Only forseeable issue I have is with the Otherworldy Awareness Invocation. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours. Thanks for the view and the notes! It gives the warlock the "feel" of being an extension of a kraken's might. At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 feet of you and choose one of the following effects: Transport.

It feels to much like a min-max approach when those desired flavors should be captured in the Patron and, if required, unique Invocations. Making a Charisma Athletics check just makes no sense to me. I'm definitely going to change the tentacle damage stat to Strength and maybe make it considered a finesse weapon for Dexblade warlocks, but I don't think there is any need to cate more to the singular stat that warlocks need in the game. A second portal opens, depositing you and your chosen allies there. Playtest Material armor, shields, and martial weapons. And why is the Pact Boon the same as the 1st level ability? And if you have War Caster and cast, say, Shocking Grasp with all of them, that could be 10d8 as attacks of opportunity. But realistically, they'd probably attack with their main weapon, offhand with the appendage as a light weapon, Tavern Brawler for the grapple, restrain one enemy and turn their attention to another enemy. As far as the levels go for when the Warlock gets specific powers, Mearls said 1st level should be flavorful and "always on" offense-oriented, 6th should be a rest-recharged defense-oriented ability, 10th should be "always on" and non-offense oriented, and 14th should be a rest-recharged offense-type ability. New comments cannot be posted and votes cannot be cast, More posts from the UnearthedArcana community. A horde of grasping tendrils appears at that point. It's perfect for him. I mean...I guess the Lock could dual wield? You and up to 5 willing creatures of your choice that you can see are grasped by tentacles that emerge from the portal. At 6th level, you gain the ability to call upon your patron to escape from your foes. Starting at 10th level, your patron accepts you into its inner court of servitors. I do appreciate all of your suggestions, though! As far as the levels go for when the Warlock gets specific powers, Mearls said 1st level should be flavorful and "always on" offense-oriented, 6th should be a rest-recharged defense-oriented ability, 10th should be "always on" and non-offense oriented, and 14th should be a rest-recharged offense-type ability. Unearthed Arcana: Warlock & Wizard This document introduces playtest options for two classes, the warlock and the wizard. The 'lock could use Negative Energy Flood (from XgtE) and deal 5d12 necrotic, which averages out to 32.5, and get a zombie, to boot, at a range of 60 feet. Recently, this Unearthed Arcana article was released, which includes a new archetype for the Warlock class: the Lurker in the Deep patron. Warlock: The Kraken (HB) You have made a pact with a kraken that lurks somewhere in the oceans of the world. I intended it as a 360 degree AoE originating on the Warlock. Creatures that succeed on their saving throw take half damage and are not restrained. I don't mean to shut down your criticism, and if plenty of people think your ideas balance it out better, I'll certainly implement change. Looks like you're using new Reddit on an old browser.

I'm low-key hoping to convince my DM to let me use this class in an upcoming campaign, so I can use all the balancing tips and formatting help I can get. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. If you manage to actually hit with both, you average out at 32+CHA damage, and you have to be within 10 feet. So I have a player who is a warlock with a tentacle (He's the result of a terrible experiment). The build actually does use CHA for tentacle damage, and if you think it'd be of benefit to include that on to hit, that's certainly doable. Creatures that fail their saving throw are grappled for 1 minute or until you use this ability again. Fury. You are correct, but my thinking is that you need to build for this very thing, and it still requires a triggering event.

The 5e Kraken is an ancient power that considers the most notable successes of evolution as if they were castles on the beach. These game mechanics are in draft form, usable in your campaign but not refined by If each appendage gets a reaction, you could theoretically get 5 attacks of opportunity, 1 for reach appendage and your actual PC. Im going to read it but UP just from that spirits reference ;), I think fling is too powerful, 50 feet at +5 charisma. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.

Does this mean that it originates on the PC in a 360o wave pushing everything away from the PC 15 ft, or is it a 180o wave pushing stuff away from the direction the PC is facing? Otherworldly Awareness seems kind of useless unless you're taking the Kraken Patron as well as the Pact of the Appendage? I hope you folks here like it, and I'd love to get any feedback the community can offer in order to further refine this! "Crashes out from you to a distance of 15 feet, and any creatures in that area are pushed to the edge of the radius, if possible.". Unearthed Arcana 2020 - 10/26/2020 By Dan Dillon, with Jeremy Crawford, Ben Petrisor, Taymoor Rehman, and James Wyatt Empowered by dragons, two subclasses land in today’s Unearthed Arcana: the Way of the Ascendant Dragon for monks and the Drakewarden for rangers. Press question mark to learn the rest of the keyboard shortcuts.

Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As a reaction, when you take damage, you can cast darkness centered on a point within 5 feet of you. You gain immunity to lightning damage. A subreddit for D&D 5e homebrew. These disturbing Spells can abolish ocean trade and prevent the interaction between coastline capitals. A horde of grasping tendrils appears at that point. Once you use this ability, you cannot use it again until you complete a short or long rest. As an action, pick a point you can see within 60 feet of you.

Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Apart from the Doc Ock-type flavor involved in having eight limbs, You have the option of grappling up to three creatures and still attacking a different one within reach, hypothetically. So at 17th level with Grip of the Master, you can do 8d6+STR damage (assuming both attacks hit) with Reach? The spell lasts until the end of your next turn, and it has no affect on your vision. It's pretty obviously geared towards having a Kraken as a patron (with a bit of wiggle room to allow other patrons such as an Aboleth or Water Elementals, but it still seems pretty Kraken-centric to me).