Planar Melding 10th-level conjuration Casting Time: 1 hour* Range: Self (10 miles)* Components: V, S, M (To be determined)* Duration: Until Dispelled Class: Sorcerer, Wizard, Warlock, Cleric*
Upon the casting of this spell, you create a 10-mile sphere centered on yourself where two planes have been melded together. While within the sphere creates can shift from and to both planes. In addition to this, plane-specific rules (such as Carceri's prison plane feature), do affect the area. Finally, any creature that would be native to the melded plane is considered native for spells like banishment.
*Feed back welcomed
I feel like the description should be bigger but other than adding a list of all the planes and there effect I can't think of anything
Thought I'd come back here and say that the material component should be a cloth made of two materials specific to the planes being melded, for example silver thread would be for the material plane, sinew for the nine hells, or chain links for carceri.
Planar Melding 10th-level conjuration Casting Time: 1 hour* Range: Self (10 miles)* Components: V, S, M (To be determined)* Duration: Until Dispelled Class: Sorcerer, Wizard, Warlock, Cleric*
Upon the casting of this spell, you create a 10-mile sphere centered on yourself where two planes have been melded together. While within the sphere creates can shift from and to both planes. In addition to this, plane-specific rules (such as Carceri's prison plane feature), do affect the area. Finally, any creature that would be native to the melded plane is considered native for spells like banishment.
*Feed back welcomed
I feel like the description should be bigger but other than adding a list of all the planes and there effect I can't think of anything
Thought I'd come back here and say that the material component should be a cloth made of two materials specific to the planes being melded, for example silver thread would be for the material plane, sinew for the nine hells, or chain links for carceri.
thanks, and maybe add some astral pool liquid and a gem for good measure
Rollback Post to RevisionRollBack
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
It's decent... up until the 11th level feature, which is OP, and the 15th level feature, which is way broken. Essentially, anyone within 30 ft. of you (including your party members) can't cast spells besides counterspell (which you can counter anyway). In addition to that, the 18th level feature is hard to understand.
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.
It's decent... up until the 11th level feature, which is OP, and the 15th level feature, which is way broken. Essentially, anyone within 30 ft. of you (including your party members) can't cast spells besides counterspell (which you can counter anyway). In addition to that, the 18th level feature is hard to understand.
okay will change the 11th level and weaken the 15th
i think you misunderstand the second part of spell slowing it prevents reaction casting it does not prevent non reaction casting
it gives you resitance to damage types when you cast spells
here is the fixed version also weakened the 11th level feature
I have also created a witch hunter blood hunter subclass! (it's coming soon in my next Candlekeep's Secret Scrolls).
your's is pretty good. I think a little more description at the top would be good.
Spell Catcher could use a bit more clarification. as I read it, it's saying that when you counterspell a spell, as part of the same reaction you can also cast a spell? that is fairly over powered, I would limit it to a cantrip.
Aura of spell slowing is a bit op, but not much.
Weaving defense is good, but really hard to read in it's current form. I'd change it to something like the following. (changes are bold).
"Starting at 18th level, you’ve learned to master the energies of magical power. when you cast a spell that deals damage or end a spell, you gain resistance to the type of damage the spell dealt for a round. additionally, You have advantage on checks to dispell magical effects."
lastly, in weaving defense, specify how long the resistance lasts (I used a round in my changed version, but a minute or n hour or something like that works)
here is the fixed version also weakened the 11th level feature
I have also created a witch hunter blood hunter subclass! (it's coming soon in my next Candlekeep's Secret Scrolls).
your's is pretty good. I think a little more description at the top would be good.
Spell Catcher could use a bit more clarification. as I read it, it's saying that when you counterspell a spell, as part of the same reaction you can also cast a spell? that is fairly over powered, I would limit it to a cantrip.
Aura of spell slowing is a bit op, but not much.
Weaving defense is good, but really hard to read in it's current form. I'd change it to something like the following. (changes are bold).
"Starting at 18th level, you’ve learned to master the energies of magical power. when you cast a spell that deals damage or end a spell, you gain resistance to the type of damage the spell dealt for a round. additionally, You have advantage on checks to dispell magical effects."
lastly, in weaving defense, specify how long the resistance lasts (I used a round in my changed version, but a minute or n hour or something like that works)
i will work on that
a:it applies to ending spells in general so it includes breaking concentration
b:not as the same reaction
c:remember they need to actually succesfully end them which is harder for spells of higher then 3 level.
Define flaw is good. one thing: never, under any circumstances give a homebrew spell to existing subclasses (like eldritch knight for example.) just don't.
rusted edge halyard is a cool idea, but will rarely get used because it has to be a 20. maybe just make it always do the poison.
caustic stench is good, but same with define flaw, don't give it to nature domain and alchemist.
dragon is cool (I made one myself a while back), but the 14th level ability if broken op. I'd either get rid of it and make a new one entirely, or limit it to challenge rating 2 or lower...
Define flaw is good. one thing: never, under any circumstances give a homebrew spell to existing subclasses (like eldritch knight for example.) just don't.
rusted edge halyard is a cool idea, but will rarely get used because it has to be a 20. maybe just make it always do the poison.
caustic stench is good, but same with define flaw, don't give it to nature domain and alchemist.
dragon is cool (I made one myself a while back), but the 14th level ability if broken op. I'd either get rid of it and make a new one entirely, or limit it to challenge rating 2 or lower...
I agree with you the lvl 14 ability is op. maybe you can only become wyrmlings?
why do you think that it is bad to give a homebrew spell to existing subclasses. I do not see your reasoning there.
Define flaw is good. one thing: never, under any circumstances give a homebrew spell to existing subclasses (like eldritch knight for example.) just don't.
rusted edge halyard is a cool idea, but will rarely get used because it has to be a 20. maybe just make it always do the poison.
caustic stench is good, but same with define flaw, don't give it to nature domain and alchemist.
dragon is cool (I made one myself a while back), but the 14th level ability if broken op. I'd either get rid of it and make a new one entirely, or limit it to challenge rating 2 or lower...
I agree with you the lvl 14 ability is op. maybe you can only become wyrmlings?
why do you think that it is bad to give a homebrew spell to existing subclasses. I do not see your reasoning there.
the subclasses having spells is only the expanded spell list. so giving existing subclasses spells in making their expanded spell lists bigger for no reason. expanded spell lists only get 2 spells per level.
example to backup my point: Life Domain cleric has an expanded spell list, with two spell per level. they could have added healing word to the expanded spell list, it sure fits, but they did not. why? only two spells per level.
so even if you make a spell that fits a subclass, each subclass already has 2 spells per level, so you should only add them if you are removing a spell from their base expanded spell list.
it's even worse for non-warlock subclasses. warlock subclasses get the spells on the expanded spell list added to their spell list, do you can choose to learn them or not. however, other class's expanded spell lists give them all the spells on it, you don't have to choose to learn them. so if I say made a spell called explosion and added it to life domain cleric, then whenever I play a life domain cleric, I have no choice but to have explosion, because it automatically adds it to my character if you give it to the subclass.
Define flaw is good. one thing: never, under any circumstances give a homebrew spell to existing subclasses (like eldritch knight for example.) just don't.
rusted edge halyard is a cool idea, but will rarely get used because it has to be a 20. maybe just make it always do the poison.
caustic stench is good, but same with define flaw, don't give it to nature domain and alchemist.
dragon is cool (I made one myself a while back), but the 14th level ability if broken op. I'd either get rid of it and make a new one entirely, or limit it to challenge rating 2 or lower...
I agree with you the lvl 14 ability is op. maybe you can only become wyrmlings?
why do you think that it is bad to give a homebrew spell to existing subclasses. I do not see your reasoning there.
the subclasses having spells is only the expanded spell list. so giving existing subclasses spells in making their expanded spell lists bigger for no reason. expanded spell lists only get 2 spells per level.
maple to backup my point: Life Domain cleric has an expanded spell list, with two spell per level. they could have added healing word to the expanded spell list, it sure fits, but they did not. why? only two spells per level.
so even if you make a spell that fits a subclass, each subclass already has 2 spells per level, so you should only add them if you are removing a spell from their base expanded spell list.
it's even worse for non-warlock subclasses. warlock subclasses get the spells on the expanded spell list added to their spell list, do you can choose to learn them or not. however, other class's expanded spell lists give them all the spells on it, you don't have to choose to learn them. so if I say made a spell called explosion and added it to life domain cleric, then whenever I play a life domain cleric, I have no choice but to have explosion, because it automatically adds it to my character if you give it to the subclass.
Define flaw is good. one thing: never, under any circumstances give a homebrew spell to existing subclasses (like eldritch knight for example.) just don't.
rusted edge halyard is a cool idea, but will rarely get used because it has to be a 20. maybe just make it always do the poison.
caustic stench is good, but same with define flaw, don't give it to nature domain and alchemist.
dragon is cool (I made one myself a while back), but the 14th level ability if broken op. I'd either get rid of it and make a new one entirely, or limit it to challenge rating 2 or lower...
I agree with you the lvl 14 ability is op. maybe you can only become wyrmlings?
why do you think that it is bad to give a homebrew spell to existing subclasses. I do not see your reasoning there.
the subclasses having spells is only the expanded spell list. so giving existing subclasses spells in making their expanded spell lists bigger for no reason. expanded spell lists only get 2 spells per level.
example to backup my point: Life Domain cleric has an expanded spell list, with two spell per level. they could have added healing word to the expanded spell list, it sure fits, but they did not. why? only two spells per level.
so even if you make a spell that fits a subclass, each subclass already has 2 spells per level, so you should only add them if you are removing a spell from their base expanded spell list.
it's even worse for non-warlock subclasses. warlock subclasses get the spells on the expanded spell list added to their spell list, do you can choose to learn them or not. however, other class's expanded spell lists give them all the spells on it, you don't have to choose to learn them. so if I say made a spell called explosion and added it to life domain cleric, then whenever I play a life domain cleric, I have no choice but to have explosion, because it automatically adds it to my character if you give it to the subclass.
I see your reasoning here, but if they didn't think it was possible or should happen, they wouldn't have made it possible. Also, what I believe this does is not automatically add it to the person's spells, but gives them the option of taking the spell.
Thought I'd come back here and say that the material component should be a cloth made of two materials specific to the planes being melded, for example silver thread would be for the material plane, sinew for the nine hells, or chain links for carceri.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
thanks, and maybe add some astral pool liquid and a gem for good measure
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
order of witch hunter a anti-mage sub for blood hunter
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
It's decent... up until the 11th level feature, which is OP, and the 15th level feature, which is way broken. Essentially, anyone within 30 ft. of you (including your party members) can't cast spells besides counterspell (which you can counter anyway). In addition to that, the 18th level feature is hard to understand.
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.
okay will change the 11th level and weaken the 15th
i think you misunderstand the second part of spell slowing it prevents reaction casting it does not prevent non reaction casting
it gives you resitance to damage types when you cast spells
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I think its cool, but you're incorrect about the Spell Slowing ability: It says
and says nothing about reactions whatsoever, instead preventing casting spells with a casting time of an action or a bonus action.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
oops must of misspelled i shall change that real fast
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
here is the fixed version also weakened the 11th level feature
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
looks good. The spellcasting feature mentions the Profane Soul table rather than the Witch Hunter table btw
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
oops
any other issues power wise
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
not from me
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I have also created a witch hunter blood hunter subclass! (it's coming soon in my next Candlekeep's Secret Scrolls).
your's is pretty good. I think a little more description at the top would be good.
Spell Catcher could use a bit more clarification. as I read it, it's saying that when you counterspell a spell, as part of the same reaction you can also cast a spell? that is fairly over powered, I would limit it to a cantrip.
Aura of spell slowing is a bit op, but not much.
Weaving defense is good, but really hard to read in it's current form. I'd change it to something like the following. (changes are bold).
"Starting at 18th level, you’ve learned to master the energies of magical power. when you cast a spell that deals damage or end a spell, you gain resistance to the type of damage the spell dealt for a round. additionally, You have advantage on checks to dispell magical effects."
lastly, in weaving defense, specify how long the resistance lasts (I used a round in my changed version, but a minute or n hour or something like that works)
I am an average mathematics enjoyer.
>Extended Signature<
i will work on that
a:it applies to ending spells in general so it includes breaking concentration
b:not as the same reaction
c:remember they need to actually succesfully end them which is harder for spells of higher then 3 level.
thanks
i will work on the wording on weaving defense
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Here's some homebrew for you all to take a look at.
Define Flaw
Rusted Edge Halberd
Caustic Stench
The Dragon (Warlock Subclass)
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Define flaw is good. one thing: never, under any circumstances give a homebrew spell to existing subclasses (like eldritch knight for example.) just don't.
rusted edge halyard is a cool idea, but will rarely get used because it has to be a 20. maybe just make it always do the poison.
caustic stench is good, but same with define flaw, don't give it to nature domain and alchemist.
dragon is cool (I made one myself a while back), but the 14th level ability if broken op. I'd either get rid of it and make a new one entirely, or limit it to challenge rating 2 or lower...
I am an average mathematics enjoyer.
>Extended Signature<
I agree with you the lvl 14 ability is op. maybe you can only become wyrmlings?
why do you think that it is bad to give a homebrew spell to existing subclasses. I do not see your reasoning there.
N/A
the subclasses having spells is only the expanded spell list. so giving existing subclasses spells in making their expanded spell lists bigger for no reason. expanded spell lists only get 2 spells per level.
example to backup my point: Life Domain cleric has an expanded spell list, with two spell per level. they could have added healing word to the expanded spell list, it sure fits, but they did not. why? only two spells per level.
so even if you make a spell that fits a subclass, each subclass already has 2 spells per level, so you should only add them if you are removing a spell from their base expanded spell list.
it's even worse for non-warlock subclasses. warlock subclasses get the spells on the expanded spell list added to their spell list, do you can choose to learn them or not. however, other class's expanded spell lists give them all the spells on it, you don't have to choose to learn them. so if I say made a spell called explosion and added it to life domain cleric, then whenever I play a life domain cleric, I have no choice but to have explosion, because it automatically adds it to my character if you give it to the subclass.
I am an average mathematics enjoyer.
>Extended Signature<
the (hopefully) finale version of the order of the witch hunter
changes
replaced spell catcher with hexing reversal
replaced weaving charge with burn at the stake
cleaned up witch hunter magic
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
okay, I understand.
N/A
Nice.
I see your reasoning here, but if they didn't think it was possible or should happen, they wouldn't have made it possible. Also, what I believe this does is not automatically add it to the person's spells, but gives them the option of taking the spell.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature