Hey I just wanted to get some feedback on a homebrew subclass that I built. I’m curious if anyone has some interesting poisons to add to the selection, or if they think some of the features may be unbalanced. I’ve never made or asked to use a homebrew before in a campaign, but I’d like to try this one out.
You don't seem to have a specific save that the DC is checked against in your Poisons. You should make sure to add that, I'm assuming all are against Constitution Saves. Your wording is a little odd in some places. Try more on the lines of: "A creature must succeed a Constitution Saving Throw, taking 1d12 Poison Damage on a failed save and half that on a successful one." It will usually take up less space and be easier to read as people are used to the sentence structure in the Player's Handbook.
I also suggest, that Deadly Poisons be extended and Burning Blood Poison be replaced. Have Deadly Poison make all Poisons deal 1d10 (standard Poison Damage, I suggest following it) on a failed save and half that on a successful one when the player selects the Archetype at level 3. Then increase it at 13th level to 2d10.
Thanks for the feedback and reply! I do agree some of these seem a little wordy. I want to try to trim down and make the language a bit more linear.
I have a save DC listed underneath “Saving Throws”. Its listed as 8 + Proficiency Bonus + Dexterity modifier.
I added some bolding and reworded a little bit as to catch the eye a little better.
As for Deadly Poisons being extended - I worry that will increase the damage of a rogue into a more overpowered category. I think comparing it to a Battlemaster’s Superiority Dice is fair. Most allow you to add the 1d10 to the damage, but several must be done in melee. To make up for the lack of additional damage, I think the poisons are a bit more versatile and useable at range. Although, there is the large downside of risking missing the attack that you applied the poison on, which isn’t an issue for Battlemaster.
I also felt like there is isn’t a rogue archetype that increases damage much at all, outside of the assassinate ability.
I like the approach! Maybe consider using Intelligence instead of Dexterity for the save DC, as that seems more appropriate for brewing (not applying) chemical compounds?
1. As a bonus action on your turn you can apply a poison to a weapon (not necessarily your own but have to be within 5ft and the creature holding it has to be willing) which will take effect on the next hit scored by that weapon. The poison lasts for 1 minute or until the weapon hits something (gives melee weapons an advantage because if they miss, it's still active, whereas arrows and bolts hit the ground/wall if they miss)
2. At the end of each long rest you can create 2 vials of poison (as long as you have the equipment to do so [poisoner's kit]). Each vial has 3 or 4 uses. The number of vials which can be prepared increases by 1 at X and Y levels. (you can make 2 of the same type if you want.)
3. Deadly poisons at 13th level > Enhanced poisons at 13th level (you're not always trying to deal damage). All poisons are enhanced so paralysed ones last longer, maybe unlock one that allows you not knock them unconscious if they fail their save (but stable with the number of hit points that had, but unable to be woken for at least a minute)
4. Always prepared, change to, you can refill the uses of your flasks, up to half the total number of uses accross all flasks on a short rest. Once this ability has been used it can't be used again until the end of the next long rest. (because of the above possible modifications)
All that being said I love the idea of poisoner subclass that isn't focused on just killing. (and I also agree with INT being used for the DCs)
Also maybe a curing poison? strange idea maybe, but you could attack a friend to cure paralysis or something like that.
Hey I just wanted to get some feedback on a homebrew subclass that I built. I’m curious if anyone has some interesting poisons to add to the selection, or if they think some of the features may be unbalanced. I’ve never made or asked to use a homebrew before in a campaign, but I’d like to try this one out.
https://www.dndbeyond.com/characters/subclasses/97134-poison-master
You don't seem to have a specific save that the DC is checked against in your Poisons. You should make sure to add that, I'm assuming all are against Constitution Saves. Your wording is a little odd in some places. Try more on the lines of: "A creature must succeed a Constitution Saving Throw, taking 1d12 Poison Damage on a failed save and half that on a successful one." It will usually take up less space and be easier to read as people are used to the sentence structure in the Player's Handbook.
I also suggest, that Deadly Poisons be extended and Burning Blood Poison be replaced. Have Deadly Poison make all Poisons deal 1d10 (standard Poison Damage, I suggest following it) on a failed save and half that on a successful one when the player selects the Archetype at level 3. Then increase it at 13th level to 2d10.
Hey!
Thanks for the feedback and reply! I do agree some of these seem a little wordy. I want to try to trim down and make the language a bit more linear.
I have a save DC listed underneath “Saving Throws”. Its listed as 8 + Proficiency Bonus + Dexterity modifier.
I added some bolding and reworded a little bit as to catch the eye a little better.
As for Deadly Poisons being extended - I worry that will increase the damage of a rogue into a more overpowered category. I think comparing it to a Battlemaster’s Superiority Dice is fair. Most allow you to add the 1d10 to the damage, but several must be done in melee. To make up for the lack of additional damage, I think the poisons are a bit more versatile and useable at range. Although, there is the large downside of risking missing the attack that you applied the poison on, which isn’t an issue for Battlemaster.
I also felt like there is isn’t a rogue archetype that increases damage much at all, outside of the assassinate ability.
I really appreciate the discussion and feedback!
I like the approach! Maybe consider using Intelligence instead of Dexterity for the save DC, as that seems more appropriate for brewing (not applying) chemical compounds?
possible modification to how it runs:
1. As a bonus action on your turn you can apply a poison to a weapon (not necessarily your own but have to be within 5ft and the creature holding it has to be willing) which will take effect on the next hit scored by that weapon. The poison lasts for 1 minute or until the weapon hits something (gives melee weapons an advantage because if they miss, it's still active, whereas arrows and bolts hit the ground/wall if they miss)
2. At the end of each long rest you can create 2 vials of poison (as long as you have the equipment to do so [poisoner's kit]). Each vial has 3 or 4 uses. The number of vials which can be prepared increases by 1 at X and Y levels. (you can make 2 of the same type if you want.)
3. Deadly poisons at 13th level > Enhanced poisons at 13th level (you're not always trying to deal damage). All poisons are enhanced so paralysed ones last longer, maybe unlock one that allows you not knock them unconscious if they fail their save (but stable with the number of hit points that had, but unable to be woken for at least a minute)
4. Always prepared, change to, you can refill the uses of your flasks, up to half the total number of uses accross all flasks on a short rest. Once this ability has been used it can't be used again until the end of the next long rest. (because of the above possible modifications)
All that being said I love the idea of poisoner subclass that isn't focused on just killing. (and I also agree with INT being used for the DCs)
Also maybe a curing poison? strange idea maybe, but you could attack a friend to cure paralysis or something like that.
You might want to update your link. It keeps telling me that there's an error. 404 Not Found.
If your interested in this subclass, here it is: https://www.dndbeyond.com/subclasses/97134-poison-master