If I am interpreting that correctly and assuming Cha bonus oif +5, it means at some point you end up on AC25 doing d6+5 damage with your fists.
On a break down:
Level 1 powers:
Force of Will: lets you do more damage with your fists at level 1 than a monk at level 4, so steps on their toes, probably best to drop it to d4.
Legacy Armour: Doning and removing armour as an action is a big bonus in an emergency, I'd remove that and switch the ability to "when using the Mage Armour spell or wearing light armour you can use your Cha mod instead of Dex to calculate your AC. If using the mage armour spell it appears as a a ghostly form of armour associated with your patron". Re: x2 Cha mod to AC if you take Pact of Ward...see my note on it below....
Legacy Weapon: Gain proficiency with one weapon of choice is ok but you are going to be stepping on the toes of hexblades a little bit. MIght be worth changing that to "You gain proficincy with one weapon associated with your patron" that ties it into the th fluff in the class description.
You also have these listed as 3 abilities when stadardly they only get 1 or 2, so might be worth combining Legacy armour and weapon into an single ability called Patrons Legacy.
Level 6:
Greatyer Legacy: Gain a second pact boon....i'd say no.....it s much more useful than other warlock level 6 powers. Not sure what you could put in place if it though, maybe the ability to change the damage type of their eldritch blast once per day (to take advantage of the weaknesses/vulnerabilities of the patrons enemies)?????
level 10:
Fated Moment: Ignore all damage/effects form an attack or spell once per long rest...again...I'd say no....that would mean you could ignore one finger of death, power word kill or distintergrate each day.....just no.....I think the closest I would allow would be a free casting of the Sanctuary spell (once per long rest without using a spell slot).
Other bits:
Pact of Ward: Its a little contradictory as written as it says you calculate your AC as Dex mod+ Cha mod and it counts as light armour, which would mean at best you'd have +5 Dex bonus and +5 Cha bonus to give you an AC of 10...which is dreadful.......I think this might have menat to read as "your AC can be calculated as 10 + Dex Mod + Cha Mod"? If so it needs the same caveat as the Monk and Barbarian abilities in that it replaces armour it doesnt stack with it. I'd also leave out the bit about double Cha bonuis to AC in the legacy armour ability at level 1 as the Pact of Ward would be be superior to this base ability and gives upto AC 20, it doesn't need a further boost.
New Invocation, Improved Pact of Ward: oh dear no......tying the bonus AC to proficiency bonus is a bit odd as if you multiclass out of warlock your ward still gets better. and as you can already get the armour from this class to AC 20 so this invocation would be a bit of overkill.
New Invocation: Summoned Shield: I can see the thematic reasoning beihind it but it steps into the Warcaster feat, I think I'd just have it as you can designate either a shield or the weapon you chose for the legacy weapon ability to be an arcane spell focus.
AC should max at 20 per the pact, same as unarmored defense. +2 for the shield. +3 at late level. Not counting other magical gear. 25 max by 17 character level.
Fair point on unarmed damage. Could reduce to d4. The use of cha could be dropped too. I think allowing unarmed to count as weapon attacks fills a missing niche. And the armor req deters monk abuse.
The weapon and subsequent abilities are later levels. 6, 10, 14.
I previously considered mage armor but didn't like the idea of requiring armor of shadows to use the class feature. As well, not limiting the variety of builds. The action to summon in an emergency is actually the starting point for this subclass. To treat it like a transformation/morph sequence. The action req matches pact of the blade. It's a niche utility.
Legacy weapon fluff is a good idea, I'll have to word appropriately.
Greater legacy was chosen to make the subclass more attractive. Adding a boon allows players to still play core warlock options and then later gain new option, or vice versa. I could instead make part of the pact a feature and add it here.
Fated moment is strong. It is the last ability granted by patron. I want to keep an either/or ability here for combat. I could instead grant an auto crit, fail or hit, for self or one enemy. Or res all for one turn, or max damage for one attack.
I could toss out the boon and invocation by work ing the cha mod Reliance into level 10 feature.
With regards to the Greater Legacy bit, whats in it for the Patron?
I tend to view warlock as a series of pacts/deals/bargains.for example: lvl 1, the warlock agrees to sacrifce a goat on the third wednesday of each month, lvl 2, in addition to the sacificial goat they agree to aid other followers of the patron with no questions asked, lvl 3 the patron says ok you're good but I can make you better...all for the low low cost of your soul, sign here....
The Pact of blade/chain/tome is that big thing the patron bestows, if the warlock isn't giving up their soul then what are they giving up? And if they have given their soul then what are they giving up or having to do to obtain another pact?
If I were your DM and you rocked up to a game asking to play it I'd say no, if your DM signed off on it and said they were happy and I was another Walock at the table with a different patron I'd not be happy you were having two pacts and potentially a "no effect" ability once per long rest.
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I think only the fiend would deal with souls. Celestial and Fey would just want a stronger, more committed agent to act on their behalf. In the subclass description I mention a compulsion to go and fight the Patron's enemies. And great old one isn't even really aware their power is being drawn upon.
I plan to rewrite the legacy armor AND greater legacy to replace the Ward boon.
Rewrite the legacy weapon to mirror the ability for eldritch knight (but still grant only a single martial weapon profiency), adding the caveat of 'if possessing pact of the blade, create weapon and legacy armor at the same time.'
And the more I think about the summoned armor aspect, the more I think it should be like Unarmored Defense, except that it counts as armor. As such, cannot be stacked with other armors. So I'm thinking along the lines of greater legacy reading as - Use 10 + CHA mod twice, instead of 10 + Cha mod + Dex mod. And grant an addtional effect. Maybe a type of resistance, choosing from a list of slashing, piercing, bludgeoning, fire, cold, elec, thunder, force, psychic, necrotic, radiant. +2 AC. Or an armor trait, such as adamantine or glamoured. I think its important for the theme to eventually experience an 'upgrade' to the initial power granted.
A lot of my comparison for this class is against the Hexblade, as it's similar, just with armor instead of weapon. As such, the first 2 abilities frontload the subclass to be able to be multiclassed and still make a 1 level dip worth taking. The ability to make unarmed attacks count as weapons (but not finesse), gives a lot of additional build options that currently don't exist, like a brawler fighter, barbarian, or paladin. A spellfist sorceror or bard. Or continue warlock to smite attack with fists. All that being said, some of those 10 or 14 patron abilities are more powerful. Like armor of hexes, making 50% of attacks miss you from your hex target. Fiendish resilience (10 fiend patron), grants a single resistance, so very comparable to the planned rework for greater legacy.
Hurl through Hell is a good example of a powerful level 14 ability, as it (with no save) removes an enemy from combat for a round, and deals a significant amount of damage upon their return. once per long rest. Celestial also has a once per long rest at 14, that you could say is even better than fated moment, by allowing you to simply spring back to your feet if you have to make a death saving throw, and deal radiant damage to all creatures chosen within 30' (no save). As this legacy is defense focused, rather than offense or reactive, granting an ability to PREVENT damage, though powerful yet limited to single attack and use, is fair when compared.
I'm looking for feedback as regards to theme and balance.
Inspired by magical girls, power rangers, and a touch of dr. strange.
https://homebrewery.naturalcrit.com/share/B1PpGWwMGL
UPDATE: 2nd draft up.
On initial reading it seems overpowered.
If I am interpreting that correctly and assuming Cha bonus oif +5, it means at some point you end up on AC25 doing d6+5 damage with your fists.
On a break down:
Level 1 powers:
Force of Will: lets you do more damage with your fists at level 1 than a monk at level 4, so steps on their toes, probably best to drop it to d4.
Legacy Armour: Doning and removing armour as an action is a big bonus in an emergency, I'd remove that and switch the ability to "when using the Mage Armour spell or wearing light armour you can use your Cha mod instead of Dex to calculate your AC. If using the mage armour spell it appears as a a ghostly form of armour associated with your patron". Re: x2 Cha mod to AC if you take Pact of Ward...see my note on it below....
Legacy Weapon: Gain proficiency with one weapon of choice is ok but you are going to be stepping on the toes of hexblades a little bit. MIght be worth changing that to "You gain proficincy with one weapon associated with your patron" that ties it into the th fluff in the class description.
You also have these listed as 3 abilities when stadardly they only get 1 or 2, so might be worth combining Legacy armour and weapon into an single ability called Patrons Legacy.
Level 6:
Greatyer Legacy: Gain a second pact boon....i'd say no.....it s much more useful than other warlock level 6 powers. Not sure what you could put in place if it though, maybe the ability to change the damage type of their eldritch blast once per day (to take advantage of the weaknesses/vulnerabilities of the patrons enemies)?????
level 10:
Fated Moment: Ignore all damage/effects form an attack or spell once per long rest...again...I'd say no....that would mean you could ignore one finger of death, power word kill or distintergrate each day.....just no.....I think the closest I would allow would be a free casting of the Sanctuary spell (once per long rest without using a spell slot).
Other bits:
Pact of Ward: Its a little contradictory as written as it says you calculate your AC as Dex mod+ Cha mod and it counts as light armour, which would mean at best you'd have +5 Dex bonus and +5 Cha bonus to give you an AC of 10...which is dreadful.......I think this might have menat to read as "your AC can be calculated as 10 + Dex Mod + Cha Mod"? If so it needs the same caveat as the Monk and Barbarian abilities in that it replaces armour it doesnt stack with it. I'd also leave out the bit about double Cha bonuis to AC in the legacy armour ability at level 1 as the Pact of Ward would be be superior to this base ability and gives upto AC 20, it doesn't need a further boost.
New Invocation, Improved Pact of Ward: oh dear no......tying the bonus AC to proficiency bonus is a bit odd as if you multiclass out of warlock your ward still gets better. and as you can already get the armour from this class to AC 20 so this invocation would be a bit of overkill.
New Invocation: Summoned Shield: I can see the thematic reasoning beihind it but it steps into the Warcaster feat, I think I'd just have it as you can designate either a shield or the weapon you chose for the legacy weapon ability to be an arcane spell focus.
Thanks for replying.
I'll clarify and give reasoning as I go.
AC should max at 20 per the pact, same as unarmored defense. +2 for the shield. +3 at late level. Not counting other magical gear. 25 max by 17 character level.
Fair point on unarmed damage. Could reduce to d4. The use of cha could be dropped too. I think allowing unarmed to count as weapon attacks fills a missing niche. And the armor req deters monk abuse.
The weapon and subsequent abilities are later levels. 6, 10, 14.
I previously considered mage armor but didn't like the idea of requiring armor of shadows to use the class feature. As well, not limiting the variety of builds. The action to summon in an emergency is actually the starting point for this subclass. To treat it like a transformation/morph sequence. The action req matches pact of the blade. It's a niche utility.
Legacy weapon fluff is a good idea, I'll have to word appropriately.
Greater legacy was chosen to make the subclass more attractive. Adding a boon allows players to still play core warlock options and then later gain new option, or vice versa. I could instead make part of the pact a feature and add it here.
Fated moment is strong. It is the last ability granted by patron. I want to keep an either/or ability here for combat. I could instead grant an auto crit, fail or hit, for self or one enemy. Or res all for one turn, or max damage for one attack.
I could toss out the boon and invocation by work ing the cha mod Reliance into level 10 feature.
With regards to the Greater Legacy bit, whats in it for the Patron?
I tend to view warlock as a series of pacts/deals/bargains.for example: lvl 1, the warlock agrees to sacrifce a goat on the third wednesday of each month, lvl 2, in addition to the sacificial goat they agree to aid other followers of the patron with no questions asked, lvl 3 the patron says ok you're good but I can make you better...all for the low low cost of your soul, sign here....
The Pact of blade/chain/tome is that big thing the patron bestows, if the warlock isn't giving up their soul then what are they giving up? And if they have given their soul then what are they giving up or having to do to obtain another pact?
If I were your DM and you rocked up to a game asking to play it I'd say no, if your DM signed off on it and said they were happy and I was another Walock at the table with a different patron I'd not be happy you were having two pacts and potentially a "no effect" ability once per long rest.
A stronger agent?
I think only the fiend would deal with souls. Celestial and Fey would just want a stronger, more committed agent to act on their behalf. In the subclass description I mention a compulsion to go and fight the Patron's enemies. And great old one isn't even really aware their power is being drawn upon.
I plan to rewrite the legacy armor AND greater legacy to replace the Ward boon.
Rewrite the legacy weapon to mirror the ability for eldritch knight (but still grant only a single martial weapon profiency), adding the caveat of 'if possessing pact of the blade, create weapon and legacy armor at the same time.'
And the more I think about the summoned armor aspect, the more I think it should be like Unarmored Defense, except that it counts as armor. As such, cannot be stacked with other armors. So I'm thinking along the lines of greater legacy reading as - Use 10 + CHA mod twice, instead of 10 + Cha mod + Dex mod. And grant an addtional effect. Maybe a type of resistance, choosing from a list of slashing, piercing, bludgeoning, fire, cold, elec, thunder, force, psychic, necrotic, radiant. +2 AC. Or an armor trait, such as adamantine or glamoured. I think its important for the theme to eventually experience an 'upgrade' to the initial power granted.
A lot of my comparison for this class is against the Hexblade, as it's similar, just with armor instead of weapon. As such, the first 2 abilities frontload the subclass to be able to be multiclassed and still make a 1 level dip worth taking. The ability to make unarmed attacks count as weapons (but not finesse), gives a lot of additional build options that currently don't exist, like a brawler fighter, barbarian, or paladin. A spellfist sorceror or bard. Or continue warlock to smite attack with fists. All that being said, some of those 10 or 14 patron abilities are more powerful. Like armor of hexes, making 50% of attacks miss you from your hex target. Fiendish resilience (10 fiend patron), grants a single resistance, so very comparable to the planned rework for greater legacy.
Hurl through Hell is a good example of a powerful level 14 ability, as it (with no save) removes an enemy from combat for a round, and deals a significant amount of damage upon their return. once per long rest. Celestial also has a once per long rest at 14, that you could say is even better than fated moment, by allowing you to simply spring back to your feet if you have to make a death saving throw, and deal radiant damage to all creatures chosen within 30' (no save). As this legacy is defense focused, rather than offense or reactive, granting an ability to PREVENT damage, though powerful yet limited to single attack and use, is fair when compared.
Ok, I reworked it and am pretty close to a final version.
https://homebrewery.naturalcrit.com/share/B1PpGWwMGL