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# Warlock Patron Specific Eldritch Blast ### Eldritch Blast *The Original* A beam of crackling energy streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. ### Hellfire Blast *Patron - Fiend or a Flame focused Patron* A beam of screaming flame streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 2d6 fire damage, and the target cannot heal until the end of your next turn. The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. ### Riftwarp Blast *Patron - Fey or Trickery focused Patron* A beam of flickering energy streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d8 force damage. Instead of rolling the damage, you can instead choose to teleport your target 5 feet from their location to a location of your choice you can see within range. If the target would be a willing target for the spell, you make your attack roll with advantage. The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. ### Psionic Blast *Patron - Great Old One or Psionic focused Patron* You force your mind towards a creature within range that you can see or can sense the mind of (spells such as detect thoughts). The target makes an Intelligence Saving Throw against your spell save DC. On a failure, the target takes 1d8 psychic damage and has disadvantage on ability checks until the end of your next turn. The spell triggers more than once when you reach higher levels: twice at 5th Level, three times at 11th level, and four times at 17th level. You can direct the blasts at the same target or at different ones. Each target makes one saving throw for each blast directed at them. \columnbreak ### Spartan Blast *Patron - Hexblade or Weapon focused Patron* A gleaming mystical spear streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d8 magical piercing damage. Instead of rolling damage, you can force the target to make a Strength (Athletics) check contested with your attack roll. On a failure, they drop one item of your choosing and the item appears in an empty space of your choosing within 10 feet of the target. The spell creates more than one spear when you reach higher levels: two spears at 5th Level, three spears at 11th level, and four spears at 17th level. You can direct the spears at the same target or at different ones. Make a separate Attack roll for each spear. ### Searing Blast *Celestial or Light focused Patron* A beam of shining energy streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is blinded until the end of your next turn. The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. ### Withering Blast *Patron - Undying, Undead or Undeath focused Patron* A beam of hissing energy streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d8 necrotic damage, and on a critical hit, you regain hit points equal to the roll of the dice. The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. \pagebreak # Reasons for each change ### Hellfire Blast This cantrip deals the second weakest damage type in the game, resisted and blocked by most creatures. As a result, I decided that it should deal more damage on average, and having a rider means that it can still be useful if the creature has the ability to heal or allies that can heal it. It also never out-scales a well built scorching ray so that's a positive. The rider was decided on the idea that hellfire would leave burns that don't heal well. ### Riftwarp Blast This cantrip still deals force damage but also allows the target to be teleported - it's a utility spell for both friend and foe, and fits the fey trickery feel a warlock would want. The only cost is an average of 1 damage per beam. Fey like teleporting, so I thought it would make sense. ### Psionic Blast GoO Warlocks are all about the mind, they should deal psychic damage, and they definitely aren't beam flinging lunatics. As a result, they should focus on saves, on forcing their enemies to resist them rather than fighting against them. And failure to resist should shake foes, leaving them struggling to do things they're normally good at doing (Skills) I did drop the damage purely because the save based cantrip completely skips over cover at a crazy range for most save based cantrips so I thought it would be best to tune it down one step. ### Spartan Blast So, why are hexblades shooting lasers when they can fling spears at impossible force? I did nix the damage a bit as they're meant to be pseudo martial warlocks, but decided to instead give them the ability to disarm foes, which I thought was worth the damage loss, and also fits the theme well. I didn't keep the damage up as unlike fire damage, it's actually almost never resisted. ### Searing Blast It's angels man, they burn with holy light and they blind. It's kinda their only thing. However, unlike the Spartan Blast, I didn't want to allow the warlock to have a pocket blind available, so I decided to have the effect trigger on a critical hit. It's this critical dependant nature and radiant instead of force damage that I thought was less generally useful. Yes it's great against undead and fiends, but generally no more than force was for the most part, and it does interact better with the radiant soul feature, but it's only at most an additional +5 damage once per turn. ### Withering Blast This blast I almost forgot to do, but as an official patron I thought it was worth doing. Now, it's essentially a mirror to the Radiant Blast, but as it has the potential to heal its user I thought it was worth a slight drop in damage, and I also wanted to make sure any add-ons such as Agonizing Blast were not added on to the healing as well.