sky dancer gets you 30ft flight at 3rd level that is way to strong
the bonus of favor of the wind is too strong for comparsion watcher get plus cha mod to initiative to everyone in 10ft (and those in that area cant get surprised) at 7th level
all the other stuff either depends on those but is otherwised balanced or is slightly overpowered
Okay, I'll do this in chunks. For the Sky Dancer ranger:
1. I like the lore, very cool. 2. For the spell table, you might want to use tooltips to make it easier to navigate, but that is by no means a necessity. All of the spells make sense according to the theme. 3. Take to the Sky is already really good at 3rd level. Compare it to the Storm Sorcerer's Tempestuous Magic. I would recommend dropping this and just keeping Favor of the Wind. 4. For Favor of the Wind, gaining advantage on initiative is a bit awkward. I would recommend being able to impose disadvantage on a ranged weapon attack targeting you as a reaction, in addition to the initiative bonus. 5. Dancing Motion is fine, relatively balanced. 6. I would recommend basing Strafe Attack on the Penetrating Shot from Matt Mercer's Gunslinger subclass. 7. Wind Blades is like uber-multiattack. I would change this to making a melee attack and moving up to half your speed as a bonus action. 8. For Wind at Our Back, I would recommend giving a flying speed here, in addition to the doubled speed.
Overall, I really like the theme of this subclass, though there are a few tweaks you could make with the mechanics.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Yeah I was prepared to hear people call favor of the wind overpowered, I was interested in hearing how people would balance it.
A bit of my mistakes on this subclass derive from it originally being intended for revised ranger.
The 11th level abilities derive from the theme of ranger subclasses getting multi-attack like abilities to make up for the fact that they don't get more than two attacks. (Or at least that is what I believe it to be for) And those abilities are my attempt at maintaining that theme. I originally had Strafe Attack to be like penetrating shot but thought that with this subclass using height a lot, working out the angle for players would be more arduous than fun, which is why I grounded the area of attack.
I'm definitely going to be taking away a lot of power from third level and moving it to 15th.
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Ranger subclass, focuses on flight and wind
https://www.dndbeyond.com/subclasses/694575-sky-dancer-conclave
Monk subclass, turns firearms into monk weapons
https://www.dndbeyond.com/subclasses/694644-way-of-gun-fu
Barbarian Subclass, Content warning for those who dislike self-harm
https://www.dndbeyond.com/subclasses/694632-path-of-the-immolator
Sorcerer Subclass based on the mythic creatures in Mythic Odysseys of Theros
https://www.dndbeyond.com/subclasses/694653-mythic-curse
Druid Subclass, focuses on a new take on grappling and a new playstyle for druid
https://www.dndbeyond.com/subclasses/694889-circle-of-tides
I would appreciate any feedback I can get on these whether balance, clarity, or the theme of the subclass. Thanks!
I do not understand why favor of the wind grants a bonus to allies, or why it has both an advantage and Ability Modifier bonus.
gun fu is odd the worst part is bullet dance which seems very clunky and greatly overpowered in its current form
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
sky dancer gets you 30ft flight at 3rd level that is way to strong
the bonus of favor of the wind is too strong for comparsion watcher get plus cha mod to initiative to everyone in 10ft (and those in that area cant get surprised) at 7th level
all the other stuff either depends on those but is otherwised balanced or is slightly overpowered
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Okay, I'll do this in chunks. For the Sky Dancer ranger:
1. I like the lore, very cool.
2. For the spell table, you might want to use tooltips to make it easier to navigate, but that is by no means a necessity. All of the spells make sense according to the theme.
3. Take to the Sky is already really good at 3rd level. Compare it to the Storm Sorcerer's Tempestuous Magic. I would recommend dropping this and just keeping Favor of the Wind.
4. For Favor of the Wind, gaining advantage on initiative is a bit awkward. I would recommend being able to impose disadvantage on a ranged weapon attack targeting you as a reaction, in addition to the initiative bonus.
5. Dancing Motion is fine, relatively balanced.
6. I would recommend basing Strafe Attack on the Penetrating Shot from Matt Mercer's Gunslinger subclass.
7. Wind Blades is like uber-multiattack. I would change this to making a melee attack and moving up to half your speed as a bonus action.
8. For Wind at Our Back, I would recommend giving a flying speed here, in addition to the doubled speed.
Overall, I really like the theme of this subclass, though there are a few tweaks you could make with the mechanics.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
I appreciate the feedback!
Yeah I was prepared to hear people call favor of the wind overpowered, I was interested in hearing how people would balance it.
A bit of my mistakes on this subclass derive from it originally being intended for revised ranger.
The 11th level abilities derive from the theme of ranger subclasses getting multi-attack like abilities to make up for the fact that they don't get more than two attacks. (Or at least that is what I believe it to be for) And those abilities are my attempt at maintaining that theme. I originally had Strafe Attack to be like penetrating shot but thought that with this subclass using height a lot, working out the angle for players would be more arduous than fun, which is why I grounded the area of attack.
I'm definitely going to be taking away a lot of power from third level and moving it to 15th.