Is this homebrew shortbow unique item balanced? (second version)

Thanks everyone for the insightful advice you offered for the first iteration of this unique artifact for one of my players. If you’d like to read the background and initial considerations on this item, please refer to the previous question: Is this homebrew shortbow unique item balanced?

Changes and considerations

  • Reduced the amount of active abilities in favor of passive ones;
  • Reduced the flat +1/+2/+3 bonus to hit and damage for a lower +0/+1/+2;
  • Reworded and clarified the teleport ability, and made it a bit more "dangerous" to use;
  • Clarified the Freedom of Movement aura ability, and made it shorter-ranged as well so that there’s more risk in jumping in the fray to help out a restrained ally;
  • Changed damage type from force to radiant to stay closer to the theme;
  • The line attack changed from a creature within 120 feet to a point within 80 feet, both to match the range of the weapon and to make it both more versatile to use. Not sure if it’s really relevant or recommended;
  • spread the damage increase across the levels and capped it to 1d10;
  • Fly became passive and permanent instead of limited to 1h;
  • Added a passive ability that would protect the user from conditions that could reduce their agency against manipulative monsters.

Item levels reference points

  • The item is going to be awarded somewhere around character level 6, and it’ll start from Dormant
  • The item is going to be Awakened around level 10 or 11, depending on the roleplay of the user
  • The item is going to be Exalted around level 15, with the same caveat as before.

Eleutheria, The Chainbreaker

Simple weapon, ranged weapon, artifact (requires attunement) 1d6 radiant (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with colors that vary between walnut and cherry. When exposed to dawn or dusk light, it shines with golden reflections. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty, unusually shaped grooves and slots.

Sentience: Eleutheria is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 80 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Eleutheria. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You can speak, read, and write Celestial and Sylvan.
  • The attacks of this weapon are considered magical.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure energy magically appear as soon as you draw the bow’s string.
  • When you make an attack against an hostile creature using Eleutheria, you can use a bonus action to magically teleport to a space you can see within 15 feet of the target of that attack. You can’t use this property again until you take a short or long rest.
  • While Eleutheria is on your person, you have Advantage on Intelligence (Investigation) checks made for detecting traps and Dexterity checks for attempting to pick locks on cages, manacles, or other restraints in order to free a trapped creature. If you aren’t proficient with Thieves’ Tools, you become proficient when picking locks on cages, manacles, or other restraints.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • Your walking speed increases by 10 feet.
  • The base damage die of this weapon becomes 1d8.
  • While holding the shortbow, you can use a bonus action to evoke a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice will benefit from the effects of Freedom of Movement while they’re within 5 feet of you. You can’t use this property again until the next dawn.
  • When you speak its command word, your arrow transforms into a beam of pure radiant energy, forming a line 5 feet wide that extends out from you to a point you can see within 80 feet of you. Each creature in the line, excluding you, must make a DC 16 Dexterity saving throw, taking 5d12 radiant damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your walking speed increases by an additional 10 feet.
  • The base damage die of this weapon becomes 1d10.
  • You can channel the winds around you to support you in your movement. You gain a flying speed equal to your walking speed.
  • While attuned to the shortbow, you can’t be charmed, frightened, petrified, or forced to be prone.

Is this improved Grease spell balanced?

Grease is a very underwhelming spell as it currently stands due to its size and shape (10 ft square) and because the effect is easily overcome. I think this could be a great low level control spell that would still be useful even at higher levels, but it needs some changing. Control spells at 1st level that effect multiple targets typically have an additional or stronger effect: Earth Tremor deals damage, Entangle restrains the target instead of keeping them prone, among other spells having similar improved effects. See below for my alternative Grease spell.

