If I may, the Oath of Souls paladin seems a bit overpowered. Correct if I'm wrong so I don't end up looking like a fool, but cursing an enemy to become vulnerable to all types of damage seems a bit much. That would cause some monsters to be way easier to defeat and such and so on. Also then regaining the ability to do that once an enemy dies also seems a bit much.
Description: Once more, the Flavor here is amazing.
I don't mean to brag, but I really love the theme of this subclass. The idea of a paladin of Mystra who serves, protects, and empowers wizards and other arcane casters.
Arcane Empowerment: Okay, this is pretty Awesome. Being able to use a Channel Divinity to ignore a Spell Slot is quite good. And, a nice cap with the Prof Bonus, so that it isn't too OP. Well Balanced.
Arcane Empowerment's current and more balanced form caps it at a level spell slot that you can cast.
Eldritch Weapon: This is also great. Making a magic weapon that deals Force Damage, and Extra Force Damage, and is great as a thrown weapon, and you can do some fun Burst Damage when you get hit.
Yep, it is. It's like a mix of an Eldritch Knight's bonded weapon, a Horizon Walker's Planar Warrior, and an Oath of Devotion's Sacred Weapon.
Spells: Overall, pretty good. I'm not sure about Absorb Elements, though it is good for a Paladin. I would also switch Mirror Image with Misty Step, or Magic Weapon.
I changed the spell list quite a bit from its old version. I fixed it above, so its more arcane and less elemental.
Aura of Arcana: Okay, its fine. Nothing really to add. Mayyybe a minor buff for allies, but I think its fine.
The aura is much smaller than before, to make it more balanced.
Mimic Magic: This is a MUCH better version of Spell Thief from the Arcane Trickster. It needs a serious nerf. Yes, it doesn't negate the spell, and the target can still cast the spell, but the spell doesn't have to target you, there's no save on their part, and you can use the feature multiple times. Also, it's Passive? It doesn't say that you have to spend a Reaction, soo...add that to the list.
The new version is a reaction, and is more balanced.
Eldritch Bastion: Well balanced, even compared to other 20th level Paladin features.
The new version is better balanced than the original one.
Sorry, again. It should all be fixed now.
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If I may, the Oath of Souls paladin seems a bit overpowered. Correct if I'm wrong so I don't end up looking like a fool, but cursing an enemy to become vulnerable to all types of damage seems a bit much. That would cause some monsters to be way easier to defeat and such and so on. Also then regaining the ability to do that once an enemy dies also seems a bit much.
Grave Clerics can do both of those things. Grave Clerics get exactly the same channel divinity as them that gives vulnerability, and it only can be regained once a short rest, essentially giving them 2 channel divinity, while Grave Clerics get 2 much earlier without having to kill someone, and get 3 at higher levels. Its not OP, its on par.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Oooh, okay then, new review. Skipping Abilities that weren't changed.
Cloak of Death: Okay, so you switched the Aura of Necrotic Power to a Channel Divinity. Awesome, I think it works better this way.
Yes, that's what others said. It's better this way.
Aura of Necrotic Shielding: Definitely works better this way. Cloak of Death as an Aura is better, definitely.
Yep. I agree.
Harvester of Dying Breath: More Limited, more balanced.
Yep. No real comments on the changes, then. The subclass seems better, right?
Arcane Empowerment: Slightly nerfed, more balanced.
Slight nerf, but it's good anyway.
Spells: I like the idea of Find Familiar, but...I don't know. It feels like it doesn't really belong. I would replace it, but I don't know with what.
It helps a bodyguard paladin be able to track down their enemies, and stuff like that. Just imagine the image of a paladin with a familiar sitting on their shoulder, aiding them in combat. Absorb elements is a good spell for paladins, but its just too elemental and not arcane enough.
Aura of Arcane: Oh man, you nerfed this HEAVILY. Okay. That's okay, I think.
It's a really good, really powerful feature. It essentially gives your enemies the opposite of Magic Resistance. It's still very good, and before it was too powerful.
Mimic Magic: Still a better version of Spell Thief. Slightly altered, and the Spells disappear after a while, but still better, and at a lower level.
Kind of. You don't steal it, you just copy them temporarily. It fits the theme better than before, IMO.
Okay, I think that's all. Woooo! I might also do this for the Races on the Tor-eal Thread.
Sure, go right ahead. I think these are better balanced than those are, as I got more feedback for them. Good luck! There's more races than there were subclasses.
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Go ahead if you want. I'll copy the Dragon Rider into this thread, but feedback for it will be in the thread I linked above.
I also have a few more subclasses to add to this thread once I get some feedback for them (Path of the Titan Barbarian, Darkness Domain Clerics, Frost Domain Clerics, etc). Thanks so much for your input!
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Ooooh, those sound fun! I would love some more "Evil" Cleric Domains, beyond Death and Grave, and to a lesser extent Tempest. Darkness sounds right up my alley, Frost seems good for RotF, and Titan seems to involve a Tarrasque?
I'll review Dragon Rider (and the others) once they're added to this thread.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Gods of frost - such as Auril, Thrym, Khione, Boreas, Aeolus, Persephone, and other such deities either control the change of summer to winter, teach dwellers of northern settlements how to survive harsh winters, or have some connection to frosty and cold magic.
More sinister gods of this domain demand sacrifices, veneration, and obedience in exchange for their lives, while more benevolent frost deities willingly aid towns in their struggle for survival in the winter and use their powers for good. Most deities of this domain are different from the deities of other domains, as winter is a short season in most of the world, and the sections of the planet where cold powers are stronger are typically small regions of the world. Though, in these regions, worship of these deities can be a matter of life or death. Due to this, deities of this domain are typically lesser deities mostly revered near the poles of the world, or this domain a just a small fragment of the portfolio of a god of weather, nature, and cold winds.
Because of the fact that most deities of this domain have limited portfolios have few followers, the worshippers they do have are often more devout than the typical follower of a different deity. This can be very bad news for settlements of the far north and south, making sacrifices for these deities a common practice. Whether or not clerics devoted to this domain are evil, they do get access to power over cold weather and ice, which they can use for good or evil.
Domain Spells
You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.
At level 1, you gain proficiency with martial weapons and a skill of your choice from the list of following skills: Animal Handling, Insight, Perception, or Survival. Your proficiency bonus is doubled for any ability check that you make for the skill you chose.
Call of Frost
Also at level 1, you gain the ability to harness the powers of ice. Choose one cantrip that deals cold damage from any spell list. You know and can cast that cantrip, not counting against the amount of cantrips you can know, and it counts as a cleric cantrip for you.
Channel Divinity: Frigid Mark
Starting at 2nd level, you can choose one creature that you hit with a melee attack to be covered in paralyzing frost, expending a Channel Divinity.
Until the end of your next turn, this creature cannot move or be moved by any means except teleportation, and they gain vulnerability to bludgeoning, cold, and fire damage. If they have immunity to one of those damage types, they do not become vulnerable to that damage type.
