so a while back we got the unearthed arcana article for class feature variants, however there are two things i think the article should have added:
1 planar ally should become an warlock spell, there is practically no reason why it is not, it is a spell that has an direct connection to many specific warlock patrons, and it is 6th level meaning that the designers need not worry about the spell posing problems due to repeated casting like the spells of 5th level or lower.
2 there should have been variant 1st level class features. Not everyone makes an pact with an mighty patron for magical might or martial prowess, there should have been a feature that lets you get an more exploration or interaction related benefits at 1st level that replaces all 1st level pact features (other than expanded spell list) to represent somebody who might have made an pact with an fiend or other planar entity in order to perhaps master an tool or instrument, one who wanted his or her patrons powers so they could gain an glib tongue, pacts made in order to gain great wealth, pacts that cannot be fully expressed with your pact boon at 3rd level, your choice of eldritch invocation and your choice of spells
3 wish should be added to the list of warlock spells, or alternatively an eldrich invocation should be introduced that lets you cast wish or at least produce an effect similar to wish, warlocks are members of the dynamic trio of sorcerers warlocks and wizards, the face of arcane magic, the face of the art, and yet they do not get this awesome spell, and it totaly fits the theme, you made an terrible bargain looong ago, and your patron should have the power to grant wishes, it makes sense for every patron, be they a god, an lord or lady of the fey, an archdevil or demon lord, an elder entity beyond comprehension,
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
1.) Wholeheartedly agree. Thematically Planar Ally really fits into the Warlock theme. The Invocation Minions of Chaos, or spells like Summon Lesser / Greater Demon, Infernal Calling, etc. hint at the Warlock being a caster type. "Dominate Monster" and simialr spells also imply a heavy connection to controlling-type magic. In fact Id say a non-Melee Warlock might be most succesfull as a ligh Blaster / strong Control type subclass and would profit from minions they can command and control.
Now there are out-of-class options that you can acquire with a bit of money (Spell Scrolls of Summoning, combined with Magic Circle and Planar Binding or magic items like the Brazier of Command Fire Elemental or the Rings), but those are options for pretty much any adventurer available. The Warlock class itself having basically half the spells that enable you to get minions and half that don't is really puzzling to me.
2) Interesting thought. Can't say to much about it without specifics. Of course more options are always great, especially for the very popular Multiclasses that place 3 - 5 Levels into the Warlock and then go with something else. Now narrative variations, if its just the theme, Id say thats what homebrew is for and your DM should have no reason to deny you requests when it comes to changing the general theme of your pact as long as its a good, thought out story. As for benefits, altering existing ones might help. There will obviously be certain archetypes. But like I said, its always nice to have more representative variety.
3) Absolutely disagree. Im pretty new to DnD, but if there is one thing I really learned in that amount of time I played the game and read stuff online, then it is that Wish is probably one of the most defining spells for Wizards (and Sorcerers to an extend). It kind of encapsulates what a full raw magic class is about. The Warlock has other dynamic strengths.
Now what I can definitely say about this dynamic is, that while I absolutely love the Warlock in its core mechanical foundations and general idea behind it, there are various shortcomings when it comes to class design. One being that the number of spells in the spell list is just too small. Especially Warlock-exclusive spells are imo way too few and would go a long way in giving the Warlock even more class identity that goes beyond of what they already have (which is mostly on the RP/lore side of things and in the basics) and play more into the whole Warlock thematic.
2) this seems like a good homebrew, but I'm not sure I'd adjust the rules. The patron is an incredibly powerful and inscrutable being, so the nature of the pact itself is open to a lot of interpretation. The patron is immortal or darn near enough to it. So, for them, long term planning and collection of talent for short lived mortals has different aims than for the warlocks themselves. The Warlock might want X ability, but the Patron might see that and think, oh this Warlock with this power might do this thing to my rival's ally, so I'll start them on the path. That path might change for both Warlock and patron.
3) instead of wish, or the current "meh" 20th level ability, the capstone should be "Invoke patron", where, once per long rest, the warlock can use one their patron's powers that they couldn't ever use as a mortal. But let's say that the power is something like a wish, it couldn't go against the patron or their ultimate plans. So, it may be that they ask for something and don't get it, or get something they're not sure of its use, etc. Wish is really reweaving the fabric of reality, and that's a wizard's calling card. A warlock has other abilities that make them more flavorful and interesting, but maybe not as purely powerful.
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May the gentle moonlinght guide you to greater wisdom
I really like your idea on the third point. In my (inexperienced) opinion a Warlock going all the way to 20th Level in their class symbolizes a being commited to their patron deity.
And while I am definitely in favor of the interpretation that the Warlock is not "granted" spells by th3ir god like a Cleric is, but actually learns them like an apprentice from a powerful master, I do think the passive boons of the pact are granted as some sort of blessing by their patron. As such this idea of gaining powers depending on their patrons favor makes perfect sense. It also opens up nice narrative themes when it comes to why a Warlock might not become an Eldritch Master, maybe because they disagree with their patron on certain things and want to keep a semblance of independence from them.
so a while back we got the unearthed arcana article for class feature variants, however there are two things i think the article should have added:
1 planar ally should become an warlock spell, there is practically no reason why it is not, it is a spell that has an direct connection to many specific warlock patrons, and it is 6th level meaning that the designers need not worry about the spell posing problems due to repeated casting like the spells of 5th level or lower.
2 there should have been variant 1st level class features. Not everyone makes an pact with an mighty patron for magical might or martial prowess, there should have been a feature that lets you get an more exploration or interaction related benefits at 1st level that replaces all 1st level pact features (other than expanded spell list) to represent somebody who might have made an pact with an fiend or other planar entity in order to perhaps master an tool or instrument, one who wanted his or her patrons powers so they could gain an glib tongue, pacts made in order to gain great wealth, pacts that cannot be fully expressed with your pact boon at 3rd level, your choice of eldritch invocation and your choice of spells
3 wish should be added to the list of warlock spells, or alternatively an eldrich invocation should be introduced that lets you cast wish or at least produce an effect similar to wish, warlocks are members of the dynamic trio of sorcerers warlocks and wizards, the face of arcane magic, the face of the art, and yet they do not get this awesome spell, and it totaly fits the theme, you made an terrible bargain looong ago, and your patron should have the power to grant wishes, it makes sense for every patron, be they a god, an lord or lady of the fey, an archdevil or demon lord, an elder entity beyond comprehension,
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
1.) Wholeheartedly agree. Thematically Planar Ally really fits into the Warlock theme. The Invocation Minions of Chaos, or spells like Summon Lesser / Greater Demon, Infernal Calling, etc. hint at the Warlock being a caster type. "Dominate Monster" and simialr spells also imply a heavy connection to controlling-type magic. In fact Id say a non-Melee Warlock might be most succesfull as a ligh Blaster / strong Control type subclass and would profit from minions they can command and control.
Now there are out-of-class options that you can acquire with a bit of money (Spell Scrolls of Summoning, combined with Magic Circle and Planar Binding or magic items like the Brazier of Command Fire Elemental or the Rings), but those are options for pretty much any adventurer available. The Warlock class itself having basically half the spells that enable you to get minions and half that don't is really puzzling to me.
2) Interesting thought. Can't say to much about it without specifics. Of course more options are always great, especially for the very popular Multiclasses that place 3 - 5 Levels into the Warlock and then go with something else. Now narrative variations, if its just the theme, Id say thats what homebrew is for and your DM should have no reason to deny you requests when it comes to changing the general theme of your pact as long as its a good, thought out story. As for benefits, altering existing ones might help. There will obviously be certain archetypes. But like I said, its always nice to have more representative variety.
3) Absolutely disagree. Im pretty new to DnD, but if there is one thing I really learned in that amount of time I played the game and read stuff online, then it is that Wish is probably one of the most defining spells for Wizards (and Sorcerers to an extend). It kind of encapsulates what a full raw magic class is about. The Warlock has other dynamic strengths.
Now what I can definitely say about this dynamic is, that while I absolutely love the Warlock in its core mechanical foundations and general idea behind it, there are various shortcomings when it comes to class design. One being that the number of spells in the spell list is just too small. Especially Warlock-exclusive spells are imo way too few and would go a long way in giving the Warlock even more class identity that goes beyond of what they already have (which is mostly on the RP/lore side of things and in the basics) and play more into the whole Warlock thematic.
Short version response:
1) is very good.
2) this seems like a good homebrew, but I'm not sure I'd adjust the rules. The patron is an incredibly powerful and inscrutable being, so the nature of the pact itself is open to a lot of interpretation. The patron is immortal or darn near enough to it. So, for them, long term planning and collection of talent for short lived mortals has different aims than for the warlocks themselves. The Warlock might want X ability, but the Patron might see that and think, oh this Warlock with this power might do this thing to my rival's ally, so I'll start them on the path. That path might change for both Warlock and patron.
3) instead of wish, or the current "meh" 20th level ability, the capstone should be "Invoke patron", where, once per long rest, the warlock can use one their patron's powers that they couldn't ever use as a mortal. But let's say that the power is something like a wish, it couldn't go against the patron or their ultimate plans. So, it may be that they ask for something and don't get it, or get something they're not sure of its use, etc. Wish is really reweaving the fabric of reality, and that's a wizard's calling card. A warlock has other abilities that make them more flavorful and interesting, but maybe not as purely powerful.
May the gentle moonlinght guide you to greater wisdom
I really like your idea on the third point. In my (inexperienced) opinion a Warlock going all the way to 20th Level in their class symbolizes a being commited to their patron deity.
And while I am definitely in favor of the interpretation that the Warlock is not "granted" spells by th3ir god like a Cleric is, but actually learns them like an apprentice from a powerful master, I do think the passive boons of the pact are granted as some sort of blessing by their patron. As such this idea of gaining powers depending on their patrons favor makes perfect sense. It also opens up nice narrative themes when it comes to why a Warlock might not become an Eldritch Master, maybe because they disagree with their patron on certain things and want to keep a semblance of independence from them.