Hey there this is my 1st ever attempt at creating homebrew
Long story short I like the idea of the rougue they offer so much utility throught their expertise, but once you get to combat it feels like a class that relies heavily on its teammates and yeah the damage can be useful I wanted to create a class where the rouge while deal decent damage would act more in line with a supportive damage dealer role while also adding some aspects of risk and reward to the gameplay of the rouge
Here is what I have so far (*also note if something seems off I used the soulknife as a base for this)
Fate Weavers blessing
3rd-level FateWeaver feature
Using you power you can alter and augment you own abilities though not without cost to oneself one per long rest you can gain a bonus to abiltiy check at the cost of disadvantage to another they are as follows.
Destiny's Might: You gain a +1 to all strength checks and ability saving throws thought this take a toll on your body giving -2 on constition saving throws and taking substract 1(d12) from you current max health, until it is changed on the next long rest
Fate's Agility: You gain a +1 to all dex based checks, +1 to AC and and extra 10 feet of walking speed however this taxes your mind giving you a -2 to all wisdom check and saving throws, until it is changed on the next long rest
Destiny's Fortitude: You gain a +1 to all constitution saving thow and 2d8 max hp, and advatage vs the posion, however this clouds your mind giving you a -2 to all intellgence based checks and saving throws, until it is changed on the next long rest
Fate's Cunning: You gain a +1 to all intelligence checks and saving throws, however this slows you reactions giving you a -2 to you dexerity check based checks and saving throws, until it is changed on the next long rest
Destiny's insight: You gain a +1 to all wisdom checks and saving throws, however this constratin sapps your strength giving you a -2 to all strength based checks and saving throws, until it is changed on the next long rest
When you reach certain levels in this class, you gain a better hand at manipulating you own potenntial : at 5th level gain a +2 to your ability check, 11th level +3 to abiltiy check, and 17th level + 5 to abiltiy checks.
Alter Fate. you fail an ability check or saving throw, you can use your reaction to give them adavatage or yourself adavatge however if you are sucessful the next check you make will be made at disadvantage
Binding Fate
3rd-level FateWeaver feature
Your power increase giving you a power to directly affect those around you. As a bonus action you can tether yourself to one your allies with a etheral string this binds the fate of both you and your allies for the duration, this can be done equal time to your proficency
If made on allies you now are binded to them sharing all incoming nonmagcial damage however all nonmagical damage is reduced to half
9th-level FateWeaver feature
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Fateful Bond When you land a sneak attack on on enemy while binded to an ally with your binding fate heal you and you ally for half your sneak attack damage, the healing increases with
Reversal of Destiny. As an action, you sever the thred binding you and you ally, and unleash it on a single target, the enemy must make a Wisdom saving throw or
**deal mitigate dmg(?)
**deal 1d8 per attack made against you or binded ally
(Other Feat)
No name: when an ally suffer from a condition (posion, paralyzed fear, etc) you can make an attack vs your ally if sucessful you deal dmg to them but remove the status ailment, you next attack if successful will then transer the condition to another target
Potential make it so binding fate mitiages all damage either at level 13 and can bind to multiple targets
Immediately allow your ally to save a death saving throw at the cost of 1 point of exhaustion
Again this is my 1st attempt I am trying to work towards making a balanced class that offers a unique rouge experience, and am also look for ideas for the 13th level and 17th level capstone feats so if any DMs or rouge mains go any ideas please let me know
Also again none of these are set in stone so if something is too unbalanced or needs a better counter balance to make it better and more enjoyable for both DM and the player let me know
Well, your Fateweaver’s Blessing is kinda crippling, I wouldn’t use it until at least 11th level, and maybe not even then. Plus it’s pretty complicated. You could make it both simpler and better. Maybe try something like this:
Fateweaver’s Blessing
3rd-level Fateweaver feature
Whenever you make an ability check or saving throw or you can use your reaction to gain a 1d4 bonus to the check or save. When you do so, you suffer a -2 penalty to your next ability check or saving throw. The bonus you gain increases by 1 when you reach higher levels in this class: 9th level (1d4+1), 13th level (1d4+2), and 17th level (1d4+3).
That way it’s both less punishing and easier to use.
Binding Fate is a little confusing. I can’t tell if each character takes half the damage, or if the damage is halved and then split between the characters. If you each take half the total damage then that should be pretty balanced. However, if the damage is halved first and then you split it that would be overpowered.
Fateful Bond is very powerful, probably too powerful. Reversal of Destiny is hard to judge because I’m not clear on what you mean.
Your “other feature” is not something many would want you to use on them necessarily, nor something you’d want to use very often. Rogues only get one attack per turn, and giving up one of them to hurt an ally just to maybe possibly impose a condition on an enemy next round is not very attractive.
Yeah the you idea for Fateweaver is probably a little more useable
I originally wanted to basically make so they can risk areas with expertise to give advantage to adapt their skill better to situation they find themselves in which this suggestion does alot better without overcomplicating things...and forcing the player to have another thing to keep track of
Binding Fate: Yeah the inital idea is that both character each take half damage again the risk reward aspect
Fateful bond I may need to reword or readjust but it is supposed to be pretty strong as the rouge sneak attack scales up to insentivise team playing around sneak attack
*Probably will have it have a set amount of uses (equal to proficency or possible a seperate item dice like the psiknife does)
Reversal of Destiny my idea is basically lucario aura from smash) the more damage you and your ally take the stonger your attack will be (to the point of a counter). Need to figure put how to balance it
The other features were speculative...ideas that weren't fully thought out
Maybe if I wanted to implement it I could do a reaction and to keep the risk reward aspect have it be that you can transfer conditions from a binded ally onto yourself
(I mean sounds bad but consider that both you and them can make a saving throw to remove the condition it would technically boost odds of sucess)
I just want to point out that advantage on a save or check in return for disadvantage on the next one is pretty easily cheesed:
You give yourself advantage on the save vs Finger of Death, and then on your turn you just make an Acrobatics check to do a cartwheel or something when you move.
You give yourself advantage to persuade the guard, then make a stealth check as you're following him into the castle.
It may not be quite that easy as the DM ultimately chooses when you roll a check, but I think it's still problematic. Especially once you get Reliable Talent, it becomes nearly impossible to fail most ability checks, so disadvantage is not much of a penalty. And advantage on saving throws is typically valued much higher than advantage on skill checks among the various existing game mechanics.
Hm... it's a neat concept but the implementation is a bit of a mess... here's my take on it:
Fate Weaver's Blessing
3rd level feature
You can turn the fates to your favour. When you make an attack roll, ability check, or saving throw, you can choose to roll at advantage or at disadvantage. When you choose to roll with advantage you cannot do so again until you choose to make a roll at disadvantage or until you finish a long rest.
Binding Fate
3rd level feature
As a bonus action, you can choose one willing creature within 30 ft of you and bind yourselves together with ethereal strands of fate. This bond lasts for 10 minutes, and you can create this bond a number of times equal to your proficiency bonus. You can only have one creature bound to you at a time.
While bound together, if one of you fails an ability check or saving throw, the other partner can use their reaction to repeat the check or save. If the repeated roll succeeds both of you receive the effects of succeeding the check/save, if the repeated roll fails both of you receive the effects of failing the check/save.
Reversal of Destiny
9th level feature
When you use your Uncanny Dodge while bound to another creature, you can choose to deflect the incoming blow with your ethereal bond causing it to sever in a burst of raw energy. The attacker that triggered your Uncanny Dodge takes force damage equal to the damage mitigated by your Uncanny Dodge, and the bond between you and your ally ends immediately.
In addition, when the ally you are bound to is hit by an attack that you can see, you can use your reaction to reduce the damage they take by half as a use of your Uncanny Dodge.
