Hello there, In the last month I've been slowly working on my own Homebrew as more of a test to see I'm on the right lines and these are the two that have come out of it that I'm happy with Version One of them. I've posted them around a bit already but I'd love to get more feedback on them before I edit and change things up. They both have some Witchy themes to them and I hope you enjoy!
The Coven Domain is a different spin on the Cleric class. It's base is to allow your Clerics to switch things up a bit and allow a bit more versatility in your party as a whole provided you have more than one cleric. There's more information in there to expand on this. Mainly themed around the idea of the classic "Coven of Three" style witchery.
The Hexer gives you the option of making essentially Voodoo dolls of your enemies. It requires a bit of prep to set up, and I picture it being more present in social and talk-y campaigns leading up to combat, but I don't think would fit too well in campaigns focused on combat / dungeon exploring. That's where the rest of your typical rogue kit comes in handy.
Couple of notes: Why did you pick X class? - I've seen a fair bit some Witch archetypes for Sorcerer/Wizard/Warlock and can easily see why they fit. I wanted to switch things up a bit and see how it works. I looked at certain classes and the theme and looked at what fit well. What about this Hex for Hexer? - Yes, please, give me your suggestions! I think the Hexer could be a lot of fun with more options and these are the ones I could think of as examples of what it could do rather than being the list.
Questions from me: Coven Domain: - Should I look at giving them another damage cantrip as, as is, the only cantrip you can choose is Produce Flame? Whilst I think Produce Flame is definitely in the Witch theme I wouldn't like it to be 'You must lock Produce Flame as an option or your 8th level Feature is useless'. I looked at a couple of the Domains and it seems a couple do do this but I'd like opinions. - Is the idea of swapping spells with your other Clerics appealing? I loved the idea that your Life Cleric could swap out from being the Party Healer for a session or two to throw some Call Lightning and Ice Storms out there when it's unexpected from an Antagonist that's studied your party. Or that, god forbid, you plan to split the party and your Knowledge cleric can pick up some extra healing and buffs to take alongside the split.
Hexer: - The 13th level feature I really dig and I think fits with a nature witchy theme whilst also incorporating a bit of stealth but is it something that fits or is it particularly jarring?
General: - Could anything stand to be stronger? I've erred on the side of caution with my balance and probably made things a bit weaker here. - Most importantly - Would you give it a try if given the option?
Thank you all for your time, you're all stars.
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Hello there,
In the last month I've been slowly working on my own Homebrew as more of a test to see I'm on the right lines and these are the two that have come out of it that I'm happy with Version One of them. I've posted them around a bit already but I'd love to get more feedback on them before I edit and change things up. They both have some Witchy themes to them and I hope you enjoy!
The Coven Domain is a different spin on the Cleric class. It's base is to allow your Clerics to switch things up a bit and allow a bit more versatility in your party as a whole provided you have more than one cleric. There's more information in there to expand on this. Mainly themed around the idea of the classic "Coven of Three" style witchery.
The Hexer gives you the option of making essentially Voodoo dolls of your enemies. It requires a bit of prep to set up, and I picture it being more present in social and talk-y campaigns leading up to combat, but I don't think would fit too well in campaigns focused on combat / dungeon exploring. That's where the rest of your typical rogue kit comes in handy.
Couple of notes:
Why did you pick X class? - I've seen a fair bit some Witch archetypes for Sorcerer/Wizard/Warlock and can easily see why they fit. I wanted to switch things up a bit and see how it works. I looked at certain classes and the theme and looked at what fit well.
What about this Hex for Hexer? - Yes, please, give me your suggestions! I think the Hexer could be a lot of fun with more options and these are the ones I could think of as examples of what it could do rather than being the list.
Questions from me:
Coven Domain:
- Should I look at giving them another damage cantrip as, as is, the only cantrip you can choose is Produce Flame? Whilst I think Produce Flame is definitely in the Witch theme I wouldn't like it to be 'You must lock Produce Flame as an option or your 8th level Feature is useless'. I looked at a couple of the Domains and it seems a couple do do this but I'd like opinions.
- Is the idea of swapping spells with your other Clerics appealing? I loved the idea that your Life Cleric could swap out from being the Party Healer for a session or two to throw some Call Lightning and Ice Storms out there when it's unexpected from an Antagonist that's studied your party. Or that, god forbid, you plan to split the party and your Knowledge cleric can pick up some extra healing and buffs to take alongside the split.
Hexer:
- The 13th level feature I really dig and I think fits with a nature witchy theme whilst also incorporating a bit of stealth but is it something that fits or is it particularly jarring?
General:
- Could anything stand to be stronger? I've erred on the side of caution with my balance and probably made things a bit weaker here.
- Most importantly - Would you give it a try if given the option?
Thank you all for your time, you're all stars.