100 is still powerful. The aberrant mind´s warping implosion does an average of 16 to everyone within 30 feet of you except they get a save and you can´t avoid hitting your own party.
It's powerful, but I don't think it's that OP. Warping Implosion is to every creature within 30 feet of you, while this lets you pick and choose. They have their own strengths during different situations. It also takes 7 sorcery points if you want to do it again, not the 5 that Warping Implosion costs. I could increase it to 9 sorcery points, if it needs it.
I would at least give the Enemies Abound affect an initial saving throw, then. And why does the Faerie get an 8th level spell, Glibness, where the other two kinds of fey get a ninth?
So, is this just an improved/combined version of the Seelie/Unseelie Sorcerers in your Subclasses thread? If so, awesome! I really liked those two, I'd love to see them get improved.
This is a combined/improved version of the Seelie/Unseelie Sorcerers. It replaces them and is meant to get the general theme and idea of them down while simplifying them.
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Please check out my homebrew, I would appreciate feedback:
Your inherent magic comes from the Feywild, from either a Seelie Court, Unseelie Court, or Faerie Folk, which are unaligned fey.
Fey Type
You choose your patron’s kind or determine it randomly, using the Fey Type table.
d4
Kind
Element
1
Faerie
General Emotions
2
Seelie
Bright Emotions
3
Unseelie
Dark Emotions
Fey Spells
1st-level Feyblood feature
You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from the Fey Spells column with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer or wizard spell list, with an additional class's spell list dependent on your Fey Type. If your Fey Type is Faerie, your additional list is the Druid list. If your Fey Type is Seelie, your additional list is the Bard list. If your Fey Type is Unseelie, your additional list is the Warlock list. Alternatively, when you would replace a spell from the Fey Spells column, you could instead replace a spell from the column dependent on your Fey Type with a spell dependent on your Fey Type from one of those same class lists.
If your Fey Type is Faerie, the spells that you gain from that column's list of spells may be replaced with an enchantment or a transmutation spell from the Druid, Sorcerer, or Wizard spell list. If your Fey Type is Seelie, the spells that you gain from that column's list of spells may be replaced with an enchantment or a divination spell from the Bard, Sorcerer, or Wizard spell list. If your Fey Type is Unseelie, the spells that you gain from that column's list of spells may be replaced with an enchantment or necromancy spell from the Sorcerer, Warlock, or Wizard spell list.
You add twice your proficiency bonus to ability checks made for interacting with fey. Additionally, your inherent fey blood grants you specific features dependent on your Fey Type, as shown below.
If your Fey Type is Faerie, at this level, if you fail a saving throw against being charmed or frightened, you may use your reaction to automatically succeed. You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Additionally, at 3rd level you can cast the calm emotions by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the spell lasts one hour, or until you stop concentrating on it.
If your Fey Type is Seelie, you gain proficiency in Persuasion and Performance. If you were already proficient in one of these skills, you may replace that proficiency with any Intelligence, Wisdom, or Charisma based skill of your choice. Additionally, at 3rd level, you can cast the misty step using 2 sorcery points or by expending a spell slot. When you cast it using sorcery points, the distance you may teleport using this spell becomes 60 feet.
If your Fey Type is Unseelie, you gain proficiency in Deception and Intimidation. If you were already proficient in one of these skills, you may replace that proficiency with any Intelligence, Wisdom, or Charisma based skill of your choice. Additionally, at 3rd level, you can cast the alter self spell using 2 sorcery points or by expending a spell slot. When you cast it using sorcery points, it requires no concentration for the duration and you may end its effects as an action while it lasts.
Faerie's Form
6th-level Feyblood feature
As a bonus action, you may use your illusory magic to transform your appearance to become a feyish creature connected to your Fey Type. This transformation lasts for 1 minute or until you dismiss it (no action required), granting you the following benefits:
Your creature type is fey.
You gain immunity to either the charmed or frightened condition (chosen when you activate this feature). When you activate this feature, you may expend 1 sorcery point to gain immunity to both conditions for the duration of this feature.
When you force a creature to make a saving throw against an enchantment or illusion spell that you cast, if they roll a 13 of higher for the d20, the roll counts as a 12.
Once at the start of each of your turns, you or a creature of your choice within 60 feet of you may teleport to an unoccupied space on the ground within 30 feet of their original position. If the target is unwilling to be moved this way, they must succeed on a Charisma saving throw against your sorcerer spell save DC or be teleported by this feature.
You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Tongue of Fey
6th-level Feyblood feature
You gain resistance to psychic damage. Additionally, when you make an ability check using Charisma, you may expend a sorcery point to gain advantage for all Charisma-based ability checks of that type for the next hour.
Distortions of the Feywild
14th-level Feyblood feature
Due to your innate feyish nature, you gain the ability to warp both time and space around yourself, as the fickle Feywild does. As an action, you may call forth an ephemeral area of faint land that borders the Feywild surrounds you, extending 30 feet in every direction from you, but not through total cover. This effect lasts for 10 minutes, or until you dismiss it as an action, causing the following effects while it lasts:
The area is treated as difficult terrain for creatures your enemies.
For creatures you designate when activating this feature, movement in this area takes half as much as normal.
As a bonus action, you may force a creature you can see that is within this area to reroll initiative.
Once a turn when a creature is affected a spell you cast targeting them that does not deal damage, you may cause them to be charmed or frightened of you until the end of your next turn, or until you deal damage to them.
Once you use this feature, you may not do so again until you finish a long rest or expend 5 sorcery points to regain one use of this feature.
Feyish Furor
You call on the chaotic energies of the Feywild to summon spirits of extreme emotions. As an action, you summon the spirits in a 30-foot-radius sphere surrounding you. The spirits appear in the forms of mischievous fey. The spirits are intangible and invulnerable, and cause the following effects within the area before vanishing:
The spirits deal up to 100 hit points worth of force damage, divided as you choose among any number of creatures of your choice in the area. Each creature you choose to take damage can take at most 25 force damage from this feature.
All unsecured objects and creatures of your choice within this area are moved to any unoccupied space within this area that you choose.
Every creature of your choice within this area cannot distinguish friend from foe for the next minute, attacking and targeting the creature closest to them with their spells and other harmful effects. A creature that is affected this way may make a Wisdom saving throw against your sorcerer spell save DC at the end of each of their turns and when you use this ability, ending this effect on a success.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
I added something to feyish furor here so that the Enemies Abound effect has an initial save.
Your inherent magic comes from the Feywild, from either a Seelie Court, Unseelie Court, or Faerie Folk, which are unaligned fey.
Fey Type
You choose your patron’s kind or determine it randomly, using the Fey Type table.
d4
Kind
Element
1
Faerie
General Emotions
2
Seelie
Bright Emotions
3
Unseelie
Dark Emotions
Fey Spells
1st-level Feyblood feature
You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from the Fey Spells column with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer or wizard spell list, with an additional class's spell list dependent on your Fey Type. If your Fey Type is Faerie, your additional list is the Druid list. If your Fey Type is Seelie, your additional list is the Bard list. If your Fey Type is Unseelie, your additional list is the Warlock list. Alternatively, when you would replace a spell from the Fey Spells column, you could instead replace a spell from the column dependent on your Fey Type with a spell dependent on your Fey Type from one of those same class lists.
If your Fey Type is Faerie, the spells that you gain from that column's list of spells may be replaced with an enchantment or a transmutation spell from the Druid, Sorcerer, or Wizard spell list. If your Fey Type is Seelie, the spells that you gain from that column's list of spells may be replaced with an enchantment or a divination spell from the Bard, Sorcerer, or Wizard spell list. If your Fey Type is Unseelie, the spells that you gain from that column's list of spells may be replaced with an enchantment or necromancy spell from the Sorcerer, Warlock, or Wizard spell list.
You add twice your proficiency bonus to ability checks made for interacting with fey. Additionally, your inherent fey blood grants you specific features dependent on your Fey Type, as shown below.
If your Fey Type is Faerie, at this level, if you fail a saving throw against being charmed or frightened, you may use your reaction to automatically succeed. You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Additionally, at 3rd level you can cast the calm emotions by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the spell lasts one hour, or until you stop concentrating on it.
If your Fey Type is Seelie, you gain proficiency in Persuasion and Performance. If you were already proficient in one of these skills, you may replace that proficiency with any Intelligence, Wisdom, or Charisma based skill of your choice. Additionally, at 3rd level, you can cast the misty step using 2 sorcery points or by expending a spell slot. When you cast it using sorcery points, the distance you may teleport using this spell becomes 60 feet.
If your Fey Type is Unseelie, you gain proficiency in Deception and Intimidation. If you were already proficient in one of these skills, you may replace that proficiency with any Intelligence, Wisdom, or Charisma based skill of your choice. Additionally, at 3rd level, you can cast the alter self spell using 2 sorcery points or by expending a spell slot. When you cast it using sorcery points, it requires no concentration for the duration and you may end its effects as an action while it lasts.
Faerie's Form
6th-level Feyblood feature
As a bonus action, you may use your illusory magic to transform your appearance to become a feyish creature connected to your Fey Type. This transformation lasts for 1 minute or until you dismiss it (no action required), granting you the following benefits:
Your creature type is fey.
You gain immunity to either the charmed or frightened condition (chosen when you activate this feature). When you activate this feature, you may expend 1 sorcery point to gain immunity to both conditions for the duration of this feature.
When you force a creature to make a saving throw against an enchantment or illusion spell that you cast, if they roll a 13 of higher for the d20, the roll counts as a 12.
Once at the start of each of your turns, you or a creature of your choice within 60 feet of you may teleport to an unoccupied space on the ground within 30 feet of their original position. If the target is unwilling to be moved this way, they must succeed on a Charisma saving throw against your sorcerer spell save DC or be teleported by this feature.
You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Tongue of Fey
6th-level Feyblood feature
You gain resistance to psychic damage. Additionally, when you make an ability check using Charisma, you may expend a sorcery point to gain advantage for all Charisma-based ability checks of that type for the next hour.
Distortions of the Feywild
14th-level Feyblood feature
Due to your innate feyish nature, you gain the ability to warp both time and space around yourself, as the fickle Feywild does. As an action, you may call forth an ephemeral area of faint land that borders the Feywild surrounds you, extending 30 feet in every direction from you, but not through total cover. This effect lasts for 10 minutes, or until you dismiss it as an action, causing the following effects while it lasts:
The area is treated as difficult terrain for creatures your enemies.
For creatures you designate when activating this feature, movement in this area takes half as much as normal.
As a bonus action, you may force a creature you can see that is within this area to reroll initiative.
Once a turn when a creature is affected a spell you cast targeting them that does not deal damage, you may cause them to be charmed or frightened of you until the end of your next turn, or until you deal damage to them.
Once you use this feature, you may not do so again until you finish a long rest or expend 5 sorcery points to regain one use of this feature.
Feyish Furor
You call on the chaotic energies of the Feywild to summon spirits of extreme emotions. As an action, you summon the spirits in a 30-foot-radius sphere surrounding you. The spirits appear in the forms of mischievous fey. The spirits are intangible and invulnerable, and cause the following effects within the area before vanishing:
The spirits deal up to 100 hit points worth of force damage, divided as you choose among any number of creatures of your choice in the area. Each creature you choose to take damage can take at most 25 force damage from this feature.
All unsecured objects and creatures of your choice within this area are moved to any unoccupied space within this area that you choose.
Every creature of your choice within this area cannot distinguish friend from foe for the next minute, attacking and targeting the creature closest to them with their spells and other harmful effects. A creature that is affected this way may make a Wisdom saving throw against your sorcerer spell save DC at the end of each of their turns, ending this effect on a success.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Originating among the blacksmiths of the fire giants and goliaths, the art of carving magical runes into weapons, armors, and shields has spread across many cultures and worlds. Most Rune Smiths use their great abilities to create runic shields, armors, and weapons to aid themselves in the frontlines of battle, merging deadly trikes with energetic, blasting runes or punishing protection.
Tool Proficiency
3rd-level Rune Smith feature
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Rune Smith Spells
3rd-level Rune Smith feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Smith Spells table, along with the spells associated in the table with your runic style: Bastion or Striker. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
You have learned how to master a specific path of rune carving, known as your Runic Style. The style may be either the Rune Bastion, who focuses on carving their runes into their armor and/or shield, or Runic Striker, who focuses on carving their runes in weapons and offensive magic items. Your Runic Style grants you additional proficiencies, extra spells (as shown on the Rune Smith table), and magical abilities related to your style.
Once you choose your Runic Style, you may change it when you gain a level in this class that grants an Ability Score Increase.
Rune Bastion
You design your runes to protect yourself and your allies. You gain the following benefits:
You gain proficiency with heavy armor and ignore its Strength requirement while wearing it.
When a creature within 5 feet of you is hit by an attack (including you), you may use your reaction to interpose your shield between the originator of the attack and the target. Until the start of your next turn, the target's AC is increased by the bonus to AC granted by the shield (including any magical bonus), possibly causing the initial attack to miss. You must be wielding or gaining a bonus to AC from any magical shield in order to take this reaction.
Runic Striker
You design your runes to guide your weapons in combat and increase your martial potential. You gain the following benefits:
You gain proficiency with martial weapons.
When you attack with a magical melee weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for its attack and damage rolls.
Invoke Runes
3rd-level Rune Smith feature
Your intense practice of carving magical runes allows for you to enhance your abilities in combat temporarily by channeling arcane energy from these mystical runes. As a bonus action, you may invoke the runes carved into your magical items, taking on a Runic Form for 1 minute or until you dismiss it (no action required). When you activate this feature, choose one Runic Invocation to gain the benefits from while the Runic Form lasts. The Runic Invocation grants you a general benefit and another benefit dependent on your Runic Style.
You may invoke your Runic Form once, regaining the ability to do so when you finish a long rest. Alternatively, instead of expending a use of this feature, you may expend a spell slot to activate this feature.
Invocation of the Cloud. For the duration of your Runic Form, you gain resistance to thunder damage and ignore the effects of lightly obscured while this effect lasts, as well as gaining advantage on all Charisma based ability checks and saving throws that you make for the duration of this invocation.
If your Runic Style is the Rune Bastion, you and all creatures within 15 feet of you are shrouded by mystical fog and gain half-cover while this effect lasts.
If your Runic Style is the Runic Striker, while this effect lasts and you are wielding a magical weapon, your speeds increase by 5 feet and you don't provoke opportunity attacks.
Invocation of Fire. For the duration of your Runic Form, you gain resistance to fire damage and cannot catch on fire, as well as gaining advantage on all Intelligence based ability checks and saving throws that you make for the duration of this invocation.
If your Runic Style is the Rune Bastion, all allies within 5 feet of you gain resistance to fire damage. If you take fire damage while this invocation lasts, you may reduce the damage you take by your Intelligence modifier (minimum of 1).
If you Runic Style is the Runic Striker, once a turn when you hit a creature with an attack made with a melee weapon, the attack deals an extra 1d4 fire damage.
Invocation of Frost. For the duration of your Runic Form, you gain resistance to cold damage and cannot have your speed reduced by any cold-related effect, as well as gaining advantage on all Wisdom based ability checks and saving throws that you make for the duration of this invocation.
If your Runic Style is the Rune Bastion, all allies within 5 feet of you gain resistance to cold damage. If you take cold damage while this invocation lasts, you may reduce the damage you take by your Intelligence modifier (minimum of 1).
If you Runic Style is the Runic Striker, once a turn when you hit a creature with an attack made with a melee weapon, the attack deals an extra 1d4 cold damage.
Invocation of the Hill. For the duration of your Runic Form, you gain resistance to poison damage and cannot be poisoned, as well as gaining advantage on all Constitution based ability checks and saving throws that you make for the duration of this invocation.
If your Runic Style is the Rune Bastion, you and all allies within 15 feet of you gain advantage on all saving throws against being frightened.
If you Runic Style is the Runic Striker, as long as you are Medium or larger, you may wield a melee weapon with the two-handed or heavy property with one hand. If you wield a weapon with both properties in one hand, you have disadvantage with all attack rolls made with that weapon.
Invocation of Stone. For the duration of your Runic Form, you gain resistance to psychic damage and have darkvision out to a range of 120 feet, as well as gaining advantage on all Dexterity based ability checks and saving throws that you make for the duration of this invocation.
If your Runic Style is the Rune Bastion, you and all allies within 15 feet of you gain advantage on all saving throws against being charmed.
If you Runic Style is the Runic Striker, you deal an extra damage dice with all improvised and thrown weapons.
Invocation of the Storm. For the duration of your Runic Form, you gain resistance to lightning damage and can breathe both air and water, as well as gaining advantage on all Strength based ability checks and saving throws that you make for the duration of this invocation.
If your Runic Style is the Rune Bastion, all allies within 5 feet of you gain resistance to lightning damage. If you take lightning damage while this invocation lasts, you may reduce the damage you take by your Intelligence modifier (minimum of 1).
If you Runic Style is the Runic Striker, once a turn when you hit a creature with an attack made with a melee weapon, the attack deals an extra 1d4 lightning damage.
Runic Envelopment
5th-level Rune Smith feature
Your prowess in rune carving grants you an additional benefit dependent on your Runic Style, as shown below.
Rune Bastion. When you use your reaction to cast the shield spell or interpose your shield between an attack's origin and its target (as shown in the Runic Style feature), you may grant the creature that gained the bonus to their Armor Class gains an amount of temporary hit points equal to 1d10 + your proficiency bonus. If any of these temporary hit points remain when you use this feature again, they are lost.
Runic Striker. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Enhanced Runes
9th-level Rune Smith feature
When you invoke your Runic Form, you may choose two Runic Invocations to gain the benefit of while the form lasts. Additionally, you gain an additional benefit dependent on your Runic Style, as shown below.
Rune Bastion. When you are wearing a piece of armor or have a shield donned that you have infused, you are granted an additional +1 bonus to your Armor Class by that infused item. You may only choose one shield or piece of armor to gain this benefit, done when you complete a long rest.
Runic Striker. When you attack with a melee weapon that you have infused, you gain an additional +1 bonus to attack and damage rolls with that weapon. You may only choose one weapon to gain this benefit, done when you complete a long rest. .
Runic Surge
15th-level Rune Smith feature
When you invoke your Runic Form, you may gain the benefits of three Runic Invocations while the form lasts. While your Runic Form lasts, you are surrounded by floating runic motes of magic that hover around your body, expanding the radius of your Runic Invocations. While you are in your Runic Form, if a Runic Invocation grants you an area of effect with a radius of 5 feet, its radius now becomes 10 feet. If it had a range of 15 feet, its range is now 30 feet.
Additionally, you gain a feature dependent on your Runic Style, as shown below.
Rune Bastion. While you are in your Runic Form, as a bonus action you may activate your Runic Surge, granting you and all allies within 20 feet of you temporary hit points equal to your Intelligence modifier + your proficiency bonus. If a creature hits you with a melee attack while you have these hit points, the creature takes force damage equal to the temporary hit points they get rid of. You may use this bonus action an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Runic Striker. While you are in your runic form, when you hit a creature with a magical melee weapon, you may expel magical energy from your weapon. Each creature of your choice within 20 feet of you takes force damage equal to 1d10 + your proficiency bonus. You may use this bonus action an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
The Way of Phasing is home to monks that use their ki to not only move their bodies physically across the battlefield, but also mystically move with the Ethereal Plane. These monks know no barriers and blend speed with forceful strikes to take down the most resilient of enemies.
Members of this monastic tradition often wear sleek and unrestrictive clothing to allow them to move more freely, as well as often wearing masks to keep their foes guessing about their true identity. Also known as "Phasers" or "Speedsters", as they are nearly impossible to outrun or outmatch in speed.
Additionally, you can spend 1 ki point to take the Hide action as a bonus action on your turn. Once a turn, when you use your Flurry of Blows, you can replace one of the unarmed strikes to gain the benefit of either the Dash or Hide action.
Phasing Fist
3rd-level Way of Phasing feature
You can use your ki to enhance the speed and power of your attacks. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra force damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Ephemeral Form
6th-level Way of Phasing feature
You can call upon your powers as a master of speed and ether to enhance your speed and merge with the Ethereal Plane. As a bonus action, you can spend 1 or more ki points to magically transform your body for 10 minutes. This feature also ends early if you die.
For each ki point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
Ethereal Sight.You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. This causes your eyes to glow white, black, or neon yellow, blue, or green.
Ephemeral Fleet. You gain advantage on the first Dexterity based attack roll, ability check, or saving throw that you make each turn. This causes your
Unnaturally Speed.Your speeds increase by 10 feet and you may escape from any effect that is restraining or grappling you as an action.
Masked Voice. You gain advantage on all Charisma based ability checks. Additionally, when you speak, you may alter your voice to be unrecognizable by those that are normally familiar with it. You may not use this feature to mimic the voice of another creature.
Spectral Leap
11th-level Way of Phasing feature
When you use your bonus action to take the Dash action, you may use that movement to fly. Additionally, while using this movement, you may move through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are pushed to the closest unoccupied space and you take 1d10 force damage for every 5 feet you are moved.
Ethereal Jaunt
17th-level Way of Phasing feature
You have the ability to slip in and out of the Ethereal Plane. As an action, you may travel to the Border Ethereal Plane from your original plane, or vice versa. You remain in this plane until you travel back to your original plane or a new plane through this feature or any other effect that allows for planar travel.
You may use this feature twice, regaining all expended uses when you finish a long rest. Alternatively, you may use this feature by expending 11 ki points in place of expending one of your uses of this feature.
Your pact is with a being who has great power over the elemental cold of the multiverse, one who commands snow storms, glaciers, ice elementals, and other frozen monsters. Your patron my dwell in the Frostfell or the North or South Poles of the world, possibly having some control over the season of Winter. Many such entities exist in the cosmology of the many worlds, scattered across the planes of existence and countless realms. Beings of this sort include Levistus, the Prince of Frost, Cryonax, Auril, Kostchtie, Thrym, Auril, powerful Bheur Hag covens, White and Silver Great Wyrms, and other such entities.
Expanded Spell List
1st-level Cold One feature
The Cold One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The inner frost that fuels your magic can now prevent you from harmful effects. When you take damage, you may use your reaction to reduce the damage you would take by 1d8 + your warlock level. Once you use this feature, you may not do so again until you finish a short or long rest or until you kill a hostile creature.
Cold Boons
3rd-level Cold One feature
When you choose your Pact Boon at this level, you gain a slight change to it connected to your frozen patron's theme.
Pact of the Chain. You familiar may be an ice mephit. Pact of the Blade. If you create a pact weapon, it is made of ice. Once a turn, when you hit with it, it deals an extra 1d8 cold damage. Pact of the Tome. When you cast a spell that deals cold damage while you are holding your Book of Shadows, you may add your proficiency bonus to one of the spell's damage dice. Pact of the Talisman. Whenever you use your Ice's Resilience feature, the talisman's wearer gains temporary hit points equal to the amount of damage reduced by that feature.
Frozen Soul
6th-level Cold One feature
Your patron's magic over cold allows you to better control the powers of ice. You gain resistance to cold damage. Additionally, once a turn when you cast a spell or attack with a magic weapon, if it deals cold damage, the target must succeed on a Strength saving throw against your warlock spell save DC or become restrained until the end of your next turn.
Wreathed in Mist
10th-level Cold One feature
Frost lingers in the air around you, slowing others and protecting you. As a bonus action, you may summon an aura of frosty mist that extends about from you in every direction 10 feet, spreading around corners but not through full cover. Each creature that is within this area (including you) is lightly obscured and gains half-cover, as well as taking half the normal amount of fire damage from effects that originated outside of this area.
The aura lasts until you dismiss it as a bonus action or until dispersed by a strong wind.
Imprison in Ice
14th-level Cold One feature
When you hit a creature with an attack or they fail a saving throw you forced them to make against taking cold damage, you can use this feature to instantly freeze them in a block of solid ice. The block of ice fills their space and grants them total cover.
At the end of your next turn, the ice melts. If the target was not an elemental that is made of ice, it takes 5d12 cold damage and 5d12 bludgeoning damage from the pressure of the crushing ice.
Once you use this feature, you can’t use it again until you finish a long rest.
The Rune Smith's runic forms seem too powerful. Maybe you could add the style specific bonuses at a later level.
They're supposed to be pretty powerful, more or less on par with a Steel Defender and Eldritch Cannon. Remember, you can only have one form active at a time and only get the benefit of one runic invocation at a time. It also takes a spell slot if you want to use the feature more than once a long rest.
Here's basically the format/pattern that I used for the Invocations to keep them on the same general power level:
Invocation of X. You gain resistance to X damage type and advantage on saving throws and ability checks made with [insert ability score] while this feature lasts. You also gain [insert minor buff] for this duration (relatively on par with Darkvision or Waterbreathing).
The buff to the Rune Bastion is generally resistance to the damage type listed above for all allies within 5 feet of you and the ability to reduce the damage that you take of that type even more or a 15 foot radius of a minor buff to you and your allies (like half-cover or advantage against being frightened).
The buff to the Runic Striker is generally an extra 1d4 damage once a round that is of a highly resisted type, or another minor buff.
I don't think most of these are too good. If any need scaling down, I will do so once I get feedback on the subclass.
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Please check out my homebrew, I would appreciate feedback:
Just finished the survey. The survey says "Opinion on Rune Knight Spells (Rune Bastion)" when it should say Rune Smith.
Not related to the survey, and I don't expect you to change anything, but I would have liked the Rune Smith better if it was not so focused on Giants. It's not the theme of giant runes that bothers me, it's the elemental nature of every single rune. It would have been cool to have some non-elemental runes in there. Maybe they increase your size, or help with spellcasting DC and attack rolls, or have effects similar to warlock invocations but more powerful.
I understand that. I tried to disconnect it from being giant specific while also keeping it based off of them, but I could see if I could change that if others think similarly.
Okay, just to make you all aware, I will be working on a mega post later this week with a ton of revised subclasses from these forms. Before I do that, I will have one more form.
I was planning on coming back to this thread, but as my most recent surveys have only gotten a couple responses, its usefulness is a bit . . . lacking to say the least.
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Please check out my homebrew, I would appreciate feedback:
I was planning on coming back to this thread, but as my most recent surveys have only gotten a couple responses, its usefulness is a bit . . . lacking to say the least.
Few people do answer surveys... At least, you can find out what's really bad, because the few comments that are given will likely be on the best stuff and the worst stuff, at the cost of everything else. But feedback is tricky - too few know how to give it, and even less care.
I was planning on coming back to this thread, but as my most recent surveys have only gotten a couple responses, its usefulness is a bit . . . lacking to say the least.
Few people do answer surveys... At least, you can find out what's really bad, because the few comments that are given will likely be on the best stuff and the worst stuff, at the cost of everything else. But feedback is tricky - too few know how to give it, and even less care.
I try to give feedback when I notice people's homebrew, but it's hard since I'm having less and less time lately. I'll try to check this out later.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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I would at least give the Enemies Abound affect an initial saving throw, then. And why does the Faerie get an 8th level spell, Glibness, where the other two kinds of fey get a ninth?
I have a weird sense of humor.
I also make maps.(That's a link)
Okay. I'll probably do something like that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This is a combined/improved version of the Seelie/Unseelie Sorcerers. It replaces them and is meant to get the general theme and idea of them down while simplifying them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I added something to feyish furor here so that the Enemies Abound effect has an initial save.
I have a weird sense of humor.
I also make maps.(That's a link)
Okay, other subclasses. I'll complete the whole form and survey tomorrow.
Feyblood Sorcerers
Rune Smith Artificer
Way of Phasing Monk
Cold One Warlock
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Nice! I will definitely use the Rune Smith.
I have a weird sense of humor.
I also make maps.(That's a link)
Thanks! Anything specific you like about it?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The Rune Smith's runic forms seem too powerful. Maybe you could add the style specific bonuses at a later level.
Just a recommendation: link each new item to the OP so I don't have to search through pages to see everything.
Thanks for the recommendation. Will do so.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
They're supposed to be pretty powerful, more or less on par with a Steel Defender and Eldritch Cannon. Remember, you can only have one form active at a time and only get the benefit of one runic invocation at a time. It also takes a spell slot if you want to use the feature more than once a long rest.
Here's basically the format/pattern that I used for the Invocations to keep them on the same general power level:
I don't think most of these are too good. If any need scaling down, I will do so once I get feedback on the subclass.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I have now added links to each of the forms in the first post.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, sorry that it's taken so long. Here is the new survey:
https://docs.google.com/forms/d/e/1FAIpQLScEDXADQOgWPBJwoMn4tGJSsVZvWGHSHqUiR5ihqDRMuoLS5w/viewform?usp=sf_link
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Just finished the survey. The survey says "Opinion on Rune Knight Spells (Rune Bastion)" when it should say Rune Smith.
Not related to the survey, and I don't expect you to change anything, but I would have liked the Rune Smith better if it was not so focused on Giants. It's not the theme of giant runes that bothers me, it's the elemental nature of every single rune. It would have been cool to have some non-elemental runes in there. Maybe they increase your size, or help with spellcasting DC and attack rolls, or have effects similar to warlock invocations but more powerful.
Thanks for spotting that typo. I just fixed that.
I understand that. I tried to disconnect it from being giant specific while also keeping it based off of them, but I could see if I could change that if others think similarly.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, just to make you all aware, I will be working on a mega post later this week with a ton of revised subclasses from these forms. Before I do that, I will have one more form.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Third_Sundering, is this thread not going to have any more new subclasses or are you still working on the revised ones? (Just wondering)
Erean Cabenrith a Variant Human Cleric (Light Domain)
Eliem Lightblossom a High Elf Blood Hunter
Check out my Extended Signature Here
I was planning on coming back to this thread, but as my most recent surveys have only gotten a couple responses, its usefulness is a bit . . . lacking to say the least.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Few people do answer surveys... At least, you can find out what's really bad, because the few comments that are given will likely be on the best stuff and the worst stuff, at the cost of everything else. But feedback is tricky - too few know how to give it, and even less care.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I try to give feedback when I notice people's homebrew, but it's hard since I'm having less and less time lately. I'll try to check this out later.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.