Okay! Time for another summary post, this time for the second Enigmatic Esoterica form! (This time, I didn't use the same point ranking as before, as it doesn't work that well.)
Circle of the Sun
Overall, people liked this subclass. Three people were slightly satisfied with it and two people were strongly satisfied with it, but two people were just neutral about it. A few people have commented that the theme of the subclass is weird and really different from other druids, which is what I was going for, but no one really hated or disliked this subclass. Enough people said that the traveler/wanderer parts of the subclass should be changed that I have now decided that a few features' names and a bit of the flavor text will change.
Circle of the Sun Spells
Everyone liked this feature, which is consistent with everyone's thoughts on the Moon Domain spell list. Five people were strongly satisfied with it and two people were slightly satisfied with this. There are a few things that may change, probably changing moonbeam to branding smite, and I may change beacon of hope or spirit guardians to blinding smite. I also forgot to provide a link for bright, which is meant to be a radiant damage version of blight.
Celestial Wanderer
Okay, four people were slightly satisfied by this feature, 2 were strongly satisfied, and one was strongly dissatisfied with it, due to some concerns about balance (which are valid). Some changes that are definitely coming are changing Might of the Sun to PB. People also liked the "morning, noon, and evening" theme of the forms. Overall, this feature will stay the same, but the name will probably change to Celestial Warrior or Knight of the Sun.
Dawn Phoenix
Three people were slightly satisfied by this feature, two were strongly satisfied, and one person had no opinion and one was slightly dissatisfied. I understand concerns about the 90 foot flight, which is also valid, but I have not decided if I will change this and what I would change it to.
Noon Angel
As I suspected would happen, people didn't like this form as much as the Dawn Phoenix or Twilight Stag. Three people said they were slightly satisfied with it, one was strongly satisfied, one was neutral, one was undecided, and one was slightly dissatisfied. It's just focused on whacking people in the face with a shillelaghed [equipment]quarterstaff[equipment] that smites their enemies. I may remove the magic resistance and move that to a later feature, and may even change the name to "Archon of Noon", making it not get wings until a later level. Let me know your thoughts and suggestions for changes if you have any.
Twilight Stag
Everyone liked this form, it ranked higher than Celestial Wanderer, getting 2 people that were strongly satisfied and 5 people that were slightly satisfied. I am assuming that is due to it not getting any super potent features, and in general just being a nice form to shape into. I don't think anything is really going to change with this form.
Holy Strikes
Overall, people liked this feature, but not as much as some other of the features. It got 3 ratings for strongly satisfied, two for slightly satisfied, and two for slightly dissatisfied. That's also fair, as it isn't that exciting and is just a small buff to the wild shape forms and fits the theme of the subclass.
Celestial Wild Shape
Overall for this ability, it looks like people like being able to turn into a [Tooltip Not Found], hollyphant or battleforce angel. Only one person slightly disliked it, and 4 others were strongly satisfied while 2 others were slightly satisfied. One person mentioned that there aren't a ton of creatures you can Wild Shape into, which was kind of the point. At the same level, Moon druids can turn into one of 4 elementals, but has more versatility in wild shapes from its first subclass ability. This is meant to be a reflection of that, with very limited versatility from Celestial Wanderer, but a bit more versatility at level 10 than the Moon Druid has from their elemental wild shape ability.
I think I'll keep this feature the same, as I like how it functions.
Divine Traveler
Like the subclass, people in general liked this subclass feature, but a couple people were neutral about it. It also got 4 ratings for strongly satisfied and two for slightly satisfied. I am probably going to change this to grant an improvement to each individual form of the wild shape forms. If the players want truesight, they'll have to be a [Tooltip Not Found].
Elemental Warrior
This was easily the most popular subclass I have put in the Enigmatic Esoterica forms so far. No one gave the overall subclass a bad review, with 5 people saying they were strongly satisfied and two saying slightly satisfied. I honestly did not expect this, and thought that people would scream at me for making an OP Eldritch Knight. That did not happen, and I am glad. I have been wanting to make an elemental-type fighter subclass for over a year, and I think this is probably the best way to do so.
So, yeah. To my surprise, people really liked this subclass. I am really happy with that, and think that most of the things are going to stay the same in the final product.
Spellcasting
Three people said they were strongly satisfied with this feature, two said slightly satisfied, and two said slightly dissatisfied. I expected this, but no one really said why they disliked it. It may be due to the Constitution casting, which I thought fit really well with this subclass's theme of siphoning energy from the elements using your body.
Elementally Attuned
This got the same score as the subclass, with everyone liking it. I actually predicted that this reaction would happen. As I was designing this feature, I realized that this was one of the best ways to emulate one's connection with a specific elemental damage type. The extra damage-specific cantrip and resistance to the damage type you're attuned to are both really good, but are almost definitely not OP.
Elemental Potency
Overall, people also really liked this feature. Only one person was slightly dissatisfied, and four were strongly satisfied and four were slightly satisfied. I thought there would be more backlash from this feature, as it is probably OP at higher levels. It works very similarly to how the Bladesinger's Extra Attack works, but there are a few important differences:
First, it is limited by turn, not by action, like the Bladesinger is. RAW, a Bladesinger with Haste can replace their Attack from Haste with Booming Blade/Green-Flame Blade, but this subclass cannot do that exploit. They may only switch out an attack for a cantrip once a turn, eventually becoming twice a turn at level 18. That benefit does make it mostly better than a Bladesinger's Extra Attack, as in order for them to do two cantrips in a turn they have to be concentrating on Haste.
Second, it is limited to a sorcerer cantrip, where a Bladesinger 6/Cleric 1 can replace one of their attacks with Guidance or Spare the Dying. This makes it so there are next-to-no multiclassing exploits from this feature, which is a benefit it has over the Bladesinger's Extra Attack. I may change this to "a cantrip granted by your Elementally Attuned feature" to limit this a little more.
Third, due to it being limited to once/twice a turn, that avoids the exploit of a level 20 fighter using Action Surge and Elemental Potency to do 4 Booming Blades and 4 normal attacks in one turns. That would be OP, and is avoided by the current wording of this feature.
If I did end up changing this feature, I would reword it to be more like the Bladesinger's Extra Attack and get rid of the "twice at 18th level" part of the feature to keep it a bit more balanced.
Bond of the Elements
Two people said they were strongly satisfied with this feature and the other 5 were slightly satisfied. The only thing I think I'm going to change with this is to limit it to once a turn.
Primordial Fuel
Oh, boy, this feature. I thought that most people would like it, it's just a very cool image. Almost everyone really liked it, with 5 people being strongly satisfied, one being slightly satisfied, and only one person being slightly dissatisfied. That one person really doesn't like using hit dice for combat features, but everyone else seemed to like it. The majority of people didn't really have anything bad to say about it. I could change it to that you take an amount of damage equal to the total you roll from the hit dice, but as it is currently written it only deals one damage for each damage dice you expend. Otherwise, this is staying the same.
