I am working on a "Blood War" theme booklet with subclasses related to both devils and demons and those are the first two. I would love to hear your thoughts and ideas!
1: In all, this is a very well rounded subclass. It isn't OP, and the flavor works really well with the class features. Great job with this one!
2: Demonic Armaments and Scorching Rampage can probably be the same trait. I haven't calculated the damage completely, but your barbarian would deal 6d6 + 18 damage at 5th level. This is comparable to the Berserker using a Greatsword, but know that a base 2d6 damage from unarmed strikes is already more than a monk will get at 20th level. Take it down a notch to keep it more on par with other classes. The damage may be the same, but the overall origin of that damage is a bit skewed. Resistance is just fine with me.
3: Abyssal Juggernaut is pretty well rounded. Growing to large makes sense to me, and keeping the resistances isn't too powerful either.
4: Aspected mutation is fine, but I personally see 10th level as a place where many barbarian subclasses get something they can use outside of combat. This includes communing with nature spirits, undead spirits, etc. Maybe you should implement something for roleplay.
5: Apocalyptic Apotheosis is too powerful for my liking. Large is fine, but huge is too much. An increase to range is also too much. The base damage and range for a single unarmed strike is just too much. It relies heavily on aspected mutation, so maybe make those traits a bit more powerful and exchange them here. You aren't playing a giant. You are playing a fiend.
1: I like the flavor here too! The aura of corruption is a good way to express the demonic-ness of the subclass. It is very summon oriented, meaning it helps demons escape the abyss (and possibly serving the goals of the demonic plot to overrun the earth).
2: I understand wanting to put spells in that you wouldn't normally learn, but maybe just limit it to one spell per level? Put it on an even tier with the others.
3: Aura of Corruption is probably the largest part of this subclass. Expertise in intimidation is effective and reasonable, and the spell scaling system to level up your aura is something new, unique, and fun! Fear Nimbus is ok (but might be easily abused. Sacrificial Summoning isn't too powerful, but I'm going to come back to this one. Abyssal Eclipse is also not too powerful for it's level, and Demonic invasion is another thing I am going to go back to.
4: Odious presence is fine.
5: Greater Abyssal Summoning is where it gets tricky. The creatures themselves are fine. But, it gets out of wack when you remember that one can exchange spell slots for sorcery points. You can get alot of sorcery points in this way, and things can get out of control very very fast. Maybe take another look to consider how abusing this subclass can be for the game and encounter building.
6: Demonic mastery is fun. Learning true names isn't used enough in dnd, and this makes the game very fun and interesting to roleplay.
7: This isn't too powerful, and makes perfect sense from a narrative perspective.
About the Barbarian, at face value you are correct.
I calculated the damage, and at high levels it's becoming worse and worse, even with the d10 damage. The main reason is that it's not using magic weapons, and can't boost its attack with feats like Great Weapon Master and Polearm Master. Most barbarians with polearms or two-handed weapons will pass this class very fast, and gain reach much faster than level 14. Moreover, fire is quite commonly resisted by monsters, so while a barbarian with a magical greatsword will keep hacking at the enemy, this one will have half its damage dice resisted or ignored.
For your example. A human zealot at level 5 can do 2d10+1d4 +1d6+45 and can enjoy the magic weapon spell if cast on their weapon, or a magical weapon (and will most likely add another attack as a reaction when someone enters or leave the range of their polearm). Additionally, they lose much less damage if they use their bonus action for something else, like raging for example. A beast barbarian on level 5 can attack twice with their claw and then use their second attack and a bonus action to attack with a weapon. A weapon that, again, can benefit from feats and enchantments. Also, outside of rage, this barbarian is even worse, while the zealot above only loses a 1d6+6 damage.
About the 10th level ability. There are actually only two barbarian subclasses that gain a none combat ability at this level. The Totem Warrior and the Ancestral Guardian. The rest get some kind of a boost to themselves or their allies in combat. But, I totally agree with you. And I think that I will add another option that is maybe related to the intimidation skill.
About the 14th level ability. Again. At this level most barbarian will have an amazing magical item, that will increase their chance to hit and damage, will probably add some fire/cold/ something damage, and might give them reach, because it could very well be a polearm. And they will most likely won't have to wait to level 14 to enjoy all this goodness.
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“I am longing to be with you, and by the sea, where we can talk together freely and build our castles in the air.” ― Bram Stoker, Dracula
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Hey everyone :)
I am working on a "Blood War" theme booklet with subclasses related to both devils and demons and those are the first two. I would love to hear your thoughts and ideas!
Path of Demonic Fury Barbarian:
https://homebrewery.naturalcrit.com/share/9CiK8k-SVayk
Abyssal Sorcerer:
https://homebrewery.naturalcrit.com/share/13NA9ce2JFJ6S_ZRt98bwFoxoESWBgNon1CmrWJN6-Lad
“I am longing to be with you, and by the sea, where we can talk together freely and build our castles in the air.”
― Bram Stoker, Dracula
Path of Demonic Fury Barbarian:
1: In all, this is a very well rounded subclass. It isn't OP, and the flavor works really well with the class features. Great job with this one!
2: Demonic Armaments and Scorching Rampage can probably be the same trait. I haven't calculated the damage completely, but your barbarian would deal 6d6 + 18 damage at 5th level. This is comparable to the Berserker using a Greatsword, but know that a base 2d6 damage from unarmed strikes is already more than a monk will get at 20th level. Take it down a notch to keep it more on par with other classes. The damage may be the same, but the overall origin of that damage is a bit skewed. Resistance is just fine with me.
3: Abyssal Juggernaut is pretty well rounded. Growing to large makes sense to me, and keeping the resistances isn't too powerful either.
4: Aspected mutation is fine, but I personally see 10th level as a place where many barbarian subclasses get something they can use outside of combat. This includes communing with nature spirits, undead spirits, etc. Maybe you should implement something for roleplay.
5: Apocalyptic Apotheosis is too powerful for my liking. Large is fine, but huge is too much. An increase to range is also too much. The base damage and range for a single unarmed strike is just too much. It relies heavily on aspected mutation, so maybe make those traits a bit more powerful and exchange them here. You aren't playing a giant. You are playing a fiend.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
Abyssal Sorcery:
1: I like the flavor here too! The aura of corruption is a good way to express the demonic-ness of the subclass. It is very summon oriented, meaning it helps demons escape the abyss (and possibly serving the goals of the demonic plot to overrun the earth).
2: I understand wanting to put spells in that you wouldn't normally learn, but maybe just limit it to one spell per level? Put it on an even tier with the others.
3: Aura of Corruption is probably the largest part of this subclass. Expertise in intimidation is effective and reasonable, and the spell scaling system to level up your aura is something new, unique, and fun! Fear Nimbus is ok (but might be easily abused. Sacrificial Summoning isn't too powerful, but I'm going to come back to this one. Abyssal Eclipse is also not too powerful for it's level, and Demonic invasion is another thing I am going to go back to.
4: Odious presence is fine.
5: Greater Abyssal Summoning is where it gets tricky. The creatures themselves are fine. But, it gets out of wack when you remember that one can exchange spell slots for sorcery points. You can get alot of sorcery points in this way, and things can get out of control very very fast. Maybe take another look to consider how abusing this subclass can be for the game and encounter building.
6: Demonic mastery is fun. Learning true names isn't used enough in dnd, and this makes the game very fun and interesting to roleplay.
7: This isn't too powerful, and makes perfect sense from a narrative perspective.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
Thank you for your feedback!
About the Barbarian, at face value you are correct.
I calculated the damage, and at high levels it's becoming worse and worse, even with the d10 damage. The main reason is that it's not using magic weapons, and can't boost its attack with feats like Great Weapon Master and Polearm Master. Most barbarians with polearms or two-handed weapons will pass this class very fast, and gain reach much faster than level 14. Moreover, fire is quite commonly resisted by monsters, so while a barbarian with a magical greatsword will keep hacking at the enemy, this one will have half its damage dice resisted or ignored.
For your example. A human zealot at level 5 can do 2d10+1d4 +1d6+45 and can enjoy the magic weapon spell if cast on their weapon, or a magical weapon (and will most likely add another attack as a reaction when someone enters or leave the range of their polearm). Additionally, they lose much less damage if they use their bonus action for something else, like raging for example. A beast barbarian on level 5 can attack twice with their claw and then use their second attack and a bonus action to attack with a weapon. A weapon that, again, can benefit from feats and enchantments. Also, outside of rage, this barbarian is even worse, while the zealot above only loses a 1d6+6 damage.
About the 10th level ability. There are actually only two barbarian subclasses that gain a none combat ability at this level. The Totem Warrior and the Ancestral Guardian. The rest get some kind of a boost to themselves or their allies in combat. But, I totally agree with you. And I think that I will add another option that is maybe related to the intimidation skill.
About the 14th level ability. Again. At this level most barbarian will have an amazing magical item, that will increase their chance to hit and damage, will probably add some fire/cold/ something damage, and might give them reach, because it could very well be a polearm. And they will most likely won't have to wait to level 14 to enjoy all this goodness.
“I am longing to be with you, and by the sea, where we can talk together freely and build our castles in the air.”
― Bram Stoker, Dracula