So I've been playing 5e for about 2 years now, and I will be DMing for a group of far more experience rollplayers than I. They played 3.5 and mostly play storyteller games, and I'm hoping to create something exciting for them and I had this idea of creating something similar to a prestige class, I call them Brave Mantles, they provide a slight power up, but nothing terrible. I'll provide two examples down below, but I'm debating if this will be too much for the game, or if I should scale them via level or just leave them as is?
System
There are requirements to becoming a Brave and once you chose a Brave Mantle, you only have two options; either you stay with the path you have chosen, or you spend another level losing the abilities from the mantle and then choosing a new one. Every three levels you gain in you main class, unlocks another level in your Mantle.
Mantle of the Ravenite
Prerequisites must be a Cleric or Paladin 5th level follower of the Ravenchis.
1 level.
Easer of Pain:You gain advantage on Persuasion rolls against grieving character to help them calm down.
Ravenite's Fury: Due to the power and knowledge given from the Ravenchis, and the hatred imparted to you, while fighting against an undead creature, should you fail to hit with an attack you may reroll against said target, however this Fury can only be used once before a long rest.
Herald of Raven: Because of your connection to the Ravenchis, you have an unnatural affinity with wild or tamed Ravens, in fact one in particular has seemed to taken a liking and started following you. This is an unannounced gift from the Ravenchis, and acts like a familiar.
Mantle of the Evoker
Prerequisites must be a Warlock of 4 level with a Charisma mod of 4.
Lore: Somehow, someway, your Patron has taken a much more keener interests in you than others. This interest allows you a few boons that are very, very helpful.
1 level.
Patron’s Magic: Because of your patron’s grown interest in you, you now can make use of the given spells by your Patron without the use of a spell slot or components, but at the lowest possible level of casting.
Otherworldly Defense: Your connection to your Patron allows you certain benefits, but every Warlock worth their salt knows they are apart of a team, so for a number of times equal to your Charisma Modifier, you are able to throw a means of defense towards an ally within 60 ft in which you can see. Granting the ally a +2 to AC, until you are hit or choose to move the defense to another.
The general idea is okay, I think. If everyone has access to them, then the whole party goes up in power at the same time, and you just need to increase difficulties, enemies, etc. If only half of the party will have them, that's a problem.
The Paladin one seems okay. The warlock one is way over powered, isn't it? Giving a class that is balanced by having very few spell slots multiple free spell slots? Maybe one of them per Long/Short rest, something like that. But 2-10 at will spells? Yikes. :)
That's still a lot. A warlock all the way up to level 10 only has 2 spell per short rest. You'd be doubling that, right off the bat. I'd say 1, and that's still pretty powerful. Edit: sorry, just saw 'long rest'. That's better. I'd go with 1/short, just to keep the warlock all on short rest mechanics.
So I've been playing 5e for about 2 years now, and I will be DMing for a group of far more experience rollplayers than I. They played 3.5 and mostly play storyteller games, and I'm hoping to create something exciting for them and I had this idea of creating something similar to a prestige class, I call them Brave Mantles, they provide a slight power up, but nothing terrible. I'll provide two examples down below, but I'm debating if this will be too much for the game, or if I should scale them via level or just leave them as is?
System
There are requirements to becoming a Brave and once you chose a Brave Mantle, you only have two options; either you stay with the path you have chosen, or you spend another level losing the abilities from the mantle and then choosing a new one. Every three levels you gain in you main class, unlocks another level in your Mantle.
Mantle of the Ravenite
Prerequisites must be a Cleric or Paladin 5th level follower of the Ravenchis.
1 level.
Easer of Pain:You gain advantage on Persuasion rolls against grieving character to help them calm down.
Ravenite's Fury: Due to the power and knowledge given from the Ravenchis, and the hatred imparted to you, while fighting against an undead creature, should you fail to hit with an attack you may reroll against said target, however this Fury can only be used once before a long rest.
Herald of Raven: Because of your connection to the Ravenchis, you have an unnatural affinity with wild or tamed Ravens, in fact one in particular has seemed to taken a liking and started following you. This is an unannounced gift from the Ravenchis, and acts like a familiar.
Mantle of the Evoker
Prerequisites must be a Warlock of 4 level with a Charisma mod of 4.
Lore: Somehow, someway, your Patron has taken a much more keener interests in you than others. This interest allows you a few boons that are very, very helpful.
1 level.
Patron’s Magic: Because of your patron’s grown interest in you, you now can make use of the given spells by your Patron without the use of a spell slot or components, but at the lowest possible level of casting.
Otherworldly Defense: Your connection to your Patron allows you certain benefits, but every Warlock worth their salt knows they are apart of a team, so for a number of times equal to your Charisma Modifier, you are able to throw a means of defense towards an ally within 60 ft in which you can see. Granting the ally a +2 to AC, until you are hit or choose to move the defense to another.
The general idea is okay, I think. If everyone has access to them, then the whole party goes up in power at the same time, and you just need to increase difficulties, enemies, etc. If only half of the party will have them, that's a problem.
The Paladin one seems okay. The warlock one is way over powered, isn't it? Giving a class that is balanced by having very few spell slots multiple free spell slots? Maybe one of them per Long/Short rest, something like that. But 2-10 at will spells? Yikes. :)
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
So maybe only two free spells per long rest?
That's still a lot. A warlock all the way up to level 10 only has 2 spell per short rest. You'd be doubling that, right off the bat. I'd say 1, and that's still pretty powerful. Edit: sorry, just saw 'long rest'. That's better. I'd go with 1/short, just to keep the warlock all on short rest mechanics.
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)