Hi there. I like doing homebrews. I've made something like 28 subclasses, a few items, races, and spells here and there, and wanted to try my hand at a full class. It's been more of an exercise than anything, to see if I could finish it and make it not terrible. I was focusing more on getting something complete and not outrageously broken than on whether or not it's something the game "needs" or fills a niche nothing else can, but I think I've come up with something interesting, regardless.
The big core mechanics revolve around damage types, which I thought was something no other classes really played with. The aim is primarily gish-adjacent. Melee spellcaster, strong survivability and some hopefully unique utility. Closest party role I can think of is maybe Paladin, but with some strong elements of Artificer, Monk, and Sorcerer, as well as hints of Warlock.
There's currently only one subclass written, detailed at the end of the class document, meant to be the sort of basic/default option, the way Thief is the Roguest Rogue or Open Hand is the Monkest Monk. I have many ideas for other subclasses that I'll write up as soon as I can, and potentially share in this thread if anyone's interested.
Anyway, would be thrilled to get some feedback. I've not yet been able to playtest, as I've mostly been working on putting this document together over the last few months in the very little free time I've had with a new baby at home. I'm hoping to get some testing in, as well as much feedback as I can muster.
Thanks!
* it should be noted that none of the art in the document is mine, each piece is meant as a placeholder until such time as I can make or commission my own.
this is really interesting already (just getting to spell lists) but when it comes to cantrips i see the only ones that do actual damage are all in the dynamics save for the one new cantrip you made. is there a reason for this. if not you should put some more damage cantrips in the base spells
The one new cantrip is still exclusive to a dynamic (blade dynamic/slashing damage) and they're all intentionally set up that way. You get two dynamics at 1st level, so you can have damaging cantrips at 1st, but you'd have to sacrifice the non-damaging ones from the base list to do so. It's meant to be sort of a gish that still leans somewhat on physical weapon attacks/unarmed strikes, so it is set up in a way that you are perfectly functional even without damaging cantrips. If you take the flame or frost dynamics but don't select damage cantrips and only take say thaumaturgy and mold earth, you're still a perfectly functional conduit. With those two dynamics, you can still convert your weapon attacks/unarmed/strikes/leveled spells to fire or cold damage if you want.
Also: Thanks for looking at it! I've been really struggling to get any engagement that could help me improve it, and I appreciate you taking the time.
no problem. and thank you for explaining. i think it's a great class one that i may have to playtest for you cuz it looks like lots of fun. i've tried my hand at making a class and have difficulty doing so. So its cool that you can
I would be thrilled if you got a chance to and could report back. We just had a baby and my playtime in general is nearly entirely gone, never mind testing experimental stuff. There should be three total subclasses to choose from if you want to play with those. One in the initial document, and two in my first comment. I have a fourth that's nearly done (first draft anyway), but needs a couple minor elements to be functional.
Yaaaaaaaaaaay, I'm super excited. My best friend who helped brainstorm the class with me also just had a baby, about three weeks after me, so I've been out of luck re:testing.
momentum shift: it says "When a creature which you can see uses its movement and ends its turns within 30 feet of you, you can use your reaction and expend 1 use of your convert energy to force it to make a Charisma saving throw. On a failure, it takes 2d6 thunder damage and is moved back to the space it started its turn in." i would personally make it so that the reaction stops the creature and stuns it for a turn on a fail instead of making it go backwards to where it started. the rest of this looks good though
mental Celerity: far too powerful as written i think. i would suggest making it certain ability checks like things to do with intelligence and charisma for outright smarts or maybe to detect a lie because as written it is all ability checks get advantage on a comp roll. you could also make it have a number of uses equal to either con or prof bonus.
communion subclass: super powerful would only recommend using with a small party. but otherwise good
momentum shift: it says "When a creature which you can see uses its movement and ends its turns within 30 feet of you, you can use your reaction and expend 1 use of your convert energy to force it to make a Charisma saving throw. On a failure, it takes 2d6 thunder damage and is moved back to the space it started its turn in." i would personally make it so that the reaction stops the creature and stuns it for a turn on a fail instead of making it go backwards to where it started. the rest of this looks good though
That's not a bad call-out, I mostly just worry that stun is a bit strong for a core 3rd-level feature. Even Monks don't get stunning strike until 5th.
mental Celerity: far too powerful as written i think. i would suggest making it certain ability checks like things to do with intelligence and charisma for outright smarts or maybe to detect a lie because as written it is all ability checks get advantage on a comp roll. you could also make it have a number of uses equal to either con or prof bonus.
My thinking was that contests are almost exclusively reserved for CHA/WIS (persuasion, deception, intimidation, insight) stuff to begin with, though now I think about it, the real strength of it (and maybe something to consider nerfing) would be in things like grapple checks. And I could limit usage, whether by bonuses you mentioned, or just requiring an expended use of convert energy.
communion subclass: super powerful would only recommend using with a small party. but otherwise good
Yeah, it's...pretty nuts. I'm just glad it's functional. The first draft was mechanically broken, and I don't mean "strong," I mean "literally did not work." There was some real jank that meant you couldn't use your core 3rd-level feature until 5th level. It was terrible.
That's not a bad call-out, I mostly just worry that stun is a bit strong for a core 3rd-level feature. Even Monks don't get stunning strike until 5th.
that's true maybe you could use the incapacitated condition for the turn. that would tone it down significantly and still be fun to use
My thinking was that contests are almost exclusively reserved for CHA/WIS (persuasion, deception, intimidation, insight) stuff to begin with, though now I think about it, the real strength of it (and maybe something to consider nerfing) would be in things like grapple checks. And I could limit usage, whether by bonuses you mentioned, or just requiring an expended use of convert energy
ya my main thing is limiting that ability to an extent so they can't always have advantage. i would however also recommend giving the player the option of choosing say two ability score's to give the advantage too. (make sure it says it would go to skills with that ability score too)
Yeah, it's...pretty nuts. I'm just glad it's functional. The first draft was mechanically broken, and I don't mean "strong," I mean "literally did not work." There was some real jank that meant you couldn't use your core 3rd-level feature until 5th level. It was terrible.
I can imagine how bad it could have been at that stage. that's how some of my stuff was when i first started homebrewing
That's not a bad call-out, I mostly just worry that stun is a bit strong for a core 3rd-level feature. Even Monks don't get stunning strike until 5th.
that's true maybe you could use the incapacitated condition for the turn. that would tone it down significantly and still be fun to use
Fair, that's slightly less than stunned. No advantage on attacks against it, and don't auto-fail str/dex saves.
ya my main thing is limiting that ability to an extent so they can't always have advantage. i would however also recommend giving the player the option of choosing say two ability score's to give the advantage too. (make sure it says it would go to skills with that ability score too)
Hmmmm, I'll have to look at/think about it. I didn't think contests were all that common. I certainly don't encounter them much in the games I've played. And while good, advantage still isn't a huge help on an Insight roll if you've got a -1 WIS for some reason.
Yeah, it's...pretty nuts. I'm just glad it's functional. The first draft was mechanically broken, and I don't mean "strong," I mean "literally did not work." There was some real jank that meant you couldn't use your core 3rd-level feature until 5th level. It was terrible.
I can imagine how bad it could have been at that stage. that's how some of my stuff was when i first started homebrewing
It was an absolute mess. Everything was related to the specific spells granted, and it didn't have the Find Familiar stuff, it just literally did not work. I don't mean it didn't work well or was unbalanced, just absolute lack of basic functionality.
i look forward to seeing the updated version and playing it eventually. but as a dm i am almost always the dm lol. i could make one as a bbeg though. that would be fun
just realised as I'm making the guy that there is nothing for languages
That's pretty normal for classes. Languages generally come from race and background. I'm looking through other classes to be certain as I type this, and the only "languages" offered by any base classes are Druidic (from druids) and Thieves' Cant (from rogues). Monk gives you tongue of the sun and moon at 13, but I'm not certain that counts. Oh wait, ranger's favored enemy lets you pick languages, so does the "canny" part of the updated Tasha replacement feature Deft Explorer. Aside from that though, the only languages granted by class are granted by subclass, and even those aren't terribly common. Base class features for artificer, barbarian, bard, cleric, fighter, paladin, sorcerer, warlock and wizard don't do anything with languages.
also just for clarification. when you chose a dynamic are the spells given but not counted against your character.
Dynamic spells aren't granted and always-prepared like cleric/paladin subclass spells, they're just added to the spell list for you to choose from, like warlock subclass spells. However the conduit subclass spells (absorption/acceleration/communion disciplines) are granted and always-prepared. If that makes sense. It's meant to be a bit of a balancing thing, so you're not just learning near every spell in the game.
(sorry about the delay, my three-month-old had surgery yesterday and I've been swamped at work)
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Hi there. I like doing homebrews. I've made something like 28 subclasses, a few items, races, and spells here and there, and wanted to try my hand at a full class. It's been more of an exercise than anything, to see if I could finish it and make it not terrible. I was focusing more on getting something complete and not outrageously broken than on whether or not it's something the game "needs" or fills a niche nothing else can, but I think I've come up with something interesting, regardless.
The Conduit Class for D&D 5e
The big core mechanics revolve around damage types, which I thought was something no other classes really played with. The aim is primarily gish-adjacent. Melee spellcaster, strong survivability and some hopefully unique utility. Closest party role I can think of is maybe Paladin, but with some strong elements of Artificer, Monk, and Sorcerer, as well as hints of Warlock.
There's currently only one subclass written, detailed at the end of the class document, meant to be the sort of basic/default option, the way Thief is the Roguest Rogue or Open Hand is the Monkest Monk. I have many ideas for other subclasses that I'll write up as soon as I can, and potentially share in this thread if anyone's interested.
Anyway, would be thrilled to get some feedback. I've not yet been able to playtest, as I've mostly been working on putting this document together over the last few months in the very little free time I've had with a new baby at home. I'm hoping to get some testing in, as well as much feedback as I can muster.
Thanks!
* it should be noted that none of the art in the document is mine, each piece is meant as a placeholder until such time as I can make or commission my own.
I have written the first new subclass for Conduit, apart from the Absorption Discipline listed in the class document.
Acceleration Discipline for Conduit
Here now, for the interest of possibly no one but myself, is a third subclass for Conduit:
Communion Discipline for Conduit
this is really interesting already (just getting to spell lists) but when it comes to cantrips i see the only ones that do actual damage are all in the dynamics save for the one new cantrip you made. is there a reason for this. if not you should put some more damage cantrips in the base spells
The one new cantrip is still exclusive to a dynamic (blade dynamic/slashing damage) and they're all intentionally set up that way. You get two dynamics at 1st level, so you can have damaging cantrips at 1st, but you'd have to sacrifice the non-damaging ones from the base list to do so. It's meant to be sort of a gish that still leans somewhat on physical weapon attacks/unarmed strikes, so it is set up in a way that you are perfectly functional even without damaging cantrips. If you take the flame or frost dynamics but don't select damage cantrips and only take say thaumaturgy and mold earth, you're still a perfectly functional conduit. With those two dynamics, you can still convert your weapon attacks/unarmed/strikes/leveled spells to fire or cold damage if you want.
Also: Thanks for looking at it! I've been really struggling to get any engagement that could help me improve it, and I appreciate you taking the time.
no problem. and thank you for explaining. i think it's a great class one that i may have to playtest for you cuz it looks like lots of fun. i've tried my hand at making a class and have difficulty doing so. So its cool that you can
I would be thrilled if you got a chance to and could report back. We just had a baby and my playtime in general is nearly entirely gone, never mind testing experimental stuff. There should be three total subclasses to choose from if you want to play with those. One in the initial document, and two in my first comment. I have a fourth that's nearly done (first draft anyway), but needs a couple minor elements to be functional.
sure i'll also look over them and see if anything looks too op or too weak on first glance. though the main class looks well built
Yaaaaaaaaaaay, I'm super excited. My best friend who helped brainstorm the class with me also just had a baby, about three weeks after me, so I've been out of luck re:testing.
absorption subclass: looks good
acceleration subclass: a few things
momentum shift: it says "When a creature which you can see uses its movement and ends its turns within 30 feet of you, you can use your reaction and expend 1 use of your convert energy to force it to make a Charisma saving throw. On a failure, it takes 2d6 thunder damage and is moved back to the space it started its turn in." i would personally make it so that the reaction stops the creature and stuns it for a turn on a fail instead of making it go backwards to where it started. the rest of this looks good though
mental Celerity: far too powerful as written i think. i would suggest making it certain ability checks like things to do with intelligence and charisma for outright smarts or maybe to detect a lie because as written it is all ability checks get advantage on a comp roll. you could also make it have a number of uses equal to either con or prof bonus.
communion subclass: super powerful would only recommend using with a small party. but otherwise good
That's not a bad call-out, I mostly just worry that stun is a bit strong for a core 3rd-level feature. Even Monks don't get stunning strike until 5th.
My thinking was that contests are almost exclusively reserved for CHA/WIS (persuasion, deception, intimidation, insight) stuff to begin with, though now I think about it, the real strength of it (and maybe something to consider nerfing) would be in things like grapple checks. And I could limit usage, whether by bonuses you mentioned, or just requiring an expended use of convert energy.
Yeah, it's...pretty nuts. I'm just glad it's functional. The first draft was mechanically broken, and I don't mean "strong," I mean "literally did not work." There was some real jank that meant you couldn't use your core 3rd-level feature until 5th level. It was terrible.
That's not a bad call-out, I mostly just worry that stun is a bit strong for a core 3rd-level feature. Even Monks don't get stunning strike until 5th.
that's true maybe you could use the incapacitated condition for the turn. that would tone it down significantly and still be fun to use
My thinking was that contests are almost exclusively reserved for CHA/WIS (persuasion, deception, intimidation, insight) stuff to begin with, though now I think about it, the real strength of it (and maybe something to consider nerfing) would be in things like grapple checks. And I could limit usage, whether by bonuses you mentioned, or just requiring an expended use of convert energy
ya my main thing is limiting that ability to an extent so they can't always have advantage. i would however also recommend giving the player the option of choosing say two ability score's to give the advantage too. (make sure it says it would go to skills with that ability score too)
Yeah, it's...pretty nuts. I'm just glad it's functional. The first draft was mechanically broken, and I don't mean "strong," I mean "literally did not work." There was some real jank that meant you couldn't use your core 3rd-level feature until 5th level. It was terrible.
Fair, that's slightly less than stunned. No advantage on attacks against it, and don't auto-fail str/dex saves.
Hmmmm, I'll have to look at/think about it. I didn't think contests were all that common. I certainly don't encounter them much in the games I've played. And while good, advantage still isn't a huge help on an Insight roll if you've got a -1 WIS for some reason.
It was an absolute mess. Everything was related to the specific spells granted, and it didn't have the Find Familiar stuff, it just literally did not work. I don't mean it didn't work well or was unbalanced, just absolute lack of basic functionality.
i look forward to seeing the updated version and playing it eventually. but as a dm i am almost always the dm lol. i could make one as a bbeg though. that would be fun
That would rule.
i think so ya
just realised as I'm making the guy that there is nothing for languages
also just for clarification. when you chose a dynamic are the spells given but not counted against your character.
That's pretty normal for classes. Languages generally come from race and background. I'm looking through other classes to be certain as I type this, and the only "languages" offered by any base classes are Druidic (from druids) and Thieves' Cant (from rogues). Monk gives you tongue of the sun and moon at 13, but I'm not certain that counts. Oh wait, ranger's favored enemy lets you pick languages, so does the "canny" part of the updated Tasha replacement feature Deft Explorer. Aside from that though, the only languages granted by class are granted by subclass, and even those aren't terribly common. Base class features for artificer, barbarian, bard, cleric, fighter, paladin, sorcerer, warlock and wizard don't do anything with languages.
Dynamic spells aren't granted and always-prepared like cleric/paladin subclass spells, they're just added to the spell list for you to choose from, like warlock subclass spells. However the conduit subclass spells (absorption/acceleration/communion disciplines) are granted and always-prepared. If that makes sense. It's meant to be a bit of a balancing thing, so you're not just learning near every spell in the game.
(sorry about the delay, my three-month-old had surgery yesterday and I've been swamped at work)