Combining both your ideas and making a Mud Sorcerer with elements of Druid for both the Mud Elemental and the Familiar.... The two of you should put your heads together on that one!
At 1st level, you gain the additional cantrip, mold earth. It doesn't count against the amount of cantrips you have. You also learn Primordial, which you can speak, read, and write. You also ignore difficult terrain caused by mud.
Body of Ooze
At 1st level, as an reaction, you turn your body into mud when hit by an attack that deals bludgeoning, piercing, or slashing damage. You avoid all damage from that attack that is bludgeoning, piercing, or slashing damage, and you cannot be damaged until the end of your next turn by any attacks. Once you use this ability, you cannot use it again until the end of a short or long rest.
Fluid Form
At level 6, as an action you may turn yourself into fluid. In this form you gain the following benefits that last for 1 minute:
You gain resistance to nonmagical bludgeoning, slashing, and piercing damage.
You are amorphous, and can squeeze through small spaces of 1 inch or larger in diameter.
You gain a burrowing speed of 20 feet in mud.
After you use this ability you cannot use it again until you take a long rest.
Mancer of Mud
At level 14, you can truly become one with mud. You gain immunity to the following conditions: petrified, restrained, grappled, and poisoned. You have resistance to acid damage, and immunity to poison damage.
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Not bad. I had imagined something more along the lines of this:
Level 1- Muddy Magic. Access to the Druid spell list. These count as Sorcerer spells for you. Mud Familiarity. When you cast Find Familiar you get a Mud Mephit as your familiar.
Level 6-. Aspect of Mud. As a bonus action you can transform into a muddy aspect of yourself. While transformed you gain the following benefits:
You gain resistance to poisons and to nonmagical bludgeoning, slashing, and piercing damage.
You and any equipment you are carrying become amorphous, and can squeeze through small spaces of 1 inch or larger in diameter.
You gain a burrowing speed of 20 feet in mud.
You gain advantage on checks to break free from grapples and nonmagical restraints.
Those benefits last for minute, or until you fall unconscious. You can use this ability twice. You regain expended uses when you finish a short or long rest.
Level 14- Muddy Investment. You learn the Investiture of Mud spell (similar to the Investiture of Stone, but mud instead, gotta write that), and not count against “spells known.” You can cast it once per long rest without a expending a spell slot.
Level 18-. One With the Mud. You can expend two uses of your Aspect of Mud ability to turn into a Mud Elemental. (Uses all the same blah blah that it says for Circle of Land Druids. Similar to Earth Elemental or Water Elemental. Gotta write that too.)
I like it, just a few things. There should only be a few spells that they gain added to their prepared and known spells. The level 14 shouldn't be Investiture of Mud, I had it be immunity to certain conditions, petrified because they essentially cast mud to stone on themselves when petrified, restrained and grappled because of slipperyness, poisoned because of that you are now mud.
I forgot level 18. Here's my idea for that.
Master of Mud
At level 18, your body is fused with the elemental plane of mud, and you can call forth creatures from the mud that makes up your body. As an action, once each long rest, you may summon 1d6 mud elementals (CR 5), and they remain for 1 minute, or until reduced to 0 hit points.
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Please check out my homebrew, I would appreciate feedback:
Well while we're posting potential subclass features, here's my take on the nature/earth sorcerer.
After making this, I kinda realized I went all-in on the nature aspect and way less in on the earth aspect, but hey, that's ok too. I also kind of decided to make it more of a "master of your own domain" type of spellcaster and less of a purely terrain-altering focused subclass. I'm quite happy with the outcome.
Sorcerous Origin: Green-born
Your arcane power has its roots in the very earth-bones of the planet, harnessing the untapped wilds and primal forces of nature and bending them to your will. Many sorcerers with this origin can claim powerful Archfey as their ancestors, with their control over the forests and greenery of the world being a manifestation of their latent fey bloodline. Others claim to have been conceived in the sacred glades of unicorns, touched by their radiance and granted power over flora. Some Green-born are left in the care of druids, so that they might better understand their innate connection to the world around them, in relation to the Old Faith.
As a Green-born, your appearance might be tinged with the essence of the wild. You might have rock-like protrusions on your body. Some have green tinted skin and eyes. Others might possess the horns of goats, stags, or even unicorns. In rare cases, some have been known to possess a lower body similar to a Satyr.
From Fertile Soil
You can speak, read, and write both Sylvan and Druidic. Furthermore, your link to nature grants you the ability to learn Druid spells. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, you gain resistance to poison and disease, and ignore difficult terrain caused by rugged earth and/or dense foliage.
Of Root and Vine
Your Root and Vine feature takes on the appearance of your choosing. If your sorcerer is from a densely jungled part of the world, it might take the form of twisted trees and thick, knotted vines. A desert bred Green-born's roots might take the form of tangled tumbleweeds and thorned cacti. The appearance of your Root and Vine ability is entirely up to you, but its capabilities remain the same.
..Also, just imagine a giant cactus flying up in the air and smacking a griffon down into some thorny bushes. That would be epic, right?
Starting at 1st level, you gain the ability to harness the strength of the forest to fortify your footing and warp the flora around you. As a bonus action, you can root yourself to your current location, dropping your speed to 0 and creating an area of difficult terrain centered on you in a 10 foot radius. Additionally, when a creature moves within 10 feet of you, you may use your reaction to restrain them. At the start of each of their turns, they may make a Dexterity or Strength saving throw (their choice) equal to your spell DC in order to break free. A creature who has succeeded their save may not be affected by this ability until you have rooted yourself again. If a creature attempts to move you, they must make a Strength check equal to your spell DC to uproot you.
The range of this feature increases to 15ft at 6th level, 20ft at 14th, and 30ft at 18th.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all uses upon completing a long rest.
Siphoning Roots
Starting at 6th level, you learn to force your vines burrow into the flesh of your enemies, draining their life force and fueling your own. When you use your Of Root and Vine feature, you may spend 3 sorcery points to spawn parasitic roots. When a creature is restrained by these roots, they take damage equal to half your sorcery level at the start of each turn as you drain their life force, healing yourself for the damage dealt.
The strength and reach of your of Root and Vines feature also increases. you may target a creature up to 30 feet away from your Root and Vine radius and attempt to drag it into the zone. As a bonus action, you may spend 2 sorcery points to force a creature to make a Dexterity saving throw against your spell save DC. on a failure, it takes 2d6 force damage and is dragged 10 ft into your Root and Vine radius.
Whispers of the Woods
At 6th level, you gain the ability to speak to the plants around you and beckon them to your bidding. You learn the spell Speak with Plants. Additionally, you may cast it using 2 sorcery points. When the spell is cast using sorcery points, its casting time is reduced to 1 action. Once the spell is cast in this way, it cannot be cast this way again until the end of a short rest.
Verdant Waltz
At 14th level, when you are hit by a melee attack while your Of Root and Vine feature is active, you may use your reaction to instantly travel anywhere in its radius. When you use this feature, the radius of your Of Root and Vine feature stays centered on where it was initially cast. At the start of your next turn, the radius aligns with your position and centers on you as it normally would.
Sacred Glade
At 18th level, you radiate an aura of pristine purity and spirit, strengthening your vitality and granting protection against the elements. At the start of each of your turns, you and 5 creatures of your choice within 10 feet regain health equal to your sorcerer level. When your Of Root and Vine feature is active, the range of this ability increases to 30 feet.
Additionally, when you use your Of Root and Vine feature, you may spend 6 sorcery points to create a brilliant shimmering mist within its range. Any spells, ignoring your own, that are cast within the radius or aimed inside the radius of your Of Root and Vine feature deals half damage.
You also gain immunity to all poison and necrotic damage.
**EDIT**
Does this really belong on this forum board, btw? we might want to make our own "Hopeful UA releases/Potential Subclasses" thread if this goes on.
Their next book is announced. Explorer's Guide to Wildemount, takes place in the continent Season 2 of Critical Role does, some of the recent UA subclasses might appear there. Not all, but maybe Onoumancer, and a few others.
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Please check out my homebrew, I would appreciate feedback:
The three subclasses introduced won't be in any UA we'll ever see, they are all Dunamancy based, a wizard time shifter called the Chronurgist, I assume a wizard gravity shaper the Graviturgist, and I also assume a fighter subclass, the Echo Warrior that deals with alternate timelines and pulls duplicates of themselves from alternate realities to help them essentially jump across the battlefield.
I guess the UA are coming up in a different book.
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Please check out my homebrew, I would appreciate feedback:
I just watched the videos where Matt talks about the new classes. I'm a pretty big fan of CR, so I'm really into the new classes (Echo Knight and Graviturgist in particular are awesome to me), and truth be told, these new wizard classes will probably go over much better than Onomancy and Psionics would.
I've seen so many complaints about Psionics "not being psionics!" and Onomancy making true names trivial. I don't particularly have any strong love for these subclasses myself, I never played an edition with Psionics in it so I don't have a real opinion on the matter, and maybe True Names should be a bit more special than the Onomancy class makes them out to be.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I'm hoping another ranger subclass. My guess? Fighter, Ranger, Druid, Sorcerer. I don't think there's any established pattern, but ranger has only been in these new UAs once so far, as has sorcerer and druid, so they're probably due for a new one.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Don't get me wrong; the "College of Eloquence" was a nifty subclass for a social bard.
...but the bard has already got a strong skill base, so I'm looking for something to really ignite my love of bards again. Something explosive. Stylish!
Glamour & Sword Bards were my favorite additions thus far for those reasons...the Sword Bard let me play my "hero" character, and Glamour Bards really let you play a rockstar.
But if they have a Rogue or Fighter subclass, I wouldn't be unhappy.
Have you checked out College of Whispers? Tons of fun!
I would also love a new Bard with lots of flashy stuff.
Oh yes...the College of Whispers is pretty neat. Good for a manipulator or infiltrator.
The most appealing aspect, to me, is the Psychic Blades...though they can only be applied with a successful weapon strike, and the Whispers Bard is more an assassin than a warrior.
I suppose I'd enjoy a more "powerful" bard...and judging from the high number of "heavy metal" home brews, there are a lot of people who'd enjoy a bard who can literally melt faces or riff lightning.
Not a warrior like the Sword Bard or Valor Bard...a bard who channels primal magic through their performances or voice to wreak devastation.
Honestly, if they took the "Resonant" mechanic from the Onomancy Wizard, or the magical runes from the Runic Knight Fighter, and re-flavored them as ancient phrases or words of power that the bard could conjure through a "roar"...that'd be sweet.
You know, I had a shower thought; Wouldn't it be cool if there was a psionics character that basically used telekinesis to fling a crap ton of weapons around? Like maybe a barbarian or something that gets the ability to imbue weapons with psychic damage and reach while raging?
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
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Deadseven and LeviRocks,
Combining both your ideas and making a Mud Sorcerer with elements of Druid for both the Mud Elemental and the Familiar.... The two of you should put your heads together on that one!
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Here's some ideas.
Sorcereous Origin: Mud Master
Magic of Mud
At 1st level, you gain the additional cantrip, mold earth. It doesn't count against the amount of cantrips you have. You also learn Primordial, which you can speak, read, and write. You also ignore difficult terrain caused by mud.
Body of Ooze
At 1st level, as an reaction, you turn your body into mud when hit by an attack that deals bludgeoning, piercing, or slashing damage. You avoid all damage from that attack that is bludgeoning, piercing, or slashing damage, and you cannot be damaged until the end of your next turn by any attacks. Once you use this ability, you cannot use it again until the end of a short or long rest.
Fluid Form
At level 6, as an action you may turn yourself into fluid. In this form you gain the following benefits that last for 1 minute:
After you use this ability you cannot use it again until you take a long rest.
Mancer of Mud
At level 14, you can truly become one with mud. You gain immunity to the following conditions: petrified, restrained, grappled, and poisoned. You have resistance to acid damage, and immunity to poison damage.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Not bad. I had imagined something more along the lines of this:
Level 1-
Muddy Magic. Access to the Druid spell list. These count as Sorcerer spells for you.
Mud Familiarity. When you cast Find Familiar you get a Mud Mephit as your familiar.
Level 6-.
Aspect of Mud. As a bonus action you can transform into a muddy aspect of yourself. While transformed you gain the following benefits:
Those benefits last for minute, or until you fall unconscious. You can use this ability twice. You regain expended uses when you finish a short or long rest.
Level 14-
Muddy Investment. You learn the Investiture of Mud spell (similar to the Investiture of Stone, but mud instead, gotta write that), and not count against “spells known.” You can cast it once per long rest without a expending a spell slot.
Level 18-.
One With the Mud. You can expend two uses of your Aspect of Mud ability to turn into a Mud Elemental. (Uses all the same blah blah that it says for Circle of Land Druids. Similar to Earth Elemental or Water Elemental. Gotta write that too.)
What are your thoughts?
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I like it, just a few things. There should only be a few spells that they gain added to their prepared and known spells. The level 14 shouldn't be Investiture of Mud, I had it be immunity to certain conditions, petrified because they essentially cast mud to stone on themselves when petrified, restrained and grappled because of slipperyness, poisoned because of that you are now mud.
I forgot level 18. Here's my idea for that.
Master of Mud
At level 18, your body is fused with the elemental plane of mud, and you can call forth creatures from the mud that makes up your body. As an action, once each long rest, you may summon 1d6 mud elementals (CR 5), and they remain for 1 minute, or until reduced to 0 hit points.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That’s cool too
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Well while we're posting potential subclass features, here's my take on the nature/earth sorcerer.
After making this, I kinda realized I went all-in on the nature aspect and way less in on the earth aspect, but hey, that's ok too. I also kind of decided to make it more of a "master of your own domain" type of spellcaster and less of a purely terrain-altering focused subclass. I'm quite happy with the outcome.
Sorcerous Origin: Green-born
Your arcane power has its roots in the very earth-bones of the planet, harnessing the untapped wilds and primal forces of nature and bending them to your will. Many sorcerers with this origin can claim powerful Archfey as their ancestors, with their control over the forests and greenery of the world being a manifestation of their latent fey bloodline. Others claim to have been conceived in the sacred glades of unicorns, touched by their radiance and granted power over flora. Some Green-born are left in the care of druids, so that they might better understand their innate connection to the world around them, in relation to the Old Faith.
As a Green-born, your appearance might be tinged with the essence of the wild. You might have rock-like protrusions on your body. Some have green tinted skin and eyes. Others might possess the horns of goats, stags, or even unicorns. In rare cases, some have been known to possess a lower body similar to a Satyr.
From Fertile Soil
You can speak, read, and write both Sylvan and Druidic. Furthermore, your link to nature grants you the ability to learn Druid spells. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, you gain resistance to poison and disease, and ignore difficult terrain caused by rugged earth and/or dense foliage.
Of Root and Vine
Starting at 1st level, you gain the ability to harness the strength of the forest to fortify your footing and warp the flora around you. As a bonus action, you can root yourself to your current location, dropping your speed to 0 and creating an area of difficult terrain centered on you in a 10 foot radius. Additionally, when a creature moves within 10 feet of you, you may use your reaction to restrain them. At the start of each of their turns, they may make a Dexterity or Strength saving throw (their choice) equal to your spell DC in order to break free. A creature who has succeeded their save may not be affected by this ability until you have rooted yourself again. If a creature attempts to move you, they must make a Strength check equal to your spell DC to uproot you.
The range of this feature increases to 15ft at 6th level, 20ft at 14th, and 30ft at 18th.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all uses upon completing a long rest.
Siphoning Roots
Starting at 6th level, you learn to force your vines burrow into the flesh of your enemies, draining their life force and fueling your own. When you use your Of Root and Vine feature, you may spend 3 sorcery points to spawn parasitic roots. When a creature is restrained by these roots, they take damage equal to half your sorcery level at the start of each turn as you drain their life force, healing yourself for the damage dealt.
The strength and reach of your of Root and Vines feature also increases. you may target a creature up to 30 feet away from your Root and Vine radius and attempt to drag it into the zone. As a bonus action, you may spend 2 sorcery points to force a creature to make a Dexterity saving throw against your spell save DC. on a failure, it takes 2d6 force damage and is dragged 10 ft into your Root and Vine radius.
Whispers of the Woods
At 6th level, you gain the ability to speak to the plants around you and beckon them to your bidding. You learn the spell Speak with Plants. Additionally, you may cast it using 2 sorcery points. When the spell is cast using sorcery points, its casting time is reduced to 1 action. Once the spell is cast in this way, it cannot be cast this way again until the end of a short rest.
Verdant Waltz
At 14th level, when you are hit by a melee attack while your Of Root and Vine feature is active, you may use your reaction to instantly travel anywhere in its radius. When you use this feature, the radius of your Of Root and Vine feature stays centered on where it was initially cast. At the start of your next turn, the radius aligns with your position and centers on you as it normally would.
Sacred Glade
At 18th level, you radiate an aura of pristine purity and spirit, strengthening your vitality and granting protection against the elements. At the start of each of your turns, you and 5 creatures of your choice within 10 feet regain health equal to your sorcerer level. When your Of Root and Vine feature is active, the range of this ability increases to 30 feet.
Additionally, when you use your Of Root and Vine feature, you may spend 6 sorcery points to create a brilliant shimmering mist within its range. Any spells, ignoring your own, that are cast within the radius or aimed inside the radius of your Of Root and Vine feature deals half damage.
You also gain immunity to all poison and necrotic damage.
**EDIT**
Does this really belong on this forum board, btw? we might want to make our own "Hopeful UA releases/Potential Subclasses" thread if this goes on.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Their next book is announced. Explorer's Guide to Wildemount, takes place in the continent Season 2 of Critical Role does, some of the recent UA subclasses might appear there. Not all, but maybe Onoumancer, and a few others.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I wonder what else they have in store for us.
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The three subclasses introduced won't be in any UA we'll ever see, they are all Dunamancy based, a wizard time shifter called the Chronurgist, I assume a wizard gravity shaper the Graviturgist, and I also assume a fighter subclass, the Echo Warrior that deals with alternate timelines and pulls duplicates of themselves from alternate realities to help them essentially jump across the battlefield.
I guess the UA are coming up in a different book.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I just watched the videos where Matt talks about the new classes. I'm a pretty big fan of CR, so I'm really into the new classes (Echo Knight and Graviturgist in particular are awesome to me), and truth be told, these new wizard classes will probably go over much better than Onomancy and Psionics would.
I've seen so many complaints about Psionics "not being psionics!" and Onomancy making true names trivial. I don't particularly have any strong love for these subclasses myself, I never played an edition with Psionics in it so I don't have a real opinion on the matter, and maybe True Names should be a bit more special than the Onomancy class makes them out to be.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
NEW UA is out Go Download 4 new subclasses and it is a part 1 https://dnd.wizards.com/articles/unearthed-arcana/subclasses1
Yup, I just saw that. Part 1....
...WE'VE GOT INCOMING!!!
I read all of them and I like them a lot!
Just FYI, I made a new thread to talk about the new UA so this thread here can continue without being cluttered by the new playtest content.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/55118-weve-got-incoming-unearthed-arcana-2020-subclasses
Who thinks what will be in the next one?
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I'm hoping another ranger subclass. My guess? Fighter, Ranger, Druid, Sorcerer. I don't think there's any established pattern, but ranger has only been in these new UAs once so far, as has sorcerer and druid, so they're probably due for a new one.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I'm hoping for a really wild Bard subclass.
Don't get me wrong; the "College of Eloquence" was a nifty subclass for a social bard.
...but the bard has already got a strong skill base, so I'm looking for something to really ignite my love of bards again. Something explosive. Stylish!
Glamour & Sword Bards were my favorite additions thus far for those reasons...the Sword Bard let me play my "hero" character, and Glamour Bards really let you play a rockstar.
But if they have a Rogue or Fighter subclass, I wouldn't be unhappy.
Have you checked out College of Whispers? Tons of fun!
I would also love a new Bard with lots of flashy stuff.
Creating Epic Boons on DDB
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Oh yes...the College of Whispers is pretty neat. Good for a manipulator or infiltrator.
The most appealing aspect, to me, is the Psychic Blades...though they can only be applied with a successful weapon strike, and the Whispers Bard is more an assassin than a warrior.
I suppose I'd enjoy a more "powerful" bard...and judging from the high number of "heavy metal" home brews, there are a lot of people who'd enjoy a bard who can literally melt faces or riff lightning.
Not a warrior like the Sword Bard or Valor Bard...a bard who channels primal magic through their performances or voice to wreak devastation.
Honestly, if they took the "Resonant" mechanic from the Onomancy Wizard, or the magical runes from the Runic Knight Fighter, and re-flavored them as ancient phrases or words of power that the bard could conjure through a "roar"...that'd be sweet.
You know, I had a shower thought; Wouldn't it be cool if there was a psionics character that basically used telekinesis to fling a crap ton of weapons around? Like maybe a barbarian or something that gets the ability to imbue weapons with psychic damage and reach while raging?
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.