Grease
1st level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V S M (A bit of pork rind or butter)
Duration: 1 minute
Classes: Wizard

Slick grease covers the ground in and turns it into difficult terrain for the duration. You make a line up to 5 feet wide, and 30 feet long; alternatively, you can make a square up to 15 feet across.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area, stands up from prone while in the area, or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

The first change her is the spells area of effect. By changing the spell to be a line, this gives the caster the option to force enemies to cross its area; they may not be in the grease for as long, but they are much more likely to spend time in it. Increasing the size of the spell to 15 feet makes it to a creature moving through the terrain with average movement (30 feet) will have to spend all there movement to get from one side to the other.
The second change adds standing up from prone requiring a dexterity saving throw. This makes it much more difficult to overcome the prone feature of the spell, and may mean the effected creature needs to crawl out of the area in order to end its effect.

An additional change I considered, but probably would be too powerful for the spell being 1st level, was the grease being flammable. this is something that a lot of players ask for and DMs I’ve played with typically allow. Here’s my interpretation of how the effects would look:

A creature that falls prone in the spells area is soaked in grease: this makes the creature vulnerable to the next fire damage they take before the spell ends, unless they are already resistant or immune, in which case this has no effect. Any fire damage that is dealt to the grease area or a creature soaked in grease while still within the area causes the entire area to erupt in flame, cancelling out the prone effects of the spell. Any creature in the area must make a dexterity saving throw, taking 1d6 fire damage on a failure. The grease is completely burned up in 1 round.

I think this addition is a bit more complex than most things in 5e, and likely too strong for 1st level. The vulnerability to fire damage would be close to everyone in the area of the spell, which is why the damage is so small. I think boosting the spell to 2nd level be appropriate, and adding concentration to the spells duration.

Is this homebrew shortbow unique item balanced?


Background

One of my players would like a magical bow, but I want something more than simply giving flat bonuses or extra damage/effects. Ideally it should be something that I can tie into her story/background/path, and that evolves and grows with her. I would like it to feel special, and flexible, but not overpowered. I’m fine with this to be a unique object and the center of her upcoming quests.

For who’s familiar with the world of Wildemount, this items follows loosely the format of Vestiges of Divergence, which are artifacts that "level up" with the wielder over time after key events (controlled by the DM) happen in game.

I’m looking for feedback about the power and viability of this item. I’m fine if the item has many cool uses outside of combat, but I want to avoid for it to be exceedingly effective in dealing damage or protecting the wearer compared to what the rest of the party can do. Unfortunately this item has to be a weapon, and has to give at least some basic bonus of combat capabilities, so it’s quite a fine line to walk.

The Item:

Chainbreaker

Simple weapon, ranged weapon, artifact (requires attunement) 1d6 piercing – ammunition (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with a deep brown color which shines golden reflections when exposed to the dawn and dusk light. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty nooks and crannies.

Sentience: Chainbreaker is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Chainbreaker. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • You can speak, read, and write Celestial and Sylvan.
  • While holding the shortbow, you can use a bonus action to speak its Celestial command word, causing a flash of bright light to spark from the bow’s handle. The flash reveals for 1 minute all hidden traps within 120 ft. You can’t use this property again until you take a short or long rest.
  • While holding the shortbow, after you complete an Attack action, you can use a bonus action to magically teleport within 30 feet of the target of your previous attack.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your movement speed increases by 10 feet.
  • While holding the shortbow, you can use a bonus action to speak its Sylvan command word, causing a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice within 20 feet of you will benefit from the effects of Freedom of Movement.
  • When you fire an arrow and speak a command word, it transforms into a bolt of pure force, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 5d12 force damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +3.
  • You can channel the winds around you to support you in your movement. For 1 hour you gain a flying speed equal to your walking speed. This property can’t be used again until the next dawn.
  • If you target a creature that is grappling or restraining one of your allies, you have advantage on all your attack rolls against that creature.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure force magically appear as soon as you draw the bow’s string. The base damage die of this weapon becomes 1d12, and the damage type becomes force.

The theme

This item is an artifact dedicated to a Goddess which values freedom, exploration, open spaces and hates injustice, bindings, and tyrants. I tried to keep it in the theme of the item with abilities for tactical teleport and bonuses when helping out people that are restrained by others. I’m fine with changing anything as long as it can be traced back to the theme.

Possible problem areas

I’m wary of giving out items that increase the effectiveness in combat for a character. I’m aware of the bounded accuracy concept in D&D 5th edition. I would be fine with re-tuning the +1/+2/+3 fixed bonus.

This item has probably too many things going on for a player to actively keep in mind.

Is my Wild Magic rewrite balanced?

I despise the Player’s Handbook version of the Wild Magic sorcerous origin—I think it’s poor, lazy design that causes entirely unnecessary strife at the table. There are ways to capture the feeling of chaos and “wild magic” without resorting to shoving an extra responsibility in the DM’s lap. I think Wizards of the Coast can do better—because they have in the past. And taking cues from those better-designed examples, I think I can do better too. But I don’t know D&D 5e as well, so I need help making sure I’ve got the balance right, and I’d also appreciate knowing if any of my verbiage or formatting betrays my stronger familiarity with D&D 3.5e and Pathfinder.

So this is my take on the Wild Magic sorcerous origin. I’ve written it up in what is meant to be the “official” style, and stylistic/formatting/wording critiques are welcome if I’ve missed the mark on that. And anything found to be confusing or ambiguous definitely needs sorting out. But the larger question, of course, is whether the result is balanced and playable. Balancing should be in line with other sorcerous origins, ideally among the better of them (from my understanding, Divine Soul, Draconic, and Shadow are seen as better than Storm or the original Wild Magic).

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following wild magic option is available to a sorcerer, instead of the wild magic origin offered in the Player’s Handbook.

Wild Magic

None can tell where your magic comes from; it is fickle, inconstant, and unique. Some might associate it with the forces of chaos, whether Limbo or demons or the fey, or those places in the multiverse where reality is frayed and all magic takes on some of the volatility that yours exhibits everywhere. But none of these is a perfect match; there is no perfect match to be found anywhere else—your magic is yours.

Wild Magic Surge

Starting when you choose this origin at 1st level, whenever you cast a sorcerer spell of 1st-level or higher, its casting time is increased by 1 round. Sorcerer spells ordinarily cast as a bonus action or reaction are not affected.

After each short rest, choose a number of different sorcerer cantrips and/or spells you know equal to 3 + your proficiency bonus. These spells are your “Deck.” You can begin a Wild Magic Surge on any of your turns to randomly draw a number of spells from your Deck equal to your proficiency bonus. Drawn spells form your “Hand.” You may “Play” a spell from your Hand in order to cast it without extending the casting time (it still consumes its usual spell slot). Once Played, a spell is no longer in your Hand and cannot be Played again for the rest of the Wild Magic Surge. On each of your turns after beginning a Wild Magic Surge, you draw one more spell at random from the Deck. If there are no spells left in the Deck at the start of your turn, the Wild Magic Surge ends.

At the end of a Wild Magic Surge, roll a d20. If you roll a number lower than the number of spells you drew but did not cast during the Wild Magic Surge, roll on the Wild Magic Surge table to create a random magical effect.

Starting a Wild Magic Surge is not an action, it’s simply something you can do on your turn. Very few conditions can prevent you from starting a Wild Magic Surge: being petrified, unconscious, or dead, being already in a Wild Magic Surge, or having recently been Overdrawn (see below), each prevent you from starting a surge. A charm effect could convince or compel you to choose not to. But you can begin a Wild Magic Surge in any other condition. You do not need any rest between Wild Magic Surges; you can start a new Wild Magic Surge the moment a previous one ends, if you wish (after rolling on the Wild Magic Surge table, if necessary).

This is what makes a Wild Magic sorcerer all about Wild Magic. They have a hard time forcing exactly the spell they want at any given time, but if they go with the flow, they can cast spells without difficulty. Surging like this can draw upon dangerous energies, though the risks remain low.

This design is based on that of the crusader from 3.5e’s Tome of Battle, which used the same kind of deck (readied maneuvers) that you draw (granted maneuvers) and play (initiating them). That design worked phenomenally for the crusader (seriously, one of my favorite classes in D&D history), but there is a distinct difference between maneuvers and spells in this case: the crusader’s maneuvers were almost all about attacking. It didn’t necessarily matter all that much if you drew fancy attack 3 instead of fancy attack 4. Sorcerer spells are a lot more niche and varied, where drawing Protection from Energy when you really need Dispel Magic is a big problem. What I’d kind of like to do is come up with some appropriate cost you could pay (/risk you could take) to allow you to just cast any spell you know. Fitting such a feature in is tricky, though—this feature is already massive. And I’m not quite sure what the cost/risk should be. It would have to be enough that you would generally prefer not to and prefer to go with what you drew.

Anyway, note that this feature is, entirely, downside. That is relevant to the next feature. Also, in case there was any doubt, the Wild Magic Surge table referenced here is the same as the one in the Player’s Handbook version of the Wild Magic sorcerous origin. I don’t love this—that table has serious problems even if it’s not being thrust into the DM’s lap—but as a risk/cost, something to avoid, it might work, plus I gather some people like it and it’s a bunch of work I don’t have to do. I’d consider an alternative cost if anyone’s got any great ideas, though.

Surge of Power

Starting at 1st level, when casting a spell during a Wild Magic Surge, you may choose to play another spell. The second spell is not cast; instead, the first spell is improved. Choose one of the following improvements:

  • You gain a +1 bonus to any spell attacks made as part of the first spell.
  • The saving throw DC of the first spell increases by +1.
  • The duration of the first spell is increased by 1 round for every minute in its original duration.
  • The first spell is treated as if it had been cast from a spell slot one level higher than it actually was. You may only choose this improvement if the second spell was higher level than the first.

And here is why you might consider bothering with the whole Wild Magic thing—that wild magic can power up your spells. Originally I had just gone with +1 spell slot level, as in the last bullet, without requiring that the sacrificed spell be higher level, but it seemed too strong for something you could theoretically do every round. Still, I do want this to be good, because as discussed, Wild Magic Surge is purely downside.

Note that Surge of Power plays a spell without casting it—since it was played, you can’t cast it. That means it will necessarily count against you at the end of the Wild Magic Surge, increasing the risk of random magical side-effects.

Metasurge

Starting at 6th level, when casting a spell during a Wild Magic Surge, you may choose to play another spell. The second spell is not cast; instead, the first spell gains the benefit of any Metamagic ability you know without spending sorcery points. The level of the second spell must meet or exceed twice the regular sorcery point cost of the Metamagic, however.

Sort of obvious (I think?) extension of Surge of Power. Unsure if the ratio of sorcery points to sacrificed spell level is right, but it feels right looking at the sorcery point costs of the the Metamagic effects in Player’s Handbook. (Does any other source include more Metamagic options?)

Overdrawn

At 14th level, when you reach the end of your Wild Magic Surge, you may choose to become Overdrawn. If you do, you draw your entire deck (even those spells already played during the wild magic surge) and extend your Wild Magic Surge until the end of your turn. At the end of your Overdrawn turn, you gain a level of exhaustion, and you cannot begin another Wild Magic Surge for 1 minute.

This requires surging for three rounds before you can activate it, which means it’s probably only an option in big boss fights—which is kind of the idea! But if you can’t finish things with this power, you’re also kind of taking yourself out of the fight, since for a whole minute you are stuck with extended casting times.

Cataclysm

Beginning at 18th level, if you would die, you can interrupt whatever event is killing you in order to take an immediate extra turn. For the extra turn, you recover any features you ordinarily would with a short rest, you become Overdrawn, and you gain a temporary 9th-level sorcerer spell slot. At the end of this turn, your own magic tears you apart, as if you had been killed by Disintegrate. (Any creature whose action was interrupted does not get the opportunity to choose to do something else with their action as a result of you being disintegrated.)

I love this feature, it seems narratively appropriate, like just the kind of thing you’d expect a Wild Magic sorcerer to do, and the considerable power on offer seems appropriately balanced by the huge and obvious downside—you have to die! Ultimately, though, as much as I love this, I’m not sure it’s such a great idea to dedicate an entire class feature to something you really want to never use. Best case scenario, this becomes a Crowning Moment of Awesome for the end of a campaign, but is it a good idea to have a feature that, in the best case, is only ever used once?

Is this houserule for upcasting Haste balanced?

Haste is a great spell. I want to make it better at the cost of higher spell slots. Additions to the spell description will be added in italics (except 3rd-level transmutation since the book puts that part in italics).

HASTE
3rd-level transmutation

Casting time: 1 Action
Range: 30 ft
Components: V, S, M (a twizzler)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one of these additional effects for each slot level above 3rd (each option can be chosen only once):

  • The target’s speed is tripled, instead of doubled, for the duration.
  • The target gains a +3 bonus to AC, instead of +2, for the duration.
  • If the target has a feature, such as Extra Attack, that allows it to make more than one weapon attack with a single Attack action, it may make up to two weapon attacks, instead of the usual one weapon attack, with the additional action granted by this spell.

For each additional effect chosen, the target cannot move or take actions for an additional turn after the spell ends.

Obviously this makes haste better. But I’m not sure how much better. The +3 to AC could start to push bounded accuracy off the table when combo’d with spells like shield of faith or a build that already optimizes for AC. Basically, there are obvious combos where upcasting in this way can amplify the already brokenness of those combos, but I don’t think it should be much of an issue for most normal use. But just in case, I added the clause at the end to increase the risk of upcasting this. For each additional effect chosen, the wave of lethargy effect increases by a turn. So casting this at 6th level and choosing all three effects means the target is out for four turns when the spell ends.

Some other options to consider for balancing would be to require two extra levels of spell slot for each effect, so getting an extra effect at 5th, 7th, and 9th levels, or having the extra effects kick in when cast at 5th level or higher and requiring 1 extra level per effect, so getting an extra effect at 5th, 6th, and 7th levels. Reviewers that deem this unbalanced as written should consider these changes to slot level for balancing.

Is this addition balanced?

Part Two: Is this (Revised) Hemokatín (Lesser Vampire) balanced against all official races?

Original Post

According to someone here, my original subraces were gonna be WAY too OP. So, I changed them, as below:

(No Age or AL, or specific Size). Also, this is for D&D 5e.

Hemokatín

Ability Score Increase. Your Charisma increases by 2.

Age. Hemokatín mature faster than humans until adulthood, at 14 for them. They then age slowly, living up to 750 years old.

Alignment. Most Hemokatín tend toward chaos and good, despite their rigid hierarchical society. They love their hierarchy but also love the good and beautiful things of the world, and hate to see self-expression oppressed. Bloodlines tend to be neutral, reflecting their human nature.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite living creatures to siphon blood from them. As an unarmed strike, you can bite a creature you are grappling. On a hit, you deal 1 piercing damage. When you deal the piercing damage, you also deal 1d4 necrotic damage to the target if it is not undead or construct. If you can not inflict the piercing damage, you do not deal the necrotic damage. When you deal the necrotic damage, you regain hit points equal to that damage.

If you do not perform this bite attack every 3 weeks, you go insane; You gain the poisoned condition.

Darkvision. You have superior vision in dark and dim conditions, due to your relationship with undead. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on all attack rolls and Wisdom (Perception) checks depending on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Advanced Grappler. When you make checks while grappling creatures, you are considered to be proficient with the Athletics skill.

Undead Resilience. You are resistant to poison damage, and you have advantage on saving throws against poison and disease.

Light Sleeper. You only need to sleep for four hours during a long rest. You still need to perform light activity during the other four hours.

Keen Senses. You are proficient with the Perception skill.

Languages. You can speak, read, and write Common and Hemokatín. Hemokatín is a secret jargon code for the Hemokatín race remarkably like thieves’ cant.

Subrace. Six subraces of Hemokatín exist, based on their parentage: Purebloods, Bloodlines (Or Halfbloods), Elfbloods, Orcbloods, Fiendbloods, and Angelbloods. Choose one for your vampire character.

Purebloods:

Ability Score Increase. Your Constitution score increases by 1.

Chilling Grasp. You know the chill touch cantrip.

Bloodline/Halfblood

Ability Score Increase. Any one ability of your choice, other than Charisma, increases by 1.

Magic Hand. You know the mage hand cantrip.

Elfblood

Ability Score Increase. Your Dexterity score increases by 1.

Toxic Cloud. You know the poison spray cantrip.

Orcblood

Ability Score Increase. Your Strength increases by 1.

Hard Striker. You know the true strike cantrip.

Fiendblood

Ability Score Increase. Your Intelligence increases by 1.

Hellfire Orb. You know the fire bolt cantrip.

Angelblood

Ability Score Increase. Your Wisdom increases by 1.

Light Herald. You know the light cantrip.

What I changed:

  1. I deleted much of the abilities of the subraces.
  2. I weakened the necrotic damage of the Bite from 1d8 to 1d4, and changed some of the exact abilities of the Bite targeting.
  3. Reduced Darkvision to 60 feet (From 120 feet).

If these races are in anyway still too powerful, please let me know what is still too powerful so I can change it for a round 3.

Is this Hemokatín Bloodline (Human-Human or Human-Lesser Vampire) Subrace Balanced?

Parent Race: Hemokatín Vampire

I am going to use all of the traits as if I were following the traits for a Hemokatín of each of the 6 subraces. Please note that I will not be putting Age or Alignment traits here. All 6 subraces are Chaotic Good (Usually), and mature faster than humans and live to 750. This is all for D&D 5e.

The first subrace I’m focusing on, Bloodline, has the following traits:

Bloodline Hemokatin

Ability Score Increase. Your Charisma increases by 2, and one different ability of your choice increases by 1.

Size. Bloodlines are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. As an unarmed strike on your turn, you can bite one willing creature or a creature you are grappling. If you hit a creature other than an undead or construct, you deal 1 piercing damage and 1d8 necrotic damage, rather than the bludgeoning damage normal for an unarmed strike.

If you do not use this attack against a creature within 3 weeks, you go insane: You gain the poisoned condition, and you undergo the effect of the confusion spell when you take damage in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dim light and darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shade of gray.

Keen Senses. You are proficient with the Perception skill.

Advance Grappler. When you grapple a creature, you are considered proficient with the Athletics and Acrobatics skills and double your proficiency bonuses for those skills.

Light Sleeper. You only need to sleep for 4 hours out of a long rest. The other 4 hours must be spent performing light activity, as normal.

Undead Constitution. You have resistance to poison damage. You also have advantage on saving throws against poison, disease, and being put to sleep by magic.

Sunlight Sensitivity. You have disadvantage on Wisdom (Perception) checks and attack rolls that depend on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Skills. You are proficient in an additional two skills of your choice.

Tool. You are proficient with on tool of your choice.

Minor Illusion. You know the minor illusion cantrip.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a secret language similar to theives’ cant.

Here are what I think is unbalanced:

Bite. Too much necrotic damage?

Skills. Three skills seems a lot, especially when you choose two.

Is this subrace balanced with the other D&D 5e races, especially those with subraces themselves?

Is this Hemokatín (Vampire) race (Including all 6 Subraces) balanced with official races?

I want to see if this race is balanced in comparison to the Dungeons and Dragons Fifth Edition official races.

Hemokatín Racial Traits

Ability Score Increase. Your Charisma increases by 2.

Age. Most Hemokatín mature slightly faster than humans, though Bloodlines are simply seen as early bloomers. They then age much slower than humans, living up to 750 years old.

Alignment. Most Hemokatín born to Hemokatín are good aligned, hating to see others suffer and only drinking blood directly from humanoids when desperate. They also love self-expression, and tend to be chaotic in alignment. Bloodlines are often neutral, reflecting their human sides.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite creatures as an unarmed strike. If you hit an undead or construct, you deal 1 piercing damage, rather than bludgeoning damage. If you grapple any other creature as an action on your turn, you can immediately use this attack as a bonus action. If you hit, you deal 1 piercing damage, plus 1d8 necrotic damage, and you regain hit points equal to the damage dealt. If the humanoid’s hit point total reaches 0, they fall unconscious but are stable for 1d12 days, rising on the night after the last day as a Hemokatín. They gain the Hemokatín racial traits, except for speed and size, and lose any racial traits they had before, and regain all of their hit points.

If you do not use this attack against a living creature as described above for 3 weeks in game-time, you go insane: You gain the poisoned condition, and when you take an action in combat, you must make a DC 20 Constitution saving throw or lose the action (And waste the effect being used) and roll a d4, becoming paralyzed for 2 rounds on an odd roll and becoming stunned for 2 rounds on an even roll. This effect does not extend to your Bite attack or grappling, as long as you use the bonus action allowed after a grapple, and persists until you use the Bite attack three times in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shades of gray.

Advanced Grappler. Your abilities enable you to grapple much better, to enable you to obtain the blood you need. You are considered proficient in the Athletics skill when you use it to grapple, and can double your proficiency bonus with it when your proficiency applies. You also have advantage when you attempt to grapple a living creature.

Keen Senses. You are proficient with the Perception skill.

Light Sleeper. You do not need as much sleep as other humanoids, due to your near undeath status. Magic and chemicals, including poison, cannot put you to sleep, and you only need to sleep 4 hours to gain the benefits of a long rest. You still need to perform only light activity for the rest of the long rest.

Undead Fortitude. You have resistance to poison damage, and you have advantage on saving throws against poison and magic. You also cannot be infected with disease.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, your target, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a language full of jargon, to be used among Hemokatín as a sort of thieves’ cant.

Subrace. Hemokatín are slightly different from each other, depending on ancestry. Choose one of six ancestries for your character: Pureblood, Elfblood, Bloodline, Orcblood, Fiendblood, and Angelblood.

Subraces:

Pureblood Purebloods are Hemokatín descended from two Hemokatín parents.

Ability Score Increase. Your Charisma score increases by 3, rather than 2.

Musician. You are proficient with one musical instrument of your choice.

Charmer. You gain proficiency in Deception, Persuasion, or Intimidation.

Friends. You know the friends cantrip.

Misty Step. You know the misty step spell and can cast it once using this trait. You regain the ability to do so when you finish a short or long rest.

Language. You can read, speak, and write one additional language from these choices: Celestial, Elvish, Infernal, or Orc. Purebloods try to establish equality in the Hemokatín society, and thus learn new languages based on choice.

Elfblood Descended from a half-elven parent, Elfbloods are more flexible and slim than other Hemokatín.

Ability Score Increase. Your Dexterity increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Stealthy. You are proficient in the Stealth skill.

Thorn Whip. You know the thorn whip cantrip.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t age you.

Elvish. You can speak, read, and write Elvish.

Bloodline Bloodlines are Hemokatín with two human parents. These traits also serve as the traits for Halfbloods, Hemokatín who have a human parent and a Hemokatín parent.

Ability Score Increase. Any ability score of your choice, except Charisma, increases by 1.

Tool. You are proficient with any one tool of your choice.

Skill. You are proficient in any two skills of your choice.

Minor Illusion. You know the minor illusion cantrip.

Language. You can speak, read, and write one additional language from one of these choices: Celestial, Elvish, Infernal, or Orc. In addition to having an ear for languages, Bloodlines find they know a language they never learned perfectly. Half human Hemokatín follow their vampire parents and learn languages.

Orcblood Orcbloods have a half-orc as a parent. Orcbloods tend to be stronger, tougher, and larger than other Hemokatín.

Ability Score Increase. Your Strength score increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Menacing. You are proficient in the Intimidation skill.

True Strike. You know the true strike cantrip.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Fiendblood Descended from a tiefling parent, Fiendbloods are usually more intelligent than other Hemokatín.

Ability Score Increase. Your Intelligence score increases by 1.

Poisoner. You are proficient in the Poisoner’s Kit.

Deceiver. You are proficient in the Deception skill.

Thaumaturgy. You know the thaumaturgy cantrip.

Hellish Rebuke. You know the hellish rebuke spell and can cast it once as a 2nd-level spell using this trait. You regain the ability to do so when you finish a short or long rest. Infernal. You can speak, read, and write Infernal.

Angelblood One of your parents was an aasimar, which blesses you with natural wisdom and the ability to create magical light.

Ability Score Increase. Your Wisdom increases by 1.

Artisan. You are proficient with one Artisan’s Tools of your choice.

Religious Sage. You are proficient in the Religion skill.

Light. You know the light cantrip.

Radiant Soul. Your aasimar parent grants you resistance to radiant damage. Celestial. You can speak, read, and write Celestial.

Okay, is this race balanced? If it’s not, please tell me what I need to change.

Is this homebrew spell for speaking with the dead balanced when compared to other divination and necromancy spells?

How balanced is the below spell I’ve created when compared to other divination or necromancy spells? Is it at the right spell level? Is it the right amount of damage/status effects?

When creating this spell, I was thinking of Contact Other Plane, Speak with Dead and Dream, and wanted to create an intersection between the three of them. The intention was to create a way to speak with long-dead, or missing, creatures, in an attempt to get information from them, with a high cost and a risk of getting hurt if you don’t approach them in the right way.

The issues I’ve had with this spell is defining the summoned spirit in a satisfying way, as well as balancing the potential risks and damage you could get from this spell. Wording as a whole has been difficult for the spell.

A Dream of Endless Nights
6th level Necromancy (Ritual)
V/S/M (7 specially crafted black candles worth 50 gp each, which the spell consumes, and 7 humanoid skulls)
Casting time: 1 minute
Duration: 1 hour
Target: Self
Wizard/Warlock/Cleric

You call on dark powers to let you speak to those long gone. When you finish casting the spell, you may speak the name of a creature that is dead. If the soul of the named creature is not free, the spell fails.
For the duration, you fall into a trance, and create a dream like environment that you can freely shape. A spirit of the creature forms in this environment. While in the trance, you are aware of your surroundings, but can’t take actions or move.
The spirit is under no compulsion to answer you or to be truthful, and depending on its demeanour may be actively hostile to you.
While this spell is active, every 10 minutes you must make a Constitution Saving throw of DC 15, or take 4d6 necrotic damage as the spell steals your life essence. If the spirit is hostile to you, it can choose to force you to make this save every minute. If you fail this save, your hit point maximum is reduced by the same amount, and you gain a level of exhaustion. The reduction to your hit point maximum goes away when you next finish a long rest, and if your maximum hit points are reduced to zero by this spell then you die.
You can end the trance and the spell by concentrating for 1 minute, after which the spell ends. Once a spirit has been summoned in this way, it cannot be targeted by this spell for a year and a day.

A good answer would compare this spell to existing divination or necromancy spells.

Is this alteration to the Evocation Wizard’s Potent Cantrip balanced?

The Potent Cantrip ability states:

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

This seems to limit the wizards choices, as there is no benefit of this feature to cantrips like Firebolt or ray of frost. My alternative proposal is this:

Starting at 6th level, you add your Intelligence modifier to the damage you deal with any wizard cantrip that does not already add an ability modifier.

There is precedent to adding an ability modifier to a cantrip, as seen in the Cleric’s Potent Spellcasting or the Warlock’s Agonizing Blast. The additional "…that does not already add an ability modifier" is to account for spells like Magic Stone or Booming Blade, so these cantrips would not stack modifiers. The main reason I feel this may not be balanced is that this ability is given at 6th level, as opposed to the Cleric receiving it at 8th level.