I've been jumping between a few subclasses for some time, and it's been awhile since I've asked for opinions on each of them. So I'm curious what you guys think about these subclasses and what additional work needs to be done, whether that means an opinion on my design, balance, or grammar. Now I'm not asking you to look over all of them if you don't to, but even if it's a sort opinion it really helps out. With that said, I hope you enjoy what you see and thanks for the help.
College of Companionship (Bard Subclasses) - In short, it's a healing bard. Which I'm surprised that WotC haven't made something similar to this yet. I know I went a more simplistic route when designing this subclass, but I always felt that healing subclasses are generally better when they're made simple since they generally draw in newer players.
Insightful Nature
When you join the College of Companionship at 3rd level, you gain proficiency in Insight and one of the follow skills; Deception, Intimidation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Soothing Words
Starting at 3rd level, your soothing words of inspiration have a magical healing effect. As a bonus action, you can expend one use of your Bardic Inspiration to heal a target within 60 feet of you that you can see. The target regains a number of hit points equal to Bardic Inspiration + your Charisma modifier (minimum of 1).
Improved Countercharm
At 6th level, the Countercharm feature gains the following benefits:
When you use the countercharm feature, the effect can last for up to 1 minute as long as you can maintain the performance for the duration.
Creatures under the effects of countercharm have advantage on saving throws against enchantment spells, and are immune to the charmed and frightened conditions.
Words of Encouragement
Also at 6th level, those who hear your encouraging words strive to persevere any obstacle put before them. When you finish a short or long rest, you can choose up to a number of creatures (excluding yourself) equal to your Charisma modifier to gain a Minor Inspiration. A Minor Inspiration die functions as a Bardic Inspiration die except it is a 1d4 and lasts until it is either used or your finish a next short or long rest.
The Minor Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 10th level, and a d8 at 15th level.
Cathartic Inspiration
Starting at 14th level, your words of inspiration bolsters those who heed your words. When a creature either uses your Bardic Inspiration die or is the target of your Soothing Words feature, it gains temporary hit points equal to the number rolled on the bardic inspiration die.
Contractor (Artificer Subclass) - Trying to quickly sum it up, it's a pseudo martial artificer that creates magical blocks that can be used to either attack, push a creature or creates cover. Out of these subclasses presented, the concept of this subclass it by far my favorite although I feel that I might have been a bit tamed in the overall design of the subclass.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Carpenter's Tools or Mason's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
Starting at 3rd level, you learn the Mold Earth cantrip, it counts as artificer cantrip for you and doesn’t count against the number of artificer cantrips you know. When you cast Mold Earth, you can affect an area up to a 10-foot square.
You also always have certain spells prepared after you reach particular levels in this class, as shown in the Contractor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
By 3rd level, you've learned how to create magical blocks that you can manipulate. Using carpenter's tools or mason's tools, you can take an action to magically create three blocks that no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. You determine the material that the blocks are made of, such as stone, wood or another building material; your choice has no effect on its game statistics. When you reach higher levels in this class you can create additional blocks, increasing to 4 blocks at 5th level, 5 blocks at 9th level, and 6 blocks at 15th level.
Once you create the blocks, you can’t do so again until you finish a long rest or until you expend a spell slot. If you create additional blocks while blocks are still present, the previously created blocks disappear.
These blocks are magical objects. Regardless of size, the each block has an AC equal to 10 + your proficiency bonus and a number of hit points equal to triple you artificer level. The blocks are immune to poison damage, psychic damage, and all conditions. If forced to make an a saving throw, treat the block's ability scores as 10 (+0). If the mending spell is cast on a block, it regains 2d6 hit points. A block disappears after 1 hour or if it's hit points are reduced to 0. You can dismiss the blocks early as an action. On each of your turns, as a bonus action you can issue one of the following commands, as long as you are within 120 feet of the block(s):
A block is hurled at a creature that you can see within 60 feet of the block's current location. Make a ranged spell attack against the creature. On a hit, the creature takes 1d6 bludgeoning damage. Regardless of the result, choose to have the block either return to you, if you are within 60 feet of the target, or the block moves to an unoccupied space within 5 feet of the target.
A block tries to push a creature that you can see of a large or smaller size, if the block is within 60 feet of the targeted creature. The creature must make a Strength saving throw against your spell DC or be pushed up to 10 feet. If the creature fails the saving throw by 5 or more the creature is knocked prone. Regardless of the result, choose to have the block either return to you, if you are within 60 feet of the target, or the block moves to an unoccupied space within 5 feet of the target.
Move any number of blocks within range to an unoccupied space that you can see within 60 feet of the blocks location. As part of this action, you can cause any of your blocks to grow in size, no larger that 5 feet on each side. Before an enlarged block moves, it's sized is reduced to normal. If a creature other than you tries to move one of the enlarged blocks, it must use its action to make a DC 20 Strength check to move the block up to 10 feet on a success.
Wrecker's Impact
Starting at 5th level, you've learned a technique that allows you to wield weapons with destructive force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 force damage to the target. The damage increases when you reach higher levels in this class, increasing to 2d6 at 9th level, and 3d6 at 15th level.
In addition, your weapon attacks and your Arcanum Blocks gain the Siege property (deals double damage to objects and structures).
Foundational Focus
At 9th level, building a strong foundation allows further room for improvement. You gain the following benefits;
You can't be move against your will, and have advantage on saving throws against being knocked prone, paralyzed and stunned.
If you are hit by an attack that you can see, you can use your reaction to have a block within 30 feet of you take the blunt of the impact. If the block is reduced to 0 hit points, you take any remaining points of damage.
Reinforced Materials
At 15th level, with better materials you can do more with what you have. You gain the following benefits;
You can cast Move Earth and Wall of Force without expending a spell slot, without preparing the spell, and without material components, provided you use either carpenter's tools or mason's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
Arcanum Blocks gain resistance against all damage and it deals an additional 1d6 force damage when hurled into another creature.
Hunt Domain (Cleric Subclass) - I know this domain it one of the more popular ones, but I just haven't found one that I've liked (probably due to most focus too much on the nature side of hunting). This subclass ended up as a martial domain that has an emphasis on divination magics. When it comes to the true strike bonus, I'm debating on out right removing it, but them change the feature to you can grant advantage to a creature's attack rolls.
Domain Spells
Starting at 1st level, you gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
When you choose this domain at 1st level, you gain proficiency in the Survival skill, and martial weapons.
Assisted Strike
Also starting at 1st level, when you see a weak point on your foes, you use that knowledge to aid your allies attacks. Once per turn when you have advantage on an attack roll, you can forgo the advantage to give a creature within 60 feet of you advantage on their next attack roll within 1 minute. If the creature hits with the attack, the target takes additional force damage equal to your cleric level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. In addition, you learn the True Strike cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet, no longer requires concentration, and you can cast it as a bonus action.
Channel Divinity: Divine Tracker
Starting at 2nd level, you can use your Channel Divinity to heighten your ability to track a target.
As an action, choose a creature that you can see within 120 feet from you. For the next hour, you have advantage on all checks to track the creature. You also always know the distance and direction that the creature is, as long as they are on the same plane as you. This feature ignores spells and other magical effects that would normally hide a creature's presence, such as the Nondetection spell and the Crag Cat's nondetection feature.
Advantageous Movement
Beginning at 6th level, you are always ready to move to a better position when the time arises. When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to move up to half your movement. This movement doesn’t provoke opportunity attacks.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Eyes of the Hunt
At 17th level, those whom you seek cannot remain hidden from you. You add the Scrying spell to your list of domain spells. Like your other domain spells, it is always prepared. You can cast Scrying without expending a spell slot and without material components. If you target a creature with the spell, it has disadvantage on the saving throw and ignores spells and other magical effects that hide a creature from divination magic.
