I would change the Flight ability at level 10 to a set speed of around 60'. Prevents abusive stacking, but also is an upgrade if they are NOT power-gaming.
For the Elemental Vengance, I do not like using proficiency. This is a sub-class ability a Sorlock should not be as good at it as a pure warlock.
How about doing it once, but every time you use a Warlock Spell Slot, it gets renewed?
Phoenix's Blessing I think should be charisma modifier instead of 1d4. An extra 2.5 damage is rather weak for a subclass whose only first feature is damage. Have the damage go up as you level, at level 6 you could add charisma modifier twice, at tenth and sixteenth an additional time.
I agree with Mog_Dracov on Flight of the Phoenix
I'd argue elemental vengeance is fine, although on the weaker side. Proficiency bonus scaling is ok as well, since it's a high level feature, not something to dip for. I'd say maybe boost up the damage a slight bit, and give it knockback on a failed save if the damaging creature is within 10 feet
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https://www.dndbeyond.com/subclasses/1575665-phoenix-patron Any and all feedback either here or on the homebrew subclass page would be appreciated.
I would change the Flight ability at level 10 to a set speed of around 60'. Prevents abusive stacking, but also is an upgrade if they are NOT power-gaming.
For the Elemental Vengance, I do not like using proficiency. This is a sub-class ability a Sorlock should not be as good at it as a pure warlock.
How about doing it once, but every time you use a Warlock Spell Slot, it gets renewed?
Phoenix's Blessing I think should be charisma modifier instead of 1d4. An extra 2.5 damage is rather weak for a subclass whose only first feature is damage. Have the damage go up as you level, at level 6 you could add charisma modifier twice, at tenth and sixteenth an additional time.
I agree with Mog_Dracov on Flight of the Phoenix
I'd argue elemental vengeance is fine, although on the weaker side. Proficiency bonus scaling is ok as well, since it's a high level feature, not something to dip for. I'd say maybe boost up the damage a slight bit, and give it knockback on a failed save if the damaging creature is within 10 feet