Is this homebrew Supernatural warlock patron (v2) balanced?

A bit ago I asked if this Warlock patron was balanced.

I was told to explain this patron a bit more, so here we go:

The idea of this patron is that you have made a pact with some Lord of the Undead. Unlike the pact of the Undying, this patron has control over supernatural powers, rather than the avoidance of death.

This Warlock is mostly based off of the success of the Path of the Totem Warrior for barbarians, and so it has multiple choices for Warlocks to choose from. Unlike my last version, I will post my full thoughts and intentions for each individual feature, so this will be a rather long read.

Here we go:

Expanded Spell List

  • 1st level: Ray of Sickness, False Life
  • 2nd level: See Invisibility, Blur
  • 3rd level: Life Transferrence, Feign Death
  • 4th level: Locate Creature, Evard’s Black Tentacles
  • 5th level: Telekinesis, Contagion

The next part I’m a bit nervous about:

Unnatural Aura

At first level, creatures sense an unnatural air about you. You are proficient with Intimidation checks, and can deal 1d4 Pyschic damage to all creatures within 10 ft. of you as a bonus action. You may use this feature a number of times equal to your Charisma modifier (minimum of 1 use) which resets after you complete a short or long rest. At 8th, 10th, and 14th level, the damage increases by 1d4.

To clarify, I meant this to be auto-hit AoE. It levels, too, but d4s and the condition of being within 10 feet is a bit difficult to do with a spellcaster. A bonus action might be too much, but I leave this question up to you.

Supernatural Path

At 1st level, you may choose a supernatural path.

  • Path of the Blix: When you kill a creature, you may regain HP up to the creature’s number of hit dice.

A bit of healing wouldn’t be bad for the Warlock, I suppose…when you kill a strong creature.

  • Path of the Skeleton: You may reduce damage by 1d8 plus your Warlock level that you take from a single source as a reaction. Once you use this feature, you cannot use it again until you complete a short or long rest.

Yay! Damage reduction! 1d8 as a reaction is pretty good…

  • Path of the Ghost: As a bonus action, you may become invisible until the start of your next turn. You may use this feature a number of times equal to your Charisma modifier (minimum 1) before completing a short or long rest.

Great…except it does use up your bonus action, and its basically only a defensive option.

This wraps up all the juicy first-level benefits. Mostly defensive options to choose from, but wait until you see 6th level:

Monstrous Power

At 6th level, you may choose a Monstrous Power, or choose another Supernatural Path.

  • Powers of the Vampire: You are always under the effects of Spider Climb and have a flying speed equal to 10 times your Dexterity modifier. While exposed to sunlight, you have -2 to AC.

Very strong, but don’t get caught in sunlight! In my earlier version, this didn’t work at all in sunlight. Note: I did not make this give you sunlight sensitivity as certain races can already get that cough Drow cough. As they wouldn’t stack, this would be quite OP.

  • Powers of the Zombie: When you are hit by a melee attack, you may use your reaction to use your Unnatural Aura. To do this, you cannot have used the Unnatural Aura this round.

Why go to your enemies when you can let your enemies come to you? This feature is for defense (notice that most of the middle options are).

  • Powers of the Spectre: You may become intangible until the end of your next turn as a bonus action. While intangible, you are immune to all damage besides Pyschic damage, cannot take actions or bonus actions, and your movement speed is doubled. Usable once per long rest.

While the wording is a tad complex, this can be very good for scouting.

After 6th level, we take a break from having choices at 10th level:

Supernatural Sense

At 10th level, you are incredibly aware of what is happening at any given moment. You cannot be surprised or charmed, and are always under the effect of the Detect Good and Evil spell.

A hyperaware Warlock is quite interesting…good luck sneaking something past this guy. I’m unsure whether this is weak or strong, though.

And now, back to the last choice this Warlock gets to make. 14th level is a powerful time for combat, so:

  • The Count’s Legacy: Your Unnatural Aura drains energy from your enemies. When you damage enemies using your Unnatural Aura, you gain temporary hit points equal to the total damage it deals for 1 hour.

Note that temp HP does not stack. This is quite powerful against large swarms of enemies.

  • The Lich’s Legacy: As a bonus action, you point to a creature that has died within the last round that also has a equal or lesser number of Hit Dice than you. That creature regains hit points equal to their number of Hit Dice. You control this creature for one hour, after which it returns to life with its current HP. Once you use this feature, you cannot use it again until you complete a short or long rest.

Complex, but basically a way to revive your companions with no components. Quite powerful, but situational.

  • The Wraith’s Legacy: When you deal damage to a creature, their hit point maximum is reduced by the damage you deal. Additionally, if you kill a humanoid, it becomes a Specter under your command. You may have a number of Specters equal to your Charisma modifier (minimum of one) at a time.

All in all, the power of the Wraith. Helpful vs. healing enemies, and good against lots of weak ones, too.

That’s all for this Otherworldly Patron. I do hope that it’s balanced, but if you find it not to be, please include whether it is underpowered or overpowered, and why.

Is this Supernatural Warlock Patron balanced?


The Supernatural

You have struck a pact with a great supernatural being, a great lord over the chaotic Undead.

Unnatural Aura

At first level, creatures with an Intelligence score of 10 or more sense an unnatural air about you. You get +1 to Intimidation checks, and can deal 1d4 Pyschic damage to all creatures within 10 ft. of you as a bonus action.

I hope this isn’t too much damage for a lower level…

Supernatural Path

At 1st level, you may choose a supernatural path.

  • Path of the Blix: When you kill a creature, you may regain HP equal to 1/2 of the creature’s HP. Usable 3 times per long rest.
  • Path of the Skeleton: If you fail a death saving throw, you may reroll it. Usable once per long rest. You also cannot be killed outright by an attack that exceeds your max HP.
  • Path of the Ghost: As an action, you may become invisible until your next turn. Usable 3 times per long rest.

This patron is a bit like the Totem Warrior in the sense that it is highly customizable.

Monstrous Power

At 6th level, you may choose a Monstrous Power, or choose another Supernatural Path.

  • Powers of the Vampire: You are always under the effects of Spider Climb and have a flying speed of 30 ft. while not exposed to sunlight. While exposed to sunlight, you have -2 to AC.
  • Powers of the Zombie: You have Immunity to necrotic damage and Vulenrability to radiant damage. You learn the Spare the Dying cantrip and may cast it as a bonus action.
  • Powers of the Spectre: You are resistant to all bludgeoning, piercing, and slashing damage from nonmagical and nonsilvered weapons.

All of these are powerful. I’m unsure of how relatively powerful, though, as all the level 6 abilities seem powerful to me.

Undead Legacy

At 10th level, you may choose an Undead Legacy, or choose another Monstrous Power or Supernatural Path.

  • The Count’s Legacy: Your unarmed strike may be a bite. Your bite deals 1d8 necrotic damage, plus your Strength modifier. On a hit, you heal yourself that many HP.
  • The Lich’s Legacy: Whenever you kill an Undead creature, you may fully heal its HP for 1 minute, during which it follows your verbal commands. After this minute, it returns to its full HP completely, free of your command. This feature may be used once per long rest.
  • The Wraith’s Legacy: You may become intangible until the start of your next turn as a bonus action. While Intangible, you are Immune to all damage besides Pyschic damage. Usable once per long rest.

I may need to revise the Intangible thing, but I’m not sure. It only lasts 1 round…

Undead Sense

At 14th level, you are more in tune with the dead than you are with the living. All skill checks and saving throws you make against Undead creatures have advantage. You may cast Speak With Dead at-will, without expending a spell slot. Additionally, you are always under the effect of the Detect Good and Evil and Detect Magic spell.

I’m worried that this feature just gives you too much.

Take 2! Is this homebrew Lady of Pain warlock patron balanced?

A little while ago I posted this homebrew Patron option here. I got some great feedback and have returned not only with an update but also with some homebrew Invocations that support the overall Planescape theme I’ve been longing for in my games.

The Lady of Pain Patron

You have quietly made a Pact with the Lady of Pain and her Cage. As a shadow of Her Serenity, you have been charged with maintaining balance among the planes while preserving the Lady’s privacy. As part of this pact, you have the following restrictions & benefits:

  • You must never divulge the nature of your pact, even under pain of death.
  • You must protect the Dabu and the city of Sigil, and never bring either harm.
  • Alcohol and other intoxicants have no diminishing effect on the pain you feel. Conversely, your tolerance for pain has increased by twice that of most mortal creatures.
  • The City of Doors is intuitive for you to navigate; most doors there are available for your travel if they are not being actively obstructed or hidden.
  • You can understand the strange visual language of the Dabu, but cannot communicate using it.

