Since I feel on a roll on homebrew subclasses, here is another one :) This one has been suggested by a good friend of mine wanting something a bit unusual...
(Version 0.2 - Version 0.1 can be found at the end of the post, under a spoiler button)
Dusk Warrior
You have discovered forgotten ways of integrating shadow energies into your fighting style, using your own life force to empower your blows and preying on the souls of your enemies to sustain yourself.
Negative Self
At 3rd level when you start tapping into shadow energies, your very soul is changed. You gain the following traits:
Dusk Soul: you gain resistance to Necrotic damage, but spells that would make you regain hit points no longer affect you in any way. You still need the sustenance of food and water, and can still benefit from the use of Potion of Healing or any other non-spell effect that would make you regain hit points.
Soul Eater: whenever you attack an enemy with a weapon you are proficient with, you regain a number of hit points equal to your Fighter level.
Your aspect does not change much, but your physical colors takes on a more dull shade, save for your eyes, which seem to be slightly brighter than normal creatures of your race.
Dusk Infusion
At 3rd level, you learn how to infuse your attacks with shadow energies, increasing their deadliness at the cos of your own life force. On your turn when using the Attack action and hitting an enemy you can spend and roll a number of your hit dice up to half your proficiency bonus, you lose hit points equal to the number rolled and then add the same amount to the damage you inflict as Necrotic damage.
Dusk Apparition
At 7th level, when your Soul Eater feature would raise your hit points above your maximum, a Dusk Wisp is created and its hit points are equal to the excess from the Soul Eater feature. If a Dusk Wisp's hit points reach its maximum of 20, then a new Dusk Wisp is created. You can have a number of active Wisps equal to your WIS modifier (minimum of 1). A Dusk Wisp is a creature with the same statistics and qualities of a Will-o'-Wisp, but with the following modifications:
the Wisp cannot attack;
the Wisp initial Hit Points equal to the exceeding healing you could not benefit from;
the Wisp AC is 15;
the Wisp has flying speed of 25 feet;
The wisp appears in an unoccupied space in the range of 10 feet from you, and you can use your reaction to move it up to 25 feet in any direction. As long as a Dusk Wisp is in your view, you add to it any excess hit points from your Soul Eater feature. As a Bonus Action in your turn, you can decide to Devour one of your active Dusk Wisps. The closest wisp will immediately teleport to you, and you regain a number of hit points equal to half the remaining amount (rounded down) in the wisp, consuming it in the process.
Improved Infusion
At 10th level you get more accustomed to the stress your shadow arts impose on you. When you use your Dusk Infusion feature, you can now use Hit Dice up to your full Proficiency Bonus.
Dusk Appearance
At 10th level, you learn to draw on your shadow arts to instill pure terror in the hearts of your enemies. You gain proficiency in the Intimidation skill. If you are already proficient in that skill, you add double your proficiency bonus to checks you make with it, and can use your Wisdom modifier instead of Charisma for this skill, as you impose your will on the mind of your target. Additionally, while you are at or below half health, whenever a humanoid with challenge rating equal to or less than your Wisdom modifier (minimum 1/4) starts its turn able to see you, if you can see it, you can force it to succeed on a Wisdom saving throw or be frightened of you until it can't see you or you can't see it. The DC for this saving throw is equal to your passive Intimidation score - 2.
Undying Hunger
At 15th level, whenever damage would put you to 0 hit points, you can use your Reaction to Devour one of your Dusk Wisps or perform one weapon attack to any enemy within range. This attack will benefit from your Soul Eater feature, but cannot be used with the Dusk Infusion feature. Additionally, whenever you roll initiative at the start of a combat and have no Dusk Wisp available, you can decide to lose 5 hit points and generate a Dusk Wisp with 15 hit points.
Soul Mastery
At 18th level, whenever you attack with a weapon you are proficient into, you now recover hit points equal to your Fighter level plus your prficiency bonus. You also regain the full amount hit points left in your Wisp when Devouring one. Additionally, when using your Dusk Infusion feature, you can decide to maximise the hit point loss and bonus Necrotic damage from a number of Hit Dice used for the activation up to your CON modifier each long rest.
Version 0.1
Dusk Warrior
You have been touched by shadow energies, and have now been detached from your former life, destined to prey on the souls of your enemies to sustain yourself.
Negative Self
At 3rd level you become a being of the dusk, not fully living, not fully dead but not undead either, you are something in between all this. You gain the following traits:
Dusk Soul: you gain resistance to Necrotic damage, but spells that would make you regain hit points no longer affect you in any way. You still need the sustenance of food and water, and can still benefit from the use of Potion of Healing or any othernon-spell effect that would make you regain hit points.
Soul Eater: whenever you attack an enemy with a weapon you are proficient with, you regain a number of hit points equal to half the damage actually inflicted to the enemy. Should the amount of Hit Points gained through this feature put you above your maximum hit points value, the excess is lost.
Your aspect does not change much, but your physical colors takes on a more dull shade, save for your eyes, which seem to be slightly brighter than normal creatures of your race.
Dusk Apparition
At 7th level, your connection with the dusk energies that changed you strengthens. When you hit an enemy with a weapon you are proficient with you now add your WIS modifier to the damage. Additionally, should the damage deriving from the hit bring you above your normal hit points maximum, instead of being lost these additional hit point will form a Dusk Wisp, a twilight creature with the same qualities of a Will-o'-Wisp, but with the following modifications:
the Wisp cannot attack;
the Wisp Hit Points equal to the exceeding healing you could not benefit from;
the Wisp AC is 15;
the Wisp has flying speed of 25 feet;
The wisp appears in an unoccupied space in the range of 10 feet from you, and you can use your reaction to move it up to 25 feet in any direction. As long as a Dusk Wisp is in your view, you add any excess hit points from your Soul Eater feature to the wisp, up to a maximum of 15 HP. Any hit point above 15 that the wisp would receive will instead create a new Dusk Wisp. You can have a number of active Wisps equal to your WIS modifier +1 (minimum of 2). As a Bonus Action in your turn, you can decide to Devour one of your active Dusk Wisps. The closes wisp will immediately teleport to you, and you regain a number of hit points equal to the remaining amount in the wisp, consuming it in the process.
Dusk Servant
At 10th level, you become more accustomed to your new condition, and are able to use your new gifts to call forth creatures from other planes. As an Bonus Action in your turn, you can decide to consume 3 of your Dusk Wisps in order to summon a Dusk Shadow, a creature similar to a Shadow Demon but with the following modifications:
the Shadow has maximum hit points equal to the sum of the 3 Wisps used to summon it;
the Shadow has an AC of 15;
The Dusk Shadow is under your control, and you can have it move up to its speed and attack using a Bonus Action in your turn. Should you not have enough Wisps available, but have at least one active, you can decide to use your own life energy instead of the missing wisps, losing 15 hit points per missing Wisp. You can only have one active Dusk Shadow at any given time.
Soul Devourer
At 15th level, you hunger for sustenance increases, and so does your power. Whenever you attack with a weapon you are proficient into, you now recover hit points equal to the full damage inflicted to the enemy, and the amount of Wisps you can have active is equal to your WIS modifier +2 (minimum 3).
Dusk Metamorphosis
At 18th level you have fully become a creature of Dusk. Once per long rest, as an Action on your turn, you can transform into a Dusk Avatar, a creature similar to a shadow version of a Pit Fiend, but with the following modifications:
you have maximum hit points equal to your own normal maximum hit points;
you gain, additionally to the other immunities, immunity to Necrotic damage;
Should you be brought to 0 hit points while in this form, you revert to your normal form, at the same amount of hit points you had when triggering the transformation, and all excess damage from the attack that made you revert will affect your normal form.
I am also toying with the idea of adding some kind of Curse or Mark mechanic, but still unsure if/how to implement it.
As always, feedback, opinion, suggestions and corrections are really appreciated :)
Haven't really looked at the balance of this yet, but there are a few bits that could/should be rewritten for either clarification or ease of use.
Dusk Soul: you gain resistance to Necrotic damage, but healing spells do not grant you any healing. You still need the sustenance of food and water, and can still benefit from the use of [Tooltip Not Found]s.
I'm assuming you meant healing potions?
I'd write Soul Eater as "Whenever you deal damage using a weapon you are proficient with, you regain hit points equal to half the damage dealt." The "regain hit points" implies that they cannot exceed their maximum hit points, as they cannot regain what they never had.
For Dusk Apparition I would just say "You add your Wisdom modifier to damage rolls for weapons you are proficient with." I'd also make this it's own 7th level feature. Lumping it in with Dusk Apparition feels wonky.
As long as a Dusk Wisp is in your view, you add any excess hit points from your Soul Eater feature to the wisp, up to a maximum of 15 HP. Any hit point above 15 that the wisp would receive will instead create a new Dusk Wisp. You can have a number of active Wisps equal to your WIS modifier +1 (minimum of 2). As a Bonus Action in your turn, you can decide to Devour one of your active Dusk Wisps. The closes wisp will immediately teleport to you, and you regain a number of hit points equal to the remaining amount in the wisp, consuming it in the process.
Could be "When your Soul Eater feature would raise your hit points above your maximum, a Dusk Wisp is created and its hit points are equal to the excess from the Soul Eater feature. If a Dusk Wisp's hit points reach its maximum (15), then a new Dusk wisp is created. You can have a number of active Wisps equal to your WIS modifier +1 (minimum of 2)." (Though I think it should be "equal to your Wis modifier (minimum of 1)."
For Dark Servant, instead of saying "you can decide to consume 3 of your Dusk Wisps in order to summon a Dusk Shadow" I would just say that "You can spend 45 hit points to create a Dusk Shadow. You can consume any of your Dusk Wisps as part of this Bonus Action."
The final two abilities seem both overpowered and underwhelming somehow. Not sure what a fix for them would be.
Also, because using and spending Hit Points is an important part of the class, maybe you could look into spending Hit Dice in combat to fuel some of these abilities? As of now, it seems like there's no real consequences, as you can feasibly just regain all lost hit points in one turn when you unlock multiple attacks at 5th level.
EDIT: oooh, Dusk Apparition should be "You can have a number of active Dusk Wisps equal to half your Fighter level." That way it can scale in power.
I'm a big fan of the shadowfell-themed things, but this is isn't distinct enough from a standard Pact of the Blade Hexblade. It also doesn't make much sense to use Sorcerer-style stories for Fighters.
The Dusk Soul mechanic is way too problematic (a 0 HP character can't receive healing) while Soul Eater is too strong and makes Vampiric Touch look like a joke.
Consider turning this into a Shadowfell-dwelling race instead. Soul Eater can be a 1-minute once-per-long-rest racial trait. Change Dusk Soul to let them get half healing. Dusk Metamorphosis could make a good racial feat if you weaken it.
I'm a big fan of the shadowfell-themed things, but this is isn't distinct enough from a standard Pact of the Blade Hexblade. It also doesn't make much sense to use Sorcerer-style stories for Fighters.
The Dusk Soul mechanic is way too problematic (a 0 HP character can't receive healing) while Soul Eater is too strong and makes Vampiric Touch look like a joke.
Consider turning this into a Shadowfell-dwelling race instead. Soul Eater can be a 1-minute once-per-long-rest racial trait. Change Dusk Soul to let them get half healing. Dusk Metamorphosis could make a good racial feat if you weaken it.
This doesn't really want to be a shadowfell-themed subclass, to be honest (I am not enormously familiar with the shadowfell, I have to admit). The sorceror comparison as well doesn't really apply, imho, as it is not a matter of descent, but of taint, so to speak.
I admit I am not sure how this would compare to a Hexblade, pardon my blindness. The 0 HP problem is an easily solvable one, as healing potions, as well as non-healing spells that stabilise still work, as well as medicine checks. Vampiric touch would still have its place and relevance as a spell, as, theoretically, short of multiclass, it would still be used by character able of receiving healing, and be useless on a Dusk Warrior.
I will modify this initial version and make it more unique and interesting, maybe you might find the next iteration more adequate as a subclass :)
I will say that because of the shadow taint and way this subclass use some hp recycling abilities, you might want to look at the Blood Hunter either as an influence, or that this might be better as a blood hunter subclass.
I do love the idea that a character can’t heal normally but can build up reserves of HP. Might also look at just spending HP to make the wisps instead of waiting till you are at max hp.
I will say that because of the shadow taint and way this subclass use some hp recycling abilities, you might want to look at the Blood Hunter either as an influence, or that this might be better as a blood hunter subclass.
I do love the idea that a character can’t heal normally but can build up reserves of HP. Might also look at just spending HP to make the wisps instead of waiting till you are at max hp.
Blood Hunter as a lot going on for itself already, and I would like for this to be a subclass for an official base class.
I do like the idea of creating Wisps by spending HP voluntarily. I'll work on improving the HP trade/regain mechanic to make everything more cohesive and unique. Tomorrow's version might be quite different already :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Now for something of an actual review. As a Magic player, I love the flavor; it does a wonderful job of conveying black's "power at any cost" mentality, affinity for manipulating its own life total (or hit points, in D&D), and fascination with the creatures and magics of darkness and shadow. As a D&D player, I like that it's a magic-using fighter subclass that manages to have practically nothing in common with the Eldritch Knight or Arcane Archer, but I worry that minion-using classes and subclasses are rare for a very good reason. As a designer and an editor, I see it as a challenge.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
The sorceror comparison as well doesn't really apply, imho, as it is not a matter of descent, but of taint, so to speak.
My point is that Fighter subclasses are generally styles of combat, not things that happen to you. Why should Dusk Warrior be a Fighter subclass and not a Rogue, Barbarian, or Ranger subclass? Non-fighters could get corrupted too. Reframing the concept as some sort of fighting style or art like Arcane Archer makes a lot more sense than a backstory-driven approach.
I admit I am not sure how this would compare to a Hexblade, pardon my blindness.
Dusk Warriors use martial weapons and medium/heavy armor. Hexblades use martial weapons and medium armor. Dusk Warriors recover (too much) HP when they attack. Hexblades recover HP when they kill a creature affected by Hexblade's Curse. Dusk Warriors summon Shadow Demons. Hexblades create Spectres from slain foes. Both draw power from and have strong ties to a shadowy/dark energy source.
The 0 HP problem is an easily solvable one, as healing potions, as well as non-healing spells that stabilise still work, as well as medicine checks.
Healing Potions are expensive and it'll take 1-4 hours for a stable creature to wake up on their own. Any other character would easily jump back into a fight with a Healing Word, Goodberry or one use of Healing Spirit. A Dusk Warrior that falls in battle is permanently out of the fight unless they constantly invest in healing potions or another character invests in the Healer feat. That's too much to ask.
Vampiric touch would still have its place and relevance as a spell, as, theoretically, short of multiclass, it would still be used by character able of receiving healing, and be useless on a Dusk Warrior.
The point is that Soul Eater is WAY too strong. Vampiric Touch is a third level spell and you're giving a fighter an equivalent effect full time at level 3. Eldritch Knights don't hit 3rd level spells until level 13. Arcane Archer shots are roughly between 1st and 2nd level spells and are limited to 2 per short rest.
Random thought: There's already a couple of subclasses/spells with life-draining gimmicks. Flipping the concept on its head and having class features that cost HP or Hit Dice to increase your damage or cast spells would be a nice change of pace and an interesting niche.
The sorceror comparison as well doesn't really apply, imho, as it is not a matter of descent, but of taint, so to speak.
My point is that Fighter subclasses are generally styles of combat, not things that happen to you. Why should Dusk Warrior be a Fighter subclass and not a Rogue, Barbarian, or Ranger subclass? Non-fighters could get corrupted too.
It could be more than one. Think Tempest cleric/Storm sorcerer/Storm Herald barbarian.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
It could be more than one. Think Tempest cleric/Storm sorcerer/Storm Herald barbarian.
Those are still tailored to their particular class concept and subclass flavor though; tempest clerics still get storm powers from a storm deity, sorcerers from their origin and barbarians from their rage.
It is true the current version is quite strange as a Fighter subclass, but I think it's still a concept that I can make work with it thematically.
