So many people I've seen have tried to create a Corvo/outsider patron ish class. And many of them are good but many times it's either WAY to powerful or way to weak. I'm not saying they're bad but any means! Most of them were ******* awesome! But I wanted to have a go at it as I love the first game. Not everything is perfect of course. If you are gonna use this please do give credit where it's earned. Its not because you can't use it but if you take anything from it please just remember to reference me. Thanks in advance! I would also love some feedback on this. I'm trying to get good at homebrew stuff so feedback would be great! ^^ (The text isn't written like the book so don't kill me because it doesn't sound as pro as in the books ^^)
The Outsider Patron
Expanded Spell List:
1st: Chaos Bolt, Silent Image
2nd: Acid Arrow, Invisibility
3rd: Blink, Haste
4th: Phantasmal Killer, Freedom of Movement
5th: Dominate Person, Telekinesis
Marked:
A strange mark has scorched itself onto your hand. This mark cannot be removed and no one seems to recognize it (DM’s Discretion). When you use your gifted powers this mark seems to light up with a fiery hot light.
You can choose a power from the list below at 1st level. You gain 2 additional mark powers at 6th,10th and 14th level. You can also improve a mark power instead of gaining a new one.
Transversal:
As a bonus action on your turn you can teleport up to half your movement speed (rounded up) in an unoccupied space. If you jump of a place that more than 15 feet or less from the ground you’re going to land on you can use this to negate the fall damage. You learn this at level 1.
Eyes of the Hidden One:
As a bonus action you gain darkvision 60 feet or if you already have darkvision the range increase by 60 feet. You can also see magical items and objects (DM’s discretion) within 30 feet of you. This lasts for 1 minute.
Feet of the shadows:
You may take the dash action as a bonus action. Your movement speed also increase by 5 feet.
Sands of Ever Still Time:
Prerequisites: 10th level warlock
No action required you may grant yourself an action of your choice. This can be either a regular action, bonus action or movement action. You cannot cast spells or use a mark power until the start of your next turn after using this feature. For example; If you move up to 30 feet, use your action to attack, and a bonus action to cast a spell. You can then grant yourself (no action require to do so) an action of your choice. You still have to follow the rules of actions such as casting two spells, you however are allowed to use two bonus actions but you have to use the bonus action for something different.
Swarm of the dark depths:
Prerequisites: 6th level warlock
As an action you summon a swarm of rats within 10 feet of you. These rats act on your initiative. You choose what they do telepathically. This swarm has 15 hit points and AC 12. They can attack a creature and deal 2d4 points of piercing damage. You use your charisma modifier (minimum of 0) for attack rolls.
Winds of the Void:
Prerequisites: 6th level warlock
You can cast the spell Gust of Wind at will, without expending a spell slot.
This spell does not count against your total number of spells you have and it is nonetheless a warlock spell for you.
Otherworldly vitality:
This is an instantaneous effect and cannot be removed (DM’s Discretion).
You gain hit points equal to your warlock level. You can also use a bonus or regular action on your turn to heal hit points equal to your charisma modifier.
Blood for the Void:
Prerequisites: Pack of the blade, 6th level warlock
This is an instantaneous effect and cannot be removed (DM’s Discretion.)
You have a pool of eldritch points in the form of d8’s. You have a number of eldritch points equal to your charisma modifier (minimum of 0). When you make an attack or damage roll for your eldritch blast or pack weapon you can (no action required) use an eldritch die. You then roll your eldritch die and add the result to the designated roll. You can only use 1 eldritch die per attack and damage roll, if you have extra attack you can use an eldritch point for that attack and damage roll if you so wish to. Example: A warlock strikes a mindflayer and uses one of his eldritch points to add a d8 onto his attack roll. He then hits the mind flayer and rolls for damage. He once again uses an eldritch point to increase his damage.
Flesh to Ash:
Prerequisites: Pack of the blade OR class ability: sneak attack
This is an instantaneous effect and cannot be removed (DM’s Discretion). When you kill a surprised creature of large size or smaller you can turn it invisible. You and allies you choose can see the body. Any creature that can see invisible object and creatures, such as truesight or see invisible can also see the bodies whether or not you let them.
Will of the Void:
Prerequisites: 14th level warlock
As an action you may choose a medium sized or smaller intelligent humanoid creature you cast see within 10 feet of you. That creature has to make a charisma saving throw or be possessed by you, if it fails by 9 or less the creature does not know you tried to possess it. This possession lasts for rounds equal to your charisma modifier. You keep your intelligence,wisdom and charisma scores, as well as your proficiencies. You do not gain anything from the possessed creature. You can make an attack, or more if you have the extra attack feature but doing so allows the possessed creature to make another charisma saving throw. The possessed creature doesn’t know what happened after you possessed it.
Improved Mark Powers:
Transversal:
Prerequisites: 6th level warlock,
You can now teleport up to equal your walk movement speed. Spell such as Expeditious retreat or longstider does not increase range but other mark powers do.
Eyes of the Hidden one:
Prerequisites: 10th level warlock, power: eyes of the hidden one
Your range for magical items and objects increase to 30 feet. You can also see any humanoid creature of large size or smaller within 30 feet through objects that aren’t protected by divination magic or made of lead.
Feet of the Shadows:
Prerequisites: 6th level warlock, power: feet of the shadow
You can jump 15 feet horizontally. Your walking speed increase by 5 feet. You also become proficient in dexterity saving throws if you aren’t already.
Swarm of the dark depths:
Prerequisites: 10th level warlock, power: swarm of the dark depths
You can summon the swarm within 20 feet of you instead of 10. The swarm has 25 hit points instead of 15 and their attacks are considered magical, they also do 2d6 damage instead of 2d4.
The Outsider:
The outsider is a mysterious one. His plans are unknown, and he shows no sign of interest in gaining power or other gods and their power. He shows great interest in intelligent creatures and what they do in different situations. What consequences are they willing to face, or do they turn their back on responsibility? And what do people do when pushed over the edge, and given the chance of anything. What does a man do when he is given the chance to tug the knife, and what events follows a single action.
Alignment: Chaotic Neutral Domain: Trickery (Only if you wanna use him for a cleric) Favored Weapon: Twin Bladed Knife (Shortsword)
I need flavor text. What is the outsider? What makes them different than the existing patrons? What do they want, why do they have warlocks?
Mechanically, I don't love the level of customization, the flavor text really has to sell me on it.
Also, all of your Expanded Spell List is already a part of the warlock spell list. Remember that expanded spell lists simply adds spells to the warlock spell list, it does not prepare those spells.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I didn't think people were interested in flavor text but sure I might see if I don't have time to come up with something. As for the expanded spell list I will admit I forgot to check a lot of the other spells. But it was mostly just to fill in a blank spot. I also left out 5th level spells as I didn't find any interesting for the warlock and you do get a lot of mark powers so I figured that it would be an okay balance. But Flavor text... got it ! Thanks man ^^
Doing a tad bit more research, in other words looking at Wikipedia, the Outsider's exemplary warlock, Convo, has five powers in the Dishonored franchise: Blink (teleportation), Dark Vision (X-ray vision), Devouring Swarm (summon swarms of rats), Possession (...possesion), and Bend Time (Time stop).
Blink is covered by misty step and similar spells. Dark vision is covered by the eldritch invocation Ghostly Gaze, leaving three abilities untouched, ripe for features.
Assuming all the mark abilities are from the game, we can narrow this down even farther.
Transversal is basically misty step, which is unfortunately a warlock spell.
Eyes of the Hidden One is Ghostly Gaze.
Feet of the shadows sounds like jump, which is not a warlock spell.
Sands of Ever Still Time is very unique, with some edits, it could belong as a 10th level ability.
Swarm of the dark depths is fun, I see it as a 6th level ability.
Winds of the Void looks similar to gust of wind, not a warlock spell.
Otherworldly vitality is equivalent to false life, again, not a warlock spell.
Blood for the Void will find a better home as an eldritch invocation and not as a subclass feature.
Flesh to Ash is currently flavor, you kill a creature and they turn to ash, so what? If it was similar to immolation and disintegrate, dealing a crazy amount of damage, sure, but I'm not a fan of the prerequisites.
Will of the Void is a pale comparison to possesion. As a capstone (14th level), I would give the possession ability from the yakfolk warrior.
While it may seem like I've ripped apart your subclass, I've tried to narrow in on what makes it unique. As you suggest the trickery domain, consider looking at the domain spells. Don't skimp on the spells! I refuse to believe you've looked at every non-warlock 5th level spell and couldn't find two that worked.
I worry the lack of 5th level spells betrays something about the Outsider: it's too generic. It's a mysterious figure that presents power beyond the material plane- that sounds like every patron I've heard of. With the emphasis on weapons, a hexblade warlock might be the easiest solution.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thank for your feedback! ^^ I will sit on it a bit, thinking on how I can improve it.
As for misty step.. It's a second level spell, and yes you could use it but I wanna capture the mobility corvo has without it being to overpowered. As he can blink up to 6 times before having to recharge. Misty step requires a spell slot cast. The point of transversal is to balance out the fact that there is no cool down on it. I have thought of a different way of doing this system. But I once again thank you for your feedback sir! It has been very helpful!
And I'm glad you liked sands of ever still time. It has always been a tricky thing to balance out freezing time and I've seen many builds where it was the most overpowered ability in the game! So I'm glad that I didn't **** up everything with it and still kept it viable! ^^
Again, thank you! I was a little scared that someone would just throw a power point presentation showing how much I suck at balancing out homebrew! xD
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I might be a little while as I have to prepare the start to an arc for my campaign. I finally got a group so I'm hoping I can get them hook on this story. But I will set this on my sticky notes so I can remember! But I'm glad you like it! I'm always to scare to share homebrew.. I'm afraid I make stuff WAY to powerful. xD
I did it. Got some extra time today so I killed it with going through this. I've changed and removed a few things.
First up, Winds of the void. Now you just get the spell. I was thinking of doing that with jump and possession where you just get a spell or ability similar but it felt cheap and more like an invocation than a subclass feature but doing it once or twice I hope doesn't do any harm. (Or well it is going to hurt. if you throw people of cliffs I guess.)
I know there are some things I didn't change, like transversal and that's because I don't want to make the blink ability a spell or anything you can do with other classes. I wanna make sure that there is at least some unique barrier in the outsider patron feature that so you don't just use this or that but I agree with you, it is a very much weaker misty step. I have thought about just removing the action needed. So you can just blink once per turn without any action spending. Of course that would be powerful to teleport 30 feet without even spending an action so that would have to be fixed a little but it might help with making it a worthy teleportation feature.
Eyes of the hidden one is now just a darkvision with increased range if needed, with a detect magic spell thrown in. The thing about eyes of the hidden one is that detect magic is a ******* 1ST level spell! In my campaign it's a cantrip because it kinda sucks having to spend a whole 1st level spell slot to detect magic in a 30 foot radius. So this will allow you to use detect magic without knowing what kind of effect the item or object has but still knowing that there is something magical about it.
Feet of the shadow changed a bit. Because I realized a life changing event... how much jumping does a player do? I have done it once. Of course a lot of people jump a lot more than I do but I realized that agility is ******* amazing the dishonored buuuuut in D&D it's mediocre at best. So if you're not a rogue you can now dash as a bonus action. (Probably also useless tbh.) Still it does give you 5 feet more movement so if you're lucky it may give you a little more transversal distance.
I changed a bit of the writing with sands of ever still time... don't know if it help, pretty sure it complicated the feature even more. (I have a tendency to over complicate things.)
I left otherworldly vitality alone because false life gives you temp hit points. While this permanently increase your hp by your level, while still allowing for a tough feat if you so wish. It also gives you the ability to heal yourself a bit. I might remove that since I love the difference between divine and arcane magic. There is a few ways you can heal with arcane I guess, like life transference but else it's only divine casters and bards who can heal. But it's mostly because that there is a very massive difference between temporary hit points and outright just hit points. So therefore I left it as it is.
Blood for the void has a completely new and revamped use. It's kinda like divine smite or some other stuff I can't remember but instead of it's complicated 3.0 ish +1 to damage and attack rolls that increases it's just a d8 you can roll to add onto attack rolls and damage rolls. Yes it's still level 6 because there you might have gotten extra attack and perhaps an increase to charisma so I wanted it to be powerful. But remember when you have used it up it requires a long rest to regain. So you can get spells back and this. You're gonna have to make sure you use them on the right baddy or you're not gonna do that MASSIVE DPS. (I don't know if it's powerful to be honest. It just sounds that way.)
Flesh to ash now turns bodies invisible. Thought it helped more than just making flesh turn to ash so their equipment was still on the ground xD.
Will of the void also got a change. I looked up yarkfolk or whatever you called them. You see I only have DMG,PHB,MM, and xanather's guide so I've never heard of them before. But the possession they had sounded a little to.... situational. I wanted it to allow you to sneak past guards or to umm.... to erhh..... yeah stuff. Tbh, it's a really hard one to do. Because I want it to be able both out and slightly in combat. Because when are you gonna be having a short rest calmly with a guard or a murderer or what not.
I hope it's improved! Your feedback so far has been incredibly useful! I have a few other homebrew stuff I might throw out there to see if they're worth anything. I look forward to seeing what you think of it now! ^^
I'm still hesitant about the mark and the customization it brings. The warlock is easily the most complex class, bogged down with choice. At first level you choose a patron, at second, fifth, seventh, ninth, twelfth, fifteenth, and eighteenth you choose invocations, and at third, you choose a pact boon. That's nine out of twenty levels: nearly half! Adding more choice at more levels will not improve player experience. I would choose 4 abilities that feel distinct and inseparable from the Outsider and use those four features to make the subclass.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I will dwell a little on this. I'm thinking of revamping the powers and the way you use em. But I have to look into a lot of shit. And I've just for like an hour ago gotten an idea for a MAJOR plot for my campaign and it would need a lot of work so I might leave this be for a while. But always good to have something to do when I get bored I guess! xD
But thank you for your help it's been a great feedback!
So many people I've seen have tried to create a Corvo/outsider patron ish class. And many of them are good but many times it's either WAY to powerful or way to weak. I'm not saying they're bad but any means! Most of them were ******* awesome! But I wanted to have a go at it as I love the first game. Not everything is perfect of course. If you are gonna use this please do give credit where it's earned. Its not because you can't use it but if you take anything from it please just remember to reference me. Thanks in advance! I would also love some feedback on this. I'm trying to get good at homebrew stuff so feedback would be great! ^^ (The text isn't written like the book so don't kill me because it doesn't sound as pro as in the books ^^)
The Outsider Patron
Expanded Spell List:
1st: Chaos Bolt, Silent Image
2nd: Acid Arrow, Invisibility
3rd: Blink, Haste
4th: Phantasmal Killer, Freedom of Movement
5th: Dominate Person, Telekinesis
Marked:
A strange mark has scorched itself onto your hand. This mark cannot be removed and no one seems to recognize it (DM’s Discretion). When you use your gifted powers this mark seems to light up with a fiery hot light.
You can choose a power from the list below at 1st level. You gain 2 additional mark powers at 6th,10th and 14th level. You can also improve a mark power instead of gaining a new one.
Transversal:
As a bonus action on your turn you can teleport up to half your movement speed (rounded up) in an unoccupied space. If you jump of a place that more than 15 feet or less from the ground you’re going to land on you can use this to negate the fall damage. You learn this at level 1.
Eyes of the Hidden One:
As a bonus action you gain darkvision 60 feet or if you already have darkvision the range increase by 60 feet. You can also see magical items and objects (DM’s discretion) within 30 feet of you. This lasts for 1 minute.
Feet of the shadows:
You may take the dash action as a bonus action. Your movement speed also increase by 5 feet.
Sands of Ever Still Time:
Prerequisites: 10th level warlock
No action required you may grant yourself an action of your choice. This can be either a regular action, bonus action or movement action. You cannot cast spells or use a mark power until the start of your next turn after using this feature. For example; If you move up to 30 feet, use your action to attack, and a bonus action to cast a spell. You can then grant yourself (no action require to do so) an action of your choice. You still have to follow the rules of actions such as casting two spells, you however are allowed to use two bonus actions but you have to use the bonus action for something different.