Expanded Spell List

1st: shield, inflict Wounds

2nd: cloud of daggers, heat metal

3rd: blink, glyph of warding

4th: greater invisibility, death ward

5th: planar binding, dispel evil and good

Features

Serenity’s Shadow

Starting at 1st level, you can as an action cast an ominous shadow in a 10-foot radius that provides you with several benefits:

  • You gain a bonus to your AC equal to half your Charisma modifier, rounded down (minimum of +1).
  • As part of a single melee attack, you can turn the shadow against hostile creatures, rendering them vulnerable to slashing, bludgeoning, and piercing damage for the attack. Once the shadow is used in this way, it recedes until you have taken a long rest.
  • You can as an action while your shadow is active, gain advantage on Dexterity (Stealth) Checks. Once the shadow is used in this way, it recedes until you have taken a long rest.

At 10th level, the shadow’s aura protects and hides allies with its radius, which also expands to 30 feet. Additionally the powers of the shadow can be used a number of time equal to your Charisma Modifier (Minimum of 2) before needing to take a long rest.

Severance

By 6th level, your body has adapted to recovering from gruesome injuries. If you have hit points equal to or less than half of your hit point maximum, you can use an action to spend one hit dice + your Charisma modifier to regain hit points. In addition, when you use this ability while holding a severed body part (other than your head) to where it fell off, it reattaches. Once you use this feature to reattach a limb, you can’t use it again until you finish a long rest.

Planar Doorman

At 14th level, you can cast the plane shift spell once without using a spell slot or material components so long as you are headed to Sigil. You can use this feature to travel elsewhere if you possess the material component as normal. You can also immediately identify the plane and general location of someone is who is using a spell or magical effect to travel to another plane assuming they are within your visible range. As an reaction to the plane shift spell being cast by another creature, you can counter that spell immediately. Using the feature in either of these ways will require a long rest before using either functionality again.

New Eldritch Invocations

The Lady’s Maze

Prerequisites: Level 18, Lady of Pain Patron

You gain mastery of the specific pocket dimensions wherein the Lady of Pain stuffs Berks who displease her. You can cast the maze spell once without using a spell slot. The maze appears to be a circular series of platforms, paths, and portals. The maze can also be cast on willing group of creatures equal to your Charisma modifier. items and inanimate objects left in the maze will remain there. If the maze is used in this way, you must succeed a DC 20 Intelligence check to end the spell early. Once this Invocation has been used for either function you must take a long rest to gain access to the maze again.

Berk’s Bane

Prerequisites: Level 5, Lady of Pain Patron

You are becoming crueler to your foes as you now critical hit on an attack roll of 19 or 20 while your Serenity’s Shadow feature is active, additionally you become proficient in the Intimidation Skill if you are not already.

Tormentor

Prerequisites: Level 10, Lady of Pain Patron, Pact of the Blade

Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your Pact Weapon. This invocation does not stack with the Rogue’s Sneak Attack Feature.

Homebrew Warlock Pact of the Lady of Pain. Is it Balanced?

The Lady of Pain

You have quietly made a Pact with the Lady of Pain & her Cage. As a shadow of her serenity you have been charged with maintaining balance among the planes while preserving the Lady’s privacy. As part of this pact you have the following restrictions & benefits:

  • You must never divulge the nature of your pact even under pain of death.
  • You must protect the Dabu and the city of Sigil, never bring either harm.
  • Alcohol and other intoxicants have no diminishing effect on the pain you feel. Conversely your tolerance for pain has increased by twice that of most mortal creatures.

  • The City of Doors is intuitive for you to navigate, most doors there are available for your travel if they are not being actively obstructed or hidden.

  • You can understand the strange visual language of the Dabu but cannot communicate using it.

Expanded Spell List

1st Shield, Inflict Wounds

2nd Cloud of Daggers, Heat Metal

3rd Haste, Glyph of Warding

4th Greater Invisibility, Death Ward

5th Modify Memory, Dispel Evil And Good

FEATURES:

Serenity’s Shadow

Starting at 1st level you can cast an ominous shadow in a 10 foot radius that provides you with several benefits. You gain AC equal to half your Charisma Modifier (rounded down) and Advantage on stealth checks. You can as part of a melee attack turn the shadow against hostile creatures, rendering them vulnerable to slashing, bludgeoning, & piercing damage until the end of your turn. once the shadow is used in this way it recedes until you have taken a short rest. At 14th Level the shadow’s aura protects and hides allies with its radius which also expands to 30 feet.

Severance

At 6th level your body has adapted to recovering from gruesome injuries. If you have hit points equal to or less than half your hit point maximum, you can use a bonus action to regain hit points equal to 1d4+ your charisma modifier. In addition when you use this ability while holding a severed body part (other than your head) to where it fell off, it reattaches.

Once you use this feature to reattach a limb, you can’t use it again until you finish a short or long rest.

Planar Doorman

at 10th level You can cast the Planeshift spell once without using a spell slot or material components. You can also immediately identify the plane and general location of someone is who is using a spell or magical effect to travel to another plane. As an reaction to the Planeshift spell being cast by another creature, you can counter that spell immediately. Using the feature in either of these ways will require a long rest before using either functionality again.

The Lady’s Maze

At 14th level you are gaining mastery of the specific pocket dimensions wherein the Lady of Pain stuffs Berks who displease her, you can cast the Maze spell without using a spell slot once. The maze appears to be a circular series of platforms, paths, and portals. The maze can also be cast on willing group of creatures equal to you CHA modifier. items and inanimate objects left in the maze will remain there. If the maze is used this way, you must succeed a DC 20 Intelligence check to end the spell early. Once this feature has been used for either function you must take a long rest to gain access to the maze again.

Is this set of powers balanced?

The setting of my campaign begins with the players waking up and escaping after begins experimented on. The experiments give them a tattoo that they will progressively discover, grants them excepcional abilities at a cost.

My general idea is the tattoos power increase with level and enables them to do greater feats with lower costs as they “train”. It will also be a driver of the campaign (they’ll receive visions and, at the beginning, the tattoos will threaten their lives).

I’m trying to come up with a system that will not be too unbalanced:

  • Levels 1 to 3. They don’t have control over their abilities. I (the DM) control exactly when they use it and how. Usually to provide epic saves on predefined situations to build up the story. Penalty: unconcious for 5 minutes, 15% lost hit points.
  • Level 3 to 7. They can invoke it once every rest and 24h period. It grants them triple proficiency bonus on all rolls in the turn, accumulable to any other bonus and single proficiency and advantage on the following turn. Penalty: Stunned for 3 turns, 15% lost hit points.
  • Level 7 to 15. They can invoke it once every rest and 24h period. It grants them triple proficiency bonus on all rolls in the turn accumulable to any other bonus and an extra action on that turn with no penalties. They gain single proficiency and advantage the following turn. Penalty: Stunned for 2 turns, 20% lost hit points.
  • Level 16 to 20: They can invoke it once every rest and 24h period. It grants them triple proficiency bonus on all rolls in the turn accumulable to any other bonus and an extra action on that turn with no penalties. They gain double proficiency and advantage on the following turn. Penalty: Stunned for 1 turn, 30% lost hit points.

The idea is: they can use it to power up and perform incredible feats but it will come with a cost and let them unprotected and weak afterwards so they have to think twice about using it and when.

This is my first game on 5e and I’m using the tattoo as the main story driver but I’m afraid the “powers” will unbalance the game. Two questions:

  • Since all players receive this: Is this balanced across the different classes / races or will say a Wizard benefit a lot more than a warrior?
  • Is this balanced in term of story line or will it make the players too powerful and hence they’ll tend to dominate any fight I’ll put them in? What worries me here is I can’t prepare every encounter assuming they’ll use it so, ideally, the presence of these powers may turn a hard encounter into a medium difficulty one, but it would be bad if a “deadly” encounter becomes an easy one after using the abilities, then it will likely be unbalanced.

Jumble mini-flail: is this balanced?

The jumble mini-flail is a mix of materials that:

  • All-together causes 1d2 lethal damage & 1d2 non-lethal damage (yes you read that right).
  • For every 2 hours searching a warzone or battleground or paying 25 gp/die increase or criticle upgrade you can up it 1 die type up to 1d12; after that it increases critical (normally x2) by one type up to x4.
  • Each month you must do the same search of a warzone or battle ground or pay the same price as above or the flail goes down one die type/critical until it reaches its base stats.
  • If you add special materials to the jumble mini-flail then it has a 25% chance of cutting through a creature natural defenses.
  • Enchatments cannot be added to this weapon.

this weapon is a one-handed weapon and it’s a simple weapon due to it’s simple construction that can be adjusted to the users preferences

Is this weapon balanced?!

Is this homebrew spell that briefly mind-controls an enemy and then paralyzes it for a round balanced?

I’ve given the following spell to a PC in the party:

Blood Puppet

2nd-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round

Choose a living creature with blood that you can see within range. The target must succeed on a Wisdom saving throw or be forced to move up to half its speed and perform any one physical action such as dropping an item, lying down or making an attack (if the action requires a roll, substitute your spellcasting modifier and proficiency bonus in place of the target’s). After this the target is paralysed until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

The player I gave it to has concerns that it is too strong.

When balancing the spell I modeled it after Hold Person, trading off the chance to paralyse the target for more than one round with the chance to make an extra attack or get some utility. The spell seems roughly equal in terms of action economy.

Not requiring concentration and having a broader range of targets seems like the major advantages to me and I may be underestimating them.

Check whether string of braces, brackets, and parentheses is balanced

The Task

is taken from codewars:

Write a function that takes a string of braces, and determines if the order of the braces is valid. It should return true if the string is valid, and false if it’s invalid.

All input strings will be nonempty, and will only consist of parentheses, brackets and curly braces: ()[]{}.

What is considered Valid? A string of braces is considered valid if all braces are matched with the correct brace.

Examples

  • (){}[] => True
  • ([{}]) => True
  • (} => False
  • [(]) => False
  • [({})](] => False

My solution

const areBracesBalanced = brs => {   const brace = {     "(": [],     "[": [],     "{": [],   }    const removeBrace = b => brace[b].splice(-1, 1);   const getLastBraceIndex = b => brace[b][brace[b].length - 1]   const braceExists = b => !brace[b].length;   const isBraceBeforeClosed = (before, current) => braceExists(before) || getLastBraceIndex(before) < getLastBraceIndex(current);    const braceIsBalanced = (b, i) => {     switch (b) {       case "(":       case "[":       case "{":         return brace[b].push(i);       case ")":         return isBraceBeforeClosed("[", "(") &&                isBraceBeforeClosed("{", "(") &&                removeBrace("(");       case "]":         return isBraceBeforeClosed("(", "[") &&                isBraceBeforeClosed("{", "[") &&                removeBrace("[");       case "}":         return isBraceBeforeClosed("(", "{") &&                isBraceBeforeClosed("[", "{") &&                removeBrace("{");       default:         // be a good code...     }   };    return [...brs]   .every(braceIsBalanced); }  const str = "[({})](]"; console.log(areBracesBalanced(str)); 

Minimum number of parentheses to be removed to make a string of parentheses balanced

The task:

Given a string of parentheses, write a function to compute the minimum number of parentheses to be removed to make the string valid (i.e. each open parenthesis is eventually closed).

For example, given the string “()())()”, you should return 1. Given the string “)(“, you should return 2, since we must remove all of them.

const brackets = "()())()"; 

My functional solution:

const numberOfUnbalanced = brackets => Object.values(brackets   .split("")   .reduce((brackCounter, b) => {     b === "(" ? brackCounter.openBrackets++ :     brackCounter.openBrackets ? brackCounter.openBrackets-- :     brackCounter.closedBrackets++;      return brackCounter;   }, {openBrackets: 0, closedBrackets: 0})) .reduce((sum, b) => sum + b, 0);  console.log(numberOfUnbalanced(brackets)); 

My imperative solution:

function numberOfUnbalanced2(brackets) {   let openBrackets = 0, closedBrackets = 0;   for (let i in brackets) {     brackets[i] === "(" ? openBrackets++ :     openBrackets ? openBrackets-- :     closedBrackets++;   }   return openBrackets + closedBrackets; }  console.log(numberOfUnbalanced2(brackets)); 

Usually the functional approach is shorter and tend to be easier to understand in comparison to imperative approaches. However, in this case it doesn’t have any advantage to the imperative approach. I guess it is due to the nested structure in the functional solution.