All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Bolstered Vitality - The reduce of HP maximum is nice, seems a bit situational though. Resistance to necrotic damage makes up for this though.
Siphon Essence - Seems like the core ability of this subclass. It can be really strong on certain levels, but overall not too powerful; I don't think so. It also gives a new kind of versatility most other spellcasters don't have with an increased amount of possible spell slots, even beyond the normal increase Sorcerers have. I'm not entirely sure if a short rest makes sense though - might be abusable. Especially for Sorlocks.
Soul Shield - Very powerful when used right. Very weak if used wrong. I think a change should be added that you must choose to use it before knowing if the attack hits or doesn't. Also, since the Sorcerer has resistance to necrotic damage, the 1d6 damage is reduced to 0-3 damage; is that intentional?
Spirit Wings - The only thing I truly think you should rework. It doesn't make much thematical sense to me and feels more like you just wanted your sorcerer to fly. It's not even related to any of the other abilities in any way.
Dark Soul - I'm not sure. It seems fine but I might be wrong here, never really came close to those tiers of play.
Bolstered Vitality - The reduce of HP maximum is nice, seems a bit situational though. Resistance to necrotic damage makes up for this though.
Siphon Essence - Seems like the core ability of this subclass. It can be really strong on certain levels, but overall not too powerful; I don't think so. It also gives a new kind of versatility most other spellcasters don't have with an increased amount of possible spell slots, even beyond the normal increase Sorcerers have. I'm not entirely sure if a short rest makes sense though - might be abusable. Especially for Sorlocks.
Soul Shield - Very powerful when used right. Very weak if used wrong. I think a change should be added that you must choose to use it before knowing if the attack hits or doesn't. Also, since the Sorcerer has resistance to necrotic damage, the 1d6 damage is reduced to 0-3 damage; is that intentional?
Spirit Wings - The only thing I truly think you should rework. It doesn't make much thematical sense to me and feels more like you just wanted your sorcerer to fly. It's not even related to any of the other abilities in any way.
Dark Soul - I'm not sure. It seems fine but I might be wrong here, never really came close to those tiers of play.
Thank you for these suggestions!
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Soul Shield At 6th level, you can summon the power of a soul under your control to protect yourself against harm. When a creature makes an attack roll against you, you can use your reaction to raise a barrier of smoky energy between you and your attacker. The attack automatically misses you, and you take 1d6 necrotic damage. This damage cannot be reduced in any way. You must choose to use this feature before you know whether the attack hits or misses.
Once you use this feature, you can't use it again until you finish a long rest.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Version 1.5 had been published, with the following changes:
The necrotic damage from Soul Shield cannot be reduced. You must choose to use Soul Shield before you know whether the attack hits or misses. Spirit Wings has been changed to Spirit Sight, granting 30 feet of truesight and advantage on insight checks to tell if someone is lying.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
To post a comment, please login or register a new account.
My second homebrew subclass is almost done! Please let me know if you have any feedback!
https://www.dndbeyond.com/subclasses/637739-soul-born
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Seems nice. Not too powerful, not too weak.
Bolstered Vitality - The reduce of HP maximum is nice, seems a bit situational though. Resistance to necrotic damage makes up for this though.
Siphon Essence - Seems like the core ability of this subclass. It can be really strong on certain levels, but overall not too powerful; I don't think so. It also gives a new kind of versatility most other spellcasters don't have with an increased amount of possible spell slots, even beyond the normal increase Sorcerers have. I'm not entirely sure if a short rest makes sense though - might be abusable. Especially for Sorlocks.
Soul Shield - Very powerful when used right. Very weak if used wrong. I think a change should be added that you must choose to use it before knowing if the attack hits or doesn't. Also, since the Sorcerer has resistance to necrotic damage, the 1d6 damage is reduced to 0-3 damage; is that intentional?
Spirit Wings - The only thing I truly think you should rework. It doesn't make much thematical sense to me and feels more like you just wanted your sorcerer to fly. It's not even related to any of the other abilities in any way.
Dark Soul - I'm not sure. It seems fine but I might be wrong here, never really came close to those tiers of play.
Varielky
Thank you for these suggestions!
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Does this look good for Soul Shield?
Soul Shield
At 6th level, you can summon the power of a soul under your control to protect yourself against harm. When a creature makes an attack roll against you, you can use your reaction to raise a barrier of smoky energy between you and your attacker. The attack automatically misses you, and you take 1d6 necrotic damage. This damage cannot be reduced in any way. You must choose to use this feature before you know whether the attack hits or misses.
Once you use this feature, you can't use it again until you finish a long rest.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Version 1.5 had been published, with the following changes:
The necrotic damage from Soul Shield cannot be reduced.
You must choose to use Soul Shield before you know whether the attack hits or misses.
Spirit Wings has been changed to Spirit Sight, granting 30 feet of truesight and advantage on insight checks to tell if someone is lying.
Link: https://www.dndbeyond.com/subclasses/667555-soul-born
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.