Lethargic Frost
At 6th level, you can harness your powers of frost to protect yourself from cold and momentarily slow enemies. You gain resistance to cold damage.
Additionally, when a creature within 30 feet of you that you can see takes a bonus action or reaction, you can use your reaction to force them to expend the triggering action, but not gain any of its effects. You can use this feature an amount of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine cold energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Herald of Ice and Snow
At 17th level, your power over cold increases greatly, granting you the following:
You gain immunity to cold damage.
Choose one spell from the following levels; 6th, 7th, 8th, and 9th level that deals cold damage. You automatically prepare those spells, and they become cleric spells for you.
You have formed a mystical bond with a dragon egg, caring for it till it hatched. Upon hatching, the dragon wyrmling instantly imprinted upon you, now magically linking the two of you together for the rest of your souls' existence. The dragon can be any type of true dragon and is a loyal companion on your adventures and serves as your mount once it gets large enough. This dragon is special, even though it appears as a normal true dragon, being a special breed of dragon. This type of dragons has been bred by dragon mages, alchemists, and others obsessed with dragons for centuries, granting them a greater ability to bond with others, becoming perfect servants to the knights of the realms. This bond extends beyond the grave, causing the dragon to grow as its rider becomes more experienced and skilled.
The dragon is sentient and will only remain your companion if you treat it as an equal. It is the same alignment as you, but has its own wants and needs. It will gladly be partners in battle with its Dragon Rider who they consider a great friend and ally. The most powerful Dragon Riders and their Draconic Companions will act as one creature in purpose and being, never willingly leaving each others' presence unless absolutely necessary. A Dragon Rider's life is linked to the life of their Draconic Companion, giving them both magical abilities.
Draconic Companion
When you choose this archetype at 3rd level, you have formed a permanent bond with a true dragon hatchling. You can telepathically communicate with each other while not unconscious and on the same plane of existence. The companion gets more powerful and larger as you get to higher levels. See the creature's statistics in the Draconic Companion Wyrmling stat block. At level 7 in this class, the draconic companion has a sudden growth spurt, becoming a Young Draconic Companion, using that stat block instead of the Draconic Companion Wyrmling stat block. At level 10 in this class, the draconic companion grows again, becoming an Adult Draconic Companion, using that stat block in place of the Young Draconic Wyrmling stat block. At level 15 in this class, the draconic companion grows for a final time, becoming an Ancient Draconic Companion and using that stat block.
You choose their Draconic Type, which will determine their appearance, breath weapon, and damage immunity. The following table shows what each draconic companion type. Black, Bronze, Gold, Green, and White draconic companions have a swim speed of 30 feet as wyrmlings, Blue, Brass, and White draconic companions have a burrow speed of 15 feet, and Copper and Red draconic companions have a climbing speed of 30 feet. Climbing and swim speeds increase to 40 feet once they become Young Draconic Companions, while the burrowing speeds increase to 20 feet as Young Draconic Companions, 30 feet as an Adult Draconic Companion, and 40 feet as an Ancient Draconic Companion.
Draconic Type Table
Draconic Type
Damage Type
Breath Weapon
Black
Acid
Dexterity saving throw, line
Blue
Lightning
Dexterity saving throw, line
Brass
Fire
Dexterity saving throw, line
Bronze
Lightning
Dexterity saving throw, line
Copper
Acid
Dexterity saving throw, line
Gold
Fire
Dexterity saving throw, cone
Green
Poison
Constitution saving throw, cone
Red
Fire
Dexterity saving throw, cone
Silver
Cold
Constitution saving throw, cone
White
Cold
Constitution saving throw, cone
In combat, the draconic companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. The draconic companion counts as an independent mount while you are mounted on it.
When you regain hit points during a short rest or from your Second Wind feature, the draconic companion regains hit points equal to the amount you regain. The draconic companion makes death saving throws at advantage while you are within 30 feet of it. If you are within 5 feet of the draconic companion while it is at 0 hit points, you may use a bonus action to expend a hit die, roll the hit die and cause the draconic companion to regain an amount of hit points equal to the number rolled + your Charisma modifier (minimum of one hit point).
If your draconic companion dies, its soul still remains connected to you. It may be raised from the dead by spells such as revivify and resurrection as normal, but can also be brought back to life by inhabiting the body of a true dragon. If you cannot raise your draconic companion through resurrection magic, you must seek out a true dragon that is near death. The dragon may be of any draconic type, but must be the same maturity as your draconic companion. When you find such a dragon, while it is at 0 hit points and stable, you may perform a 1 hour ritual as part of a short rest while within 5 feet of the body of the unconscious dragon to call the soul of your draconic companion into the body of the unconscious dragon, permanently reducing your hit point maximum by your proficiency bonus. As long as the ritual continues, the dragon cannot regain consciousness, and at the end of the ritual the true dragon is magically transformed into your draconic companion. After completing the ritual, the dragon becomes identical to your draconic companion and has the same statistics as it had before, including its draconic type.
Draconic Companion Wyrmling Stat Block:
Draconic Companion Wyrmling
Medium dragon, your alignment
Armor Class17 (Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + five times your fighter level
LanguagesDraconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The dragon can breathe air and water.
Ice Walk (White Types Only). The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions (Requires Your Bonus Action)
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage.
Breath Weapons (1/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 15-foot-cone. If it is a line, it is a 20-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 12. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 5d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Slow Falling
Starting at level 3, you gain the ability to save yourself from drops from deadly heights. You gain the ability to cast the feather fall an amount of times equal to your Charisma modifier (minimum of once), expending no spell slot. When you finish a long rest you regain all expended uses of this ability.
Magically Mounted
When you gain this feature at 7th level, your draconic companion wyrmling becomes a young draconic companion, now using that stat block in place of the previous one. Additionally, while you are mounted on top of your draconic companion, the melee weapon attacks that you and your draconic companion make count as magical weapons for the purpose of ignoring damage resistances and immunities.
Young Draconic Companion
Large dragon, your alignment
Armor Class18 (Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + six times your fighter level
Languages Common, Draconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The dragon can breathe air and water.
Ice Walk (White Types Only). The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions (Requires Your Bonus Action)
Multiattack. The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage plus 1d6 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Breath Weapons (2/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 30-foot-cone. If it is a line, it is a 60-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 14. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 8d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Reactions
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Mark of the Dragon Rider
At level 10, you may cause your companion to merge into your form when needed, becoming a magical mark on your body. As an action while you are within 5 feet of your draconic companion, you may cause it to disappear and be magically channeled into a physical mark on your body, the positioning and appearance of which is determined when you gain this feature. When the draconic companion is hidden this way, you may still speak telepathically with each other, and it cannot be targeted by attacks, spells, and other effects. The draconic companion may remain in this mark until you use an action to summon it to an unoccupied space within 30 feet of you.
Draconic Bond
Starting at 15th level, your draconic companion grows again, this time gaining the statistics of the Adult Draconic Companion (see the stat block below for its statistics). Your bond with your draconic companion also strengthens, allowing for you to hasten your mount. When you finish your turn mounted on your draconic companion, and you did not use any of your movement this turn, you may increase the flying speed of your draconic companion by your walking speed until the end of their next turn.
Additionally, when you use your Action Surge feature, on your draconic companion's next turn, they may take any action described in their stat block or listed in the Draconic Companion feature above, not requiring your bonus action to do so. You may still use your bonus action to command them when you use this feature.
Adult Draconic Companion
Huge dragon, your alignment
Armor Class19 (Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + seven times your fighter level
Languages Common, Draconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The draconic companion can breathe air and water.
Ice Walk (White Types Only). The draconic companion can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions (Requires Your Bonus Action)
Multiattack (1). The draconic companion makes one bite, one claw and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attacks to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 2d10 + 7 piercing damage plus 1d8 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d6 + 7 slashing damage.
Tail.Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 2d8 + 7 bludgeoning damage.
Breath Weapons (3/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 60-foot-cone. If it is a line, it is a 90-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 18. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 6d12 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Reactions
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Dragon's Fury
At level 18, your draconic companion matures to its final form, gaining the statistics of the Ancient Draconic Companion (shown below). When you start your turn not mounted on your draconic companion, you may use your bonus action to teleport back to being mounted on your draconic companion, as long as they are within 100 feet of you.
Additionally, your bond with your draconic companion increases in power, granting the following benefits while you are mounted on your draconic companion:
You gain immunity to the damage type your draconic companion is immune to.
Your weapon attacks deal an extra damage dice of the type the weapon deals, the damage being the damage type your draconic companion is immune to. This damage only applies to creatures who is of a size smaller than your draconic companion.
You and your draconic companion ignore resistance to the damage type your draconic companion is immune to.
Ancient Draconic Companion
Gargantuan dragon, your alignment
Armor Class 20(Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + eight times your fighter level
Languages Common, Draconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The draconic companion can breathe air and water.
Ice Walk (White Types Only). The draconic companion can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (1/day). If the draconic companion fails a saving throw, it can choose to succeed instead.
Actions (Requires Your Bonus Action)
Multiattack (1). The draconic companion makes one bite, two claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two three to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite, one claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 2d10 + 9 piercing damage plus 1d10 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 2d6 + 9 slashing damage.
Tail.Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 2d8 + 9 bludgeoning damage.
Breath Weapons (Recharge 5-6). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 90-foot-cone. If it is a line, it is a 120-foot-line that is 10 feet wide. Each creature in this area of effect must make a saving throw, the DC being 22. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 12d10 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Reactions
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Here's the Darkness Domain (give feedback here, please):
Deities of the dark - including Shar, Bhaal, Tharizdun, Tahkisis, the Queen of Air and Darkness, Nyx, Set, and The Shadow, - are masters of shadows, the night, and other dark places, creatures, magic, and other such things. Though not all of these deities are strictly evil, they are typically gloomier and in a dark mood. Some of these gods reign over the night, move through and create shadows, or fuel and warp magic using shadow-stuff. Clerics of a god of darkness are often nocturnal, this alone setting them apart from most societies and normally have strange mannerisms and quirky habits that are easily perceived. Whether or not they are evil, these clerics are typically outcasts, socially or otherwise.
When you choose this domain, you gain the minor illusion cantrip if you don't already know it.
Shadow Sight
Also at level 1, you gain the ability to see in darkness as well as light. You gain darkvision out to a range of 120 feet, and can see through darkness and magical darkness in this range as if it were bright light.
Channel Divinity: Dark Step
Starting at 2nd level, you can use your Channel Divinity to teleport from one shadow to another. While in dim light or darkness, as a bonus action, you may present your holy symbol and teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. After using this feature, until the start of your next turn, all attack rolls and ability checks made against you are made at disadvantage.
Shadowcasting
Beginning at level 6, you can cause enemies to have a harder time avoiding your magical effects while in shadowy areas. When you use a feature that forces a creature to make a saving throw, you can use a reaction to cause all creatures of your choice that are in dim light or darkness that are in this effect to make the saving throw at disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eclipse of Totality
At level 17, you can use an action to create an aura of pure darkness around yourself that lasts for 1 minute or until you dismiss it as an action. You scatter light with total, magical darkness in a 60-foot-radius around you, creating dim light an additional 30 feet beyond that. This darkness cannot be dispelled and magical light does not work inside this aura. Creatures with darkvision gain no benefit from it in this radius unless they can see through magical darkness.
When you activate this feature, creatures of your choice in this area must make a Wisdom saving throw against your cleric spell save DC or become frightened of you until the start of their next turn. Creatures of your choice must also make the saving throw at the end of each of their turns. Whenever a creature that is frightened fails the saving throw against this feature, they take 6d8 psychic damage. This aura moves with you.
Once you use this feature, you cannot do so again until you finish a long rest.
Barbarians who follow the Path of the Titan learned this tradition from the giants of the realms, especially hill giants, frost giants, and ogres. These giants would use this style of raging to empower their attacks and destroy everything in their path, but when they taught this quasi-magical path of raging, those smaller creatures that learned it were able to make better use of this primal path. These creatures have learned how to turn rage into not merely a way of being effective in combat, it is a state of being and feeling indestructible. To these primal warriors, the anger that flows through their body while raging physically and mentally alters them. They grow in size, become practically unrivaled in raw strength, and become consumed by pure, unrelenting rage. This rage nearly drives them mad with anger, occasionally forcing them to attack allies and innocent bystanders.
Easily Triggered
At level 3, while you are not raging and a creature damages you, you may use your reaction to halve the damage yuo take and begin to rage. If the damage reduced you to 0 hit points, you regain hit points equal to your Constitution modifier at the start of your next turn and begin to rage.
Furious Transformation
Once you join this path at level 3, you become a monstrous, hulking creature of destruction, while you are raging. When you begin to rage, you gain the following benefits until your rage ends:
Your size becomes Large if you were Medium or Smaller.
Your creature type becomes Giant, if it wasn't already.
Your Strength score increases by 2, to a maximum of 22. The score and maximum for your Strength score increase by an additional 2 at the following levels; 6th, 10th, 14th, and 18th.
Your weapon attacks deal an extra 1d4 damage dice of the weapon's type. This damage dice increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at level 14, and 1d12 at level 18.
You make all Strength and Constitution checks and saving throws at advantage. Additionally, if you would add your proficiency bonus to the roll, you add it twice.
Your walking speed and the distance you can jump are doubled on your turn.
You gain an amount of temporary hit points at the start of each of your turns equal to your proficiency bonus.
While raging, if you end your turn without having taken damage, been attacked, or have attacked an object or creature since the start of your last turn, you must use your reaction immediately to move up to your speed towards the nearest creature and make an attack against them if they are within the reach or range of a weapon you are holding, making an improvised ranged weapon attack with an object you're holding or on your person if you don't have a thrown or ranged weapon in your hand. If there are no creatures near you, you must move towards and attack the nearest vehicle or structure. While raging, you have disadvantage on Intelligence checks or saving throws, and can only speak an amount of words each round equal to your Intelligence score.
