Cool! I like it a lot. I would like to point out, though, that the result for 37-45 is kind of pointless, since there’s no air in the Astral Plane at all. (Just remembered that it literally says that the astral stream can enter the Material Plane.)
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I also have an idea for the PC category - a spell that creates a bond between you and your mount, kinda warding bond-style. And unless people are gonna take points off for it, it’ll be called…
Bind Steed.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
This is an artifact I've had ready to use in one of my campaigns that I haven't been able to continue all summer. Also, it's my DM option. Please let me know if there are tooltips I could have added but missed and let me know what you think! I've wanted to brush this up for competition for a while now!
The solar blade, Flarebrand. Given to heroes in time of need by the goddess Soluna, who governs the moon and the sun.
Flarebrand
Weapon (longsword), artifact (requires attunement by a by a worshipper of Soluna)
This fine platinum sword hilt has a magnificent depiction of the rising sun in what appears to be a stained-glass relief at the base of where a blade would be, were one attached. Upon closer inspection, the “glass” is a collection of flat gemstones; diamonds, topaz’, and rubies. The pommel is made of cold iron and is in the shape of a blazing star.
Flarebrand is a powerful artifact bestowed upon a devout worshipper of Soluna, the goddess of the sun and moon, when balance of night and day must be restored. Flarebrand represents the glory of the sun and endows its wielder with the nearly unmatched power of the sun. This blade of solar energy is only gifted during times of chaos, when the sun doesn't shine as it should. A hero who inherits Flarebrand is given both immense power and immense responsibility. Flarebrand is almost always given alongside its brother, Selwark, the Lunar Shield.
Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Any damage this weapon deals becomes radiant damage, regardless of the source (for example, if a character is under the effects of elemental weapon, the damage added will be radiant, regardless of the type chosen by the caster). You can use a bonus action to speak the sword’s command word, ‘sol-enah’. A blade of pure sunlight then erupts from the gemstone relief. While alight, the sword sheds bright light in a 60-foot radius and dim light for an additional 60 feet. It also deals an additional 2d8 radiant damage. If the light provided by Flarebrand overlaps with the area of any spell that creates darkness, that spell is dispelled. These effects last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Flarebrand is an improvised weapon that deals 1d4 bludgeoning damage while it is not shedding light from its own ability.
Blessing of Soluna. While attuned to Flarebrand, you gain the following benefits:
Solar Flare. While you are holding the sword, you can use your action to expend a spell slot. When you do, each creature of your choice inside the area of the light provided by Flarebrand must succeed on a DC 19 Dexterity saving throw or take 1d8 radiant damage per level of the spell slot expended and become blinded for one minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature has advantage on this saving throw if it is in the dimly lit area provided by Flarebrand. A creature can repeat the saving throw at the end of each of its turns to end the blinded condition.
Daybreak. While you are holding the sword, can use your action to invoke the divine power of Soluna, causing night to become day. For 12 hours, or until you use an action to end the effect, bright light shines from the sky in a 10 mile radius around you. This light dispels any magical darkness that overlaps with its area and cannot be dispelled by any means short of divine intervention or Flarebrand's own effect. Once you use this effect, you cannot use it again for 1 week.
Destroying Flarebrand. Flarebrand is nearly impervious to harm. To destroy Flarebrand, a creature attuned to both Flarebrand and Selwark must plunge Flarebrand into Selwark, destroying both relics. If this is done during the night, it becomes day for 100 years (this affects the entire world). If this is done during the day, it becomes night for 100 years. Performing this act also causes an explosion of light that incinerates everything within 1 mile, including all living creatures with less than 500 hit points.
This is an artifact I've had ready to use in one of my campaigns that I haven't been able to continue all summer. Also, it's my DM option. Please let me know if there are tooltips I could have added but missed and let me know what you think! I've wanted to brush this up for competition for a while now!
The solar blade, Flarebrand. Given to heroes in time of need by the goddess Soluna, who governs the moon and the sun.
Flarebrand
Weapon (longsword), artifact (requires attunement by a by a worshipper of Soluna)
This fine platinum sword hilt has a magnificent depiction of the rising sun in what appears to be a stained-glass relief at the base of where a blade would be, were one attached. Upon closer inspection, the “glass” is a collection of flat gemstones; diamonds, topaz’, and rubies. The pommel is made of cold iron and is in the shape of a blazing star.
Flarebrand is a powerful artifact bestowed upon a devout worshipper of Soluna, the goddess of the sun and moon, when balance of night and day must be restored. Flarebrand represents the glory of the sun and endows its wielder with the nearly unmatched power of the sun. This blade of solar energy is only gifted during times of chaos, when the sun doesn't shine as it should. A hero who inherits Flarebrand is given both immense power and immense responsibility. Flarebrand is almost always given alongside its brother, Selwark, the Lunar Shield.
Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Any damage this weapon deals becomes radiant damage, regardless of the source (for example, if a character is under the effects of elemental weapon, the damage added will be radiant, regardless of the type chosen by the caster). You can use a bonus action to speak the sword’s command word, ‘sol-enah’. A blade of pure sunlight then erupts from the gemstone relief. While alight, the sword sheds bright light in a 60-foot radius and dim light for an additional 60 feet. It also deals an additional 2d8 radiant damage. If the light provided by Flarebrand overlaps with the area of any spell that creates darkness, that spell is dispelled. These effects last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Flarebrand is an improvised weapon that deals 1d4 bludgeoning damage while it is not shedding light from its own ability.
Blessing of Soluna. While attuned to Flarebrand, you gain the following benefits:
Solar Flare. While you are holding the sword, you can use your action to expend a spell slot. When you do, each creature of your choice inside the area of the light provided by Flarebrand must succeed on a DC 19 Dexterity saving throw or take 1d8 radiant damage per level of the spell slot expended and become blinded for one minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature has advantage on this saving throw if it is in the dimly lit area provided by Flarebrand. A creature can repeat the saving throw at the end of each of its turns to end the blinded condition.
Daybreak. While you are holding the sword, can use your action to invoke the divine power of Soluna, causing night to become day. For 12 hours, or until you use an action to end the effect, bright light shines from the sky in a 10 mile radius around you. This light dispels any magical darkness that overlaps with its area and cannot be dispelled by any means short of divine intervention or Flarebrand's own effect. Once you use this effect, you cannot use it again for 1 week.
Destroying Flarebrand. Flarebrand is nearly impervious to harm. To destroy Flarebrand, a creature attuned to both Flarebrand and Selwark must plunge Flarebrand into Selwark, destroying both relics. If this is done during the night, it becomes day for 100 years (this affects the entire world). If this is done during the day, it becomes night for 100 years. Performing this act also causes an explosion of light that incinerates everything within 1 mile, including all living creatures with less than 500 hit points.
That one looks great! I just would change the Solar Flare ability. Right now it deals not enough damage to be worth it compared to both taking the Attack action amd to casting a spell. Also, using spell slots as the resource means fighters and barbarians (Zealots wouls like it probably for their theme) cannot use it at all. You should either use a different resource or restrict attunement to spellcasters; and you could either increase the damage or reduce Solar Flare's action economy cost, for example having it replce a weapon attack when taking the Attack action or changing it to a bonus action.
The 6th level feature is designed to be a ribbon feature as the real good thing this subclass gives at 6th level is the **Find Greater Steed** spell for use as an Apocalyptic Harbinger. Another note is that the 11th level feature giving critical hits to 19's and the nat 20 benefits to 19s to pact of the blade is to keep Pact of The Blade having a similar chance to critical hit to higher level Eldritch Blast. Also, due to just how massive the difference in power between the warlock subclasses is, I tried making it at around the strength of a non-multiclassed Hexblade, pretty strong but definitely not the strongest single class warlock subclass. Additionally I did design this subclass in mind when it comes to multiclassing. Basically every feature scales off of warlock level to avoid this being a too front loaded multiclass as you do already get a summonable steed friend.
Edit: It's also in theme because it can summon a steed boi with it's 1st level feature, perfect for any speedy race!
The 6th level feature is designed to be a ribbon feature as the real good thing this subclass gives at 6th level is the **Find Greater Steed** spell for use as an Apocalyptic Harbinger. Another note is that the 11th level feature giving critical hits to 19's and the nat 20 benefits to 19s to pact of the blade is to keep Pact of The Blade having a similar chance to critical hit to higher level Eldritch Blast. Also, due to just how massive the difference in power between the warlock subclasses is, I tried making it at around the strength of a non-multiclassed Hexblade, pretty strong but definitely not the strongest single class warlock subclass. Additionally I did design this subclass in mind when it comes to multiclassing. Basically every feature scales off of warlock level to avoid this being a too front loaded multiclass as you do already get a summonable steed friend.
Edit: It's also in theme because it can summon a steed boi with it's 1st level feature, perfect for any speedy race!
You've missed out the Extra Spells List that every warlock gets. Also, there's little point to using Eldritch Blast as a lance other than flavour (and its weird flavour at that as it implies that you have 4 lances), and not everyone will take that and/or Pact of the Blade. Maybe instead of that, when you cast the find steed spell, a lance is automatically created that deals 1d6 + CHA force damage using melee spell attacks? The Pact of the Tome benefit is also underwhelming.
Alternatively, an idea that might be doable is scrapping the find steed entirely and replacing it with a custom steed stat block and custom rules, so that it can improve as the warlock improves, and when you conjure the steed you also conjure that lance, removing the pact boon added extras - more like Battle Master Artificer? It'd be awesome as a first level feature, and you could remove Accursed Rider and replace it with something like... I dunno, maybe at first level when you summon the steed you can give it a flying speed, extra walking speed, or a fire hoof attack, and when you summon it at 6th level those benefits get better and you can choose two per steed summon?
Ruination aught to be a d6 I reckon, and the Pact of the Blade part removed.
In fact, while I adore the intent and flavour, I think the mechanics, specifically the Pact of the Blade and Eldritch Blast specifications, actually hinder this subclass rather than help it. I'm sure other people like the mechanics more than me, I just think it could be better personally.
The 6th level feature is designed to be a ribbon feature as the real good thing this subclass gives at 6th level is the **Find Greater Steed** spell for use as an Apocalyptic Harbinger. Another note is that the 11th level feature giving critical hits to 19's and the nat 20 benefits to 19s to pact of the blade is to keep Pact of The Blade having a similar chance to critical hit to higher level Eldritch Blast. Also, due to just how massive the difference in power between the warlock subclasses is, I tried making it at around the strength of a non-multiclassed Hexblade, pretty strong but definitely not the strongest single class warlock subclass. Additionally I did design this subclass in mind when it comes to multiclassing. Basically every feature scales off of warlock level to avoid this being a too front loaded multiclass as you do already get a summonable steed friend.
Edit: It's also in theme because it can summon a steed boi with it's 1st level feature, perfect for any speedy race!
You've missed out the Extra Spells List that every warlock gets. Also, there's little point to using Eldritch Blast as a lance other than flavour (and its weird flavour at that as it implies that you have 4 lances), and not everyone will take that and/or Pact of the Blade. Maybe instead of that, when you cast the find steed spell, a lance is automatically created that deals 1d6 + CHA force damage using melee spell attacks? The Pact of the Tome benefit is also underwhelming.
Alternatively, an idea that might be doable is scrapping the find steed entirely and replacing it with a custom steed stat block and custom rules, so that it can improve as the warlock improves, and when you conjure the steed you also conjure that lance, removing the pact boon added extras - more like Battle Master Artificer? It'd be awesome as a first level feature, and you could remove Accursed Rider and replace it with something like... I dunno, maybe at first level when you summon the steed you can give it a flying speed, extra walking speed, or a fire hoof attack, and when you summon it at 6th level those benefits get better and you can choose two per steed summon?
Ruination aught to be a d6 I reckon, and the Pact of the Blade part removed.
In fact, while I adore the intent and flavour, I think the mechanics, specifically the Pact of the Blade and Eldritch Blast specifications, actually hinder this subclass rather than help it. I'm sure other people like the mechanics more than me, I just think it could be better personally.
That's fair! I wanted this to be a melee subclass so gameplay won't be: Get on mount, spam EB -------> become level 6. Spam EB in the air on a Pegasus the entire combat. (I still wanted a flying mount, those are cool) The reason I used EB as a base for the lance is so you could customize it with invocations instead of having a default weapon. Additionally, I made each pact boon give benefits to this subclass in particular to try and encourage customization, should I just remove that alltogether? Maybe the pact boon stuff should be lvl 6. Looking at it after you made this comment, I think things do also need some streamlining. I'll likely do a thing where you get a basic stat block but upgrade it as you level. Ruination was planned to be a D6 but got changed to be a D8 during the final tweaks (the final tweaks before making my comment overall actually nerfed Ruination. I'm glad I didn't even show the original OP one) as typically at 11th level, enemies start getting super high to hit modifiers. Should I still make it a D6?
The 6th level feature is designed to be a ribbon feature as the real good thing this subclass gives at 6th level is the **Find Greater Steed** spell for use as an Apocalyptic Harbinger. Another note is that the 11th level feature giving critical hits to 19's and the nat 20 benefits to 19s to pact of the blade is to keep Pact of The Blade having a similar chance to critical hit to higher level Eldritch Blast. Also, due to just how massive the difference in power between the warlock subclasses is, I tried making it at around the strength of a non-multiclassed Hexblade, pretty strong but definitely not the strongest single class warlock subclass. Additionally I did design this subclass in mind when it comes to multiclassing. Basically every feature scales off of warlock level to avoid this being a too front loaded multiclass as you do already get a summonable steed friend.
Edit: It's also in theme because it can summon a steed boi with it's 1st level feature, perfect for any speedy race!
You've missed out the Extra Spells List that every warlock gets. Also, there's little point to using Eldritch Blast as a lance other than flavour (and its weird flavour at that as it implies that you have 4 lances), and not everyone will take that and/or Pact of the Blade. Maybe instead of that, when you cast the find steed spell, a lance is automatically created that deals 1d6 + CHA force damage using melee spell attacks? The Pact of the Tome benefit is also underwhelming.
Alternatively, an idea that might be doable is scrapping the find steed entirely and replacing it with a custom steed stat block and custom rules, so that it can improve as the warlock improves, and when you conjure the steed you also conjure that lance, removing the pact boon added extras - more like Battle Master Artificer? It'd be awesome as a first level feature, and you could remove Accursed Rider and replace it with something like... I dunno, maybe at first level when you summon the steed you can give it a flying speed, extra walking speed, or a fire hoof attack, and when you summon it at 6th level those benefits get better and you can choose two per steed summon?
Ruination aught to be a d6 I reckon, and the Pact of the Blade part removed.
In fact, while I adore the intent and flavour, I think the mechanics, specifically the Pact of the Blade and Eldritch Blast specifications, actually hinder this subclass rather than help it. I'm sure other people like the mechanics more than me, I just think it could be better personally.
That's fair! I wanted this to be a melee subclass so gameplay won't be: Get on mount, spam EB -------> become level 6. Spam EB in the air on a Pegasus the entire combat. (I still wanted a flying mount, those are cool) The reason I used EB as a base for the lance is so you could customize it with invocations instead of having a default weapon. Additionally, I made each pact boon give benefits to this subclass in particular to try and encourage customization, should I just remove that alltogether? Maybe the pact boon stuff should be lvl 6. Looking at it after you made this comment, I think things do also need some streamlining. I'll likely do a thing where you get a basic stat block but upgrade it as you level. Ruination was planned to be a D6 but got changed to be a D8 during the final tweaks (the final tweaks before making my comment overall actually nerfed Ruination. I'm glad I didn't even show the original OP one) as typically at 11th level, enemies start getting super high to hit modifiers. Should I still make it a D6?
d6 is still super good. But d8 may be fine, I'm not sure. As for the pact boon stuff, maybe instead of that you can customise your mount more? I understand the EB stuff now you say it, but it might be easier to steamline that feature and make the mounts better.
