I was trying to find a race or Subclass that was Eevee themed a while back, though eventually scraped that to try and make my own. The basic idea is that you get a number of choices to gain abilities as you go along, with massive range of options while still having progression. I've never really balanced a Class before though, so I wanted some feedback in terms of ideas and balancing if I could get it.
Wow, there's a lot here. I did not read it all, but a couple notes:
It doesn't say when you get your electrical charges back.
Immunity is a strong feature that PCs rarely get, and all the d100 stuff feels clunky. I think ghost type could achieve a similar feeling with the more balanced Uncanny Dodge mechanic, and it should always be taking at least some damage on a hit. Even literal D&D ghosts just have resistance to physical attacks.
Adaptable Resistance is similarly very strong and should take a reaction to use in addition to at least two of the following - one resistance at a time, the resistance only lasts a short time, limited uses per day. Then it would be fine to eliminate the "it doesn't work" and "you are invincible" results and not have to roll at all.
Depending on your campaign and the pace of your adventuring days, Plant healing could be either never used or over used. I'd probably try to work it into something more reliable. Free healing usually only happens in 5e when you're below half your hit points - something like heal X when you start your turn with less than half your hp in bright light CHA times a day might feel more consistently impactful.
I was trying to find a race or Subclass that was Eevee themed a while back, though eventually scraped that to try and make my own. The basic idea is that you get a number of choices to gain abilities as you go along, with massive range of options while still having progression. I've never really balanced a Class before though, so I wanted some feedback in terms of ideas and balancing if I could get it.
https://www.dndbeyond.com/subclasses/1226388-vee-bloodline-prototype-v4
Wow, there's a lot here. I did not read it all, but a couple notes:
It doesn't say when you get your electrical charges back.
Immunity is a strong feature that PCs rarely get, and all the d100 stuff feels clunky. I think ghost type could achieve a similar feeling with the more balanced Uncanny Dodge mechanic, and it should always be taking at least some damage on a hit. Even literal D&D ghosts just have resistance to physical attacks.
Adaptable Resistance is similarly very strong and should take a reaction to use in addition to at least two of the following - one resistance at a time, the resistance only lasts a short time, limited uses per day. Then it would be fine to eliminate the "it doesn't work" and "you are invincible" results and not have to roll at all.
Depending on your campaign and the pace of your adventuring days, Plant healing could be either never used or over used. I'd probably try to work it into something more reliable. Free healing usually only happens in 5e when you're below half your hit points - something like heal X when you start your turn with less than half your hp in bright light CHA times a day might feel more consistently impactful.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm