Additionally, to celebrate Fizban's Treasury of Dragons, I will be creating a spirit dragon monster and one other suggested dragon monster! The only restrictions on what can be submitted for consideration are that it must be a dragon or dragon related monster, and it must be different enough from the current, existing dragons.
I think a dragon template like skeleton or zombie dragon would be cool.
A lot of those already exist. I’m not saying it’s a bad idea, just that there is so many already it probably won’t be made.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Sorcerers of the prophet are infused with the power of foresight, letting them see what is to come. They have the eldritch skill of divination and the arcane rites of prophesy.
Prophet's Magic
1st-level The Prophet feature
You learn additional spells when you reach certain levels in this class, as shown on the prophet's magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Premonitions have become more common for you. When you finish a short rest, you can roll 1d4, and write down the number. When you or a creature you can see within 25 feet of you makes an attack roll, ability check, or saving throw, you can choose any number of the numbers you wrote down, and add or subtract them from the roll. Each roll can be used only once. When you finish a long rest, you lose any unused premonitions rolls.
Additionally, when you cast a divination spell of 1st level or higher, you can roll a d4, which works the same way as when you finish a short rest.
Future Sight
6th level The Prophet feature
Your vision expands to the point that you have a constant knowledge of what is to come. When you roll for initiative, you can add or subtract up to 5 from you roll. Additionally, your passive perception is counted as an amount higher equal to your proficiency bonus for determining if you are surprised.
In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn. When you do this, you are skipped next time you would take a turn. You can do this only once per round.
Improved Premonitions
14th level The Prophet feature
You master the art of presumptions. When you roll any number of d4s for the premonitions feature, you can instead roll d6s. Additionally, when you add or subtract a number using your premonitions feature, you can gain a truesight of 20 ft. until the end of you next turn.
Future Action
18th level The Prophet feature
You can, instead of performing action, preform them in the future. On your turn, you can use your action to take a special future action. When you do this, any time before the start of your next turn, you can use your reaction to take a turn. During this turn, you have an advantage on all ability checks and attack rolls.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain.
Spirit Guidance. When the dragon ends it's turn inside of a creature, the dragon can choose to either inflict a bane upon the creature, or grant the creature spiritual guidance. This lasts until the dragon leaves the creature's space.
When a creature with a bane inflicted by the dragon makes an attack roll, ability check, or saving throw, it must roll and subtract a d4. When a creature with spiritual guidance from the dragon makes an attack roll, ability check, or saving throw, it can roll and add a d4.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
Multiattack. The dragon makes three attacks: one with its bite and two with its claws. It can replace the bite attack with it's teleport.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) force damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) force damage. The dragon can then force the target to make a DC 15 wisdom saving throw, being teleported to an unoccupied space within 10 feet of the creature of the dragon's choice on a failed save.
Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Ether Breath (Recharge 6). The dragon exhales ethereal energy in a 40 foot cone. All creatures in the cone must make a DC 15 wisdom saving throw, taking 22 (5d8) force damage on failed save, or half as much on a successful one. A creature who failed the save is also teleported to an unoccupied space within 20 feet of itself of the dragon's choice.
Bonus Actions
Spirit Glide. The dragon magically shifts from the Material Plane to the Ethereal Plane, or vice versa.
Description
Spirit dragon are incorporeal dragons that live in both the ethereal and marital planes. Their personality is extremely diverse and varying, although almost all spirit dragons have two things in common.
Firstly, they are almost driven by a cause of purpose which they try to complete. Secondly, they usually interact with the world indirectly whenever possible.
Ethereal Kobold
Small humanoid (kobold) , any alignment
Armor Class 13 (Natural Armor)
Hit Points 10 (4d6 - 4)
Speed 30 ft.
STR
7(-2)
DEX
15(+2)
CON
9(-1)
INT
8(-1)
WIS
11(+0)
CHA
8(-1)
Saving Throws WIS +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Incorporeal Movement. The kobald can move through other creatures and objects as if they were difficult terrain.
Minor Invisibility. The kobald can cast the invisibility spell at will.
Actions
Force Slam. Melee Weapon Attack:+4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) force damage.
Sling. Ranged Weapon Attack:+4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Mystic Trap (3/day). The kobald creates a mystic trap on a point of it's choice within 30 feet of it's self. The trap is a 20 foot cube centered on the point. The trap is nearly invisible, appearing to be a blur in the air. The trap lasts for 24 hours, or until it is activated.
When a creature enters the trap for the first time, they take 9 (2d8) force damage and the trap disappears. Additionally, a creature who triggers the trap is teleported 15 feet in a random direction.
Reactions
Ethereal Phase. When a creature within 60 feet of the kobald enter the ethereal plane from the marital plane or vise versa, the kobald can use it's reaction to enter the plane with them.
Description
Ethereal Kobolds are incorporeal reptilian humanoids that live live in the ethereal and material planes. They make up for their physical ineptitude with a cleverness for trap making. They often follow spirit dragons.
Sorcerers of the prophet are infused with the power of foresight, letting them see what is to come. They have the eldritch skill of divination and the arcane rites of prophesy.
Prophet's Magic
1st-level The Prophet feature
You learn additional spells when you reach certain levels in this class, as shown on the prophet's magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Premonitions have become more common for you. When you finish a short rest, you can roll 1d4, and write down the number. When you or a creature you can see within 25 feet of you makes an attack roll, ability check, or saving throw, you can choose any number of the numbers you wrote down, and add or subtract them from the roll. Each roll can be used only once. When you finish a long rest, you lose any unused premonitions rolls.
Additionally, when you cast a divination spell of 1st level or higher, you can roll a d4, which works the same way as when you finish a short rest.
Future Sight
6th level The Prophet feature
Your vision expands to the point that you have a constant knowledge of what is to come. When you roll for initiative, you can add or subtract up to 5 from you roll. Additionally, your passive perception is counted as an amount higher equal to your proficiency bonus for determining if you are surprised.
In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn. When you do this, you are skipped next time you would take a turn. You can do this only once per round.
Improved Premonitions
14th level The Prophet feature
You master the art of presumptions. When you roll any number of d4s for the premonitions feature, you can instead roll d6s. Additionally, when you add or subtract a number using your premonitions feature, you can gain a truesight of 20 ft. until the end of you next turn.
Future Action
18th level The Prophet feature
You can, instead of performing action, preform them in the future. On your turn, you can use your action to take a special future action. When you do this, any time before the start of your next turn, you can use your reaction to take a turn. During this turn, you have an advantage on all ability checks and attack rolls.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain.
Spirit Guidance. When the dragon ends it's turn inside of a creature, the dragon can choose to either inflict a bane upon the creature, or grant the creature spiritual guidance. This lasts until the dragon leaves the creature's space.
When a creature with a bane inflicted by the dragon makes an attack roll, ability check, or saving throw, it must roll and subtract a d4. When a creature with spiritual guidance from the dragon makes an attack roll, ability check, or saving throw, it can roll and add a d4.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
Multiattack. The dragon makes three attacks: one with its bite and two with its claws. It can replace the bite attack with it's teleport.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) force damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) force damage. The dragon can then force the target to make a DC 15 wisdom saving throw, being teleported to an unoccupied space within 10 feet of the creature of the dragon's choice on a failed save.
Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Ether Breath (Recharge 6). The dragon exhales ethereal energy in a 40 foot cone. All creatures in the cone must make a DC 15 wisdom saving throw, taking 22 (5d8) force damage on failed save, or half as much on a successful one. A creature who failed the save is also teleported to an unoccupied space within 20 feet of itself of the dragon's choice.
Bonus Actions
Spirit Glide. The dragon magically shifts from the Material Plane to the Ethereal Plane, or vice versa.
Description
Spirit dragon are incorporeal dragons that live in both the ethereal and marital planes. Their personality is extremely diverse and varying, although almost all spirit dragons have two things in common.
Firstly, they are almost driven by a cause of purpose which they try to complete. Secondly, they usually interact with the world indirectly whenever possible.
Ethereal Kobold
Small humanoid (kobold) , any alignment
Armor Class 13 (Natural Armor)
Hit Points 10 (4d6 - 4)
Speed 30 ft.
STR
7(-2)
DEX
15(+2)
CON
9(-1)
INT
8(-1)
WIS
11(+0)
CHA
8(-1)
Saving Throws WIS +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Incorporeal Movement. The kobald can move through other creatures and objects as if they were difficult terrain.
Minor Invisibility. The kobald can cast the invisibility spell at will.
Actions
Force Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) force damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Mystic Trap (3/day). The kobald creates a mystic trap on a point of it's choice within 30 feet of it's self. The trap is a 20 foot cube centered on the point. The trap is nearly invisible, appearing to be a blur in the air. The trap lasts for 24 hours, or until it is activated.
When a creature enters the trap for the first time, they take 9 (2d8) force damage and the trap disappears. Additionally, a creature who triggers the trap is teleported 15 feet in a random direction.
Reactions
Ethereal Phase. When a creature within 60 feet of the kobald enter the ethereal plane from the marital plane or vise versa, the kobald can use it's reaction to enter the plane with them.
Description
Ethereal Kobolds are incorporeal reptilian humanoids that live live in the ethereal and material planes. They make up for their physical ineptitude with a cleverness for trap making. They often follow spirit dragons.
Cool! Here are my personal thoughts on the Prophet sorcerer:
Maybe give them this ability with Prophet's Magic: "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination spell from the Cleric, Sorcerer, Warlock, or Wizard class." (The added cleric spell list to the enhancing of spell lists balances out the lack of a second school of magic. The other official sorcerer subclasses with these spell lists all have an ability similar to this.)
Change the 25 feet from premonitions to 30 feet as generally feet is rounded to the tens as although most people who use maps use 5 foot squares, some use 10.
Maybe rephrase the spoiler below for the 6th level feature...
In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn. When you do this, you are skipped next time you would take a turn. You can do this only once per round.
as "In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn, however you are unable to take the next turn you would take. You can do this only once per round."
I'm assuming the level 18 feature assumes actions, not full turns. If so, change it to this for clarification:
You can, instead of performing an action, preform them in the future. You can use your action to be able to take a special action. When you do this, any time before the start of your next turn, you can use your reaction to take an action. During this action, you have an advantage on all ability checks and attack rolls.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Balance-wise it's hard to see how balanced it is with some of the abilities being hard to compare to the other sorcerer subclasses. Although I'd say that it's the more powerful side, but not overpowered, so overall I'd say it's balanced. Although I could be wrong as the 6th level ability is quite hard for my head to wrap around how powerful it actually is as I don't have anything to compare it to. It seems powerful to me, but not gamebreaking, although I could be wrong and it ends up totally gamebreaking.
This is an interesting feature. It's very different from Tasha's expanded spells lists, but it's just more limiting, fairly similar balance-wise. It's not great, but it's got good spells, so it's a pass from me!
Premonitions
"Premonitions have become more common for you" is a strange flavor text... you had premonitions in the first place? That is just me being pedantic though...
The rolling is interesting in that you get more with spells, which I really like. I think it's a very difficult feature to get great, so it's fine as it is.
Future Sight
The increasing passive Perception for surprises only is pretty weak, so I'd recommend making the passive Perception increase applicable to everything that uses passive Perception. The +/- 5 for initiatives is fairly balanced I think.
The turn-moving is ingenious and a really good feature, though I would say it is worth two sorcery points or you can only take the action if you haven't taken an action so far that turn. Also, it makes the +/-5 to initiative less potent I think? Otherwise, it's the most flavorful and best feature so far.
Improved Premonitions
Presumptions is not the word you're looking for I think. "Additionally, when you add or subtract a number" should be worded more like "Additionally, when you add a number rolled for your Premonitions feature to a roll".
Truesight is pretty sweet, and 20 feet is pretty far, but as it's only blinking I think its balanced.
Future Action
I will say a few things on this feature.
It clashes so much with Future Sight that I'd likely only rarely use this feature as a sorcerer.
The other name for "Using your action to take an action" is called the ready action. These clash so much (more than Future Sight, which is kinda the same as a reverse Ready action but has more theme and still stands on its own somewhat), and advantage on ability checks and attack rolls on the turn is very OP.
This feature, despite being OP, isn't nearly worth 7 Sorcery Points, when you could just take 2 levels in fighter, gain the Action Surge feature, and basically half-replicate this feature for free. I think this feature needs to be changed.
I'm sorry, but the Premonitions Sorcerer wasn't all I'd self-hyped it up to be. It's one of your worst subclasses (which is saying something, as almost all others made by you are universally interesting and brilliant). Sorry if I sound harsh, but it's just a muddled-feeling subclass that has both too much and too little going on, and can't seem to work out where it sits. I'd attribute part of that to the fact it was recycled from a bard (which is very different to a sorcerer), but honestly it's nowhere near your normal standard.
Spirit Dragon and Kobold
On the topic of creatures, one or two grammar errors (Kobold not Kobald, I know I often make the same mistake). Otherwise, they're pretty cool creatures! Keep doing more, and Fizzlebin's will have no excuse for existing.
Cool! Here are my personal thoughts on the Prophet sorcerer:
Thanks a ton for the feedback!
Maybe give them this ability with Prophet's Magic: "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination spell from the Cleric, Sorcerer, Warlock, or Wizard class." (The added cleric spell list to the enhancing of spell lists balances out the lack of a second school of magic. The other official sorcerer subclasses with these spell lists all have an ability similar to this.)
I realize that other sorcerer subclasses get that, I just really dislike it.
Change the 25 feet from premonitions to 30 feet as generally feet is rounded to the tens as although most people who use maps use 5 foot squares, some use 10.
Okay!
Maybe rephrase the spoiler below for the 6th level feature...
In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn. When you do this, you are skipped next time you would take a turn. You can do this only once per round.
as "In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn, however you are unable to take the next turn you would take. You can do this only once per round."
Sure, sounds good!
I'm assuming the level 18 feature assumes actions, not full turns. If so, change it to this for clarification:
You can, instead of performing an action, preform them in the future. You can use your action to be able to take a special action. When you do this, any time before the start of your next turn, you can use your reaction to take an action. During this action, you have an advantage on all ability checks and attack rolls.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
I was thinking a full turn not just an action, but if that's too op I can change it to just an action.
Balance-wise it's hard to see how balanced it is with some of the abilities being hard to compare to the other sorcerer subclasses. Although I'd say that it's the more powerful side, but not overpowered, so overall I'd say it's balanced. Although I could be wrong as the 6th level ability is quite hard for my head to wrap around how powerful it actually is as I don't have anything to compare it to. It seems powerful to me, but not gamebreaking, although I could be wrong and it ends up totally gamebreaking.
Overall now reading Yamana_Eajii's comment on the subclass, I would have to agree on some things with Yamana_Eajii. I have to agree on their opinion on future action, and I agree that future sight is by far the coolest feature. I honestly found some of the other features kinda weird in some aspects except for Premonitions.
"Premonitions have become more common for you" is a strange flavor text... you had premonitions in the first place? That is just me being pedantic though...\
I don't even know what I was thinking, maybe divination spells? I can change it lol.
Future Sight
The increasing passive Perception for surprises only is pretty weak, so I'd recommend making the passive Perception increase applicable to everything that uses passive Perception. The +/- 5 for initiatives is fairly balanced I think.
The turn-moving is ingenious and a really good feature, though I would say it is worth two sorcery points or you can only take the action if you haven't taken an action so far that turn. Also, it makes the +/-5 to initiative less potent I think? Otherwise, it's the most flavorful and best feature so far.
Okay, I'll change those.
Improved Premonitions
Presumptions is not the word you're looking for I think. "Additionally, when you add or subtract a number" should be worded more like "Additionally, when you add a number rolled for your Premonitions feature to a roll".
Yep!
I'm sorry, but the Premonitions Sorcerer wasn't all I'd self-hyped it up to be. It's one of your worst subclasses (which is saying something, as almost all others made by you are universally interesting and brilliant). Sorry if I sound harsh, but it's just a muddled-feeling subclass that has both too much and too little going on, and can't seem to work out where it sits. I'd attribute part of that to the fact it was recycled from a bard (which is very different to a sorcerer), but honestly it's nowhere near your normal standard.
Ok, good to know... I'll see if I can improve it, or maybe it'll just be a bad subclass.... At least it's not as bad as unity monk, right?
Spirit Dragon and Kobold
On the topic of creatures, one or two grammar errors (Kobold not Kobald, I know I often make the same mistake). Otherwise, they're pretty cool creatures! Keep doing more, and Fizzlebin's will have no excuse for existing.
Overall now reading Yamana_Eajii's comment on the subclass, I would have to agree on some things with Yamana_Eajii. I have to agree on their opinion on future action, and I agree that future sight is by far the coolest feature. I honestly found some of the other features kinda weird in some aspects except for Premonitions.
Okay. Yeah, I had no idea what to do so I added some time magic stuff.
I legitimately don't remember the Way of Unity. I'll look it up, but I think Premonitions is your worst, which is surprising as you're normally one of the best in the 'brewing business that I know of.
I'll look it up, but I think Premonitions is your worst, which is surprising as you're normally one of the best in the 'brewing business that I know of.
Thanks! I honestly feel like you give me more credit than I deserve, your homebrew is way better than mine.
I'll look it up, but I think Premonitions is your worst, which is surprising as you're normally one of the best in the 'brewing business that I know of.
Thanks! I honestly feel like you give me more credit than I deserve, your homebrew is way better than mine.
Yep, Unity Monk is legitimately better than Premonitions. But only two bad options is good, right? Still better than the College of Flame, Revenant Mire (original) or the Stormblade patron (original). Also, I'm not giving credit you don't deserve (I find that big well-known homebrewers such as Mark Hulmes and Matt Colville are roughly on the same grade level as you with most of your homebrew, and you only have slightly more errors than WotC (you didn't create the Harengon or Quandrix for UA, now, did you)?
Also, you give me too much credit as I'm seriously just a homebrew mucker-uperer! Thanks though.
I have made updates to school of arcane discoveries and gatewarden! I am working on making updates to the prophet and path of the marksmen. In the meantime, here are some (mostly dunomancy) spells
You touch a creature or object within rage, corroding it. Make a melee spell attack. On a hit the target takes 1d8 acid damage. When you use this attack an target an object, structure, or construct, you deal an additional 1d8 damage on a hit.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You phase forward in time a round. You vanish for the duration of the spell. When the spell ends, you reappear in the space you left or in an unoccupied space nearest to that space if it’s occupied.
While gone in this way, any spells you have cast end until you reappear. When you reappear, the spells continue as if you had just cast them. However, the time does not reset, continuing from when you cast this spell.
Gravitational Slam
2nd level transmutation Casting Time: 1 action Range: 20 ft. Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Wizard
You slam a creature with gravitational force. Choose a creature within range. The creature must succeed a strength saving throw against your spell save DC or begin to fall in a direction of your choice that is parallel the the ground. The creature uses the normal falling rules, but falls in the direction you chose.
A creature cannot fall more than 50 feet from this spell. After a creature falls 50 feet, they immediately stop falling and are knocked prone.
You strike a creature, sending it forward in time to the temporal reality. Make an unarmed strike as part of casting this spell, using your spellcasting ability modifier instead of any ability score you would have used. On a hit you deal an additional 5d10 force damage, and the target is sent a round into the future.
A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied.
Spectral Warrior
5th level necromancy Casting Time: 1 reaction* Range: 60 ft. Components: V, S, M** Duration: Concentration, up to an hour Class: Cleric, Warlock, Wizard
You siphon the soul of the triggering creature, turning it into a spectral warrior. It manifests in an unoccupied space that you can see within range. It uses the Spectral Warrior stat block. It lasts for the duration, and during that time, the creature you took the sou from cannot be revived.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
SPECTRAL WARRIOR
Medium undead
Armor Class 14 + the level of the spell (natural armor, shield)
Hit Points 40 + 10 for each spell level above 5th
Speed 0 ft., fly 35 ft. (hover)
STR
12(+1)
DEX
16(+3)
CON
15(+2)
INT
10(+0)
WIS
15(+2)
CHA
13(+1)
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Languages understands the languages you speak, plus and languages the creature spoke (if any).
Challenge — Proficiency Bonus equals your bonus
Incorporeal Movement. The warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The warrior makes a number of attacks equal to half this spell’s level (rounded down).
Spectral Longsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 1 + the spell’s level slashing damage + 1d6 necrotic damage.
Reactions
Spectral Guard (spell's level/day). when a creature within 30 feet of the spectral warrior is targeted by an attack, the spectral warrior can use it's reaction to switch places with the creature and make itself the target of the attack. When it does this, the attack gains a disadvantage on the attack roll.
* - (When you see a creature within range die)
** - (A figurine of a warrior worth at least 500 gp)
Gravitational Blade
7th level evocation Casting Time: 1 action Range: 60 ft. Components: V, S Duration: Concentration, up to a minute Class: Wizard
You create an sword made of intense gravity in an unoccupied point within range, which lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 2d10 force damage and must make a strength saving throw. On a failed save, the creature is restrained for the duration. While a creature is restrained by the sword, it is carried with the sword when it moves. A creature can repeat the save at the end of each of it's turns, ending the effect on a success, and taking 2d10 force damage on a failed save.
Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a point you can see and repeat this attack against the same target or a different one.
When a creature comes within 30 feet of the sword the first time of end their turn there, they must make a strength saving throw. On a failed save, he creature is pulled 10 feet toward the sword. If this causes it to come within 5 feet of the sword, the creature suffers the effects as is it had been hit by the sword.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Sorry for late thoughts on the spells. Here are my opinions:
Corrode looks cool. I think though that meanwhile the critical hit can stay for objects and structures, it on a construct seems a bit powerful but not overpowered. I would say that it deals extra damage to constructs equal to a D8 if you don't want the extra damage to scale with leveling up, or an extra D4 or D6 if you want the cantrip to scale with leveling up.
Temporal Phase needs some clarification. I'd say it's overall balanced if you would shift to the end of your next turn, but not the start of your next turn. Also I would say concentration effects made by you should disappear until you return as there could be shenanigans with that.
Gravitational slam looks cool, but seems a bit powerful but not overpowered. Also I am wondering why it's a con save. Just wondering, I would generally expect strength for this sorta thing. The average damage (Rounded for every dice roll) for a single target 2nd level spell is around 17 (According to the DMG), while gravitational slam potentially goes up to an average of 23 if a total of 60 feet is fallen. Yes, the range is low so I'd say the damage can be a bit above average, so maybe a maximum of 50 feet and not 60 making an average of around (rounding every dice roll) 18. If you really think though that this makes the spell too weak, then just keep it where it is, it's not a super big change.
Temporal Strike is very powerful in my opinion. This is the only one I'd say is definitely overpowered. Yes, it can't be spammed, but using this on a powerful enemy such as a boss allows say, the party to use ready actions and then just nuke the boss once it appears, or reposition. Maybe have the target have to do a saving throw, and on a failed save they disappear until the start of their next turn so that they can actually still take turns, and on a successful save, they still take the full 2d10 force damage, but you don't have the target disappear into the future. Then, yes actions could still be readied before the enemy reappears, but it's dependent on the randomness of the initiative order thus making it balanced, making it situationally powerful as well as giving the spell more strategy.
Sorry for late thoughts on the spells. Here are my opinions:
No problem, thanks for the feedback!
Corrode looks cool. I think though that meanwhile the critical hit can stay for objects and structures, it on a construct seems a bit powerful but not overpowered. I would say that it deals extra damage to constructs equal to a D8 if you don't want the extra damage to scale with leveling up, or an extra D4 or D6 if you want the cantrip to scale with leveling up.
Okay. I'll probably just make to deal an extra d8.
Temporal Phase needs some clarification. I'd say it's overall balanced if you would shift to the end of your next turn, but not the start of your next turn. Also I would say concentration effects made by you should disappear until you return as there could be shenanigans with that.
Definitely doing the second part, I forgot about that. As for making it the end of of the turn, I'll probably do it, it's only a 1st level spell after all.
Gravitational slam looks cool, but seems a bit powerful but not overpowered. Also I am wondering why it's a con save. Just wondering, I would generally expect strength for this sorta thing. The average damage (Rounded for every dice roll) for a single target 2nd level spell is around 17 (According to the DMG), while gravitational slam potentially goes up to an average of 23 if a total of 60 feet is fallen. Yes, the range is low so I'd say the damage can be a bit above average, so maybe a maximum of 50 feet and not 60 making an average of around (rounding every dice roll) 18. If you really think though that this makes the spell too weak, then just keep it where it is, it's not a super big change.
I may do that. To be fair, there has to be an object for the creature to hit, and a good 60 feet clear space for the target to fall through. But then again, your also knocking the creature prone and moving it.
Temporal Strike is very powerful in my opinion. This is the only one I'd say is definitely overpowered. Yes, it can't be spammed, but using this on a powerful enemy such as a boss allows say, the party to use ready actions and then just nuke the boss once it appears, or reposition. Maybe have the target have to do a saving throw, and on a failed save they disappear until the start of their next turn so that they can actually still take turns, and on a successful save, they still take the full 2d10 force damage, but you don't have the target disappear into the future. Then, yes actions could still be readied before the enemy reappears, but it's dependent on the randomness of the initiative order thus making it balanced, making it situationally powerful as well as giving the spell more strategy.
Good point. Do you think making it 4th level would be fair?
Spectral warrior looks cool, so no complaints.
Thanks!
Also Gravitational Blade looks great!
Thanks! I kinda meant it to be an improved Mordenkainen’s Sword, but also just cooler.
Sorry for late thoughts on the spells. Here are my opinions:
No problem, thanks for the feedback!
Corrode looks cool. I think though that meanwhile the critical hit can stay for objects and structures, it on a construct seems a bit powerful but not overpowered. I would say that it deals extra damage to constructs equal to a D8 if you don't want the extra damage to scale with leveling up, or an extra D4 or D6 if you want the cantrip to scale with leveling up.
Okay. I'll probably just make to deal an extra d8.
Temporal Phase needs some clarification. I'd say it's overall balanced if you would shift to the end of your next turn, but not the start of your next turn. Also I would say concentration effects made by you should disappear until you return as there could be shenanigans with that.
Definitely doing the second part, I forgot about that. As for making it the end of of the turn, I'll probably do it, it's only a 1st level spell after all.
Gravitational slam looks cool, but seems a bit powerful but not overpowered. Also I am wondering why it's a con save. Just wondering, I would generally expect strength for this sorta thing. The average damage (Rounded for every dice roll) for a single target 2nd level spell is around 17 (According to the DMG), while gravitational slam potentially goes up to an average of 23 if a total of 60 feet is fallen. Yes, the range is low so I'd say the damage can be a bit above average, so maybe a maximum of 50 feet and not 60 making an average of around (rounding every dice roll) 18. If you really think though that this makes the spell too weak, then just keep it where it is, it's not a super big change.
I may do that. To be fair, there has to be an object for the creature to hit, and a good 60 feet clear space for the target to fall through. But then again, your also knocking the creature prone and moving it.
Temporal Strike is very powerful in my opinion. This is the only one I'd say is definitely overpowered. Yes, it can't be spammed, but using this on a powerful enemy such as a boss allows say, the party to use ready actions and then just nuke the boss once it appears, or reposition. Maybe have the target have to do a saving throw, and on a failed save they disappear until the start of their next turn so that they can actually still take turns, and on a successful save, they still take the full 2d10 force damage, but you don't have the target disappear into the future. Then, yes actions could still be readied before the enemy reappears, but it's dependent on the randomness of the initiative order thus making it balanced, making it situationally powerful as well as giving the spell more strategy.
Good point. Do you think making it 4th level would be fair?
Spectral warrior looks cool, so no complaints.
Thanks!
Also Gravitational Blade looks great!
Thanks! I kinda meant it to be an improved Mordenkainen’s Sword, but also just cooler.
I think making temporal strike 4th level is better, although may not solve every problem. It just delays the brokenness of the spell and slightly reduces the brokenness. A lot of things can be done with readied actions, repositioning, etc. If you want to keep it very similar to your initial concept, maybe make it 5th level as 5th level spells aren't spammable really but boost up the damage to maybe like 5d10. 4th is similar but still a bit too spammable as by 9th level as a full caster you could cast it 3 times giving a ton of action economy to players. If it's 5th level, yes it will be very powerful in super high level D&D but that's high level where balance falls apart. Personally for balance I think it's good for the game to at least be somewhat balanced until level 11 or so when 6th level spells are unlocked.
I think making temporal strike 4th level is better, although may not solve every problem. It just delays the brokenness of the spell and slightly reduces the brokenness. A lot of things can be done with readied actions, repositioning, etc. If you want to keep it very similar to your initial concept, maybe make it 5th level as 5th level spells aren't spammable really but boost up the damage to maybe like 5d10. 4th is similar but still a bit too spammable as by 9th level as a full caster you could cast it 3 times giving a ton of action economy to players. If it's 5th level, yes it will be very powerful in super high level D&D but that's high level where balance falls apart. Personally for balance I think it's good for the game to at least be somewhat balanced until level 11 or so when 6th level spells are unlocked.
A lot of those already exist. I’m not saying it’s a bad idea, just that there is so many already it probably won’t be made.
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No connection to Dragonslayer8 other than knowing them in real life.
Candlekeep's Secret BONUS Scrolls 3: The Prophet, Spirit Dragon, and Ethereal Kobald
I am an average mathematics enjoyer.
>Extended Signature<
Cool! Here are my personal thoughts on the Prophet sorcerer:
Maybe give them this ability with Prophet's Magic: "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination spell from the Cleric, Sorcerer, Warlock, or Wizard class." (The added cleric spell list to the enhancing of spell lists balances out the lack of a second school of magic. The other official sorcerer subclasses with these spell lists all have an ability similar to this.)
Change the 25 feet from premonitions to 30 feet as generally feet is rounded to the tens as although most people who use maps use 5 foot squares, some use 10.
Maybe rephrase the spoiler below for the 6th level feature...
In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn. When you do this, you are skipped next time you would take a turn. You can do this only once per round.
as "In addition, after a creature takes a turn, you can spend a sorcery point to immediately take a turn, however you are unable to take the next turn you would take. You can do this only once per round."
I'm assuming the level 18 feature assumes actions, not full turns. If so, change it to this for clarification:
You can, instead of performing an action, preform them in the future. You can use your action to be able to take a special action. When you do this, any time before the start of your next turn, you can use your reaction to take an action. During this action, you have an advantage on all ability checks and attack rolls.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Balance-wise it's hard to see how balanced it is with some of the abilities being hard to compare to the other sorcerer subclasses. Although I'd say that it's the more powerful side, but not overpowered, so overall I'd say it's balanced. Although I could be wrong as the 6th level ability is quite hard for my head to wrap around how powerful it actually is as I don't have anything to compare it to. It seems powerful to me, but not gamebreaking, although I could be wrong and it ends up totally gamebreaking.
Spells List
This is an interesting feature. It's very different from Tasha's expanded spells lists, but it's just more limiting, fairly similar balance-wise. It's not great, but it's got good spells, so it's a pass from me!
Premonitions
"Premonitions have become more common for you" is a strange flavor text... you had premonitions in the first place? That is just me being pedantic though...
The rolling is interesting in that you get more with spells, which I really like. I think it's a very difficult feature to get great, so it's fine as it is.
Future Sight
The increasing passive Perception for surprises only is pretty weak, so I'd recommend making the passive Perception increase applicable to everything that uses passive Perception. The +/- 5 for initiatives is fairly balanced I think.
The turn-moving is ingenious and a really good feature, though I would say it is worth two sorcery points or you can only take the action if you haven't taken an action so far that turn. Also, it makes the +/-5 to initiative less potent I think? Otherwise, it's the most flavorful and best feature so far.
Improved Premonitions
Presumptions is not the word you're looking for I think. "Additionally, when you add or subtract a number" should be worded more like "Additionally, when you add a number rolled for your Premonitions feature to a roll".
Truesight is pretty sweet, and 20 feet is pretty far, but as it's only blinking I think its balanced.
Future Action
I will say a few things on this feature.
I'm sorry, but the Premonitions Sorcerer wasn't all I'd self-hyped it up to be. It's one of your worst subclasses (which is saying something, as almost all others made by you are universally interesting and brilliant). Sorry if I sound harsh, but it's just a muddled-feeling subclass that has both too much and too little going on, and can't seem to work out where it sits. I'd attribute part of that to the fact it was recycled from a bard (which is very different to a sorcerer), but honestly it's nowhere near your normal standard.
Spirit Dragon and Kobold
On the topic of creatures, one or two grammar errors (Kobold not Kobald, I know I often make the same mistake). Otherwise, they're pretty cool creatures! Keep doing more, and Fizzlebin's will have no excuse for existing.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Thanks a ton for the feedback!
I realize that other sorcerer subclasses get that, I just really dislike it.
Okay!
Sure, sounds good!
I was thinking a full turn not just an action, but if that's too op I can change it to just an action.
Okay, good to know.
I am an average mathematics enjoyer.
>Extended Signature<
Overall now reading Yamana_Eajii's comment on the subclass, I would have to agree on some things with Yamana_Eajii. I have to agree on their opinion on future action, and I agree that future sight is by far the coolest feature. I honestly found some of the other features kinda weird in some aspects except for Premonitions.
Thanks for the feedback!
I don't even know what I was thinking, maybe divination spells? I can change it lol.
Okay, I'll change those.
Yep!
Ok, good to know... I'll see if I can improve it, or maybe it'll just be a bad subclass.... At least it's not as bad as unity monk, right?
Thanks!
I am an average mathematics enjoyer.
>Extended Signature<
Okay. Yeah, I had no idea what to do so I added some time magic stuff.
I am an average mathematics enjoyer.
>Extended Signature<
I legitimately don't remember the Way of Unity. I'll look it up, but I think Premonitions is your worst, which is surprising as you're normally one of the best in the 'brewing business that I know of.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Unity monk is one best left forgotten lol....
Here
Thanks! I honestly feel like you give me more credit than I deserve, your homebrew is way better than mine.
I am an average mathematics enjoyer.
>Extended Signature<
Yep, Unity Monk is legitimately better than Premonitions. But only two bad options is good, right? Still better than the College of Flame, Revenant Mire (original) or the Stormblade patron (original). Also, I'm not giving credit you don't deserve (I find that big well-known homebrewers such as Mark Hulmes and Matt Colville are roughly on the same grade level as you with most of your homebrew, and you only have slightly more errors than WotC (you didn't create the Harengon or Quandrix for UA, now, did you)?
Also, you give me too much credit as I'm seriously just a homebrew mucker-uperer! Thanks though.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I have made updates to school of arcane discoveries and gatewarden! I am working on making updates to the prophet and path of the marksmen. In the meantime, here are some (mostly dunomancy) spells
Candlekeep's Secret Scrolls 5: Spells!
I am an average mathematics enjoyer.
>Extended Signature<
Nice spells! Wording needs some work.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
I like all of them, I'd hazard a guess they're balanced.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Thanks for the feedback and kind words you too!
Do you feel like I'm releasing too much content at once, or is this good?
I am an average mathematics enjoyer.
>Extended Signature<
No such thing as too much content unless it's ailing you.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Sorry for late thoughts on the spells. Here are my opinions:
Corrode looks cool. I think though that meanwhile the critical hit can stay for objects and structures, it on a construct seems a bit powerful but not overpowered. I would say that it deals extra damage to constructs equal to a D8 if you don't want the extra damage to scale with leveling up, or an extra D4 or D6 if you want the cantrip to scale with leveling up.
Temporal Phase needs some clarification. I'd say it's overall balanced if you would shift to the end of your next turn, but not the start of your next turn. Also I would say concentration effects made by you should disappear until you return as there could be shenanigans with that.
Gravitational slam looks cool, but seems a bit powerful but not overpowered. Also I am wondering why it's a con save. Just wondering, I would generally expect strength for this sorta thing. The average damage (Rounded for every dice roll) for a single target 2nd level spell is around 17 (According to the DMG), while gravitational slam potentially goes up to an average of 23 if a total of 60 feet is fallen. Yes, the range is low so I'd say the damage can be a bit above average, so maybe a maximum of 50 feet and not 60 making an average of around (rounding every dice roll) 18. If you really think though that this makes the spell too weak, then just keep it where it is, it's not a super big change.
Temporal Strike is very powerful in my opinion. This is the only one I'd say is definitely overpowered. Yes, it can't be spammed, but using this on a powerful enemy such as a boss allows say, the party to use ready actions and then just nuke the boss once it appears, or reposition. Maybe have the target have to do a saving throw, and on a failed save they disappear until the start of their next turn so that they can actually still take turns, and on a successful save, they still take the full 2d10 force damage, but you don't have the target disappear into the future. Then, yes actions could still be readied before the enemy reappears, but it's dependent on the randomness of the initiative order thus making it balanced, making it situationally powerful as well as giving the spell more strategy.
Spectral warrior looks cool, so no complaints.
Also Gravitational Blade looks great!
No problem, thanks for the feedback!
Okay. I'll probably just make to deal an extra d8.
I may do that. To be fair, there has to be an object for the creature to hit, and a good 60 feet clear space for the target to fall through. But then again, your also knocking the creature prone and moving it.
Good point. Do you think making it 4th level would be fair?
Thanks!
Thanks! I kinda meant it to be an improved Mordenkainen’s Sword, but also just cooler.
I am an average mathematics enjoyer.
>Extended Signature<
I think making temporal strike 4th level is better, although may not solve every problem. It just delays the brokenness of the spell and slightly reduces the brokenness. A lot of things can be done with readied actions, repositioning, etc. If you want to keep it very similar to your initial concept, maybe make it 5th level as 5th level spells aren't spammable really but boost up the damage to maybe like 5d10. 4th is similar but still a bit too spammable as by 9th level as a full caster you could cast it 3 times giving a ton of action economy to players. If it's 5th level, yes it will be very powerful in super high level D&D but that's high level where balance falls apart. Personally for balance I think it's good for the game to at least be somewhat balanced until level 11 or so when 6th level spells are unlocked.
Good point, thanks! I have don that.
I am an average mathematics enjoyer.
>Extended Signature<