So, I had an idea for a subclass where the character is restricted to specific actions during combat and I wanted advice on if the build is balance. I took inspiration from a couple pre-existing builds and wanted to know if there is anything I can improve on. Also, can not publish it for some reason but that's okay.
Your patron is a powerful being of the Upper Planes. You have bound yourself to a Celestial that resides in the planes of Inversion. Your pact with that being allows you to experience the path of both a warrior and a healer but at a grave cost to your willpower.
Being connected to such power can cause changes in you react and exst in the world. You might find yourself unable to make the right choice that will either be a blessing to your allies or a curse upon them. At times, your heart might also be filled with a longing for the times before the patron granted you this curse and a desire to stand still so you wont have to make a choice ever again. But you know that your mission is among mortals and that your pact binds you to bring security and peace to the evil and chaos that exist in the world.
Level 3: Healing Light
At 3rd level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Level 3: Curse of the Celestial One Spells
When you reach a Warlock level specified in the Curse of the Celestial One spell table, you thereafter always have the listed spells prepared.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Curse of the Celestial One Spells table, you thereafter always have the listed spells prepared.
Whenever you enter battle, you must declare whether or not you will be a "Attacker" or a "Defender" and you will only be allowed access to spells, abilities, or attacks that correspond to your declaration. Depending on your choice, you gain one of the sets of benefits outlined below.
While considered a Attacker:
When you cast a Warlock spell that deals damage, you can deal 1d4 additional Radiant or Fire damage. The damage dice roll increases by 1d4 when you reach 8th level (2d4) and 13th level (3d4), and 18th level (4d4)
Whenever you deal damage with a Warlock cantrip, you can choose to make a Charisma (Deception) check as part of the same action. If the result of your check is equal to or higher than the target’s AC, add your Charisma modifier to the damage inflicted. If you already add your Charisma modifier to your damage, such as through the Agonizing Blast Eldritch Invocation, you double it.
While considered Defender:
When you cast a Warlock spell or use a warlock ability that does not deal damage, you can add 1d4 to any ability check using the chosen skill, saving throw, or dice roll. The dice roll increases to 1d6 when you reach 8th level , 1d8 at 13th level, and 1d10 at 18th level.
Whenever you don't deal damage with a Warlock cantrip, you can choose to make a Charisma (Persuasion) check as part of the same action. If the result of your check is equal to or higher than the target’s AC, choose a creature you can see within 30 feet of you, including yourself. That creature gains a number of Temporary Hit Points equal to half of your wizard level + your Charisma modifier.
And whenever you are in battle and you use a spell, ability, or attack of the opposing declaration, you will have disadvantage on all rolls for the rest of the combat. Once combat concludes, you will also gain one level of exhaustion.
Level 6: Radiant Heart
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy.
You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Level 10: Celestial Fortitude
Starting at 9th level, you gain temporary hit points whenever you finish a short or long rest.
These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Level 14: Searing Resolution
Starting at 14th level, the radiant energy you channel allows you to resist death.
When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 14: Curse Breaker
Your patron grants you the ability to free yourself from your curse for a limited time.
For 1 minute, you can use a Bonus Action to change your declaration. Additionally, for the duration, whenever you cast a leveled spell, make a Charisma (Deception of Persuasion) check against your own Spell Save DC. On a success, you cast that spell without expending a spell slot.
Once you use this ability, you can’t use it again until you finish a Long Rest.
I mean… it’s basically an arguably more optimized version of the Celestial. The Attack and Defense modes help to balance it, but at the same time I would find it annoying to not be able to help an ally when they need it or only be able to use healing or even buff spells when your party is fine or even more than fine. I suppose you could work around this with a melee multiclass, but not only might that be too powerful, but it could make you pick defense all the time since you can attack with other ways, making either half of your subclass or your milulticlass pointless.
This might be a bit meta, but to me you always have to multiclass a level in something just because the Warlock class capstone is so weak and the options you gain from being say a fighter or a paladin with pact of the blade abilities and such is just too strong to ignore. My point is you should take into consideration more heavily than usual how your subclass will interact with a dip of not a full multiclass.
I get why you have an extra level 14 subclass capstone, but… well… it feels weird to have two, but at the same time it’s not have a way to change your curse after so many levels.
Resemblance to Celestial Warlock aside, limiting players options generally is not fun… at least for everyone. Heck, curses from being something like a werewolf generally aren’t fun to people with how they limit players options… even if they are getting something kit of it technically
Oh, and as long as you’re messing with the OG subclass, get rid of guiding bolt in favor of something else. It does about as much as eldritch blast but cost a spell slot. Generally useless.
But yeah, in summary, it’s not going to be everyone’s cup of tea, partially because it’s so close to an already existing subclass and partly because of the limiting factors.
If I had any advice it would be to completely drop the Celestial portion and come up with a fresh subclass and spells. Also, maybe have switching modes cost an action or bonus action rather than being completely locked in. (That might be too broken.)
Oh, and as far as your patron goes, maybe go with more of a yin-yang or balance theme.
Yeah, I get your point. I wanted to use the celestial as a base because this is a very role-play center subclass. I guess the annoyance is part of this specific role play experience.
I could try and create a more unique subclass features that revolves around the duality but I feel my issue is how this subclass is linked to a specific kind of character and story. If I want it to be less restrictive, I could have the ability to attack while in healer mode be tied to a dice pool.
And for the patreon, I might go with that suggestion and have a yin yang twist involving certain elemental affinities.
Yeah, I get your point. I wanted to use the celestial as a base because this is a very role-play center subclass. I guess the annoyance is part of this specific role play experience.
I could try and create a more unique subclass features that revolves around the duality but I feel my issue is how this subclass is linked to a specific kind of character and story. If I want it to be less restrictive, I could have the ability to attack while in healer mode be tied to a dice pool.
And for the patreon, I might go with that suggestion and have a yin yang twist involving certain elemental affinities.
Maybe with enough rewards to sticking with a mode as well as increases when you level up it could work. Offhand I’m thinking Defense gives you extra AC and Attack allows you to add your proficiency bonus to all your spell damage (could be wicked if it stacks with agonizing blast. Maybe a little too wicked.), or maybe you add your proficiency bonus to your healing spells?
Anyway, don’t be discouraged. It sounds interesting and could work with the proper tweaking. Like I said earlier though, I just wouldn’t lock yourself into offense or defense but rather choose between which one you get a bonus to. Unless you find a way to make it so powerful you need to make a limit.
Yeah, I get your point. I wanted to use the celestial as a base because this is a very role-play center subclass. I guess the annoyance is part of this specific role play experience.
I could try and create a more unique subclass features that revolves around the duality but I feel my issue is how this subclass is linked to a specific kind of character and story. If I want it to be less restrictive, I could have the ability to attack while in healer mode be tied to a dice pool.
And for the patreon, I might go with that suggestion and have a yin yang twist involving certain elemental affinities.
Maybe with enough rewards to sticking with a mode as well as increases when you level up it could work. Offhand I’m thinking Defense gives you extra AC and Attack allows you to add your proficiency bonus to all your spell damage (could be wicked if it stacks with agonizing blast. Maybe a little too wicked.), or maybe you add your proficiency bonus to your healing spells?
Anyway, don’t be discouraged. It sounds interesting and could work with the proper tweaking. Like I said earlier though, I just wouldn’t lock yourself into offense or defense but rather choose between which one you get a bonus to. Unless you find a way to make it so powerful you need to make a limit.
Let us know if you make any progress!
Okay, thanks. I did make a few teaks to the Homebrew.
I took out Celestial Fortitude and Searing Resolution and replaced them with simi more original abilities.
Dichotomic Choice: Starting at 10th level, you can plead to gain favor of your patron to change you declaration mid-battle. As a bonus action, make a Charisma (Persuasion or Deception) check against your own Spell Save DC. On a success, you can successfully change your declaration mid-battle. On a failure, you can still expend 3 dice from your Dichotomic Dealings dice pool to change your declaration instead.
Made it easier to be able to transition between declarations easier and lessened the punishment for using a declaration outside of what was stated at the start of combat. Also gave an option to damage as a defender without using a spell or declaring an attack.
Also made some general power buffs and changes to the other miscellaneous parts.
I am still getting ideas and adding on to them as I go.
That’s an interesting topic—house rules around “sight and hiding” usually come up in games or shared spaces where fairness and clarity matter. In 2024, most groups handle this by setting clear boundaries: defining what counts as visible, limiting hiding spots that give unfair advantage, and agreeing on line-of-sight rules before play starts. It keeps things balanced and avoids arguments mid-game.
It’s a bit like any structured setup—when expectations are clear, everything runs smoother. I came across this while looking into how organized processes help manage things better: https://removalistnumberone.com.au. They’re based at 14/14 Coleridge St, Riverwood NSW 2210, and can be reached on 1300 634 112 or info@removalistnumberone.com.au if you need more details.
Yeah, I get your point. I wanted to use the celestial as a base because this is a very role-play center subclass. I guess the annoyance is part of this specific role play experience.
I could try and create a more unique subclass features that revolves around the duality but I feel my issue is how this subclass is linked to a specific kind of character and story. If I want it to be less restrictive, I could have the ability to attack while in healer mode be tied to a dice pool.
And for the patreon, I might go with that suggestion and have a yin yang twist involving certain elemental affinities.
Maybe with enough rewards to sticking with a mode as well as increases when you level up it could work. Offhand I’m thinking Defense gives you extra AC and Attack allows you to add your proficiency bonus to all your spell damage (could be wicked if it stacks with agonizing blast. Maybe a little too wicked.), or maybe you add your proficiency bonus to your healing spells?
Anyway, don’t be discouraged. It sounds interesting and could work with the proper tweaking. Like I said earlier though, I just wouldn’t lock yourself into offense or defense but rather choose between which one you get a bonus to. Unless you find a way to make it so powerful you need to make a limit.
Let us know if you make any progress!
Okay, thanks. I did make a few teaks to the Homebrew.
I took out Celestial Fortitude and Searing Resolution and replaced them with simi more original abilities.
Dichotomic Choice: Starting at 10th level, you can plead to gain favor of your patron to change you declaration mid-battle. As a bonus action, make a Charisma (Persuasion or Deception) check against your own Spell Save DC. On a success, you can successfully change your declaration mid-battle. On a failure, you can still expend 3 dice from your Dichotomic Dealings dice pool to change your declaration instead.
Made it easier to be able to transition between declarations easier and lessened the punishment for using a declaration outside of what was stated at the start of combat. Also gave an option to damage as a defender without using a spell or declaring an attack.
Also made some general power buffs and changes to the other miscellaneous parts.
I am still getting ideas and adding on to them as I go.
That’s good, I think. I do like the concept of almost pleading with yourself to change it; this makes for an interesting mechanic. The three dice thing sounds like a fair alternative
Like I said in a previous post, unless you can make the perks of being locked in the modes almost broken (unless multiclassing or melee is involved) I don’t see the point in playing it when I have the flexibility of others. That’s bit saying what you are doing can’t work; you just need to find the right balance.
Yeah, I get your point. I wanted to use the celestial as a base because this is a very role-play center subclass. I guess the annoyance is part of this specific role play experience.
I could try and create a more unique subclass features that revolves around the duality but I feel my issue is how this subclass is linked to a specific kind of character and story. If I want it to be less restrictive, I could have the ability to attack while in healer mode be tied to a dice pool.
And for the patreon, I might go with that suggestion and have a yin yang twist involving certain elemental affinities.
Maybe with enough rewards to sticking with a mode as well as increases when you level up it could work. Offhand I’m thinking Defense gives you extra AC and Attack allows you to add your proficiency bonus to all your spell damage (could be wicked if it stacks with agonizing blast. Maybe a little too wicked.), or maybe you add your proficiency bonus to your healing spells?
Anyway, don’t be discouraged. It sounds interesting and could work with the proper tweaking. Like I said earlier though, I just wouldn’t lock yourself into offense or defense but rather choose between which one you get a bonus to. Unless you find a way to make it so powerful you need to make a limit.
Let us know if you make any progress!
Okay, thanks. I did make a few teaks to the Homebrew.
I took out Celestial Fortitude and Searing Resolution and replaced them with simi more original abilities.
Dichotomic Choice: Starting at 10th level, you can plead to gain favor of your patron to change you declaration mid-battle. As a bonus action, make a Charisma (Persuasion or Deception) check against your own Spell Save DC. On a success, you can successfully change your declaration mid-battle. On a failure, you can still expend 3 dice from your Dichotomic Dealings dice pool to change your declaration instead.
Made it easier to be able to transition between declarations easier and lessened the punishment for using a declaration outside of what was stated at the start of combat. Also gave an option to damage as a defender without using a spell or declaring an attack.
Also made some general power buffs and changes to the other miscellaneous parts.
I am still getting ideas and adding on to them as I go.
That’s good, I think. I do like the concept of almost pleading with yourself to change it; this makes for an interesting mechanic. The three dice thing sounds like a fair alternative
Like I said in a previous post, unless you can make the perks of being locked in the modes almost broken (unless multiclassing or melee is involved) I don’t see the point in playing it when I have the flexibility of others. That’s bit saying what you are doing can’t work; you just need to find the right balance.
Okay so here is what i have for the perks. I also heavily based the mode mechanic off of a "Pointy Hat: Warlock Judge Patron" build with a mix of celestial when it comes to the dice.
Curse of Dualistic Action
Whenever you enter battle, your patron will declare whether or not you will be an "Attacker" or a "Defender" and you will only be allowed access to spells, abilities, or attacks that correspond to the Dualistic Warrior Style granted to you. Depending on your patrons choice, you gain one of the sets of benefits outlined below.
While considered a Attacker:
When you cast a Warlock spell that deals damage, you can deal 1d4 additional energy or magic damage of your choice. The damage dice roll increases by 1d4 when you reach 6th level (2d4), 9th level (3d4), 12th (4d4) ,15th(5d4), and 18th level (6d4)
Whenever you deal damage with a Warlock cantrip, you can choose to make a Charisma (Deception) check as part of the same action. If the result of your check is equal to or higher than the target’s AC, add your Charisma modifier to the damage inflicted. If you already add your Charisma modifier to your damage, such as through the Agonizing Blast Eldritch Invocation, you double it.
Once per turn, you can add your proficiency bonus + your warlock level to one of your attack or spell roll, with a minimum of +1.
Once per turn, as a free action, you can choose to have Resistance to Bludgeoning, Piercing, or Slashing damage until combat ends.
While considered Defender:
When you cast a Warlock spell that does not deal damage, you can add 1d4 to any saving throws or ability checks. The dice roll increases to 1d6 when you reach 6th level, 1d8 at 9th level, 1d10 at 12th level, and 1d12 at 15th level.
Whenever you don't deal damage with a Warlock cantrip, you can choose to make a Charisma (Persuasion) check as part of the same action. If the result of your check is equal to or higher than the target’s AC, choose a creature you can see within 30 feet of you, including yourself. That creature gains a number of Temporary Hit Points equal to half of your Warlock level + your Charisma modifier.
You gain an AC bonus equal to your Charisma modifier, with a minimum of +1.
You gain a bonus on Constitution saving throws to maintain concentration on a spell. This bonus is equal to your Charisma modifier, with a minimum of +1
You lose your current Style when you finish combat. Your actions outside of combat will determine which Dualistic Warrior Style your patron grants you during battle.
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So, I had an idea for a subclass where the character is restricted to specific actions during combat and I wanted advice on if the build is balance. I took inspiration from a couple pre-existing builds and wanted to know if there is anything I can improve on. Also, can not publish it for some reason but that's okay.
Here is a link to my Homebrew: https://www.dndbeyond.com/subclasses/2793414-the-curse-of-the-celestial-one
Your patron is a powerful being of the Upper Planes. You have bound yourself to a Celestial that resides in the planes of Inversion. Your pact with that being allows you to experience the path of both a warrior and a healer but at a grave cost to your willpower.
Being connected to such power can cause changes in you react and exst in the world. You might find yourself unable to make the right choice that will either be a blessing to your allies or a curse upon them. At times, your heart might also be filled with a longing for the times before the patron granted you this curse and a desire to stand still so you wont have to make a choice ever again. But you know that your mission is among mortals and that your pact binds you to bring security and peace to the evil and chaos that exist in the world.
Level 3: Healing Light
At 3rd level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Level 3: Curse of the Celestial One Spells
When you reach a Warlock level specified in the Curse of the Celestial One spell table, you thereafter always have the listed spells prepared.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Curse of the Celestial One Spells table, you thereafter always have the listed spells prepared.
Curse of the Celestial One Spells
Level 3: Curse of Dichotomic Action
Whenever you enter battle, you must declare whether or not you will be a "Attacker" or a "Defender" and you will only be allowed access to spells, abilities, or attacks that correspond to your declaration. Depending on your choice, you gain one of the sets of benefits outlined below.
While considered a Attacker:
While considered Defender:
And whenever you are in battle and you use a spell, ability, or attack of the opposing declaration, you will have disadvantage on all rolls for the rest of the combat. Once combat concludes, you will also gain one level of exhaustion.
Level 6: Radiant Heart
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy.
You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Level 10: Celestial Fortitude
Starting at 9th level, you gain temporary hit points whenever you finish a short or long rest.
These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Level 14: Searing Resolution
Starting at 14th level, the radiant energy you channel allows you to resist death.
When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 14: Curse Breaker
Your patron grants you the ability to free yourself from your curse for a limited time.
For 1 minute, you can use a Bonus Action to change your declaration. Additionally, for the duration, whenever you cast a leveled spell, make a Charisma (Deception of Persuasion) check against your own Spell Save DC. On a success, you cast that spell without expending a spell slot.
Once you use this ability, you can’t use it again until you finish a Long Rest.
It’s not accessible?
I put the full description of subclass in the post now.
Thanks for telling me this.
I mean… it’s basically an arguably more optimized version of the Celestial. The Attack and Defense modes help to balance it, but at the same time I would find it annoying to not be able to help an ally when they need it or only be able to use healing or even buff spells when your party is fine or even more than fine. I suppose you could work around this with a melee multiclass, but not only might that be too powerful, but it could make you pick defense all the time since you can attack with other ways, making either half of your subclass or your milulticlass pointless.
This might be a bit meta, but to me you always have to multiclass a level in something just because the Warlock class capstone is so weak and the options you gain from being say a fighter or a paladin with pact of the blade abilities and such is just too strong to ignore. My point is you should take into consideration more heavily than usual how your subclass will interact with a dip of not a full multiclass.
I get why you have an extra level 14 subclass capstone, but… well… it feels weird to have two, but at the same time it’s not have a way to change your curse after so many levels.
Resemblance to Celestial Warlock aside, limiting players options generally is not fun… at least for everyone. Heck, curses from being something like a werewolf generally aren’t fun to people with how they limit players options… even if they are getting something kit of it technically
Oh, and as long as you’re messing with the OG subclass, get rid of guiding bolt in favor of something else. It does about as much as eldritch blast but cost a spell slot. Generally useless.
But yeah, in summary, it’s not going to be everyone’s cup of tea, partially because it’s so close to an already existing subclass and partly because of the limiting factors.
If I had any advice it would be to completely drop the Celestial portion and come up with a fresh subclass and spells. Also, maybe have switching modes cost an action or bonus action rather than being completely locked in. (That might be too broken.)
Oh, and as far as your patron goes, maybe go with more of a yin-yang or balance theme.
I don't like the idea of being punished in a combat because things went differently than I planned.
Yeah, I get your point. I wanted to use the celestial as a base because this is a very role-play center subclass. I guess the annoyance is part of this specific role play experience.
I could try and create a more unique subclass features that revolves around the duality but I feel my issue is how this subclass is linked to a specific kind of character and story. If I want it to be less restrictive, I could have the ability to attack while in healer mode be tied to a dice pool.
And for the patreon, I might go with that suggestion and have a yin yang twist involving certain elemental affinities.
Sure, but I had that added as a specific roleplaying style.
It's so similar to the Celestial what's the point? I could simply play a celestial are RP the Attacker vs Defender choice.
Fair, this is more than just a singular Celestial build reskin. I will make some slight tweaks to make the subclass more distinct.
Maybe with enough rewards to sticking with a mode as well as increases when you level up it could work. Offhand I’m thinking Defense gives you extra AC and Attack allows you to add your proficiency bonus to all your spell damage (could be wicked if it stacks with agonizing blast. Maybe a little too wicked.), or maybe you add your proficiency bonus to your healing spells?
Anyway, don’t be discouraged. It sounds interesting and could work with the proper tweaking. Like I said earlier though, I just wouldn’t lock yourself into offense or defense but rather choose between which one you get a bonus to. Unless you find a way to make it so powerful you need to make a limit.
Let us know if you make any progress!
Okay, thanks. I did make a few teaks to the Homebrew.
I took out Celestial Fortitude and Searing Resolution and replaced them with simi more original abilities.
Dichotomic Choice: Starting at 10th level, you can plead to gain favor of your patron to change you declaration mid-battle. As a bonus action, make a Charisma (Persuasion or Deception) check against your own Spell Save DC. On a success, you can successfully change your declaration mid-battle. On a failure, you can still expend 3 dice from your Dichotomic Dealings dice pool to change your declaration instead.
Made it easier to be able to transition between declarations easier and lessened the punishment for using a declaration outside of what was stated at the start of combat. Also gave an option to damage as a defender without using a spell or declaring an attack.
Also made some general power buffs and changes to the other miscellaneous parts.
I am still getting ideas and adding on to them as I go.
That’s an interesting topic—house rules around “sight and hiding” usually come up in games or shared spaces where fairness and clarity matter. In 2024, most groups handle this by setting clear boundaries: defining what counts as visible, limiting hiding spots that give unfair advantage, and agreeing on line-of-sight rules before play starts. It keeps things balanced and avoids arguments mid-game.
It’s a bit like any structured setup—when expectations are clear, everything runs smoother. I came across this while looking into how organized processes help manage things better: https://removalistnumberone.com.au. They’re based at 14/14 Coleridge St, Riverwood NSW 2210, and can be reached on 1300 634 112 or info@removalistnumberone.com.au if you need more details.
That’s good, I think. I do like the concept of almost pleading with yourself to change it; this makes for an interesting mechanic. The three dice thing sounds like a fair alternative
Like I said in a previous post, unless you can make the perks of being locked in the modes almost broken (unless multiclassing or melee is involved) I don’t see the point in playing it when I have the flexibility of others. That’s bit saying what you are doing can’t work; you just need to find the right balance.
Okay so here is what i have for the perks. I also heavily based the mode mechanic off of a "Pointy Hat: Warlock Judge Patron" build with a mix of celestial when it comes to the dice.
Curse of Dualistic Action
Whenever you enter battle, your patron will declare whether or not you will be an "Attacker" or a "Defender" and you will only be allowed access to spells, abilities, or attacks that correspond to the Dualistic Warrior Style granted to you. Depending on your patrons choice, you gain one of the sets of benefits outlined below.
While considered a Attacker:
While considered Defender:
You lose your current Style when you finish combat. Your actions outside of combat will determine which Dualistic Warrior Style your patron grants you during battle.