Due to some recent inspirational sources #nospoilers, I've wanted to live out my best life as a card chuckin Cajun. There are some pretty awesome Homebrews already out there, but they either don't hit the dopamine spot (for me personally) or they have a melody of somewhat complex actual card drawing mechanics dependent on specific suits and card values that seem like they could just slow down the flow of a session, especially online games.
This is the subclass, it is for the sorcerer. I've seen most homebrews use either Rogue or Monk, but I feel Sorcerer fits better.
So I've tried a hand at making my own version/vision of a homebrew. I've never created a subclass though so going into it I didn't want to make something horrendously overpowered or just another dime-a-dozen homebrew. I tried to make a couple unique mechanics that are tied into the class resources, I reskinned a couple mechanics from other subclasses that through a bit of flavoring fit the aesthetic I think. I don't know much about balancing and while I did try my best to keep everything in a scope of balance, I worry that it could be overpowered. I would love to get some feedback/suggestions/input from some of you who are more experienced in not only creating things but also eyeing out things that might be busted.
Level 1: Kinetic Touch
Kinetic Force: Your attacks begin to channel kinetic energy. Whenever you make a melee or thrown weapon attack, you deal an additional +1 force damage. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level.
Gambler's Luck: When fortune doesn't favor you, you can tip the scales. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.
Card Shark: You choose to gain proficiency with a deck of cards or a set of dice. You gain proficiency in the Sleight of Hand skill. Finally, you gain proficiency in Light Armor.
Here I wanted there to be a sense of progression and growth when taking the subclass, so you don't just start out chucking cards with lethal force, that idea is expressed in Kinetic Force. I didn't want it to be something that as soon as you get to 3rd level it just never gets used again, so I added the additional damage at higher levels. Is it too much though? That's my worry. My other worry here is; is it too much? Is the addition of Light Armor Proficiency too strong? Gambler's Luck is just the halfling racial feature with limited use. Should it be limited more?
Level 3:Deal the Card/Roll the Die Cantrip: You learn the cantrip Deal the Card or Roll the Die depending on proficiency chosen at the level 1 feature. This counts as a Sorcerer cantrip for you and does not count against the number of cantrips known.
Hit Me/Roll Again: You can channel your gambler's instincts to influence the forces of chance around you. As a bonus action you can, a number of times equal to your proficiency bonus per long rest, roll a 1d4 gaining effects based on the result:
1 - Bust: No effect.
2 - Pot Raise/Snake Eyes: Add 1d4 to your next attack roll. This effect ends at the end of your turn.
3 - Read the Table/Weighted Die: Subtract 1d4 from an attack roll made against you or an ally within 15ft that you can see before the start of your next turn.
4 - Expert Bluff/Rollback: Until the start of your next turn, you gain a +2 bonus to AC as if you've taken the Dodge action.
At 9th Level, these become 1d6 and at 14th Level, they become 1d8.
Cantrip - Deal the Card:
Casting Time: 1 action
Range: 120 feet
Components: S, M (a playing card)
Duration: Instantaneous
You throw a kinetically charged card at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Groups: Arcane
Subclasses: Kinetic Trickster
Cantrip - Roll the Die:
Casting Time: 1 action
Range: 120 feet
Components: S, M (a singular dice)
Duration: Instantaneous
You throw a kinetically charged dice at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Groups: Arcane
Subclasses: Kinetic Trickster
Here I wanted to add a choice for the subclass, where the player can choose to specialize in either dice or cards. This is mostly flavor, but I wonder if changing the cantrips from force damage to slashing for 'Deal the Card' and Bludgeoning for 'Roll the Die' might give more weight to the decision. The cantrips are based on Firebolt. The Hit me/Roll Again feature is where I tried tying in the class resource. My thought with this was to also lean on the aesthetic of the theme for the subclass. I wanted there to be some randomness to this that has a chance to do nothing but not so much that it doesn't feel beneficial. I also didn't want the benefits to be crazy strong because when looking at sorcery points I see they get 20 of them at 20th. In regards to the resource cost, are the benefits balanced or are they too much? Should it be limited use?
6th Level: Explosive Charge
Explosive Charge: When you hit a target with your Deal the Card/Roll the Die cantrip, you can choose to expend a spell slot to trigger a force explosion once per turn as a bonus action. The target takes an additional 1d6 force damage for a 1st-level spell slot, plus 1d6 for each spell slot level above 1st.
This mechanic is where I wanted to set the tone of the subclass to separate from any of the others and really buckle down on the idea that the Kinetic Trickster, while able to cast spells as a sorcerer would, elect to utilize their spell slots in another way.
14th Level: Kinetic Backlash
Kinetic Backlash: When struck by a melee attack, you can use your reaction to retaliate with kinetic force. The attacker takes force damage equal to your sorcerer level and must succeed on a Dexterity saving throw against your sorcerer spell save DC or be knocked back 5 feet and knocked prone.
18th Level: Overcharged Kinetics
Overcharged Kinetics: Your kinetic manipulations reach their pinnacle. When rolling damage for Deal the Card/Roll the Die or Explosive Charge and you roll the highest number on any of the dice, you can roll one of those dice again and add it to the total damage. This feature can be used once per turn.
These are reflavored from Storm Sorcerer and Wild Magic Sorcerer, I did change the lvl 14 feature, instead of the enemy being knocked back 20ft in a straight line, it's only 5ft and they are knocked prone. I guess my question here is if the prone is too much?
I do appreciate any input/suggestions those who are more experienced may have! Really wanting to have this as balanced as can be in case in the future I get the opportunity to present it to a DM as a potential option for a character in any games I'm a part of! Also, if anyone has any ideas for what the lore behind this subclass could be, please feel free to chime in. I have just some place holder stuff that I brainstormed and had AI flesh out with fancy words, so I plan to rewrite the lore entirely.
How do you envision this class being played? Because I highly doubt people would actually play it that way.
Level 1: Kinetic Touch - This affects weapon attacks, not spell attacks so it wants my sorcerer to be using a weapon, coupled with the proficiency in Light Armour suggests this is like a bladesinger and is intended to go into melee swinging a sword. But no other class features support this style of play?
Level 3:Deal the Card/Roll the Die Cantrip - There is no reason to make this two different spells, just make it one and let them choose whether to flavour it as dice or cards. But more over, this feature suggests my sorcerer should be routinely casting cantrips, not using a weapon in direct contradiction with Kinetic Touch.
Hit Me/Roll Again: - This feature is much too weak, 1 sorcery point is sufficient to Twin a cantrip so I could just make two attacks with my Deal the Card/Roll the Die instead of using this.
6th Level: Explosive Charge - This should be limited to once per turn otherwise you'll have this sorcerer "going nova" by twinning / quickening Deal the Card and dumping multiple high level spell slots into this feature. I'd suggest using a having it require a Bonus action like the new Smite for the 2024 PHB. But at the same time... once I get to higher levels I'm going to have really really good spells so I'm not sure how often I'd be casting cantrips if I could instead e.g. cast Wall of Force or Polymorph or Summon Aberration.
14th Level: Kinetic Backlash - Niche, I'm a sorcerer, I don't want to be getting hit by melee attacks. Again is this sorcerer meant to be standing in melee? If so the Deal the Card/Roll the Dice shouldn't be a ranged attack, if not then why are there so many features designed around be being in melee?
18th Level: Overcharged Kinetics - I'm an 18th level Sorcerer, I can cast 9th level spells. Why would I still be casting Deal the Card?
How do you envision this class being played? Because I highly doubt people would actually play it that way.
Level 1: Kinetic Touch - This affects weapon attacks, not spell attacks so it wants my sorcerer to be using a weapon, coupled with the proficiency in Light Armour suggests this is like a bladesinger and is intended to go into melee swinging a sword. But no other class features support this style of play?
Level 3:Deal the Card/Roll the Die Cantrip - There is no reason to make this two different spells, just make it one and let them choose whether to flavour it as dice or cards. But more over, this feature suggests my sorcerer should be routinely casting cantrips, not using a weapon in direct contradiction with Kinetic Touch.
Hit Me/Roll Again: - This feature is much too weak, 1 sorcery point is sufficient to Twin a cantrip so I could just make two attacks with my Deal the Card/Roll the Die instead of using this.
6th Level: Explosive Charge - This should be limited to once per turn otherwise you'll have this sorcerer "going nova" by twinning / quickening Deal the Card and dumping multiple high level spell slots into this feature. I'd suggest using a having it require a Bonus action like the new Smite for the 2024 PHB. But at the same time... once I get to higher levels I'm going to have really really good spells so I'm not sure how often I'd be casting cantrips if I could instead e.g. cast Wall of Force or Polymorph or Summon Aberration.
14th Level: Kinetic Backlash - Niche, I'm a sorcerer, I don't want to be getting hit by melee attacks. Again is this sorcerer meant to be standing in melee? If so the Deal the Card/Roll the Dice shouldn't be a ranged attack, if not then why are there so many features designed around be being in melee?
18th Level: Overcharged Kinetics - I'm an 18th level Sorcerer, I can cast 9th level spells. Why would I still be casting Deal the Card?
Hey there! I appreciate the response! So the idea behind the subclass on playstyle in combat would be a heavy focus on using the cantrip unlocked at 3rd level which would be the meat and cheese of it in combat.
