Hey yall! This is my first post on the forum, so if ive committed any crimes may the mods strike me down! Ive been a DM for several years now on and off, but all my attempted at making classes or subclassed have gona horribly wrong; incredibly under or over powered and so on, chalk it up to inexperience. Now ive got a bit more experience under my belt i thought id give it another go, but would really appreciate any feedback or balancing ideas.
The Alloymancer is a subclass for Sorcerer. I wanted to create a fast moving sorcerer that is high risk high reward but isnt a total glass cannon, able to change its fighting style to make it more durable or more damaging. In case anyone notices the comparison, ive taken a lot of inspiration from Brandon Sandersons novel Mistborn, and i am certain if i googled it i would find this subclass already out there, but i wanted to make my own anyways.
Alloymancers derive their magic from having their bodies infused with a substance called quicksilver, which conducts magic like crazy, imagine a magic wielding wolverine.
Level 1: Quicksilver Conduit The quicksilver infused in your body acts as both a weapon and a shield granting you the special range weapon Quicksilver Dart and Rending Returns which you can spend sorcerer points to use Quicksilver Dart 1 action, S, range 60ft, 1 sorcery point Make a ranged spell attack against a target. If hit the target takes 1d4+ cha modifier piercing damage and is imbedded with a quicksilver dart. Targets embedded with a quicksilver dart are at a +1 to hit with your spells and take extra damage equal to half your sorcerer level rounded down, this bonus is multiplied for each dart embedded in the target. At level 1 you can have 1 active arcane dart, this increased by 1 at levels 6, 12, and 18. The dart persists until the target dies or the caster removes it, by either sending it to another target or using Rending Returns.
Rending Returns 1 action, range 60ft, 1 sorcery point Rending returns causes your Quicksilver Darts to return to you, spend 1 sorcery point per dart you wish to return. The dart travels in a straight line directly towards you, creatures in its path must make a dexterity save, they take 1d6 piercing damage on a fail.
Level 6: Quicksilver Carapace When you have no quicksilver darts active, your quicksilver acts as a living shield on your body hardening your skin before moments before you are hit. Your AC is equal to 10 + dex + cha. Additionally, rending returns now grants THP equal to half the damage it deals.
Level 14: Havnt thought of a name for this one yet You are now able to harness the magical connection between yourself and your quicksilver darts to a higher degree. As a reaction, you can cause yourself to fly 30ft directly towards or away from a target marked with an Quicksilver Dart.
Level 18: Truesilver Form Your affinity with truesilver has taken over your form entirely. You have resistance to bludgeoning, piercing and slashing damage. As a bonus action you are able to turn into liquid quicksilver. Attacks against you have disadvantage, your movement speed becomes 60ft, you can fit through any gap and cling to any surface. A bonus action on your round transforms you back.
Thanks for reading everybody. Again if ive posted this in the wrong thread or anything, i do apologise.
Oohh this is interesting! Imma dive right into this.
Quicksikver Conduit:
I love the idea of a custom attack! It's like the Sunsoul Monk, and it makes perfect sense for sorcerers to have something like this (there are cantrips sure, but not all cantrips work for these subclasses! Imagine some sort of dragon breath for draconic!)
The effect is interesting! I like the idea of making a focus point for your spells to deal more damage. The issue is the damage! Adding half your sorc level per leads to an impressive +40 if you're max level with all darts, or 0 at level 1. I would change it to them taking additional damage equal to your Cha or even prof bonus. I would also make this a level 6 feature. There's two reasons for this:
1st) At level 1 you have no Sorcery points, thus making this feature useless.
2nd) most extra damaging abilities for sorc come in around level 6
And! I'd change the scaling. Make it like an eldritch blast, giving more attacks per use. And give it cantrip scaling (5, 11, 17). The effect doesn't stack (so having multiple darts in the same person won't deal extra damage per dart), but for an action you can 'mark' multiple targets for your aoe spells, giving you some flexibility on what you want to hit.
Quicksilver Carapace
This one is good! I like the trade off a lot. You can deal extra damage, but loose your AC. Switching it to level 1 would be fine, and you can add the rending return bit to rending return as a level 6 ability.
Level 14: Magnetism perhaps?
Reactions need a trigger, so what would trigger this? Perhaps you can use your reaction when the marked enemy moves closer to you or away from you, letting you keep the distance you want with them. I'd give it a sorc cost of 1, just so you can't keep spamming it.
Or, just give a passive fly speed when your Carapace is active.
Truesilver Form:
Reminds me of Umbral Form! But, it should also have a limit like Umbral Form, and a sorc point cost. 4 sorc for a minute of being able to change your state as a bonus action perhaps?
Hokay, here goes.... Overall, the language needs a cleanup.
More mechanical issues:
Level 1: Quicksilver Conduit The quicksilver infused in your body acts as both a weapon and a shield granting you the special range weapon Quicksilver Dart and Rending Returns which you can spend sorcerer points to use Quicksilver Dart 1 action, S, range 60ft, 1 sorcery point Make a ranged spell attack against a target. If hit the target takes 1d4+ cha modifier piercing damage and is imbedded with a quicksilver dart. Targets embedded with a quicksilver dart are at a +1 to hit with your spells and take extra damage equal to half your sorcerer level rounded down, this bonus is multiplied for each dart embedded in the target. At level 1 you can have 1 active arcane dart, this increased by 1 at levels 6, 12, and 18. The dart persists until the target dies or the caster removes it, by either sending it to another target or using Rending Returns.
Rending Returns 1 action, range 60ft, 1 sorcery point Rending returns causes your Quicksilver Darts to return to you, spend 1 sorcery point per dart you wish to return. The dart travels in a straight line directly towards you, creatures in its path must make a dexterity save, they take 1d6 piercing damage on a fail.
This needs some work. That adds up to a potential +4 to Attack rolls and +40 to damage per Attack. If they get Eldritch Blast through a feat, that’s potentially an additional +160/turn on a cantrip.... No bueno. If you did a flat Advantage to hit them and disadvantage for them to save against you, and maybe +1d4 Damage / Dart I think it would be closer to balanced. This way it’s just as useful to spread them around for the Advantage as it is to focus on one creature for the damage.
Level 6: Quicksilver Carapace When you have no quicksilver darts active, your quicksilver acts as a living shield on your body hardening your skin before moments before you are hit. Your AC is equal to 10 + dex + cha. Additionally, rending returns now grants THP equal to half the damage it deals.
I would do “Unarmored AC = 11 + Dex + 1/ inactive dart. That way you have some benefit all the time, but it goes down when your darts are embedded in someone else. Additionally, Temp HP don’t stack. So I would do each dart gives full damage, because you while only ever get the total from the highest damage dart.
Level 14: Havnt thought of a name for this one yet You are now able to harness the magical connection between yourself and your quicksilver darts to a higher degree. As a reaction, you can cause yourself to fly 30ft directly towards or away from a target marked with an Quicksilver Dart.
Reactions require specific triggers to use them. I would make this Reaction require you to be attacked or targeted with a spell by the target.
Level 18: Truesilver Form Your affinity with truesilver has taken over your form entirely. You have resistance to bludgeoning, piercing and slashing damage. As a bonus action you are able to turn into liquid quicksilver. Attacks against you have disadvantage, your movement speed becomes 60ft, you can fit through any gap and cling to any surface. A bonus action on your round transforms you back.
You need some things to limit this. A Point/Slot expenditure, or a 1ce/SR or 3 times/LR. And also a turn limit. Maybe a number of rounds equal to Proficiency or Cha modifier. It needs limits or there is no reason not to run around like that 24/7.
Shwaagy! thank for the feedback guys this helps heaps! Haha i really didnt think about that scaling, with eldritch blast that would be insane! Ive never had a campaign last long enough for it to get to that point of sheer mayhem, this is my first consistent group that i could possibly get past level 10 with haha.
I would also make this a level 6 feature. There's two reasons for this:
1st) At level 1 you have no Sorcery points, thus making this feature useless.
2nd) most extra damaging abilities for sorc come in around level 6
And! I'd change the scaling. Make it like an eldritch blast, giving more attacks per use. And give it cantrip scaling (5, 11, 17). The effect doesn't stack (so having multiple darts in the same person won't deal extra damage per dart), but for an action you can 'mark' multiple targets for your aoe spells, giving you some flexibility on what you want to hit.
I like the idea of changing it to a level 6 ability. Yeh i didnt really give much detail on what the scaling would look like, i did want to incentivise spreading yours darts out just as much as having them focused on one person, not just for the damage from the darts, but also for a juicy nuke with rending returns if you pull them all through the same person. When it scales at level 5, 11, 17, if its a skill they dont get until level 6, would it be dumb to let them start with a capacity of 2 Quicksilver darts? I was thinking of having it like eldritch blast, multiple attacks and multiple targets, but you need to spend 1 sorc point for each dart you want to launch, so at level 17 it would be 4 sorc point for 4 darts. The same goes for rending returns, 1 sorc point per dart you want to draw back to you.
I would do “Unarmored AC = 11 + Dex + 1/ inactive dart. That way you have some benefit all the time, but it goes down when your darts are embedded in someone else. Additionally, Temp HP don’t stack. So I would do each dart gives full damage, because you while only ever get the total from the highest damage dart.
This unarmourd AC seems like a good idea, that way you can budget your sorc points better, you dont need to launch or return all your darts at once. My players are extremely inexperienced, so i guess ill just have to be keeping tabs on that a lot haha. I was thinking that when you cast rending returns, the damage is calculated as a total and you get the equivalent THP from it, would that be too strong? i figured at max level your spending 4 sorc point for and amour boost and maximum 12thp, i might be wrong but that didnt seem too crazy, again my experience at high levels is NIL.
Level 14: Magnetism perhaps?
Reactions need a trigger, so what would trigger this? Perhaps you can use your reaction when the marked enemy moves closer to you or away from you, letting you keep the distance you want with them. I'd give it a sorc cost of 1, just so you can't keep spamming it.
Good point, i like that for a trigger. Also thanks for the name! i really like it, simple but effective. I always over think it, try to add as much alliteration and fancy wordplay as possibly, sometimes the simplest is the best.
Truesilver Form:
Reminds me of Umbral Form! But, it should also have a limit like Umbral Form, and a sorc point cost. 4 sorc for a minute of being able to change your state as a bonus action perhaps?
I think this is a good idea. Definitely gotta have a cost to it. The 1 minute time works well, because i wanted it not only to be useful in combat but also in problem solving and RP.
Thanks again guys, i cant imagine the blunders i would have walked into without this feedback haha! And keep it coming if you got more i really appreciate it.
I would do “Unarmored AC = 11 + Dex + 1/ inactive dart. That way you have some benefit all the time, but it goes down when your darts are embedded in someone else. Additionally, Temp HP don’t stack. So I would do each dart gives full damage, because you while only ever get the total from the highest damage dart.
This unarmourd AC seems like a good idea, that way you can budget your sorc points better, you dont need to launch or return all your darts at once. My players are extremely inexperienced, so i guess ill just have to be keeping tabs on that a lot haha. I was thinking that when you cast rending returns, the damage is calculated as a total and you get the equivalent THP from it, would that be too strong? i figured at max level your spending 4 sorc point for and amour boost and maximum 12thp, i might be wrong but that didnt seem too crazy, again my experience at high levels is NIL.
The way you worded it is like a 60 ft. line like Lightning Bolt. That means each dart could potentially hit up to 6 creatures on its way back to you. When you summon them you could potentially do up to 4d6 to up to 6 creatures, or, because each dart could potentially be in a different creature, you could instead do up to 1d6 damage to potentially up to 24 different creatures.
In short, half of 24d6 Temp HP... yeah, that would be too strong.
I apologise if I repeat what somebody's already said, I haven't read the responses.
Ok,
First, I'm a bit confused by the name.
In common use the -mancy suffix means a magic type or power with -mancer meaning a user of such. Originally it referred to a type of divination practice and referred to what medium you used to obtain knowledge about the past, present or future. A pryomancer would divine things by looking into flames or dealing with ash, a necromancer spoke with the dead spirits, etc.
It was originally from Greek. This is why the ???mancy words have the first part in Greek (Pyro is from the greek word for fire, necro was from the greek word for death, etc).
Alloy is a recent (ish) Latin word with no origin in Greek and meant "bind".
Your subclass is based around "Quicksilver", the older name of the metal element mercury. Mercury isn't an alloy.
The generic "metal" would be more fitting in a name choice, since the word is derived from ancient greek as well - metallon. You could use Metallomancer and it would work.
Anyway, let's move on.
"Level 1: Quicksilver Conduit The quicksilver infused in your body acts as both a weapon and a shield granting you the special range weapon Quicksilver Dart and Rending Returns which you can spend sorcerer points to use Quicksilver Dart 1 action, S, range 60ft, 1 sorcery point Make a ranged spell attack against a target. If hit the target takes 1d4+ cha modifier piercing damage and is imbedded with a quicksilver dart. Targets embedded with a quicksilver dart are at a +1 to hit with your spells and take extra damage equal to half your sorcerer level rounded down, this bonus is multiplied for each dart embedded in the target. At level 1 you can have 1 active arcane dart, this increased by 1 at levels 6, 12, and 18. The dart persists until the target dies or the caster removes it, by either sending it to another target or using Rending Returns.
Rending Returns 1 action, range 60ft, 1 sorcery point Rending returns causes your Quicksilver Darts to return to you, spend 1 sorcery point per dart you wish to return. The dart travels in a straight line directly towards you, creatures in its path must make a dexterity save, they take 1d6 piercing damage on a fail. "
This is rather overpowered as few limits are set beyond '4 active at once'. Since you have the bonus applying to any 'to hit' and the damage on any hit this gets insane. By 18th level they could stick all 4 darts in somebody then cast Scorching Ray. That's 3 attack and damage rolls. The attack rolls all get +4 to hit and if all do that's 6d6 + 27 damage. Now imagine they were 20th level but had a 2 level dip in Warlock for Eldritch Blast with Agonising Blast. If all blasts hit thats 4d10 + 56 force damage. Oh, wait, they're a sorc - Quicken to cast against, totalling 8d10 + 112 damage.
That's a lot for a 1st level feature.
The fact it cannot be used until 2nd level (Sorcs don't get Sorc Points until 2nd level) isn't enough to temper (pun intended) this ability.
It could also cause people to question about poisoning enemies with it - since the dart sticks in the enemy and they can never remove it unless they die or you call it back to you. Mercury is highly toxic.
Personally, I'd consider it more like a cantrip: On your turn you can use an action to fire a metal dart an enemy: make a ranged spell attack against a creature you can see within 60 ft of you. On a hit the dart deals 1d8 + your Charima modifier as piercing damage and the dart sticks in them for 1 minute, until they use an action to remove it, or until you choose to dismiss it - no action required, after which the dart disappears. You can have multiple darts active at the same time, up to a maximum equal to your proficiency bonus. If you try to create a new dart when already at your limit, the oldest dart immediately vanishes. The same target can have multiple darts in them, even all of them. While a creature has a dart stuck in it you will always know where they are if they are within 150 ft of you. On your turn, if you have at least one dart active, you can use a bonus action to push away or pull closer the creatures that have your darts in them if they are within 150 ft of you. You can choose to affect one such target, several or all of them but will be affected the same way - if you chose push, all chosen targets are pushed away, for example. You can choose how far each affected creature is pushed or pulled but it must be in 5 ft increments and the maximum a creature can be pushed or pulled is 5 ft for each dart stuck in them. For each 5 ft an affected creature was moved, they lose a dart.
This is still a strong ability but not as strong as yours. I would have this be the only 1st level feature instead of the normal 2 features.
I'd probably go with a name like magnetic darts and drop the quicksilver theme. Mercury is liquid at room temperature, so forming darts of it is weird to imagine.
"Level 6: Quicksilver Carapace When you have no quicksilver darts active, your quicksilver acts as a living shield on your body hardening your skin before moments before you are hit. Your AC is equal to 10 + dex + cha. Additionally, rending returns now grants THP equal to half the damage it deals. "
Quite OK with this power wise. I'd phrase it a little differently, and rather than temp HP (which makes no sense with the visuals and theme you're going with) I'd bump it differently: Your skin becomes tougher, almost like metal, granting a type of natural armor. When you aren’t wearing armor, your AC is 10 + your Dexterity modifier + your Charisma modifier. You can use your natural armor to determine your AC if the armor you wear, if any, would leave you with a lower AC. A shield’s benefits apply as normal, if you can become proficient with one, while you use your natural armor. Whenever you are hit by an attack the area where you're hit briefly looks metallic for a moment. In addition, as a bonus action on your turn you can spend 1 sorcery point to gain resistance to non-magical bludgeoning, piercing and slashing damage for 1 minute. Alternatively you can spend 4 points instead to gain resistance to bludgeoning, piercing and slashing damage, be it magical or not, for 1 minute. While you have such resistances you skin looks like living metal.
--
I'll think more about the other two another time, maybe, it's currently 3 am and my brain is fried.
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I had completely forgotten all about this. I still like the basic premise of the subclass, and if it were balanced properly and coded properly I might even add it to my own collection. Any updates FourKingBiln?
Hey yall!
This is my first post on the forum, so if ive committed any crimes may the mods strike me down!
Ive been a DM for several years now on and off, but all my attempted at making classes or subclassed have gona horribly wrong; incredibly under or over powered and so on, chalk it up to inexperience. Now ive got a bit more experience under my belt i thought id give it another go, but would really appreciate any feedback or balancing ideas.
The Alloymancer is a subclass for Sorcerer. I wanted to create a fast moving sorcerer that is high risk high reward but isnt a total glass cannon, able to change its fighting style to make it more durable or more damaging. In case anyone notices the comparison, ive taken a lot of inspiration from Brandon Sandersons novel Mistborn, and i am certain if i googled it i would find this subclass already out there, but i wanted to make my own anyways.
Alloymancers derive their magic from having their bodies infused with a substance called quicksilver, which conducts magic like crazy, imagine a magic wielding wolverine.
Level 1: Quicksilver Conduit
The quicksilver infused in your body acts as both a weapon and a shield granting you the special range weapon Quicksilver Dart and Rending Returns which you can spend sorcerer points to use
Quicksilver Dart
1 action, S, range 60ft, 1 sorcery point
Make a ranged spell attack against a target. If hit the target takes 1d4+ cha modifier piercing damage and is imbedded with a quicksilver dart. Targets embedded with a quicksilver dart are at a +1 to hit with your spells and take extra damage equal to half your sorcerer level rounded down, this bonus is multiplied for each dart embedded in the target. At level 1 you can have 1 active arcane dart, this increased by 1 at levels 6, 12, and 18.
The dart persists until the target dies or the caster removes it, by either sending it to another target or using Rending Returns.
Rending Returns
1 action, range 60ft, 1 sorcery point
Rending returns causes your Quicksilver Darts to return to you, spend 1 sorcery point per dart you wish to return. The dart travels in a straight line directly towards you, creatures in its path must make a dexterity save, they take 1d6 piercing damage on a fail.
Level 6: Quicksilver Carapace
When you have no quicksilver darts active, your quicksilver acts as a living shield on your body hardening your skin before moments before you are hit. Your AC is equal to 10 + dex + cha.
Additionally, rending returns now grants THP equal to half the damage it deals.
Level 14: Havnt thought of a name for this one yet
You are now able to harness the magical connection between yourself and your quicksilver darts to a higher degree. As a reaction, you can cause yourself to fly 30ft directly towards or away from a target marked with an Quicksilver Dart.
Level 18: Truesilver Form
Your affinity with truesilver has taken over your form entirely. You have resistance to bludgeoning, piercing and slashing damage. As a bonus action you are able to turn into liquid quicksilver. Attacks against you have disadvantage, your movement speed becomes 60ft, you can fit through any gap and cling to any surface. A bonus action on your round transforms you back.
Thanks for reading everybody. Again if ive posted this in the wrong thread or anything, i do apologise.
Oohh this is interesting! Imma dive right into this.
Quicksikver Conduit:
I love the idea of a custom attack! It's like the Sunsoul Monk, and it makes perfect sense for sorcerers to have something like this (there are cantrips sure, but not all cantrips work for these subclasses! Imagine some sort of dragon breath for draconic!)
The effect is interesting! I like the idea of making a focus point for your spells to deal more damage. The issue is the damage! Adding half your sorc level per leads to an impressive +40 if you're max level with all darts, or 0 at level 1. I would change it to them taking additional damage equal to your Cha or even prof bonus. I would also make this a level 6 feature. There's two reasons for this:
1st) At level 1 you have no Sorcery points, thus making this feature useless.
2nd) most extra damaging abilities for sorc come in around level 6
And! I'd change the scaling. Make it like an eldritch blast, giving more attacks per use. And give it cantrip scaling (5, 11, 17). The effect doesn't stack (so having multiple darts in the same person won't deal extra damage per dart), but for an action you can 'mark' multiple targets for your aoe spells, giving you some flexibility on what you want to hit.
Quicksilver Carapace
This one is good! I like the trade off a lot. You can deal extra damage, but loose your AC. Switching it to level 1 would be fine, and you can add the rending return bit to rending return as a level 6 ability.
Level 14: Magnetism perhaps?
Reactions need a trigger, so what would trigger this? Perhaps you can use your reaction when the marked enemy moves closer to you or away from you, letting you keep the distance you want with them. I'd give it a sorc cost of 1, just so you can't keep spamming it.
Or, just give a passive fly speed when your Carapace is active.
Truesilver Form:
Reminds me of Umbral Form! But, it should also have a limit like Umbral Form, and a sorc point cost. 4 sorc for a minute of being able to change your state as a bonus action perhaps?
Really like the class!
Hokay, here goes.... Overall, the language needs a cleanup.
More mechanical issues:
This needs some work. That adds up to a potential +4 to Attack rolls and +40 to damage per Attack. If they get Eldritch Blast through a feat, that’s potentially an additional +160/turn on a cantrip.... No bueno. If you did a flat Advantage to hit them and disadvantage for them to save against you, and maybe +1d4 Damage / Dart I think it would be closer to balanced. This way it’s just as useful to spread them around for the Advantage as it is to focus on one creature for the damage.
I would do “Unarmored AC = 11 + Dex + 1/ inactive dart. That way you have some benefit all the time, but it goes down when your darts are embedded in someone else.
Additionally, Temp HP don’t stack. So I would do each dart gives full damage, because you while only ever get the total from the highest damage dart.
Reactions require specific triggers to use them. I would make this Reaction require you to be attacked or targeted with a spell by the target.
You need some things to limit this. A Point/Slot expenditure, or a 1ce/SR or 3 times/LR. And also a turn limit. Maybe a number of rounds equal to Proficiency or Cha modifier. It needs limits or there is no reason not to run around like that 24/7.
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Shwaagy! thank for the feedback guys this helps heaps!
Haha i really didnt think about that scaling, with eldritch blast that would be insane! Ive never had a campaign last long enough for it to get to that point of sheer mayhem, this is my first consistent group that i could possibly get past level 10 with haha.
I like the idea of changing it to a level 6 ability. Yeh i didnt really give much detail on what the scaling would look like, i did want to incentivise spreading yours darts out just as much as having them focused on one person, not just for the damage from the darts, but also for a juicy nuke with rending returns if you pull them all through the same person. When it scales at level 5, 11, 17, if its a skill they dont get until level 6, would it be dumb to let them start with a capacity of 2 Quicksilver darts? I was thinking of having it like eldritch blast, multiple attacks and multiple targets, but you need to spend 1 sorc point for each dart you want to launch, so at level 17 it would be 4 sorc point for 4 darts. The same goes for rending returns, 1 sorc point per dart you want to draw back to you.
This unarmourd AC seems like a good idea, that way you can budget your sorc points better, you dont need to launch or return all your darts at once. My players are extremely inexperienced, so i guess ill just have to be keeping tabs on that a lot haha. I was thinking that when you cast rending returns, the damage is calculated as a total and you get the equivalent THP from it, would that be too strong? i figured at max level your spending 4 sorc point for and amour boost and maximum 12thp, i might be wrong but that didnt seem too crazy, again my experience at high levels is NIL.
Good point, i like that for a trigger. Also thanks for the name! i really like it, simple but effective. I always over think it, try to add as much alliteration and fancy wordplay as possibly, sometimes the simplest is the best.
I think this is a good idea. Definitely gotta have a cost to it. The 1 minute time works well, because i wanted it not only to be useful in combat but also in problem solving and RP.
Thanks again guys, i cant imagine the blunders i would have walked into without this feedback haha! And keep it coming if you got more i really appreciate it.
The way you worded it is like a 60 ft. line like Lightning Bolt. That means each dart could potentially hit up to 6 creatures on its way back to you. When you summon them you could potentially do up to 4d6 to up to 6 creatures, or, because each dart could potentially be in a different creature, you could instead do up to 1d6 damage to potentially up to 24 different creatures.
In short, half of 24d6 Temp HP... yeah, that would be too strong.
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I apologise if I repeat what somebody's already said, I haven't read the responses.
Ok,
First, I'm a bit confused by the name.
In common use the -mancy suffix means a magic type or power with -mancer meaning a user of such. Originally it referred to a type of divination practice and referred to what medium you used to obtain knowledge about the past, present or future. A pryomancer would divine things by looking into flames or dealing with ash, a necromancer spoke with the dead spirits, etc.
It was originally from Greek. This is why the ???mancy words have the first part in Greek (Pyro is from the greek word for fire, necro was from the greek word for death, etc).
Alloy is a recent (ish) Latin word with no origin in Greek and meant "bind".
Your subclass is based around "Quicksilver", the older name of the metal element mercury. Mercury isn't an alloy.
The generic "metal" would be more fitting in a name choice, since the word is derived from ancient greek as well - metallon. You could use Metallomancer and it would work.
Anyway, let's move on.
"Level 1: Quicksilver Conduit
The quicksilver infused in your body acts as both a weapon and a shield granting you the special range weapon Quicksilver Dart and Rending Returns which you can spend sorcerer points to use
Quicksilver Dart
1 action, S, range 60ft, 1 sorcery point
Make a ranged spell attack against a target. If hit the target takes 1d4+ cha modifier piercing damage and is imbedded with a quicksilver dart. Targets embedded with a quicksilver dart are at a +1 to hit with your spells and take extra damage equal to half your sorcerer level rounded down, this bonus is multiplied for each dart embedded in the target. At level 1 you can have 1 active arcane dart, this increased by 1 at levels 6, 12, and 18.
The dart persists until the target dies or the caster removes it, by either sending it to another target or using Rending Returns.
Rending Returns
1 action, range 60ft, 1 sorcery point
Rending returns causes your Quicksilver Darts to return to you, spend 1 sorcery point per dart you wish to return. The dart travels in a straight line directly towards you, creatures in its path must make a dexterity save, they take 1d6 piercing damage on a fail. "
This is rather overpowered as few limits are set beyond '4 active at once'. Since you have the bonus applying to any 'to hit' and the damage on any hit this gets insane. By 18th level they could stick all 4 darts in somebody then cast Scorching Ray. That's 3 attack and damage rolls. The attack rolls all get +4 to hit and if all do that's 6d6 + 27 damage. Now imagine they were 20th level but had a 2 level dip in Warlock for Eldritch Blast with Agonising Blast. If all blasts hit thats 4d10 + 56 force damage. Oh, wait, they're a sorc - Quicken to cast against, totalling 8d10 + 112 damage.
That's a lot for a 1st level feature.
The fact it cannot be used until 2nd level (Sorcs don't get Sorc Points until 2nd level) isn't enough to temper (pun intended) this ability.
It could also cause people to question about poisoning enemies with it - since the dart sticks in the enemy and they can never remove it unless they die or you call it back to you. Mercury is highly toxic.
Personally, I'd consider it more like a cantrip: On your turn you can use an action to fire a metal dart an enemy: make a ranged spell attack against a creature you can see within 60 ft of you. On a hit the dart deals 1d8 + your Charima modifier as piercing damage and the dart sticks in them for 1 minute, until they use an action to remove it, or until you choose to dismiss it - no action required, after which the dart disappears. You can have multiple darts active at the same time, up to a maximum equal to your proficiency bonus. If you try to create a new dart when already at your limit, the oldest dart immediately vanishes. The same target can have multiple darts in them, even all of them. While a creature has a dart stuck in it you will always know where they are if they are within 150 ft of you. On your turn, if you have at least one dart active, you can use a bonus action to push away or pull closer the creatures that have your darts in them if they are within 150 ft of you. You can choose to affect one such target, several or all of them but will be affected the same way - if you chose push, all chosen targets are pushed away, for example. You can choose how far each affected creature is pushed or pulled but it must be in 5 ft increments and the maximum a creature can be pushed or pulled is 5 ft for each dart stuck in them. For each 5 ft an affected creature was moved, they lose a dart.
This is still a strong ability but not as strong as yours. I would have this be the only 1st level feature instead of the normal 2 features.
I'd probably go with a name like magnetic darts and drop the quicksilver theme. Mercury is liquid at room temperature, so forming darts of it is weird to imagine.
"Level 6: Quicksilver Carapace
When you have no quicksilver darts active, your quicksilver acts as a living shield on your body hardening your skin before moments before you are hit. Your AC is equal to 10 + dex + cha.
Additionally, rending returns now grants THP equal to half the damage it deals. "
Quite OK with this power wise. I'd phrase it a little differently, and rather than temp HP (which makes no sense with the visuals and theme you're going with) I'd bump it differently: Your skin becomes tougher, almost like metal, granting a type of natural armor. When you aren’t wearing armor, your AC is 10 + your Dexterity modifier + your Charisma modifier. You can use your natural armor to determine your AC if the armor you wear, if any, would leave you with a lower AC. A shield’s benefits apply as normal, if you can become proficient with one, while you use your natural armor. Whenever you are hit by an attack the area where you're hit briefly looks metallic for a moment. In addition, as a bonus action on your turn you can spend 1 sorcery point to gain resistance to non-magical bludgeoning, piercing and slashing damage for 1 minute. Alternatively you can spend 4 points instead to gain resistance to bludgeoning, piercing and slashing damage, be it magical or not, for 1 minute. While you have such resistances you skin looks like living metal.
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I'll think more about the other two another time, maybe, it's currently 3 am and my brain is fried.
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I think you might want to change this to be Artificer subclass
I had completely forgotten all about this. I still like the basic premise of the subclass, and if it were balanced properly and coded properly I might even add it to my own collection. Any updates FourKingBiln?
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