Hello, my first time posting on D&D Beyond. I’m looking for some feedback on these subclasses I homebrewed based on some subclasses that didn’t make it out of Unearthed Arcana (minus Storm Sorcery). Critiques are greatly appreciated.
Titanic Sorcery
The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the might of a giant.
Sorcerer Level
Origin Spells
3
Enlarge/Reduce, Shield, True Strike
5
Spirit Guardians
7
Guardian of Faith
9
Steel Wind Strike
Level 3: Mark of the Ordning
You discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant runes from the Mark of the Ordning Spells table. You gain the spells associated with the rune that you are at the appropriate level for until you complete your next Short or Long Rest. When you complete a Short or Long Rest, you can change the rune selected. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Sorcerer Level
Mark of the Ordning Spells
Blod
Haug
Ild
Ise
Skye
Stein
Uvar
3
Hex, Ray of Enfeeblement
Grease, Melf’s Acid Arrow
Flame Blade, Hellish Rebuke
Armor of Agathys, Ice Knife
Fog Cloud, Invisibility
Entangle, Spike Growth
Witch Bolt, Shatter
5
Bestow Curse
Stinking Cloud
Fireball
Sleet Storm
Fly
Meld into Stone
Lightning Bolt
7
Blight
Vitriolic Sphere
Wall of Fire
Ice Storm
Freedom of Movement
Stone Shape
Control Water
9
Dominate Person
Cloudkill
Flame Strike
Cone of Cold
Mislead
Wall of Stone
Maelstrom
Level 3: Last Bastion of Ostoria
Your connection to the fallen empire of Ostoria grants you the following benefits:
Friend of Titans. You learn to speak, read, and write Giant. If you already know this language, you learn one language of your choice instead.
Jotun Resilience. Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class. Additionally, when you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can wield a Shield and have this benefit apply.
Shielded Spellcasting. You gain proficiency with Shields. Additionally, Shields can act as a Spellcasting Focus for you.
Level 6: Soul of Ostoria
You gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature. Select a rune to activate; you gain its benefit until you complete you next Short or Long Rest. When you complete a Short or Long Rest, you can change the rune selected.
Rune
Effect
Blod
Blood’s Bane. Immediately after you cast any of your Mark of the Ordning or Origin spells, you can target up to one creature within 30 feet of you to make Charisma saving throw as a Bonus Action. On failed save, the target must subtract 2d4 from its next attack roll or saving throw.
Haug
Gluttonous Strength. Immediately after you cast any of your Mark of the Ordning or Origin spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.
Ild
Volcanic Wrath. Immediately after you cast any of your Mark of the Ordning or Origin spells, up to three creatures of your choice that you can see within 30 feet of you take fire damage equal to your Constitution modifier (minimum of 1).
Ise
Glacial Resilience. Immediately after you cast any of your Mark of the Ordning or Origin spells, you gain Temporary Hit points equal to your Constitution modifier (minimum of 1). If the spell is Armor of Agathys, you instead increase its Temporary Hit Points by an amount equal to your Constitution modifier (minimum of 1).
Skye
Cloudy Escape. Immediately after you cast any of your Mark of the Ordning or Origin spells, you can magically teleport as a Bonus Action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 5 times your Constitution modifier.
Stein
Stone Bulwark. Immediately after you cast any of your Mark of the Ordning or Origin spells, you gain a bonus to AC and damage rolls equal to your Constitution modifier (minimum of +1) until the end of your next turn.
Uvar
Eye of the Storm. Whenever a creature within 30 feet of you makes an attack roll, you can use your Reaction to impose Disadvantage on that attack roll.
Level 14: Rage of Ostoria
You gain the ability to channel the souls of your ancestors into your physical form. When you start casting a Mark of the Ordning or Origin spell on your turn, you can increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Once you use this feature, you can’t use it again until you finish a Short or Long rest. Until it ends, you gain the following benefits:
Giant’s Strength. You have advantage on Strength checks and Strength saving throws. Additionally, you may add your Constitution modifier to Strength checks and Strength saving throws.
Giant’s Vitality. Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
Gigantic. Your reach and the range of your cantrips increases by 5 feet. Additionally, your walking speed increases by 5 feet.
Level 18: Blessing of the All-Father
You gain the following benefits:
Titanic Might. Your Constitution score increases by 2, up to a maximum of 22. Additionally, Jotun Resilience also adds your Charisma modifier to your AC.
Champion of Ostoria. You can now use Rage of Ostoria twice between rests, but no more than once on a turn. If you use Rage of Ostoria a second time before the first use ends, the increasing effects of Gigantic and Giant’s Vitality to your size, hit points, reach, and walking speed are cumulative.
Elemental Sorcery
Your innate magic comes from the Elemental Planes.
Sorcerer Level
Origin Spells
All
Air
Earth
Fire
Water
3
Chromatic Orb, Elementalism, Warp Sense
Witch Bolt, Gust of Wind
Earth Tremor, Maximillian's Earthen Grasp
Burning Hands, Flaming Sphere
Create or Destroy Water, Snilloc's Snowball Swarm
5
Elemental Weapon
Wind Wall
Wall of Sand
Melf's Minute Meteors
Wall of Water
7
Summon Elemental
Storm Sphere
Stone Shape
Wall of Fire
Watery Sphere
9
Conjure Elemental
Control Winds
Transmute Rock
Immolation
Maelstrom
Level 3: Elemental Origin
When you select this subclass, choose an element- Air, Earth, Fire, or Water. This determines your Origin Spells, as shown on the Origin Spells table, as well as the effect of other features at later levels. You also gain the following features:
You learn a Primordial, as well gain an additional benefit based on your Elemental Origin. If you already know Primordial, you instead learn one language of your choice.
Air. As a Bonus Action, you can cause whirling gusts of elemental air to briefly surround you, allowing you to levitate to 10 feet.
Earth. As a Bonus Action, you can cause small tremors elemental earth to briefly move the ground beneath you, allowing you to burrow up to 10 feet.
Fire. As a Bonus Action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Water. As a Bonus Action, you can magically douse an object you touch with your hand in water or fill a small vessel you touch with water.
Level 3: Mantle of the Elements
As a Bonus Action, you magically wreathe yourself in swirling elemental magic for 1 minute or until you are Unconscious. The effect is linked to your Elemental Origin. You can use this feature a number of time equal to your proficiency bonus and regain all expended uses on a Long Rest.
Element
Effect
Air
Cloak of the Wind. You gain the following benefits:
You gain a Fly Speed equal to your Speed.
Any creature takes lightning damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
Whenever you roll lightning or thunder damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Earth
Crown of the Earth. You gain the following benefits:
You gain a Burrow Speed equal to your Speed.
Any creature takes your choice of bludgeoning, piercing, or slashing damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
Whenever you roll force damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Fire
Corona of the Flame. You gain the following benefits:
You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Water
Crest of the Wave. You gain the following benefits:
You gain a Swim Speed equal to your Speed, and you can breathe air and water.
Any creature takes cold damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
Whenever you roll cold or acid damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Level 6: Elemental Aegis
While you are channeling your Mantle of the Elements, you now also gain the following benefits.
Element
Effect
Air
Thunderstrike. Whenever you cast a spell of 1st level or higher, you can have stormy magic erupt from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take Lightning or Thunder damage equal to half your sorcerer level + your Charisma modifier.
Stormy Resistance. You gain resistance to Thunder damage.
Earth
Stone Shield. As a Reaction to a creature you can see within 60 feet taking damage, you can grant the creature an aura of earth magic until the start of your next turn. Any damage the target takes is reduced by half your sorcerer level + your Charisma modifier, and any creature dealing the damage takes Force damage equal to the amount of damage reduced.
Stony Resistance. You gain resistance to Force damage.
Fire
Enduring Ember. If you are reduced to 0 hit points, you can use your Reaction to draw on the life force of flame. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes Fire damage equal to half your sorcerer level + your Charisma modifier.
Fiery Resistance. You gain resistance to Radiant damage.
Water
Placid Retreat. As a Reaction to taking damage, you can reduce that damage by an amount equal to your half your sorcerer level + your Charisma modifier, and then you can move up to 30 feet without provoking opportunity attacks.
Watery Resistance. You gain resistance to Cold damage.
Level 14: Primordial Might
While you are channeling your Mantle of the Elements, you now also gain the following benefits.
Element
Effects
Air
Storm’s Fury. When you are hit by a melee attack, you can use your Reaction to deal lightning damage equal to your sorcerer level to the attacker. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Earth
Stone’s Edge. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to your sorcerer level. This feature can be used only once per casting of a spell.
Fire
Nourishing Fire. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
Water
Shifting Tide. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Level 18: Master of the Elements
While you are channeling your Mantle of the Elements, you now also gain the following benefits.
Element
Effects
Air
Wind’s Flight. When you channel your Cloak of the Wind, you can grant a number of creatures within 30 feet of you equal to your proficiency bonus + your Charisma modifier a Fly Speed equal to your own.
Elemental Immunity (Air). You gain Immunity to Lightning damage.
Earth
Mountainous Might. When you use your Stone’s Aegis feature to protect an ally, you can now choose a number of creatures up to your Charisma modifier to gain its benefits.
Elemental Immunity (Earth). You gain Immunity to Bludgeoning, Piercing, and Slashing damage.
Fire
Immolating Inferno. When you use your Enduring Ember feature, it deals an extra fire damage equal to your sorcerer level + your Charisma modifier.
Elemental Immunity (Fire). You gain Immunity to Fire damage.
Water
Water’s Ataraxy. When you channel your Crest of the Wave, any critical hit against you becomes a normal hit.
Elemental Immunity (Water). You gain Immunity to Acid damage.
I like how your Titanic version is like a rune knight but more intricite.
NOTE: in the mantel of elements in the air version. You say if you roll for thunder or lightning damage, which you deal to enemies (equal to your charisma modifier) who hit you with a melee attack, you add a bonus to you charisma score. 1. You might want to change this from charisma score to half your charisma score rounded up. Because there are many ways to increase your charisma score really high within a few levels. 2. What is the bonus to your charisma score?
Rollback Post to RevisionRollBack
Go to work. Send your kids to school. Follow fashion. Act normal. Walk on the pavement. Watch TV. Save for old age. Obey the law. Now repeat after me. "YOU MUST CONSTRUCT ADDITIONAL PYLONS"
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Hello, my first time posting on D&D Beyond. I’m looking for some feedback on these subclasses I homebrewed based on some subclasses that didn’t make it out of Unearthed Arcana (minus Storm Sorcery). Critiques are greatly appreciated.
Titanic Sorcery
The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the might of a giant.
Sorcerer Level
Origin Spells
3
Enlarge/Reduce, Shield, True Strike
5
Spirit Guardians
7
Guardian of Faith
9
Steel Wind Strike
Level 3: Mark of the Ordning
You discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant runes from the Mark of the Ordning Spells table. You gain the spells associated with the rune that you are at the appropriate level for until you complete your next Short or Long Rest. When you complete a Short or Long Rest, you can change the rune selected. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Sorcerer Level
Mark of the Ordning Spells
Blod
Haug
Ild
Ise
Skye
Stein
Uvar
3
Hex, Ray of Enfeeblement
Grease, Melf’s Acid Arrow
Flame Blade, Hellish Rebuke
Armor of Agathys, Ice Knife
Fog Cloud, Invisibility
Entangle, Spike Growth
Witch Bolt, Shatter
5
Bestow Curse
Stinking Cloud
Fireball
Sleet Storm
Fly
Meld into Stone
Lightning Bolt
7
Blight
Vitriolic Sphere
Wall of Fire
Ice Storm
Freedom of Movement
Stone Shape
Control Water
9
Dominate Person
Cloudkill
Flame Strike
Cone of Cold
Mislead
Wall of Stone
Maelstrom
Level 3: Last Bastion of Ostoria
Your connection to the fallen empire of Ostoria grants you the following benefits:
Level 6: Soul of Ostoria
You gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature. Select a rune to activate; you gain its benefit until you complete you next Short or Long Rest. When you complete a Short or Long Rest, you can change the rune selected.
Rune
Effect
Blod
Blood’s Bane. Immediately after you cast any of your Mark of the Ordning or Origin spells, you can target up to one creature within 30 feet of you to make Charisma saving throw as a Bonus Action. On failed save, the target must subtract 2d4 from its next attack roll or saving throw.
Haug
Gluttonous Strength. Immediately after you cast any of your Mark of the Ordning or Origin spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.
Ild
Volcanic Wrath. Immediately after you cast any of your Mark of the Ordning or Origin spells, up to three creatures of your choice that you can see within 30 feet of you take fire damage equal to your Constitution modifier (minimum of 1).
Ise
Glacial Resilience. Immediately after you cast any of your Mark of the Ordning or Origin spells, you gain Temporary Hit points equal to your Constitution modifier (minimum of 1). If the spell is Armor of Agathys, you instead increase its Temporary Hit Points by an amount equal to your Constitution modifier (minimum of 1).
Skye
Cloudy Escape. Immediately after you cast any of your Mark of the Ordning or Origin spells, you can magically teleport as a Bonus Action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 5 times your Constitution modifier.
Stein
Stone Bulwark. Immediately after you cast any of your Mark of the Ordning or Origin spells, you gain a bonus to AC and damage rolls equal to your Constitution modifier (minimum of +1) until the end of your next turn.
Uvar
Eye of the Storm. Whenever a creature within 30 feet of you makes an attack roll, you can use your Reaction to impose Disadvantage on that attack roll.
Level 14: Rage of Ostoria
You gain the ability to channel the souls of your ancestors into your physical form. When you start casting a Mark of the Ordning or Origin spell on your turn, you can increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Once you use this feature, you can’t use it again until you finish a Short or Long rest. Until it ends, you gain the following benefits:
Level 18: Blessing of the All-Father
You gain the following benefits:
Elemental Sorcery
Your innate magic comes from the Elemental Planes.
Sorcerer Level
Origin Spells
All
Air
Earth
Fire
Water
3
Chromatic Orb, Elementalism, Warp Sense
Witch Bolt, Gust of Wind
Earth Tremor, Maximillian's Earthen Grasp
Burning Hands, Flaming Sphere
Create or Destroy Water, Snilloc's Snowball Swarm
5
Elemental Weapon
Wind Wall
Wall of Sand
Melf's Minute Meteors
Wall of Water
7
Summon Elemental
Storm Sphere
Stone Shape
Wall of Fire
Watery Sphere
9
Conjure Elemental
Control Winds
Transmute Rock
Immolation
Maelstrom
Level 3: Elemental Origin
When you select this subclass, choose an element- Air, Earth, Fire, or Water. This determines your Origin Spells, as shown on the Origin Spells table, as well as the effect of other features at later levels. You also gain the following features:
Level 3: Mantle of the Elements
As a Bonus Action, you magically wreathe yourself in swirling elemental magic for 1 minute or until you are Unconscious. The effect is linked to your Elemental Origin. You can use this feature a number of time equal to your proficiency bonus and regain all expended uses on a Long Rest.
Element
Effect
Air
Cloak of the Wind. You gain the following benefits:
Earth
Crown of the Earth. You gain the following benefits:
Fire
Corona of the Flame. You gain the following benefits:
Water
Crest of the Wave. You gain the following benefits:
Level 6: Elemental Aegis
While you are channeling your Mantle of the Elements, you now also gain the following benefits.
Element
Effect
Air
Thunderstrike. Whenever you cast a spell of 1st level or higher, you can have stormy magic erupt from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take Lightning or Thunder damage equal to half your sorcerer level + your Charisma modifier.
Stormy Resistance. You gain resistance to Thunder damage.
Earth
Stone Shield. As a Reaction to a creature you can see within 60 feet taking damage, you can grant the creature an aura of earth magic until the start of your next turn. Any damage the target takes is reduced by half your sorcerer level + your Charisma modifier, and any creature dealing the damage takes Force damage equal to the amount of damage reduced.
Stony Resistance. You gain resistance to Force damage.
Fire
Enduring Ember. If you are reduced to 0 hit points, you can use your Reaction to draw on the life force of flame. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes Fire damage equal to half your sorcerer level + your Charisma modifier.
Fiery Resistance. You gain resistance to Radiant damage.
Water
Placid Retreat. As a Reaction to taking damage, you can reduce that damage by an amount equal to your half your sorcerer level + your Charisma modifier, and then you can move up to 30 feet without provoking opportunity attacks.
Watery Resistance. You gain resistance to Cold damage.
Level 14: Primordial Might
While you are channeling your Mantle of the Elements, you now also gain the following benefits.
Element
Effects
Air
Storm’s Fury. When you are hit by a melee attack, you can use your Reaction to deal lightning damage equal to your sorcerer level to the attacker. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Earth
Stone’s Edge. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to your sorcerer level. This feature can be used only once per casting of a spell.
Fire
Nourishing Fire. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
Water
Shifting Tide. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Level 18: Master of the Elements
While you are channeling your Mantle of the Elements, you now also gain the following benefits.
Element
Effects
Air
Wind’s Flight. When you channel your Cloak of the Wind, you can grant a number of creatures within 30 feet of you equal to your proficiency bonus + your Charisma modifier a Fly Speed equal to your own.
Elemental Immunity (Air). You gain Immunity to Lightning damage.
Earth
Mountainous Might. When you use your Stone’s Aegis feature to protect an ally, you can now choose a number of creatures up to your Charisma modifier to gain its benefits.
Elemental Immunity (Earth). You gain Immunity to Bludgeoning, Piercing, and Slashing damage.
Fire
Immolating Inferno. When you use your Enduring Ember feature, it deals an extra fire damage equal to your sorcerer level + your Charisma modifier.
Elemental Immunity (Fire). You gain Immunity to Fire damage.
Water
Water’s Ataraxy. When you channel your Crest of the Wave, any critical hit against you becomes a normal hit.
Elemental Immunity (Water). You gain Immunity to Acid damage.
I like how your Titanic version is like a rune knight but more intricite.
NOTE: in the mantel of elements in the air version. You say if you roll for thunder or lightning damage, which you deal to enemies (equal to your charisma modifier) who hit you with a melee attack, you add a bonus to you charisma score. 1. You might want to change this from charisma score to half your charisma score rounded up. Because there are many ways to increase your charisma score really high within a few levels. 2. What is the bonus to your charisma score?
Go to work. Send your kids to school. Follow fashion. Act normal. Walk on the pavement. Watch TV. Save for old age. Obey the law. Now repeat after me. "YOU MUST CONSTRUCT ADDITIONAL PYLONS"