Level 1: Kinetic Touch - This affects weapon attacks, not spell attacks so it wants my sorcerer to be using a weapon, coupled with the proficiency in Light Armour suggests this is like a bladesinger and is intended to go into melee swinging a sword. But no other class features support this style of play?
Yeah, I see what you're saying here, my thought process was the character would start by being able to imbue/channel kinetic energy into things, like throwing knives or a quarterstaff, and thematically as they get better/stronger they've developed it into the cantrip at 3rd level. But it remains an option should they find themselves in melee they could smack someone with a quarterstaff and have that bonus. But I guess it's such a small bonus that it doesn't matter and is more for the theme. The light armor was a later addition and to be honest, I think I just added it more so for flavor than anything now that I'm reading it back and with what you've said. So maybe I just scrap these two, to not give the impression that this is a melee subclass or think of something to replace them.
Level 3:Deal the Card/Roll the Die Cantrip - There is no reason to make this two different spells, just make it one and let them choose whether to flavour it as dice or cards. But more over, this feature suggests my sorcerer should be routinely casting cantrips, not using a weapon in direct contradiction with Kinetic Touch.
True, the reason I was doing that was I was going to have it set up in DnDBeyond when they level up it shows both options and they choose between them, but setting things up like that is super confusing.
Hit Me/Roll Again: - This feature is much too weak, 1 sorcery point is sufficient to Twin a cantrip so I could just make two attacks with my Deal the Card/Roll the Die instead of using this.
Do you think it'd be better to instead make the feature a 'number of times per day' resource? If I do that should I leave it as d4s or should it go up? Maybe I make it where the die go up at certain level marks, like d6 instead of d4 at 8th level, etc?
6th Level: Explosive Charge - This should be limited to once per turn otherwise you'll have this sorcerer "going nova" by twinning / quickening Deal the Card and dumping multiple high level spell slots into this feature. I'd suggest using a having it require a Bonus action like the new Smite for the 2024 PHB. But at the same time... once I get to higher levels I'm going to have really really good spells so I'm not sure how often I'd be casting cantrips if I could instead e.g. cast Wall of Force or Polymorph or Summon Aberration.
Ooh, that's a very good point. I'll make it a once-per-turn and require a bonus action.
For the second half, those are still options for them to be able to cast? Cantrips still get cast at higher levels, frequently too. Especially when most higher-level damaging spells are multi-target/aoe or dependent on the target failing a save and may not fit a situation.
14th Level: Kinetic Backlash - Niche, I'm a sorcerer, I don't want to be getting hit by melee attacks. Again is this sorcerer meant to be standing in melee? If so the Deal the Card/Roll the Dice shouldn't be a ranged attack, if not then why are there so many features designed around be being in melee?
18th Level: Overcharged Kinetics - I'm an 18th level Sorcerer, I can cast 9th level spells. Why would I still be casting Deal the Card?
No, you wouldn't want to be getting hit by melee attacks, but if you did, this is there. 😊 Just like it is for Storm Sorcerers, except theirs knocks back 20ft. I changed it to 5ft with a knockdown just to make it different for the subclass and it allows moving away on your turn without an attack of opportunity or at least one less, should more than one enemy have gotten within melee of you. But maybe this is too weak for a 14th-level feature and I should take inspiration from one of the other subclasses to make something else.
Yes, you can cast 9th-level spells and in some instances, it might be better to cast one, in some it might not. Especially when weighing action economy for damage vs spellslots when damage is what you're trying to accomplish. I could cast Chain Lightning on the one beefy baddie left for an average of 45dmg for a 6th level slot or I could cast Deal the Card + Explosive charge (sacrificing a 6th level spell slot) for 43 average damage but have the chance for an extra d10 or d6 added to that. Without depending on the monster to make a saving throw for half. But, the point of the post is to get help making it make sense. 😊
I really do appreciate the response, I see and agree with a couple of your points! ❤😊
Do you think it'd be better to instead make the feature a 'number of times per day' resource? If I do that should I leave it as d4s or should it go up? Maybe I make it where the die go up at certain level marks, like d6 instead of d4 at 8th level, etc?
I think the Starry Druid has something similar at 6th level... let me go find it...
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
There it is, yeah so limited uses equal to proficiency bonus, no scaling by level. You might want to either increase the number of uses or add scaling to make up for the fact that your version is random when you use it rather than random at the start of the day (which I like and feels very fun & thematic).
Do you think it'd be better to instead make the feature a 'number of times per day' resource? If I do that should I leave it as d4s or should it go up? Maybe I make it where the die go up at certain level marks, like d6 instead of d4 at 8th level, etc?
I think the Starry Druid has something similar at 6th level... let me go find it...
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
There it is, yeah so limited uses equal to proficiency bonus, no scaling by level. You might want to either increase the number of uses or add scaling to make up for the fact that your version is random when you use it rather than random at the start of the day (which I like and feels very fun & thematic).
Yeah, I like that idea! I'll probably do limited uses equal to proficiency and increase to d6 at Level 9 and d8 at Level 14.
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How do you envision this class being played? Because I highly doubt people would actually play it that way.
Level 1: Kinetic Touch - This affects weapon attacks, not spell attacks so it wants my sorcerer to be using a weapon, coupled with the proficiency in Light Armour suggests this is like a bladesinger and is intended to go into melee swinging a sword. But no other class features support this style of play?
Level 3:Deal the Card/Roll the Die Cantrip - There is no reason to make this two different spells, just make it one and let them choose whether to flavour it as dice or cards. But more over, this feature suggests my sorcerer should be routinely casting cantrips, not using a weapon in direct contradiction with Kinetic Touch.
Hit Me/Roll Again: - This feature is much too weak, 1 sorcery point is sufficient to Twin a cantrip so I could just make two attacks with my Deal the Card/Roll the Die instead of using this.
6th Level: Explosive Charge - This should be limited to once per turn otherwise you'll have this sorcerer "going nova" by twinning / quickening Deal the Card and dumping multiple high level spell slots into this feature. I'd suggest using a having it require a Bonus action like the new Smite for the 2024 PHB. But at the same time... once I get to higher levels I'm going to have really really good spells so I'm not sure how often I'd be casting cantrips if I could instead e.g. cast Wall of Force or Polymorph or Summon Aberration.
14th Level: Kinetic Backlash - Niche, I'm a sorcerer, I don't want to be getting hit by melee attacks. Again is this sorcerer meant to be standing in melee? If so the Deal the Card/Roll the Dice shouldn't be a ranged attack, if not then why are there so many features designed around be being in melee?
18th Level: Overcharged Kinetics - I'm an 18th level Sorcerer, I can cast 9th level spells. Why would I still be casting Deal the Card?
Hey there! I appreciate the response! So the idea behind the subclass on playstyle in combat would be a heavy focus on using the cantrip unlocked at 3rd level which would be the meat and cheese of it in combat.
Yeah, I see what you're saying here, my thought process was the character would start by being able to imbue/channel kinetic energy into things, like throwing knives or a quarterstaff, and thematically as they get better/stronger they've developed it into the cantrip at 3rd level. But it remains an option should they find themselves in melee they could smack someone with a quarterstaff and have that bonus. But I guess it's such a small bonus that it doesn't matter and is more for the theme. The light armor was a later addition and to be honest, I think I just added it more so for flavor than anything now that I'm reading it back and with what you've said. So maybe I just scrap these two, to not give the impression that this is a melee subclass or think of something to replace them.
True, the reason I was doing that was I was going to have it set up in DnDBeyond when they level up it shows both options and they choose between them, but setting things up like that is super confusing.
Do you think it'd be better to instead make the feature a 'number of times per day' resource? If I do that should I leave it as d4s or should it go up? Maybe I make it where the die go up at certain level marks, like d6 instead of d4 at 8th level, etc?
Ooh, that's a very good point. I'll make it a once-per-turn and require a bonus action.
For the second half, those are still options for them to be able to cast? Cantrips still get cast at higher levels, frequently too. Especially when most higher-level damaging spells are multi-target/aoe or dependent on the target failing a save and may not fit a situation.
No, you wouldn't want to be getting hit by melee attacks, but if you did, this is there. 😊 Just like it is for Storm Sorcerers, except theirs knocks back 20ft. I changed it to 5ft with a knockdown just to make it different for the subclass and it allows moving away on your turn without an attack of opportunity or at least one less, should more than one enemy have gotten within melee of you. But maybe this is too weak for a 14th-level feature and I should take inspiration from one of the other subclasses to make something else.
Yes, you can cast 9th-level spells and in some instances, it might be better to cast one, in some it might not. Especially when weighing action economy for damage vs spellslots when damage is what you're trying to accomplish. I could cast Chain Lightning on the one beefy baddie left for an average of 45dmg for a 6th level slot or I could cast Deal the Card + Explosive charge (sacrificing a 6th level spell slot) for 43 average damage but have the chance for an extra d10 or d6 added to that. Without depending on the monster to make a saving throw for half. But, the point of the post is to get help making it make sense. 😊
I really do appreciate the response, I see and agree with a couple of your points! ❤😊
I think the Starry Druid has something similar at 6th level... let me go find it...
There it is, yeah so limited uses equal to proficiency bonus, no scaling by level. You might want to either increase the number of uses or add scaling to make up for the fact that your version is random when you use it rather than random at the start of the day (which I like and feels very fun & thematic).
Yeah, I like that idea! I'll probably do limited uses equal to proficiency and increase to d6 at Level 9 and d8 at Level 14.