Defy the Fates
13th level feature
When you would be reduced to 0 hp, you can instead choose to remain at 1 hp instead. Once you use this feature you cannot use it again and you have disadvantage on death saving throws until you finish a long rest.
Web of Fate
17th level feature
Your Binding Fate feature is extended to include up to 6 willing creatures.
Whenever you make an ability check or saving throw or you can use your reaction to gain a 1d4 bonus to the check or save. When you do so, you suffer a -1d4 penalty to your next ability check or saving throw. The bonus you gain increases by 1 when you reach higher levels in this class: 9th level (1d4+1), 13th level (1d4+2), and 17th level (1d4+3).
The Bonds of Fate
3rd-level Fateweaver feature
As a bonus action you can bind your fate to an ally’s with an ethereal string. For the next 1 minute, as long as you stay within 60 feet of each other the bonded creature has resistance to all damage, and each time it takes damage you take the same amount of damage. In addition, whenever either you or the bonded ally regain hit points, the other also regains the same number of hit points. You can use this feature a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
[Feature Name]
9th-level Fateweaver feature
While you are bonded to an ally with your Bonds of Fate feature you gain the following benefits:
Fateful Bond. Whenever you deal sneak attack damage to a creature, you gain a number of hit points equal to half the sneak attack damage dealt.
Reversal of Destiny. As an action you can sever the ethereal thread binding you to your ally and unleash it on a single creature you can see within 10 feet of either you or the bonded ally. That creature must make a Wisdom saving throw or it takes an amount of force damage equal to a single roll of your sneak attack dice.
[Feature Name]
13th-level Fateweaver feature
Whenever you or a creature bonded to you by your Bonds of Fate feature is subjected to a condition you can use your reaction to make a weapon attack against a creature within reach or range. On a hit, the condition transfers to the target of the attack.
Superior Bonds
17th-level Fateweaver feature
Whenever you activate your Bonds of date you can bond yourself to up to 2 allies. In addition, whenever a creature bonded to you fails a death saving throw you can use your reaction to cause that ally to instead succeed at that death saving throw and you gain 1 level of exhaustion.
It’s still not ready, but it’s a halfway decent start.
Hm... it's a neat concept but the implementation is a bit of a mess... here's my take on it:
Fate Weaver's Blessing
3rd level feature
You can turn the fates to your favour. When you make an attack roll, ability check, or saving throw, you can choose to roll at advantage or at disadvantage. When you choose to roll with advantage you cannot do so again until you choose to make a roll at disadvantage or until you finish a long rest.
Binding Fate
3rd level feature
As a bonus action, you can choose one willing creature within 30 ft of you and bind yourselves together with ethereal strands of fate. This bond lasts for 10 minutes, and you can create this bond a number of times equal to your proficiency bonus. You can only have one creature bound to you at a time.
While bound together, if one of you fails an ability check or saving throw, the other partner can use their reaction to repeat the check or save. If the repeated roll succeeds both of you receive the effects of succeeding the check/save, if the repeated roll fails both of you receive the effects of failing the check/save.
Reversal of Destiny
9th level feature
When you use your Uncanny Dodge while bound to another creature, you can choose to deflect the incoming blow with your ethereal bond causing it to sever in a burst of raw energy. The attacker that triggered your Uncanny Dodge takes force damage equal to the damage mitigated by your Uncanny Dodge, and the bond between you and your ally ends immediately.
In addition, when the ally you are bound to is hit by an attack that you can see, you can use your reaction to reduce the damage they take by half as a use of your Uncanny Dodge.
Defy the Fates
13th level feature
When you would be reduced to 0 hp, you can instead choose to remain at 1 hp instead. Once you use this feature you cannot use it again and you have disadvantage on death saving throws until you finish a long rest.
Web of Fate
17th level feature
Your Binding Fate feature is extended to include up to 6 willing creatures.
