Hi guys been a while since I posted but thought I would share a new subclass with you. Basic themes are the title as a ranger who has forsworn their duty/oaths(no not at all like the oath breaker paladin why do you ask). Any feedback would be great especially better names for the branches. It is loosely based around the structure of the Hunter (underrated subclass in my opinion). If any people want to use it just do
Ranger Subclass: The Forsworn
Rangers who break sacred vows become Forsworn, marked by the land they once protected. Their bond with nature twists into a source of ruin, blight, and grim resolve. At each stage of their journey, a Forsworn ranger shapes this corruption through Evolutions that define their path.
At 3rd, 7th, 11th, and 15th level, you choose one Evolution from the options available at that level. Each Evolution is self‑contained and does not depend on previous choices.
Level 3 Evolutions
Forsworn Slayer
Once per turn when you hit a creature with a weapon attack, you deal an additional 1d8 necrotic damage. Once per long rest, you may increase this bonus to 2d8 for a single attack.
Blightbearer
When you hit a creature with a weapon attack, it has disadvantage on the next saving throw it makes before the end of your next turn. This effect may occur once per turn.
Ruin‑Warden
Once per turn when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage, and the creature’s speed is reduced by 10 feet until the end of your next turn.
Level 7 Evolutions
Slayer’s Momentum
When a creature dies within 15 feet of you, you regain hit points equal to (your ranger level ÷ 3)d8 + your Constitution modifier (minimum 1d8).
Blight Aura
You emit a 10‑foot aura. Creatures in the aura have disadvantage on all saving throws against spells you cast. Once per turn, a creature that begins its turn in the aura takes necrotic damage equal to your Wisdom modifier.
Ruin‑Marked
When you hit a creature with a weapon attack, it cannot take reactions until the start of your next turn. This effect may occur once per turn.
Level 11 Evolutions
Field of Slaughter
Each enemy within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to your Wisdom modifier and is frightened of you until the end of your next turn.
Forsaken Grove
As an action, you create a 20‑foot‑radius blighted area centered on a point you can see within 60 feet. The area lasts for 1 minute. It is difficult terrain for enemies. A creature that begins its turn in the area must succeed on a Wisdom saving throw or be restrained until the start of its next turn. A creature that moves through the area takes 1d4 damage for every foot it travels.
Ruin’s Grasp
As an action, choose one creature within 30 feet. The target must make a Strength saving throw. On a failed save, it takes 3d10 psychic damage and is restrained until the end of your next turn.
Level 15 Evolutions
Doomshot Executioner
Once per turn when you hit a creature with a weapon attack, you deal an additional 1d8 necrotic damage. When you reduce a creature to 0 hit points, your next weapon attack before the end of your next turn deals an additional 2d8 necrotic damage.
Sovereign of Blight
You emit a 20‑foot aura. Creatures in the aura have disadvantage on attack rolls made against you. The first time each turn a creature in the aura fails a saving throw, it takes necrotic damage equal to your Wisdom modifier.
Master of Ruin
Once per turn when you hit a creature with a weapon attack, choose two of the following effects to apply to the target: • The target takes 1d6 necrotic damage. • The target’s speed is reduced by 10 feet. • The target cannot take reactions. • The target has disadvantage on its next attack roll. • The target has disadvantage on its next saving throw.
Rollback Post to RevisionRollBack
And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
My first is more of a question, which is what are these abilities for? Like, the Hunter abilities, for better or worse, were meant to combat specific enemy types - typically either hordes of small enemies or individual, large enemies. Likewise, the Gloom Stalker is intended to counter underdark denizens. This... just looks like a list of good things that happens when you attack enemies. There doesn't seem to be any kind of theme except "pick a way to kill enemies." It doesn't even seem to match to any kind of theme of duty... shirking...
My second is the notion of a Ranger forsaking their oaths. Rangers... don't... take... oaths? I mean, I suppose some do, probably? But in general, Rangers are creatures of freedom and exploration, with something resembling a kind of secondary responsibility as wardens of nature. You might address the flavor there, and change it to something that opposes a more naturally thematic element of the ranger.
My third is that the class feels very homogenous. "Level 3: pick an extra combat buff. Level 7: pick an extra combat buff. Level 11: why don't you grab another combat buff? Level 15: Hey, have you considered a combat buff?" Most subclasses follow a pretty specific formula:
Subclass feature #1 is the definitive feature. See Gloom Stalker, where you become exceptional at striking quickly from a place of hiding.
Subclass feature #2 is a defensive feature. Gloom Stalker gets a saving throw proficiency.
Subclass feature #4 is some kind of fun, thematic, capstone. Gloom Stalker gets a teleporting dodge (which, frankly, I think isn't terribly thematic, but that's a different thread).
I would try to follow that formula in creating a subclass and choosing features. This one is all "look how tough and strong this subclass is" without any real distinction between abilities. It also has zero out-of-combat benefit. Even Gloom Stalker, which is basically the assassin subclass, gets some sneakin' around stuff.
My fourth is that some of these are too complex for most players to keep reliable track of. If I'm level 15, and I hit someone with an attack, I deal an additional 1d8 damage, unless I killed someone the round before, in which case I deal 2d8 damage, unless I have the third-level ability, so I do 3d8 additional damage, unless I haven't used the once per long rest ability that let's me do 4d8 additional damage.
My fifth and final is the gong I bang every time someone brings a homebrew to the forums: This *gong* is *gong* too *gong* strong *gong*. The level three abilities are... more or less balanced, even if they're not terribly interesting. But the level seven abilities include instant heals every time something near you dies, a ten-foot damage-dealing aura that imposes disadvantage on saving throws, and a damaging action that restrains your target? There are very few limitations on the number of times or the duration of most of these abilities, which means I can fear-bomb everything in a 30-foot radius of me every turn if I want to at level eleven?
I'd suggest revisiting, trying to focus on being a little more specific in your approach. There's too much spaghetti on this wall. Pay attention to each step of the class and how it changes how the player plays the game. I'd consider balance, and I'd take a look at how the different subclasses are structured and see where you can fit it in. And I'd try to create at least a little out-of-combat utility while you were at it.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
I got the oath part from the mention of their unending watch
Rollback Post to RevisionRollBack
And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
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Hi guys been a while since I posted but thought I would share a new subclass with you. Basic themes are the title as a ranger who has forsworn their duty/oaths(no not at all like the oath breaker paladin why do you ask). Any feedback would be great especially better names for the branches. It is loosely based around the structure of the Hunter (underrated subclass in my opinion). If any people want to use it just do
Ranger Subclass: The Forsworn
Rangers who break sacred vows become Forsworn, marked by the land they once protected. Their bond with nature twists into a source of ruin, blight, and grim resolve. At each stage of their journey, a Forsworn ranger shapes this corruption through Evolutions that define their path.
At 3rd, 7th, 11th, and 15th level, you choose one Evolution from the options available at that level. Each Evolution is self‑contained and does not depend on previous choices.
Level 3 Evolutions
Forsworn Slayer
Once per turn when you hit a creature with a weapon attack, you deal an additional 1d8 necrotic damage. Once per long rest, you may increase this bonus to 2d8 for a single attack.
Blightbearer
When you hit a creature with a weapon attack, it has disadvantage on the next saving throw it makes before the end of your next turn. This effect may occur once per turn.
Ruin‑Warden
Once per turn when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage, and the creature’s speed is reduced by 10 feet until the end of your next turn.
Level 7 Evolutions
Slayer’s Momentum
When a creature dies within 15 feet of you, you regain hit points equal to (your ranger level ÷ 3)d8 + your Constitution modifier (minimum 1d8).
Blight Aura
You emit a 10‑foot aura. Creatures in the aura have disadvantage on all saving throws against spells you cast. Once per turn, a creature that begins its turn in the aura takes necrotic damage equal to your Wisdom modifier.
Ruin‑Marked
When you hit a creature with a weapon attack, it cannot take reactions until the start of your next turn. This effect may occur once per turn.
Level 11 Evolutions
Field of Slaughter
Each enemy within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to your Wisdom modifier and is frightened of you until the end of your next turn.
Forsaken Grove
As an action, you create a 20‑foot‑radius blighted area centered on a point you can see within 60 feet. The area lasts for 1 minute. It is difficult terrain for enemies. A creature that begins its turn in the area must succeed on a Wisdom saving throw or be restrained until the start of its next turn. A creature that moves through the area takes 1d4 damage for every foot it travels.
Ruin’s Grasp
As an action, choose one creature within 30 feet. The target must make a Strength saving throw. On a failed save, it takes 3d10 psychic damage and is restrained until the end of your next turn.
Level 15 Evolutions
Doomshot Executioner
Once per turn when you hit a creature with a weapon attack, you deal an additional 1d8 necrotic damage. When you reduce a creature to 0 hit points, your next weapon attack before the end of your next turn deals an additional 2d8 necrotic damage.
Sovereign of Blight
You emit a 20‑foot aura. Creatures in the aura have disadvantage on attack rolls made against you. The first time each turn a creature in the aura fails a saving throw, it takes necrotic damage equal to your Wisdom modifier.
Master of Ruin
Once per turn when you hit a creature with a weapon attack, choose two of the following effects to apply to the target: • The target takes 1d6 necrotic damage. • The target’s speed is reduced by 10 feet. • The target cannot take reactions. • The target has disadvantage on its next attack roll. • The target has disadvantage on its next saving throw.
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
I have a handful of criticisms here:
My first is more of a question, which is what are these abilities for? Like, the Hunter abilities, for better or worse, were meant to combat specific enemy types - typically either hordes of small enemies or individual, large enemies. Likewise, the Gloom Stalker is intended to counter underdark denizens. This... just looks like a list of good things that happens when you attack enemies. There doesn't seem to be any kind of theme except "pick a way to kill enemies." It doesn't even seem to match to any kind of theme of duty... shirking...
My second is the notion of a Ranger forsaking their oaths. Rangers... don't... take... oaths? I mean, I suppose some do, probably? But in general, Rangers are creatures of freedom and exploration, with something resembling a kind of secondary responsibility as wardens of nature. You might address the flavor there, and change it to something that opposes a more naturally thematic element of the ranger.
My third is that the class feels very homogenous. "Level 3: pick an extra combat buff. Level 7: pick an extra combat buff. Level 11: why don't you grab another combat buff? Level 15: Hey, have you considered a combat buff?" Most subclasses follow a pretty specific formula:
I would try to follow that formula in creating a subclass and choosing features. This one is all "look how tough and strong this subclass is" without any real distinction between abilities. It also has zero out-of-combat benefit. Even Gloom Stalker, which is basically the assassin subclass, gets some sneakin' around stuff.
My fourth is that some of these are too complex for most players to keep reliable track of. If I'm level 15, and I hit someone with an attack, I deal an additional 1d8 damage, unless I killed someone the round before, in which case I deal 2d8 damage, unless I have the third-level ability, so I do 3d8 additional damage, unless I haven't used the once per long rest ability that let's me do 4d8 additional damage.
My fifth and final is the gong I bang every time someone brings a homebrew to the forums: This *gong* is *gong* too *gong* strong *gong*. The level three abilities are... more or less balanced, even if they're not terribly interesting. But the level seven abilities include instant heals every time something near you dies, a ten-foot damage-dealing aura that imposes disadvantage on saving throws, and a damaging action that restrains your target? There are very few limitations on the number of times or the duration of most of these abilities, which means I can fear-bomb everything in a 30-foot radius of me every turn if I want to at level eleven?
I'd suggest revisiting, trying to focus on being a little more specific in your approach. There's too much spaghetti on this wall. Pay attention to each step of the class and how it changes how the player plays the game. I'd consider balance, and I'd take a look at how the different subclasses are structured and see where you can fit it in. And I'd try to create at least a little out-of-combat utility while you were at it.
Ok thanks will try to tone down the power level and more utility
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
I got the oath part from the mention of their unending watch
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try