August 19, 2016

The Titan

Otherworldly Patron
Comments from the Finger: This awesome original melee-oriented warlock comes from our friend, Kane0 from GiantITP. Expect to see more of his work in the future.

The Titan

The children of the gods and the manifest afterbirth of divinity, titans are the nearest living things to gods themselves. Titans are nearly immortal, but can by slain by beings with heroic strength, and so their numbers have dwindled in the millennia since creation.
     A titan has taken you as its servitor, and sends you about on quests for glory in its name. In exchange, the titan offers you a shade of its own power and rewards you with immaculate titles and divine trinkets when you make good on a quest.

Titan Bonus Spells
Spell Level Spells
1stabsorb elements, heroism
2ndalter self, knock
3rdsending, slow
4thfabricate, stoneskin
5thhold monster, passwall

Bonus Proficiencies
Starting from when you choose this patron at 1st level, you gain proficiency with medium armor and martial weapons.

Titan's Likeness
At 1st level, you can assume the likeness of a titan as a bonus action. For one minute your size doubles in all dimensions, your weight is multiplied by eight, and you gain temporary hit points equal to twice your warlock level. This growth increases your size by one category—from Medium to Large, for example. This size increase does not stack with similar size increases, such as from the enlarge/reduce spell. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size, attacks made with them deal an extra 1d4 damage.
     After using this ability, you cannot use it again until you finish a short or long rest.

Titan's Recompense
At 6th level, when you take damage from a spell you can see you can use your reaction to reflect the damage at caster, who must make a Dexterity saving throw against your Spell DC. On a failed save the creature takes the same amount of damage that you did, or half as much on a successful save.
     After using this ability, you cannot use it again until you finish a short or long rest.

Shape Control
By 10th level, you are more completely in control of your form. As a bonus action you can end the effect of a transmutation spell or magical effect affecting you that would alter your physical form. You can use this bonus action even when you would otherwise be unable to.

Titan Strike
At 14th level, you can use your action channel bolts of lightning at your foes. Make up to three melee weapon attacks against creatures in your reach. On a hit, the attack deals 10d6 additional lightning damage, and the target is pushed 20 feet away from you and is knocked prone.
     After using this ability, you cannot use it again until you finish a long rest.



Changelog: Spells: Level 1 spells are now absorb elements and heroism
Bonus Proficiencies: Added
Titan's Likeness: Temp HP added
Titan Strike: Made melee-oriented

27 comments:

  1. Not really sold on this one.

    The bonus spells seem sort of hit or miss, and for a 'melee-oriented' Patron, there's really nothing to it that makes it perform particularly well in melee. Sure, you might get an extra 1d4 dmg with your attack, but you're also now a Large-sized target with the resilience of a standard warlock. Other than the first ability, nothing really rewards being in melee. The sixth level feature rewards a failure in an interesting way, but work as well from range as from up in a caster's face. The tenth level feature feels a bit weird in every sense of the word, from usefulness to belonging in this archetype. And the fourteenth level feature likewise doesn't really make me want to enter a melee when I can just as easily blast people half a football field away.

    Maybe if the sixth level feature was pushed to 10, replaced with an ability that boosted the warlock's ability to stand up in a fight, and the fourteenth swapped to simply hitting all creatures in Reach?

    Just feels a little muddled as is, without much in the way of a unified theme.

    ReplyDelete
    Replies
    1. I think I totally agree with you on the problems this one has in terms of a unified mechanical theme; I thought it was best to air this one out and catch some different opinions on how it should operate.

      I kinda felt that things were a little muddled between a giant's melee focus, and the mystical powers of a titan (which is certainly a melee creature, but has plenty of powers to boost it to high CR.)

      (Honestly, the problem might have been that I thought about it as a melee warlock when I wrote the comment at the top -- it really doesn't fit that description now at all. For melee, it needs medium armor and martial weapons, at minimum.)

      If we go a melee direction, I know I'm going to add additional proficiencies at 1st level, and I'll probably switch up 6th an 10th (though I plan on keeping 6th a 1/short danger avoidance thing, and making 10th a passive buff.)

      Delete
  2. I agree, this feels neither particularly melee focused nor particularly Titan related. I feel that Titans Likeness would do better at 10th, Recompense is fine, the new first level should maybe be some sort of divine ablative hitpoints, and 14th level just has to go. Maybe something with a duration instead?

    To think of a Warlock who pacts with a larger than life demigod like a Titan, I would expect a Warlock who resembled a blasty cousin of the Paladin. This would be a perfect time for a Pact of Armor to let a Warlock go toe-to-toe with big monsters. Perhaps also take a brave dive and add a couple non-smite self-buffs for the spell list like Mantle?

    ReplyDelete
    Replies
    1. So basically, less melee Warlock, more tank Warlock. Someone I can put in a cool suit of armor and wade into battle but still knock people around with Eldritch Blast.

      Delete
    2. That is a pretty dope idea, actually.

      Delete
    3. I like the idea of ablative temp hit points -- I'm totally putting that in at 1st level when you take titan form, along with some bonus proficiencies, so that 1st level has more persistent benefit than a 1/short ability.

      I /do/ think Recompense needs some tweaking, actually, but I'm not sure about replacing the capstone. We might be able to find something more mechanically appropriate, but right now is a pretty solid feature (read: well-written and balanced for damage), and I don't want to swap it until I have something pretty good to put in its place.

      Delete
  3. In addition to the lack of melee capability, four of the spells on the expanded list are available as invocations. (Detect Magic, Jump, Alter Self, and Slow) Three of those invocations let you cast the spells at will. Alter Self and slow are fine I think, but I would consider replacing Detect Magic and Jump, as having the spell offers no benefit when you can cast it at will. Why would I sacrifice one of my precious spells known or a spell slot when I can take an invocation and not worry about it? I reccomend Absorb Elements and Heroism. Those spells to me evoke a Titan more than the others, and offer melee utility.

    ReplyDelete
    Replies
    1. Great suggestion -- consider it done!

      Delete
  4. You could split the titan into aspekts: melee and mystic - so you get rid off the mechanical problems (like with the ranger from the phb with stuff to chose). overall very interessting but uneven at the moment.

    ReplyDelete
    Replies
    1. I've noticed it's kind of half and half on Titans magic and physical control. The last ability really sets up cool mystic powers

      Delete
  5. These changes just really locked this into a pretty great melee warlock. Thanks guys

    ReplyDelete
    Replies
    1. Hey, we aim to please, but the credit (as always) should go to everyone in the comments who gives such great advice.

      Delete
  6. Are you able to make all three Titan Strikes against the same opponent? As in hit, move 20 feet, hit, move 20 feet, hit? I mean, assuming you had the movement speed, from Haste or some such. If so, that seems quite powerful indeed, but it is a high level ability with an absolute (and unlikely) maximum of 60 extra damage, so that seems to compensate.

    ReplyDelete
    Replies
    1. No, the intent here is to make attacks against three separate creatures. This isn't the attack action, therefore you can't split move attack

      Delete
  7. Hey, i'm liking this patron, and i think it's balanced in the mid-late game. A friend and I think there's some issues with Titan's Likeness early game though. Sure, it gives 2 temp hp at level 1, a solid but not ridiculous survivability boost. However, it's also a d4 damage for 1 minute, needing no concentration, using a bonus action, and refreshing on a short rest. I think that rivals a fighter or paladin's damage for that level, without factoring in a potential hex for even more. Since both hex and Titan's Likeness refresh on a short rest, there's no reason a titan warlock won't have this combo available. My suggestion would be to have Titan's likeness refresh on a long rest, than upgrade at some higher level to short rest. Or, make it concentration until higher levels, negating the hex damage combo.

    ReplyDelete
    Replies
    1. I mean, this is the just enlarge/reduce spell, copied almost exactly, two levels early. By 3rd level, this should be totally fine for an ability, and I'm not convinced it's entirely too powerful at 1st level because its attached to a /warlock./ When enlarge is given to a fighter, which has the HP and the heavy armor+shield AC to survive a fight, the additional damage might be formidable, but attached to a warlock, even one with medium armor, makes things a little shakier in my opinion, especially since it increases your size as a target.

      I'm going to do some math and come back to it.

      Delete
    2. Thank you, your points make sense to me. Enlarge/reduce is certainly not an overpowered spell, I was just a little leery of giving a thoroughly better version early. I also agree that's it's a perfectly fair feature at least as early as level 3. Sorry for making you wait, i wasn't expecting you to respond so promptly.

      Delete
    3. No, thank you for raising concerns. I'm just going to let it sit for a little while and revisit it a little later with a fresh perspective and some damage calculations, which I've found is a good way to unravel these types of issues.

      Delete
    4. Fair enough. I'm not a math major, and i don't have insane experience with d and d (1 had a character break 6th level recently), but i know it is difficult to balance things like martial/magic archetypes and stuff like that. I do think this is really close to being a balanced and fun patron if it isn't already, but it's always good to double-check. While I'm here, Kudos to Kane0, you, and the other digits who put this stuff up.

      Delete
  8. Oh titan strike probably shouldnt be limited to melee range.

    ReplyDelete
    Replies
    1. Ultimately, this doesn't change too much in terms of damage per round, but it does help sell the class as being competent in melee, which it sorely needed on the first draft.

      Delete
    2. It does however begin to limit them to melee with their abilities, something the other patrons dont do. Hurl through hell triggers off any hit, could easily do something similar here

      Delete
    3. Well, the key ability of this class was to change size, right? From there, it's a question of what mechanical niche this should operate in. Being large size actually hurts you out of melee, since it makes it harder to move around and escape, but provides extra damage to melee attacks, so it makes sense for this to focus on melee, which is why I gave them medium armor as well as martial weapons as well.

      This has a different focus to the other patrons, but that's not an issue in and of itself.

      Delete
  9. I'm agreeing with The Finger here. It's good for Titan's Strike to focus more on melee, as it solidifies the patron better than making titan strike a spell-like ability. Splitting the "signature" abilities between magic and melee might lead to a master of none scenario. Plus, that opens the door to a situation that michael todd brought up earlier, throwing all three bolts at one person. 30d6 of lightning damage is pretty painful (120 average damage). The 60 ft movement and prone is quite strong too. Something with 30 ft movement would be busy for 2+ turns standing up and covering the distance without a ranged weapon. I personally prefer that to be tied to some attack roll, and 1 bolt per person. Melee's the easiest way to do that.

    ReplyDelete
  10. Since I'm here, I've got a question for the Finger. How're you feeling about this patron, now that it's sat for a bit? I know you're busy with Halloween stuff and patreon, so i understand if you haven't had the time.

    ReplyDelete
    Replies
    1. Yeah, I was just thinking about this the other day. I think it starts out of the gate a little strong, but I think the novelty of size changing really kind of excuses itself, and the lead fades by 3rd level or so when other spellcasters can get enlarge/reduce themselves.

      The balance curve for something like D&D has some hard limits, but there's a lot of room around the curve to be flexible. This is pretty comfortably within those limits, and projects a pretty unique type of warlock, so I think I'm happy with it.

      Plus, the warlock's lack of HP and being MAD in combat means that even with large size, he's not going to be out-competing the fighter and barbarian of the party.

      Delete
    2. I'd agree with that myself. It is a little strong early, but it isn't ludicrous. It really does give a nice bump to the cool factor early on, which is way better than "huh, lv 18. Now my class is kind of cool now." Kinda fits with 5th ed's philosophy, actually. Warlocks are pretty MAD and squishy if they're melee focused, but their d8 hp and that med armour proficency you gave really lessen that. As cool as it is, i'd be really worried about a wizard with no proficiencies trying this.

      Delete