Well crap, I thought "Playtest 7 Survey closes October 5th" meant until the end of today. This was NOT enough time this time to test, discuss, gather good constructive feedback and respond. Unfortunately I missed it, though I'm not sure they read comments anyway.
Warlock is what needed most feedback again. They are getting closer, and the fixes are really within reach:
Mystic Arcanum every spell level, starting at Warlock level 2 and every even level until 10, then as normal. Swap 1 MA out per LR. This gives you low level slots, with a small amount of flexibility -- basically you get a fixed spell similar to slots of 1/1/1/1/1/1/1/1/1 through your career, though I'd give another 6th or below MA at level 19 or 20.
Eldritch Channeling -- ALL Pact Magic slot recharge tied to this, instead of "Magical Cunning" and recharge on SR. Set it up Like Channel Divinity (could call it Eldritch Power or Eldritch Recovery instead),. This is the best recharge mechanic in D&D right now: 2 uses at level 2, up to 4 over career; recharge 1 per SR. Use as a 1 minute ritual to regain 1 Pact Magic Slot. Also could have other uses, like cast Hex directly at highest level, and Eldritch Invocations that give other powers (e.g., use for Eldritch Smite)
Eldritch Invocations -- more of them still, since these are where most of the Warlock flavor and fun happen. Give them out on the same or similar schedule to Spells Prepared. Easy to add many more flavorful EIs and tweak the class here. Simplifying Pact Magic as per the next point below helps pay for the increase (and relying on Eldritch Channeling for the whole recharge mechanic actually reduces particularly high level slot potential if you had several short rests, in return for flexibility to use without SR, and more MA and EIs)
Simplify Pact Magic -- Balance the above out by making Pact Magic just give 2 slots for the whole career, and recharge with Eldritch Channeling, not on SR on their own.
There need to be some tweaks to several other areas to smooth things out and to avoid multiclass abuse, but these would achieve the major fixes.
Channel Divinity/Wild Shape uses are the best overall recharge mechanic D&D has right now (limited pool, get 1 back per SR); modeling the Warlock's Pact Magic recovery off of that should work well.
Hex should be always prepared for Warlocks and really should be revised to be once per turn, with damage increased by spell level; so it is more versatile and doesn't just favor the EB machine gunner. And it could work like Favored Enemy from Ranger UA Playtest 6, with CHA bonus as # free casts per LR, or like I said with Eldritch Channeling above, though I'd suggest if you let direct cast with that resource, let it cast at highest level but with no concentration and duration 1 minute or until the target falls to 0hp. I think there's actually a case for Hex (and Hunter's Mark) to be a class-specific Cantrip.
Pact Eldritch Invocations should scale, with a level 1, 3, and 5 benefit, to avoid level dipping and spread out their power. Blade - No heavy/two-handed weapons until level 3, must bond with an existing weapon (no conjuring anything you want) until level 3. Level 5 is when the damage type change should apply (so it doesn't just give you a free bypass of resistance to normal weapons), and consider allowing to cast Eldritch Blast as a melee attack spell (as though through the weapon). Tome - 2 cantrips, 1 spell at 1st level; +1 cantrip, +1 spell and the extra slot at level 3; learn and record any rituals from any class at level 5+ Chain - 1st level get normal familiars and no component cost to cast the spell; 3rd level get access to upgraded Warlock familiar list (might need component cost for these); 5th level grant familiars +temp hp = Warlock level when summon, and gain Warlock's Proficiency Bonus for attack and damage rolls. Warlock familiar stats should be rebalanced to better equal the Imp (generally, more Resistances, hp, skills, AB scores). (Talisman) - haven't thought too much yet, except that should allow the +1d4 on Death saves, too, and at 5th+ act sort of like a Ring of Mind Shielding (a mini-phylactery)--allow casting Revivify or similar magic with no spell component cost and as if character had died within the last minute. Or that could just be an Eldritch Invocation
Agonizing Blast should change to "add half your Warlock level (rounded up) to one damage roll per turn with any Warlock cantrip;" this avoids multi-class or EI feat dipping abuse, and doesn't pigeon-hole Eldritch Blast as far and away the best option in almost any scenario--lets Warlocks more freely use their other cantrips. Mask of Many Faces should remove concentration, as well, otherwise the Hat of Disguise is just better. Radiant Soul should Resist Necrotic, too (radiant is just too minor), and damage bonus should be to one damage roll on all targets hit Psychic Spells should include Divination spells as those with no verbal or somatic components
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Well crap, I thought "Playtest 7 Survey closes October 5th" meant until the end of today. This was NOT enough time this time to test, discuss, gather good constructive feedback and respond. Unfortunately I missed it, though I'm not sure they read comments anyway.
Warlock is what needed most feedback again. They are getting closer, and the fixes are really within reach:
There need to be some tweaks to several other areas to smooth things out and to avoid multiclass abuse, but these would achieve the major fixes.
Channel Divinity/Wild Shape uses are the best overall recharge mechanic D&D has right now (limited pool, get 1 back per SR); modeling the Warlock's Pact Magic recovery off of that should work well.
Hex should be always prepared for Warlocks and really should be revised to be once per turn, with damage increased by spell level; so it is more versatile and doesn't just favor the EB machine gunner. And it could work like Favored Enemy from Ranger UA Playtest 6, with CHA bonus as # free casts per LR, or like I said with Eldritch Channeling above, though I'd suggest if you let direct cast with that resource, let it cast at highest level but with no concentration and duration 1 minute or until the target falls to 0hp. I think there's actually a case for Hex (and Hunter's Mark) to be a class-specific Cantrip.
Pact Eldritch Invocations should scale, with a level 1, 3, and 5 benefit, to avoid level dipping and spread out their power.
Blade - No heavy/two-handed weapons until level 3, must bond with an existing weapon (no conjuring anything you want) until level 3. Level 5 is when the damage type change should apply (so it doesn't just give you a free bypass of resistance to normal weapons), and consider allowing to cast Eldritch Blast as a melee attack spell (as though through the weapon).
Tome - 2 cantrips, 1 spell at 1st level; +1 cantrip, +1 spell and the extra slot at level 3; learn and record any rituals from any class at level 5+
Chain - 1st level get normal familiars and no component cost to cast the spell; 3rd level get access to upgraded Warlock familiar list (might need component cost for these); 5th level grant familiars +temp hp = Warlock level when summon, and gain Warlock's Proficiency Bonus for attack and damage rolls. Warlock familiar stats should be rebalanced to better equal the Imp (generally, more Resistances, hp, skills, AB scores).
(Talisman) - haven't thought too much yet, except that should allow the +1d4 on Death saves, too, and at 5th+ act sort of like a Ring of Mind Shielding (a mini-phylactery)--allow casting Revivify or similar magic with no spell component cost and as if character had died within the last minute. Or that could just be an Eldritch Invocation
Agonizing Blast should change to "add half your Warlock level (rounded up) to one damage roll per turn with any Warlock cantrip;" this avoids multi-class or EI feat dipping abuse, and doesn't pigeon-hole Eldritch Blast as far and away the best option in almost any scenario--lets Warlocks more freely use their other cantrips.
Mask of Many Faces should remove concentration, as well, otherwise the Hat of Disguise is just better.
Radiant Soul should Resist Necrotic, too (radiant is just too minor), and damage bonus should be to one damage roll on all targets hit
Psychic Spells should include Divination spells as those with no verbal or somatic components