That one looks great! I just would change the Solar Flare ability. Right now it deals not enough damage to be worth it compared to both taking the Attack action amd to casting a spell. Also, using spell slots as the resource means fighters and barbarians (Zealots wouls like it probably for their theme) cannot use it at all. You should either use a different resource or restrict attunement to spellcasters; and you could either increase the damage or reduce Solar Flare's action economy cost, for example having it replce a weapon attack when taking the Attack action or changing it to a bonus action.
The spell slot restriction is intentional for the flavor, as Soluna is unlikely to grant her boon to a non-paladin/cleric character (because those are the most likely to worship her), but I also didn't want to exclude other characters from using it so other characters retain the other benefits of wielding it (which are still immense compared to most other non-artifact magic items)!
I might increase the damage, but I initially put it at 1d8 per spell level because, even though the damage is low for a high level campaign, it basically affects all enemies in a whopping 120ft radius centered on the wielder.
Good thing I have some time to think about it haha
Quick note: Homebrewery sometimes presents really weirdly. It looks fine on my end, but let me know if you have any issues with it. Chrome works best for viewing.
I don't see any issues.
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⌜╔═════════════The Board══════════════╗⌝
...and started me on my way into my next chapter in life...
Well, I think I'm just about done with my submission for the Blinding Radiance category. It's a short adventure made up of three trials called the Heart of Light. Feedback on it would be great!
Quick note: Homebrewery sometimes presents really weirdly. It looks fine on my end, but let me know if you have any issues with it. Chrome works best for viewing.
An adventure is more of an Inspirational Option, but it depends what MilestoGo says.
Well, I think I'm just about done with my submission for the Blinding Radiance category. It's a short adventure made up of three trials called the Heart of Light. Feedback on it would be great!
Quick note: Homebrewery sometimes presents really weirdly. It looks fine on my end, but let me know if you have any issues with it. Chrome works best for viewing.
An adventure is more of an Inspirational Option, but it depends what MilestoGo says.
Oh, alright. I figured it'd work for either.
Not to be a buzzkill, but I do think an adventure or encounter is more up the alley of an Inspirational Option.
Likely I will make some updates to the statblock, and of course I am looking forward to some feedback to improve that statblock :-)
Just made a minor update fixing typos and stuff.
Also I completely forgot I also have the Sword Dancer, Darksong Knight and Silverhair Knight of Eilistraee, which also fit the theme as a group of monsters. Now I am struggling whether I should change my submission from Bahamut to the fellowship of Eilistrae... :-D
I think, yes, I am doing that if possible. While i like my Bahamut statlbock, he has been done many times before unlike the clergy of Eilistraee. I would like to replace Bahamut with the following submission:
The singing sword Galadris is a new addition to my clergy of Eilistraee line, I will likely still change and update it, while I consider the others finished - unless of course you provide feedback that makes me change them as well :)
Cool! I like it a lot.
I would like to point out, though, that the result for 37-45 is kind of pointless, since there’s no air in the Astral Plane at all.(Just remembered that it literally says that the astral stream can enter the Material Plane.)Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I have the perfect idea for the PC category, I'm gonna do a 4 horsemen warlock focused on accursed mounts
That sounds pretty cool. I look forward to it
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I also have an idea for the PC category - a spell that creates a bond between you and your mount, kinda warding bond-style. And unless people are gonna take points off for it, it’ll be called…
Bind Steed.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
This is an artifact I've had ready to use in one of my campaigns that I haven't been able to continue all summer. Also, it's my DM option. Please let me know if there are tooltips I could have added but missed and let me know what you think! I've wanted to brush this up for competition for a while now!
The solar blade, Flarebrand. Given to heroes in time of need by the goddess Soluna, who governs the moon and the sun.
Flarebrand
This fine platinum sword hilt has a magnificent depiction of the rising sun in what appears to be a stained-glass relief at the base of where a blade would be, were one attached. Upon closer inspection, the “glass” is a collection of flat gemstones; diamonds, topaz’, and rubies. The pommel is made of cold iron and is in the shape of a blazing star.
Flarebrand is a powerful artifact bestowed upon a devout worshipper of Soluna, the goddess of the sun and moon, when balance of night and day must be restored. Flarebrand represents the glory of the sun and endows its wielder with the nearly unmatched power of the sun. This blade of solar energy is only gifted during times of chaos, when the sun doesn't shine as it should. A hero who inherits Flarebrand is given both immense power and immense responsibility. Flarebrand is almost always given alongside its brother, Selwark, the Lunar Shield.
Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Any damage this weapon deals becomes radiant damage, regardless of the source (for example, if a character is under the effects of elemental weapon, the damage added will be radiant, regardless of the type chosen by the caster). You can use a bonus action to speak the sword’s command word, ‘sol-enah’. A blade of pure sunlight then erupts from the gemstone relief. While alight, the sword sheds bright light in a 60-foot radius and dim light for an additional 60 feet. It also deals an additional 2d8 radiant damage. If the light provided by Flarebrand overlaps with the area of any spell that creates darkness, that spell is dispelled. These effects last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Flarebrand is an improvised weapon that deals 1d4 bludgeoning damage while it is not shedding light from its own ability.
Blessing of Soluna. While attuned to Flarebrand, you gain the following benefits:
Solar Flare. While you are holding the sword, you can use your action to expend a spell slot. When you do, each creature of your choice inside the area of the light provided by Flarebrand must succeed on a DC 19 Dexterity saving throw or take 1d8 radiant damage per level of the spell slot expended and become blinded for one minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature has advantage on this saving throw if it is in the dimly lit area provided by Flarebrand. A creature can repeat the saving throw at the end of each of its turns to end the blinded condition.
Daybreak. While you are holding the sword, can use your action to invoke the divine power of Soluna, causing night to become day. For 12 hours, or until you use an action to end the effect, bright light shines from the sky in a 10 mile radius around you. This light dispels any magical darkness that overlaps with its area and cannot be dispelled by any means short of divine intervention or Flarebrand's own effect. Once you use this effect, you cannot use it again for 1 week.
Destroying Flarebrand. Flarebrand is nearly impervious to harm. To destroy Flarebrand, a creature attuned to both Flarebrand and Selwark must plunge Flarebrand into Selwark, destroying both relics. If this is done during the night, it becomes day for 100 years (this affects the entire world). If this is done during the day, it becomes night for 100 years. Performing this act also causes an explosion of light that incinerates everything within 1 mile, including all living creatures with less than 500 hit points.
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
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That one looks great! I just would change the Solar Flare ability. Right now it deals not enough damage to be worth it compared to both taking the Attack action amd to casting a spell. Also, using spell slots as the resource means fighters and barbarians (Zealots wouls like it probably for their theme) cannot use it at all. You should either use a different resource or restrict attunement to spellcasters; and you could either increase the damage or reduce Solar Flare's action economy cost, for example having it replce a weapon attack when taking the Attack action or changing it to a bonus action.
Alright I've made my PC option! I'm a bit rusty when it comes to making PC options (much more of an enemy designer) but I tried my best! I present, the 4 Horsemen Warlock, a new warlock subclass!
https://homebrewery.naturalcrit.com/share/1Csjbuv5syqAhuiXPRQTn7nNd5G3wo8bL9_n9ufhNuUDG
Dev notes about the balance:
The 6th level feature is designed to be a ribbon feature as the real good thing this subclass gives at 6th level is the **Find Greater Steed** spell for use as an Apocalyptic Harbinger.
Another note is that the 11th level feature giving critical hits to 19's and the nat 20 benefits to 19s to pact of the blade is to keep Pact of The Blade having a similar chance to critical hit to higher level Eldritch Blast.
Also, due to just how massive the difference in power between the warlock subclasses is, I tried making it at around the strength of a non-multiclassed Hexblade, pretty strong but definitely not the strongest single class warlock subclass.
Additionally I did design this subclass in mind when it comes to multiclassing. Basically every feature scales off of warlock level to avoid this being a too front loaded multiclass as you do already get a summonable steed friend.
Edit: It's also in theme because it can summon a steed boi with it's 1st level feature, perfect for any speedy race!
You've missed out the Extra Spells List that every warlock gets. Also, there's little point to using Eldritch Blast as a lance other than flavour (and its weird flavour at that as it implies that you have 4 lances), and not everyone will take that and/or Pact of the Blade. Maybe instead of that, when you cast the find steed spell, a lance is automatically created that deals 1d6 + CHA force damage using melee spell attacks? The Pact of the Tome benefit is also underwhelming.
Alternatively, an idea that might be doable is scrapping the find steed entirely and replacing it with a custom steed stat block and custom rules, so that it can improve as the warlock improves, and when you conjure the steed you also conjure that lance, removing the pact boon added extras - more like Battle Master Artificer? It'd be awesome as a first level feature, and you could remove Accursed Rider and replace it with something like... I dunno, maybe at first level when you summon the steed you can give it a flying speed, extra walking speed, or a fire hoof attack, and when you summon it at 6th level those benefits get better and you can choose two per steed summon?
Ruination aught to be a d6 I reckon, and the Pact of the Blade part removed.
In fact, while I adore the intent and flavour, I think the mechanics, specifically the Pact of the Blade and Eldritch Blast specifications, actually hinder this subclass rather than help it. I'm sure other people like the mechanics more than me, I just think it could be better personally.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
That's fair! I wanted this to be a melee subclass so gameplay won't be: Get on mount, spam EB -------> become level 6. Spam EB in the air on a Pegasus the entire combat. (I still wanted a flying mount, those are cool)
The reason I used EB as a base for the lance is so you could customize it with invocations instead of having a default weapon.
Additionally, I made each pact boon give benefits to this subclass in particular to try and encourage customization, should I just remove that alltogether? Maybe the pact boon stuff should be lvl 6.
Looking at it after you made this comment, I think things do also need some streamlining. I'll likely do a thing where you get a basic stat block but upgrade it as you level.
Ruination was planned to be a D6 but got changed to be a D8 during the final tweaks (the final tweaks before making my comment overall actually nerfed Ruination. I'm glad I didn't even show the original OP one) as typically at 11th level, enemies start getting super high to hit modifiers. Should I still make it a D6?
d6 is still super good. But d8 may be fine, I'm not sure. As for the pact boon stuff, maybe instead of that you can customise your mount more? I understand the EB stuff now you say it, but it might be easier to steamline that feature and make the mounts better.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
The spell slot restriction is intentional for the flavor, as Soluna is unlikely to grant her boon to a non-paladin/cleric character (because those are the most likely to worship her), but I also didn't want to exclude other characters from using it so other characters retain the other benefits of wielding it (which are still immense compared to most other non-artifact magic items)!
I might increase the damage, but I initially put it at 1d8 per spell level because, even though the damage is low for a high level campaign, it basically affects all enemies in a whopping 120ft radius centered on the wielder.
Good thing I have some time to think about it haha
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
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I don't see any issues.
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...and started me on my way into my next chapter in life...
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An adventure is more of an Inspirational Option, but it depends what MilestoGo says.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Not to be a buzzkill, but I do think an adventure or encounter is more up the alley of an Inspirational Option.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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WAIT. I meant Kaboom. Wait. Who's running the thread?
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Not me, but I did come up with the Dm Option. So I assumed that was where you drew my name from lol
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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I think, yes, I am doing that if possible. While i like my Bahamut statlbock, he has been done many times before unlike the clergy of Eilistraee. I would like to replace Bahamut with the following submission:
The singing sword Galadris is a new addition to my clergy of Eilistraee line, I will likely still change and update it, while I consider the others finished - unless of course you provide feedback that makes me change them as well :)