Swarm of the dark depths:
Prerequisites: 6th level warlock
As an action you summon a swarm of rats within 10 feet of you. These rats act on your initiative. You choose what they do telepathically. This swarm has 15 hit points and AC 12. They can attack a creature and deal 2d4 points of piercing damage. You use your charisma modifier (minimum of 0) for attack rolls.
Winds of the Void:
Prerequisites: 6th level warlock
You can cast the spell Gust of Wind at will, without expending a spell slot.
This spell does not count against your total number of spells you have and it is nonetheless a warlock spell for you.
Otherworldly vitality:
This is an instantaneous effect and cannot be removed (DM’s Discretion).
You gain hit points equal to your warlock level. You can also use a bonus or regular action on your turn to heal hit points equal to your charisma modifier.
Blood for the Void:
Prerequisites: Pack of the blade, 6th level warlock
This is an instantaneous effect and cannot be removed (DM’s Discretion.)
You have a pool of eldritch points in the form of d8’s. You have a number of eldritch points equal to your charisma modifier (minimum of 0). When you make an attack or damage roll for your eldritch blast or pack weapon you can (no action required) use an eldritch die. You then roll your eldritch die and add the result to the designated roll. You can only use 1 eldritch die per attack and damage roll, if you have extra attack you can use an eldritch point for that attack and damage roll if you so wish to. Example: A warlock strikes a mindflayer and uses one of his eldritch points to add a d8 onto his attack roll. He then hits the mind flayer and rolls for damage. He once again uses an eldritch point to increase his damage.
Flesh to Ash:
Prerequisites: Pack of the blade OR class ability: sneak attack
This is an instantaneous effect and cannot be removed (DM’s Discretion). When you kill a surprised creature of large size or smaller you can turn it invisible. You and allies you choose can see the body. Any creature that can see invisible object and creatures, such as truesight or see invisible can also see the bodies whether or not you let them.
Will of the Void:
Prerequisites: 14th level warlock
As an action you may choose a medium sized or smaller intelligent humanoid creature you cast see within 10 feet of you. That creature has to make a charisma saving throw or be possessed by you, if it fails by 9 or less the creature does not know you tried to possess it. This possession lasts for rounds equal to your charisma modifier. You keep your intelligence,wisdom and charisma scores, as well as your proficiencies. You do not gain anything from the possessed creature. You can make an attack, or more if you have the extra attack feature but doing so allows the possessed creature to make another charisma saving throw. The possessed creature doesn’t know what happened after you possessed it.
Improved Mark Powers:
Transversal:
Prerequisites: 6th level warlock,
You can now teleport up to equal your walk movement speed. Spell such as Expeditious retreat or longstider does not increase range but other mark powers do.
Eyes of the Hidden one:
Prerequisites: 10th level warlock, power: eyes of the hidden one
Your range for magical items and objects increase to 30 feet. You can also see any humanoid creature of large size or smaller within 30 feet through objects that aren’t protected by divination magic or made of lead.
Feet of the Shadows:
Prerequisites: 6th level warlock, power: feet of the shadow
You can jump 15 feet horizontally. Your walking speed increase by 5 feet. You also become proficient in dexterity saving throws if you aren’t already.
Swarm of the dark depths:
Prerequisites: 10th level warlock, power: swarm of the dark depths
You can summon the swarm within 20 feet of you instead of 10. The swarm has 25 hit points instead of 15 and their attacks are considered magical, they also do 2d6 damage instead of 2d4.
The Outsider:
The outsider is a mysterious one. His plans are unknown, and he shows no sign of interest in gaining power or other gods and their power. He shows great interest in intelligent creatures and what they do in different situations. What consequences are they willing to face, or do they turn their back on responsibility? And what do people do when pushed over the edge, and given the chance of anything. What does a man do when he is given the chance to tug the knife, and what events follows a single action.
Alignment: Chaotic Neutral
Domain: Trickery (Only if you wanna use him for a cleric)
Favored Weapon: Twin Bladed Knife (Shortsword)
I need flavor text. What is the outsider? What makes them different than the existing patrons? What do they want, why do they have warlocks?
Mechanically, I don't love the level of customization, the flavor text really has to sell me on it.
Also, all of your Expanded Spell List is already a part of the warlock spell list. Remember that expanded spell lists simply adds spells to the warlock spell list, it does not prepare those spells.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I didn't think people were interested in flavor text but sure I might see if I don't have time to come up with something. As for the expanded spell list I will admit I forgot to check a lot of the other spells. But it was mostly just to fill in a blank spot. I also left out 5th level spells as I didn't find any interesting for the warlock and you do get a lot of mark powers so I figured that it would be an okay balance. But Flavor text... got it ! Thanks man ^^
Again, Not good at making things sound pro but it's updated now. ^^
Doing a tad bit more research, in other words looking at Wikipedia, the Outsider's exemplary warlock, Convo, has five powers in the Dishonored franchise: Blink (teleportation), Dark Vision (X-ray vision), Devouring Swarm (summon swarms of rats), Possession (...possesion), and Bend Time (Time stop).
Blink is covered by misty step and similar spells. Dark vision is covered by the eldritch invocation Ghostly Gaze, leaving three abilities untouched, ripe for features.
Assuming all the mark abilities are from the game, we can narrow this down even farther.
Transversal is basically misty step, which is unfortunately a warlock spell.
Eyes of the Hidden One is Ghostly Gaze.
Feet of the shadows sounds like jump, which is not a warlock spell.
Sands of Ever Still Time is very unique, with some edits, it could belong as a 10th level ability.
Swarm of the dark depths is fun, I see it as a 6th level ability.
Winds of the Void looks similar to gust of wind, not a warlock spell.
Otherworldly vitality is equivalent to false life, again, not a warlock spell.
Blood for the Void will find a better home as an eldritch invocation and not as a subclass feature.
Flesh to Ash is currently flavor, you kill a creature and they turn to ash, so what? If it was similar to immolation and disintegrate, dealing a crazy amount of damage, sure, but I'm not a fan of the prerequisites.
Will of the Void is a pale comparison to possesion. As a capstone (14th level), I would give the possession ability from the yakfolk warrior.
While it may seem like I've ripped apart your subclass, I've tried to narrow in on what makes it unique. As you suggest the trickery domain, consider looking at the domain spells. Don't skimp on the spells! I refuse to believe you've looked at every non-warlock 5th level spell and couldn't find two that worked.
I worry the lack of 5th level spells betrays something about the Outsider: it's too generic. It's a mysterious figure that presents power beyond the material plane- that sounds like every patron I've heard of. With the emphasis on weapons, a hexblade warlock might be the easiest solution.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thank for your feedback! ^^ I will sit on it a bit, thinking on how I can improve it.
As for misty step.. It's a second level spell, and yes you could use it but I wanna capture the mobility corvo has without it being to overpowered. As he can blink up to 6 times before having to recharge. Misty step requires a spell slot cast. The point of transversal is to balance out the fact that there is no cool down on it. I have thought of a different way of doing this system. But I once again thank you for your feedback sir! It has been very helpful!
And I'm glad you liked sands of ever still time. It has always been a tricky thing to balance out freezing time and I've seen many builds where it was the most overpowered ability in the game! So I'm glad that I didn't **** up everything with it and still kept it viable! ^^
Again, thank you! I was a little scared that someone would just throw a power point presentation showing how much I suck at balancing out homebrew! xD
If you want to keep transversal, it would work as a first level ability.
Be careful with Sands of Time, the way you word it will matter a great deal.
I can't wait for your second draft!
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I might be a little while as I have to prepare the start to an arc for my campaign. I finally got a group so I'm hoping I can get them hook on this story. But I will set this on my sticky notes so I can remember! But I'm glad you like it! I'm always to scare to share homebrew.. I'm afraid I make stuff WAY to powerful. xD
Thanks again man! ^^
I did it. Got some extra time today so I killed it with going through this.
I've changed and removed a few things.
First up, Winds of the void. Now you just get the spell. I was thinking of doing that with jump and possession where you just get a spell or ability similar but it felt cheap and more like an invocation than a subclass feature but doing it once or twice I hope doesn't do any harm. (Or well it is going to hurt. if you throw people of cliffs I guess.)
I know there are some things I didn't change, like transversal and that's because I don't want to make the blink ability a spell or anything you can do with other classes. I wanna make sure that there is at least some unique barrier in the outsider patron feature that so you don't just use this or that but I agree with you, it is a very much weaker misty step. I have thought about just removing the action needed. So you can just blink once per turn without any action spending. Of course that would be powerful to teleport 30 feet without even spending an action so that would have to be fixed a little but it might help with making it a worthy teleportation feature.
Eyes of the hidden one is now just a darkvision with increased range if needed, with a detect magic spell thrown in. The thing about eyes of the hidden one is that detect magic is a ******* 1ST level spell! In my campaign it's a cantrip because it kinda sucks having to spend a whole 1st level spell slot to detect magic in a 30 foot radius. So this will allow you to use detect magic without knowing what kind of effect the item or object has but still knowing that there is something magical about it.
Feet of the shadow changed a bit. Because I realized a life changing event... how much jumping does a player do? I have done it once. Of course a lot of people jump a lot more than I do but I realized that agility is ******* amazing the dishonored buuuuut in D&D it's mediocre at best. So if you're not a rogue you can now dash as a bonus action. (Probably also useless tbh.) Still it does give you 5 feet more movement so if you're lucky it may give you a little more transversal distance.
I changed a bit of the writing with sands of ever still time... don't know if it help, pretty sure it complicated the feature even more. (I have a tendency to over complicate things.)
I left otherworldly vitality alone because false life gives you temp hit points. While this permanently increase your hp by your level, while still allowing for a tough feat if you so wish.
It also gives you the ability to heal yourself a bit. I might remove that since I love the difference between divine and arcane magic. There is a few ways you can heal with arcane I guess, like life transference but else it's only divine casters and bards who can heal. But it's mostly because that there is a very massive difference between temporary hit points and outright just hit points. So therefore I left it as it is.
Blood for the void has a completely new and revamped use. It's kinda like divine smite or some other stuff I can't remember but instead of it's complicated 3.0 ish +1 to damage and attack rolls that increases it's just a d8 you can roll to add onto attack rolls and damage rolls. Yes it's still level 6 because there you might have gotten extra attack and perhaps an increase to charisma so I wanted it to be powerful. But remember when you have used it up it requires a long rest to regain. So you can get spells back and this. You're gonna have to make sure you use them on the right baddy or you're not gonna do that MASSIVE DPS. (I don't know if it's powerful to be honest. It just sounds that way.)
Flesh to ash now turns bodies invisible. Thought it helped more than just making flesh turn to ash so their equipment was still on the ground xD.
Will of the void also got a change. I looked up yarkfolk or whatever you called them. You see I only have DMG,PHB,MM, and xanather's guide so I've never heard of them before.
But the possession they had sounded a little to.... situational. I wanted it to allow you to sneak past guards or to umm.... to erhh..... yeah stuff.
Tbh, it's a really hard one to do. Because I want it to be able both out and slightly in combat. Because when are you gonna be having a short rest calmly with a guard or a murderer or what not.
I hope it's improved! Your feedback so far has been incredibly useful! I have a few other homebrew stuff I might throw out there to see if they're worth anything.
I look forward to seeing what you think of it now! ^^
-Daergiel
I'm still hesitant about the mark and the customization it brings. The warlock is easily the most complex class, bogged down with choice. At first level you choose a patron, at second, fifth, seventh, ninth, twelfth, fifteenth, and eighteenth you choose invocations, and at third, you choose a pact boon. That's nine out of twenty levels: nearly half! Adding more choice at more levels will not improve player experience. I would choose 4 abilities that feel distinct and inseparable from the Outsider and use those four features to make the subclass.
Also, invisibility is on the warlock spell list. Gust of wind is not.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I will dwell a little on this. I'm thinking of revamping the powers and the way you use em. But I have to look into a lot of shit. And I've just for like an hour ago gotten an idea for a MAJOR plot for my campaign and it would need a lot of work so I might leave this be for a while. But always good to have something to do when I get bored I guess! xD
But thank you for your help it's been a great feedback!
-Daergiel
I know this was made a long time ago. But I think this is great, and you did a great job! Do you mind if I used it?
Go right ahead! It's made so ppl can use it! :D I'm really glad you like it.