One with the Elements
Everyone liked this feature, just a bit less than Elementally Attuned. 4 people were slightly satisfied with it and 3 were strongly satisfied with it. One person did mention that they don't think this subclass should be able to get another damage type, but I disagree.
As for changes, I may change it to you having immunity to one of the damage types and resistance to the other damage type, just to make it less powerful.
Bladeborn
Oh, boy. This subclass was very controversial. That's on me. I made it way too powerful. I think everyone liked the idea of the subclass and most of its features, but did not like that it was so good at what it was supposed to do. I should have expected that.
Four people were strongly satisfied with this subclass, one was neutral, one was slightly dissatisfied, and one was strongly dissatisfied. That's fair. I should have taken a closer look on some of the combos (which I am normally really good at noticing).
This subclass is going to change quite a bit, just to balance it a lot better than it currently is. I could use some suggestions.
Bladeborn Spells
Overall, people liked this. I need to allow them to change their spells to any evocation or transmutation spell of the same level.
Innate Warrior
Overall, people really liked this, but one person was strongly dissatisfied, which is fair. I'm going to change this to take away the proficiency with shield, but still allow them to gain the benefit of a shield while unarmored (Shield Master feat, basically).
Magic Endowment
This one had . . . mixed feelings, to put it nicely. In surveys like this, something I've learned is that it is easier to know if a feature is bad or good through whether or not the community liked or disliked a feature, and more on whether or not they disagreed on the feature. People definitely disagreed on whether or not this feature was good. That's an issue, and shows that I seriously need to change this.
One person was strongly satisfied with it, two were slightly satisfied with it, one was neutral, two were slightly dissatisfied with it, and one was strongly satisfied with it. If you use the same point system I used for my previous rankings, the total points this feature gets is 0. That's the lowest of any feature or subclass so far. This definitely needs changing.
This is meant to be a sort of mix of Hexblade's Curse, Bladesong, and Hex Warrior. I will probably get rid of the last two feature of the ability, and change the sorcery point refresh ability to 2 sorcery points, instead of one. That way, it will be twice as expensive and get rid of the ridiculously high AC that can be achieved with it (10 + Dex + Cha + Prof. + shield + shield, to a maximum of 33 without any magic items). The new AC max without magic items is 22 (27 with shield, requiring a feat or multiclassing to get. That's similar to an Armorer Artificer's AC, if they load up themselves with magical armors, shields, robes, and rings.
If anyone else has suggestions, I am open to them.
Extra Attack
This was received a bit better than Magic Endowment, with everyone but two people liking it, and only one of those two people disliking it. They didn't like it because they don't think all gishes need an extra attack that allows them to replace an attack with a cantrip, but I personally think it fits for most cantrip-using gishes (not druids, bards, or clerics, IMO).
Arcane Weapon
This was received a bit better than the more problematic features, with only two people slightly disliking it. I may end up splitting this into two different features, getting rid of the current capstone ability to replace it with the "Sorcerous Smite" ability. Any thoughts?
Body of Weapons
Only two people were not slightly satisfied with this feature, with one of them being strongly satisfied and one being slightly dissatisfied. This ability is fine, but I feel like it needs replacing with something more exciting than just "free sorcery points when others die". I'll probably move the "sorcery points for damage" feature to this level to avoid a bit of multiclass abuse, and just scrap the current feature, as it isn't very good, thematically. Any thoughts?
Elemental Spells
I'm not going to go through all of them, because there were a lot of spells, but I'll split it into the melee cantrips, ranged cantrips, and blade spells.
Elemental Blade Cantrips
Of these, the favorite was Corrosive Blade, the second favorite was Static Blade, and the least popular was Blue-Frost Blade. That's fair. I personally like Static Blade more than the other two, but apparently the people who filled out the survey disagree. I may tweak some things here or there, but these are mostly done.
Elemental Shot Cantrips
There was a three-way tie between Flaming Shot, Frozen Shot, and Sonic Shot for these cantrips, with Green-Acid Shot and White-Lightning Shot being the less popular, but still liked, cantrips. I may get rid of some of the damage scaling to make the melee cantrips a bit more useful than these.
Elemental Blade Spells
Overall, people liked these equally, but Ice Blade scored a bit lower than the others, and Fire Blade was the most popular of the spells.
So, yeah. That's what people thought about this form. I really need more feedback on the other surveys in order to keep doing this!
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I finished the survey, and I feel like these are getting better and better. So far, my favorites have been Juggernaut Barbarian, Moon Domain Cleric, and Deep Predator Ranger. I like the theme of Heathen Hunter as well, but I feel like it could use a little bit better formatting to increase readability.
Thanks for doing so! Sorry, I will try to fix that. There's this weird bug with D&D Beyond's title-size-system, making Header 5 be bigger than Header 4. I'll try to fix that later.
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Totally up to you. Which ones that you haven't playtested do you like the most? Choose one of those.
What were your experiences with my homebrew subclasses? Any notes about an imbalance or rule quirk? Which ones did you do?
darkness cleric and blade born sorcerer
my full reviews will be in spoilers:
blade born:
it was/is SO fun. its my favorite character I have ever played! (although I mainly DM, so that's not as big of praise for it as it seems)
balance wise, it seems very fair so far. I'm level 5, and I, with spamming green flame blade and using magic endowment, I deal similar damage to the party barbarian. I rarely need to use spell slots, because blade spamming so is good, but when I do, I can cast spell like haste and shield to destroy enemies with my spear.
overall rating from 1-10: 11
I cannot stress how much I love this. if the rest of your book was this good, it would be a lot better than XGtE, IMO. literally. its soooo fun to play.
darkness:
it seemed good when I read it, but after playing it (at level 6), it seems really weak. I never really used either of my abilities, and rarely cast the spells I got from it. flavor wise, I love it. I really like dark clerics, but, as I said, its abilities were not very good.
Great! There's a lot of choices that go along with that subclass, and each Dragon Warlock will be completely different from all other Dragon Warlocks, even of the same race (due to different Pacts, Eldritch Invocations, Draconic Types, Cantrips, Spells, and so on). The amount of customizability should be insane, especially with the new Origin options from Tasha's, so a Dragonborn Gold Dracon Warlock that grows claws that it uses as its Pact Weapon would be just as viable as a Forest Gnome Green Dracon Warlock that uses a Pseudodragon Chainpact familiar.
I hope you like it, and would love to know your character's patron type, pact boon, race/subrace, and invocations once you make it.
Okay, it's almost time for the next form. I haven't decided on any subclasses so far, but I have a list that can be chosen from. Choose up to 4 subclasses that you would like to see in the next survey. If I get enough responses by tomorrow, I will probably start working on it then. You may choose a subclass that I have put in a thread on this site to have me revise it, or one from this list:
Artificer - Vehiculist or Pictomancer
Bard - College of Sound
Cleric - Fate Domain or Destruction Domain
Druid - Circle of Winter or Circle of the Void
Paladin - Oath of Freedom
Rogue - Sniper
Warlock - Cold One or The Construct
Okay, please let me know what you would want to see and I can get to work soon.
Definitely the Bard College of Sounds, the Frozen Heart sorcerer, the Circle of the Void Druid and the Construct Warlock are my picks (I've already made oath of freedom paladin subclass, so you might see some reluctance there)
Okay, it looks like the current ones that will be getting in are the Circle of the Void, The Construct, and College of Sound. The last one still needs deciding, so we could use more votes to decide it.
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Okay, I have decided that the last one will be the Vehiculist, as no one else has voted since my last post. Give me a day or two, and I'll get the form and survey up. Thanks for your patience.
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Okay, just finished up the fifth form. I would really appreciate it if you could take the time to look over the subclasses and give your feedback in the survey. Here it is:
Enigmatic Esoterica Form 5: Vehiculist Artificer, College of Sound Bard, Circle of the Void Druid, and The Construct Warlock
Vehiculists are masters of creating land-born machines that can transport themselves and allies both in and out of combat. These vehicles are designed in such a way that they almost merge with the Vehiculist as they pilot them. These artificers can choose different forms for these vehicles, customizing their unique invention to their desire.
Tools of the Trade
3rd-level Vehiculist feature
You gain proficiency with all vehicles. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Vehiculist Spells
3rd-level Vehiculist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Vehiculist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Your mastery over creating land vehicles has granted you a permanent mode of transportation, called a combat vehicle. There are three different styles of combat vehicles, the Shielding Vehicle, Siege Vehicle, and the Swift Vehicle. See the stat block associated with the style you chose to create for its statistics. When you finish a long rest, you may touch your combat vehicle and change its style to another style of your choice. If your combat vehicle is completely destroyed or lost, you may expend a week of downtime and 100 gold pieces worth of materials to make another. The vehicle counts as a creature for the purposes of area of effect spells and your Flash of Genius feature, but not for any other purposes.
When you cast an artificer spell that allows the target to gain a new type of movement (i.e. fly or spider climb), you may target the vehicle in place of a creature, allowing every creature and object secured on the vehicle to move with it. If you cast a spell that allows you to teleport, as long as you are operating one of the vehicle's action stations, you may cause the vehicle and all creatures and objects secured on it to teleport with it.
You decide the appearance of the vehicle when you create it, determining if it has wheels or legs, and how many wheels or legs it has (minimum of 2, maximum of 6), making no mechanical difference no matter its appearance.
Combat vehicles use the same rules as Infernal War Machines, but whenever the rules say "infernal war machine", replace it with "combat vehicle". Additionally, the rules are change in the following ways:
Armor Class
A combat vehicle is typically made of steel or another type of metal and has an Armor Class of 18 + its Dexterity modifier while moving. While the vehicle is not moving, attack rolls made against it have advantage.
Hit Points
Combat vehicles have no furnace, and instead have an arcane engine, and does not run on souls, instead using magic to move. When you finish a long rest, your combat vehicle stops functioning until you cast an artificer spell while piloting it. Additionally, combat vehicles do not have mishap thresholds and do not roll for mishaps.
Helm
Combat vehicles do not require soul coins and gain no benefits from them. If you are piloting the combat vehicle, you may use a bonus action to expend a spell slot and grant it one of the following benefits to it dependent on which style it is:
Shielding Vehicle - For the next minute or until you dismiss this benefit (no action required), the combat vehicle gains a +2 bonus to Armor Class.
Siege Vehicle - For the next minute or until you dismiss this benefit (no action required), the combat vehicle's weapon attacks deal force damage.
Swift Vehicle - For the next minute or until the dismiss this benefit (no action required), the combat vehicle's speed increases by 30 feet.
SHIELDING VEHICLE
Large vehicle (600 lb.)
Creature Capacity 4 Medium creatures
Cargo Capacity 500 lb.
Armor Class 20 (18 while motionless)
Hit Points 4 + your Intelligence modifier + 8 times your level in this class
Speed 80 ft.
STR
16 (+3)
DEX
14(+2)
CON
18(+4)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities all except exhaustion, incapacitated, invisible, and prone
Prone Deficiency.If the vehicle falls prone, it can't right itself and is incapacitated until flipped upright.
Raking Scythes. When the vehicle moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 7 (1d10 + 2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a Dexterity saving throw against your artificer spell save DC. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.
Action Stations
Weapons. When you create this vehicle, you may give it one of the weapons that appear below. If you have 15 levels or more in this class, you may choose an additional weapon to grant it.
Slam (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: + 3* to hit, reach 10 ft., one target. Hit: 1d10 + 3 bludgeoning damage. This weapon requires two hands. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the attack rolls of this weapon.
Harpoon (Requires 1 Crew and Grants Half Cover). Ranged Weapon Attack: + 2* to hit, range 120 ft., one target. Hit: 1d8 + 2 piercing damage. This weapon requires two hands. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the attack rolls of this weapon.
Reactions
Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.
SIEGE VEHICLE
Large vehicle (1000 lb.)
Creature Capacity 3 Medium creatures
Cargo Capacity 300 lb.
Armor Class 20 (18 while motionless)
Hit Points 3 + your Intelligence modifier + 7 times your level in this class
Speed 80 ft.
STR
18 (+4)
DEX
14(+2)
CON
16(+3)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities all except exhaustion, incapacitated, invisible, and prone
Crushing Wheels. The vehicle can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d10 bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 1d10 bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Prone Deficiency.If the vehicle falls prone, it can't right itself and is incapacitated until flipped upright.
Action Stations
Weapons. When you create this vehicle, you may give it one of the weapons that appear below. If you have 15 levels or more in this class, you may choose an additional weapon to grant it.
Wrecking Ball (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: + 3* to hit, reach 15 ft., one target. Hit: 1d12 + 4 bludgeoning damage. This weapon requires two hands, counts as heavy, and deals double damage to objects, structures, and vehicles. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the attack rolls of this weapon.
Ballista (Requires 1 Crew and Grants Half Cover). Ranged Weapon Attack: + 2* to hit, range 300 ft., one target. Hit: 1d10 + 2 piercing damage. This weapon requires two hands, counts as heavy, and deals double damage to objects, structures, and vehicles. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the attack rollsof this weapon.
SWIFT VEHICLE
Large vehicle (300 lb.)
Creature Capacity 2 Medium creatures
Cargo Capacity 200 lb.
Armor Class 22 (18 while motionless)
Hit Points 2 + your Intelligence modifier + 6 times your level in this class
Speed 120 ft.
STR
16 (+3)
DEX
18(+4)
CON
14(+2)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities all except exhaustion, incapacitated, invisible, and prone
Jump. If the vehicle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
Prone Deficiency.If the vehicle falls prone, it can't right itself and is incapacitated until flipped upright.
Stunt.On its turn, the driver of the vehicle can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the vehicle must move at least 10 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the vehicle's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the vehicle and all creatures riding it immediately fall prone as the vehicle wipes out and comes to a dead stop.
Action Stations
Weapons. When you create this vehicle, you may give it one of the weapons that appear below. If you have 15 levels or more in this class, you may choose an additional weapon to grant it.
Slice (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: + 4* to hit, reach 10 ft., one target. Hit: 1d10 + 4 slashing damage. This weapon requires two hands. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the attack rollsof this weapon.
Bolt Shooter (Requires 1 Crew and Grants Half Cover). Ranged Weapon Attack: + 4* to hit, range 300 ft., one target. Hit: 1d8 + 4 piercing damage. This weapon requires two hands. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the attack rolls of this weapon.
Reactions
Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.
Improved Vehicular Weapons
5th-level Vehiculist feature
Any creature that is proficient with land vehicles that is driving the combat vehicle deals an extra 1d10 damage with the vehicle's Raking Scythes or Crushing Wheels feature (if they have one). Additionally, any creature that is proficient with simple weapons that makes an attack with one of the vehicle's weapons deals an extra damage dice on a hit with that weapon.
Vehicle Modifications
9th-level Vehiculist feature
You learn how to use your artificer infusions to customize your combat vehicle. The vehicle now counts as separate items for the purposes of your Infuse Item feature: the vehicle (the frame), the wheels/legs, the helm, and the vehicle's weapons. Each of those items can bear one of your infusions, and the infusions transfer over if you change the vehicle's style. In addition, the maximum amount of items you can infuse at once increases by 2, but those extra items must be a part of your combat vehicle.
All-Terrain Vehicle
15th-level Vehiculist feature
While you are operating the helm of the combat vehicle, you may use an action or bonus action to grant it an additional type of movement for 8 hours or until you lose concentration on this effect. The vehicle gains one of the following benefits for the duration of this effect, chosen when you take this action:
The vehicle grows a drill and gains a burrowing speed equal to half its walking speed. The vehicle may burrow through dirt and stone, leaving behind a 10-foot by 10-foot tunnel behind when it does so.
The vehicle grows wings and a propulsion system and gains a flying speed equal to its walking speed. While it is flying, it does not provoke opportunity attacks. If this effect ends while the vehicle is flying, the vehicle and all creatures and objects on it begin to fall.
The vehicle grows fins and gains a swimming speed equal to its walking speed. While it is underwater, it is surrounded in a bubble of air that provides oxygen, allowing creatures on it to breath, as well as allowing creatures and objects to move freely through this bubble.
Once you use this feature, you may not do so again until you finish a long rest or expend a spell slot of 5th-level or higher to regain one use of it.
The College of Sound is filled with bards across the many worlds of the multiverse, spreading music across the realms.
Maven of Noise
3rd-level College of Sound feature
When this class allows you to learn a spell, any spell that deals thunder damage and only thunder damage counts as if it were on the Bard spell list for you.
Additionally, when you cast a spell that deals thunder damage or deafens a creature, you may expend a Bardic Inspiration to enhance the spell. Roll the dice and add the number rolled to either one damage roll of the spell or the spell save DC of that spell for one creature (if the spell requires a saving throw).
Composed Voice
3rd-level College of Sound feature
Due to your mastery of your vocal commands, gain proficiency in Intimidation and Performance made using your voice. Additionally, when you cast a bard spell that would require somatic components or material components with no cost, you may choose to replace those components with a verbal component, using your power of song to fuel the spell's magic.
Deafening Proclamation
6th-level College of Sound feature
As an action, you may emit a burst of deafening sound from either your vocal chords or an instrument you are carrying. This is audible up to 600 feet away from you. Each creature of your choice within 30 feet of you of your choice must make a Constitution saving throw against your bard spell save DC. On a failed save, a creature takes 6d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 12d6 thunder damage instead of 6d6.
You may use this feature once, regaining the ability to do so when you finish a long rest or when you expend a spell slot of 3rd-level or higher to gain another use of this ability.
Confounding Outburst
14th-level College of Sound feature
As a bonus action, you may begin a magical torrent of cacophonous noise capable of creating pandemonium among your enemies. This lasts for 1 minute or until you are incapacitated or incapable of creating a sound. For the duration, each creature within 60 feet of you of your choice must make a Wisdom saving throw at the start of each of their turns against your bard spell save DC or become deafened until the start of their next turn. While deafened this way, they are also frightened of you and have vulnerability to thunder damage, unless they have resistance or immunity to thunder damage.
Once you use this feature, you may not do so again until you finish a short or long rest.
The vastness of the multiverse is filled with vibrant ecosystems of nature and bright energies of the wilderness, but also contains the deep and unknown aspects of nature that are considered aliens to many mortals of the Material Plane. The rare druids who are members of the Circle of the Void are not only aware of the existence of these aberrant forces, but also embrace them and use their latent energies to fuel their druidic powers. They venerate the empty areas and alien entities of the places between the stars, honoring the masters of the void.
Druids of this circle may be allies of the Elder Evils, such as Cthulhu, Tharizdun, Hadar, Kyuss, and other beings of the void, as they draw their strange powers from the places that these alien beings dwell in. Parts of the cosmos that the Circle of the Void tend to siphon power from the Far Realm, the deep parts of Wildspace, dream realms, and other places that creates or hosts powerful aberrant creatures.
Circle Spells
2nd-level Circle of the Void feature
You have bonded with the aberrant powers of the universe that lurk in the void. Your link with the void grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Void Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
As a bonus action, you can expend a use of your Wild Shape feature to take on an Aspect of the Void, rather than transforming into a beast.
While in an Aspect of the Void, you retain your game statistics, but your body begins to channel alien powers, changing in strange ways of your choice; your eyes possibly becoming pools of inky darkness, your body could be wreathed with mucus, and your tongue and fingers possibly turning into tentacles. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume the Aspect of the Void, choose which of the following forms you take on; your choice gives you certain benefits while in the form:
Deep. You are surrounded in a deep, chilled aura of unnatural cold, harnessing the numbing frost of the places between the stars. Whenever you cast a spell using a spell slot of 1st-level or higher that grants temporary hit points, you or another creature within 30 feet of you gains temporary hit points equal to 1d8 + your Wisdom modifier.
Dire. Your aspect channels the tendrils of alien entities from the world's unknown corners. Whenever you make a Wisdom saving throw or Constitution or Charisma based ability check, treat any roll of 9 or lower on the d20 as a 10.
Dread. Your body is enveloped in the frightening shadows of the realms of the Elder Evils. When you activate this feature and as a bonus action on subsequent turns while it lasts, you can force a creature of your choice within 60 feet of you to make a Wisdom saving throw against your druid spell save DC or take psychic damage equal to 1d6 + your Wisdom modifier and become frightened of you until the end of their next turn.
Otherworldly Harbringer
6th-level Circle of the Void feature
Due to your strange connection to aberrant beings, you can better channel the alien powers of the void. Whenever you cast a spell that deals psychic, cold, or necrotic damage or grants temporary hit points while you are in your Aspect of the Void, roll a d8, and you gain a bonus equal to the number rolled to one damage dealt or amount of temporary hit points granted by the spell.
Veiled Form
10th-level Circle of the Stars feature
The forms of your Aspect of the Void improve. The 1d6 of the Dread becomes 2d6 and the 1d8 of the Deep becomes 2d8, and while the Dire is active, you are invisible.
Moreover, at the start of each of your turns while in your Aspect of the Void, you can change which form covers on your body.
Aberrant Body
14th-level Circle of the Void feature
You gain resistance to cold, necrotic, and psychic damage, and you have advantage on saving throws against being charmed or frightened.
Your pact is with a powerful sentient construct, possibly Primus, an Inevitable, the Lord of Blades, or some other magical, constructed being capable of creating warlocks. Due to your pact, you gain powers over artifice and other constructing abilities. Constructs generally are beings of law and neutrality, protectors of the laws of the universe. They rarely make pacts with mortal beings, but they are very rigid in the type of warlock they choose, often strictly making pacts with crafters or constructed races, such as Golmeng or Warforged.
Expanded Spell List
1st-level Construct feature
The Construct 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.
You gain proficiency with tinker's and smith's tools, and with medium and heavy armor.
Constructed Protection
1st-level Construct feature
You have a pool of d8s that you can use to ward allies, using constructing magic. The number of dice equals 1 + your warlock level.
As a bonus action, you may touch a willing creature within 5 feet of you and expend an amount of dice from this pool of your choice, up to your Charisma modifier. Roll the dice you spend, add them together, and grant an amount of temporary hit points to the creature equal to the total.
Your pool regains all expended dice when you finish a long rest.
Construct's Boon
3rd-level Construct feature
When you choose your Pact Boon at this level, you gain a slight change to it connected to your constructed patron's theme.
Pact of the Chain. You familiar is a construct, and is immune to poison damage and the following conditions: charmed, exhaustion, frightened, and poisoned. Pact of the Blade. Your pact weapon deals force damage. Pact of the Tome. When you gain a level in the warlock class, you may replace one warlock spell you know with an artificer spell of the same level, and it counts as a warlock spell for you. Pact of the Talisman. Whenever the wearer of the amulet succeeds on a saving throw, they gain an amount of temporary hit points equal to your warlock level.
Constructed Soul
6th-level Construct feature
When you deal force damage or grant temporary hit points, you may add your Charisma modifier to the total roll. You may only do so once each action, bonus action, or reaction.
Resilience of the Construct
10th-level Construct feature
You are immune to the poisoned condition and gain resistance to force and poison damage.
Punishing Force
14th-levelConstructfeature
When a creature damages you and you have temporary hit points, the creature that harmed you takes an amount of damage equal to the amount of temporary hit points you lost.
Okay, thanks for reading and please fill out this survey with your thoughts and suggestions on these subclasses!
Also, just a note on the fourth form, by far the most popular subclass in any of the forms was the Dracon Warlock. People especially liked the Avatar of the Dracon and Wings of the Dracon. I guess people really like calling on an avatar of your draconic patron.
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I will do the survey later when I have more time... however Vehiculist looks like one of the best Artificer subclasses I've ever seen. I also like the Void Druid.
The College of Sound Bard just screamed a little too loudly for me... And the Construct Patron's Constructed Protection feature feels a bit out of place... I mean, flesh versus metal wise...
In the circle of the void, veiled form and circle spells say this.
For the combat vehicles prone deficiency, what is the action to flip the vehicle?
Also this "* If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the damage of this weapon. " Do they not get to add it to the bonus to hit?
Okay, just finished up the fifth form. I would really appreciate it if you could take the time to look over the subclasses and give your feedback in the survey. Here it is:
Enigmatic Esoterica Form 5: Vehiculist Artificer, College of Sound Bard, Circle of the Void Druid, and The Construct Warlock
Vehiculists are masters of creating land-born machines that can transport themselves and allies both in and out of combat. These vehicles are designed in such a way that they almost merge with the Vehiculist as they pilot them. These artificers can choose different forms for these vehicles, customizing their unique invention to their desire.
Combat Vehicle
3rd-level Vehiculist feature
Your mastery over creating land vehicles has granted you a permanent mode of transportation, called a combat vehicle. There are three different styles of combat vehicles, the Shielding Vehicle, Siege Vehicle, and the Swift Vehicle. See the stat block associated with the style you chose to create for its statistics. When you finish a long rest, you may touch your combat vehicle and change its style to another style of your choice. If your combat vehicle is completely destroyed or lost, you may expend a week of downtime and 100 gold pieces worth of materials to make another. The vehicle counts as a creature for the purposes of area of effect spells and your Flash of Genius feature, but not for any other purposes.
When you cast an artificer spell that allows the target to gain a new type of movement (i.e. fly or spider climb), you may target the vehicle in place of a creature, allowing every creature and object secured on the vehicle to move with it. If you cast a spell that allows you to teleport, as long as you are operating one of the vehicle's action stations, you may cause the vehicle and all creatures and objects secured on it to teleport with it.
You decide the appearance of the vehicle when you create it, determining if it has wheels or legs, and how many wheels or legs it has (minimum of 2, maximum of 6), making no mechanical difference no matter its appearance.
Combat vehicles use the same rules as Infernal War Machines, but whenever the rules say "infernal war machine", replace it with "combat vehicle". Additionally, the rules are change in the following ways:
Armor Class
A combat vehicle is typically made of steel or another type of metal and has an Armor Class of 18 + its Dexterity modifier while moving. While the vehicle is not moving, attack rolls made against it have advantage.
Hit Points
Combat vehicles have no furnace, and instead have an arcane engine, and does not run on souls, instead using magic to move. When you finish a long rest, your combat vehicle stops functioning until you cast an artificer spell while piloting it. Additionally, combat vehicles do not have mishap thresholds and do not roll for mishaps.
Helm
Combat vehicles do not require soul coins and gain no benefits from them. If you are piloting the combat vehicle, you may use a bonus action to expend a spell slot and grant it one of the following benefits to it dependent on which style it is:
Shielding Vehicle - For the next minute or until you dismiss this benefit (no action required), the combat vehicle gains a +2 bonus to Armor Class.
Siege Vehicle - For the next minute or until you dismiss this benefit (no action required), the combat vehicle's weapon attacks deal force damage.
Swift Vehicle - For the next minute or until the dismiss this benefit (no action required), the combat vehicle's speed increases by 30 feet.
SIEGE VEHICLE
Large vehicle (1000 lb.)
Creature Capacity 3 Medium creatures
Cargo Capacity 300 lb.
Armor Class 20 (18 while motionless)
Hit Points 3 + your Intelligence modifier + 7 times your level in this class
Speed 80 ft.
STR
18 (+4)
DEX
14(+2)
CON
16(+3)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities all except exhaustion, incapacitated, invisible, and prone
Crushing Wheels. The vehicle can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d10 bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 1d10 bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Prone Deficiency.If the vehicle falls prone, it can't right itself and is incapacitated until flipped upright.
Action Stations
Weapons. When you create this vehicle, you may give it one of the weapons that appear below. If you have 15 levels or more in this class, you may choose an additional weapon to grant it.
Wrecking Ball (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: + 3* to hit, reach 15 ft., one target. Hit: 1d12 + 4 bludgeoning damage. This weapon requires two hands, counts as heavy, and deals double damage to objects, structures, and vehicles. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the damage of this weapon.
Ballista (Requires 1 Crew and Grants Half Cover). Ranged Weapon Attack: + 2* to hit, range 300 ft., one target. Hit: 1d10 + 2 piercing damage. This weapon requires two hands, counts as heavy, and deals double damage to objects, structures, and vehicles. * If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the damage of this weapon.
So... Crushing wheels. Doesn't it seem powerful? At level three, you usually can attack every single creature on the battlefield. Every single creature for 1d10, and they might fall prone. Yes, they could hit you with an opportunity attack. So what? You already have a 20 AC!
Questions: Can you use the helm abilities more then once? Does not moving mean anytime when it isn't your turn? "The vehicle counts as a creature for the purposes of area of effect spells and your Flash of Genius feature, but not for any other purposes. " Does that mean the vehicle can't be targeted by spells that only target one creature?
Thanks for the new batch!
Edit: I just looked at my post and realized it wasn't very well written. Tell me if you don't understand something.
Sorry about the "wildfire" mistake. I'll go fix that.
The action to flip a vehicle is just a unique action. You just use your action, and it happens.
Ah, sorry. That should be attack roll. I'll fix that.
Yes, Crushing Wheels was an experiment. If it is too powerful, I'll get rid of it or nerf it significantly. Also, they could attack anyone riding the vehicle, not just the vehicle.
You can use the Helm abilities more than once, but they can't stack (I need to specify that).
The rules for Infernal War Machines in Baldur's Gate: Descent into Avernus talk about moving vehicles. Essentially, unless the driver chooses to stop the vehicle on their turn, they continue to move a certain amount each round.
Also, as currently written, spells like blight and scorching ray do not work on the vehicles, but I might change that.
Thanks for the comments!
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Okay! Time for another summary post, this time for the second Enigmatic Esoterica form!
(This time, I didn't use the same point ranking as before, as it doesn't work that well.)
Circle of the Sun
Overall, people liked this subclass. Three people were slightly satisfied with it and two people were strongly satisfied with it, but two people were just neutral about it. A few people have commented that the theme of the subclass is weird and really different from other druids, which is what I was going for, but no one really hated or disliked this subclass. Enough people said that the traveler/wanderer parts of the subclass should be changed that I have now decided that a few features' names and a bit of the flavor text will change.
Circle of the Sun Spells
Everyone liked this feature, which is consistent with everyone's thoughts on the Moon Domain spell list. Five people were strongly satisfied with it and two people were slightly satisfied with this. There are a few things that may change, probably changing moonbeam to branding smite, and I may change beacon of hope or spirit guardians to blinding smite. I also forgot to provide a link for bright, which is meant to be a radiant damage version of blight.
Celestial Wanderer
Okay, four people were slightly satisfied by this feature, 2 were strongly satisfied, and one was strongly dissatisfied with it, due to some concerns about balance (which are valid). Some changes that are definitely coming are changing Might of the Sun to PB. People also liked the "morning, noon, and evening" theme of the forms. Overall, this feature will stay the same, but the name will probably change to Celestial Warrior or Knight of the Sun.
Dawn Phoenix
Three people were slightly satisfied by this feature, two were strongly satisfied, and one person had no opinion and one was slightly dissatisfied. I understand concerns about the 90 foot flight, which is also valid, but I have not decided if I will change this and what I would change it to.
Noon Angel
As I suspected would happen, people didn't like this form as much as the Dawn Phoenix or Twilight Stag. Three people said they were slightly satisfied with it, one was strongly satisfied, one was neutral, one was undecided, and one was slightly dissatisfied. It's just focused on whacking people in the face with a shillelaghed [equipment]quarterstaff[equipment] that smites their enemies. I may remove the magic resistance and move that to a later feature, and may even change the name to "Archon of Noon", making it not get wings until a later level. Let me know your thoughts and suggestions for changes if you have any.
Twilight Stag
Everyone liked this form, it ranked higher than Celestial Wanderer, getting 2 people that were strongly satisfied and 5 people that were slightly satisfied. I am assuming that is due to it not getting any super potent features, and in general just being a nice form to shape into. I don't think anything is really going to change with this form.
Holy Strikes
Overall, people liked this feature, but not as much as some other of the features. It got 3 ratings for strongly satisfied, two for slightly satisfied, and two for slightly dissatisfied. That's also fair, as it isn't that exciting and is just a small buff to the wild shape forms and fits the theme of the subclass.
Celestial Wild Shape
Overall for this ability, it looks like people like being able to turn into a [Tooltip Not Found], hollyphant or battleforce angel. Only one person slightly disliked it, and 4 others were strongly satisfied while 2 others were slightly satisfied. One person mentioned that there aren't a ton of creatures you can Wild Shape into, which was kind of the point. At the same level, Moon druids can turn into one of 4 elementals, but has more versatility in wild shapes from its first subclass ability. This is meant to be a reflection of that, with very limited versatility from Celestial Wanderer, but a bit more versatility at level 10 than the Moon Druid has from their elemental wild shape ability.
I think I'll keep this feature the same, as I like how it functions.
Divine Traveler
Like the subclass, people in general liked this subclass feature, but a couple people were neutral about it. It also got 4 ratings for strongly satisfied and two for slightly satisfied. I am probably going to change this to grant an improvement to each individual form of the wild shape forms. If the players want truesight, they'll have to be a [Tooltip Not Found].
Elemental Warrior
This was easily the most popular subclass I have put in the Enigmatic Esoterica forms so far. No one gave the overall subclass a bad review, with 5 people saying they were strongly satisfied and two saying slightly satisfied. I honestly did not expect this, and thought that people would scream at me for making an OP Eldritch Knight. That did not happen, and I am glad. I have been wanting to make an elemental-type fighter subclass for over a year, and I think this is probably the best way to do so.
So, yeah. To my surprise, people really liked this subclass. I am really happy with that, and think that most of the things are going to stay the same in the final product.
Spellcasting
Three people said they were strongly satisfied with this feature, two said slightly satisfied, and two said slightly dissatisfied. I expected this, but no one really said why they disliked it. It may be due to the Constitution casting, which I thought fit really well with this subclass's theme of siphoning energy from the elements using your body.
Elementally Attuned
This got the same score as the subclass, with everyone liking it. I actually predicted that this reaction would happen. As I was designing this feature, I realized that this was one of the best ways to emulate one's connection with a specific elemental damage type. The extra damage-specific cantrip and resistance to the damage type you're attuned to are both really good, but are almost definitely not OP.
Elemental Potency
Overall, people also really liked this feature. Only one person was slightly dissatisfied, and four were strongly satisfied and four were slightly satisfied. I thought there would be more backlash from this feature, as it is probably OP at higher levels. It works very similarly to how the Bladesinger's Extra Attack works, but there are a few important differences:
First, it is limited by turn, not by action, like the Bladesinger is. RAW, a Bladesinger with Haste can replace their Attack from Haste with Booming Blade/Green-Flame Blade, but this subclass cannot do that exploit. They may only switch out an attack for a cantrip once a turn, eventually becoming twice a turn at level 18. That benefit does make it mostly better than a Bladesinger's Extra Attack, as in order for them to do two cantrips in a turn they have to be concentrating on Haste.
Second, it is limited to a sorcerer cantrip, where a Bladesinger 6/Cleric 1 can replace one of their attacks with Guidance or Spare the Dying. This makes it so there are next-to-no multiclassing exploits from this feature, which is a benefit it has over the Bladesinger's Extra Attack. I may change this to "a cantrip granted by your Elementally Attuned feature" to limit this a little more.
Third, due to it being limited to once/twice a turn, that avoids the exploit of a level 20 fighter using Action Surge and Elemental Potency to do 4 Booming Blades and 4 normal attacks in one turns. That would be OP, and is avoided by the current wording of this feature.
If I did end up changing this feature, I would reword it to be more like the Bladesinger's Extra Attack and get rid of the "twice at 18th level" part of the feature to keep it a bit more balanced.
Bond of the Elements
Two people said they were strongly satisfied with this feature and the other 5 were slightly satisfied. The only thing I think I'm going to change with this is to limit it to once a turn.
Primordial Fuel
Oh, boy, this feature. I thought that most people would like it, it's just a very cool image. Almost everyone really liked it, with 5 people being strongly satisfied, one being slightly satisfied, and only one person being slightly dissatisfied. That one person really doesn't like using hit dice for combat features, but everyone else seemed to like it. The majority of people didn't really have anything bad to say about it. I could change it to that you take an amount of damage equal to the total you roll from the hit dice, but as it is currently written it only deals one damage for each damage dice you expend. Otherwise, this is staying the same.
One with the Elements
Everyone liked this feature, just a bit less than Elementally Attuned. 4 people were slightly satisfied with it and 3 were strongly satisfied with it. One person did mention that they don't think this subclass should be able to get another damage type, but I disagree.
As for changes, I may change it to you having immunity to one of the damage types and resistance to the other damage type, just to make it less powerful.
Bladeborn
Oh, boy. This subclass was very controversial. That's on me. I made it way too powerful. I think everyone liked the idea of the subclass and most of its features, but did not like that it was so good at what it was supposed to do. I should have expected that.
Four people were strongly satisfied with this subclass, one was neutral, one was slightly dissatisfied, and one was strongly dissatisfied. That's fair. I should have taken a closer look on some of the combos (which I am normally really good at noticing).
This subclass is going to change quite a bit, just to balance it a lot better than it currently is. I could use some suggestions.
Bladeborn Spells
Overall, people liked this. I need to allow them to change their spells to any evocation or transmutation spell of the same level.
Innate Warrior
Overall, people really liked this, but one person was strongly dissatisfied, which is fair. I'm going to change this to take away the proficiency with shield, but still allow them to gain the benefit of a shield while unarmored (Shield Master feat, basically).
Magic Endowment
This one had . . . mixed feelings, to put it nicely. In surveys like this, something I've learned is that it is easier to know if a feature is bad or good through whether or not the community liked or disliked a feature, and more on whether or not they disagreed on the feature. People definitely disagreed on whether or not this feature was good. That's an issue, and shows that I seriously need to change this.
One person was strongly satisfied with it, two were slightly satisfied with it, one was neutral, two were slightly dissatisfied with it, and one was strongly satisfied with it. If you use the same point system I used for my previous rankings, the total points this feature gets is 0. That's the lowest of any feature or subclass so far. This definitely needs changing.
This is meant to be a sort of mix of Hexblade's Curse, Bladesong, and Hex Warrior. I will probably get rid of the last two feature of the ability, and change the sorcery point refresh ability to 2 sorcery points, instead of one. That way, it will be twice as expensive and get rid of the ridiculously high AC that can be achieved with it (10 + Dex + Cha + Prof. + shield + shield, to a maximum of 33 without any magic items). The new AC max without magic items is 22 (27 with shield, requiring a feat or multiclassing to get. That's similar to an Armorer Artificer's AC, if they load up themselves with magical armors, shields, robes, and rings.
If anyone else has suggestions, I am open to them.
Extra Attack
This was received a bit better than Magic Endowment, with everyone but two people liking it, and only one of those two people disliking it. They didn't like it because they don't think all gishes need an extra attack that allows them to replace an attack with a cantrip, but I personally think it fits for most cantrip-using gishes (not druids, bards, or clerics, IMO).
Arcane Weapon
This was received a bit better than the more problematic features, with only two people slightly disliking it. I may end up splitting this into two different features, getting rid of the current capstone ability to replace it with the "Sorcerous Smite" ability. Any thoughts?
Body of Weapons
Only two people were not slightly satisfied with this feature, with one of them being strongly satisfied and one being slightly dissatisfied. This ability is fine, but I feel like it needs replacing with something more exciting than just "free sorcery points when others die". I'll probably move the "sorcery points for damage" feature to this level to avoid a bit of multiclass abuse, and just scrap the current feature, as it isn't very good, thematically. Any thoughts?
Elemental Spells
I'm not going to go through all of them, because there were a lot of spells, but I'll split it into the melee cantrips, ranged cantrips, and blade spells.
Elemental Blade Cantrips
Of these, the favorite was Corrosive Blade, the second favorite was Static Blade, and the least popular was Blue-Frost Blade. That's fair. I personally like Static Blade more than the other two, but apparently the people who filled out the survey disagree. I may tweak some things here or there, but these are mostly done.
Elemental Shot Cantrips
There was a three-way tie between Flaming Shot, Frozen Shot, and Sonic Shot for these cantrips, with Green-Acid Shot and White-Lightning Shot being the less popular, but still liked, cantrips. I may get rid of some of the damage scaling to make the melee cantrips a bit more useful than these.
Elemental Blade Spells
Overall, people liked these equally, but Ice Blade scored a bit lower than the others, and Fire Blade was the most popular of the spells.
So, yeah. That's what people thought about this form. I really need more feedback on the other surveys in order to keep doing this!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thanks for doing so! Sorry, I will try to fix that. There's this weird bug with D&D Beyond's title-size-system, making Header 5 be bigger than Header 4. I'll try to fix that later.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
blade born was so amazing!!!!!!
I have play tested 2 so far, and soon 3 of your subclasses. any recommendations on what to play est next?
I am an average mathematics enjoyer.
>Extended Signature<
Totally up to you. Which ones that you haven't playtested do you like the most? Choose one of those.
What were your experiences with my homebrew subclasses? Any notes about an imbalance or rule quirk? Which ones did you do?
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
darkness cleric and blade born sorcerer
my full reviews will be in spoilers:
blade born:
it was/is SO fun. its my favorite character I have ever played! (although I mainly DM, so that's not as big of praise for it as it seems)
balance wise, it seems very fair so far. I'm level 5, and I, with spamming green flame blade and using magic endowment, I deal similar damage to the party barbarian. I rarely need to use spell slots, because blade spamming so is good, but when I do, I can cast spell like haste and shield to destroy enemies with my spear.
overall rating from 1-10: 11
I cannot stress how much I love this. if the rest of your book was this good, it would be a lot better than XGtE, IMO. literally. its soooo fun to play.
darkness:
it seemed good when I read it, but after playing it (at level 6), it seems really weak. I never really used either of my abilities, and rarely cast the spells I got from it. flavor wise, I love it. I really like dark clerics, but, as I said, its abilities were not very good.
overall rating from 1-10: 5
I am an average mathematics enjoyer.
>Extended Signature<
yep, I know that you will change it.
I'm going to your your dragon warlock next.
I am an average mathematics enjoyer.
>Extended Signature<
Great! There's a lot of choices that go along with that subclass, and each Dragon Warlock will be completely different from all other Dragon Warlocks, even of the same race (due to different Pacts, Eldritch Invocations, Draconic Types, Cantrips, Spells, and so on). The amount of customizability should be insane, especially with the new Origin options from Tasha's, so a Dragonborn Gold Dracon Warlock that grows claws that it uses as its Pact Weapon would be just as viable as a Forest Gnome Green Dracon Warlock that uses a Pseudodragon Chainpact familiar.
I hope you like it, and would love to know your character's patron type, pact boon, race/subrace, and invocations once you make it.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, it's almost time for the next form. I haven't decided on any subclasses so far, but I have a list that can be chosen from. Choose up to 4 subclasses that you would like to see in the next survey. If I get enough responses by tomorrow, I will probably start working on it then. You may choose a subclass that I have put in a thread on this site to have me revise it, or one from this list:
Okay, please let me know what you would want to see and I can get to work soon.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
cold one warlock!
I am an average mathematics enjoyer.
>Extended Signature<
Here are my four:
Revised Archer
Circle of the Void
Construct Warlock
College of Sound
I picked these because I love the archer subclass and the others sounded cool.
When players get creative.
Here's my picks
Fate Domain
Circle of Winter
Vehiculist
The Construct
Definitely the Bard College of Sounds, the Frozen Heart sorcerer, the Circle of the Void Druid and the Construct Warlock are my picks (I've already made oath of freedom paladin subclass, so you might see some reluctance there)
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Okay, it looks like the current ones that will be getting in are the Circle of the Void, The Construct, and College of Sound. The last one still needs deciding, so we could use more votes to decide it.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I have decided that the last one will be the Vehiculist, as no one else has voted since my last post. Give me a day or two, and I'll get the form and survey up. Thanks for your patience.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, just finished up the fifth form. I would really appreciate it if you could take the time to look over the subclasses and give your feedback in the survey. Here it is:
Enigmatic Esoterica Form 5: Vehiculist Artificer, College of Sound Bard, Circle of the Void Druid, and The Construct Warlock
Vehiculist Artificer
College of Sound Bard
Circle of the Void Druid
The Construct Warlock
Okay, thanks for reading and please fill out this survey with your thoughts and suggestions on these subclasses!
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Also, just a note on the fourth form, by far the most popular subclass in any of the forms was the Dracon Warlock. People especially liked the Avatar of the Dracon and Wings of the Dracon. I guess people really like calling on an avatar of your draconic patron.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I will do the survey later when I have more time... however Vehiculist looks like one of the best Artificer subclasses I've ever seen. I also like the Void Druid.
The College of Sound Bard just screamed a little too loudly for me... And the Construct Patron's Constructed Protection feature feels a bit out of place... I mean, flesh versus metal wise...
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Okay, thanks for doing the form, Yamana! Has anyone else had time to look through the form?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Just did the survey, here are some problems I had
Minor:
In the circle of the void, veiled form and circle spells say this.
For the combat vehicles prone deficiency, what is the action to flip the vehicle?
Also this "* If the crew that took this action has proficiency in simple weapons, they may add their Proficiency bonus to the damage of this weapon. " Do they not get to add it to the bonus to hit?
Major:
So... Crushing wheels. Doesn't it seem powerful? At level three, you usually can attack every single creature on the battlefield. Every single creature for 1d10, and they might fall prone. Yes, they could hit you with an opportunity attack. So what? You already have a 20 AC!
Questions: Can you use the helm abilities more then once? Does not moving mean anytime when it isn't your turn? "The vehicle counts as a creature for the purposes of area of effect spells and your Flash of Genius feature, but not for any other purposes. " Does that mean the vehicle can't be targeted by spells that only target one creature?
Thanks for the new batch!
Edit: I just looked at my post and realized it wasn't very well written. Tell me if you don't understand something.
When players get creative.
Sorry about the "wildfire" mistake. I'll go fix that.
The action to flip a vehicle is just a unique action. You just use your action, and it happens.
Ah, sorry. That should be attack roll. I'll fix that.
Yes, Crushing Wheels was an experiment. If it is too powerful, I'll get rid of it or nerf it significantly. Also, they could attack anyone riding the vehicle, not just the vehicle.
You can use the Helm abilities more than once, but they can't stack (I need to specify that).
The rules for Infernal War Machines in Baldur's Gate: Descent into Avernus talk about moving vehicles. Essentially, unless the driver chooses to stop the vehicle on their turn, they continue to move a certain amount each round.
Also, as currently written, spells like blight and scorching ray do not work on the vehicles, but I might change that.
Thanks for the comments!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms