Warlock Dragon Pact [PEACH if that's still a thing]

Post/Author/DateTimePost
#1

Magnusth1

May 19, 2015 21:47:33

Dragon Pact Warlock:


Fiends and alien things beyond the world are not the only creatures of power with whom a warlock may make a pact. You have met with an ancient wyrm of dragonkind, and it has taught you secrets of draconic magic; especially, how to protect and guard your hoard and lair. Perhaps you found the unguarded hoard of a dead dragon and traded it away for knowledge; perhaps a benevolent gold dragon teaches you in exchange for a favour now and then; perhaps you use your skills to acquire valuable artefacts for your red dragon patron, or perhaps you aid a green dragon in its subversion.  Whatever the deal, you have acquired valuable secret knowledge.


Expanded spell list:
Level Spells
1        Alarm, Detect magic
2        Levitate, See invisibility
3        Glyph of warding, Fear
4        Dominate Beast, Freedom of movement
5        Dominate person, Legend lore.


Hoard Affinity
You become able to read and write draconic. You also become able to mark a number of items equal to twice your level with an invisible rune in draconic, and as a bonus action, instantly know the distance and relative location of all your marked items. Furthermore, you gain 30 feet blindsense.
 

Dragon’s hoard
At 6th level, you become able to instantly know if someone other than you touches one of your marked things, and anything marked by you becomes immune any spell not cast by you.
By conducting a small, 1-minute rite where you proclaim a place as yours, you may mark an area no more than twice your warlock level in diameter as yours. You gain advantage on combat rolls against any creature who has entered this area against your will. You may only have one area marked at any one time, and you may use this ability again after a long or short rest. Your blindsence increases to 60 feet.
 

Defend the Hoard.
At 10th level, you may teleport to any of your marked objects, as long as it is within your plane of existence, once per long rest. Furthermore, while within an area marked as yours, you become resistant to all spell damage and slashing, piercing and bludgeoning damage from nonmagical sources.

Dragon’s lair.
At 14th level, you become able to perform a longer, 1-hour rite, to claim a cave, house, room, or similar structure as your lair, gaining all the benefits of an area marked as yours, though marking another area through performing the usual 1-minute rite does not remove the mark on the lair.
Anything in your lair also becomes marked.
While in your lair or a marked area, you may, once per short rest, take an action to mark a specific person or creature as an intruder. You gain advantage on all attacks against that intruder, and that intruder gains disadvantage on all saving throws against any spell or ability you cast or use.
While in your lair (but not other marked area,) you gain a bonus action on initiative count 20, losing initiative count. You may use this action to:
Cause the local environment to harass one intruder, giving him disadvantage on all saving throws and granting advantage to anyone attacking him
OR
Mark any number of creatures as Intruders. .

#2

Macv12

May 19, 2015 23:47:17

Magnusth1 wrote:
#3

SterlingRat

May 20, 2015 5:15:12

Great for a BBEG, not so great for a PC. The adventurers usually have to go out to the adventure; the adventures don't come to them.

 

I love the flavor of it, though. 

#4

Marandahir

May 20, 2015 8:34:45

I would make some more mutable abilities; hoard stuff is cool, but as SterlingRat said, creates the problem of making the PC a passive and reactive entity, when you want the PCs to be proactive.

 

#5

Magnusth1

May 20, 2015 16:04:27

So, is it fair to say that my subclass has two major problems and some smaller ones?

Major problem:f 
The marked item/area mechanic probably won't work as intended
and
The whole class seems to encurage reactivity.

 

That's... big problems. The thing is, i want to avoid going the sorcerer route of you becoming more like a dragon, and go with something more keyed towards secrets the dragons can teach you. for that, hoarding and wards seems to be the logical place to start.  It's quintessentially draconic. Perhaps a stronger focus on wards would be a better way to express that theme, perhaps? ideas?  
As for encuraging reactivity, that's partially true, i suppose, but i tried to word the class so that at least part of it was usefull in a dungeon, in setting up ambushes and/or protecting your camp. Idea for how to make it more active?

And now, for minor things:
.... okay, i had a bunch of quotes here, but something about the way this text editor worked made them ten diffrent shades of gray, and nested in strange ways and stuff, so i'll go over it more directly. First, about blindsense: I honestly added it because the mark items thing seemed to have less omph alone than the other warlock subclass powers, and blindsense is shared among all dragons. other ideas would be appreciated.

As for the area of the marked area, you're right, Macv12. It's supposed to be in 5 foot increments. 

Now for other stuff. would making it so that any item you willingly relinquish automatically looses the mark help curb some of the abuses? and perhaps make "mark your lair" the fundamental power of the subclass, having it kick in at levl 1 and then keying the other abilities of it getting better and better?
As for benifits to the warding, i'm all ears for idea that are better than plain ol' disadvantages and advantages. 

(Reply to #5)

Macv12

Whoa! That was a close one. Enjoy a Gentle Repose.

 

 

Magnusth1 wrote: