I made a homebrew warlock subclass for a campaign I'm running. Does it look balanced?
The Fallen
The pact you made was with a powerful creature of flame and shadow, a being who was once good, but was corrupted by the lure of conquest and power. These entities use their servants as pawns in their plots, ever striving to bring all of the world under their dominion. Fallen patrons include archfiends such as Zariel, Baalzebul, and Malkizid; powerful fallen paladin such as Scyllua Darkhope; and shadow dragons that used to be metallic.
Expanded Spell List
The Fallen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, when you cast a warlock spell that does fire damage, you can add your Charisma modifier to the fire damage dealt by the spell.
Terrifying Presence
Starting at 6th level, your patron bestows you with the power to emanate and aura of fear. As an action, you can cause each creature of your choice within a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you for 1 minute. A creature can repeat its saving throw at the end of each of your turns, ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Dark Lord's Resilience
Starting at 10th level, your dark powers allow to withstand blazing heat and fell shadow. You gain resistance to both fire and necrotic damage.
Dark Lord's Wrath
Starting at 14th level, when you hit a creature with an attack, you can use this feature to deal 6d10 fire damage and 6d10 necrotic damage to the target. The target must make a Constitution saving throw or be incapacitated until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
This: Starting at 1st level, you can choose either fire or necrotic damage when you finish a short or long rest. When you cast a warlock spell that does damage of that type, you can add your Charisma modifier to the damage of that type dealt by the spell.
Or this: Starting at 1st level, you can choose either fire or necrotic damage when you finish a short or long rest. When you cast a warlock spell that does damage of that type, you can deal fire damage equal to your Charisma modifier to one of the spell's targets.
Like the themes going on here for the mechanics, and I agree on being able to switch damage types on the first level feature. I would be careful about having two resistances up at the same time, as even The Fiend only let's you have one resistance at a time from a single feature. I'm a bit confused on the context for choosing Fabricate and Polymorph (although you can probably flavor poly morph depending on transformation). Those two 4th spell additions don't seem to be along the lines of shadow or flame.
Like the themes going on here for the mechanics, and I agree on being able to switch damage types on the first level feature. I would be careful about having two resistances up at the same time, as even The Fiend only let's you have one resistance at a time from a single feature. I'm a bit confused on the context for choosing Fabricate and Polymorph (although you can probably flavor poly morph depending on transformation). Those two 4th spell additions don't seem to be along the lines of shadow or flame.
Thanks! I chose polymorph because their patrons were likely visible warped during their fall, and shared this knowledge with the warlock. I will switch out fabricate though.
No problem! You might consider a Yin and Yang mechanic for the dual resistance. For example, while you are brightly lit you gain resistance to fire otherwise you have resistance to necrotic when you are not brightly lit. You will want to reword it, and it also might depend on how well you are at keeping track of light levels (not for everyone!). in theory it could give you ways to adapt the resistance during combat with some clever uses of producing (or dissolving) light.
This: Starting at 1st level, you can choose either fire or necrotic damage when you finish a short or long rest. When you cast a warlock spell that does damage of that type, you can add your Charisma modifier to the damage of that type dealt by the spell.
Or this: Starting at 1st level, you can choose either fire or necrotic damage when you finish a short or long rest. When you cast a warlock spell that does damage of that type, you can deal fire damage equal to your Charisma modifier to one of the spell's targets.
First one. It means it does the same damage as the spell. And yes, you are right. The level 14 ability seems good, but maybe take out the incapacitated condition.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Is this good for the level 14 ability or should I reduce the damage to 5d10 of each type? Also, should I rephrase the ability at all?
Starting at 14th level, when you hit a creature with an attack, you can use this feature to deal 6d10 fire damage and 6d10 necrotic damage to the target. The target must make a Constitution saving throw against your warlock spell save DC or have their hit point maximum reduced by an amount equal to the necrotic damage done by this ability. This reduction lasts until the target finishes a short or long rest.
Once you use this feature, you can’t use it again until you finish a long rest.
Were you attempting to word it like Harm? Also if it's going to have a effect that lasts longer than The Fiend's feature Hurl Through Hell then it might have to do less damage.
Starting at 14th level, when you hit a creature with an attack, you can use this feature to deal 6d10 fire damage and 6d10 necrotic damage to the target. The target must make a Constitution saving throw against your warlock spell save DC. If the target fails the saving throw, its hit point maximum is reduced for 1 minute by an amount equal to the necrotic damage it took from this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
Mechanically it is there. I wouldn't go pass 12d10 in damage of course (your damage types are more resisted than psychic comparing to Fiend). If you have a lore hook involving flame or shadow for it then see if the feature fits in campaign.
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I made a homebrew warlock subclass for a campaign I'm running. Does it look balanced?
The Fallen
The pact you made was with a powerful creature of flame and shadow, a being who was once good, but was corrupted by the lure of conquest and power. These entities use their servants as pawns in their plots, ever striving to bring all of the world under their dominion. Fallen patrons include archfiends such as Zariel, Baalzebul, and Malkizid; powerful fallen paladin such as Scyllua Darkhope; and shadow dragons that used to be metallic.
Expanded Spell List
The Fallen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fallen Expanded Spells
1st
fog cloud, inflict wounds
2nd
Aganazzar's scorcher, heat metal
3rd
bestow curse, vampiric touch
4th
fabricate, polymorph
5th
cloudkill, immolation
Flame of the Fallen
Starting at 1st level, when you cast a warlock spell that does fire damage, you can add your Charisma modifier to the fire damage dealt by the spell.
Terrifying Presence
Starting at 6th level, your patron bestows you with the power to emanate and aura of fear. As an action, you can cause each creature of your choice within a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you for 1 minute. A creature can repeat its saving throw at the end of each of your turns, ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Dark Lord's Resilience
Starting at 10th level, your dark powers allow to withstand blazing heat and fell shadow. You gain resistance to both fire and necrotic damage.
Dark Lord's Wrath
Starting at 14th level, when you hit a creature with an attack, you can use this feature to deal 6d10 fire damage and 6d10 necrotic damage to the target. The target must make a Constitution saving throw or be incapacitated until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Looks good. Two things though: for level 1 ability, I would say fire or necrotic (players choice). They can change this at the end of a short rest.
For 14ty level: they can either do 6d10 necrotic or fire damage or they can do 3d10 fire and necrotic damage. Otherwise, it's too much damage.
Otherwise, looks good, and synergizes well with fallen assimar.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Thanks for the advice! However, the warlock of the fiend does 10d10 damage, and the damage type is far less resisted than fire or necrotic.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
So for the 1st level ability:
This:
Starting at 1st level, you can choose either fire or necrotic damage when you finish a short or long rest. When you cast a warlock spell that does damage of that type, you can add your Charisma modifier to the damage of that type dealt by the spell.
Or this:
Starting at 1st level, you can choose either fire or necrotic damage when you finish a short or long rest. When you cast a warlock spell that does damage of that type, you can deal fire damage equal to your Charisma modifier to one of the spell's targets.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Like the themes going on here for the mechanics, and I agree on being able to switch damage types on the first level feature. I would be careful about having two resistances up at the same time, as even The Fiend only let's you have one resistance at a time from a single feature. I'm a bit confused on the context for choosing Fabricate and Polymorph (although you can probably flavor poly morph depending on transformation). Those two 4th spell additions don't seem to be along the lines of shadow or flame.
Thanks! I chose polymorph because their patrons were likely visible warped during their fall, and shared this knowledge with the warlock. I will switch out fabricate though.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
No problem! You might consider a Yin and Yang mechanic for the dual resistance. For example, while you are brightly lit you gain resistance to fire otherwise you have resistance to necrotic when you are not brightly lit. You will want to reword it, and it also might depend on how well you are at keeping track of light levels (not for everyone!). in theory it could give you ways to adapt the resistance during combat with some clever uses of producing (or dissolving) light.
First one. It means it does the same damage as the spell. And yes, you are right. The level 14 ability seems good, but maybe take out the incapacitated condition.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Is this good for the level 14 ability or should I reduce the damage to 5d10 of each type? Also, should I rephrase the ability at all?
Starting at 14th level, when you hit a creature with an attack, you can use this feature to deal 6d10 fire damage and 6d10 necrotic damage to the target. The target must make a Constitution saving throw against your warlock spell save DC or have their hit point maximum reduced by an amount equal to the necrotic damage done by this ability. This reduction lasts until the target finishes a short or long rest.
Once you use this feature, you can’t use it again until you finish a long rest.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Were you attempting to word it like Harm? Also if it's going to have a effect that lasts longer than The Fiend's feature Hurl Through Hell then it might have to do less damage.
So would this work then?
Starting at 14th level, when you hit a creature with an attack, you can use this feature to deal 6d10 fire damage and 6d10 necrotic damage to the target. The target must make a Constitution saving throw against your warlock spell save DC. If the target fails the saving throw, its hit point maximum is reduced for 1 minute by an amount equal to the necrotic damage it took from this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Mechanically it is there. I wouldn't go pass 12d10 in damage of course (your damage types are more resisted than psychic comparing to Fiend). If you have a lore hook involving flame or shadow for it then see if the feature fits in campaign.