Sorry I missed a few! I will make sure to give feedback on the next one.
Quick reflexes is cool, though I'd like to see a bit of something more (all are very situational), and the second bullet point could use more fleshing out. Can't you normally catch things people throw to you? What counts as "at you" as apposed to "to you"? Maybe add something that gives you a large bonus to initiative, in addition to the flavorsome yet situational existing bullet points.
I love tea of rejuvenation so much! It seems pretty balanced and is super cool (I really want to use it in my campaign set in a world based on Japanese mythology and lore). Just don't give it to a warlock...
Journey into shadow is very cool, though balancing is so hard as it's a really unusual effect... I'd add a save if your not will, to stop you from teleporting everyone over a giant cliff, into a dragon's den, ect. Otherwise very good, either as a lower level teleport spell or as an attack spell using the side effects.
Candid seems pretty balanced... It feels a little bland flavor wise and mechanically though. There's nothing that really sets it apart from any other race, mechanically or thematically, IMO.
Sorry I missed a few! I will make sure to give feedback on the next one.
Quick reflexes is cool, though I'd like to see a bit of something more (all are very situational), and the second bullet point could use more fleshing out. Can't you normally catch things people throw to you? What counts as "at you" as apposed to "to you"? Maybe add something that gives you a large bonus to initiative, in addition to the flavorsome yet situational existing bullet points.
I love tea of rejuvenation so much! It seems pretty balanced and is super cool (I really want to use it in my campaign set in a world based on Japanese mythology and lore). Just don't give it to a warlock...
Journey into shadow is very cool, though balancing is so hard as it's a really unusual effect... I'd add a save if your not will, to stop you from teleporting everyone over a giant cliff, into a dragon's den, ect. Otherwise very good, either as a lower level teleport spell or as an attack spell using the side effects.
Candid seems pretty balanced... It feels a little bland flavor wise and mechanically though. There's nothing that really sets it apart from any other race, mechanically or thematically, IMO.
Quick Reflexes: As far as I know there is no rule that explicitly says that you can catch items thrown to you (at least without a check). Additionally, an object being thrown “at” you rather than “to” you would be the difference between a thrown dagger and a tossed torch. I’ll add the ability to add your proficiency bonus to your initiative, though.
Tea of Rejuvenation: thanks!
Journey Into Shadow: I actually had no intention of this having an offensive use, but that’s a good idea. I’ll change it to reflect that possibility.
Canid: I’m not inclined to make a new version of this on D&D Beyond, because of the stupid subrace thing, but what would you add or change to make it better?
Sorry I missed a few! I will make sure to give feedback on the next one.
Quick reflexes is cool, though I'd like to see a bit of something more (all are very situational), and the second bullet point could use more fleshing out. Can't you normally catch things people throw to you? What counts as "at you" as apposed to "to you"? Maybe add something that gives you a large bonus to initiative, in addition to the flavorsome yet situational existing bullet points.
I love tea of rejuvenation so much! It seems pretty balanced and is super cool (I really want to use it in my campaign set in a world based on Japanese mythology and lore). Just don't give it to a warlock...
Journey into shadow is very cool, though balancing is so hard as it's a really unusual effect... I'd add a save if your not will, to stop you from teleporting everyone over a giant cliff, into a dragon's den, ect. Otherwise very good, either as a lower level teleport spell or as an attack spell using the side effects.
Candid seems pretty balanced... It feels a little bland flavor wise and mechanically though. There's nothing that really sets it apart from any other race, mechanically or thematically, IMO.
Quick Reflexes: As far as I know there is no rule that explicitly says that you can catch items thrown to you (at least without a check). Additionally, an object being thrown “at” you rather than “to” you would be the difference between a thrown dagger and a tossed torch. I’ll add the ability to add your proficiency bonus to your initiative, though.
Tea of Rejuvenation: thanks!
Journey Into Shadow: I actually had no intention of this having an offensive use, but that’s a good idea. I’ll change it to reflect that possibility.
Canid: I’m not inclined to make a new version of this on D&D Beyond, because of the stupid subrace thing, but what would you add or change to make it better?
Not very powerful, the one big feature being very limited. However, power in lineages is overrated, though I would suggest changing it to when an attacker hits you with a weapon attack, you can reduce its damage by 1d6, and you can do this prof times per long rest.
Not very powerful, the one big feature being very limited. However, power in lineages is overrated, though I would suggest changing it to when an attacker hits you with a weapon attack, you can reduce its damage by 1d6, and you can do this prof times per long rest.
Suprus’ Screaming Flames: What makes you say that? Spiritual Guardians is 3rd level and, because it doesn’t need you to use your action, does more damage over time.
Vulpine: I hear you on the fact that races on their own shouldn’t be very powerful. However, I don’t think changing it in the way you suggest is the best way to balance it. The fact that you need to have at least half your hit points in order to do it isn’t the best idea, so I’ll scrap that restriction.
Side Note: What do you think of the lore of the Vulpine?
Not very powerful, the one big feature being very limited. However, power in lineages is overrated, though I would suggest changing it to when an attacker hits you with a weapon attack, you can reduce its damage by 1d6, and you can do this prof times per long rest.
Suprus’ Screaming Flames: What makes you say that? Spiritual Guardians is 3rd level and, because it doesn’t need you to use your action, does more damage over time.
True.
Vulpine: I hear you on the fact that races on their own shouldn’t be very powerful. However, I don’t think changing it in the way you suggest is the best way to balance it. The fact that you need to have at least half your hit points in order to do it isn’t the best idea, so I’ll scrap that restriction.
Okay.
Side Note: What do you think of the lore of the Vulpine?
Screaming flames looks good. It seems balanced an the idea is great! I will say that you need to be careful with deafened, many people underestimate it's power (you opponents can't communicate at all). I think you used it fine though.
The Radiance is pretty cool. No feedback really.
The flavor and lore of vulpine is amazing! I think it's a little weak though, with it's main feature being so limited. I'd add another small thing. Maybe advantage on perception relying on smell or a claw attack?
Screaming flames looks good. It seems balanced an the idea is great! I will say that you need to be careful with deafened, many people underestimate it's power (you opponents can't communicate at all). I think you used it fine though.
The Radiance is pretty cool. No feedback really.
The flavor and lore of vulpine is amazing! I think it's a little weak though, with it's main feature being so limited. I'd add another small thing. Maybe advantage on perception relying on smell or a claw attack?
Gods of the Travel domain (such as Hermes, the Traveler, or Odin) are the patron deities of all those who undertake journeys, even if such journeys have no destination. They often value enjoyment of the journey over the arrival at the destination. Some Travel gods are psychopomps: they oversee the journey from life to the afterlife. Such a god might ask their clerics to escort deceased souls safely to their final destination.
When you choose this domain at 1st level, you gain proficiency with one set of tools and one skill of your choice.
Journeyer’s Aura
Also starting at 1st level, while traveling overland for an entire day, you and your companions can travel an extra number of miles equal to your Wisdom modifier, provided you stay together the whole time. In addition, creatures friendly to you that start their turn within 10 feet of you gain an extra 10 feet of movement that turn.
Channel Divinity: Mercurial Investiture
Starting at 2nd level, you can use your Channel Divinity to imbue a creature with mercurial speed.
As an action, you can choose a willing creature within 10 feet of you. That creature can use its bonus action to take the Dash, Disengage, Dodge, or Use an Objectaction for the next number of rounds equal to your proficiency bonus. When this effect ends, the chosen creature is stunned until the end of your next turn.
Stride of the Long Path
Beginning at 6th level, you ignore nonmagical difficult terrain and can’t be affected by effects that trigger when you move, such as booming blade or spike growth. This does not include effects that trigger when you enter their area, such as spirit guardians.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Traveler
Starting at 17th level, you can perfectly remember everywhere you’ve been.
Additionally, whenever you take the Dash action, you can choose to not be able to be the target of opportunity attacks until the end of your turn and regain a spell slot of up to 5th level, assuming you lack a spell slot of that level.
You can only use this ability a number of times equal to your Wisdom modifier, and regain all uses when you finish a long rest.
Shillelagh could be a thematic cantrip for it, beating people with your walking stick.
Please remove the drawback from its Channel Divinity though. This is way too harsh and makes the Channel Divinity basicially unusable until very high levels where your proficiency bonus is high enough so that it would actually last for the duration of most combats. Maybe a better idea for the Channel Divinity is to give proficiency bonus creatures within 30 feet of you the ability to dash as a bonus action for the next 10 minutes or the ability to ignore difficult terrain or advantage/immunity against being grappled, restrained or otherwise prevented from moving?
The level 6 ability is fine, but seems a bit complicated. Maybe go for something simpler, like advantage or immunity against being grapppled or restrained, or just extend the part about ignoring difficult terrain, so that they ignore magical difficult terrain too?
The 17th level ability is good, I like it - I just would change it to be usable proficiency modifier per long rest to keep it in line with other abilities.
Mark Quarry: Looks great! Super amazing. No feedback here.
Damage Control: I like this but... It's so situational. I know level 7 fighter feature aren't supposed to be amazing, but this just so situational... I'd add another feature for level 7. A special disguise type feature could work, or extra damage on surprise rounds?
Background check: Looks mostly good. You might need a bit of specification about what exactly counts as the third time. You also may want an extra option where the DM can describe part of it's backstory, origin, personality, ect. That'd be cool.
Relentless Pursuit: This is really powerful. It could work though.... You need to specify that your speed is still reduced to 0 when reduced to 0 hp. I also think something like vengeance paladin's relentless anger feature could be great here. (when you opportunity attack someone, you can also move half speed towards them)
Dead or Alive: I love this but... you kinda need a limit on how many hit points you can loose (maybe 45+int mod or something. Could be a bit bigger I guess) to stop people from reducing yourself to 1 hp then healing it all.
Idea: 8/10. It's a good idea though makes more sense as a ranger or rogue IMO. Theme: 9/10. Very thematic and fits the theme you chose well. Mechanics: 8/10. Mostly balanced but with a few flaws ( such as the fact you can deal hundreds or potentially even thousands of damage with Dead/alive)
Mark Quarry: Looks great! Super amazing. No feedback here.
Damage Control: I like this but... It's so situational. I know level 7 fighter feature aren't supposed to be amazing, but this just so situational... I'd add another feature for level 7. A special disguise type feature could work, or extra damage on surprise rounds?
Background check: Looks mostly good. You might need a bit of specification about what exactly counts as the third time. You also may want an extra option where the DM can describe part of it's backstory, origin, personality, ect. That'd be cool.
Relentless Pursuit: This is really powerful. It could work though.... You need to specify that your speed is still reduced to 0 when reduced to 0 hp. I also think something like vengeance paladin's relentless anger feature could be great here. (when you opportunity attack someone, you can also move half speed towards them)
Dead or Alive: I love this but... you kinda need a limit on how many hit points you can loose (maybe 45+int mod or something. Could be a bit bigger I guess) to stop people from reducing yourself to 1 hp then healing it all.
Idea: 8/10. It's a good idea though makes more sense as a ranger or rogue IMO. Theme: 9/10. Very thematic and fits the theme you chose well. Mechanics: 8/10. Mostly balanced but with a few flaws ( such as the fact you can deal hundreds or potentially even thousands of damage with Dead/alive)
Mark Quarry: Thanks!
Damage Control: I’ll add some form of your second suggestion.
Background Check: Sure, I’ll add that. EDIT: What is not clear about the wording?
Relentless Pursuit: Are you suggesting that I use that instead of Relentless Pursuit, or in addition to it? Also, if a condition such as unconsciousness says you can’t move, it isn’t reducing your speed.
Dead or Alive: You’re right about that, I’ll fix the wording so that it can’t equal or exceed your remaining hit points.
Mark Quarry: Looks great! Super amazing. No feedback here.
Damage Control: I like this but... It's so situational. I know level 7 fighter feature aren't supposed to be amazing, but this just so situational... I'd add another feature for level 7. A special disguise type feature could work, or extra damage on surprise rounds?
Background check: Looks mostly good. You might need a bit of specification about what exactly counts as the third time. You also may want an extra option where the DM can describe part of it's backstory, origin, personality, ect. That'd be cool.
Relentless Pursuit: This is really powerful. It could work though.... You need to specify that your speed is still reduced to 0 when reduced to 0 hp. I also think something like vengeance paladin's relentless anger feature could be great here. (when you opportunity attack someone, you can also move half speed towards them)
Dead or Alive: I love this but... you kinda need a limit on how many hit points you can loose (maybe 45+int mod or something. Could be a bit bigger I guess) to stop people from reducing yourself to 1 hp then healing it all.
Idea: 8/10. It's a good idea though makes more sense as a ranger or rogue IMO. Theme: 9/10. Very thematic and fits the theme you chose well. Mechanics: 8/10. Mostly balanced but with a few flaws ( such as the fact you can deal hundreds or potentially even thousands of damage with Dead/alive)
Background Check: Sure, I’ll add that. EDIT: What is not clear about the wording?
I'm not sure if it was what your going for, but this means you can attack them once, and then again 12 years later and it would count.... So I was thinking you'd add a time limit but maybe this is what you want. Also, does making two attacks from extra attack count as two (as is it does)? How about something like scorching ray where you make multiple attacks from the same spell, does that count as one or multiple (as is it counts as multiple I believe).
Relentless Pursuit: Are you suggesting that I use that instead of Relentless Pursuit, or in addition to it? Also, if a condition such as unconsciousness says you can’t move, it isn’t reducing your speed.
Both would be too powerful. Relentless pursuit is fine (you don't need to replace it) I just thought the plaladin feature would be even cooler. I was thinking either you could replace relentless pursuit with a more powerful version of the paladin feature or you'd work the paladin feature into relentless pursuit (maybe advantage on saving throws against your spell being reduced and something like the paladin feature). That was more of a suggestion though, relentless pursuit works.
Mark Quarry: Looks great! Super amazing. No feedback here.
Damage Control: I like this but... It's so situational. I know level 7 fighter feature aren't supposed to be amazing, but this just so situational... I'd add another feature for level 7. A special disguise type feature could work, or extra damage on surprise rounds?
Background check: Looks mostly good. You might need a bit of specification about what exactly counts as the third time. You also may want an extra option where the DM can describe part of it's backstory, origin, personality, ect. That'd be cool.
Relentless Pursuit: This is really powerful. It could work though.... You need to specify that your speed is still reduced to 0 when reduced to 0 hp. I also think something like vengeance paladin's relentless anger feature could be great here. (when you opportunity attack someone, you can also move half speed towards them)
Dead or Alive: I love this but... you kinda need a limit on how many hit points you can loose (maybe 45+int mod or something. Could be a bit bigger I guess) to stop people from reducing yourself to 1 hp then healing it all.
Idea: 8/10. It's a good idea though makes more sense as a ranger or rogue IMO. Theme: 9/10. Very thematic and fits the theme you chose well. Mechanics: 8/10. Mostly balanced but with a few flaws ( such as the fact you can deal hundreds or potentially even thousands of damage with Dead/alive)
Background Check: Sure, I’ll add that. EDIT: What is not clear about the wording?
I'm not sure if it was what your going for, but this means you can attack them once, and then again 12 years later and it would count.... So I was thinking you'd add a time limit but maybe this is what you want. Also, does making two attacks from extra attack count as two (as is it does)? How about something like scorching ray where you make multiple attacks from the same spell, does that count as one or multiple (as is it counts as multiple I believe).
Relentless Pursuit: Are you suggesting that I use that instead of Relentless Pursuit, or in addition to it? Also, if a condition such as unconsciousness says you can’t move, it isn’t reducing your speed.
Both would be too powerful. Relentless pursuit is fine (you don't need to replace it) I just thought the plaladin feature would be even cooler. I was thinking either you could replace relentless pursuit with a more powerful version of the paladin feature or you'd work the paladin feature into relentless pursuit (maybe advantage on saving throws against your spell being reduced and something like the paladin feature). That was more of a suggestion though, relentless pursuit works.
Background Check is supposed to work with Extra Attack, though I hadn’t thought of scorching ray. Thanks for pointing that out.
Cool
Sorry I missed a few! I will make sure to give feedback on the next one.
Quick reflexes is cool, though I'd like to see a bit of something more (all are very situational), and the second bullet point could use more fleshing out. Can't you normally catch things people throw to you? What counts as "at you" as apposed to "to you"? Maybe add something that gives you a large bonus to initiative, in addition to the flavorsome yet situational existing bullet points.
I love tea of rejuvenation so much! It seems pretty balanced and is super cool (I really want to use it in my campaign set in a world based on Japanese mythology and lore). Just don't give it to a warlock...
Journey into shadow is very cool, though balancing is so hard as it's a really unusual effect... I'd add a save if your not will, to stop you from teleporting everyone over a giant cliff, into a dragon's den, ect. Otherwise very good, either as a lower level teleport spell or as an attack spell using the side effects.
Candid seems pretty balanced... It feels a little bland flavor wise and mechanically though. There's nothing that really sets it apart from any other race, mechanically or thematically, IMO.
I am an average mathematics enjoyer.
>Extended Signature<
Quick Reflexes: As far as I know there is no rule that explicitly says that you can catch items thrown to you (at least without a check). Additionally, an object being thrown “at” you rather than “to” you would be the difference between a thrown dagger and a tossed torch. I’ll add the ability to add your proficiency bonus to your initiative, though.
Tea of Rejuvenation: thanks!
Journey Into Shadow: I actually had no intention of this having an offensive use, but that’s a good idea. I’ll change it to reflect that possibility.
Canid: I’m not inclined to make a new version of this on D&D Beyond, because of the stupid subrace thing, but what would you add or change to make it better?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Quick Reflexes (Feat) [revised]
Journey into Shadow (Spell) [revised]
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Let’s go again! Take a look, and tell me what you think:
Older:
Suprus’ Screaming Flames (Spell)
The Radiance (Warlock Subclass)
Newer:
Vulpine (Race)
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This spell is pretty potent. Would 5th or even better 6th level suit it better? The flavour is really cool.
It's a bit similar to the Celestial, but it looks balanced.
Not very powerful, the one big feature being very limited. However, power in lineages is overrated, though I would suggest changing it to when an attacker hits you with a weapon attack, you can reduce its damage by 1d6, and you can do this prof times per long rest.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Suprus’ Screaming Flames: What makes you say that? Spiritual Guardians is 3rd level and, because it doesn’t need you to use your action, does more damage over time.
Vulpine: I hear you on the fact that races on their own shouldn’t be very powerful. However, I don’t think changing it in the way you suggest is the best way to balance it. The fact that you need to have at least half your hit points in order to do it isn’t the best idea, so I’ll scrap that restriction.
Side Note: What do you think of the lore of the Vulpine?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
True.
Okay.
Honestly? I'll need to re-read it.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Screaming flames looks good. It seems balanced an the idea is great! I will say that you need to be careful with deafened, many people underestimate it's power (you opponents can't communicate at all). I think you used it fine though.
The Radiance is pretty cool. No feedback really.
The flavor and lore of vulpine is amazing! I think it's a little weak though, with it's main feature being so limited. I'd add another small thing. Maybe advantage on perception relying on smell or a claw attack?
I am an average mathematics enjoyer.
>Extended Signature<
Perfect suggestion.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
By popular demand (and because I forgot to change the half-orc text in Age, Size, and Alignment):
Vulpine (Race) [revised]
Change list:
• Altered Darkvision to Vulpine Senses
• Changed Uncanny Sidestep to have fewer requisites
• Fixed Half-Orc text
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
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Extended Signature
Once again! Unfortunately, I’m not able to provide a flesh-and-bone version of the Travel Domain due to spell restrictions.
Older:
Conjure Trinket (Spell)
Molly’s Glass Scimitar (Magic Item)
Newer:
Travel Domain
Gods of the Travel domain (such as Hermes, the Traveler, or Odin) are the patron deities of all those who undertake journeys, even if such journeys have no destination. They often value enjoyment of the journey over the arrival at the destination. Some Travel gods are psychopomps: they oversee the journey from life to the afterlife. Such a god might ask their clerics to escort deceased souls safely to their final destination.
Travel Domain Spells
1st
longstrider, gift of alacrity
3rd
find steed, knock
5th
haste, tiny hut
7th
freedom of movement, find greater steed
9th
far step, tree stride
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with one set of tools and one skill of your choice.
Journeyer’s Aura
Also starting at 1st level, while traveling overland for an entire day, you and your companions can travel an extra number of miles equal to your Wisdom modifier, provided you stay together the whole time. In addition, creatures friendly to you that start their turn within 10 feet of you gain an extra 10 feet of movement that turn.
Channel Divinity: Mercurial Investiture
Starting at 2nd level, you can use your Channel Divinity to imbue a creature with mercurial speed.
As an action, you can choose a willing creature within 10 feet of you. That creature can use its bonus action to take the Dash, Disengage, Dodge, or Use an Objectaction for the next number of rounds equal to your proficiency bonus. When this effect ends, the chosen creature is stunned until the end of your next turn.
Stride of the Long Path
Beginning at 6th level, you ignore nonmagical difficult terrain and can’t be affected by effects that trigger when you move, such as booming blade or spike growth. This does not include effects that trigger when you enter their area, such as spirit guardians.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Traveler
Starting at 17th level, you can perfectly remember everywhere you’ve been.
Additionally, whenever you take the Dash action, you can choose to not be able to be the target of opportunity attacks until the end of your turn and regain a spell slot of up to 5th level, assuming you lack a spell slot of that level.
You can only use this ability a number of times equal to your Wisdom modifier, and regain all uses when you finish a long rest.
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Spells, Monsters, Magic Items, Feats, Subclasses.
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Extended Signature
I like the theme of the Travel Domain!
Shillelagh could be a thematic cantrip for it, beating people with your walking stick.
Please remove the drawback from its Channel Divinity though. This is way too harsh and makes the Channel Divinity basicially unusable until very high levels where your proficiency bonus is high enough so that it would actually last for the duration of most combats. Maybe a better idea for the Channel Divinity is to give proficiency bonus creatures within 30 feet of you the ability to dash as a bonus action for the next 10 minutes or the ability to ignore difficult terrain or advantage/immunity against being grappled, restrained or otherwise prevented from moving?
The level 6 ability is fine, but seems a bit complicated. Maybe go for something simpler, like advantage or immunity against being grapppled or restrained, or just extend the part about ignoring difficult terrain, so that they ignore magical difficult terrain too?
The 17th level ability is good, I like it - I just would change it to be usable proficiency modifier per long rest to keep it in line with other abilities.
Hello! I’m back! *throws some scrolls at you*
Older:
Blade of Icy Retribution (Magic Item)
Create Wildfire (Spell)
Newer:
Bounty Hunter (Fighter Subclass)
Tell me what you all think, in particular to the capstone of the Bounty Hunter!
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Bounty Hunter:
Mark Quarry:
Looks great! Super amazing. No feedback here.
Damage Control:
I like this but... It's so situational. I know level 7 fighter feature aren't supposed to be amazing, but this just so situational... I'd add another feature for level 7. A special disguise type feature could work, or extra damage on surprise rounds?
Background check:
Looks mostly good. You might need a bit of specification about what exactly counts as the third time. You also may want an extra option where the DM can describe part of it's backstory, origin, personality, ect. That'd be cool.
Relentless Pursuit:
This is really powerful. It could work though.... You need to specify that your speed is still reduced to 0 when reduced to 0 hp. I also think something like vengeance paladin's relentless anger feature could be great here. (when you opportunity attack someone, you can also move half speed towards them)
Dead or Alive:
I love this but... you kinda need a limit on how many hit points you can loose (maybe 45+int mod or something. Could be a bit bigger I guess) to stop people from reducing yourself to 1 hp then healing it all.
Idea: 8/10. It's a good idea though makes more sense as a ranger or rogue IMO.
Theme: 9/10. Very thematic and fits the theme you chose well.
Mechanics: 8/10. Mostly balanced but with a few flaws ( such as the fact you can deal hundreds or potentially even thousands of damage with Dead/alive)
I am an average mathematics enjoyer.
>Extended Signature<
Mark Quarry: Thanks!
Damage Control: I’ll add some form of your second suggestion.
Background Check: Sure, I’ll add that. EDIT: What is not clear about the wording?
Relentless Pursuit: Are you suggesting that I use that instead of Relentless Pursuit, or in addition to it? Also, if a condition such as unconsciousness says you can’t move, it isn’t reducing your speed.
Dead or Alive: You’re right about that, I’ll fix the wording so that it can’t equal or exceed your remaining hit points.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
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Extended Signature
I'm not sure if it was what your going for, but this means you can attack them once, and then again 12 years later and it would count.... So I was thinking you'd add a time limit but maybe this is what you want. Also, does making two attacks from extra attack count as two (as is it does)? How about something like scorching ray where you make multiple attacks from the same spell, does that count as one or multiple (as is it counts as multiple I believe).
Both would be too powerful. Relentless pursuit is fine (you don't need to replace it) I just thought the plaladin feature would be even cooler. I was thinking either you could replace relentless pursuit with a more powerful version of the paladin feature or you'd work the paladin feature into relentless pursuit (maybe advantage on saving throws against your spell being reduced and something like the paladin feature). That was more of a suggestion though, relentless pursuit works.
I am an average mathematics enjoyer.
>Extended Signature<
Background Check is supposed to work with Extra Attack, though I hadn’t thought of scorching ray. Thanks for pointing that out.
I think I’ll keep Relentless Pursuit as is.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Bounty Hunter (Fighter Subclass) [revised]
Change List:
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
It's much better now. I think it's entirely balanced! Sorry my feedback is not in-depth though. But it doesn't need to be, this is really cool.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!