![]() If it went to 10th level, it would be fine. This is not a great 14th level feature because all it really does is increase versatility. It should be a bonus action to simply transform into a demon (or other creature, if you decide to add non-fiends to the list).įrom Many, One. It's the most interesting and powerful because it gives you extra hit points and you get some sweet attacks. This should really be the 14th level spell. Is it enough to just drink a drop of someone's blood? Is there a ritual? etc. Specify what "life blood" is for the blood fiend. Specify when the Klang'ruk temporary hit points end (if warlock does not attack creature for a minute). Just one expanded spell per level is totally fine. Now back to spells - wouldn't it be better if each patron form you assume gives you expanded spells? The expanded spells usually provide flavor for the subclass, and given your "legion" theme, it should gain some spells that really reinforce your warlock. Flavor-wise, they're also great and useful, and I'd be most excited to get this at 1st level. However, if you do want this, you need to make it clear what's positive and what's negative, so that the features can be easily referenced and players don't subjectively mis-interpret it. Additionally, I'm against negative effects in general because it can make playing un-fun if it screws up an important moment. The benefits would have to be toned down, but then could scale based on level or similar. For starters, I think this would be the most appropriate 1st level feature because it really defines what this subclass is all about. This is a really cool feature and I like the concept and flavor. Remember that in a party, if the warlock doesn't have proficiency in a skill, there's probably someone else who is already better at it, and can do it without taking damage.įrom One, Many. I do believe this use should be unlimited, because taking damage is already a major disadvantage for a class with only d8 hit dice. While I'm not a fan of taking damage, it's not unreasonable either. Also there should be two spells - unless you design a different feature, as I will explain later. If you do want those spells prepared for your warlock, it should be provided via a feature, like the ability to cast the spell once without expending a spell slot, per short/long rest. Otherwise, it's just a spell that your warlock could just learn and it's weaker overall. Now: the thing about this expanded list is that it contains two non-Warlock spells each time, so that warlocks have access to a larger variety of spells. In terms of organization, the spells list should come before the Infernal Knowledge feature, and your spell levels should be 1-5. In light of this, I would reshuffle or redesign your features so that your warlock still feels powerful at the appropriate levels. This design philosophy does several things - it defines the subclass, then makes it live longer to compete with other classes, then provides a sort of "capstone" at 14. At 14th level, they get a single-use superpower. At 10th level, they get resistances or defenses, and/or a bodily feature (like not breathing, not eating, or swimming). At 6th level, they get something that protects them, usually healing. Warlocks subclasses generally follow a similar progression - at 1st level, they get a defining feature, usually an offensive one. Let's explore outside of just demons!ĭesign & Progression. Or a spider creature is in the legion and you can climb things. Perhaps a giant is in the legion, and you can gain increased push/pull capacity. Why is the legion limited to just fiends? Wouldn't this make it a bit too similar to the Fiend subclass? I think the benefit of the Legion patron would be more fun and diverse if you could gain non-fiend benefits, too. However, I have notes for you:įiend Theme. It's appropriate and thematically different from the other patrons simply by being a legion of many. I love the idea of making a pact with a group of demons, and it's something many people have homebrewed.
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