Split Personalities
Beginning at 6th level, your complex mind makes fighting and living a strange experience. While charmed or frightened and not raging, you cannot begin to rage as long as the effect lasts. While raging, you are immune to being frightened and if you are charmed, you cannot end your rage until the effect ends. Your personalities diverge even more, the raging version becoming more angry and arrogant.
Self-Restraint
When you gain this feature at level 10, while you are raging, you can now distinguish friend from foe. When you end your turn without having taken damage, been attacked, or having attacked an object or creature since the start of your last turn, you may instead choose to move towards and attack the nearest enemy creature, structure, or vehicle instead of having to attack the nearest creature or object.
Indestructible
At 14th level, you are near impossible to kill. While raging, you are immune to bludgeoning, piercing, and slashing damage that is not dealt by magical weapons. You are also immune to poison, fire, and acid damage while raging.
Here's the Bard College of Dance (feedback thread here):
College of Dance
Bards of the College of Dance are practiced artists of the battlefield, leaping, twisting, twirling, and flowing through any terrain. To these bards, the world is their stage, and they are not shy to share their expertise in the art of dance. This college of bards is vast and diverse, with many different genres and styles of dance. This college's members are scattered across the many races and peoples of the D&D worlds. Nearly all cultures and peoples of these worlds have some type of traditional dances, from the aerial sky-dances of the aarakocra, the war dances of the goliaths and orcs, the swift and elegant dances of the elves, and the underwater sword-dancing tritons.
As vast as this college is, almost all who witness a College of Dance Bard's mesmerizing movements for the first time are taken aback by their impressive performances. These bards have no need for instruments, depending solely on their body to focus their magic. Different cultures and styles of these bards may occasionally hold or use a musical instrument, dancing streamers, or other elegant ornaments while performing a dance, but they are merely for decorative purposes. Instead, these bards are costumed in the finest outfits that allow them to focus their spellcasting, and use their enchanting maneuvers to displace and confuse enemies while quickly dancing across their "stage" to reach a safer or more advantageous positioning.
Dance Outfit
When you goin the College of Dance at 3rd level, you no longer rely on your musical instruments or component pouches to aid in your spellcasting. Instead, you now may focus your whole body and costume on channeling your bardic magic. You gain the ability to use a dance outfit as a spellcasting focus for your bard spells, which counts as held while you are wearing it. Additionally, while your speed is greater than 0, you may use your legs and arms to perform the somatic components for you bard spells, even while one or both hands are full. While wearing your dance outfit, you may not wear medium or heavy armor.
A dance outfit is a set of fine clothes that is customized by someone with proficiency in a disguise kit. Such a creature may use this kit over the course of an hour (which can be done as part of a short or long rest), expending 5 gold pieces worth of fabric and other ornamental materials in the process of creating the outfit.
Prodigious Performer
Also at 3rd level, you are an expert at dance, allowing your dances to be done with near-perfection. When you make a Dexterity (Acrobatics) or Charisma (Performance) check, you can treat a d20 roll of 7 or lower as an 8.
Unarmored Defense
Starting at 3rd level, your swift moving and practice in dancing allows you to dodge attacks using your masterfully swift dances. While wearing your dance outfit and not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You may use a shield and still gain this benefit.
Quick Movements
Beginning at level 6, you may use your magical dances to flit across the battlefield or other environment, swiftly and safely moving as part of when you cast a spell. Once on your turn, when you cast a bard spell, you may use one of your movement types to move an amount of feet equal to 5 x the level of the spell (minimum of 5 feet), expending no movement to do so. You provoke no opportunity attacks while using this movement.
Partner in Dance
Starting at 6th level, you may use your magical mobility to cause others that you are grabbing ahold of to move with you when you use your Quick Movements feature. When you are within 5 feet of a willing or charmed creature and have an empty hand, or you are grappling a creature that is Large or smaller, and you use your Quick Movements feature, you may use the movement granted by that feature to move the both of you, both of you provoking no opportunity attacks with this movement.
Dancer's Freedom
When you gain this feature at 14th level, while you are grappled, you may use your bonus action to attempt to escape the grapple, instead of an action. Also, when you make a Strength (Athletics) check for an attack used to grapple or shove a creature, you may instead make a Dexterity (Acrobatics) check for the contest.
Additionally, until the end of your next turn after you have used your Quick Movements feature to move, attack rolls made against you have disadvantage. When you are hit my an attack, attack rolls against you are not made at disadvantage until you use the Quick Movements feature again.
As a Time Warper, you blend both your physical agility and speed with your newfound abilities over dunamancy to perform deadly assaults, swift attacks, and quick steps impossibly fast, blurring your movements as you warp time. You have used your expertise over the swiftness of you body to begin practicing chronurgy magic, granting you the ability to slow others and speed up yourself.
Keen Mind
When you choose this archetype at 3rd level, you develop a quick and analytical mind. Whenever you roll for initiative, you can gain a bonus to your roll equal to your Intelligence modifier.
Additionally, whenever you make an Intelligence (Investigation) check, treat any roll of 7 or lower on the d20 as an 8.
Warp Speed
Starting at level 3, you are able to use your magical time powers to speed up yourself when focusing on a specific enemy. This allows you to gain better accuracy against a target, allowing you to more easily use your Sneak Attack damage: As a bonus action, you may force a creature you can see to make a Dexterity (Acrobatics) check contested by an Intelligence (Investigation) check you make. If you win the contest, the target seems to slow down to you, while your movements begin to speed up to those around you. The target gains disadvantage on Dexterity based ability checks and attack rolls they make against you, as well as Dexterity saving throws you force them to make. Any attack roll you make against them with an attack that uses your Dexterity or Intelligence for its bonus to hit is made at advantage. At the start of each of your subsequent turns while this effect is maintained, the contest is rerolled. If the target succeeds on the contest, the effect ends.
Otherwise, this benefit lasts for 1 minute, until you are incapacitated, or until you successfully use this feature against a different target.
Time Thief
At level 9, you may use your power over time magic to steal actions from your enemies. When a creature that is under the effect of your Warp Speed ability while you can see them, if they use a bonus action or reaction, you may use your reaction to force them to lose that action until the start of their next turn, gaining none of the effects of the action they took. On your next turn, you gain an additional bonus action or reaction, on top of the typical action, bonus action, and reaction you gain on your turn.
Displacing Dodge
Starting at 13th level, when you use Uncanny Dodge reaction against an attack made by the creature that is currently under the affect of your Warp Speed feature, the attack automatically misses. Additionally, you may take an action of your choice immediately, interrupting their turn.
Swift Strikes
When you gain this feature at level 17, you gain the ability to fuel an additional attack on your turn with your power over chronurgy magic. When you hit the creature affected by your Warp Speed feature with a weapon attack made using your Attack action, until the end of your current turn you may use a bonus action to make an attack with a weapon on your person. If this attack would add your Sneak Attack damage dice, you may do so, even if you have already done so this turn.
That's it for now. I'll add more subclasses in this post until it gets too long as well. Thanks!
Ooooh, those sound fun! I would love some more "Evil" Cleric Domains, beyond Death and Grave, and to a lesser extent Tempest. Darkness sounds right up my alley, Frost seems good for RotF, and Titan seems to involve a Tarrasque?
Not really tarrasque related, more giant related. It's kind of like Hulk, if he was Giant-themed. It currently is probably way too OP, but I just have the idea for now.
I'll review Dragon Rider (and the others) once they're added to this thread.
Added! Thanks!
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Please check out my homebrew, I would appreciate feedback:
I did Darkness at its individual thread, but I'll review these tomorrow. 'Night all!
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
I did Frost Domain and Dragon Rider! I would LOVE to see Path of the Titan, even in its currently OP form.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
hey third! i have an idea for a subclass you could make! a pact breaker warlock, similar to the oath breaker paladin!
I don't know if that would work. Warlock Pacts, IMO, have already had the warlock fulfill their side of the bargain before the campaign starts. There are definitely exceptions to this, but I'm not sure if I will do that. I don't know what features it would get, as warlocks are already mostly a dark class, so breaking their pact wouldn't make them darker, IMO.
Thanks for the suggestion, though! I have a lot of subclasses written down that I need to put on this website.
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Please check out my homebrew, I would appreciate feedback:
hey third! i have an idea for a subclass you could make! a pact breaker warlock, similar to the oath breaker paladin!
I don't know if that would work. Warlock Pacts, IMO, have already had the warlock fulfill their side of the bargain before the campaign starts. There are definitely exceptions to this, but I'm not sure if I will do that. I don't know what features it would get, as warlocks are already mostly a dark class, so breaking their pact wouldn't make them darker, IMO.
Thanks for the suggestion, though! I have a lot of subclasses written down that I need to put on this website.
ok, thats fine. if you were wondering what theme, i was thinking light, kinda like celestial.
If I may, the Oath of Souls paladin seems a bit overpowered. Correct if I'm wrong so I don't end up looking like a fool, but cursing an enemy to become vulnerable to all types of damage seems a bit much. That would cause some monsters to be way easier to defeat and such and so on. Also then regaining the ability to do that once an enemy dies also seems a bit much.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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I don't mean to brag, but I really love the theme of this subclass. The idea of a paladin of Mystra who serves, protects, and empowers wizards and other arcane casters.
Arcane Empowerment's current and more balanced form caps it at a level spell slot that you can cast.
Yep, it is. It's like a mix of an Eldritch Knight's bonded weapon, a Horizon Walker's Planar Warrior, and an Oath of Devotion's Sacred Weapon.
I changed the spell list quite a bit from its old version. I fixed it above, so its more arcane and less elemental.
The aura is much smaller than before, to make it more balanced.
The new version is a reaction, and is more balanced.
The new version is better balanced than the original one.
Sorry, again. It should all be fixed now.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Grave Clerics can do both of those things. Grave Clerics get exactly the same channel divinity as them that gives vulnerability, and it only can be regained once a short rest, essentially giving them 2 channel divinity, while Grave Clerics get 2 much earlier without having to kill someone, and get 3 at higher levels. Its not OP, its on par.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Oooh, okay then, new review. Skipping Abilities that weren't changed, as far as I could tell.
Okay, I think that's all. Woooo! I might also do this for the Races on the Tor-eal Thread.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Do you want me to review the Tor-eal Races?
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Yes, that's what others said. It's better this way.
Yep. I agree.
Yep. No real comments on the changes, then. The subclass seems better, right?
Slight nerf, but it's good anyway.
It helps a bodyguard paladin be able to track down their enemies, and stuff like that. Just imagine the image of a paladin with a familiar sitting on their shoulder, aiding them in combat. Absorb elements is a good spell for paladins, but its just too elemental and not arcane enough.
It's a really good, really powerful feature. It essentially gives your enemies the opposite of Magic Resistance. It's still very good, and before it was too powerful.
Kind of. You don't steal it, you just copy them temporarily. It fits the theme better than before, IMO.
Sure, go right ahead. I think these are better balanced than those are, as I got more feedback for them. Good luck! There's more races than there were subclasses.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Go ahead if you want. I'll copy the Dragon Rider into this thread, but feedback for it will be in the thread I linked above.
I also have a few more subclasses to add to this thread once I get some feedback for them (Path of the Titan Barbarian, Darkness Domain Clerics, Frost Domain Clerics, etc). Thanks so much for your input!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Ooooh, those sound fun! I would love some more "Evil" Cleric Domains, beyond Death and Grave, and to a lesser extent Tempest. Darkness sounds right up my alley, Frost seems good for RotF, and Titan seems to involve a Tarrasque?
I'll review Dragon Rider (and the others) once they're added to this thread.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
(Okay, I tried adding these to the OP, but apparently it got too long, and I have to add them in this post.)
Here's the Frost Domain Cleric (here's the link to the thread, please give feedback there):
Gods of frost - such as Auril, Thrym, Khione, Boreas, Aeolus, Persephone, and other such deities either control the change of summer to winter, teach dwellers of northern settlements how to survive harsh winters, or have some connection to frosty and cold magic.
More sinister gods of this domain demand sacrifices, veneration, and obedience in exchange for their lives, while more benevolent frost deities willingly aid towns in their struggle for survival in the winter and use their powers for good. Most deities of this domain are different from the deities of other domains, as winter is a short season in most of the world, and the sections of the planet where cold powers are stronger are typically small regions of the world. Though, in these regions, worship of these deities can be a matter of life or death. Due to this, deities of this domain are typically lesser deities mostly revered near the poles of the world, or this domain a just a small fragment of the portfolio of a god of weather, nature, and cold winds.
Because of the fact that most deities of this domain have limited portfolios have few followers, the worshippers they do have are often more devout than the typical follower of a different deity. This can be very bad news for settlements of the far north and south, making sacrifices for these deities a common practice. Whether or not clerics devoted to this domain are evil, they do get access to power over cold weather and ice, which they can use for good or evil.
Domain Spells
You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.
Frost Domain Spells
Bonus Proficiencies
At level 1, you gain proficiency with martial weapons and a skill of your choice from the list of following skills: Animal Handling, Insight, Perception, or Survival. Your proficiency bonus is doubled for any ability check that you make for the skill you chose.
Call of Frost
Also at level 1, you gain the ability to harness the powers of ice. Choose one cantrip that deals cold damage from any spell list. You know and can cast that cantrip, not counting against the amount of cantrips you can know, and it counts as a cleric cantrip for you.
Channel Divinity: Frigid Mark
Starting at 2nd level, you can choose one creature that you hit with a melee attack to be covered in paralyzing frost, expending a Channel Divinity.
Until the end of your next turn, this creature cannot move or be moved by any means except teleportation, and they gain vulnerability to bludgeoning, cold, and fire damage. If they have immunity to one of those damage types, they do not become vulnerable to that damage type.
Lethargic Frost
At 6th level, you can harness your powers of frost to protect yourself from cold and momentarily slow enemies. You gain resistance to cold damage.
Additionally, when a creature within 30 feet of you that you can see takes a bonus action or reaction, you can use your reaction to force them to expend the triggering action, but not gain any of its effects. You can use this feature an amount of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine cold energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Herald of Ice and Snow
At 17th level, your power over cold increases greatly, granting you the following:
Here's the spells they get:
Blizzard
Frozen Strike
Ice Blade
Ice Cube
Here's the Dragon Rider fighter (please give feedback here):
You have formed a mystical bond with a dragon egg, caring for it till it hatched. Upon hatching, the dragon wyrmling instantly imprinted upon you, now magically linking the two of you together for the rest of your souls' existence. The dragon can be any type of true dragon and is a loyal companion on your adventures and serves as your mount once it gets large enough. This dragon is special, even though it appears as a normal true dragon, being a special breed of dragon. This type of dragons has been bred by dragon mages, alchemists, and others obsessed with dragons for centuries, granting them a greater ability to bond with others, becoming perfect servants to the knights of the realms. This bond extends beyond the grave, causing the dragon to grow as its rider becomes more experienced and skilled.
The dragon is sentient and will only remain your companion if you treat it as an equal. It is the same alignment as you, but has its own wants and needs. It will gladly be partners in battle with its Dragon Rider who they consider a great friend and ally. The most powerful Dragon Riders and their Draconic Companions will act as one creature in purpose and being, never willingly leaving each others' presence unless absolutely necessary. A Dragon Rider's life is linked to the life of their Draconic Companion, giving them both magical abilities.
Draconic Companion
When you choose this archetype at 3rd level, you have formed a permanent bond with a true dragon hatchling. You can telepathically communicate with each other while not unconscious and on the same plane of existence. The companion gets more powerful and larger as you get to higher levels. See the creature's statistics in the Draconic Companion Wyrmling stat block. At level 7 in this class, the draconic companion has a sudden growth spurt, becoming a Young Draconic Companion, using that stat block instead of the Draconic Companion Wyrmling stat block. At level 10 in this class, the draconic companion grows again, becoming an Adult Draconic Companion, using that stat block in place of the Young Draconic Wyrmling stat block. At level 15 in this class, the draconic companion grows for a final time, becoming an Ancient Draconic Companion and using that stat block.
You choose their Draconic Type, which will determine their appearance, breath weapon, and damage immunity. The following table shows what each draconic companion type. Black, Bronze, Gold, Green, and White draconic companions have a swim speed of 30 feet as wyrmlings, Blue, Brass, and White draconic companions have a burrow speed of 15 feet, and Copper and Red draconic companions have a climbing speed of 30 feet. Climbing and swim speeds increase to 40 feet once they become Young Draconic Companions, while the burrowing speeds increase to 20 feet as Young Draconic Companions, 30 feet as an Adult Draconic Companion, and 40 feet as an Ancient Draconic Companion.
Draconic Type Table
Draconic Type
Damage Type
Breath Weapon
Black
Acid
Dexterity saving throw, line
Blue
Lightning
Dexterity saving throw, line
Brass
Fire
Dexterity saving throw, line
Bronze
Lightning
Dexterity saving throw, line
Copper
Acid
Dexterity saving throw, line
Gold
Fire
Dexterity saving throw, cone
Green
Poison
Constitution saving throw, cone
Red
Fire
Dexterity saving throw, cone
Silver
Cold
Constitution saving throw, cone
White
Cold
Constitution saving throw, cone
In combat, the draconic companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. The draconic companion counts as an independent mount while you are mounted on it.
When you regain hit points during a short rest or from your Second Wind feature, the draconic companion regains hit points equal to the amount you regain. The draconic companion makes death saving throws at advantage while you are within 30 feet of it. If you are within 5 feet of the draconic companion while it is at 0 hit points, you may use a bonus action to expend a hit die, roll the hit die and cause the draconic companion to regain an amount of hit points equal to the number rolled + your Charisma modifier (minimum of one hit point).
If your draconic companion dies, its soul still remains connected to you. It may be raised from the dead by spells such as revivify and resurrection as normal, but can also be brought back to life by inhabiting the body of a true dragon. If you cannot raise your draconic companion through resurrection magic, you must seek out a true dragon that is near death. The dragon may be of any draconic type, but must be the same maturity as your draconic companion. When you find such a dragon, while it is at 0 hit points and stable, you may perform a 1 hour ritual as part of a short rest while within 5 feet of the body of the unconscious dragon to call the soul of your draconic companion into the body of the unconscious dragon, permanently reducing your hit point maximum by your proficiency bonus. As long as the ritual continues, the dragon cannot regain consciousness, and at the end of the ritual the true dragon is magically transformed into your draconic companion. After completing the ritual, the dragon becomes identical to your draconic companion and has the same statistics as it had before, including its draconic type.
Draconic Companion Wyrmling Stat Block:
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage.
Breath Weapons (1/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 15-foot-cone. If it is a line, it is a 20-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 12. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 5d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Slow Falling
Starting at level 3, you gain the ability to save yourself from drops from deadly heights. You gain the ability to cast the feather fall an amount of times equal to your Charisma modifier (minimum of once), expending no spell slot. When you finish a long rest you regain all expended uses of this ability.
Magically Mounted
When you gain this feature at 7th level, your draconic companion wyrmling becomes a young draconic companion, now using that stat block in place of the previous one. Additionally, while you are mounted on top of your draconic companion, the melee weapon attacks that you and your draconic companion make count as magical weapons for the purpose of ignoring damage resistances and immunities.
Multiattack. The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage plus 1d6 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Breath Weapons (2/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 30-foot-cone. If it is a line, it is a 60-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 14. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 8d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Mark of the Dragon Rider
At level 10, you may cause your companion to merge into your form when needed, becoming a magical mark on your body. As an action while you are within 5 feet of your draconic companion, you may cause it to disappear and be magically channeled into a physical mark on your body, the positioning and appearance of which is determined when you gain this feature. When the draconic companion is hidden this way, you may still speak telepathically with each other, and it cannot be targeted by attacks, spells, and other effects. The draconic companion may remain in this mark until you use an action to summon it to an unoccupied space within 30 feet of you.
Draconic Bond
Starting at 15th level, your draconic companion grows again, this time gaining the statistics of the Adult Draconic Companion (see the stat block below for its statistics). Your bond with your draconic companion also strengthens, allowing for you to hasten your mount. When you finish your turn mounted on your draconic companion, and you did not use any of your movement this turn, you may increase the flying speed of your draconic companion by your walking speed until the end of their next turn.
Additionally, when you use your Action Surge feature, on your draconic companion's next turn, they may take any action described in their stat block or listed in the Draconic Companion feature above, not requiring your bonus action to do so. You may still use your bonus action to command them when you use this feature.
Multiattack (1). The draconic companion makes one bite, one claw and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attacks to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 2d10 + 7 piercing damage plus 1d8 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d6 + 7 slashing damage.
Tail.Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 2d8 + 7 bludgeoning damage.
Breath Weapons (3/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 60-foot-cone. If it is a line, it is a 90-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 18. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 6d12 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Dragon's Fury
At level 18, your draconic companion matures to its final form, gaining the statistics of the Ancient Draconic Companion (shown below). When you start your turn not mounted on your draconic companion, you may use your bonus action to teleport back to being mounted on your draconic companion, as long as they are within 100 feet of you.
Additionally, your bond with your draconic companion increases in power, granting the following benefits while you are mounted on your draconic companion:
Legendary Resistance (1/day). If the draconic companion fails a saving throw, it can choose to succeed instead.
Multiattack (1). The draconic companion makes one bite, two claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two three to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite, one claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 2d10 + 9 piercing damage plus 1d10 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 2d6 + 9 slashing damage.
Tail.Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 2d8 + 9 bludgeoning damage.
Breath Weapons (Recharge 5-6). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 90-foot-cone. If it is a line, it is a 120-foot-line that is 10 feet wide. Each creature in this area of effect must make a saving throw, the DC being 22. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 12d10 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Here's the Darkness Domain (give feedback here, please):
Deities of the dark - including Shar, Bhaal, Tharizdun, Tahkisis, the Queen of Air and Darkness, Nyx, Set, and The Shadow, - are masters of shadows, the night, and other dark places, creatures, magic, and other such things. Though not all of these deities are strictly evil, they are typically gloomier and in a dark mood. Some of these gods reign over the night, move through and create shadows, or fuel and warp magic using shadow-stuff. Clerics of a god of darkness are often nocturnal, this alone setting them apart from most societies and normally have strange mannerisms and quirky habits that are easily perceived. Whether or not they are evil, these clerics are typically outcasts, socially or otherwise.
Darkness Domain Spells
1st
cause fear, fog cloud
3rd
darkness, shadow blade
5th
blink, phantom steed
7th
phantasmal killer, shadow of moil
9th
dusk, wall of darkness
Bonus Cantrip
When you choose this domain, you gain the minor illusion cantrip if you don't already know it.
Shadow Sight
Also at level 1, you gain the ability to see in darkness as well as light. You gain darkvision out to a range of 120 feet, and can see through darkness and magical darkness in this range as if it were bright light.
Channel Divinity: Dark Step
Starting at 2nd level, you can use your Channel Divinity to teleport from one shadow to another. While in dim light or darkness, as a bonus action, you may present your holy symbol and teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. After using this feature, until the start of your next turn, all attack rolls and ability checks made against you are made at disadvantage.
Shadowcasting
Beginning at level 6, you can cause enemies to have a harder time avoiding your magical effects while in shadowy areas. When you use a feature that forces a creature to make a saving throw, you can use a reaction to cause all creatures of your choice that are in dim light or darkness that are in this effect to make the saving throw at disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eclipse of Totality
At level 17, you can use an action to create an aura of pure darkness around yourself that lasts for 1 minute or until you dismiss it as an action. You scatter light with total, magical darkness in a 60-foot-radius around you, creating dim light an additional 30 feet beyond that. This darkness cannot be dispelled and magical light does not work inside this aura. Creatures with darkvision gain no benefit from it in this radius unless they can see through magical darkness.
When you activate this feature, creatures of your choice in this area must make a Wisdom saving throw against your cleric spell save DC or become frightened of you until the start of their next turn. Creatures of your choice must also make the saving throw at the end of each of their turns. Whenever a creature that is frightened fails the saving throw against this feature, they take 6d8 psychic damage. This aura moves with you.
Once you use this feature, you cannot do so again until you finish a long rest.
Here are the spells they get:
Dusk
Wall of Darkness
Path of the Titan Barbarian (here's the thread for feedback):
Barbarians who follow the Path of the Titan learned this tradition from the giants of the realms, especially hill giants, frost giants, and ogres. These giants would use this style of raging to empower their attacks and destroy everything in their path, but when they taught this quasi-magical path of raging, those smaller creatures that learned it were able to make better use of this primal path. These creatures have learned how to turn rage into not merely a way of being effective in combat, it is a state of being and feeling indestructible. To these primal warriors, the anger that flows through their body while raging physically and mentally alters them. They grow in size, become practically unrivaled in raw strength, and become consumed by pure, unrelenting rage. This rage nearly drives them mad with anger, occasionally forcing them to attack allies and innocent bystanders.
Easily Triggered
At level 3, while you are not raging and a creature damages you, you may use your reaction to halve the damage yuo take and begin to rage. If the damage reduced you to 0 hit points, you regain hit points equal to your Constitution modifier at the start of your next turn and begin to rage.
Furious Transformation
Once you join this path at level 3, you become a monstrous, hulking creature of destruction, while you are raging. When you begin to rage, you gain the following benefits until your rage ends:
While raging, if you end your turn without having taken damage, been attacked, or have attacked an object or creature since the start of your last turn, you must use your reaction immediately to move up to your speed towards the nearest creature and make an attack against them if they are within the reach or range of a weapon you are holding, making an improvised ranged weapon attack with an object you're holding or on your person if you don't have a thrown or ranged weapon in your hand. If there are no creatures near you, you must move towards and attack the nearest vehicle or structure. While raging, you have disadvantage on Intelligence checks or saving throws, and can only speak an amount of words each round equal to your Intelligence score.
Split Personalities
Beginning at 6th level, your complex mind makes fighting and living a strange experience. While charmed or frightened and not raging, you cannot begin to rage as long as the effect lasts. While raging, you are immune to being frightened and if you are charmed, you cannot end your rage until the effect ends. Your personalities diverge even more, the raging version becoming more angry and arrogant.
Self-Restraint
When you gain this feature at level 10, while you are raging, you can now distinguish friend from foe. When you end your turn without having taken damage, been attacked, or having attacked an object or creature since the start of your last turn, you may instead choose to move towards and attack the nearest enemy creature, structure, or vehicle instead of having to attack the nearest creature or object.
Indestructible
At 14th level, you are near impossible to kill. While raging, you are immune to bludgeoning, piercing, and slashing damage that is not dealt by magical weapons. You are also immune to poison, fire, and acid damage while raging.
Here's the Bard College of Dance (feedback thread here):
College of Dance
Bards of the College of Dance are practiced artists of the battlefield, leaping, twisting, twirling, and flowing through any terrain. To these bards, the world is their stage, and they are not shy to share their expertise in the art of dance. This college of bards is vast and diverse, with many different genres and styles of dance. This college's members are scattered across the many races and peoples of the D&D worlds. Nearly all cultures and peoples of these worlds have some type of traditional dances, from the aerial sky-dances of the aarakocra, the war dances of the goliaths and orcs, the swift and elegant dances of the elves, and the underwater sword-dancing tritons.
As vast as this college is, almost all who witness a College of Dance Bard's mesmerizing movements for the first time are taken aback by their impressive performances. These bards have no need for instruments, depending solely on their body to focus their magic. Different cultures and styles of these bards may occasionally hold or use a musical instrument, dancing streamers, or other elegant ornaments while performing a dance, but they are merely for decorative purposes. Instead, these bards are costumed in the finest outfits that allow them to focus their spellcasting, and use their enchanting maneuvers to displace and confuse enemies while quickly dancing across their "stage" to reach a safer or more advantageous positioning.
Dance Outfit
When you goin the College of Dance at 3rd level, you no longer rely on your musical instruments or component pouches to aid in your spellcasting. Instead, you now may focus your whole body and costume on channeling your bardic magic. You gain the ability to use a dance outfit as a spellcasting focus for your bard spells, which counts as held while you are wearing it. Additionally, while your speed is greater than 0, you may use your legs and arms to perform the somatic components for you bard spells, even while one or both hands are full. While wearing your dance outfit, you may not wear medium or heavy armor.
A dance outfit is a set of fine clothes that is customized by someone with proficiency in a disguise kit. Such a creature may use this kit over the course of an hour (which can be done as part of a short or long rest), expending 5 gold pieces worth of fabric and other ornamental materials in the process of creating the outfit.
Prodigious Performer
Also at 3rd level, you are an expert at dance, allowing your dances to be done with near-perfection. When you make a Dexterity (Acrobatics) or Charisma (Performance) check, you can treat a d20 roll of 7 or lower as an 8.
Unarmored Defense
Starting at 3rd level, your swift moving and practice in dancing allows you to dodge attacks using your masterfully swift dances. While wearing your dance outfit and not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You may use a shield and still gain this benefit.
Quick Movements
Beginning at level 6, you may use your magical dances to flit across the battlefield or other environment, swiftly and safely moving as part of when you cast a spell. Once on your turn, when you cast a bard spell, you may use one of your movement types to move an amount of feet equal to 5 x the level of the spell (minimum of 5 feet), expending no movement to do so. You provoke no opportunity attacks while using this movement.
Partner in Dance
Starting at 6th level, you may use your magical mobility to cause others that you are grabbing ahold of to move with you when you use your Quick Movements feature. When you are within 5 feet of a willing or charmed creature and have an empty hand, or you are grappling a creature that is Large or smaller, and you use your Quick Movements feature, you may use the movement granted by that feature to move the both of you, both of you provoking no opportunity attacks with this movement.
Dancer's Freedom
When you gain this feature at 14th level, while you are grappled, you may use your bonus action to attempt to escape the grapple, instead of an action. Also, when you make a Strength (Athletics) check for an attack used to grapple or shove a creature, you may instead make a Dexterity (Acrobatics) check for the contest.
Additionally, until the end of your next turn after you have used your Quick Movements feature to move, attack rolls made against you have disadvantage. When you are hit my an attack, attack rolls against you are not made at disadvantage until you use the Quick Movements feature again.
Time Warper Rogue (here's the feedback thread)
Time Warper
As a Time Warper, you blend both your physical agility and speed with your newfound abilities over dunamancy to perform deadly assaults, swift attacks, and quick steps impossibly fast, blurring your movements as you warp time. You have used your expertise over the swiftness of you body to begin practicing chronurgy magic, granting you the ability to slow others and speed up yourself.
Keen Mind
When you choose this archetype at 3rd level, you develop a quick and analytical mind. Whenever you roll for initiative, you can gain a bonus to your roll equal to your Intelligence modifier.
Additionally, whenever you make an Intelligence (Investigation) check, treat any roll of 7 or lower on the d20 as an 8.
Warp Speed
Starting at level 3, you are able to use your magical time powers to speed up yourself when focusing on a specific enemy. This allows you to gain better accuracy against a target, allowing you to more easily use your Sneak Attack damage: As a bonus action, you may force a creature you can see to make a Dexterity (Acrobatics) check contested by an Intelligence (Investigation) check you make. If you win the contest, the target seems to slow down to you, while your movements begin to speed up to those around you. The target gains disadvantage on Dexterity based ability checks and attack rolls they make against you, as well as Dexterity saving throws you force them to make. Any attack roll you make against them with an attack that uses your Dexterity or Intelligence for its bonus to hit is made at advantage. At the start of each of your subsequent turns while this effect is maintained, the contest is rerolled. If the target succeeds on the contest, the effect ends.
Otherwise, this benefit lasts for 1 minute, until you are incapacitated, or until you successfully use this feature against a different target.
Time Thief
At level 9, you may use your power over time magic to steal actions from your enemies. When a creature that is under the effect of your Warp Speed ability while you can see them, if they use a bonus action or reaction, you may use your reaction to force them to lose that action until the start of their next turn, gaining none of the effects of the action they took. On your next turn, you gain an additional bonus action or reaction, on top of the typical action, bonus action, and reaction you gain on your turn.
Displacing Dodge
Starting at 13th level, when you use Uncanny Dodge reaction against an attack made by the creature that is currently under the affect of your Warp Speed feature, the attack automatically misses. Additionally, you may take an action of your choice immediately, interrupting their turn.
Swift Strikes
When you gain this feature at level 17, you gain the ability to fuel an additional attack on your turn with your power over chronurgy magic. When you hit the creature affected by your Warp Speed feature with a weapon attack made using your Attack action, until the end of your current turn you may use a bonus action to make an attack with a weapon on your person. If this attack would add your Sneak Attack damage dice, you may do so, even if you have already done so this turn.
That's it for now. I'll add more subclasses in this post until it gets too long as well. Thanks!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Not really tarrasque related, more giant related. It's kind of like Hulk, if he was Giant-themed. It currently is probably way too OP, but I just have the idea for now.
Added! Thanks!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I did Darkness at its individual thread, but I'll review these tomorrow. 'Night all!
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Goodnight! Thanks for all of your reviews!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I did Frost Domain and Dragon Rider! I would LOVE to see Path of the Titan, even in its currently OP form.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Okay, I'll do that later today. Thanks!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I've added the Path of the Titan above. Sorry, that took awhile.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
hey third! i have an idea for a subclass you could make! a pact breaker warlock, similar to the oath breaker paladin!
I am an average mathematics enjoyer.
>Extended Signature<
I don't know if that would work. Warlock Pacts, IMO, have already had the warlock fulfill their side of the bargain before the campaign starts. There are definitely exceptions to this, but I'm not sure if I will do that. I don't know what features it would get, as warlocks are already mostly a dark class, so breaking their pact wouldn't make them darker, IMO.
Thanks for the suggestion, though! I have a lot of subclasses written down that I need to put on this website.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
ok, thats fine. if you were wondering what theme, i was thinking light, kinda like celestial.
I am an average mathematics enjoyer.
>Extended Signature<
The Archmage
The Dracon
Circle of Winter Druid
Time Warper Rogue
I am an average mathematics enjoyer.
>Extended Signature<
I second the Dracon Warlock and the Circle of Winter Druid. The Bladeborn Sorcerer though sounds interesting too.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills