Ah well, the Arcane One is too complicated because of the extra spells... Maybe give them an extra warlock spell slot or 2? Also I said it could beat a lich haha! It is very OP as written though.
While the Arcane One is complex, I don't believe it is overwhelmingly so. Just giving them extra Warlock slots would ruin their identity, IMO. I also don't think that they could beat a Lich. It is more versatile than most warlocks, but sacrifices direct blasting power that Hexblade or Fiend has.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Regardless of how powerful the Arcane One’s subclass is, I feel that overturning the subclass at the beginning helps to showcase how the subclass is meant to work mechanically, and get a feel for Third’s vision for what this warlock is all about. Then Third can begin the process of trimming the fat to better balance the class while still adhering to their initial design philosophy as best as possible.
As far as the Extra spell casting, it makes sense once you think a bit more on it, at least to me. The normal pact magic that a warlock gets is the same regardless of which pact you enter. The spell casting for the Arcane One then, is the subclass’s defining feature, it’s bread and butter. Like the Hexblade with its martial prowess and Hexing, or the Celestial Warlock’s healing and temp hp distribution. That’s why the whole subclass focuses solely on the spell casting capabilities of the class. The fact that this warlock subclass gets more spell slots is balanced by the fact that the slots gained from the spellcasting feature of the subclass is not replenished by the a short rest.
Is it a bit powerful, maybe. But I wouldn’t call it Op or invalidating the other subclasses. Hexblade is often called the superior warlock yet people still love playing celestial, fiend, great old one and people are excited for the fathomless and the genie warlock’s.
Of course I also know I’m bias and I love the Arcane One subclass to pieces so..... 😀
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
hey third! i have the opportunity to use your blade born sorcerer in a game! just wondering, have you made it as shared homebrew, so that i can use it in the character builder? if not, is there any way i could?
I have made it in the character builder, but I don't think I've finished coding it all the way. I'll PM you with a campaign link so that you can get access to it.
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question about bladeborn sorcerer: with your weapon counting a magical focus, do you still need the war caster feat to be able to cast the 95% of spells that require somatic?
It depends on if the spell has only Somatic components or Somatic and Material components. RAW, yes you will need an empty hand if you're using a shield and one-handed weapon, but that's probably not RAI. Ask your DM, they will probably allow you to do somatic components with the spellcasting focus.
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I am about halfway through putting the subclasses for the third form online, which will hopefully be done by the end of today along with its survey. Thanks for all of your feedback and help so far, I would appreciate to get even more reviews on the surveys (I have 11 on the first and 4 on the second).
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Many barbarians of different primal paths can physically transform themselves or their environment while raging, but rarely do they as completely and dramatically as the barbarians that are members of the Path of the Steel Fist. When they transform, their whole bodies turn into solid metal, and granting them more physical resilience and powerful strikes.
Metallic Body
When you choose this path at 3rd level, your whole body turns into solid steel while raging. While you are under the effects of your rage, your base Armor Class while not wearing armor is 10 + your Strength modifier + your Constitution modifier, and you gain resistance to acid, cold, fire, lightning, and poison damage.
Steel Fist
Also at 3rd level, while raging your unarmed strikes are more powerful and count as heavy melee weapons that you are holding. You are proficient with your unarmed strikes, and they deal an amount of bludgeoning damage equal to 1d4 + your Strength modifier, and you may make an unarmed strike as a bonus action.
This damage dice increases to 1d6 at level 6, 1d8 at 10th level, and 1d10 when you reach level 14.
Body of Iron
Beginning at level 6, while raging you are immune to any effect or condition that would incapacitate or exhaust you while you are raging, except for the unconscious condition.
Unbreakable
When you gain this feature at level 10, while you are raging and take damage from an attack or spell, you may use a reaction to reduce the damage dealt by it to 0. You may use this once each rage.
Crushing Fists
At 14th level, while you are under the effects of your rage, once a turn when you hit a creature with a melee weapon attack that deals bludgeoning damage, you may immediately use the Shove action against the creature, no action required.
Frost Striders dwell in the arctic tundra of the realms, playing the role of a buffer between the settlements of the North and South of the worlds, protecting settlements from harsh weather and creatures, and warding them from other hazards of these lands. They typically work to protect and preserve these people, as well as help them tame these wilds in order to make them more hospitable to these peoples, and allow for them to assimilate into these lands. They have helped domesticate arctic axe beaks, ward off hungry white dragons and remorhazes, and help instruct them on how to gather food for these towns to thrive on.
Now, Frost Strider Rangers wander through these frozen frontiers, driving off monsters they come across, assisting struggling townsfolk and travelers, and attempting to destroy evil clerics and druids dedicated to xenophobic deities and demigods, such as the Circle of Frost in Icewind Dale, Auril's Frost Domain Clerics, and ancient white dragons.
Frost Strider Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Frost Strider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Starting at 3rd level, you can ignore the effects of lightly obscured on areas within 120 feet of you, as well as the effects of heavily obscured created by weather and effects based on ice and snow in the same range.
Harness Cold
At 3rd level, you can harness your magical adaptations to cold environments to your benefit in combat, unleashing this bond to harm others. You gain resistance to cold damage and ignore resistance to cold damage and also gain the ability to infuse your weapons with magical frost. As a bonus action, you may imbue one melee weapon you are holding with freezing energy, dealing an extra 1d10 cold damage the next time you hit with that weapon within the next ten minutes. Any weapon infused this way loses its magic if it is no longer in your hand at the end of your turn. Each weapon you are holding can only gain this benefit once at any given moment.
At level 11, this extra damage increases to 2d10.
Arctic's Volition
Beginning at 7th level, you are as resilient as a glacier and as adept at surviving in the wild as the most powerful behemoths. When you make a Constitution or Wisdom saving throw or a Wisdom (Survival) check, you may add 1d6 to the total roll.
Snow Skulk
At level 11, you are an expert at hiding in arctic environments. While you are lightly obscured or are hidden in snowy environments, you are invisible to any creature that does not have blindsight, tremorsense, or truesight and you are in the range of it. Also, you can hide while you are being watched while you are in a snowy or icy environment.
Quick Parry
When you gain this feature at 15th level, you can swiftly block an attack that would normally hit you. When you are hit by an attack, you may use your reaction to deflect it to the side, forcing the attack to miss. If the attack was a critical hit, it still hits, but does not deal extra damage dice due to it being a critical hit.
Rogues of this archetype have discovered how to manipulate luck and karma, combining it with their fine-tuned dexterous expertise. These magical masters of luck originally learned this art form from leprechauns and other lucky fey, allowing them to aid themselves in combat while sabotaging their enemies.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn three cantrips: guidance, vicious mockery, and one other cantrip of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots
The Luck Shifter Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice, two of which you must choose from the abjuration, divination, and enchantment spells on the bard spell list, or a dunamancy spell that must not be a graviturgy spell (which need not be on the bard spell list).
The Spells Known column of the Luck Shifter Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an abjuration, divination, or enchantment spell of your choice, or a dunamancy spell that must not be a graviturgy spell (which need not be on the bard spell list), and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, divination, or enchantment spell, or a dunamancy spell that must not be a graviturgy spell (which need not be on the bard spell list), unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Luck Shifter Spellcasting
Rogue
Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
3
3
2
—
—
—
4th
3
4
3
—
—
—
5th
3
4
3
—
—
—
6th
3
4
3
—
—
—
7th
3
5
4
2
—
—
8th
3
6
4
2
—
—
9th
3
6
4
2
—
—
10th
4
7
4
3
—
—
11th
4
8
4
3
—
—
12th
4
8
4
3
—
—
13th
4
9
4
3
2
—
14th
4
10
4
3
2
—
15th
4
10
4
3
2
—
16th
4
11
4
3
3
—
17th
4
11
4
3
3
—
18th
4
11
4
3
3
—
19th
4
12
4
3
3
1
20th
4
13
4
3
3
1
Punish the Unlucky
Starting at level 3, when you hit a creature that has had disadvantage on an attack roll since the start of their last turn, you automatically add your Sneak Attack damage to the first attack roll you hit them with for a finesse or ranged weapon, unless it was made at disadvantage.
Luck Stealer
At 7th level, when a creature within 60 feet of you makes an attack roll, you may use a reaction to force them to make the attack roll at disadvantage, granting you gain advantage on the next attack roll you make on your next turn. You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Shift Karma
When you reach level 13, you gain the ability to manipulate luck further, gaining Karma Points equal to your Charisma modifier (minimum of one). When you or a creature that you can see makes an attack roll, ability check, or saving throw, you may expend a Karma Point to grant the roll advantage or disadvantage (your choice). You may do so no more than once a turn.
You regain all expended Karma Points when you finish a long rest, and if you end a short or long rest with more Karma Points than your minimum amount, you lose the excess Karma Points. Otherwise, you may use an action to expend a spell slot to regain an amount of Karma Points equal to the level of the spell slot you expend.
Master of Luck
Beginning at 17th level, your ability to manipulate luck so well that you are nearly infallible due to your dunamancy magic. You gain the ability to cast the foresight spell as an action, requiring concentration. Once you do so, you cannot do so again until you finish a long rest.
A lifedrinking mage is one that blends two schools of magic; evocation and necromancy. This allows for them to drain the health and vitality of their enemies to heal themselves and their allies. The tradition of Lifedrinking Magic is not necessarily an evil practice, but is often seen as taboo or forbidden by many cultures and religions. The wizards of theis tradition are frequently societal outcasts, but in some war-focused races and countries accept them and induct them into their armies, as they can be very valuable in battles.
Lifedrinking Savant
Beginning when you select this tradition at level 2, the gold and time you must spend to copy an evocation or necromancy spell into your spellbook is reduced by 25%.
Drain Life
At level 2, you gain the ability to channel the drained health of an enemy to heal yourself or an ally. Once per turn when you deal damage to a creature with a wizard spell, you or any ally within 60 feet of you regains hit points equal to twice your proficiency bonus, or thrice your proficiency bonus if the spell dealt necrotic damage. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining the ability to do so when you finish a long rest.
Dying Toll
Beginning at 6th level, once per turn when you kill a creature using a spell of 1st-level or higher that deals necrotic damage, you may drain their last bit of life as they travel to the afterlife. When you do so, choose one of the following benefits of your choice:
You or any creature of your choice within 60 feet of you gains temporary hit points equal to your Wizard level + your Intelligence modifier.
You or any creature of your choice within 60 feet of you loses one exhaustion and is rid of one poison or disease of your choice that is afflicting them.
You or any creature of your choice within 60 feet of you regains one hit die, and your next damage roll deals an extra damage die in necrotic damage.
You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Necrotic Punishment
When you gain this feature at level 10, when a creature damages you, you may use your reaction to force them to take necrotic damage equal to half the damage you take.
Necrotic Empowerment
At 14th level, you gain resistance to necrotic damage. Additionally, when you deal necrotic damage with a wizard spell, you may expend and roll an amount of hit dice of your choice up to your Intelligence modifier and add the total roll to the damage of the spell.
For the Frost Strider's Arctic's Volition feature, does the d6 bonus also apply to Concentration checks or is it just for straight Constitution checks?
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Thanks, ThalaiDawncaller for doing the survey! To answer your question about Drain Life, you choose when to use it. You don't have to use it when it could be used, you choose to use it. Sorry if that was unclear.
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Okay, just to alert some of you of a minor change, I am changing the Luck Shifter from getting access to Abjuration and Divination spells to Enchantment and Divination spells. This is mostly due to the fact that there are very few abjuration spells on the bard list and that they don't really fit the theme, but also due to the fact that Bane, Heroism, Gift of Gab, and other more "lucky" spells are enchantment than abjuration.
This may change your feedback, so I just wanted to let you know.
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Makes sense! Yet, if there is only 6 abjurations spells that can be chosen,(7 if you include UA) why not include those also? it isn't too much of a buff... is it? Is it to make it less complicated?
Will you be hosting surveys for some of your already posted subclasses like the Dragon Rider Fighter subclass or the Subclasses in your homebrew collection thread?
Thanks for doing the survey, RoughCoronet! I will be doing surveys for the previous subclasses and spells, but will probably start making those surveys after these forms are done.
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ThalaiDawncaller, I don't think it is. Actually, that could work and I had considered it before. I was hesitant of it at first, due to the other official 1/3 casters only have access to two types of spells. However, since they got spells from the Wizard Spell List, which is way bigger than the Bard spell list, I think it would be fine to give them access to Abjuration, Divination, Enchantment spells (as well as dunamancy). Thanks for the recommendation!
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While the Arcane One is complex, I don't believe it is overwhelmingly so. Just giving them extra Warlock slots would ruin their identity, IMO. I also don't think that they could beat a Lich. It is more versatile than most warlocks, but sacrifices direct blasting power that Hexblade or Fiend has.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Regardless of how powerful the Arcane One’s subclass is, I feel that overturning the subclass at the beginning helps to showcase how the subclass is meant to work mechanically, and get a feel for Third’s vision for what this warlock is all about. Then Third can begin the process of trimming the fat to better balance the class while still adhering to their initial design philosophy as best as possible.
As far as the Extra spell casting, it makes sense once you think a bit more on it, at least to me. The normal pact magic that a warlock gets is the same regardless of which pact you enter. The spell casting for the Arcane One then, is the subclass’s defining feature, it’s bread and butter. Like the Hexblade with its martial prowess and Hexing, or the Celestial Warlock’s healing and temp hp distribution. That’s why the whole subclass focuses solely on the spell casting capabilities of the class. The fact that this warlock subclass gets more spell slots is balanced by the fact that the slots gained from the spellcasting feature of the subclass is not replenished by the a short rest.
Is it a bit powerful, maybe. But I wouldn’t call it Op or invalidating the other subclasses. Hexblade is often called the superior warlock yet people still love playing celestial, fiend, great old one and people are excited for the fathomless and the genie warlock’s.
Of course I also know I’m bias and I love the Arcane One subclass to pieces so..... 😀
"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
I just think (personally) the double lots of spells is a bit much. I see the need for more warlock spells but...
Yes. They'd get *too* many spells.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
hey third! i have the opportunity to use your blade born sorcerer in a game! just wondering, have you made it as shared homebrew, so that i can use it in the character builder? if not, is there any way i could?
I am an average mathematics enjoyer.
>Extended Signature<
I have made it in the character builder, but I don't think I've finished coding it all the way. I'll PM you with a campaign link so that you can get access to it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
question about bladeborn sorcerer: with your weapon counting a magical focus, do you still need the war caster feat to be able to cast the 95% of spells that require somatic?
I am an average mathematics enjoyer.
>Extended Signature<
It depends on if the spell has only Somatic components or Somatic and Material components. RAW, yes you will need an empty hand if you're using a shield and one-handed weapon, but that's probably not RAI. Ask your DM, they will probably allow you to do somatic components with the spellcasting focus.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I am about halfway through putting the subclasses for the third form online, which will hopefully be done by the end of today along with its survey. Thanks for all of your feedback and help so far, I would appreciate to get even more reviews on the surveys (I have 11 on the first and 4 on the second).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, the new form is done.
Enigmatic Esoterica Form 3: Path of the Steel Fist Barbarian, Frost Strider Ranger, Luck Shifter Rogue, and Lifedrinking Magic Wizard Subclasses
Path of the Steel Fist Barbarian
Frost Strider Ranger
Luck Shifter Rogue
Lifedrinking Magic Wizard
Survey
(I would very much appreciate it if you were to fill out the survey and give your thoughts.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Nice! Just did the survey and Luck Shifter sounds great!
When players get creative.
i dont have a lot of time right now, so i just skimmed them, but they look really great!
I am an average mathematics enjoyer.
>Extended Signature<
For the Frost Strider's Arctic's Volition feature, does the d6 bonus also apply to Concentration checks or is it just for straight Constitution checks?
"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
It applies to all Constitution saving throws, including Concentration checks.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thank you!
"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
Thanks, ThalaiDawncaller for doing the survey! To answer your question about Drain Life, you choose when to use it. You don't have to use it when it could be used, you choose to use it. Sorry if that was unclear.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, just to alert some of you of a minor change, I am changing the Luck Shifter from getting access to Abjuration and Divination spells to Enchantment and Divination spells. This is mostly due to the fact that there are very few abjuration spells on the bard list and that they don't really fit the theme, but also due to the fact that Bane, Heroism, Gift of Gab, and other more "lucky" spells are enchantment than abjuration.
This may change your feedback, so I just wanted to let you know.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Makes sense! Yet, if there is only 6 abjurations spells that can be chosen,(7 if you include UA) why not include those also? it isn't too much of a buff... is it? Is it to make it less complicated?
When players get creative.
Alright, third survey is done.
Will you be hosting surveys for some of your already posted subclasses like the Dragon Rider Fighter subclass or the Subclasses in your homebrew collection thread?
"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
Thanks for doing the survey, RoughCoronet! I will be doing surveys for the previous subclasses and spells, but will probably start making those surveys after these forms are done.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
ThalaiDawncaller, I don't think it is. Actually, that could work and I had considered it before. I was hesitant of it at first, due to the other official 1/3 casters only have access to two types of spells. However, since they got spells from the Wizard Spell List, which is way bigger than the Bard spell list, I think it would be fine to give them access to Abjuration, Divination, Enchantment spells (as well as dunamancy). Thanks for the recommendation!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms