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In my Aurikesh campaign, I have players using the Sorcerer and Warlock classes released in the 10-8-12 playtest packet. These classes were cut from the more recent packets, and enough of the other rules were rearranged to make it difficult to play these classes alongside up-to-date versions of the others, but we liked them as they were and decided (big group of professional and amateur game designers that we are) that we were comfortable hacking the rules as needed.
The warlock rules include only barely enough invocations for warlocks to have choices; by fifth level, a character would have all but one of the powers in the list. Also, many of these invocations are not strongly themed for warlocks aligned with the Seelie Court of the fey, and are more appropriate to infernal or dark warlocks. (I certainly assume that D&D Next rules will eventually incorporate all of 4e's pacts.) For Aurikesh in particular, I'll eventually need Seelie, Unseelie, and Infernal warlocks as a bare minimum, and I would be dismayed if there were no Star Pact.
I doubt strongly that WotC will have a Seelie and Unseelie warlocks as separate pacts, but I can handle that on my own if need be. From their introduction in 3.x, warlocks have had a strong theme of "bad guy who does good guy stuff," which was slightly muted in 4e's fey pact. I'd like to keep working with that in my D&D Next setting; while the Seelie can be jerks and Verenestra is notoriously vain, there's nothing actually evil about working with them from the setting's perspective. You've just pledged yourself to the Shining Host; it's not that much different from being pledged to the service of the Gods, since the Seelie and the Gods alike oppose the spread of most kinds of evil in the world. Except that, well, the fey and the Gods do not get along, but you don't have to make that your problem if you don't want to. (Not many people would want to multi-class the warlock and the cleric anyway.)
For the time being, though, I've created a few new invocations to give Aurikesh fey-pact warlocks another few options. A player who wanted one of these non-standard options would need to research them or bargain for them. The Seelie/Unseelie split might well just be something that the player represents through the invocations she chooses to learn. Ideally, I will eventually write a bit more expository text to anchor these invocations in the world.
This cut should be treated as a SPOILER TAG for any Aurikesh players who want to avoid spoilers, but I'm fine with you reading on if you want.
Gallows Tree Whispers
Lesser Invocation
All of the damned know the fear of the gallows tree. Invoking the name of the Hangman, you manipulate anything rope-like in the area to lash out and attempt to strangle your enemy. This invocation requires that the ropes, vines, chains, or other strong strands already be in place, though the DM should be generous in interpreting this; for example, the tattered remnants of a web or entangle spell would suffice. A necklace or amulet is usually not sufficient.
As a consequence of knowing this invocation, the warlock's voice becomes a raspy whisper, and he finds it difficult (though not impossible) to shout.
Effect: Your target and the strand you are using must both be within 50 feet of you. The strand attempts to wrap around the target's neck and constrict (magical attack vs. AC). The target must reasonably be within reach of the objects; if reach is not otherwise clear, assume that the strands can stretch ten feet. On a hit, the target is restrained and takes 1d4+4 points of damage from strangulation every round. The target can end this effect with a successful Str saving throw (roll at the end of the character's turn).
Witchfire Charm
Lesser Invocation
You murmur the charm of Witchfire, also known as faerie fire, to reveal that which is hidden and curse that which is hateful to the highlords of the fey. The Witchfire lies dormant and invisible until a suitable target causes it to stir.
As a result of knowing this invocation, you find the direct touch of iron or steel upon your flesh to be most unpleasant, though not harmful.
Effect: This invocation places a trap in a 10-foot square within 50 feet of the warlock that lasts for one minute. Those who see you cast the spell can guess the area with a DC 14 Intelligence check (Arcana/Spellcraft skills apply). Those who fail this roll or do not see you cast can attempt an Intelligence check (Search and Arcana apply) to notice it. If an invisible creature enters the area, it is automatically revealed, and invisibility effects cannot be applied in the area. Creatures wielding weapons made from iron or steel suffer a curse (Cha saving throw negates) that inflicts disadvantage on all attacks for one minute. (A weapon counts as "made from iron or steel" based on its primary striking surface.)
Greater Invocations. I do not actually know WotC's rules for Greater Invocations (or even if "greater" is the step that immediately follows "lesser"), as warlocks do not get any of them by fifth level. As Aurikesh is currently operating on the assumption of a hard-cap at fifth level, I will have to come up with some alternate means of gaining access to them. I'll worry about that as the party gets closer to fifth.
Dreams of the Seelie
Greater Invocation
Verenestra's greatest gift is the ability to turn foes into friends. Through this invocation, you plant the seed of her power in the dreams of another; her beauty and majesty appear nightly in the victim's dreams, suborning even the strong-willed.
As a result of knowing this invocation, you become more vulnerable to its use against you. When Dreams of the Seelie or Dreams of the Unseelie are used against you, you suffer disadvantage on your saving throw against the effect.
Effect: This invocation has two means of delivery: either through line-of-sight within 50 feet as normal, or by enchanting a flower (typically a lily, rose, or orchid) to affect a specific target, and inducing the target to inhale the flower's scent within six hours from the time of casting. Any time the target sleeps thereafter (or while in trance, for elves), she experiences intense dreams of the beauty of Verenestra; during this time the target is falling more deeply under the sway of her majesty.
At any time after the target has experienced at least one night of dreams, the warlock (only) may speak Verenestra's name in the target's presence. If the target fails a Wisdom saving throw, she is charmed for one day. The target suffers a penalty to this saving throw equal to the number of nights of dreams she has experienced, up to -5. If the warlock does not trigger this effect by the tenth day, the effect fades. Until the warlock triggers this effect on your target, he does not regain the invocation spent on this effect when he performs his rites of power.
This invocation has no effect on non-sentient creatures, or those that do not dream.
Dreams of the Unseelie
Greater Invocation
The darkness and depravity of the Unseelie can shake even the sturdiest of mortals when sleep grants no rest. Through this invocation, you plant the seed of their power in the dreams of another; terror and blood appear nightly in the victim's dreams.
As a result of knowing this invocation, you become more vulnerable to its use against you. When Dreams of the Seelie or Dreams of the Unseelie are used against you, you suffer disadvantage on your saving throw against the effect.
Effect: This invocation has two means of delivery: either through line-of-sight within 50 feet as normal, or by enchanting a painting or other disturbing piece of artwork to affect a specific target, and inducing the target to examine the artwork within six hours from the time of casting. Any time the target sleeps thereafter (or while in trance, for elves), she experiences intense dreams of the terrors of the Unseelie; during this time the target is falling more deeply under the sway of nightmares.
At any time after the target has experienced at least one night of dreams, the warlock (only) may speak a name of the Unseelie in the target's presence. If the target fails a Wisdom saving throw, she is frightened for one hour. The target suffers a penalty to this saving throw equal to the number of nights of dreams she has experienced, up to -5. If the warlock does not trigger this effect by the tenth day, the effect fades. Until the warlock triggers this effect on your target, he does not regain the invocation spent on this effect when he performs his rites of power.
This invocation has no effect on non-sentient creatures, or those that do not dream. Most outsiders are immune to this spell, as even the darkest of the Unseelie can do little that would disturb a creature accustomed to Hell.