I need some help balancing my subclass. The names need some work, too. Any feedback is welcome. Thank you!
Elemental Lineage Sorcerers of the elemental lineage have the primordial magic of the planes coursing through their veins. Using their connection to the Elemental Planes, these sorcerers can shape their magic into devastating attacks or maelstroms of oblivion.
Elemental Magic
1st-level Elemental Lineage feature
You learn additional spells when you reach certain levels in this class, as shown on the Elemental Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Your elemental bloodline allows you greater knowledge of the Inner Planes. You can speak, read, and write Primordial. In addition, whenever you make a check to recall lore about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled.
Gift of the Elements
6th-level Elemental Lineage feature
Your connection to the elements grows stronger, allowing you to hone your powers in a specific element. Choose Air, Earth, Fire, or Water. You gain one of the following features based on your choice.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.
Air
As a reaction, when you're hit with a melee attack by a creature you can see, you can add 5 to your AC. If this causes the attack to fail, you can move up to your movement speed without provoking opportunity attacks.
Earth
As an action, you can gain temporary hit points equal to twice your sorcerer level.
Fire
When you cast a spell that deals damage, you can choose to ignore resistances to damage.
Water
You can use an action to double your walking and swimming speeds for 1 minute.
Strength of the Elements
14th-level Elemental Lineage feature
You gain the ability to channel the elemental forces into devastating attacks. You gain a feature below based on the option you chose for Gift of the Elements.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Air
You can channel the power of elemental air to bypass your opponents defenses. When you miss with an attack, you can choose to have it hit instead.
Earth
You can channel the crushing force of elemental earth to pulverize your foes. When you hit with an attack against a target you can see, you can force them to make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn.
Fire
When you cast a spell that deals damage, you can choose to deal the maximum amount of damage to a single target, instead of rolling.
Water
When you cast a spell that requires a save from the following list, you can choose to change the type of the save to one of the other listed types: Constitution, Dexterity, Wisdom.
Planar Chaos
18th-level Elemental Lineage feature
You summon the power of Elemental Chaos to annihilate your foes. As an action, you can emanate an aura of destruction in a 30-foot radius. This aura last for 1 minute, and while it lasts, each creature of your choice that starts its turn within the aura takes 4d6 force damage. In addition, you gain a feature below based on the option you chose for Gift of the Elements.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Air
Wisps of air swirl around you. While the aura lasts, you gain a flying speed equal to your walking speed, and ranged weapon attacks against you have disadvantage.
Earth
The earth and sky shake with the power of the earth. When a creature tries to move in or out of the aura, you can force it to make a Dexterity save against your spell save DC or fall prone.
Fire
Flames wreathe your body, bringing retribution to those who strike you. When a creature you can see within the aura hits you with an attack, they take 2d8 fire damage.
Water
A tempest of water swirls around you, pushing back your foes. As a bonus action, you can force up to three creatures within the aura to make a Strength save against your spell save DC or be pushed 30 feet in a direction of your choice. A creature can choose to fail this save.
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.
I need some help balancing my subclass. The names need some work, too. Any feedback is welcome. Thank you!
Elemental Lineage Sorcerers of the elemental lineage have the primordial magic of the planes coursing through their veins. Using their connection to the Elemental Planes, these sorcerers can shape their magic into devastating attacks or maelstroms of oblivion.
Elemental Magic
1st-level Elemental Lineage feature
You learn additional spells when you reach certain levels in this class, as shown on the Elemental Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Your elemental bloodline allows you greater knowledge of the Inner Planes. You can speak, read, and write Primordial. In addition, whenever you make a check to recall lore about elementals or the Elemental Planes, your proficiency bonus applies to this check and is doubled.
Gift of the Elements
6th-level Elemental Lineage feature
Your connection to the elements grows stronger, allowing you to hone your powers in a specific element. Choose Air, Earth, Fire, or Water. You gain one of the following features based on your choice.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.
Air
As a reaction when you're hit with a melee attack by a creature you can see, you can add 5 to your AC. If this causes the attack to fail, you can move up to your movement speed without provoking opportunity attacks.
Earth
As an action, you can expend 3 sorcery points to gain temporary hit points equal to twice your sorcerer level.
Fire
When you cast a spell that deals damage, you can choose to ignore resistances to that damage.
Water
You can use an action to double your walking and swimming speeds for 1 minute.
Strength of the Elements
14th-level Elemental Lineage feature
You gain the ability to channel the elemental forces into devastating attacks. You gain a feature below based on the option you chose for Gift of the Elements.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Air
You can channel the power of elemental air to bypass your opponent's defenses. When you miss with an attack, you can choose to have it hit instead.
Earth
You can channel the crushing force of elemental earth to pulverize your foes. When you hit with an attack against a target you can see, you can force them to make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn.
Fire
When you cast a spell that deals damage, you can choose to deal the maximum amount of damage, instead of rolling.
Water
When you cast a spell that requires a save from the following list, you can choose to change the type of the save to Constitution, Dexterity, or Wisdom.
Planar Chaos
18th-level Elemental Lineage feature
You summon the power of Elemental Chaos to annihilate your foes. As an action, you can emanate an aura of destruction in a 30-foot radius. This aura last for 1 minute, and while it lasts, each creature of your choice that starts its turn within the aura takes 4d6 force damage. In addition, you gain a feature below based on the option you chose for Gift of the Elements.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Air
Wisps of air swirl around you. While the aura lasts, you gain a flying speed equal to your walking speed, and ranged weapon attacks against you have disadvantage.
Earth
The earth and sky shake with the power of the earth. When a creature tries to move in or out of the aura, you can force it to make a Dexterity save against your spell save DC or fall prone.
Fire
Flames wreathe your body, bringing retribution to those who strike you. When a creature you can see within the aura hits you with an attack, they take 2d8 fire damage.
Water
A tempest of water swirls around you, pushing back your foes. As a bonus action, you can force up to three creatures within the aura to make a Strength save against your spell save DC or be pushed 30 feet in a direction of your choice. A creature can choose to fail this save.
Edited some of the wording. And earth is the only one that costs sorcery points for Gift of the Elements. Also, for Gift of the Elements, I think water should get a swimming speed, since not very many races have them. I also think they need a stronger 1st level feature.
I need some help balancing my subclass. The names need some work, too. Any feedback is welcome. Thank you!
Elemental Lineage Sorcerers of the elemental lineage have the primordial magic of the planes coursing through their veins. Using their connection to the Elemental Planes, these sorcerers can shape their magic into devastating attacks or maelstroms of oblivion.
Elemental Magic
1st-level Elemental Lineage feature
You learn additional spells when you reach certain levels in this class, as shown on the Elemental Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Your elemental bloodline allows you greater knowledge of the Inner Planes. You can speak, read, and write Primordial. In addition, whenever you make a check to recall lore about elementals or the Elemental Planes, your proficiency bonus applies to this check and is doubled.
Gift of the Elements
6th-level Elemental Lineage feature
Your connection to the elements grows stronger, allowing you to hone your powers in a specific element. Choose Air, Earth, Fire, or Water. You gain one of the following features based on your choice.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.
Air
As a reaction when you're hit with a melee attack by a creature you can see, you can add 5 to your AC. If this causes the attack to fail, you can move up to your movement speed without provoking opportunity attacks.
Earth
As an action, you can expend 3 sorcery points to gain temporary hit points equal to twice your sorcerer level.
Fire
When you cast a spell that deals damage, you can choose to ignore resistances to that damage.
Water
You can use an action to double your walking and swimming speeds for 1 minute.
Strength of the Elements
14th-level Elemental Lineage feature
You gain the ability to channel the elemental forces into devastating attacks. You gain a feature below based on the option you chose for Gift of the Elements.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Air
You can channel the power of elemental air to bypass your opponent's defenses. When you miss with an attack, you can choose to have it hit instead.
Earth
You can channel the crushing force of elemental earth to pulverize your foes. When you hit with an attack against a target you can see, you can force them to make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn.
Fire
When you cast a spell that deals damage, you can choose to deal the maximum amount of damage, instead of rolling.
Water
When you cast a spell that requires a save from the following list, you can choose to change the type of the save to Constitution, Dexterity, or Wisdom.
Planar Chaos
18th-level Elemental Lineage feature
You summon the power of Elemental Chaos to annihilate your foes. As an action, you can emanate an aura of destruction in a 30-foot radius. This aura last for 1 minute, and while it lasts, each creature of your choice that starts its turn within the aura takes 4d6 force damage. In addition, you gain a feature below based on the option you chose for Gift of the Elements.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Air
Wisps of air swirl around you. While the aura lasts, you gain a flying speed equal to your walking speed, and ranged weapon attacks against you have disadvantage.
Earth
The earth and sky shake with the power of the earth. When a creature tries to move in or out of the aura, you can force it to make a Dexterity save against your spell save DC or fall prone.
Fire
Flames wreathe your body, bringing retribution to those who strike you. When a creature you can see within the aura hits you with an attack, they take 2d8 fire damage.
Water
A tempest of water swirls around you, pushing back your foes. As a bonus action, you can force up to three creatures within the aura to make a Strength save against your spell save DC or be pushed 30 feet in a direction of your choice. A creature can choose to fail this save.
Edited some of the wording. And earth is the only one that costs sorcery points for Gift of the Elements. Also, for Gift of the Elements, I think water should get a swimming speed, since not very many races have them. I also think they need a stronger 1st level feature.
Whoops, you're right about Gift of the Elements, I meant to change that. I also agree that Primordial Blood needs to be stronger, but I don't know how to make it so. Also, water basically gets a swimming speed for Gift of the Elements, they just also get a faster walking speed.
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.
mostly good, although not all the spells fit, IMO.
Primordial Bond:
really cool and thematic! there are a few things though. for one, I think you should reword "whenever you make a check to recall lore about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled." to "whenever you make a check to recall information about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled." also, I think that this one is kinda weak for being the only 1st level ability. I have no idea for how to make it more powerful currently...
Gift of the Elements:
water is waaay weak, and fire is possible a bit weak. also, you may want to make it so that you can change your elemental gift each long rest or something.
Strength of the Elements:
water is really weak again, and fire is possible a bit op. evocation wizard take so much necrotic damage is they use it more than once, whereas your fire ability can be used probably at least 4 times without taking any damage. otherwise really cool.
Planar Chaos:
again, water is weak. also, maybe switch the 4d6 force damage from at the start of turns, to when they enter it for the first time, or end their turn in it.
mostly good, although not all the spells fit, IMO.
Primordial Bond:
really cool and thematic! there are a few things though. for one, I think you should reword "whenever you make a check to recall lore about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled." to "whenever you make a check to recall information about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled." also, I think that this one is kinda weak for being the only 1st level ability. I have no idea for how to make it more powerful currently...
Gift of the Elements:
water is waaay weak, and fire is possible a bit weak. also, you may want to make it so that you can change your elemental gift each long rest or something.
Strength of the Elements:
water is really weak again, and fire is possible a bit op. evocation wizard take so much necrotic damage is they use it more than once, whereas your fire ability can be used probably at least 4 times without taking any damage. otherwise really cool.
Planar Chaos:
again, water is weak. also, maybe switch the 4d6 force damage from at the start of turns, to when they enter it for the first time, or end their turn in it.
I agree that not all the spells are great, it was hard to find ones that were thematic. Water is intended to be more support than the others, and the Gift of the Elements ability is good for exploration and mobility. Strength of the Elements water could be either really good or really bad, depending on how you play it. The ability to change saving throws is unique. The Planar Chaos water ability is again, support. You can punch glass cannons over towards your fighters, ensure that enemies remain in your AoE, and also move around your allies without provoking opportunity attacks.
I'll edit Strength of the Elements fire so it only works for a single target. Gift of the Elements fire is a bit weak but also very useful, especially when combined with the 14th level feature.
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.
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I need some help balancing my subclass. The names need some work, too. Any feedback is welcome. Thank you!
Elemental Lineage
Sorcerers of the elemental lineage have the primordial magic of the planes coursing through their veins. Using their connection to the Elemental Planes, these sorcerers can shape their magic into devastating attacks or maelstroms of oblivion.
Elemental Magic
1st-level Elemental Lineage feature
You learn additional spells when you reach certain levels in this class, as shown on the Elemental Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Elemental Spells
Primordial Blood
1st-level Elemental Lineage feature
Your elemental bloodline allows you greater knowledge of the Inner Planes. You can speak, read, and write Primordial. In addition, whenever you make a check to recall lore about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled.
Gift of the Elements
6th-level Elemental Lineage feature
Your connection to the elements grows stronger, allowing you to hone your powers in a specific element. Choose Air, Earth, Fire, or Water. You gain one of the following features based on your choice.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.
Air
As a reaction, when you're hit with a melee attack by a creature you can see, you can add 5 to your AC. If this causes the attack to fail, you can move up to your movement speed without provoking opportunity attacks.
Earth
As an action, you can gain temporary hit points equal to twice your sorcerer level.
Fire
When you cast a spell that deals damage, you can choose to ignore resistances to damage.
Water
You can use an action to double your walking and swimming speeds for 1 minute.
Strength of the Elements
14th-level Elemental Lineage feature
You gain the ability to channel the elemental forces into devastating attacks. You gain a feature below based on the option you chose for Gift of the Elements.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Air
You can channel the power of elemental air to bypass your opponents defenses. When you miss with an attack, you can choose to have it hit instead.
Earth
You can channel the crushing force of elemental earth to pulverize your foes. When you hit with an attack against a target you can see, you can force them to make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn.
Fire
When you cast a spell that deals damage, you can choose to deal the maximum amount of damage to a single target, instead of rolling.
Water
When you cast a spell that requires a save from the following list, you can choose to change the type of the save to one of the other listed types: Constitution, Dexterity, Wisdom.
Planar Chaos
18th-level Elemental Lineage feature
You summon the power of Elemental Chaos to annihilate your foes. As an action, you can emanate an aura of destruction in a 30-foot radius. This aura last for 1 minute, and while it lasts, each creature of your choice that starts its turn within the aura takes 4d6 force damage. In addition, you gain a feature below based on the option you chose for Gift of the Elements.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Air
Wisps of air swirl around you. While the aura lasts, you gain a flying speed equal to your walking speed, and ranged weapon attacks against you have disadvantage.
Earth
The earth and sky shake with the power of the earth. When a creature tries to move in or out of the aura, you can force it to make a Dexterity save against your spell save DC or fall prone.
Fire
Flames wreathe your body, bringing retribution to those who strike you. When a creature you can see within the aura hits you with an attack, they take 2d8 fire damage.
Water
A tempest of water swirls around you, pushing back your foes. As a bonus action, you can force up to three creatures within the aura to make a Strength save against your spell save DC or be pushed 30 feet in a direction of your choice. A creature can choose to fail this save.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
this is super cool! I will give feedback soon, but gtg right now.
I am an average mathematics enjoyer.
>Extended Signature<
Edited some of the wording. And earth is the only one that costs sorcery points for Gift of the Elements. Also, for Gift of the Elements, I think water should get a swimming speed, since not very many races have them. I also think they need a stronger 1st level feature.
I have a weird sense of humor.
I also make maps.(That's a link)
Whoops, you're right about Gift of the Elements, I meant to change that. I also agree that Primordial Blood needs to be stronger, but I don't know how to make it so. Also, water basically gets a swimming speed for Gift of the Elements, they just also get a faster walking speed.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
ok, here's my feedback!
Elemental Magic:
mostly good, although not all the spells fit, IMO.
Primordial Bond:
really cool and thematic! there are a few things though. for one, I think you should reword "whenever you make a check to recall lore about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled." to "whenever you make a check to recall information about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled." also, I think that this one is kinda weak for being the only 1st level ability. I have no idea for how to make it more powerful currently...
Gift of the Elements:
water is waaay weak, and fire is possible a bit weak. also, you may want to make it so that you can change your elemental gift each long rest or something.
Strength of the Elements:
water is really weak again, and fire is possible a bit op. evocation wizard take so much necrotic damage is they use it more than once, whereas your fire ability can be used probably at least 4 times without taking any damage. otherwise really cool.
Planar Chaos:
again, water is weak. also, maybe switch the 4d6 force damage from at the start of turns, to when they enter it for the first time, or end their turn in it.
I am an average mathematics enjoyer.
>Extended Signature<
I agree that not all the spells are great, it was hard to find ones that were thematic. Water is intended to be more support than the others, and the Gift of the Elements ability is good for exploration and mobility. Strength of the Elements water could be either really good or really bad, depending on how you play it. The ability to change saving throws is unique. The Planar Chaos water ability is again, support. You can punch glass cannons over towards your fighters, ensure that enemies remain in your AoE, and also move around your allies without provoking opportunity attacks.
I'll edit Strength of the Elements fire so it only works for a single target. Gift of the Elements fire is a bit weak but also very useful, especially when combined with the 14th level feature.
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.