TheDivine Mage Hand: Starting at level 3 the warlock can summon a divine mage hand just like the mage hand spell but also may channel the healing light ability through it.
Evocations:
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you take an action or a reaction.
Divine Servant
Prerequisite: Pact of the Celestial
You can cast cure wounds & Lesser Restoration through your Divine Mage Hand.
Long Arm Hand
Prerequisite:
Your Mage Hand can extend to an additional range of 5 times your spell casting ability.
Forceful Concussion
Prerequisite: Eldritch Blast cantrip
When a creature is reduced to zero hit points by the eldritch blast, any remaining damage (rounded up) is evenly divided among all other cratures who are within 5 feet of it.
Unhinged Ally
Prerequisite: Pact of the Celestial / Eldritch blast cantrip
You may attack an ally with your eldritch blast. If you hit, instead of inflicting damage, they gain the amount in temporary hit points. If you fail to hit, you actually still hit but they take the damage as normal.
Devout Unseen Servant
Prerequisite: Pact of the Celestial
The Devout Unseen Servant is the same as the normal spell unseen servant but the Devout can cast spells as directed by the Warlock, which takes an action. The casting has to be a spell the warlock knows and it can't be greater than level 5. You may only summon the Devout unseen servant once before a long rest.
Energy Drain
Prerequisite: Eldritch blast cantrip
After striking a creature with your eldritch blast, on a successful wisdom check, you may heal one spell slot. You may attempt this for each blast up to your maximum spell slots. You may not energy drain again until you finish a long rest.
Blood Digger
Prerequisite: Eldritch blast cantrip
After striking a creature with your eldritch blast, on a successful wisdom check, you may heal an amount equal to your spell casting modifier. You may do this only once per action (not individual blasts).
Gemini
Prerequisite: 15 level
Using the secret knowledge you have gained through years of study and practical use, you may duplicate any spell after it has been cast within visual and audio range of yourself (as required by the spell). It takes a spell slot. You may not do this again until a short or long rest.
This seems to be a mix between homebrew and actual Evocations.
I see some issues with some of the evocations: Gift of the Depths is literally taken from Xanathar's Guide to Everything. The recast is worded slightly differently. I'm no lawyer, but placing this outside of DnDBeyond's paywall might be copyright infringement. I think it's better if you link to it. (https://www.dndbeyond.com/compendium/rules/xgte/subclasses#EldritchInvocations) From the Site Rules & Guidelines:
Posting copyrighted material
You may not post the following:
Quoted text from a Wizards of the Coast paid publication.
Images from Wizards of the Coast publications. This includes photographs, scans, PDFs etc.
-One with Shadows allows you to remain invisible even after you move out of dim light/shadows (as moving does not break the invisibility). It also allows you to use your bonus action without breaking the invisibility. With the current wording you can become invisible, walk into town, steal everything, walk back out and still be invisible. It also serves somewhat the same function as Shroud of Shadows -Divine Servant does not mention spending a spell slot to cast these spells. Casting them at-will seem way overpowered. -Unhinged Ally seems like a very strange mechanic. If your blast hits then it gives temporary hit points, but if it misses or hits your targets armour it somehow deals damage? It's also weird to create a situation where your allies want to have a low AC. It also doesn't mesh well with the multiple separate attacks from Eldritch Blast (Don't forget that multiple instances of temporary hitpoints don't stack, so if you hit again, you won't double the temporary hitpoints and if you miss, you might just take them away). -Devout Unseen Servant: This also doesn't mention that the warlock needs to spend a spell slot to have the Unseen Servant cast these spells. Clarification for material components (mainly those who require gold) and Concentration (do you need to concentrate or does the servant concentrate)? If you don't need a spell slot this seems too strong out of combat (and in combat if you have a way of protecting the servant). -Energy Drain: If you want an evocation that regains a spell slot, I would use something along the lines of: Once per long rest you may spend an action to regain one spend spell slot. If you want to incorporate it in an attack I suggest you let your target make the wisdom saving throw instead of you. -Blood Digger: Same as above; Have the target make the saving throw. -Gemini: This does not stop at a certain lvl, so if the Bard casts wish I can copy it. I'd limit it to spells up to 5th level and clarify that you need to activate Gemini immediately after the spell was cast (otherwise you might have players arguing they can cast invisibility because the Wizard cast that spell several sessions ago).
Also: why the focus on mage hand? Healing light already has a range and I don't see why the celestial would have such a focus on mage hand.
-Gemini: This does not stop at a certain lvl, so if the Bard casts wish I can copy it. I'd limit it to spells up to 5th level and clarify that you need to activate Gemini immediately after the spell was cast (otherwise you might have players arguing they can cast invisibility because the Wizard cast that spell several sessions ago).
The spell level issue is solved by the fact that warlocks don't have spell slots of 6th level or higher.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
-Gemini: This does not stop at a certain lvl, so if the Bard casts wish I can copy it. I'd limit it to spells up to 5th level and clarify that you need to activate Gemini immediately after the spell was cast (otherwise you might have players arguing they can cast invisibility because the Wizard cast that spell several sessions ago).
The spell level issue is solved by the fact that warlocks don't have spell slots of 6th level or higher.
Except that the current description says it takes a spell slot, not a spell slot of an appropriate level. For warlocks this is especially confusing since their spell slots work differently in comparison with other classes. To avoid this maybe use something like: If a spell is cast within range and is of a level for which you have spell slots, you may add it to your known spells until the end of your next turn.
"I only criticize because I love you and want you to do better." -Moms ;)
Unhinged Ally is at least RP-breaking if not somewhat game-breaking also, by being temp HP available way early compared to others, and the Celestialock itself.
It seems intended as a high risk, high reward, crazy momentous in-combat use, which I like, but it fails at that and here's how I see it actually playing out.
Lock, our maybe too-low level Celestialock: "Hey buddy, you awake from your long rest? Good. See our friends standing naked by the river's edge? Just trust me, and do the same thing. Turn your back to me, naked, and close your eyes. That way you're not armored and I have advantage."
"Whhha? Lock, can I at least put on my small clothes? I'm in a sleeping bag here."
"Yeah sure that's fine. Just don't turn around or open your eyes until I say it's done, because I'm going to keep machine-gunning all of you with Eldritch Blast shots until I hit max damage for each of you, and if you react I might miss and you'll take damage."
"Lock, I have natural armor or natural AC of some kind, this might screw up."
"Oh, I forgot. I guess forget it, you'll just get less defensive buff than the squishy teammates."
--- Just to be nice again at the end where it counts more, the idea that you can auto-hit a 0hp downed ally, or several with multiple bolts, and give temp HP so he/she doesn't get permadeathed so fast, was intriguing to think about. I have to DM some zero-self-preservation-instinct cultists, and it'd be nice if a very slight situational strategy error in a victory didn't lose them a PC (or better yet, it'd be nice if the cultist _almost_ caused that PC death), but I'm not exactly going to totally break immersion to their advantage over it. Maybe single-bolt low efficacy problem for such a situational use, too, but I expect I'm not the best person to take direct, micro-managed advice from, in this kind of thing.
-FTP Dano (first time poster)
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Pact Boon Celestial
The Divine Mage Hand: Starting at level 3 the warlock can summon a divine mage hand just like the mage hand spell but also may channel the healing light ability through it.
Evocations:
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you take an action or a reaction.
Divine Servant
Prerequisite: Pact of the Celestial
You can cast cure wounds & Lesser Restoration through your Divine Mage Hand.
Long Arm Hand
Prerequisite:
Your Mage Hand can extend to an additional range of 5 times your spell casting ability.
Forceful Concussion
Prerequisite: Eldritch Blast cantrip
When a creature is reduced to zero hit points by the eldritch blast, any remaining damage (rounded up) is evenly divided among all other cratures who are within 5 feet of it.
Unhinged Ally
Prerequisite: Pact of the Celestial / Eldritch blast cantrip
You may attack an ally with your eldritch blast. If you hit, instead of inflicting damage, they gain the amount in temporary hit points. If you fail to hit, you actually still hit but they take the damage as normal.
Devout Unseen Servant
Prerequisite: Pact of the Celestial
The Devout Unseen Servant is the same as the normal spell unseen servant but the Devout can cast spells as directed by the Warlock, which takes an action. The casting has to be a spell the warlock knows and it can't be greater than level 5. You may only summon the Devout unseen servant once before a long rest.
Energy Drain
Prerequisite: Eldritch blast cantrip
After striking a creature with your eldritch blast, on a successful wisdom check, you may heal one spell slot. You may attempt this for each blast up to your maximum spell slots. You may not energy drain again until you finish a long rest.
Blood Digger
Prerequisite: Eldritch blast cantrip
After striking a creature with your eldritch blast, on a successful wisdom check, you may heal an amount equal to your spell casting modifier. You may do this only once per action (not individual blasts).
Gemini
Prerequisite: 15 level
Using the secret knowledge you have gained through years of study and practical use, you may duplicate any spell after it has been cast within visual and audio range of yourself (as required by the spell). It takes a spell slot. You may not do this again until a short or long rest.
I'm super new to Dnd, so is this legit?
This signature left intentionally blank.
This seems to be a mix between homebrew and actual Evocations.
I see some issues with some of the evocations:
Gift of the Depths is literally taken from Xanathar's Guide to Everything. The recast is worded slightly differently. I'm no lawyer, but placing this outside of DnDBeyond's paywall might be copyright infringement. I think it's better if you link to it. (https://www.dndbeyond.com/compendium/rules/xgte/subclasses#EldritchInvocations) From the Site Rules & Guidelines:
Posting copyrighted material
You may not post the following:
-One with Shadows allows you to remain invisible even after you move out of dim light/shadows (as moving does not break the invisibility). It also allows you to use your bonus action without breaking the invisibility. With the current wording you can become invisible, walk into town, steal everything, walk back out and still be invisible. It also serves somewhat the same function as Shroud of Shadows
-Divine Servant does not mention spending a spell slot to cast these spells. Casting them at-will seem way overpowered.
-Unhinged Ally seems like a very strange mechanic. If your blast hits then it gives temporary hit points, but if it misses or hits your targets armour it somehow deals damage? It's also weird to create a situation where your allies want to have a low AC. It also doesn't mesh well with the multiple separate attacks from Eldritch Blast (Don't forget that multiple instances of temporary hitpoints don't stack, so if you hit again, you won't double the temporary hitpoints and if you miss, you might just take them away).
-Devout Unseen Servant: This also doesn't mention that the warlock needs to spend a spell slot to have the Unseen Servant cast these spells. Clarification for material components (mainly those who require gold) and Concentration (do you need to concentrate or does the servant concentrate)? If you don't need a spell slot this seems too strong out of combat (and in combat if you have a way of protecting the servant).
-Energy Drain: If you want an evocation that regains a spell slot, I would use something along the lines of: Once per long rest you may spend an action to regain one spend spell slot. If you want to incorporate it in an attack I suggest you let your target make the wisdom saving throw instead of you.
-Blood Digger: Same as above; Have the target make the saving throw.
-Gemini: This does not stop at a certain lvl, so if the Bard casts wish I can copy it. I'd limit it to spells up to 5th level and clarify that you need to activate Gemini immediately after the spell was cast (otherwise you might have players arguing they can cast invisibility because the Wizard cast that spell several sessions ago).
Also: why the focus on mage hand? Healing light already has a range and I don't see why the celestial would have such a focus on mage hand.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Thank you both for replying to this. I created my warlock from Xanthar's guide, so this confused me.
This signature left intentionally blank.
"I only criticize because I love you and want you to do better." -Moms ;)
Unhinged Ally is at least RP-breaking if not somewhat game-breaking also, by being temp HP available way early compared to others, and the Celestialock itself.
It seems intended as a high risk, high reward, crazy momentous in-combat use, which I like, but it fails at that and here's how I see it actually playing out.
Lock, our maybe too-low level Celestialock: "Hey buddy, you awake from your long rest? Good. See our friends standing naked by the river's edge? Just trust me, and do the same thing. Turn your back to me, naked, and close your eyes. That way you're not armored and I have advantage."
"Whhha? Lock, can I at least put on my small clothes? I'm in a sleeping bag here."
"Yeah sure that's fine. Just don't turn around or open your eyes until I say it's done, because I'm going to keep machine-gunning all of you with Eldritch Blast shots until I hit max damage for each of you, and if you react I might miss and you'll take damage."
"Lock, I have natural armor or natural AC of some kind, this might screw up."
"Oh, I forgot. I guess forget it, you'll just get less defensive buff than the squishy teammates."
--- Just to be nice again at the end where it counts more, the idea that you can auto-hit a 0hp downed ally, or several with multiple bolts, and give temp HP so he/she doesn't get permadeathed so fast, was intriguing to think about. I have to DM some zero-self-preservation-instinct cultists, and it'd be nice if a very slight situational strategy error in a victory didn't lose them a PC (or better yet, it'd be nice if the cultist _almost_ caused that PC death), but I'm not exactly going to totally break immersion to their advantage over it. Maybe single-bolt low efficacy problem for such a situational use, too, but I expect I'm not the best person to take direct, micro-managed advice from, in this kind of thing.
-FTP Dano (first time poster)