHA saving throws in the following situation will remove the curse. If the afflicted creature eats a Heroe's Feast while within a Hallowed area that has been channeled to avoid Extradimensional Interference, that creature can make new saving throws to recover from the curse after 24 hours of uninterrupted rest.
Mired Mind. The target's mind is held in the grip of turpitude. The creature has disadvantage on INT checks and saving throws. Any spells cast by that creature cannot benefit from the creature's INT modifier. When the creature rolls for saving throws against spells or effects that would frighten or confuse the creature, they are made with disadvantage.
Link of Oberron. All hit point loss inflicted on the Warlock is divided in half. The cursed creature and the Warlock each receive half the hit point loss that the Warlock would normally be subject to. The Warlock cannot die as long as the cursed creature remains alive. If reduced to 0 hit points, the Warlock goes unconscious and continues to make death saving throws as normal, though each failed save subtracts 10 hit points from the cursed creature. Subtract 4 hit points from any healing received by the cursed creature and transfer those to the Warlock. Subtract 2 hit points from any healing received by the Warlock and transfer those to the cursed creature.
Rage of the Abyss. The creature broils with desire for destruction and will attack any creature who makes any disagreement or causes any discomfort to the creature whatsoever because the target cannot distinguish friend from foe. At the end of each round of attacking, the creature must succeed on a CHA saving throw made at disadvantage to stop itself from continuing to attack. While traveling for an hour or more with others, roll 1d10. On a roll of 1 or 2, the afflicted creature seethes loudly, drawing the attention of others. On a roll of 3 to 7, the creature randomly attacks one of the creature's traveling companions. On a roll of 8 to 10, nothing happens.
Grief of the Guilty. The creature is gripped with overwhelming sadness of the death it has caused. The creature must make a WIS saving throw once an hour for each creature it has killed in the last week. A failed save causes the creature to sob uncontrollably for 10 minutes. Attack rolls and checks using DEX during each period of sobbing are made at disadvantage.