I've tried to meld some elements of Celestial, Hexblade, Paladin and Bard into this class. I'm not a number cruncher, but I did try to take elements from several classes and water them down a bit (like the Celestial healing ability). I honestly have no idea if this would be OP or a total dog, its just a concept I'm working on and I thought I'd ask around to see where I needed to tweak numbers etc.
Pact of the Dawn Blade:
Your patron is a powerful being of the Upper Planes—a force that manifests in sentient magic weapons carved from the stuff of light itself. The mighty sword Dawnbringer is the most notable of these weapons, which have been spread across the multiverse over the ages. The radiant force behind these weapons can offer power to warlocks who form pacts with it. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. (Blended from the Celestial and Hexblade Pacts)
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world. (Directly from Celestial Pact)
Expanded Spell List The Dawn Blade Pact lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Dawn Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy and medium armor, shields, and one-handed martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular one-handed weapon, while using a shield. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, you may also choose between the Interception, Protection or Dueling fighting styles. Pact of the Blade will also grant you critical hits on rolls of 19-20 while the above conditions are met. (Note: The intent here is to limit the build to sword and board.)
Dawn Blade's Judgement At 1st level, you gain the ability to channel radiant energy to heal allies' wounds or harm your enemies. You have a pool of d4s that you spend to fuel this feature. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal 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. In addition, these dice may be used to deal radiant damage to the a target, in addition to the weapon's damage after an attack. (Watered down Celestial Pact Ability combined with a very watered-down version of Paladin's Divine smite.)
Your pool regains all expended dice when you finish a long rest.
Command Presence (6th Level) Your presence and leadership on the battlefield create a 10' aura around you that inspires your party and instills fear in your enemies. While within your aura, allies may roll a d4 and add the number rolled to any saving throw it makes. (Kind of like a mix between a Paladin's aura of protection and half of the Bless spell)
Dawn's Early Light (10th Level) Dawn Blade's Judgement die increased to d6.
Sun's Herald (14th Level) Your Command Presence aura is now 20 feet and forces your foes to roll a d4 and subtract it from any saving throw it makes. (Adding a lower-than-paladin aura radius along with half of the Bane spell.)
Questions:
1) Am I too OP or did I undershoot?
2) If I did undershoot, where could I fit in more "bardic inspiration" type abilities into the aura, ie, bonuses to attack, damage, skill checks, etc.
Well, as it's been a few days since you posted it, here's my 2cp worth....
Overall I think if you want to go down this road for a warlock It would be simplier to do it this way:
Expanded spell list: Reflavour the spell list as you have done but maybe focus on spells with a radiant damage type or aspect to them. The only spells which would really give me pause for thought from those you chose would be: 1) Vortex Warp as it feels a little out of place and 2) Find Greater Steed but only because its giving a spell that would be available to a 13th level Paladin to a 7th Level Warlock, if there is no paladins in your camapign then this should not be a problem, also if you are giving them Find Greater Steed the you should probably give them Find Steed as well to represent a growing bond between warlock and mount.
level 1 abilities: take the level 1 abilities from Hexblade and rename Hexblades Curse to Dawn Blades Judgement and Hex Warrior to Dawn Warrior, I would not add heavy armour proficincy or the fighting style as this would give too much compared to other level 1 warlocks and I'd leave off the dice pool as, to quote a semi famous wrestling manager "it's putting a hat on a hat".
level 6 & 10: take the level 6 & 10 powers from the Celestial Warlock.
Level 14: take Master of Hexes from Hexblade (maybe rename to Sinner's Judgement?).
This would not be as unique as you may want but it has very simple mechanics you can get to grips with easily and means all the hard work is done for you.
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
I've tried to meld some elements of Celestial, Hexblade, Paladin and Bard into this class. I'm not a number cruncher, but I did try to take elements from several classes and water them down a bit (like the Celestial healing ability). I honestly have no idea if this would be OP or a total dog, its just a concept I'm working on and I thought I'd ask around to see where I needed to tweak numbers etc.
Pact of the Dawn Blade:
Your patron is a powerful being of the Upper Planes—a force that manifests in sentient magic weapons carved from the stuff of light itself. The mighty sword Dawnbringer is the most notable of these weapons, which have been spread across the multiverse over the ages. The radiant force behind these weapons can offer power to warlocks who form pacts with it. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. (Blended from the Celestial and Hexblade Pacts)
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world. (Directly from Celestial Pact)
Expanded Spell List
The Dawn Blade Pact lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells
Spell Level Spells
1st cure wounds, shield
2nd spiritual weapon, vortex warp
3rd spirit guardians, revivify
4th find greater steed, mordenkainen's faithful hound
5th destructive wave, mass cure wounds
Dawn Warrior:
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy and medium armor, shields, and one-handed martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular one-handed weapon, while using a shield. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, you may also choose between the Interception, Protection or Dueling fighting styles. Pact of the Blade will also grant you critical hits on rolls of 19-20 while the above conditions are met. (Note: The intent here is to limit the build to sword and board.)
Dawn Blade's Judgement
At 1st level, you gain the ability to channel radiant energy to heal allies' wounds or harm your enemies. You have a pool of d4s that you spend to fuel this feature. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal 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. In addition, these dice may be used to deal radiant damage to the a target, in addition to the weapon's damage after an attack. (Watered down Celestial Pact Ability combined with a very watered-down version of Paladin's Divine smite.)
Your pool regains all expended dice when you finish a long rest.
Command Presence (6th Level)
Your presence and leadership on the battlefield create a 10' aura around you that inspires your party and instills fear in your enemies. While within your aura, allies may roll a d4 and add the number rolled to any saving throw it makes. (Kind of like a mix between a Paladin's aura of protection and half of the Bless spell)
Dawn's Early Light (10th Level)
Dawn Blade's Judgement die increased to d6.
Sun's Herald (14th Level)
Your Command Presence aura is now 20 feet and forces your foes to roll a d4 and subtract it from any saving throw it makes. (Adding a lower-than-paladin aura radius along with half of the Bane spell.)
Questions:
1) Am I too OP or did I undershoot?
2) If I did undershoot, where could I fit in more "bardic inspiration" type abilities into the aura, ie, bonuses to attack, damage, skill checks, etc.
Well, as it's been a few days since you posted it, here's my 2cp worth....
Overall I think if you want to go down this road for a warlock It would be simplier to do it this way:
Expanded spell list: Reflavour the spell list as you have done but maybe focus on spells with a radiant damage type or aspect to them. The only spells which would really give me pause for thought from those you chose would be: 1) Vortex Warp as it feels a little out of place and 2) Find Greater Steed but only because its giving a spell that would be available to a 13th level Paladin to a 7th Level Warlock, if there is no paladins in your camapign then this should not be a problem, also if you are giving them Find Greater Steed the you should probably give them Find Steed as well to represent a growing bond between warlock and mount.
level 1 abilities: take the level 1 abilities from Hexblade and rename Hexblades Curse to Dawn Blades Judgement and Hex Warrior to Dawn Warrior, I would not add heavy armour proficincy or the fighting style as this would give too much compared to other level 1 warlocks and I'd leave off the dice pool as, to quote a semi famous wrestling manager "it's putting a hat on a hat".
level 6 & 10: take the level 6 & 10 powers from the Celestial Warlock.
Level 14: take Master of Hexes from Hexblade (maybe rename to Sinner's Judgement?).
This would not be as unique as you may want but it has very simple mechanics you can get to grips with easily and means all the hard work is done for you.