Hey there this is my 1st ever attempt at creating homebrew
Long story short I like the idea of the rougue they offer so much utility throught their expertise, but once you get to combat it feels like a class that relies heavily on its teammates and yeah the damage can be useful I wanted to create a class where the rouge while deal decent damage would act more in line with a supportive damage dealer role while also adding some aspects of risk and reward to the gameplay of the rouge
Here is what I have so far (*also note if something seems off I used the soulknife as a base for this)
Fate Weavers blessing
3rd-level FateWeaver feature
Using you power you can alter and augment you own abilities though not without cost to oneself one per long rest you can gain a bonus to abiltiy check at the cost of disadvantage to another they are as follows.
Destiny's Might: You gain a +1 to all strength checks and ability saving throws thought this take a toll on your body giving -2 on constition saving throws and taking substract 1(d12) from you current max health, until it is changed on the next long rest
Fate's Agility: You gain a +1 to all dex based checks, +1 to AC and and extra 10 feet of walking speed however this taxes your mind giving you a -2 to all wisdom check and saving throws, until it is changed on the next long rest
Destiny's Fortitude: You gain a +1 to all constitution saving thow and 2d8 max hp, and advatage vs the posion, however this clouds your mind giving you a -2 to all intellgence based checks and saving throws, until it is changed on the next long rest
Fate's Cunning: You gain a +1 to all intelligence checks and saving throws, however this slows you reactions giving you a -2 to you dexerity check based checks and saving throws, until it is changed on the next long rest
Destiny's insight: You gain a +1 to all wisdom checks and saving throws, however this constratin sapps your strength giving you a -2 to all strength based checks and saving throws, until it is changed on the next long rest
When you reach certain levels in this class, you gain a better hand at manipulating you own potenntial : at 5th level gain a +2 to your ability check, 11th level +3 to abiltiy check, and 17th level + 5 to abiltiy checks.
Alter Fate. you fail an ability check or saving throw, you can use your reaction to give them adavatage or yourself adavatge however if you are sucessful the next check you make will be made at disadvantage
Binding Fate
3rd-level FateWeaver feature
Your power increase giving you a power to directly affect those around you. As a bonus action you can tether yourself to one your allies with a etheral string this binds the fate of both you and your allies for the duration, this can be done equal time to your proficency
If made on allies you now are binded to them sharing all incoming nonmagcial damage however all nonmagical damage is reduced to half
9th-level FateWeaver feature
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Fateful Bond When you land a sneak attack on on enemy while binded to an ally with your binding fate heal you and you ally for half your sneak attack damage, the healing increases with
Reversal of Destiny. As an action, you sever the thred binding you and you ally, and unleash it on a single target, the enemy must make a Wisdom saving throw or
**deal mitigate dmg(?)
**deal 1d8 per attack made against you or binded ally
(Other Feat)
No name: when an ally suffer from a condition (posion, paralyzed fear, etc) you can make an attack vs your ally if sucessful you deal dmg to them but remove the status ailment, you next attack if successful will then transer the condition to another target
Potential make it so binding fate mitiages all damage either at level 13 and can bind to multiple targets
Immediately allow your ally to save a death saving throw at the cost of 1 point of exhaustion
Again this is my 1st attempt I am trying to work towards making a balanced class that offers a unique rouge experience, and am also look for ideas for the 13th level and 17th level capstone feats so if any DMs or rouge mains go any ideas please let me know
Also again none of these are set in stone so if something is too unbalanced or needs a better counter balance to make it better and more enjoyable for both DM and the player let me know
Personally it think it may be a bit week, +1 to str things but at the price of -2 dex and -1d12 to health? I think it should be a plus 2 personally
Also, its Rogue
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Well, your Fateweaver’s Blessing is kinda crippling, I wouldn’t use it until at least 11th level, and maybe not even then. Plus it’s pretty complicated. You could make it both simpler and better. Maybe try something like this:
That way it’s both less punishing and easier to use.
Binding Fate is a little confusing. I can’t tell if each character takes half the damage, or if the damage is halved and then split between the characters. If you each take half the total damage then that should be pretty balanced. However, if the damage is halved first and then you split it that would be overpowered.
Fateful Bond is very powerful, probably too powerful. Reversal of Destiny is hard to judge because I’m not clear on what you mean.
Your “other feature” is not something many would want you to use on them necessarily, nor something you’d want to use very often. Rogues only get one attack per turn, and giving up one of them to hurt an ally just to maybe possibly impose a condition on an enemy next round is not very attractive.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah the you idea for Fateweaver is probably a little more useable
I originally wanted to basically make so they can risk areas with expertise to give advantage to adapt their skill better to situation they find themselves in which this suggestion does alot better without overcomplicating things...and forcing the player to have another thing to keep track of
Binding Fate: Yeah the inital idea is that both character each take half damage again the risk reward aspect
Fateful bond I may need to reword or readjust but it is supposed to be pretty strong as the rouge sneak attack scales up to insentivise team playing around sneak attack
*Probably will have it have a set amount of uses (equal to proficency or possible a seperate item dice like the psiknife does)
Reversal of Destiny my idea is basically lucario aura from smash) the more damage you and your ally take the stonger your attack will be (to the point of a counter). Need to figure put how to balance it
The other features were speculative...ideas that weren't fully thought out
Maybe if I wanted to implement it I could do a reaction and to keep the risk reward aspect have it be that you can transfer conditions from a binded ally onto yourself
(I mean sounds bad but consider that both you and them can make a saving throw to remove the condition it would technically boost odds of sucess)
I just want to point out that advantage on a save or check in return for disadvantage on the next one is pretty easily cheesed:
It may not be quite that easy as the DM ultimately chooses when you roll a check, but I think it's still problematic. Especially once you get Reliable Talent, it becomes nearly impossible to fail most ability checks, so disadvantage is not much of a penalty. And advantage on saving throws is typically valued much higher than advantage on skill checks among the various existing game mechanics.
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
Hm... it's a neat concept but the implementation is a bit of a mess... here's my take on it:
Fate Weaver's Blessing
3rd level feature
You can turn the fates to your favour. When you make an attack roll, ability check, or saving throw, you can choose to roll at advantage or at disadvantage. When you choose to roll with advantage you cannot do so again until you choose to make a roll at disadvantage or until you finish a long rest.
Binding Fate
3rd level feature
As a bonus action, you can choose one willing creature within 30 ft of you and bind yourselves together with ethereal strands of fate. This bond lasts for 10 minutes, and you can create this bond a number of times equal to your proficiency bonus. You can only have one creature bound to you at a time.
While bound together, if one of you fails an ability check or saving throw, the other partner can use their reaction to repeat the check or save. If the repeated roll succeeds both of you receive the effects of succeeding the check/save, if the repeated roll fails both of you receive the effects of failing the check/save.
Reversal of Destiny
9th level feature
When you use your Uncanny Dodge while bound to another creature, you can choose to deflect the incoming blow with your ethereal bond causing it to sever in a burst of raw energy. The attacker that triggered your Uncanny Dodge takes force damage equal to the damage mitigated by your Uncanny Dodge, and the bond between you and your ally ends immediately.
In addition, when the ally you are bound to is hit by an attack that you can see, you can use your reaction to reduce the damage they take by half as a use of your Uncanny Dodge.
Defy the Fates
13th level feature
When you would be reduced to 0 hp, you can instead choose to remain at 1 hp instead. Once you use this feature you cannot use it again and you have disadvantage on death saving throws until you finish a long rest.
Web of Fate
17th level feature
Your Binding Fate feature is extended to include up to 6 willing creatures.
Try this:
It’s still not ready, but it’s a halfway decent start.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I like it.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting