I have made a homebrew subclass "Protected Soul" for the Sorcerer but before I publish it I would like some feedback. Any thoughts and opinions on this and ensuring it is balanced will be appreciated. I am not able to playtest this at the moment so please give it a try and let me know how it does. Thank you!
Protected Soul
It is unclear why but throughout your life you seem to take less damage than normal. Whenever you were about to receive physical harm something swelled from inside you, something intangible and unseen, that protected you. Something in your soul pulls at the weave of magic in the world to protect you and over time you have learned to use this pull on weave to cast spells as well.
Level 1
Safe Soul
You know the Alarm spell which counts as a Sorcerer spell for you but does not count against your maximum of known spells. In addition to casting normally you can cast this spell once without using any spell slots and you regain the ability to cast it again in this way after completing a long rest. Unlike your other spells you cannot replace this spell at later levels.
Warded Soul
You have a natural and permanent ward of protection that magically reduces incoming harm to keep you safe. This ward has its own hit points and any damage you would receive is first subtracted from this ward. If the damage would bring this ward to 0 hit points any remaining damage is carried over to you. The ward cannot be dispelled or removed and remains even when it is at 0 hit points. The ward does not function if you are at 0 hit points or less or dead.
The ward's maximum hit points are always equal to twice your sorcerer level plus your Charisma modifier (minimum 0).
The ward recovers all lost hit points on a short or long rest. The ward also recovers hit points when you spend sorcery points to restore it: as a bonus action you can spend any number of sorcery points you may have to restore hit points to the ward. It restores 2 hit points for every 1 sorcery point spent. The ward can never exceed its maximum hit point value.
Level 6
Careful Soul
You have learned to help protect allies from your harmful spells. You learn the Careful Spell metamagic option. If you already know this you may choose a different metamagic option.
Level 14
Resistant Soul
Your ward, from your Warded Soul feature, is more effective against spells and helps you avoid spell effects. While your ward has 1 or more hit points you have advantage on saving throws to resist spells and magical effects. In addition the ward receives only half the normal damage it would take from a spell or magical effect.
Level 18
Shielded Soul
Whenever you would be hit by an attack you may use your reaction and expend any number of Sorcery Points and add the same amount as a magical bonus to your AC. The bonus lasts until the start of your next turn. You may use this feature twice and recover any uses after a short or long rest.
I have made a homebrew subclass "Protected Soul" for the Sorcerer but before I publish it I would like some feedback. Any thoughts and opinions on this and ensuring it is balanced will be appreciated. I am not able to playtest this at the moment so please give it a try and let me know how it does. Thank you!
Protected Soul
It is unclear why but throughout your life you seem to take less damage than normal. Whenever you were about to receive physical harm something swelled from inside you, something intangible and unseen, that protected you. Something in your soul pulls at the weave of magic in the world to protect you and over time you have learned to use this pull on weave to cast spells as well.
Level 1
Safe Soul
You know the Alarm spell which counts as a Sorcerer spell for you but does not count against your maximum of known spells. In addition to casting normally you can cast this spell once without using any spell slots and you regain the ability to cast it again in this way after completing a long rest. Unlike your other spells you cannot replace this spell at later levels.
Warded Soul
You have a natural and permanent ward of protection that magically reduces incoming harm to keep you safe. This ward has its own hit points and any damage you would receive is first subtracted from this ward. If the damage would bring this ward to 0 hit points any remaining damage is carried over to you. The ward cannot be dispelled or removed and remains even when it is at 0 hit points. The ward does not function if you are at 0 hit points or less or dead.
The ward's maximum hit points are always equal to twice your sorcerer level plus your Charisma modifier (minimum 0).
The ward recovers all lost hit points on a short or long rest. The ward also recovers hit points when you spend sorcery points to restore it: as a bonus action you can spend any number of sorcery points you may have to restore hit points to the ward. It restores 2 hit points for every 1 sorcery point spent. The ward can never exceed its maximum hit point value.
Level 6
Careful Soul
You have learned to help protect allies from your harmful spells. You learn the Careful Spell metamagic option. If you already know this you may choose a different metamagic option.
Level 14
Resistant Soul
Your ward, from your Warded Soul feature, is more effective against spells and helps you avoid spell effects. While your ward has 1 or more hit points you have advantage on saving throws to resist spells and magical effects. In addition the ward receives only half the normal damage it would take from a spell or magical effect.
Level 18
Shielded Soul
Whenever you would be hit by an attack you may use your reaction and expend any number of Sorcery Points and add the same amount as a magical bonus to your AC. The bonus lasts until the start of your next turn. You may use this feature twice and recover any uses after a short or long rest.
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