over the course of this month I have published a number of subclasses, and am looking for some feedback on them. I have tested a them in various combat encounters I created, without multiclassing them, and they seemed to be balanced. I would love for some of the community to test them(especially DM's) in your created encounters, and tell me if you think they are to powerful, underpowered, and any alterations that you think of, so I can improve them.
I will be making subclasses for other classes in the near future, and will update this thread with the new subclasses I create, and the alterations to the previously made ones(the version represents the iteration). I have updated most the subclasses that I have received feedback on and their multiclass descriptions, although it was a lot of editing so I may have missed a couple, and they should be functioning in the character creator as intended. also I am putting a poll in to see which of the subclasses you would allow a player to use in your campaign, so please fill that out after you try one of them.
In response to the feedback I have received in this thread, I have decided to double the amount of personal testing for each class, so the testing I do will now use the process listed below. This new process has required me to rethink the random encounters I was using to test classes, due to the increased time to test each subclass. I have decided to come up with a standard series of encounters that will be used with every subclass, I will also run each encounter with an official subclass of the same class that my homebrew subclass is for. Also I test without magic equipment, and I do not min/max the characters, since in my personal experience most players do not min/max and magic item acquisition is heavily reliant on the setting of a campaign and DM generosity. I will not be altering this process again due to the fact that this is equivalent to playtesting the subclass in a once a week campaign for 6 years(assuming 1 game per week, every week). I understand that some are of the opinion that this may not be enough testing, I would like to emphasize that I am not wizards of the coast however, I am doing this with the help of my friends, and I do not have the ability to have hundreds of thousands of people worldwide test my creations like they do.
Lv.3 = x20 easy/hard/deadly encounters(60 total)
Lv.7 = x20 easy/hard/deadly encounters(60 total)
Lv.11 = x20 easy/hard/deadly encounters(60 total)
Lv.13 = x20 easy/hard/deadly encounters(60 total)
Lv.17 = x20 easy/hard/deadly encounters(60 total)
Lastly I would like to thank each person who gave constructive feedback on the first round of classes and help me better them. Ultimately creating something that everyone likes an appreciates is an impossible task and I am grateful to those who have helped me learn and develop during this process. I hope you will continue giving feedback and helping me develop as a creator.
These monks Bind their souls to carved spheres made of materials from the celestial realm., after which, they can control them as they would their own hand. These monk are hard to miss, they have numerous spheres that form a circle of spheres behind their back or a necklace of large ornate orbs. Monks of the heavenly sphere are embodiments of balance using both positive forces and negative forces with they attacks they make using their orbs. they can command their spheres to follow allies granting them buffs, or pester enemies causing debuffs.
Orbs of Heaven and Earth
3rd-Level Heavenly Spheres Feature
You have gained access to the energies of both your home realm and those of the Devine realms, in addition you have been gifted or created 3 orbs made of wood, stone, or metal which combine materials from both of these realms. These orbs can hover near you or be worn on your body as a necklace or something similar. These orbs are used for the other features you gain with this subclass. At certain levels you obtain even more of these orbs, representing your ability to channel these energies into more orbs. At 6th level you have 5 orbs, at 11th level 7 orbs, and at 17th level you have 9 orbs.
Assault Sphere
3rd-Level Heavenly Spheres Feature
You have learned to use your orbs against enemies out of reach of your unarmed attacks, allowing you to excel at more combat scenarios. You gain a new attack option that can be used with the attack action. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, radiant, or necrotic(your choice), and its damage die is a d4. This die changes as you gain monk levels, as shown in the martial arts column of the monk table. When you use this attack you fire one of your orbs at a creature within range, hit or miss the orb stays at that creatures location. As a bonus action you may recall any number of your orbs to your current location.
When you take the attack action on your turn and use this special attack as a part of it, you can spend 1 KI point to make the special attack twice as a bonus action.
When you gain the extra attack feature, This special attack can be used for any of the attacks you make as part of the attack action.
Sphere of Degradation
6th-Level Heavenly Spheres Feature
You have learned to imbue your orbs with negative energy. As an action you can spend 2 ki points to fill one of your orbs with negative energy, and send it to a creature you can see with 30 feet. the orb moves with the target creature, and reduces its AC by 1. The orb returns to you if you end your turn more than 60 feet away from that creature, you choose to end the effect(no action), or the target dies.
Sphere of Vitality
6th-Level Heavenly Spheres Feature
You learn how to fill your orbs with positive energy. As an action you can expend 2 ki points to imbue one of your orbs with positive energies and target a creature within 30 feet. The orb moves with them, and at the start of your turn the creature gains temporary hit points equal to 2 rolls of your martial arts die. The orb returns to you if you end your turn more than 60 feet away from that creature, you choose to end the effect(no action), or the target dies.
Harmonious Spheres
11th-level Heavenly Spheres Feature
You learn how to balance positive and negative energies inside your orbs. You can expend 2 ki points to increase the range of your orbs to 60 feet until the end of your turn.
Transcendent Form
17th-Level Heavenly Spheres Feature
You are able to balance the raw energies of heaven and earth within your body, becoming nearly invulnerable for a short time. As an action you can enter this state for 1 minute, gaining the following benefits for the duration, you are resistant to all damage types and have advantage on saving throws against all conditions, have a hover speed equal to your walk speed, and shed bright light in a 60 foot radius and dim light for another 60 feet. You may not use this feature again until you finish a long rest.
Unlike those who follow the path of the Arcane Archer, that infuse their ammunition with magic, Arcane Bowmaster's use their magic as their ammunition. Arcane bowmaster's can fire a barrage of magical projectiles, buff allies, fire attacks that are guaranteed to hit, and a wide variety of other magical feats. Those who follow this path are often more interested in assaulting enemies from afar, or controlling the flow of a battle, without devoting large amounts of their lives studying at a magical school, or rushing into close combat with hostiles. Those with elemental creature heritage often follow this path due to their innate connection to magic.
Arcane Barrage
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you can fire a volley of magic bolts at a single enemy.
You gain a new attack option that you can use with the attack action, with a Crossbow or Bow. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is force damage, and its damage is 3d4. The Number of damage die changes as you gain fighter levels.
This attacks damage increases by 2d4 when you reach 5th level(5d4), 11th level(7d4), and 17th level(9d4).
Seeker Shot
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you gain the ability to fire a single magical bolt at multiple enemies.
You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d6. When you use this special attack you choose up to three creatures you can see within range, each target is hit with a single bolt. All fired bolts hit simultaneously. The number of creatures you can target increases when you reach certain fighter levels.
When you reach certain levels the number of targets increases: 5th level(4 targets), 11th level(5 targets), and 17th level(6 targets).
Burst and Pull
7th-level Arcane Bowmaster Feature
You have Mastered two new ways to utilize your magical abilities, Detailed below
Burst Bolt: You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 100 feet, and you are proficient with it. Its damage type is fire, and its damage is 2d6. Each creature within a 10ft radius of the original target must make a dexterity saving throw, on a failed save they take half damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
Gravity Bolt: You gain a new attack option called Gravity Bolt that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet, you are proficient with its damage type is Bludgeoning, and its damage is 2d6. Each creature within a 20ft radius of the original target must make a strength saving throw or be pulled 15ft towards the original target in a unoccupied space, on a success the target is not pulled. The area persists until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Saving throw = 8 + your proficiency modifier + your Dexterity Modifier(Burst Bolt)
Saving throw = 8 + your proficiency Modifier + your Wisdom Modifier(Gravity Bolt)
Bracer Arrow
10th-level Arcane Bowmaster feature
You have learned to use your arcane gifts to bolster your allies defense against those who wish to inflict harm. As an action you can choose up to 3 allies or non-hostile creatures within 60 feet of you, firing a magic Projectile at each chosen creature, They gain a +2 bonus to AC until the end of their next turn. You can use this feature a number of times equal to your wisdom modifier per short rest. The Bonus to AC Gained using this feature cannot stack with spells that would also increase a creatures AC for its duration.
Warding Bolt
15th-level Arcane Bowmaster Feature
Starting at 15th level you have learned to infuse your arcane projectiles with positive energy that augments your allies and others natural abilities. As a action you can choose up to three allies or non-hostile creatures within 60 feet, you fire a magical projectile, giving them a +2 bonus to saving throws and ability checks they make until the end of their next turn. You can use this feature a number of times equal to your Wisdom modifier per short rest.
Catastrophe Rain
18th-level Arcane Bowmaster Feature
Starting at 18th level you have learned to use you arcane talents to unleash a catastrophic attack. As an action you fire a large magic projectile into the air which explodes into innumerable smaller projectiles that fall and impact a large area of your choice. all creatures in a 30ft wide, 60ft high area within 120ft of your choice must make a dexterity saving throw, on a failed save they take 8d8 force damage or half as much on a success. You can use this feature two times, and you regain all uses on a long rest.
Saving throw = 8 + your proficiency modifier + your Wisdom Modifier
Astral knights are individuals who have been infused with pure cosmic energy, for most this occurred on a unexpected or even involuntary trip to the astral sea or other space like realm. whether it was being exposed to a cosmic storm, a gift from some powerful cosmic being, or an awakening of powers by exposer to the astral realm, these knights wield potent and deadly power over the natural forces of reality. Most Astral knight decide to focus on one of these gifts, some choose to control gravity giving them the ability to wield great weapons with ease, some focus on space control, allowing them to bend their attacks trajectory, and some focus on the control of time, altering the flow of a battle in their favor. Despite their focus these Knights often are slow to trust others so their powers are not taken advantage of.
Power Cosmic
3rd-Level Astral Knight Feature
You harbor a wellspring of cosmic energy within yourself. This Energy is Represented by your Cosmic Energy dice, which are each a d4. you have a number of these dice equal to twice your Proficiency bonus, and they fuel various powers you have, which are detailed below. Some of your powers expend the Cosmic Energy die they use, as specified in a power's description, and you cant use a power if it requires you to use a die and your dice are all expended. You regain all expended Cosmic Energy dice when you finish a short or long rest. In also, as a bonus action you can restore one of your expended cosmic energy die, but you cant do so again until you finish a short rest.
When you reach certain levels in this class, the size of your Cosmic Energy dice increases: at 7th level (d6), 15th level (d8), and 18th level (d10). The powers below use your Cosmic Energy dice.
Chrono Strike: you learn to alter the internal flow of time in an enemy. Once on each of your turns, immediately after you hit a target with a weapon, you can expend one Cosmic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier, additionally, that creatures speed is reduced by 10ft until the start of your next turn.
Weightless Weapon: You learn to manipulate the gravity around your weapon decreasing its weight. As a bonus action you ignore the Two-Handed property of melee weapons for 10 minutes, wielding them in one hand with ease. You cannot dual wield two weapons with the Two-Handed property with this ability.
Reality Slide: you have learned to alter space in minor ways, allowing you to transport yourself over short distances quickly. As a bonus action on your turn you can teleport up to 15 feet to an unoccupied space you can see. Once you use this bonus action, you cant do so again until you finish a short or long rest, unless you expend a Cosmic Energy die to take it again.
Cosmic Resistance
3rd-Level Astral Knight Feature
Due to the infusion of cosmic energy into every fiber of your body, you have obtained a resistance to force damage.
Cosmic Adept
7th-Level Astral Knight Feature
through the repeated use of your cosmic gifts you have mastered new ways to use your cosmic power, detailed below.
Thought Acceleration: your mind can see briefly into the future, allowing you to gain an edge during combat. You gain a bonus to initiative rolls equal to your Wisdom modifier.
Gravity Shift: You have learned to extend your control over gravity to your enemies. Once on each of your turns, immediately after you hit with a weapon attack, you can expend one Cosmic Energy die. The Targeted creature must make a strength saving throw or be pushed to an unoccupied space within 15ft.
Cosmic retribution:You have learned to use your power to punish those who would cause you harm. When a creature hits you with a melee weapon attack, as a reaction, you can expend a Cosmic Energy die, rolling it and dealing force damage equal to the number rolled.
Shifting Space
10th-Level Astral Knight Feature
You have learned to Increase the accuracy of your attacks by warping space around it. Whenever you make a attack roll, but before it is declared a hit or miss, you can add your wisdom modifier to the attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Gravity Well
15th-Level Astral Knight Feature
Your control over gravity has reached new heights allowing you to manipulate it in a larger area, restricting the movements of those caught in the tides. As an action on your turn, you can create a pocket of crushing gravity centered on a target you can see within 30ft of you. The target must make a strength saving throw, on a failure its movement speed is halved. This effect lasts until the start of your next turn. You can use this feature a number of times equal to your constitution modifier per long rest.
Cosmic Master
18th-level Astral Knight Feature
you have mastered control over your cosmic power, and its influence over space, time, and gravity. you learn new ways of using this power to enact your will and achieve your goals, detailed below.
Cosmic Armor: You bend space around your body, increasing your resistance to damage. You gain a +1 Bonus to your AC.
Event Horizon: You learn to control the most powerful form of gravity. On your turn as an action, you can expend 5 cosmic die, when you do you create a black hole with a 20ft radius centered on a space within 60ft that you can see. Each creature within the radius must make a strength saving throw, on a failed saving throw they are knocked prone and take 10d6 force damage, or half as much on a success and are not knocked prone. You can us this feature once per long rest, unless you expend 3 Cosmic Energy dice to use it again.
Temporal Pulse: You have learned to create a rupture in the timestream to destroy your enemies. As an action, you can create a pulse of temporal energy that travels in a 5ft wide, 100ft long line. Each creature of your choice within that line must make a dexterity saving throw. On a failure they take 8d8 force damage, or half as much on a success. You can use this feature once per long rest, unless you expend 4 Cosmic energy dice to use it again.
A Death Knight is a fearsome enemy but makes for a loyal teammate. A deal struck with one is sure to be completed without fear of being double-crossed. The overwhelming presence, the peak physique and the eyes that seem to stare directly into your soul leave no room for doubt that the Death Knight is a force to be reckoned with. To stand in one's way is to look death itself, face to face. While not evil, suitable alignments include NE, CE, CN, LN.
Profane Warrior
3rd-Level Death Knight Feature
When you choose this this martial archetype, you gain Access to special abilities Called Profane Gifts.
Profane Gifts: You learn two profane Gifts of your choice, Which are detailed under "gifts" below. When you activate one of these profane Gifts, billowing smoke, blue or black flames, or another menacing effect emanates from you, imbuing you with that gifts specific bonus. As a bonus action you can activate or deactivate one profane gift. Falling unconscious will deactivate all active profane gift bonus's, and a profane gifts bonus only applies if it has been activated. Activating a gift while you have one gift active will automatically deactivate the previously activated gift.
You learn on additional profane gift of your choice at 7th, 10th, and 15th level. Each time you learn a new Gift you can also replace one gift you previously learned with a different one.
When you reach certain levels in this class you can benefit from multiple gifts bonus's at the same time: 5th level(2), 15th level(3), 18th level(4), and active gifts will remain active until they are deactivated, or on the failure of a specific saving throw. At the end of each of your turns, if you have more than one gift active, you must pass a DC 15 constitution saving throw, on a failure all active gifts are deactivated.
Profane Gift Save Dc = 8 + your proficiency bonus + your strength modifier
Reaper's Bond
3rd-Level Death Knight Feature
You Have learned a ritual that creates a magical, living bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly materialize in your hand. In addition, you may also absorb its physical form within your very being, which may act as an effective storage place.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. You gain a +1 bonus to all attack and damage rolls with your bound weapon.
Additionally when you take the attack action with one of your bound weapons, you can channel a Necrostrike, dealing an additional 1d6 necrotic damage per hit. you can use this feature a number of times equal to your proficiency bonus per long rest.
Gifts
The Profane Gifts are Listed in alphabetical order
Aura of Death
As a bonus action one creature of your choice within 20ft must make a constitution saving throw, on a failure attack rolls by that creature against you are made at disadvantage until the end of your next turn.
Deathly Glamour
You can add your charisma modifier to strength or Constitution saving throws(your choice) while this gift is active.
Grave Armor
Gain a +1 bonus to AC against melee attacks made against you for 1 minute when you activate this gift using your profane warrior feature.
Grim Stride
your Movement speed is increases by 10 feet.
Soul Flay
As a reaction when a creature within 30 feet of you makes a saving throw, you can reduce the result of that saving throw by an amount equal to your strength modifier.
Soul Reaver
Once per turn when you hit with a melee weapon attack using a bonded weapon from your Reapers Bond Feature you deal 1d6 additional necrotic damage.
Terrorize
As a reaction when a creature within 30 feet of you uses its movement to move closer to you, you can have that creature make a wisdom saving throw, on a failure they take necrotic damage equal to your constitution modifier.
Unholy Vigor
At the start of your turn you gain temporary hit points equal to your Constitution modifier.
Siphoning Strike
7th-level Death Knight Feature
You have learned to control the balance of life and death within yourself, using the life energy of those you slay to your benefit. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your constitution modifier bonus.
Shadow Meld
10th-level Death Knight Feature
As a bonus action, when you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You may also take one willing creature within 5ft you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade your grasp. The DC being 8 + your Strength modifier + your proficiency bonus.
Deathless
15th-level Death Knight Feature
You have come to know that even to the strongest of creatures, Death is a inevitability. If you take damage that would reduce you to 0 hit points and doesn't kill you outright, you may make a Constitution saving throw with a DC equal to the damage done. On a success, you drop to 1 hit point instead. You may use this ability once per long rest.
Revenant
18th-level Death Knight Feature
You have fully assumed the mantle of a Death Knight; you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. Additionally, when a friendly creature within 30 feet of you is knocked unconscious and not outright killed, it can choose to drop to 1 hit point instead, and gain temporary hit points equal to your Fighter level + your constitution modifier (a minimum of 1). A friendly creature must finish a long rest before they can benefit from this feature again.
These warriors are the embodiment of raw power. They wield giant weapons with the same skill that other fighters do smaller weapons. Rumored to be the descendants of titans, the mythic first creations of the gods in some realms, or the greatest of the true giant races in others, one thing is clear, these warriors wield great power. Despite their origin, very few have ever been seen. The tales of these warriors defeating entire armies alone, slaying ancient dragons solo, and many other feats are often written of as myth or bardic embellishment. those who gain these powers by other means are often the result of forbidden rituals, gruesome or violent experimentation or the mortal child of a godlike creature, and often live the life of a wondering adventurer. They are often drawn to the most challenging of work to test the limits of their strength.
Titan Weapon
3rd-Level Colossus Feature
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you cant be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally you ignore the two-handed property of your Titan weapon, allowing you to wield a two-handed weapon in one hand, you cannot dual wield two-handed weapons using this feature.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Titans Might
3rd-Level Colossus Feature
Starting at 3rd level when you take this subclass, as a bonus action you can increase the size and damage of your Titan weapon for 1 minute. While effect is active, your weapon uses the Oversized rule for weapons(DMG p.278) or deals one extra damage die of its damage type(determined by DM), additionally your size counts as large for the purpose of using oversized weapons. you can use this ability a number of times equal to your proficiency bonus per long rest.
Titanous Retribution
7th-Level Colossus Feature
Even your blood is saturated with the power that flows through your body, causing any enemy that hurts you suffer for their audacity. Starting at 7th level, when a hostile creature hits you with a melee attack, if that creature is within the range of your Titan weapon, you can use your reaction to make a special melee attack. This special attack targets 3 creatures of your choice within range of your titan weapon, each targeted creature must make a dexterity saving throw, on a failure they take 3d6 damage of your titan weapons damage type, or half as much on a success. you can use this ability a number of times equal to your proficiency bonus per long rest.
Aura of Destruction
10th-Level Colossus Feature
Starting at 10th level as a bonus action, you can unleash the raw power contained within your body, unleashing a 15ft aura centered on you and that moves with you. When a creature starts its turn with the aura or moves into the aura they must make a strength saving throw, on a failure they take 1d6 + your strength modifier bludgeoning damage, or half as much on a success. you can use this ability a number of times equal to your constitution modifier, you regain all expended uses after a long rest.
Saving Throw = 8 + your proficiency bonus + your strength modifier.
Roar of Power
15th-Level Colossus Feature
Starting at 15th level, as an action, you can raise your Titan weapon over your head, releasing a deafening roar. All hostile creatures with 20 feet of you must make a wisdom saving throw, on a failure they are frightened of you until the start of your next turn, on a success they are not frightened. Additionally all allies within 20 feet of you gain temporary hit points equal to your constitution modifier + your proficiency Bonus. you can use this ability once be long rest.
Saving Throw = 8 + your proficiency bonus + your strength modifier.
Unbridled Power
18th-Level Colossus Feature
Starting at 18th level you are the embodiment of raw power. your strength and constitution scores increase by 2. Your maximum for those scores is now 22.
A slight click is the only sound audible in the room, the orc raider didn't see the warrior draw his blade, but he was filled with dread and physical pain as they slowly sheathed it. He looked around as he slowly fell to the floor, of the six raiders he had brought into the building, none had survived the warriors odd attack. He was missing both a arm and leg himself, the warrior slowly moved past them, after all no threats remained, and there were other raiders that need removal from the town.
A fighter who learns the radiant blade fighting style draw out the full power of single handed swords, most practitioners of this style of combat often use it as a spectacle, participating in public duels with other sword masters to prove it's superior strength. While the style is rumored to have six forms, most practitioners only manage to learn one or two, this is most likely due to the fact that each member must alter each form to suit their preferred blade type, drastically increasing the time needed to master each one. Those who manage to overcome the challenges of this style are rumored to have gained amazing powers, including moving to opponents in the blink of an eye, infuse radiant energy into their weapons, and even cause radiant slashes to hit foes at a distance. Most first hand accounts of such swordsmen/swordswomen are often unreliable as they come from unreliable sources.
Form One - Defensive Draw
3rd-level Radiant Blade Feature
You can Create a zone around you to increase your defense, provided you aren't wearing heavy armor or using a shield
You can use a Bonus action to take a defensive stance for 1 minute. It ends early if you are incapacitated, if you don heavy armor or a shield, or are wielding a weapon with the Two-handed property. You can also leave the stance at any time(No action required).
While your stance is active, you gain the following effects.
you gain a bonus to your AC equal to your wisdom modifier (minimum of +1)
your movement speed is reduced by 10ft
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Form One - Radiant Blade
3rd-level Radiant Blade feature
You learn to infuse your melee attacks with radiant power, boosting the damage you do. When you make a melee weapon attack with a weapon that deals slashing damage, and lacks the two-handed property, you deal an additional 1d6 radiant damage.
Form Two - Radiant Flash Strike
7th- level Radiant Blade Feature
You have learned to move short distances in an instant when attacking. When you take the attack action with a melee weapon that deals slashing damage, and lacks the Two-handed property, as part of each attack, you can teleport to an unoccupied space within 15 feet, as long as each attack is made against a different creature.
Form Three - Distant Radiance
10th-level Radiant Blade feature
You learn to use a fast draw attack that strikes a distant foe with a blade of pure radiant energy. You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 30ft. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. It deals radiant damage, and its damage die is a d6. When you take the attack action on your turn and use this special attack as part of it, you can make the special attack once as a bonus action. When you gain the extra attack feature, this special attack can be used for any of the attacks you make as part of the attack action.
Form Four - Brilliant Surge
15th-level Radiant Blade feature
You have learned to take advantage of your quick draw techniques while moving. When you take the dash action on your turn, you can make one melee weapon attack with a weapon that lacks the two-handed property, if you would pass within melee range(5ft) of a creature. You can only attack up to three creatures in this manner. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses of this feature on a long rest.
Form Five - Storm of Radiance
18th-level Radiant Blade feature
You have polished your quick draw techniques to their apex, gaining the ability to unleash a wide range, multi-strike attack. If you are wielding a melee weapon, that deals slashing damage, and lacks the two-handed property, as an action, you can draw you blade, unleashing multiple slashes of radiant energy. Each creature of your choice within a 20ft radius centered on you must make a dexterity saving throw, on a failed save they takes 6d10 radiant damage, and is knocked prone, or half as much on a success and is not knocked prone. You can use this ability one time per short rest.
Some Sorcerers seek to address their combat weaknesses, learning to master one-handed melee weapons to assault those who rush them in the heat of battle. Those who choose to follow this path are often referred to as Magus Blade-Master's, and are often recruited into orders of knights, hired as bodyguard's and advisors to nobles, or join a military as tacticians and commanders. These individuals often yearn to prove themselves to others, they may act more recklessly than other spellcasters, often firing spells off as they rush into close combat with enemies to throw them off, after all, who expects a spellcaster to rush in to attack with a weapon? These warriors have the ability to mark their foes, unleash blades of arcane energy, teleport short distances, create defensive barriers, and infuse their chosen weapon with a Varity of elements.
Blade Magic
1st-level Magus Blade-Master Feature
You learn additional spells when you reach certain levels in this class, as shown on the Blade Spells table. Each of these spells counts as a sorcerer spell for you, but do not count against the Total number of sorcerer spells you know.
Blade Spells
Sorcerer Level
Spells
1st
Divine Favor, Longstrider, Thorn Whip
3rd
Magic Weapon, Flame Blade
5th
Elemental Weapon, Spirit Shroud
7th
Freedom of Movement, Elemental Bane
9th
Destructive Wave, Steele Wind Strike
Bonus Proficiencies
At 1st level, you gain proficiency in light armor, medium armor, simple weapons, and martial weapons.
Magus Blast
1st-level Magus Blade-Master Feature
You can fire a projectile of magical energy at enemies. You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 40 feet. You are proficient with it, and you can add your charisma modifier to both its attack and damage rolls. It's damage type is force, and its damage is a d6. This Die changes as you gain Sorcerer levels.
Additionally a creature hit with this special attack is inflicted with mark of the magus for 1 minute, The mark end early if you hit another creature with this special attack, if the target dies, you die, or you are incapacitated. Until the mark ends, you gain a bonus to melee attack damage rolls against the marked creature. The bonus is force damage equal to your proficiency bonus.
When you reach certain levels in this class the size of this features damage die increases: at 5th level(d8), 11th level(d10), and 17th level(2d6)
When you gain the extra attack feature, this special attack can be used for any of the attacks you make as part of the attack action.
Blade Arts
6th-Level Magus Blade-Master Feature
You have learned special attacks that infuse your blade with you magic powers called blade arts, detailed below.
Distant Lotus: You make a special attack with a melee weapon, causing an myriad of slashes to be unleashed in a large area. As a action, choose a space you can see within 60 feet, each creature within a 20ft radius of the spot you chose must make a dexterity saving throw, on a failed save they take 5d6 force damage, or half as much on a success. You can use this attack three times per short rest. This special attack is a special ranged spell attack for the purposes of calculating bonus's.
Repeating Blade: You infuse your weapon with your magical energy, speeding up your blade, allowing you to make an additional attack. When you hit a creature with a melee weapon attack using the attack action, you can make a melee weapon attack as a bonus action. This bonus attack deals 1d6 force, necrotic, radiant, fire, cold, lightning, or thunder damage(your Choice). You can use this attack a number of times equal to your charisma modifier per short rest.
Full Moon Slash: You make a full circular sweeping attack with your weapon while infusing it with magical energy. As an action you can choose any number of creatures within 5 feet of you and make a melee weapon attack roll against each chosen creature, on a hit this attack deals 1d8 force, necrotic, radiant, fire, cold, lightning, or thunder damage(your choice). You can use this attack a number of times equal to your Charisma modifier per short rest.
Extra Attack
6th-level Magus Blade-Master Feature
You can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Shield and Fade
14th-level Magus Blade-Master Feature
Starting at 14th level you have learned additional ways to weave your magic into combat situations, detailed below.
Flash Step: You learn to transport yourself short distances to position yourself in combat better. As a bonus action you can teleport to an unoccupied space you can see within 15ft. you can use this feature a number of times equal to your proficiency bonus per short rest.
Reduction Shield: You summon a small shield of magical force to defend yourself against incoming damage. When you would take damage from a melee attack or spell that targets only you, as a reaction, you can reduce the damage you would take by an amount equal to your charisma modifier plus your sorcerer level. you can use this feature two times per long rest. starting at 18th level you can use this feature four times per long rest.
Grand Art
18th-Level Magus Blade-Master Feature
Starting at 18th level you have trained your magical and physical prowess to their limits, gaining access to the most powerful attacks available to your vocation, detailed below.
Heavens Gleam: You Infuse your weapon with positive magical energy, extending its length and making a massive downward attack, damaging all those its path. As an action you make a melee spell attack 20 feet long and 10 feet wide, dealing 1d8 radiant damage. You can expend one spell slot to deal 1d8 extra radiant damage for each level of the spell slot, up to a maximum of 8d8 damage.
Gloom Arc: You charge your weapon with negative magical energy, then make a large sweeping attack, damaging all those within its range. As an action you make a melee spell attack in a 30ft cone, dealing 1d6 necrotic damage. You can expend one spell slot to deal 1d6 extra necrotic damage for each level of the spell slot, up to a maximum of 10d6 damage.
Magus Blade: You infuse your weapon with raw elemental power, causing energy to overflow and increase the impact of your attacks. As a bonus action you can infuse elemental magic into your weapon for 1 minute. When you make a melee weapon attack and hit, you deal 1d8 extra fire, cold, lightning, thunder, or force damage(your choice upon using this feature). You can use this feature a number of times equal to your charisma modifier per short rest. The additional damage of this feature cannot be added to the attacks granted by this subclass.
Yea I have a whole notebook of classes and subclasses I have been creating over the last few years, the next set of creations is going to be based off of Benimaru from "that time I got reincarnated as a slime", its going to include the race and the subclass(thinking paladin or warlock). also I appreciate any feedback you give, even if you only look at one of the homebrews.
The whole point of the italicized subheading that lists the level and subclass is to preclude having to mention at what level the feature comes in the first sentence of the paragraph. Doing both is like a belt and suspenders.
I’ve only seriously looked at the first one so far, the Bowmaster, and generally looked at some of the others. Not bad. Needs some language adjustments, some playtesting to be sure. But it’s generally better to try and do that before publishing. For feedback you can do something like this:
Unlike those who follow the path of the Arcane Archer, that infuse their ammunition with magic, Arcane Bowmaster's use their magic as their ammunition. Arcane bowmaster's can fire a barrage of magical projectiles, buff allies, fire attacks that are guaranteed to hit, and a wide variety of other magical feats. Those who follow this path are often more interested in assaulting enemies from afar, or controlling the flow of a battle, without devoting large amounts of their lives studying at a magical school, or rushing into close combat with hostiles. Those with elemental creature heritage often follow this path due to their innate connection to magic.
Arcane Barrage
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you can fire a volley of magic bolts at a single enemy.
You gain a new attack option that you can use with the attack action, with a Crossbow or Bow. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is force damage, and its damage is 3d4. The Number of damage die changes as you gain fighter levels.
This attacks damage increases by 2d4 when you reach 5th level(5d4), 11th level(7d4), and 17th level(9d4).
Seeker Shot
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you gain the ability to fire a single magical bolt at multiple enemies.
You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d6. When you use this special attack you choose up to three creatures you can see within range, each target is hit with a single bolt. All fired bolts hit simultaneously. The number of creatures you can target increases when you reach certain fighter levels.
When you reach certain levels the number of targets increases: 5th level(4 targets), 11th level(5 targets), and 17th level(6 targets)
Burst and Pull
7th-level Arcane Bowmaster Feature
You have Mastered two new ways to utilize your magical abilities, Detailed below
Burst Bolt: You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 100 feet, and you are proficient with it. Its damage type is fire, and its damage is 2d6. Each creature within a 10ft radius of the original target must make a dexterity saving throw, on a failed save they take half damage. The number of damage die of this attack increases when you reach certain levels in this class. You can use this feature a number of times equal to your proficiency bonus per long rest.
Gravity Bolt: You gain a new attack option called Gravity Bolt that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet, you are proficient with its damage type is Bludgeoning, and its damage is 2d6. Each creature within a 20ft radius of the original target must make a strength saving throw or be pulled 15ft towards the original target in a unoccupied space, on a success the target is not pulled. A creature that starts its turn in this abilities area must make a strength saving throw or have its speed halved. The area persists until the end of your next turn. The number of damage die of this attack increases when you reach certain levels in this class. You can use this feature a number of times equal to your proficiency bonus per long rest.
This attacks damage increases by 2d6 when you reach 11th level(4d6), and 17th level(6d6).
Saving throw = 8 + your proficiency modifier + your Dexterity Modifier(Burst Bolt)
Saving throw = 8 + your proficiency Modifier + your Wisdom Modifier(Gravity Bolt)
Bracer Arrow
10th-level Arcane Bowmaster feature
starting at 10th level you have learned to use your arcane gifts to bolster your allies defense against those who wish to inflict harm. As an action you can choose up to 3 allies or non-hostile creatures within 60 feet of you, firing a magic Projectile at each chosen creature, They gain a +1 bonus to AC until the end of their next turn. You can use this feature a number of times equal to your wisdom modifier per short rest.
Warding Bolt
15th-level Arcane Bowmaster Feature
Starting at 15th level you have learned to infuse your arcane projectiles with positive energy that augments your allies and others natural abilities. As a action you can choose up to three allies or non-hostile creatures within 60 feet, you fire a magical projectile, giving them a +2 bonus to saving throws and ability checks they make until the end of their next turn. You can use this feature a number of times equal to your Wisdom modifier per short rest.
Catastrophe Rain
18th-level Arcane Bowmaster Feature
Starting at 18th level you have learned to use you arcane talents to unleash a catastrophic attack. As an action you fire a large magic projectile into the air which explodes into innumerable smaller projectiles that fall and impact a large area of your choice. all creatures in a 30ft wide, 60ft high area within 120ft of your choice must make a dexterity saving throw, on a failed save they take 8d8 force damage or half as much on a success. You can use this feature two times, and you regain all uses on a long rest.
Saving throw = 8 + your proficiency modifier + your Wisdom Modifier
Obviously you don’t have to use a spoiler, it just keeps things smaller.
ok cool thanks for the advice ill see about updating the original post over the next couple days. I did do a number of tests with characters at 3rd,7th,11th, and 17th levels in easy, medium, and hard difficulties using the encounter builder using enemies with low, mid, and high armor classes. In my tests they performed on par with most of the official subclasses, but my encounters may differ than something another DM so its kind of hard to know if its balanced for their games. Also multiclassing has a massive amount of combinations, making even the base classes incredibly powerful (paladin/warlock and Fighter/rouge for example) so its hard to test every combination a player may choose for balance purposes. This is why I asked people to test it and let me know how it performed for them, and if they are a DM whether they would allow it in their games. I apologize if I made it seem like I didn't do any testing before I published, but I did do a fair bit. My goal is to get feedback from others similar to how WOTC get player feedback via their unearthed arcana.
ok cool thanks for the advice ill see about updating the original post over the next couple days. I did do a number of tests with characters at 3rd,7th,11th, and 17th levels in easy, medium, and hard difficulties using the encounter builder using enemies with low, mid, and high armor classes. In my tests they performed on par with most of the official subclasses, but my encounters may differ than something another DM so its kind of hard to know if its balanced for their games. Also multiclassing has a massive amount of combinations, making even the base classes incredibly powerful (paladin/warlock and Fighter/rouge for example) so its hard to test every combination a player may choose for balance purposes. This is why I asked people to test it and let me know how it performed for them, and if they are a DM whether they would allow it in their games. I apologize if I made it seem like I didn't do any testing before I published, but I did do a fair bit. My goal is to get feedback from others similar to how WOTC get player feedback via their unearthed arcana.
That’s not playtesting, that’s just spot testing in a vacuum. Actual playtesting takes months and months and other people reading them over and over in multiple situations.. And WotC only wants people’s first impressions, they don’t leave UA up long enough or leave the surveys open long enough to collect actual playtest feedback, just first impressions.
arcane barrage: 3d4 damage die at a start i think is too much. it has the potential to dwarf a normal bows damage of 1d8. i would start it out at 1d8 and give it magic damage to overcome magical resistance and go up in dice as you(the character) level. 2d8 at 5th 3d8 at 8th and so on.
seeker shot: assuming this is an auto hit thing i would recamend limiting it to say dex mod/long rest. otherwise it looks good
burst and pull:
burst: i think 2d6 damage dice is good enough and you have no need to up it at further levels.
gravity bolt: pull them closer or steal movement speed. i would make this players choice, but they shouldn't be able to do both.
bracer arrow: looks really good. i would allow a +2 to ac. but don't let it stack with spells like shield of faith
warding bolt: looks good. no other comment
catastrophe rain:looks good. love its name btw
ASTRAL KNIGHT
power cosmic:
weightless weapon. give this a time limit as it doesn't have one. i'd say about 10 minuets.
reality slide: only a 15 foot teleport. for an ability at level 3 teleportation is really powerful as is. so limit it
cosmic resistance: ok this is cool and all but you never gave any options for damage type (save alone for force damage in the chrono strike ability) as a base. so as is right now there would be no resistance to have.
cosmic adept:
thought acceleration: great roleplay potential. no other comment
gravity shift: no additional damage. id have the dice be rolled and have the enemy knocked back (or pulled closer. players choice) by double the rolled amount on a failed save. or the rolled amund on a save
cosmic retribution: no +wisdom modifier. this makes it essentially a normal attack
shifting space: looks good
gravity well: on a failure movement speed halved. no other effects
cosmic master:
cosmic armor: roll the dice and grant this as the + to armor class. have a time limit of 1 minuet though
event horizon: this is probably going to be your most powerful attack. have it like a ritual that has to be cast for 10 minuets or expend ALL cosmic energy dice , go up to 10d6 damage dice. and pull everything towards it. while knocking it prone. then stun it for the next round. keep in mind a black hole doesn't care what it eats so living and unliving material alike will be uprooted. friendly fire is on and if your too close it may eat you as well
temporal pulse: looks good to me
DEATH KNIGHT
Profane gifts: id have the increase happen at 7th, 13th and 19th level
aura of death: what level is this gained?
deathly glamor: bit op. give a choice for one additional saving throw instead
ether step: i fail to see how this has anything to do with death other than avoiding it. i would get rid of it entirely
grave armor: again what level is this gained. cuz if this is seventh level then +2 works. but if this is 3rd level thn only +1. either way this needs some sort of timer or use by ability modifier
grim stride: this is nice and all but entirely unneeded. id get rid of it
soul flay: again what level. this seems like it should be a 7th level thing. it also needs an ability mod use
soul reaver: bound weapon? where did that come from.
terrorize: at what level is this gained. this seems like a main ability. but otherwise looks good
unholy vigor: no. just no. there are no roll's or uses by modifier. also no reason for it.
reaper weapon: this sounds a lot like the eldritch knight weapon bond. no plus +1 weapon at level 3 for free. also this would be the place to put the soul reaver trait. right under this
necro strike: up the dice to 1d6
siphoning strike: no +proficiency bonus
shadow meld: this looks good.
death's embrace: looks good. i would change the name to something like "deaths door"
revenant: looks good to me
side note: all those things under the aura of death is just all over the place. something like this should have a theme which with those it doesn't seem to have one
MAGUS BLADE MASTER
Bonus proficiencies: looks good to me
magus blast: what is the mark of the magus? everything else looks good though
blade arts:
distant lotus: if it has a range of 60 feet don't limit it to target people only within 20 feet. also use the charisma modifier like with everything else under it
repeating blade: looks good to me.
full moon slash: this looks good to me
extra attack: looks good to me.
shield and fade:
flash step: use the charisma modifier. the rest looks good
reduction shield: ^
grand art:
heavens gleam. looks good
gloom arc: looks good.
magus blade: looks good
side note: this looks like your best subclass (so far). good work on it
THE COLOSSUS
Titan weapon: looks good
Titans might: looks good
titanous retribution: looks good
aura of destruction: looks good
roar of power: looks good
unbridled power: this seems a bit weak. but nothing wrong with it
side note: good job this is really well balanced
THE RADIANT BLADE
form one - defensive draw: looks good
form one - radiant blade: i would increase this to 1d6. looks good otherwise
form two- radiant flash strike: this looks fine
form three - distant radiance: this looks good to me
form four - brilliant surge: this looks good:
form five- storm of radiance: looks good to me.
side note: this reminds me a lot of breathing techniques from demon slayer which i like. good work o this one
Ok I think I may not be understanding what you are consider playtesting. My definition of playtesting is creating a map and running combat encounter that I have built against a character that is using the homebrew subclass. So maybe I can tell you exactly what I do as "playtesting" and you can determine if it qualifies as what you consider playtesting.
10 combat encounters against low AC creatures(easy)(lv3)
10 combat encounters against mid AC creatures(medium)(lv3)
10 combat encounters against high AC creatures(hard)(lv3)
10 combat encounters against low AC creatures(easy)(lv7)
10 combat encounters against mid AC creatures(medium)(lv7)
10 combat encounters against high AC creatures(hard)(lv7)
10 combat encounters against low AC creatures(easy)(lv13)
10 combat encounter against mid AC creatures(medium)(lv13)
10 combat encounters against High AC creatures(hard)(lv13)
10 combat encounters against low AC creatures(easy)(lv17)
10 combat encounters against mid AC creatures(medium)(lv17)
10 combat encounters against high AC creatures(hard)(lv17)
**each tier/phase of this process uses different creatures for the encounter to test a wide variation of creatures**
with this process I run the combat encounters manually and keep track of the damage dealt, rounds survived, and rounds needed to complete. I don't roll damage dice for attack due to the random factor of dice rolls, instead I use the average for more consistent results(1d6 average=3.5). the only die I roll is to see if an attack hits, for saving throws, etc. I also use the point buy method for stat allocation, a race that is optimized for that subclass, and common armor and weapons for gear. I do this process with the average player in mind, not the hardcore min maxer. Over the course of the 120 combat encounters that I run with each subclass I believe that this counts as sufficient playtesting from me before I publish the subclass. I am curious to see what you do consider to be playtesting if this doesn't qualify for you. In my experience though if you consider playtesting as actually using the subclass in a campaign, and you average one combat encounter per session(52 per year), and you have one campaign session a week(every group I have played in), this process is equivalent to almost two and a half years of playtesting from me. but like I said I'm curious what your definition of playtesting is.
Having an actual other player create the character in a party of other characters created by other players and actually playing it at all four tiers of play, and then repeating the process with different players in a different party. Receiving multiple perspectives based on how different people perceive the wording of the subclass and how they apply it in different situations actually in situ.
IamSposta ok that's what I thought you might mean but isn't that kind of the idea of posting your homebrew on this platform so I can have other players do just that and then adjust the homebrew with their feedback?
THEALMIGHTYDM1207 your feedback was awesome! also yea I was going to re publish death knight today with a new version so ill update the original post by end of day using your feedback. Then see how it goes from there. Also Alot of those are options you choose when you take the subclass similar to how you choose options with the battle master at level 3 and certain levels after which is why they dont have levels but the next version has that clarified.
THEALMIGHTYDM1207 your feedback was awesome! also yea I was going to re publish death knight today with a new version so ill update the original post by end of day using your feedback. Then see how it goes from there. Also Alot of those are options you choose when you take the subclass similar to how you choose options with the battle master at level 3 and certain levels after which is why they dont have levels but the next version has that clarified.
amazing. i'll be happy to look into it again once your done with that
Ok I have updated the death Knight fighter subclass to more closely resemble the layout of the battle master subclass's layout so it should be clear that the gifts are chosen at level 3,7,10, and 15, also made some edits to the way that some of the features/gifts operate and some feature names as suggested so feel free to do some additional testing and give further feedback.
arcane barrage: 3d4 damage die at a start i think is too much. it has the potential to dwarf a normal bows damage of 1d8. i would start it out at 1d8 and give it magic damage to overcome magical resistance and go up in dice as you(the character) level. 2d8 at 5th 3d8 at 8th and so on.
Ok so the reason I decided to make this deal 3d4 at level 3 is because you can use sharpshooter for an additional guaranteed 10 damage with a standard bow attack and if combined with elven accuracy or the archery fighting style or both your average chance to hit is much higher and your average damage with a dex mod of 3(1d8+10+2+3) is 19.5 on a standard hit at level 3, whereas the average damage of this attack at level 3(3d4+3) would only be 10.5 since it cant benefit from sharpshooter or archery since it is classified as a ranged spell attack, and the average damage of a regular bow shot with just archery fighting style(1d8+3+2) is 9.5 meaning it only beats it by 1 damage per attack on average. I calculate using the averages each damage die as it was explained to me which is 1d4=2.5, 1d6=3.5,1d8=4.5, 1d10=5.5, 1d12=6.5. It wouldn't out damage a lv3 sharpshooter basic bow attack until level 11, and even then if you have a +1 bow the damage is even. Idk let me know what you think regarding the way I did this.
arcane barrage: 3d4 damage die at a start i think is too much. it has the potential to dwarf a normal bows damage of 1d8. i would start it out at 1d8 and give it magic damage to overcome magical resistance and go up in dice as you(the character) level. 2d8 at 5th 3d8 at 8th and so on.
Ok so the reason I decided to make this deal 3d4 at level 3 is because you can use sharpshooter for an additional guaranteed 10 damage with a standard bow attack and if combined with elven accuracy or the archery fighting style or both your average chance to hit is much higher and your average damage with a dex mod of 3(1d8+10+2+3) is 19.5 on a standard hit at level 3, whereas the average damage of this attack at level 3(3d4+3) would only be 10.5 since it cant benefit from sharpshooter or archery since it is classified as a ranged spell attack, and the average damage of a regular bow shot with just archery fighting style(1d8+3+2) is 9.5 meaning it only beats it by 1 damage per attack on average. I calculate using the averages each damage die as it was explained to me which is 1d4=2.5, 1d6=3.5,1d8=4.5, 1d10=5.5, 1d12=6.5. It wouldn't out damage a lv3 sharpshooter basic bow attack until level 11, and even then if you have a +1 bow the damage is even. Idk let me know what you think regarding the way I did this.
ok this makes sense. assuming you start the game with the sharpshooter feat as a variant human. hower it is impossible to get elven accuracy at 1st level. and you dont get your first feat until 4th level. i can understand the argument with sharpshooter and i would even concede to that. but you are adding the elven accuracy at level 3 which is *as far as i know) impossible. but with sharpshooter that makes a bit more sense
lets go over the subclasses again and update what i think
ARCANE BOWMASTER V2
overall a much better subclass. no other comment
DEATH KNIGHT V2
So much better than what it once was! in v1 it made no sense with those things and had no clear profane gifts list. it now does and makes much more sense. good work
THE RADIANT BLADE V2
much better than it was before. good job
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
over the course of this month I have published a number of subclasses, and am looking for some feedback on them. I have tested a them in various combat encounters I created, without multiclassing them, and they seemed to be balanced. I would love for some of the community to test them(especially DM's) in your created encounters, and tell me if you think they are to powerful, underpowered, and any alterations that you think of, so I can improve them.
I will be making subclasses for other classes in the near future, and will update this thread with the new subclasses I create, and the alterations to the previously made ones(the version represents the iteration). I have updated most the subclasses that I have received feedback on and their multiclass descriptions, although it was a lot of editing so I may have missed a couple, and they should be functioning in the character creator as intended. also I am putting a poll in to see which of the subclasses you would allow a player to use in your campaign, so please fill that out after you try one of them.
In response to the feedback I have received in this thread, I have decided to double the amount of personal testing for each class, so the testing I do will now use the process listed below. This new process has required me to rethink the random encounters I was using to test classes, due to the increased time to test each subclass. I have decided to come up with a standard series of encounters that will be used with every subclass, I will also run each encounter with an official subclass of the same class that my homebrew subclass is for. Also I test without magic equipment, and I do not min/max the characters, since in my personal experience most players do not min/max and magic item acquisition is heavily reliant on the setting of a campaign and DM generosity. I will not be altering this process again due to the fact that this is equivalent to playtesting the subclass in a once a week campaign for 6 years(assuming 1 game per week, every week). I understand that some are of the opinion that this may not be enough testing, I would like to emphasize that I am not wizards of the coast however, I am doing this with the help of my friends, and I do not have the ability to have hundreds of thousands of people worldwide test my creations like they do.
Lastly I would like to thank each person who gave constructive feedback on the first round of classes and help me better them. Ultimately creating something that everyone likes an appreciates is an impossible task and I am grateful to those who have helped me learn and develop during this process. I hope you will continue giving feedback and helping me develop as a creator.
Subclasses
Way of Heavenly Spheres
These monks Bind their souls to carved spheres made of materials from the celestial realm., after which, they can control them as they would their own hand. These monk are hard to miss, they have numerous spheres that form a circle of spheres behind their back or a necklace of large ornate orbs. Monks of the heavenly sphere are embodiments of balance using both positive forces and negative forces with they attacks they make using their orbs. they can command their spheres to follow allies granting them buffs, or pester enemies causing debuffs.
Orbs of Heaven and Earth
3rd-Level Heavenly Spheres Feature
You have gained access to the energies of both your home realm and those of the Devine realms, in addition you have been gifted or created 3 orbs made of wood, stone, or metal which combine materials from both of these realms. These orbs can hover near you or be worn on your body as a necklace or something similar. These orbs are used for the other features you gain with this subclass. At certain levels you obtain even more of these orbs, representing your ability to channel these energies into more orbs. At 6th level you have 5 orbs, at 11th level 7 orbs, and at 17th level you have 9 orbs.
Assault Sphere
3rd-Level Heavenly Spheres Feature
You have learned to use your orbs against enemies out of reach of your unarmed attacks, allowing you to excel at more combat scenarios. You gain a new attack option that can be used with the attack action. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, radiant, or necrotic(your choice), and its damage die is a d4. This die changes as you gain monk levels, as shown in the martial arts column of the monk table. When you use this attack you fire one of your orbs at a creature within range, hit or miss the orb stays at that creatures location. As a bonus action you may recall any number of your orbs to your current location.
When you take the attack action on your turn and use this special attack as a part of it, you can spend 1 KI point to make the special attack twice as a bonus action.
When you gain the extra attack feature, This special attack can be used for any of the attacks you make as part of the attack action.
Sphere of Degradation
6th-Level Heavenly Spheres Feature
You have learned to imbue your orbs with negative energy. As an action you can spend 2 ki points to fill one of your orbs with negative energy, and send it to a creature you can see with 30 feet. the orb moves with the target creature, and reduces its AC by 1. The orb returns to you if you end your turn more than 60 feet away from that creature, you choose to end the effect(no action), or the target dies.
Sphere of Vitality
6th-Level Heavenly Spheres Feature
You learn how to fill your orbs with positive energy. As an action you can expend 2 ki points to imbue one of your orbs with positive energies and target a creature within 30 feet. The orb moves with them, and at the start of your turn the creature gains temporary hit points equal to 2 rolls of your martial arts die. The orb returns to you if you end your turn more than 60 feet away from that creature, you choose to end the effect(no action), or the target dies.
Harmonious Spheres
11th-level Heavenly Spheres Feature
You learn how to balance positive and negative energies inside your orbs. You can expend 2 ki points to increase the range of your orbs to 60 feet until the end of your turn.
Transcendent Form
17th-Level Heavenly Spheres Feature
You are able to balance the raw energies of heaven and earth within your body, becoming nearly invulnerable for a short time. As an action you can enter this state for 1 minute, gaining the following benefits for the duration, you are resistant to all damage types and have advantage on saving throws against all conditions, have a hover speed equal to your walk speed, and shed bright light in a 60 foot radius and dim light for another 60 feet. You may not use this feature again until you finish a long rest.
Arcane Bowmaster(version 2)
Unlike those who follow the path of the Arcane Archer, that infuse their ammunition with magic, Arcane Bowmaster's use their magic as their ammunition. Arcane bowmaster's can fire a barrage of magical projectiles, buff allies, fire attacks that are guaranteed to hit, and a wide variety of other magical feats. Those who follow this path are often more interested in assaulting enemies from afar, or controlling the flow of a battle, without devoting large amounts of their lives studying at a magical school, or rushing into close combat with hostiles. Those with elemental creature heritage often follow this path due to their innate connection to magic.
Arcane Barrage
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you can fire a volley of magic bolts at a single enemy.
You gain a new attack option that you can use with the attack action, with a Crossbow or Bow. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is force damage, and its damage is 3d4. The Number of damage die changes as you gain fighter levels.
This attacks damage increases by 2d4 when you reach 5th level(5d4), 11th level(7d4), and 17th level(9d4).
Seeker Shot
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you gain the ability to fire a single magical bolt at multiple enemies.
You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d6. When you use this special attack you choose up to three creatures you can see within range, each target is hit with a single bolt. All fired bolts hit simultaneously. The number of creatures you can target increases when you reach certain fighter levels.
When you reach certain levels the number of targets increases: 5th level(4 targets), 11th level(5 targets), and 17th level(6 targets).
Burst and Pull
7th-level Arcane Bowmaster Feature
You have Mastered two new ways to utilize your magical abilities, Detailed below
Burst Bolt: You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 100 feet, and you are proficient with it. Its damage type is fire, and its damage is 2d6. Each creature within a 10ft radius of the original target must make a dexterity saving throw, on a failed save they take half damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
Gravity Bolt: You gain a new attack option called Gravity Bolt that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet, you are proficient with its damage type is Bludgeoning, and its damage is 2d6. Each creature within a 20ft radius of the original target must make a strength saving throw or be pulled 15ft towards the original target in a unoccupied space, on a success the target is not pulled. The area persists until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Saving throw = 8 + your proficiency modifier + your Dexterity Modifier(Burst Bolt)
Saving throw = 8 + your proficiency Modifier + your Wisdom Modifier(Gravity Bolt)
Bracer Arrow
10th-level Arcane Bowmaster feature
You have learned to use your arcane gifts to bolster your allies defense against those who wish to inflict harm. As an action you can choose up to 3 allies or non-hostile creatures within 60 feet of you, firing a magic Projectile at each chosen creature, They gain a +2 bonus to AC until the end of their next turn. You can use this feature a number of times equal to your wisdom modifier per short rest. The Bonus to AC Gained using this feature cannot stack with spells that would also increase a creatures AC for its duration.
Warding Bolt
15th-level Arcane Bowmaster Feature
Starting at 15th level you have learned to infuse your arcane projectiles with positive energy that augments your allies and others natural abilities. As a action you can choose up to three allies or non-hostile creatures within 60 feet, you fire a magical projectile, giving them a +2 bonus to saving throws and ability checks they make until the end of their next turn. You can use this feature a number of times equal to your Wisdom modifier per short rest.
Catastrophe Rain
18th-level Arcane Bowmaster Feature
Starting at 18th level you have learned to use you arcane talents to unleash a catastrophic attack. As an action you fire a large magic projectile into the air which explodes into innumerable smaller projectiles that fall and impact a large area of your choice. all creatures in a 30ft wide, 60ft high area within 120ft of your choice must make a dexterity saving throw, on a failed save they take 8d8 force damage or half as much on a success. You can use this feature two times, and you regain all uses on a long rest.
Saving throw = 8 + your proficiency modifier + your Wisdom Modifier
Astral Knight(Version 2)
Astral knights are individuals who have been infused with pure cosmic energy, for most this occurred on a unexpected or even involuntary trip to the astral sea or other space like realm. whether it was being exposed to a cosmic storm, a gift from some powerful cosmic being, or an awakening of powers by exposer to the astral realm, these knights wield potent and deadly power over the natural forces of reality. Most Astral knight decide to focus on one of these gifts, some choose to control gravity giving them the ability to wield great weapons with ease, some focus on space control, allowing them to bend their attacks trajectory, and some focus on the control of time, altering the flow of a battle in their favor. Despite their focus these Knights often are slow to trust others so their powers are not taken advantage of.
Power Cosmic
3rd-Level Astral Knight Feature
You harbor a wellspring of cosmic energy within yourself. This Energy is Represented by your Cosmic Energy dice, which are each a d4. you have a number of these dice equal to twice your Proficiency bonus, and they fuel various powers you have, which are detailed below. Some of your powers expend the Cosmic Energy die they use, as specified in a power's description, and you cant use a power if it requires you to use a die and your dice are all expended. You regain all expended Cosmic Energy dice when you finish a short or long rest. In also, as a bonus action you can restore one of your expended cosmic energy die, but you cant do so again until you finish a short rest.
When you reach certain levels in this class, the size of your Cosmic Energy dice increases: at 7th level (d6), 15th level (d8), and 18th level (d10). The powers below use your Cosmic Energy dice.
Chrono Strike: you learn to alter the internal flow of time in an enemy. Once on each of your turns, immediately after you hit a target with a weapon, you can expend one Cosmic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier, additionally, that creatures speed is reduced by 10ft until the start of your next turn.
Weightless Weapon: You learn to manipulate the gravity around your weapon decreasing its weight. As a bonus action you ignore the Two-Handed property of melee weapons for 10 minutes, wielding them in one hand with ease. You cannot dual wield two weapons with the Two-Handed property with this ability.
Reality Slide: you have learned to alter space in minor ways, allowing you to transport yourself over short distances quickly. As a bonus action on your turn you can teleport up to 15 feet to an unoccupied space you can see. Once you use this bonus action, you cant do so again until you finish a short or long rest, unless you expend a Cosmic Energy die to take it again.
Cosmic Resistance
3rd-Level Astral Knight Feature
Due to the infusion of cosmic energy into every fiber of your body, you have obtained a resistance to force damage.
Cosmic Adept
7th-Level Astral Knight Feature
through the repeated use of your cosmic gifts you have mastered new ways to use your cosmic power, detailed below.
Thought Acceleration: your mind can see briefly into the future, allowing you to gain an edge during combat. You gain a bonus to initiative rolls equal to your Wisdom modifier.
Gravity Shift: You have learned to extend your control over gravity to your enemies. Once on each of your turns, immediately after you hit with a weapon attack, you can expend one Cosmic Energy die. The Targeted creature must make a strength saving throw or be pushed to an unoccupied space within 15ft.
Cosmic retribution: You have learned to use your power to punish those who would cause you harm. When a creature hits you with a melee weapon attack, as a reaction, you can expend a Cosmic Energy die, rolling it and dealing force damage equal to the number rolled.
Shifting Space
10th-Level Astral Knight Feature
You have learned to Increase the accuracy of your attacks by warping space around it. Whenever you make a attack roll, but before it is declared a hit or miss, you can add your wisdom modifier to the attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Gravity Well
15th-Level Astral Knight Feature
Your control over gravity has reached new heights allowing you to manipulate it in a larger area, restricting the movements of those caught in the tides. As an action on your turn, you can create a pocket of crushing gravity centered on a target you can see within 30ft of you. The target must make a strength saving throw, on a failure its movement speed is halved. This effect lasts until the start of your next turn. You can use this feature a number of times equal to your constitution modifier per long rest.
Cosmic Master
18th-level Astral Knight Feature
you have mastered control over your cosmic power, and its influence over space, time, and gravity. you learn new ways of using this power to enact your will and achieve your goals, detailed below.
Cosmic Armor: You bend space around your body, increasing your resistance to damage. You gain a +1 Bonus to your AC.
Event Horizon: You learn to control the most powerful form of gravity. On your turn as an action, you can expend 5 cosmic die, when you do you create a black hole with a 20ft radius centered on a space within 60ft that you can see. Each creature within the radius must make a strength saving throw, on a failed saving throw they are knocked prone and take 10d6 force damage, or half as much on a success and are not knocked prone. You can us this feature once per long rest, unless you expend 3 Cosmic Energy dice to use it again.
Temporal Pulse: You have learned to create a rupture in the timestream to destroy your enemies. As an action, you can create a pulse of temporal energy that travels in a 5ft wide, 100ft long line. Each creature of your choice within that line must make a dexterity saving throw. On a failure they take 8d8 force damage, or half as much on a success. You can use this feature once per long rest, unless you expend 4 Cosmic energy dice to use it again.
Death Knight(version 2)
A Death Knight is a fearsome enemy but makes for a loyal teammate. A deal struck with one is sure to be completed without fear of being double-crossed. The overwhelming presence, the peak physique and the eyes that seem to stare directly into your soul leave no room for doubt that the Death Knight is a force to be reckoned with. To stand in one's way is to look death itself, face to face. While not evil, suitable alignments include NE, CE, CN, LN.
Profane Warrior
3rd-Level Death Knight Feature
When you choose this this martial archetype, you gain Access to special abilities Called Profane Gifts.
Profane Gifts: You learn two profane Gifts of your choice, Which are detailed under "gifts" below. When you activate one of these profane Gifts, billowing smoke, blue or black flames, or another menacing effect emanates from you, imbuing you with that gifts specific bonus. As a bonus action you can activate or deactivate one profane gift. Falling unconscious will deactivate all active profane gift bonus's, and a profane gifts bonus only applies if it has been activated. Activating a gift while you have one gift active will automatically deactivate the previously activated gift.
You learn on additional profane gift of your choice at 7th, 10th, and 15th level. Each time you learn a new Gift you can also replace one gift you previously learned with a different one.
When you reach certain levels in this class you can benefit from multiple gifts bonus's at the same time: 5th level(2), 15th level(3), 18th level(4), and active gifts will remain active until they are deactivated, or on the failure of a specific saving throw. At the end of each of your turns, if you have more than one gift active, you must pass a DC 15 constitution saving throw, on a failure all active gifts are deactivated.
Profane Gift Save Dc = 8 + your proficiency bonus + your strength modifier
Reaper's Bond
3rd-Level Death Knight Feature
You Have learned a ritual that creates a magical, living bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly materialize in your hand. In addition, you may also absorb its physical form within your very being, which may act as an effective storage place.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. You gain a +1 bonus to all attack and damage rolls with your bound weapon.
Additionally when you take the attack action with one of your bound weapons, you can channel a Necrostrike, dealing an additional 1d6 necrotic damage per hit. you can use this feature a number of times equal to your proficiency bonus per long rest.
Gifts
The Profane Gifts are Listed in alphabetical order
Aura of Death
As a bonus action one creature of your choice within 20ft must make a constitution saving throw, on a failure attack rolls by that creature against you are made at disadvantage until the end of your next turn.
Deathly Glamour
You can add your charisma modifier to strength or Constitution saving throws(your choice) while this gift is active.
Grave Armor
Gain a +1 bonus to AC against melee attacks made against you for 1 minute when you activate this gift using your profane warrior feature.
Grim Stride
your Movement speed is increases by 10 feet.
Soul Flay
As a reaction when a creature within 30 feet of you makes a saving throw, you can reduce the result of that saving throw by an amount equal to your strength modifier.
Soul Reaver
Once per turn when you hit with a melee weapon attack using a bonded weapon from your Reapers Bond Feature you deal 1d6 additional necrotic damage.
Terrorize
As a reaction when a creature within 30 feet of you uses its movement to move closer to you, you can have that creature make a wisdom saving throw, on a failure they take necrotic damage equal to your constitution modifier.
Unholy Vigor
At the start of your turn you gain temporary hit points equal to your Constitution modifier.
Siphoning Strike
7th-level Death Knight Feature
You have learned to control the balance of life and death within yourself, using the life energy of those you slay to your benefit. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your constitution modifier bonus.
Shadow Meld
10th-level Death Knight Feature
As a bonus action, when you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You may also take one willing creature within 5ft you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade your grasp. The DC being 8 + your Strength modifier + your proficiency bonus.
Deathless
15th-level Death Knight Feature
You have come to know that even to the strongest of creatures, Death is a inevitability. If you take damage that would reduce you to 0 hit points and doesn't kill you outright, you may make a Constitution saving throw with a DC equal to the damage done. On a success, you drop to 1 hit point instead. You may use this ability once per long rest.
Revenant
18th-level Death Knight Feature
You have fully assumed the mantle of a Death Knight; you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. Additionally, when a friendly creature within 30 feet of you is knocked unconscious and not outright killed, it can choose to drop to 1 hit point instead, and gain temporary hit points equal to your Fighter level + your constitution modifier (a minimum of 1). A friendly creature must finish a long rest before they can benefit from this feature again.
The Colossus
These warriors are the embodiment of raw power. They wield giant weapons with the same skill that other fighters do smaller weapons. Rumored to be the descendants of titans, the mythic first creations of the gods in some realms, or the greatest of the true giant races in others, one thing is clear, these warriors wield great power. Despite their origin, very few have ever been seen. The tales of these warriors defeating entire armies alone, slaying ancient dragons solo, and many other feats are often written of as myth or bardic embellishment. those who gain these powers by other means are often the result of forbidden rituals, gruesome or violent experimentation or the mortal child of a godlike creature, and often live the life of a wondering adventurer. They are often drawn to the most challenging of work to test the limits of their strength.
Titan Weapon
3rd-Level Colossus Feature
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you cant be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally you ignore the two-handed property of your Titan weapon, allowing you to wield a two-handed weapon in one hand, you cannot dual wield two-handed weapons using this feature.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Titans Might
3rd-Level Colossus Feature
Starting at 3rd level when you take this subclass, as a bonus action you can increase the size and damage of your Titan weapon for 1 minute. While effect is active, your weapon uses the Oversized rule for weapons(DMG p.278) or deals one extra damage die of its damage type(determined by DM), additionally your size counts as large for the purpose of using oversized weapons. you can use this ability a number of times equal to your proficiency bonus per long rest.
Titanous Retribution
7th-Level Colossus Feature
Even your blood is saturated with the power that flows through your body, causing any enemy that hurts you suffer for their audacity.
Starting at 7th level, when a hostile creature hits you with a melee attack, if that creature is within the range of your Titan weapon, you can use your reaction to make a special melee attack. This special attack targets 3 creatures of your choice within range of your titan weapon, each targeted creature must make a dexterity saving throw, on a failure they take 3d6 damage of your titan weapons damage type, or half as much on a success. you can use this ability a number of times equal to your proficiency bonus per long rest.
Aura of Destruction
10th-Level Colossus Feature
Starting at 10th level as a bonus action, you can unleash the raw power contained within your body, unleashing a 15ft aura centered on you and that moves with you. When a creature starts its turn with the aura or moves into the aura they must make a strength saving throw, on a failure they take 1d6 + your strength modifier bludgeoning damage, or half as much on a success. you can use this ability a number of times equal to your constitution modifier, you regain all expended uses after a long rest.
Saving Throw = 8 + your proficiency bonus + your strength modifier.
Roar of Power
15th-Level Colossus Feature
Starting at 15th level, as an action, you can raise your Titan weapon over your head, releasing a deafening roar. All hostile creatures with 20 feet of you must make a wisdom saving throw, on a failure they are frightened of you until the start of your next turn, on a success they are not frightened. Additionally all allies within 20 feet of you gain temporary hit points equal to your constitution modifier + your proficiency Bonus. you can use this ability once be long rest.
Saving Throw = 8 + your proficiency bonus + your strength modifier.
Unbridled Power
18th-Level Colossus Feature
Starting at 18th level you are the embodiment of raw power. your strength and constitution scores increase by 2. Your maximum for those scores is now 22.
The Radiant Blade(Version 2)
A slight click is the only sound audible in the room, the orc raider didn't see the warrior draw his blade, but he was filled with dread and physical pain as they slowly sheathed it. He looked around as he slowly fell to the floor, of the six raiders he had brought into the building, none had survived the warriors odd attack. He was missing both a arm and leg himself, the warrior slowly moved past them, after all no threats remained, and there were other raiders that need removal from the town.
A fighter who learns the radiant blade fighting style draw out the full power of single handed swords, most practitioners of this style of combat often use it as a spectacle, participating in public duels with other sword masters to prove it's superior strength. While the style is rumored to have six forms, most practitioners only manage to learn one or two, this is most likely due to the fact that each member must alter each form to suit their preferred blade type, drastically increasing the time needed to master each one. Those who manage to overcome the challenges of this style are rumored to have gained amazing powers, including moving to opponents in the blink of an eye, infuse radiant energy into their weapons, and even cause radiant slashes to hit foes at a distance. Most first hand accounts of such swordsmen/swordswomen are often unreliable as they come from unreliable sources.
Form One - Defensive Draw
3rd-level Radiant Blade Feature
You can Create a zone around you to increase your defense, provided you aren't wearing heavy armor or using a shield
You can use a Bonus action to take a defensive stance for 1 minute. It ends early if you are incapacitated, if you don heavy armor or a shield, or are wielding a weapon with the Two-handed property. You can also leave the stance at any time(No action required).
While your stance is active, you gain the following effects.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Form One - Radiant Blade
3rd-level Radiant Blade feature
You learn to infuse your melee attacks with radiant power, boosting the damage you do. When you make a melee weapon attack with a weapon that deals slashing damage, and lacks the two-handed property, you deal an additional 1d6 radiant damage.
Form Two - Radiant Flash Strike
7th- level Radiant Blade Feature
You have learned to move short distances in an instant when attacking. When you take the attack action with a melee weapon that deals slashing damage, and lacks the Two-handed property, as part of each attack, you can teleport to an unoccupied space within 15 feet, as long as each attack is made against a different creature.
Form Three - Distant Radiance
10th-level Radiant Blade feature
You learn to use a fast draw attack that strikes a distant foe with a blade of pure radiant energy. You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 30ft. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. It deals radiant damage, and its damage die is a d6.
When you take the attack action on your turn and use this special attack as part of it, you can make the special attack once as a bonus action. When you gain the extra attack feature, this special attack can be used for any of the attacks you make as part of the attack action.
Form Four - Brilliant Surge
15th-level Radiant Blade feature
You have learned to take advantage of your quick draw techniques while moving. When you take the dash action on your turn, you can make one melee weapon attack with a weapon that lacks the two-handed property, if you would pass within melee range(5ft) of a creature. You can only attack up to three creatures in this manner. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses of this feature on a long rest.
Form Five - Storm of Radiance
18th-level Radiant Blade feature
You have polished your quick draw techniques to their apex, gaining the ability to unleash a wide range, multi-strike attack.
If you are wielding a melee weapon, that deals slashing damage, and lacks the two-handed property, as an action, you can draw you blade, unleashing multiple slashes of radiant energy. Each creature of your choice within a 20ft radius centered on you must make a dexterity saving throw, on a failed save they takes 6d10 radiant damage, and is knocked prone, or half as much on a success and is not knocked prone. You can use this ability one time per short rest.
The Magus Blade-Master(version 3)
Some Sorcerers seek to address their combat weaknesses, learning to master one-handed melee weapons to assault those who rush them in the heat of battle. Those who choose to follow this path are often referred to as Magus Blade-Master's, and are often recruited into orders of knights, hired as bodyguard's and advisors to nobles, or join a military as tacticians and commanders. These individuals often yearn to prove themselves to others, they may act more recklessly than other spellcasters, often firing spells off as they rush into close combat with enemies to throw them off, after all, who expects a spellcaster to rush in to attack with a weapon? These warriors have the ability to mark their foes, unleash blades of arcane energy, teleport short distances, create defensive barriers, and infuse their chosen weapon with a Varity of elements.
Blade Magic
1st-level Magus Blade-Master Feature
You learn additional spells when you reach certain levels in this class, as shown on the Blade Spells table. Each of these spells counts as a sorcerer spell for you, but do not count against the Total number of sorcerer spells you know.
Blade Spells
Sorcerer Level
Bonus Proficiencies
At 1st level, you gain proficiency in light armor, medium armor, simple weapons, and martial weapons.
Magus Blast
1st-level Magus Blade-Master Feature
You can fire a projectile of magical energy at enemies. You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 40 feet. You are proficient with it, and you can add your charisma modifier to both its attack and damage rolls. It's damage type is force, and its damage is a d6. This Die changes as you gain Sorcerer levels.
Additionally a creature hit with this special attack is inflicted with mark of the magus for 1 minute, The mark end early if you hit another creature with this special attack, if the target dies, you die, or you are incapacitated. Until the mark ends, you gain a bonus to melee attack damage rolls against the marked creature. The bonus is force damage equal to your proficiency bonus.
When you reach certain levels in this class the size of this features damage die increases: at 5th level(d8), 11th level(d10), and 17th level(2d6)
When you gain the extra attack feature, this special attack can be used for any of the attacks you make as part of the attack action.
Blade Arts
6th-Level Magus Blade-Master Feature
You have learned special attacks that infuse your blade with you magic powers called blade arts, detailed below.
Distant Lotus: You make a special attack with a melee weapon, causing an myriad of slashes to be unleashed in a large area. As a action, choose a space you can see within 60 feet, each creature within a 20ft radius of the spot you chose must make a dexterity saving throw, on a failed save they take 5d6 force damage, or half as much on a success. You can use this attack three times per short rest. This special attack is a special ranged spell attack for the purposes of calculating bonus's.
Repeating Blade: You infuse your weapon with your magical energy, speeding up your blade, allowing you to make an additional attack. When you hit a creature with a melee weapon attack using the attack action, you can make a melee weapon attack as a bonus action. This bonus attack deals 1d6 force, necrotic, radiant, fire, cold, lightning, or thunder damage(your Choice). You can use this attack a number of times equal to your charisma modifier per short rest.
Full Moon Slash: You make a full circular sweeping attack with your weapon while infusing it with magical energy. As an action you can choose any number of creatures within 5 feet of you and make a melee weapon attack roll against each chosen creature, on a hit this attack deals 1d8 force, necrotic, radiant, fire, cold, lightning, or thunder damage(your choice). You can use this attack a number of times equal to your Charisma modifier per short rest.
Extra Attack
6th-level Magus Blade-Master Feature
You can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Shield and Fade
14th-level Magus Blade-Master Feature
Starting at 14th level you have learned additional ways to weave your magic into combat situations, detailed below.
Flash Step: You learn to transport yourself short distances to position yourself in combat better. As a bonus action you can teleport to an unoccupied space you can see within 15ft. you can use this feature a number of times equal to your proficiency bonus per short rest.
Reduction Shield: You summon a small shield of magical force to defend yourself against incoming damage. When you would take damage from a melee attack or spell that targets only you, as a reaction, you can reduce the damage you would take by an amount equal to your charisma modifier plus your sorcerer level. you can use this feature two times per long rest. starting at 18th level you can use this feature four times per long rest.
Grand Art
18th-Level Magus Blade-Master Feature
Starting at 18th level you have trained your magical and physical prowess to their limits, gaining access to the most powerful attacks available to your vocation, detailed below.
Heavens Gleam: You Infuse your weapon with positive magical energy, extending its length and making a massive downward attack, damaging all those its path. As an action you make a melee spell attack 20 feet long and 10 feet wide, dealing 1d8 radiant damage. You can expend one spell slot to deal 1d8 extra radiant damage for each level of the spell slot, up to a maximum of 8d8 damage.
Gloom Arc: You charge your weapon with negative magical energy, then make a large sweeping attack, damaging all those within its range. As an action you make a melee spell attack in a 30ft cone, dealing 1d6 necrotic damage. You can expend one spell slot to deal 1d6 extra necrotic damage for each level of the spell slot, up to a maximum of 10d6 damage.
Magus Blade: You infuse your weapon with raw elemental power, causing energy to overflow and increase the impact of your attacks. As a bonus action you can infuse elemental magic into your weapon for 1 minute. When you make a melee weapon attack and hit, you deal 1d8 extra fire, cold, lightning, thunder, or force damage(your choice upon using this feature). You can use this feature a number of times equal to your charisma modifier per short rest. The additional damage of this feature cannot be added to the attacks granted by this subclass.
Bookmarked to look at later, I wish you luck, that is a lot of stuff.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Yea I have a whole notebook of classes and subclasses I have been creating over the last few years, the next set of creations is going to be based off of Benimaru from "that time I got reincarnated as a slime", its going to include the race and the subclass(thinking paladin or warlock). also I appreciate any feedback you give, even if you only look at one of the homebrews.
The whole point of the italicized subheading that lists the level and subclass is to preclude having to mention at what level the feature comes in the first sentence of the paragraph. Doing both is like a belt and suspenders.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
ok thank you for the feedback I have made the note for my future subclasses and next iteration of these releases.
I’ve only seriously looked at the first one so far, the Bowmaster, and generally looked at some of the others. Not bad. Needs some language adjustments, some playtesting to be sure. But it’s generally better to try and do that before publishing. For feedback you can do something like this:
Arcane Bowmaster
Unlike those who follow the path of the Arcane Archer, that infuse their ammunition with magic, Arcane Bowmaster's use their magic as their ammunition. Arcane bowmaster's can fire a barrage of magical projectiles, buff allies, fire attacks that are guaranteed to hit, and a wide variety of other magical feats. Those who follow this path are often more interested in assaulting enemies from afar, or controlling the flow of a battle, without devoting large amounts of their lives studying at a magical school, or rushing into close combat with hostiles. Those with elemental creature heritage often follow this path due to their innate connection to magic.
Arcane Barrage
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you can fire a volley of magic bolts at a single enemy.
You gain a new attack option that you can use with the attack action, with a Crossbow or Bow. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is force damage, and its damage is 3d4. The Number of damage die changes as you gain fighter levels.
This attacks damage increases by 2d4 when you reach 5th level(5d4), 11th level(7d4), and 17th level(9d4).
Seeker Shot
3rd-level Arcane Bowmaster Feature
Starting when you choose this archetype at 3rd level, you gain the ability to fire a single magical bolt at multiple enemies.
You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d6. When you use this special attack you choose up to three creatures you can see within range, each target is hit with a single bolt. All fired bolts hit simultaneously. The number of creatures you can target increases when you reach certain fighter levels.
When you reach certain levels the number of targets increases: 5th level(4 targets), 11th level(5 targets), and 17th level(6 targets)
Burst and Pull
7th-level Arcane Bowmaster Feature
You have Mastered two new ways to utilize your magical abilities, Detailed below
Burst Bolt: You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 100 feet, and you are proficient with it. Its damage type is fire, and its damage is 2d6. Each creature within a 10ft radius of the original target must make a dexterity saving throw, on a failed save they take half damage. The number of damage die of this attack increases when you reach certain levels in this class. You can use this feature a number of times equal to your proficiency bonus per long rest.
Gravity Bolt: You gain a new attack option called Gravity Bolt that you can use with the attack action. This special attack is a ranged spell attack with a range of 80 feet, you are proficient with its damage type is Bludgeoning, and its damage is 2d6. Each creature within a 20ft radius of the original target must make a strength saving throw or be pulled 15ft towards the original target in a unoccupied space, on a success the target is not pulled. A creature that starts its turn in this abilities area must make a strength saving throw or have its speed halved. The area persists until the end of your next turn. The number of damage die of this attack increases when you reach certain levels in this class. You can use this feature a number of times equal to your proficiency bonus per long rest.
This attacks damage increases by 2d6 when you reach 11th level(4d6), and 17th level(6d6).
Saving throw = 8 + your proficiency modifier + your Dexterity Modifier(Burst Bolt)
Saving throw = 8 + your proficiency Modifier + your Wisdom Modifier(Gravity Bolt)
Bracer Arrow
10th-level Arcane Bowmaster feature
starting at 10th level you have learned to use your arcane gifts to bolster your allies defense against those who wish to inflict harm. As an action you can choose up to 3 allies or non-hostile creatures within 60 feet of you, firing a magic Projectile at each chosen creature, They gain a +1 bonus to AC until the end of their next turn. You can use this feature a number of times equal to your wisdom modifier per short rest.
Warding Bolt
15th-level Arcane Bowmaster Feature
Starting at 15th level you have learned to infuse your arcane projectiles with positive energy that augments your allies and others natural abilities. As a action you can choose up to three allies or non-hostile creatures within 60 feet, you fire a magical projectile, giving them a +2 bonus to saving throws and ability checks they make until the end of their next turn. You can use this feature a number of times equal to your Wisdom modifier per short rest.
Catastrophe Rain
18th-level Arcane Bowmaster Feature
Starting at 18th level you have learned to use you arcane talents to unleash a catastrophic attack. As an action you fire a large magic projectile into the air which explodes into innumerable smaller projectiles that fall and impact a large area of your choice. all creatures in a 30ft wide, 60ft high area within 120ft of your choice must make a dexterity saving throw, on a failed save they take 8d8 force damage or half as much on a success. You can use this feature two times, and you regain all uses on a long rest.
Saving throw = 8 + your proficiency modifier + your Wisdom Modifier
Obviously you don’t have to use a spoiler, it just keeps things smaller.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
ok cool thanks for the advice ill see about updating the original post over the next couple days. I did do a number of tests with characters at 3rd,7th,11th, and 17th levels in easy, medium, and hard difficulties using the encounter builder using enemies with low, mid, and high armor classes. In my tests they performed on par with most of the official subclasses, but my encounters may differ than something another DM so its kind of hard to know if its balanced for their games. Also multiclassing has a massive amount of combinations, making even the base classes incredibly powerful (paladin/warlock and Fighter/rouge for example) so its hard to test every combination a player may choose for balance purposes. This is why I asked people to test it and let me know how it performed for them, and if they are a DM whether they would allow it in their games. I apologize if I made it seem like I didn't do any testing before I published, but I did do a fair bit. My goal is to get feedback from others similar to how WOTC get player feedback via their unearthed arcana.
My astral knight review
A good subclass in general I have a few comments
Astral protection or whatever should give force resistance
Reality slide is strong for a 3rd level feature, maybe swap it with thought acceleration
Other then that a few minor wording issues, this a good dunamancy/cosmic themed fighter.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
thank you! I have noted your feedback for the next iteration.
AlexandrosThegreat You mentioned wording issues, is there a specific example you can give.
That’s not playtesting, that’s just spot testing in a vacuum. Actual playtesting takes months and months and other people reading them over and over in multiple situations.. And WotC only wants people’s first impressions, they don’t leave UA up long enough or leave the surveys open long enough to collect actual playtest feedback, just first impressions.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
lets go over the subclasses and what i think
ARCANE BOWMASTER
arcane barrage: 3d4 damage die at a start i think is too much. it has the potential to dwarf a normal bows damage of 1d8. i would start it out at 1d8 and give it magic damage to overcome magical resistance and go up in dice as you(the character) level. 2d8 at 5th 3d8 at 8th and so on.
seeker shot: assuming this is an auto hit thing i would recamend limiting it to say dex mod/long rest. otherwise it looks good
burst and pull:
burst: i think 2d6 damage dice is good enough and you have no need to up it at further levels.
gravity bolt: pull them closer or steal movement speed. i would make this players choice, but they shouldn't be able to do both.
bracer arrow: looks really good. i would allow a +2 to ac. but don't let it stack with spells like shield of faith
warding bolt: looks good. no other comment
catastrophe rain:looks good. love its name btw
ASTRAL KNIGHT
power cosmic:
weightless weapon. give this a time limit as it doesn't have one. i'd say about 10 minuets.
reality slide: only a 15 foot teleport. for an ability at level 3 teleportation is really powerful as is. so limit it
cosmic resistance: ok this is cool and all but you never gave any options for damage type (save alone for force damage in the chrono strike ability) as a base. so as is right now there would be no resistance to have.
cosmic adept:
thought acceleration: great roleplay potential. no other comment
gravity shift: no additional damage. id have the dice be rolled and have the enemy knocked back (or pulled closer. players choice) by double the rolled amount on a failed save. or the rolled amund on a save
cosmic retribution: no +wisdom modifier. this makes it essentially a normal attack
shifting space: looks good
gravity well: on a failure movement speed halved. no other effects
cosmic master:
cosmic armor: roll the dice and grant this as the + to armor class. have a time limit of 1 minuet though
event horizon: this is probably going to be your most powerful attack. have it like a ritual that has to be cast for 10 minuets or expend ALL cosmic energy dice , go up to 10d6 damage dice. and pull everything towards it. while knocking it prone. then stun it for the next round. keep in mind a black hole doesn't care what it eats so living and unliving material alike will be uprooted. friendly fire is on and if your too close it may eat you as well
temporal pulse: looks good to me
DEATH KNIGHT
Profane gifts: id have the increase happen at 7th, 13th and 19th level
aura of death: what level is this gained?
deathly glamor: bit op. give a choice for one additional saving throw instead
ether step: i fail to see how this has anything to do with death other than avoiding it. i would get rid of it entirely
grave armor: again what level is this gained. cuz if this is seventh level then +2 works. but if this is 3rd level thn only +1. either way this needs some sort of timer or use by ability modifier
grim stride: this is nice and all but entirely unneeded. id get rid of it
soul flay: again what level. this seems like it should be a 7th level thing. it also needs an ability mod use
soul reaver: bound weapon? where did that come from.
terrorize: at what level is this gained. this seems like a main ability. but otherwise looks good
unholy vigor: no. just no. there are no roll's or uses by modifier. also no reason for it.
reaper weapon: this sounds a lot like the eldritch knight weapon bond. no plus +1 weapon at level 3 for free. also this would be the place to put the soul reaver trait. right under this
necro strike: up the dice to 1d6
siphoning strike: no +proficiency bonus
shadow meld: this looks good.
death's embrace: looks good. i would change the name to something like "deaths door"
revenant: looks good to me
side note: all those things under the aura of death is just all over the place. something like this should have a theme which with those it doesn't seem to have one
MAGUS BLADE MASTER
Bonus proficiencies: looks good to me
magus blast: what is the mark of the magus? everything else looks good though
blade arts:
distant lotus: if it has a range of 60 feet don't limit it to target people only within 20 feet. also use the charisma modifier like with everything else under it
repeating blade: looks good to me.
full moon slash: this looks good to me
extra attack: looks good to me.
shield and fade:
flash step: use the charisma modifier. the rest looks good
reduction shield: ^
grand art:
heavens gleam. looks good
gloom arc: looks good.
magus blade: looks good
side note: this looks like your best subclass (so far). good work on it
THE COLOSSUS
Titan weapon: looks good
Titans might: looks good
titanous retribution: looks good
aura of destruction: looks good
roar of power: looks good
unbridled power: this seems a bit weak. but nothing wrong with it
side note: good job this is really well balanced
THE RADIANT BLADE
form one - defensive draw: looks good
form one - radiant blade: i would increase this to 1d6. looks good otherwise
form two- radiant flash strike: this looks fine
form three - distant radiance: this looks good to me
form four - brilliant surge: this looks good:
form five- storm of radiance: looks good to me.
side note: this reminds me a lot of breathing techniques from demon slayer which i like. good work o this one
Ok I think I may not be understanding what you are consider playtesting. My definition of playtesting is creating a map and running combat encounter that I have built against a character that is using the homebrew subclass. So maybe I can tell you exactly what I do as "playtesting" and you can determine if it qualifies as what you consider playtesting.
**each tier/phase of this process uses different creatures for the encounter to test a wide variation of creatures**
with this process I run the combat encounters manually and keep track of the damage dealt, rounds survived, and rounds needed to complete. I don't roll damage dice for attack due to the random factor of dice rolls, instead I use the average for more consistent results(1d6 average=3.5). the only die I roll is to see if an attack hits, for saving throws, etc. I also use the point buy method for stat allocation, a race that is optimized for that subclass, and common armor and weapons for gear. I do this process with the average player in mind, not the hardcore min maxer. Over the course of the 120 combat encounters that I run with each subclass I believe that this counts as sufficient playtesting from me before I publish the subclass. I am curious to see what you do consider to be playtesting if this doesn't qualify for you. In my experience though if you consider playtesting as actually using the subclass in a campaign, and you average one combat encounter per session(52 per year), and you have one campaign session a week(every group I have played in), this process is equivalent to almost two and a half years of playtesting from me. but like I said I'm curious what your definition of playtesting is.
Having an actual other player create the character in a party of other characters created by other players and actually playing it at all four tiers of play, and then repeating the process with different players in a different party. Receiving multiple perspectives based on how different people perceive the wording of the subclass and how they apply it in different situations actually in situ.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
IamSposta ok that's what I thought you might mean but isn't that kind of the idea of posting your homebrew on this platform so I can have other players do just that and then adjust the homebrew with their feedback?
THEALMIGHTYDM1207 your feedback was awesome! also yea I was going to re publish death knight today with a new version so ill update the original post by end of day using your feedback. Then see how it goes from there. Also Alot of those are options you choose when you take the subclass similar to how you choose options with the battle master at level 3 and certain levels after which is why they dont have levels but the next version has that clarified.
Ok I have updated the death Knight fighter subclass to more closely resemble the layout of the battle master subclass's layout so it should be clear that the gifts are chosen at level 3,7,10, and 15, also made some edits to the way that some of the features/gifts operate and some feature names as suggested so feel free to do some additional testing and give further feedback.
Ok so the reason I decided to make this deal 3d4 at level 3 is because you can use sharpshooter for an additional guaranteed 10 damage with a standard bow attack and if combined with elven accuracy or the archery fighting style or both your average chance to hit is much higher and your average damage with a dex mod of 3(1d8+10+2+3) is 19.5 on a standard hit at level 3, whereas the average damage of this attack at level 3(3d4+3) would only be 10.5 since it cant benefit from sharpshooter or archery since it is classified as a ranged spell attack, and the average damage of a regular bow shot with just archery fighting style(1d8+3+2) is 9.5 meaning it only beats it by 1 damage per attack on average. I calculate using the averages each damage die as it was explained to me which is 1d4=2.5, 1d6=3.5,1d8=4.5, 1d10=5.5, 1d12=6.5. It wouldn't out damage a lv3 sharpshooter basic bow attack until level 11, and even then if you have a +1 bow the damage is even. Idk let me know what you think regarding the way I did this.
ok this makes sense. assuming you start the game with the sharpshooter feat as a variant human. hower it is impossible to get elven accuracy at 1st level. and you dont get your first feat until 4th level. i can understand the argument with sharpshooter and i would even concede to that. but you are adding the elven accuracy at level 3 which is *as far as i know) impossible. but with sharpshooter that makes a bit more sense
lets go over the subclasses again and update what i think
ARCANE BOWMASTER V2
overall a much better subclass. no other comment
DEATH KNIGHT V2
So much better than what it once was! in v1 it made no sense with those things and had no clear profane gifts list. it now does and makes much more sense. good work
THE RADIANT BLADE V2
much better than it was before. good job