I made this subclass sometime ago, but I recently looked back on it and wanted to fix it to make it look less messy. This subclass, was inspired by the Circle of the Druid subclass
I wanted to build a creature summoner in dnd and of course the first thing I looked at, were the wizard subclasses and in seeing the og wizard conjuration subclass I realized that it doesn't really specialize in anything too much. So I looked elsewhere and to my surprise I realized that the Circle of the Druid subclass actually resonated with what I wanted to play as. Of course the only thing holding it back was that it was a druid and your creature type choices were really limited and the summons werent that strong for combat. So, I decided to basically make a one-for-one remake of the druid subclass with a little bit of the conjuration wizard. All the features are mostly the same, albiet with flavor changes and couple of tweaks to benefit more of a combat focus for the creatures. The only feature I took from the og conjuration subclass was Focused Conjuration.
I need to figure out how to make the list for my first feature no repeat. and I want to rewrite the features to have it look and sound better using official WotC grammar and formatting. Which features need this change to work and what should I change them too. I’d love to hear some input from you homebrew experts.
Ok so one thing to consider: the Circle of the Shepherd is deliberately designed to synergize with the 2014 version of Conjure Animals. Most of its features don't work well with Wizard spells. Second thing: there is already a School of Conjuration Wizard subclass so you should really give this subclass a different name.
Here's a possible fix:
Creature Affinity
Beginning at 3rd/2nd level, you choose a specific creature type to focus on. Choose one of: aberrations, constructs, dragons, elementals, fey, fiends, monstrosities, or undead [Note: these are the only creature types a wizard can conjure]. You learn one language associated with that creature type, and have advantage on Intelligence checks to recall information about your creature affinity.
You choose one additional creature affinity, at 6th, 10th and 14th level.
Starting at 2nd/3rd level, you gain the ability to bring forth your summoners spark to influence the world around you.
As a bonus action, you can magically conjure your summoners spark to a point you can see within 60 feet of you. The spark creates a ward in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of one of your Creature Affinities. As a bonus action, you can move the spark up to 60 feet to a point you can see.
The spark persists for 1 minute. You can use this bonus action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
The effect of the sparks ward depends on the type of spark you manifest from the options below.
Vitality. Each creature of your choice in the ward when the spark appears gains temporary hit points equal to 5 + your wizard level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the ward.
Combat. When a creature makes an attack roll against a target in the sparks ward, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the ward.
Protection. You and your allies gain advantage on all ability checks made to detect creatures in the sparks ward. In addition, if you or an ally cast a spell using a spell slot that restores hit points to any creature inside the ward, each creature of a type that you have Affinity with regain hit points equal to half your Wizard level.
Mighty Summoner
At 6th level, creatures that you summon are more resilient than normal. Any of your Creature Affinities summoned or created by a spell that you cast gains two benefits:
The creature appears with more hit points than normal: 3 extra hit points per Hit Die it has. If the creature does not have any Hit Dice then it gains 3 extra hit points per level of the spell slot used to summon it.
You have Advantage on d20Tests to retain control of your summoned creatures.
Focused Conjuration
Beginning at 10th level, while you are concentrating on a conjuration or necromancy spell that conjures at least one creature, your concentration can't be broken as a result of taking damage.
Grand Summons
Starting at 14th level, creatures that you have affinity with will protect you when you are the most defenseless. If you are reduced to 0 hit points, you immediately gain the benefits of one conjuration or necromancy spell of 5th level or lower that summons a creature of a type you have affinity with and that you know. This spell is cast as if it was cast with a 9th level spell slot. The conjured creature(s) appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
I made this subclass sometime ago, but I recently looked back on it and wanted to fix it to make it look less messy. This subclass, was inspired by the Circle of the Druid subclass
I wanted to build a creature summoner in dnd and of course the first thing I looked at, were the wizard subclasses and in seeing the og wizard conjuration subclass I realized that it doesn't really specialize in anything too much. So I looked elsewhere and to my surprise I realized that the Circle of the Druid subclass actually resonated with what I wanted to play as. Of course the only thing holding it back was that it was a druid and your creature type choices were really limited and the summons werent that strong for combat. So, I decided to basically make a one-for-one remake of the druid subclass with a little bit of the conjuration wizard. All the features are mostly the same, albiet with flavor changes and couple of tweaks to benefit more of a combat focus for the creatures. The only feature I took from the og conjuration subclass was Focused Conjuration.
I need to figure out how to make the list for my first feature no repeat. and I want to rewrite the features to have it look and sound better using official WotC grammar and formatting. Which features need this change to work and what should I change them too. I’d love to hear some input from you homebrew experts.
Here's the link for my subclass: https://www.dndbeyond.com/subclasses/1457293-school-of-conjuration-summoner
Ok so one thing to consider: the Circle of the Shepherd is deliberately designed to synergize with the 2014 version of Conjure Animals. Most of its features don't work well with Wizard spells. Second thing: there is already a School of Conjuration Wizard subclass so you should really give this subclass a different name.
Here's a possible fix:
Creature Affinity
Beginning at 3rd/2nd level, you choose a specific creature type to focus on. Choose one of: aberrations, constructs, dragons, elementals, fey, fiends, monstrosities, or undead [Note: these are the only creature types a wizard can conjure]. You learn one language associated with that creature type, and have advantage on Intelligence checks to recall information about your creature affinity.
You choose one additional creature affinity, at 6th, 10th and 14th level.
Aberration - Deep Speech
Construct - 10ft Telepathy
Dragons - Draconic
Elemental - Primordial
Fey - Sylvan
Fiend - Infernal
Fiend - Abyssal
Monstrosity - None
Undead - None
Summoners Spark
Starting at 2nd/3rd level, you gain the ability to bring forth your summoners spark to influence the world around you.
As a bonus action, you can magically conjure your summoners spark to a point you can see within 60 feet of you. The spark creates a ward in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of one of your Creature Affinities. As a bonus action, you can move the spark up to 60 feet to a point you can see.
The spark persists for 1 minute. You can use this bonus action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
The effect of the sparks ward depends on the type of spark you manifest from the options below.
Vitality. Each creature of your choice in the ward when the spark appears gains temporary hit points equal to 5 + your wizard level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the ward.
Combat. When a creature makes an attack roll against a target in the sparks ward, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the ward.
Protection. You and your allies gain advantage on all ability checks made to detect creatures in the sparks ward. In addition, if you or an ally cast a spell using a spell slot that restores hit points to any creature inside the ward, each creature of a type that you have Affinity with regain hit points equal to half your Wizard level.
Mighty Summoner
At 6th level, creatures that you summon are more resilient than normal. Any of your Creature Affinities summoned or created by a spell that you cast gains two benefits:
Focused Conjuration
Beginning at 10th level, while you are concentrating on a conjuration or necromancy spell that conjures at least one creature, your concentration can't be broken as a result of taking damage.
Grand Summons
Starting at 14th level, creatures that you have affinity with will protect you when you are the most defenseless. If you are reduced to 0 hit points, you immediately gain the benefits of one conjuration or necromancy spell of 5th level or lower that summons a creature of a type you have affinity with and that you know. This spell is cast as if it was cast with a 9th level spell slot. The conjured creature(s) appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).