So I'm making a homebrew caster class that has a way of altering their spells, similar to sorcerer but more adding a mild effect to the spell rather then changing the properties of the spell. It's still in early stages so I'm not ready to post the whole thing yet, but I'm working on one of the subclasses and having a bit of issues. It's meant to be a subclass that focuses on effecting the mind, with enchantments and illusions mostly. Like a magician and a mentalists type. I've been going through the different classes and subclasses I have on dnd beyond and looking at other homebrews and I'm having difficulty really coming up with something that feels right. Here is what I have so far.
3rd level
Gain advantage against being charmed or frightened, and proficiency with one charisma skill of your choice. Each other subclass so far has a level 1 spell that they can cast as a ritual and it is better in some way. I thought maybe empower Silent Image, or make Minor illusion a bonus action instead?
6th level
At 6th level, you learn to infuse innocent-seeming words with mind-altering magic. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed your will into it's mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or charmed or frightened of you or another creature of your choice. The target is affected in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While it is charmed or frightened in this way you can give the creature suggestions, similar to the effect of the suggestion spell.
If the target succeeds on its saving throw, the target has no hint that you tried to affect it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
14th level
You gain a bonus action that you can use to force a creature you can see within 60 feet of you to make a Charisma saving throw against your spell save DC. On a failed save you can choose to either Conceal or Enthrall.
Conceal - You can magically remove yourself from one creature’s perception: the target can’t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Enthrall - You can magically force one creature's perception to focus on only you: the target can only focus on you for 24 hours, whether that be positive or negative is dependent on the target's feelings towards you. The target can repeat the saving throw at the end of any turn during which your allies hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Once you’ve used this bonus action, you can’t use it again until you finish a short or long rest.
I also considered maybe a different version of the bard feature for 14th level:
Unbreakable Majesty
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
Any other ideas, or how I can improve what I have. Or if this isn't bad but just needs some cleaning up.. I just need input outside my own head, lol.
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So I'm making a homebrew caster class that has a way of altering their spells, similar to sorcerer but more adding a mild effect to the spell rather then changing the properties of the spell. It's still in early stages so I'm not ready to post the whole thing yet, but I'm working on one of the subclasses and having a bit of issues. It's meant to be a subclass that focuses on effecting the mind, with enchantments and illusions mostly. Like a magician and a mentalists type. I've been going through the different classes and subclasses I have on dnd beyond and looking at other homebrews and I'm having difficulty really coming up with something that feels right. Here is what I have so far.
Any other ideas, or how I can improve what I have. Or if this isn't bad but just needs some cleaning up.. I just need input outside my own head, lol.