Surprise everyone! Enjoy a new Warlock Patron, the Sands of Time! I decided to dip into the chronomancy theme for once, let's see where it takes us! Feedback always welcome!
This is highly thematic. The abilities line up well, but isn't +20ft at level 2 a bit high? A 2 level dip in warlock has plentiful benefits for a paladin already.
Joshua, I like that you stress that it should have a basis in the story. I think the Paladin/Warlock combos are hard to justify as they are thematically similar. Not to say I would disallow it, but it would require a bit more work.
I like it. At first I didn't notice the second page, and was gonna comment about something I felt was lacking, but then I saw the Double Time invocation and was happy again.
The bonus movement seems like it might get a little ridiculous at higher levels though
Gentlemen, I think you're on to something. I think I will actually address that in an update. I will change it to adding the stipulation, "As long as you have warlock spell slots." Flavorful, and a huge stipulation. Would you hold onto that last spell slot to keep your movement so high, especially at lower levels where you have much fewer spell slots?
The movement speed may be intense. However, I have rarely had any sort of problem with high movement speed characters. In fact, I can think of why it may be detrimental. If you can run like the dickens, your party could get left behind. With only two attacks a round, most martial classes wouldn't be that threatening, I don't think.
I think we may be forgetting something. Dash as a bonus action and provoke no opportunity attacks, with a movement speed of up to 160 feet at max level? A weapon that sets other's movement to 0 by expending a spell slot? What's to stop you from hitting them and running away over and over, rinsing and repeating? Almost nothing else has a speed of even close to 160. I would recommend switching the invocation's debuff to, say, knocking them prone, or some other effect. Otherwise this class becomes unbeatable without an absurd threaten range and ranged attacks.
I may have to change the first level entirely but, the clause for Father Time's Blade is dependent on having spent a Warlock spell slot. I didn't even realize that I essentially copied the Claw of Acamar invocation with that. It is contingent upon expending a warlock spell slot, so the most it can be done is 4 times.
So, ultimately, yes it is fast, but one major issue is that only Eldritch Blast will function at such a range, but speed and distance are only a blessing in a wide open field with no obstacles. In no way am I saying you're wrong, but I'd like to see how it functions in various situations and scale it back from there. Please feel free to test it as you'd like, it is what the rest of the Mage College allies and I do. :D
This is highly thematic. The abilities line up well, but isn't +20ft at level 2 a bit high? A 2 level dip in warlock has plentiful benefits for a paladin already.
ReplyDeletePal-lock dips are awesome, but can be tricky to justify via storyline
DeleteJoshua, I like that you stress that it should have a basis in the story. I think the Paladin/Warlock combos are hard to justify as they are thematically similar. Not to say I would disallow it, but it would require a bit more work.
DeleteFey patron, and there ya go. Boom. Justified.
DeleteI like it. At first I didn't notice the second page, and was gonna comment about something I felt was lacking, but then I saw the Double Time invocation and was happy again.
ReplyDeleteThe bonus movement seems like it might get a little ridiculous at higher levels though
Gentlemen, I think you're on to something. I think I will actually address that in an update.
ReplyDeleteI will change it to adding the stipulation, "As long as you have warlock spell slots." Flavorful, and a huge stipulation. Would you hold onto that last spell slot to keep your movement so high, especially at lower levels where you have much fewer spell slots?
Apparently I somehow only saved the pdf form. It will take a little longer to update, but please keep that errata in mind.
DeleteOn one hand that makes an already limited resource even more restricted, but on the other it gives you a useful bonus when you need to move a lot.
DeleteNot a big deal for EB blasters, but potentially a big boon(or bust) for bladelock/rogues.
The movement speed may be intense. However, I have rarely had any sort of problem with high movement speed characters. In fact, I can think of why it may be detrimental. If you can run like the dickens, your party could get left behind. With only two attacks a round, most martial classes wouldn't be that threatening, I don't think.
DeleteI think we may be forgetting something. Dash as a bonus action and provoke no opportunity attacks, with a movement speed of up to 160 feet at max level? A weapon that sets other's movement to 0 by expending a spell slot? What's to stop you from hitting them and running away over and over, rinsing and repeating? Almost nothing else has a speed of even close to 160. I would recommend switching the invocation's debuff to, say, knocking them prone, or some other effect. Otherwise this class becomes unbeatable without an absurd threaten range and ranged attacks.
ReplyDeleteI may have to change the first level entirely but, the clause for Father Time's Blade is dependent on having spent a Warlock spell slot. I didn't even realize that I essentially copied the Claw of Acamar invocation with that. It is contingent upon expending a warlock spell slot, so the most it can be done is 4 times.
DeleteSo, ultimately, yes it is fast, but one major issue is that only Eldritch Blast will function at such a range, but speed and distance are only a blessing in a wide open field with no obstacles. In no way am I saying you're wrong, but I'd like to see how it functions in various situations and scale it back from there. Please feel free to test it as you'd like, it is what the rest of the Mage College allies and I do. :D