I hope this is in the right place, but essentially I need some help making a subclass for warlocks. Ever since watching Critical Role, *SPOILER for something that happened months ago* seeing Fjord actively work against his patron, and having a warlock within my campaign, I've had issue with there being almost zero mechanics for a patron abandoning a warlock whom it is done with for whatever reason. Paladins have the Oathbreaker, why can't warlocks have something similar?
That is why I'm here. I can make magical items that (from what my players say) are awesome and inventive, but subclasses need balance, not flair. I've tried creating one but I can only get the 1st level class features done:
Extended spell list (THEME to detect agents of ex-patron and avoid them): alarm & detect magic, alter self & arcanist's magic aura, feign death & haste, faithful hound &freedom of movement, modify memory & planar binding.
Arcane Remnants: Since the warlock is not getting aid from a patron anymore, they have a limited amount of residual energy left within them from said patron. This pool of energy is equal to their warlock level. It essentially is almost a one for one equivalent of the warlock's current spell points and is really only there for flavor and explanation of how the warlock is still casting spells.
Arcane Hunger: Without the patron renewing that energy every short rest, I figured that the warlock could absorb the energy from incoming direct magical attacks a number of times equal to their proficiency modifier per long rest. With each spell level equaling one point towards renewing the warlocks arcane pool. If the warlock absorbs more than what the pool can hold, the excess energy damages the warlock Xd6's, where X is the amount of excess points.
The problem is that I don't know what else to put for the later levels. I can halfway explain getting invocations and pacts since I can't do away with those, but the level 6th, 10th, and 14th level class features I am stumped on. If anyone is able to offer suggestions, I will gladly listen. Thanks in advance.
Keep in mind that warlocks can get power from the pact they made with their patron instead of directly from their patron. If the patron could negate the pact whenever they wanted, the warlock would have no point in making one.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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Greetings,
I hope this is in the right place, but essentially I need some help making a subclass for warlocks. Ever since watching Critical Role, *SPOILER for something that happened months ago* seeing Fjord actively work against his patron, and having a warlock within my campaign, I've had issue with there being almost zero mechanics for a patron abandoning a warlock whom it is done with for whatever reason. Paladins have the Oathbreaker, why can't warlocks have something similar?
That is why I'm here. I can make magical items that (from what my players say) are awesome and inventive, but subclasses need balance, not flair. I've tried creating one but I can only get the 1st level class features done:
Extended spell list (THEME to detect agents of ex-patron and avoid them): alarm & detect magic, alter self & arcanist's magic aura, feign death & haste, faithful hound &freedom of movement, modify memory & planar binding.
Arcane Remnants: Since the warlock is not getting aid from a patron anymore, they have a limited amount of residual energy left within them from said patron. This pool of energy is equal to their warlock level. It essentially is almost a one for one equivalent of the warlock's current spell points and is really only there for flavor and explanation of how the warlock is still casting spells.
Arcane Hunger: Without the patron renewing that energy every short rest, I figured that the warlock could absorb the energy from incoming direct magical attacks a number of times equal to their proficiency modifier per long rest. With each spell level equaling one point towards renewing the warlocks arcane pool. If the warlock absorbs more than what the pool can hold, the excess energy damages the warlock Xd6's, where X is the amount of excess points.
The problem is that I don't know what else to put for the later levels. I can halfway explain getting invocations and pacts since I can't do away with those, but the level 6th, 10th, and 14th level class features I am stumped on. If anyone is able to offer suggestions, I will gladly listen. Thanks in advance.
Keep in mind that warlocks can get power from the pact they made with their patron instead of directly from their patron. If the patron could negate the pact whenever they wanted, the warlock would have no point in making one.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.