I've a been having a bit of trouble balancing my newest subclass, a sorcerer who draws their power from the Abyss. Any feedback would be highly appreciated. Thank you!
Demonic Descent Demonic descent sorcerers get their powers from the chaotic energy of the Abyss. Living near a demonic portal, having an ancestor that was a fiend, or slaying a powerful demon can all grant demonic descent sorcerers their abilities. While these sorcerers often feel as their magic was more a curse than a blessing, others fear them for their fiendish gifts and notoriously dark temperaments.
Abyssal Spells
1st-level Demonic Descent feature
You learn additional spells when you reach certain levels in this class, as shown on the Abyssal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
The dark power of the Abyss courses through your veins. You can speak, read and write Abyssal, and you can speak telepathically with any creature you share a language with out to a range of 60 feet.
Touch of Madness
6th-level Demonic Descent feature
You can channel the power of the Abyss to drive your foes insane. When you cast a spell, you can choose a number of creatures affected by the spell equal to your Charisma modifier. Each creature must make a Wisdom saving throw against your spell save DC or be affected by a type of short-term madness for 1 minute.
Once you use this feature, you can't use it again until you finish a short or long rest.
Bulwark of Torment
14th-level Demonic Descent feature
You gain unearthly resistance to wounds, allowing you to shrug off weaker attacks. When you take damage less than or equal to your sorcerer level from a single source, you can instead take no damage. If the damage was dealt by a creature you can see within 60 feet of you, the creature takes 1d6 psychic damage.
Abyssal Vortex
18th-level Demonic Descent feature
You can summon the dread power of the Abyss to yourself. As an action, you emanate a 60-foot radius aura of chaos and darkness. For 1 minute or until you lose concentration (as if concentrating on a spell), each creature of your choice that starts its turn within the aura or enters it for the first time on its turn takes 2d6 psychic damage. In addition, while the aura persists, at the start of each your turns you may choose one of the following effects. which lasts until the aura ends or you choose a new effect:
When a creature is reduced to 0 hit points within the aura, each creature of your choice within the aura gains 15 temporary hit points.
When a creature within the aura makes an attack or casts a spell, you can force it to make a Wisdom saving throw against your spell save DC or be incapacitated until the start of your next turn.
When a creature within the aura moves 5 feet or more, you can force it to make a Constitution saving throw against your spell save DC or take 1d6 force damage and have its movement speed be reduced to 0 until the start of your next turn.
Each attack roll within the aura has your choice of advantage or disadvantage.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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.
As much as I like madness, the 6th level ability seems a little strong. Short term madness is really effective in combat. I'm also unsure about how Bulwark of Torment fits in, and I don't know why your sorcerer subclasses(This and your elemental sorcerer, at least) all do force damage with their 18th level ability, even though both have distinctive damage types.
As much as I like madness, the 6th level ability seems a little strong. Short term madness is really effective in combat. I'm also unsure about how Bulwark of Torment fits in, and I don't know why your sorcerer subclasses(This and your elemental sorcerer, at least) all do force damage with their 18th level ability, even though both have distinctive damage types.
Yeah, I might switch the 6th and 14th level abilities. Bulwark of Torment is supposed to represent how powerful demons can simply shrug off weaker attacks, but I wanted to do something more original than damage resistances. Also, the 18th level ability for the subclass does psychic damage, not force damage.
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.
As much as I like madness, the 6th level ability seems a little strong. Short term madness is really effective in combat. I'm also unsure about how Bulwark of Torment fits in, and I don't know why your sorcerer subclasses(This and your elemental sorcerer, at least) all do force damage with their 18th level ability, even though both have distinctive damage types.
Yeah, I might switch the 6th and 14th level abilities. Bulwark of Torment is supposed to represent how powerful demons can simply shrug off weaker attacks, but I wanted to do something more original than damage resistances. Also, the 18th level ability for this does psychic damage, not force damage.
When a creature within the aura moves 5 feet or more, you can force it to make a Constitution saving throw against your spell save DC or take 1d6 force damage and have its movement speed be reduced to 0 until the start of your next turn.
As much as I like madness, the 6th level ability seems a little strong. Short term madness is really effective in combat. I'm also unsure about how Bulwark of Torment fits in, and I don't know why your sorcerer subclasses(This and your elemental sorcerer, at least) all do force damage with their 18th level ability, even though both have distinctive damage types.
Yeah, I might switch the 6th and 14th level abilities. Bulwark of Torment is supposed to represent how powerful demons can simply shrug off weaker attacks, but I wanted to do something more original than damage resistances. Also, the 18th level ability for this does psychic damage, not force damage.
When a creature within the aura moves 5 feet or more, you can force it to make a Constitution saving throw against your spell save DC or take 1d6 force damage and have its movement speed be reduced to 0 until the start of your next turn.
As much as I like madness, the 6th level ability seems a little strong. Short term madness is really effective in combat. I'm also unsure about how Bulwark of Torment fits in, and I don't know why your sorcerer subclasses(This and your elemental sorcerer, at least) all do force damage with their 18th level ability, even though both have distinctive damage types.
Yeah, I might switch the 6th and 14th level abilities. Bulwark of Torment is supposed to represent how powerful demons can simply shrug off weaker attacks, but I wanted to do something more original than damage resistances. Also, the 18th level ability for this does psychic damage, not force damage.
When a creature within the aura moves 5 feet or more, you can force it to make a Constitution saving throw against your spell save DC or take 1d6 force damage and have its movement speed be reduced to 0 until the start of your next turn.
That's because I didn't think feature was as strong as the other three without the additional damage.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
As much as I like madness, the 6th level ability seems a little strong. Short term madness is really effective in combat. I'm also unsure about how Bulwark of Torment fits in, and I don't know why your sorcerer subclasses(This and your elemental sorcerer, at least) all do force damage with their 18th level ability, even though both have distinctive damage types.
Yeah, I might switch the 6th and 14th level abilities. Bulwark of Torment is supposed to represent how powerful demons can simply shrug off weaker attacks, but I wanted to do something more original than damage resistances. Also, the 18th level ability for this does psychic damage, not force damage.
When a creature within the aura moves 5 feet or more, you can force it to make a Constitution saving throw against your spell save DC or take 1d6 force damage and have its movement speed be reduced to 0 until the start of your next turn.
That's because I didn't think feature was as strong as the other three without the additional damage.
this... this is so cool!!!!! :D I'm going to make a demon sorcerer right now
only thing: Bulwark of Torment is way op. and maybe alter self should be switched to darkness instead.
Bulwark of Torment is only really effective against a bunch of weak enemies or if an enemy rolls low damage, but I see your point. I'll think about how to fix it.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
question: when will you make it so that we can use it in the character builder?
I'll try to make it once I've gotten enough feedback that I think it works well.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The 14th level ability would be way too good against a lot of weak enemies. Also, as Halfast said, 6th level ability is really strong in combat. Otherwise, great job. And it would be great to rp
As an alternative, or if you want something to compare, check out the Abyssal Legacy Sorceror in this "Tweaked Sorcerer" set of subclasses on GM Binder. I have one playing in one of my groups with a Oath of Ancients Palladin, Arcane Trickster and Circle of Moon Druid 2 / Ranger Drakewarden 3, and she doesn't rock the boat. With this one the PC gets chaotic energy, a progression of fiendish traits, they get spells expanded to include possession/domination as well as summoning fiends from your power's origins, the capstone feature you get is also a reality breach that to me is a bit more streamlined than the one presented here.
I've a been having a bit of trouble balancing my newest subclass, a sorcerer who draws their power from the Abyss. Any feedback would be highly appreciated. Thank you!
Demonic Descent
Demonic descent sorcerers get their powers from the chaotic energy of the Abyss. Living near a demonic portal, having an ancestor that was a fiend, or slaying a powerful demon can all grant demonic descent sorcerers their abilities. While these sorcerers often feel as their magic was more a curse than a blessing, others fear them for their fiendish gifts and notoriously dark temperaments.
Abyssal Spells
1st-level Demonic Descent feature
You learn additional spells when you reach certain levels in this class, as shown on the Abyssal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Abyssal Spells
Demonic Ichor
1st-level Demonic Descent feature
The dark power of the Abyss courses through your veins. You can speak, read and write Abyssal, and you can speak telepathically with any creature you share a language with out to a range of 60 feet.
Touch of Madness
6th-level Demonic Descent feature
You can channel the power of the Abyss to drive your foes insane. When you cast a spell, you can choose a number of creatures affected by the spell equal to your Charisma modifier. Each creature must make a Wisdom saving throw against your spell save DC or be affected by a type of short-term madness for 1 minute.
Once you use this feature, you can't use it again until you finish a short or long rest.
Bulwark of Torment
14th-level Demonic Descent feature
You gain unearthly resistance to wounds, allowing you to shrug off weaker attacks. When you take damage less than or equal to your sorcerer level from a single source, you can instead take no damage. If the damage was dealt by a creature you can see within 60 feet of you, the creature takes 1d6 psychic damage.
Abyssal Vortex
18th-level Demonic Descent feature
You can summon the dread power of the Abyss to yourself. As an action, you emanate a 60-foot radius aura of chaos and darkness. For 1 minute or until you lose concentration (as if concentrating on a spell), each creature of your choice that starts its turn within the aura or enters it for the first time on its turn takes 2d6 psychic damage. In addition, while the aura persists, at the start of each your turns you may choose one of the following effects. which lasts until the aura ends or you choose a new effect:
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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.
As much as I like madness, the 6th level ability seems a little strong. Short term madness is really effective in combat. I'm also unsure about how Bulwark of Torment fits in, and I don't know why your sorcerer subclasses(This and your elemental sorcerer, at least) all do force damage with their 18th level ability, even though both have distinctive damage types.
I have a weird sense of humor.
I also make maps.(That's a link)
Yeah, I might switch the 6th and 14th level abilities. Bulwark of Torment is supposed to represent how powerful demons can simply shrug off weaker attacks, but I wanted to do something more original than damage resistances. Also, the 18th level ability for the subclass does psychic damage, not force damage.
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 have a weird sense of humor.
I also make maps.(That's a link)
Looking for a campaign? Or, perhaps, trying to start one? Come join Rolegate! Just send me a friend request (same name as here) and I'll help you get started!
Ducks are just geese lite. Focus on the future. It'll become the past soon enough.
Istari and White Counsel in Club. Not the wish-granter of a thread.
Become a Plague Doctor today!
Join the Knights of the Random Table and Calius and Kothar Industries!
Homebrew: Artifact, Dungeon
May be offline due to school
That's because I didn't think feature was as strong as the other three without the additional damage.
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.
Yes, but I think the damage shouldn't be force.
I have a weird sense of humor.
I also make maps.(That's a link)
this... this is so cool!!!!! :D I'm going to make a demon sorcerer right now
only thing: Bulwark of Torment is way op. and maybe alter self should be switched to darkness instead.
I am an average mathematics enjoyer.
>Extended Signature<
question: when will you make it so that we can use it in the character builder?
I am an average mathematics enjoyer.
>Extended Signature<
Bulwark of Torment is only really effective against a bunch of weak enemies or if an enemy rolls low damage, but I see your point. I'll think about how to fix it.
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'll try to make it once I've gotten enough feedback that I think it works well.
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.
The 14th level ability would be way too good against a lot of weak enemies. Also, as Halfast said, 6th level ability is really strong in combat. Otherwise, great job. And it would be great to rp
As an alternative, or if you want something to compare, check out the Abyssal Legacy Sorceror in this "Tweaked Sorcerer" set of subclasses on GM Binder. I have one playing in one of my groups with a Oath of Ancients Palladin, Arcane Trickster and Circle of Moon Druid 2 / Ranger Drakewarden 3, and she doesn't rock the boat. With this one the PC gets chaotic energy, a progression of fiendish traits, they get spells expanded to include possession/domination as well as summoning fiends from your power's origins, the capstone feature you get is also a reality breach that to me is a bit more streamlined than the one presented here.
Jander Sunstar is the thinking person's Drizzt, fight me.