The problem of Dusk Warrior recovering too much HP will be addressed both with a possible change in the cslculation/flat (increasing) value and with the new options and powers requiring expenditure of HP to trigger and the rework of the Wisps mechanic on the trail suggested by Sevvir, so that while it will seem much, it will have is counterbalance.
I still feel the 0HP perceived issue is not such a huge one, but I concede it could seem so at low levels. I'll probably rework the feature to clarify what can actually still work in terms of spells (thinking of stuff like Spare the Dying or other that stabilise and could be considered healing spells, but that make sense to be still effective with the Dusk Warrior).
As for Matthias's comments: thank you for the analysis, and yes, you are right, minion-using subclasses are a ***** to design. I'lI most probably leave the Wisps in, but take out the Dusk Shadow power and swap.it for something more combat-style oriented.
I also have to come up with something better for the 18th level feature, as Metamorphosis was kind of a placeholder :p
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Modified the first post with the version 0.2 of the subclass, with a quite a lot of changes and a big ? for the lvl 18 feature... my mind can't seem to find an appropriate one at this time :-/
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I am honestly a bit stuck with the lvl 18 feature...
It could be something like allowing to take only half damage from the Dusk Infusion feature, but that would feel underpowered for lvl 18. I could go back to the ludicrous idea of the metamorphosis, but then again that seems a tad silly, considering the general flavor the class has. I could take out the maximised damage from the lvl 15 feature and add it to the half damage idea, but then it would be the lvl 15 feature the one being underpowered...
Anyone has any advice/idea/suggestion?
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
For the 18th-level feature, how about something to do with Intimidation?
At 18th level, you learn to draw on blood magic to instill pure terror in the hearts of your enemies.
You gain proficiency in the Intimidation skill. If you are already proficient in that skill, you add double your proficiency bonus to checks you make with it.
Additionally, while you are at or below half health, whenever a humanoid with challenge rating equal to or less than your Charisma modifier (minimum 1/4) starts its turn able to see you, if you can see it, you can force it to succeed on a Wisdom saving throw or be frightened of you until it can't see you or you can't see it. The DC for this saving throw is equal to your passive Charisma (Intimidation) score - 2.
If you do that, you should probably change the Wis-based features to be Cha-based instead.
Also, it's been brought to my attention that every fighter subclass needs at least one noncombat feature.
For the 18th-level feature, how about something to do with Intimidation?
At 18th level, you learn to draw on blood magic to instill pure terror in the hearts of your enemies.
You gain proficiency in the Intimidation skill. If you are already proficient in that skill, you add double your proficiency bonus to checks you make with it.
Additionally, while you are at or below half health, whenever a humanoid with challenge rating equal to or less than your Charisma modifier (minimum 1/4) starts its turn able to see you, if you can see it, you can force it to succeed on a Wisdom saving throw or be frightened of you until it can't see you or you can't see it. The DC for this saving throw is equal to your passive Charisma (Intimidation) score - 2.
If you do that, you should probably change the Wis-based features to be Cha-based instead.
Also, it's been brought to my attention that every fighter subclass needs at least one noncombat feature.
Thank you Matthias!
This is a very good idea, I really like it! Will definitely look into it!
I am not sure it is right for a lvl 18 feature, also considering the feature working on relatively few enemies the character would encounter at that level. I'll probably see if I can put it in place of another earlier feature and adapt that to lvl 18.
Thank you very much for your input :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Introduced Matthias' suggestion as part of the 10th level features, moving Undying Hunger to 15th level and making Soul Mastery the 18th feature.
I have also modified Matthias' suggestion as follows:
Dusk Appearance
At 10th level, you learn to draw on your shadow arts to instill pure terror in the hearts of your enemies. You gain proficiency in the Intimidation skill. If you are already proficient in that skill, you add double your proficiency bonus to checks you make with it, and can use your Wisdom modifier instead of Charisma for this skill, as you impose your will on the mind of your target. Additionally, while you are at or below half health, whenever a humanoid with challenge rating equal to or less than your Wisdom modifier (minimum 1/4) starts its turn able to see you, if you can see it, you can force it to succeed on a Wisdom saving throw or be frightened of you until it can't see you or you can't see it. The DC for this saving throw is equal to your passive Intimidation score - 2.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Created the Dusk Wisp homebrew monster to get easier reference on how the tiny hungry ball works (also found a very fitting image to go with it, but sadly the author's page on deviantart is no longer existing)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
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Since I feel on a roll on homebrew subclasses, here is another one :) This one has been suggested by a good friend of mine wanting something a bit unusual...
(Version 0.2 - Version 0.1 can be found at the end of the post, under a spoiler button)
Dusk Warrior
You have discovered forgotten ways of integrating shadow energies into your fighting style, using your own life force to empower your blows and preying on the souls of your enemies to sustain yourself.
Negative Self
At 3rd level when you start tapping into shadow energies, your very soul is changed. You gain the following traits:
Your aspect does not change much, but your physical colors takes on a more dull shade, save for your eyes, which seem to be slightly brighter than normal creatures of your race.
Dusk Infusion
At 3rd level, you learn how to infuse your attacks with shadow energies, increasing their deadliness at the cos of your own life force.
On your turn when using the Attack action and hitting an enemy you can spend and roll a number of your hit dice up to half your proficiency bonus, you lose hit points equal to the number rolled and then add the same amount to the damage you inflict as Necrotic damage.
Dusk Apparition
At 7th level, when your Soul Eater feature would raise your hit points above your maximum, a Dusk Wisp is created and its hit points are equal to the excess from the Soul Eater feature. If a Dusk Wisp's hit points reach its maximum of 20, then a new Dusk Wisp is created. You can have a number of active Wisps equal to your WIS modifier (minimum of 1).
A Dusk Wisp is a creature with the same statistics and qualities of a Will-o'-Wisp, but with the following modifications:
The wisp appears in an unoccupied space in the range of 10 feet from you, and you can use your reaction to move it up to 25 feet in any direction.
As long as a Dusk Wisp is in your view, you add to it any excess hit points from your Soul Eater feature.
As a Bonus Action in your turn, you can decide to Devour one of your active Dusk Wisps. The closest wisp will immediately teleport to you, and you regain a number of hit points equal to half the remaining amount (rounded down) in the wisp, consuming it in the process.
Improved Infusion
At 10th level you get more accustomed to the stress your shadow arts impose on you. When you use your Dusk Infusion feature, you can now use Hit Dice up to your full Proficiency Bonus.
Dusk Appearance
At 10th level, you learn to draw on your shadow arts to instill pure terror in the hearts of your enemies.
You gain proficiency in the Intimidation skill. If you are already proficient in that skill, you add double your proficiency bonus to checks you make with it, and can use your Wisdom modifier instead of Charisma for this skill, as you impose your will on the mind of your target.
Additionally, while you are at or below half health, whenever a humanoid with challenge rating equal to or less than your Wisdom modifier (minimum 1/4) starts its turn able to see you, if you can see it, you can force it to succeed on a Wisdom saving throw or be frightened of you until it can't see you or you can't see it. The DC for this saving throw is equal to your passive Intimidation score - 2.
Undying Hunger
At 15th level, whenever damage would put you to 0 hit points, you can use your Reaction to Devour one of your Dusk Wisps or perform one weapon attack to any enemy within range. This attack will benefit from your Soul Eater feature, but cannot be used with the Dusk Infusion feature.
Additionally, whenever you roll initiative at the start of a combat and have no Dusk Wisp available, you can decide to lose 5 hit points and generate a Dusk Wisp with 15 hit points.
Soul Mastery
At 18th level, whenever you attack with a weapon you are proficient into, you now recover hit points equal to your Fighter level plus your prficiency bonus. You also regain the full amount hit points left in your Wisp when Devouring one.
Additionally, when using your Dusk Infusion feature, you can decide to maximise the hit point loss and bonus Necrotic damage from a number of Hit Dice used for the activation up to your CON modifier each long rest.
Version 0.1
Dusk Warrior
You have been touched by shadow energies, and have now been detached from your former life, destined to prey on the souls of your enemies to sustain yourself.
Negative Self
At 3rd level you become a being of the dusk, not fully living, not fully dead but not undead either, you are something in between all this. You gain the following traits:
Your aspect does not change much, but your physical colors takes on a more dull shade, save for your eyes, which seem to be slightly brighter than normal creatures of your race.
Dusk Apparition
At 7th level, your connection with the dusk energies that changed you strengthens. When you hit an enemy with a weapon you are proficient with you now add your WIS modifier to the damage.
Additionally, should the damage deriving from the hit bring you above your normal hit points maximum, instead of being lost these additional hit point will form a Dusk Wisp, a twilight creature with the same qualities of a Will-o'-Wisp, but with the following modifications:
The wisp appears in an unoccupied space in the range of 10 feet from you, and you can use your reaction to move it up to 25 feet in any direction.
As long as a Dusk Wisp is in your view, you add any excess hit points from your Soul Eater feature to the wisp, up to a maximum of 15 HP. Any hit point above 15 that the wisp would receive will instead create a new Dusk Wisp. You can have a number of active Wisps equal to your WIS modifier +1 (minimum of 2).
As a Bonus Action in your turn, you can decide to Devour one of your active Dusk Wisps. The closes wisp will immediately teleport to you, and you regain a number of hit points equal to the remaining amount in the wisp, consuming it in the process.
Dusk Servant
At 10th level, you become more accustomed to your new condition, and are able to use your new gifts to call forth creatures from other planes.
As an Bonus Action in your turn, you can decide to consume 3 of your Dusk Wisps in order to summon a Dusk Shadow, a creature similar to a Shadow Demon but with the following modifications:
The Dusk Shadow is under your control, and you can have it move up to its speed and attack using a Bonus Action in your turn. Should you not have enough Wisps available, but have at least one active, you can decide to use your own life energy instead of the missing wisps, losing 15 hit points per missing Wisp. You can only have one active Dusk Shadow at any given time.
Soul Devourer
At 15th level, you hunger for sustenance increases, and so does your power. Whenever you attack with a weapon you are proficient into, you now recover hit points equal to the full damage inflicted to the enemy, and the amount of Wisps you can have active is equal to your WIS modifier +2 (minimum 3).
Dusk Metamorphosis
At 18th level you have fully become a creature of Dusk. Once per long rest, as an Action on your turn, you can transform into a Dusk Avatar, a creature similar to a shadow version of a Pit Fiend, but with the following modifications:
Should you be brought to 0 hit points while in this form, you revert to your normal form, at the same amount of hit points you had when triggering the transformation, and all excess damage from the attack that made you revert will affect your normal form.
I am also toying with the idea of adding some kind of Curse or Mark mechanic, but still unsure if/how to implement it.
As always, feedback, opinion, suggestions and corrections are really appreciated :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Haven't really looked at the balance of this yet, but there are a few bits that could/should be rewritten for either clarification or ease of use.
I'm assuming you meant healing potions?
I'd write Soul Eater as "Whenever you deal damage using a weapon you are proficient with, you regain hit points equal to half the damage dealt." The "regain hit points" implies that they cannot exceed their maximum hit points, as they cannot regain what they never had.
For Dusk Apparition I would just say "You add your Wisdom modifier to damage rolls for weapons you are proficient with." I'd also make this it's own 7th level feature. Lumping it in with Dusk Apparition feels wonky.
Could be "When your Soul Eater feature would raise your hit points above your maximum, a Dusk Wisp is created and its hit points are equal to the excess from the Soul Eater feature. If a Dusk Wisp's hit points reach its maximum (15), then a new Dusk wisp is created. You can have a number of active Wisps equal to your WIS modifier +1 (minimum of 2)." (Though I think it should be "equal to your Wis modifier (minimum of 1)."
For Dark Servant, instead of saying "you can decide to consume 3 of your Dusk Wisps in order to summon a Dusk Shadow" I would just say that "You can spend 45 hit points to create a Dusk Shadow. You can consume any of your Dusk Wisps as part of this Bonus Action."
The final two abilities seem both overpowered and underwhelming somehow. Not sure what a fix for them would be.
Also, because using and spending Hit Points is an important part of the class, maybe you could look into spending Hit Dice in combat to fuel some of these abilities? As of now, it seems like there's no real consequences, as you can feasibly just regain all lost hit points in one turn when you unlock multiple attacks at 5th level.
EDIT: oooh, Dusk Apparition should be "You can have a number of active Dusk Wisps equal to half your Fighter level." That way it can scale in power.
I'm a big fan of the shadowfell-themed things, but this is isn't distinct enough from a standard Pact of the Blade Hexblade. It also doesn't make much sense to use Sorcerer-style stories for Fighters.
The Dusk Soul mechanic is way too problematic (a 0 HP character can't receive healing) while Soul Eater is too strong and makes Vampiric Touch look like a joke.
Consider turning this into a Shadowfell-dwelling race instead. Soul Eater can be a 1-minute once-per-long-rest racial trait. Change Dusk Soul to let them get half healing. Dusk Metamorphosis could make a good racial feat if you weaken it.
Hi Sevvir!
Thank you very much for taking the time to review my subclass :)
I will take onboard your corrections and feedback and most probably produce a more refined version of this tomorrow.
You are right that the class as-is feels a bit half-baked. I should push more on the "power-for-health" idea.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I will say that because of the shadow taint and way this subclass use some hp recycling abilities, you might want to look at the Blood Hunter either as an influence, or that this might be better as a blood hunter subclass.
I do love the idea that a character can’t heal normally but can build up reserves of HP. Might also look at just spending HP to make the wisps instead of waiting till you are at max hp.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Now for something of an actual review. As a Magic player, I love the flavor; it does a wonderful job of conveying black's "power at any cost" mentality, affinity for manipulating its own life total (or hit points, in D&D), and fascination with the creatures and magics of darkness and shadow. As a D&D player, I like that it's a magic-using fighter subclass that manages to have practically nothing in common with the Eldritch Knight or Arcane Archer, but I worry that minion-using classes and subclasses are rare for a very good reason. As a designer and an editor, I see it as a challenge.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I see your points better now, InquisitiveCoder.
It is true the current version is quite strange as a Fighter subclass, but I think it's still a concept that I can make work with it thematically.
The problem of Dusk Warrior recovering too much HP will be addressed both with a possible change in the cslculation/flat (increasing) value and with the new options and powers requiring expenditure of HP to trigger and the rework of the Wisps mechanic on the trail suggested by Sevvir, so that while it will seem much, it will have is counterbalance.
I still feel the 0HP perceived issue is not such a huge one, but I concede it could seem so at low levels. I'll probably rework the feature to clarify what can actually still work in terms of spells (thinking of stuff like Spare the Dying or other that stabilise and could be considered healing spells, but that make sense to be still effective with the Dusk Warrior).
As for Matthias's comments: thank you for the analysis, and yes, you are right, minion-using subclasses are a ***** to design. I'lI most probably leave the Wisps in, but take out the Dusk Shadow power and swap.it for something more combat-style oriented.
I also have to come up with something better for the 18th level feature, as Metamorphosis was kind of a placeholder :p
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Modified the first post with the version 0.2 of the subclass, with a quite a lot of changes and a big ? for the lvl 18 feature... my mind can't seem to find an appropriate one at this time :-/
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I am honestly a bit stuck with the lvl 18 feature...
It could be something like allowing to take only half damage from the Dusk Infusion feature, but that would feel underpowered for lvl 18.
I could go back to the ludicrous idea of the metamorphosis, but then again that seems a tad silly, considering the general flavor the class has.
I could take out the maximised damage from the lvl 15 feature and add it to the half damage idea, but then it would be the lvl 15 feature the one being underpowered...
Anyone has any advice/idea/suggestion?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
For the 18th-level feature, how about something to do with Intimidation?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Introduced Matthias' suggestion as part of the 10th level features, moving Undying Hunger to 15th level and making Soul Mastery the 18th feature.
I have also modified Matthias' suggestion as follows:
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Created the Dusk Wisp homebrew monster to get easier reference on how the tiny hungry ball works (also found a very fitting image to go with it, but sadly the author's page on deviantart is no longer existing)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games