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Knight Vision Creative

Spirit Warlock Patron

Spirit Warlock Patron

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In the hushed whisper of forgotten catacombs, an immense power stirs. An entity from beyond the veil, a being of tremendous strength trapped between worlds. You, a wandering adventurer, have stumbled upon this hidden power, and it has noticed you.

This entity, known as The Spirit, offers you a pact with untold power for an unclear cost. It yearns for escape, for a conduit to unleash its power upon the world. In exchange for your service, it offers forbidden knowledge and a taste of its strength.

Do you dare accept?

What's Inside:

  • Spirit warlock subclass
  • 4 eldritch invocations
  • 4 spells
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    Customer Reviews

    Based on 3 reviews
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    M
    McCormick
    Nice

    Interesting but needs work.

    Thanks for taking the time to leave your feedback. What specifically do you think needs work? Let's make it better!

    D
    Dan Dwyer
    Interesting Concepts, a few implementation issues

    OK, Warlock is, IMO, one of the more oddly structured classes and one that was clearly developed by WotC for their world only (not that that can't be said to be the case with much of their work) and transporting it to another fantasy environment (not everyone plays in WotC's controlled sandbox) is a challenge.
    The Spirit Warlock while tasting to me of a lot of Barbarian mythos in the write-up, it is a very interesting take on the class and certainly makes a much more readily adopted class in non-WotC worlds. The powers seem reasonably well balanced and have unique features that would certainly add to the enjoyment of the class and make for memorable adventures. The Totem feature and the Summon Patron (well really only a representation of one aspect thereof) results in PC that has distinctly different abilities to change combat scenarios then other warlock types. These work very well.
    The implementation issues lie in some of the additional spells they now have access to, i.e. Glyph of Eruption, Sarai’s Marionette Appendages, Returning Shield, and Onslaught. Don't get me wrong, the spells are well done and highly unique - both important features. That said, the class restrictions on the latter two would seem to eliminate a single-class Warlock and the former two would be a stretch by subsuming Warlock under Wizard. Onslaught is perhaps the most problematic. This spell is clearly designed for a front-of-the-party fighter-type not an arcane type. I'm sure this can be balanced out in actual play by a competent DM, but the blurring of classes and class-specific features distresses me. In my way of thinking, further differentiating the classes form each other and adding very class-appropriate enhancements make more sense: witness the Totem and Summon Patron features. It seems like a lost opportunity to not add some Spirit Warlock invocation/spell which, perhaps, summons a manifestation of the patron in a battle which could take some independent action(s) to aid the Spirit Warlock if only by a frightening presence, versus simply making thew Spirit Warlock take on a fighter's role. But then, I prefer delineation between the classes and dislike the "Cuisinart®" homogenization of classes which allows 'everyone to do everything'.
    But this is only my 2¢, YMMV

    Warlocks are weird. The entire pact magic system is odd when they already had a magic system.

    Glad you like the theme! I really enjoyed playtesting the totems in particular. Super powerful in tight spaces especially!

    Those additional spells are invocation options, so you could completely ignore them and focus on the totems and summoning your patron if desired. I was thinking Minions of Chaos where you can conjure an elemental would be a solid pick as would One with the Shadows, going invisible when your totems obstruct the light!

    -Brendan

    Z
    Zachary Zurawskyj

    Great character development and plot lines