You can use this feature twice and regain all expended uses when you finish a long rest.
Wandslinger (Wizard Subclass) - This one is actually an overhaul for one of my older homebrews. I still love the idea, but felt that I could've done much better. In this version I put more emphasis on empowering your cantrips and arcane foci rather the over done "when you cast X you can cast X" feature, even though I still have that kind of feature as a subclass capstone since I felt it was still fitting.
Cantrip Specialist
At 2nd level, as a Wandslinger you are specialized in the art of casting cantrips. You learn two cantrips from the wizard spell list. Cantrips gained through this feature don't count against your number of known cantrips.
Optional Rule: Your DM might allow you to learn additional cantrips, possibly even from other spell lists. Talk to them to discuss if this is fitting for your group and what other rulings might be required in your campaign.
Wandslinger's Focus
Beginning at 2nd level, you gain proficiency in Woodcarver's tools. When you finish a long rest, you can use Woodcarver's tools to engrave special sigils into a rod, staff, or wand, turning it into a Wandslinger's Focus. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. While you have a Wandslinger's Focus you gain the following benefits;
You can use the Wandslinger's Focus as a spellcasting focus for your wizard spells.
You can add your Intelligence modifier to the damage you deal with any wizard cantrip.
You are also adept at crafting certain arcane spellcasting focuses, which are described in the Adventuring Gear section of the Player's Handbook. The gold and time you must spend to make rod, staff or wand is halved.
Focus Recovery
Starting at 6th level, overcoming the drawbacks of spellcasting focuses, you can restore some of the focuses power. Once per day when you finish a short or long rest, choose one arcane focus that has charges, the item regains 1d4 charges. You must be in possession of the item for it to regain charges.
In addition, when you expend the last charge of a rod, staff, or wand and roll a 1 on the d20 roll that would result in the item being destroyed or becoming a nonmagical item. The item instead functions as an arcane focus, but cannot use its other features until the item regains charges.
Focus Infusion
At 10th level, you've expanded the capabilities of your Wandslinger's Focus, allowing you to infuse your magic into the it. When you create a Wandslinger's Focus or at the end of a long rest, you can choose a 1st level spell from your spellbook to infuse into your Wandslinger's Focus. The focus has a number of charges equal to your proficiency bonus. As an action, expend 1 or more charges to cast the chosen spell. You can increase the spell slot level by one for each additional charge you expend.
Fluid Spellcasting
When reaching 14th level, you can cast spells in rapid succession using the momentum from other spells. When you expend a spell slot to cast a spell of 1st level or higher, you can cast a cantrip with a casting time of 1 action as a bonus action.
I've been jumping between a few subclasses for some time, and it's been awhile since I've asked for opinions on each of them. So I'm curious what you guys think about these subclasses and what additional work needs to be done, whether that means an opinion on my design, balance, or grammar. Now I'm not asking you to look over all of them if you don't to, but even if it's a sort opinion it really helps out. With that said, I hope you enjoy what you see and thanks for the help.
College of Companionship (Bard Subclasses) - In short, it's a healing bard. Which I'm surprised that WotC haven't made something similar to this yet. I know I went a more simplistic route when designing this subclass, but I always felt that healing subclasses are generally better when they're made simple since they generally draw in newer players.
Insightful Nature
When you join the College of Companionship at 3rd level, you gain proficiency in Insight and one of the follow skills; Deception, Intimidation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Soothing Words
Starting at 3rd level, your soothing words of inspiration have a magical healing effect. As a bonus action, you can expend one use of your Bardic Inspiration to heal a target within 60 feet of you that you can see. The target regains a number of hit points equal to Bardic Inspiration + your Charisma modifier (minimum of 1).
Improved Countercharm
At 6th level, the Countercharm feature gains the following benefits:
Words of Encouragement
Also at 6th level, those who hear your encouraging words strive to persevere any obstacle put before them. When you finish a short or long rest, you can choose up to a number of creatures (excluding yourself) equal to your Charisma modifier to gain a Minor Inspiration. A Minor Inspiration die functions as a Bardic Inspiration die except it is a 1d4 and lasts until it is either used or your finish a next short or long rest.
The Minor Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 10th level, and a d8 at 15th level.
Cathartic Inspiration
Starting at 14th level, your words of inspiration bolsters those who heed your words. When a creature either uses your Bardic Inspiration die or is the target of your Soothing Words feature, it gains temporary hit points equal to the number rolled on the bardic inspiration die.
Contractor (Artificer Subclass) - Trying to quickly sum it up, it's a pseudo martial artificer that creates magical blocks that can be used to either attack, push a creature or creates cover. Out of these subclasses presented, the concept of this subclass it by far my favorite although I feel that I might have been a bit tamed in the overall design of the subclass.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Carpenter's Tools or Mason's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
Starting at 3rd level, you learn the Mold Earth cantrip, it counts as artificer cantrip for you and doesn’t count against the number of artificer cantrips you know. When you cast Mold Earth, you can affect an area up to a 10-foot square.
You also always have certain spells prepared after you reach particular levels in this class, as shown in the Contractor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Contactor Spells
3rd
Catapult, Floating Disk
5th
Enlarge/Reduce, Shatter
9th
Tiny Hut, Erupting Earth
13th
Fabricate, Resilient Sphere
17th
Passwall, Wall of Stone
Contractor's Weaponry
When you reach 3rd level, you gain proficiency with the following weapons; Battleaxe, Greataxe, Maul, and Warhammer.
Arcanum Blocks
By 3rd level, you've learned how to create magical blocks that you can manipulate. Using carpenter's tools or mason's tools, you can take an action to magically create three blocks that no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. You determine the material that the blocks are made of, such as stone, wood or another building material; your choice has no effect on its game statistics. When you reach higher levels in this class you can create additional blocks, increasing to 4 blocks at 5th level, 5 blocks at 9th level, and 6 blocks at 15th level.
Once you create the blocks, you can’t do so again until you finish a long rest or until you expend a spell slot. If you create additional blocks while blocks are still present, the previously created blocks disappear.
These blocks are magical objects. Regardless of size, the each block has an AC equal to 10 + your proficiency bonus and a number of hit points equal to triple you artificer level. The blocks are immune to poison damage, psychic damage, and all conditions. If forced to make an a saving throw, treat the block's ability scores as 10 (+0). If the mending spell is cast on a block, it regains 2d6 hit points. A block disappears after 1 hour or if it's hit points are reduced to 0. You can dismiss the blocks early as an action. On each of your turns, as a bonus action you can issue one of the following commands, as long as you are within 120 feet of the block(s):
Wrecker's Impact
Starting at 5th level, you've learned a technique that allows you to wield weapons with destructive force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 force damage to the target. The damage increases when you reach higher levels in this class, increasing to 2d6 at 9th level, and 3d6 at 15th level.
In addition, your weapon attacks and your Arcanum Blocks gain the Siege property (deals double damage to objects and structures).
Foundational Focus
At 9th level, building a strong foundation allows further room for improvement. You gain the following benefits;
Reinforced Materials
At 15th level, with better materials you can do more with what you have. You gain the following benefits;
Hunt Domain (Cleric Subclass) - I know this domain it one of the more popular ones, but I just haven't found one that I've liked (probably due to most focus too much on the nature side of hunting). This subclass ended up as a martial domain that has an emphasis on divination magics. When it comes to the true strike bonus, I'm debating on out right removing it, but them change the feature to you can grant advantage to a creature's attack rolls.
Domain Spells
Starting at 1st level, you gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Hunt Domain Spells
Cleric Level
1st
Alarm, Hunter's Mark
3rd
Pass Without Trace, See Invisibility
5th
Clairvoyance, Nondetection
7th
Greater Invisibility, Locate Creature
9th
Commune with Nature, Mislead
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Survival skill, and martial weapons.
Assisted Strike
Also starting at 1st level, when you see a weak point on your foes, you use that knowledge to aid your allies attacks. Once per turn when you have advantage on an attack roll, you can forgo the advantage to give a creature within 60 feet of you advantage on their next attack roll within 1 minute. If the creature hits with the attack, the target takes additional force damage equal to your cleric level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. In addition, you learn the True Strike cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet, no longer requires concentration, and you can cast it as a bonus action.
Channel Divinity: Divine Tracker
Starting at 2nd level, you can use your Channel Divinity to heighten your ability to track a target.
As an action, choose a creature that you can see within 120 feet from you. For the next hour, you have advantage on all checks to track the creature. You also always know the distance and direction that the creature is, as long as they are on the same plane as you. This feature ignores spells and other magical effects that would normally hide a creature's presence, such as the Nondetection spell and the Crag Cat's nondetection feature.
Advantageous Movement
Beginning at 6th level, you are always ready to move to a better position when the time arises. When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to move up to half your movement. This movement doesn’t provoke opportunity attacks.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Eyes of the Hunt
At 17th level, those whom you seek cannot remain hidden from you. You add the Scrying spell to your list of domain spells. Like your other domain spells, it is always prepared. You can cast Scrying without expending a spell slot and without material components. If you target a creature with the spell, it has disadvantage on the saving throw and ignores spells and other magical effects that hide a creature from divination magic.
You can use this feature twice and regain all expended uses when you finish a long rest.
Wandslinger (Wizard Subclass) - This one is actually an overhaul for one of my older homebrews. I still love the idea, but felt that I could've done much better. In this version I put more emphasis on empowering your cantrips and arcane foci rather the over done "when you cast X you can cast X" feature, even though I still have that kind of feature as a subclass capstone since I felt it was still fitting.
Cantrip Specialist
At 2nd level, as a Wandslinger you are specialized in the art of casting cantrips. You learn two cantrips from the wizard spell list. Cantrips gained through this feature don't count against your number of known cantrips.
Optional Rule: Your DM might allow you to learn additional cantrips, possibly even from other spell lists. Talk to them to discuss if this is fitting for your group and what other rulings might be required in your campaign.
Wandslinger's Focus
Beginning at 2nd level, you gain proficiency in Woodcarver's tools. When you finish a long rest, you can use Woodcarver's tools to engrave special sigils into a rod, staff, or wand, turning it into a Wandslinger's Focus. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. While you have a Wandslinger's Focus you gain the following benefits;
You are also adept at crafting certain arcane spellcasting focuses, which are described in the Adventuring Gear section of the Player's Handbook. The gold and time you must spend to make rod, staff or wand is halved.
Focus Recovery
Starting at 6th level, overcoming the drawbacks of spellcasting focuses, you can restore some of the focuses power. Once per day when you finish a short or long rest, choose one arcane focus that has charges, the item regains 1d4 charges. You must be in possession of the item for it to regain charges.
In addition, when you expend the last charge of a rod, staff, or wand and roll a 1 on the d20 roll that would result in the item being destroyed or becoming a nonmagical item. The item instead functions as an arcane focus, but cannot use its other features until the item regains charges.
Focus Infusion
At 10th level, you've expanded the capabilities of your Wandslinger's Focus, allowing you to infuse your magic into the it. When you create a Wandslinger's Focus or at the end of a long rest, you can choose a 1st level spell from your spellbook to infuse into your Wandslinger's Focus. The focus has a number of charges equal to your proficiency bonus. As an action, expend 1 or more charges to cast the chosen spell. You can increase the spell slot level by one for each additional charge you expend.
Fluid Spellcasting
When reaching 14th level, you can cast spells in rapid succession using the momentum from other spells. When you expend a spell slot to cast a spell of 1st level or higher, you can cast a cantrip with a casting time of 1 action as a bonus action.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.