Otherworldly Patron : Grand Arcana
Magic is a tremendously powerful force in the cosmos, and even the most wizened of sages know very little about its origins. What we do know is that now there are limitations to its power, schools that define its essence and rules that limit our understanding of how it works. There are rumors and stories of ancient magics that predate our modern understanding...Mythals, the Moons of Magic, the Rain of Colorless Fire, and Spellfire to name just a few. These are forces that few know, and fewer understand.
Grand Arcana Expanded Spell List
Spell Level Spells
1st Magic Missile, Mage Armor
2nd Enhance Ability, Phantasmal Force
3rd Blink, Nondetection
4th Arcane Eye, Mordenkainen’s Private Sanctum
5th Planar Binding, Teleportation Circle
1st Level Patron Feature: Arcanain the BrainYou have expertise with the Arcana Skill (You double your proficiency bonus with Arcana Checks). You can also attune to an additional number of magical items equal to your proficiency bonus.
6th level Patron Feature: Arcana in the BonesYour familiarity with magic allows you to resist spells more effectively. As a reaction, you can give yourself advantage on a saving throw against a spell or magical effect. Further if you pass the saving throw you take no damage from the spell or effect. You regain the use of this ability after a short or long rest.
10th level Patron Feature: Arcana in the BloodYou gain a number of benefits from your Arcane Pact. First, you no longer set off glyphs or symbols. Secondly, you use your Charisma modifier in place of your Constitution modifier for determining how many hit points you have (this will trigger some recalculation). Finally, you have resistance to Force damage.
14th level Patron Feature: Arcana in the SoulYour connection to magic allows you to use a bonus action when you cast a spell to remove the energy type of the spell you’re casting. (for example, you can cast an Eldritch Blast and make the damage untyped, allowing it to bypass resistance or immunity from the creature targeted). Further, you add your charisma bonus to the total damage caused by a spell you cast. (if the spell rolls individual damage to targets, like eldritch blast, pick one target to receive the extra damage).
So what does this patron do? Well, it represents a precursor to modern understandings of magic. It defies the typically accepted limitations of magic and turns them on their heads by allowing the Warlock to do things that are normally impossible for Warlocks (and are hard for other arcanists).
Now I'm not completely sold on the abilities and i am considering the following changes.
Expanded Spell List
1st level Magic Missile, (pick 1 from any spell list)
2nd level Phantasmal Force, (pick 1 from any spell list)
3rd level Blink, (pick 1 from any spell list)
4th level Mordenkainen's Private Sanctum, (pick 1 from any spell list)
5th level Planar Binding, (pick 1 from any spell list)
Grand Arcana is designed to empower and give the Warlock options that other spellcasters don't have.
1st level feature
Arcana in the mind: Once per day, you can swap out a number of spells known equal to your charisma modifier. Further, you can change the spells out on your Expanded Spell list for the Grand Arcana Patron, (if that expanded spell list is in play) This replaces the attunement benefit ability from the 1st level Patron benefit.
Rationale: The ability to have up to 6 additional magical items attuned to the Warlock seems like it could be overpowered, and this version of the ability is usable at 1st level.
Concerns: Could allow for some exceptional tailoring options to deal with specific threats, especially with the optional expanded spell list.
6th level feature
Arcana in the Bones: (You can use this ability a number of times equal to your proficiency bonus, after that you must take a short or long rest to recover it).
Rationale: More uses of the ability make it more likely to be used because the player isn't concerned about necessarily saving it for "the one."
Concerns: Monsters only get 3 uses of legendary resistance per day (the ones that have it). This might be OP.
10th level feature
Arcana in the Blood: As a bonus action, expend a number of hit dice equal to your highest level spell slot to recover a spell slot you've already cast. (This replaces the immunity to symbol and glyph of warding spells).
Rationale: This allows the Warlock to trade recovered vitality for more power, something that magic is more than happy to give.
Concerns: Might not fit the exact theme of the class, could feel like Arcane Recovery from the Wizard, but better.
That's where i am going to leave off with this for now, and like i said, we haven't play tested this at all. If you have the time and feel like taking it for a whirl, feel free and let us know what happened. Game On, Game Fans.