Would this Cleric domain be balanced?

One of my players in a new campaign decided they want to play a cleric with a gambling addiction to a god of chance. I personally loved this idea, and we worked together to create a Luck Domain for the cleric that we like. Only issue is, we have never done this before. Would it be to powerful compared to other domains/classes?

1st Level – When you make an attack roll with advantage, you can forgo the advantage in order to deal +10 damage if you hit. You can do this a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.

2nd Level – Channel Divinity – Have the DM roll a d20 in secret. Guess a number between 1 and 20. If the number is lower than what the DM rolled, nothing happens, and the Channel Divinity is lost. If the Number is higher, deal damage equal to what you guessed to all hostile creatures within 30’ of you, and you take damage equal to half of what you guessed. This damage is radiant, but cannot be reduced in any way, to either party.

6th Level – You can now use charges of your level one ability to impose disadvantage on an attack made against you. If they hit you, you take +10 damage.

8th Level – You may add your Wisdom modifier to the damage of any cleric cantrip that you cast.

17th Level – Once every month, you may conjure a card into your hand. This is a single card from a 22 card deck of many things. You have only one draw, but if you don’t like the first card you draw, you may draw another, but you are stuck with it.

Is this hombrew barbarian subclass balanced and fitting for a “thug” barbarian

At level 3 you can roll with the punches. As a reaction when damaged you can generate temporary health = prof +con which will disappear at the end of the round

At level 3 you may be the muscle of the group but sometimes you’re just there to show who you don’t want to be on the bad side of. you and allies with you around have advantage on insight, persuasion, intimidation checks on creatures that have a challenge ratings less then or equal to half your overall level

At level 6: your blows send your foes reeling. after landing a reckless attack the enemy must make a con save dc 8 + str + prof bonus or be stunned till the start of your next turn

At level 10 “is that all you got” spits out bloody tooth you can add your con mod to death saving throws and your allowed one reroll but you must use the new roll and stabilizing you will bring you up to con hp

At level 14 as a reaction when below half hit point choose one creature you can see within 10 ft and they must make a wisdom saving throw (dc= 8+cha+prof) or be frightened of you till they leave the radius or break line of sight where they will remake the saving throw. While raging this affects all enemies within 15 ft

Is this homebrew “Virtual Illusion” spell balanced?

Here is a spell that was initially designed for AD&D 2e. In that edition beings with intelligence scores higher than 18 could immediately recognise illusions of levels up to Int−18. The goal of this spell was to surprise such smart opponents and similar. For example, you could cast this spell on yourself while entering a sleeping dragon’s lair and if the dragon woke up and saw you, it would think you were an illusion, and perhaps decide to search for the caster of the illusion instead of bothering you for a while.

I have attempted to update the spell to 5e. I would like to learn if it is balanced as a 5th level spell.

As a bonus: I would be happy to hear about possible ways to powerplay with this, and reasonable methods to curb that powerplay to keep it balanced without increasing its level.

PS: I hope it is clear that “down to 11” means the DC can be any number between 11 and your normal spell save DC.

Zwi’s Virtual Illusion

5th-level illusion [wizard]

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece, and a transparent gem worth at least 500 gp, which the spell consumes)
Duration: Concentration, up to 10 minutes

You cause an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube to appear like an illusion.

You create some subtle effects, which can include images, sounds, smells, and temperature modifications, on or around the target, that falsely hint to perceiving creatures that the target has been created by a spell like major image. For example, the voices of the target might sound like it is coming from a few feet away, its shadow might appear to fall in a slightly off angle, or its image might fluctuate in and out for a barely perceptible duration, etc.

For each creature that encounters the effects you generate, the GM makes a passive Wisdom (perception) check against your spell save DC, but you can opt to decrease the DC down to 11 by purposefully leaving more fake clues, in order to lure creatures more easily. Creatures who succeed in their checks will feel suspicious about the reality of what they see.

A suspicious creature that uses a bonus or standard action to examine the effects you create, can falsely decide that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC, which can again be lowered down to 11 if you desire. Such a creature falsely discerns the target as an illusion, and can see through the target, and the target’s other sensory qualities become faint to the creature.

Physical interaction with the target reveals it to be real, because unlike an illusion things cannot pass through the target. A creature that has come to accept the target as an illusion previously, but uses another action to re-examine the target can determine that they have actually been fooled with a successful Intelligence (Investigation) check against the spell save DC used in the earlier Intelligence (Investigation) check.

The spell is cast the same way major image is cast, another spellcaster seeing the casting will think that it is major image. The gem that is consumed by the spell needs only be on the caster, and does not need to be touched or shown.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the spell lasts until dispelled, without requiring your Concentration.

How do I design balanced encounters when one PC vastly out-performs the rest of the party?

I’m having some serious balancing issues with my current campaign. Mostly due to the Barbarian. My entire party consists of the Barbarian, a Bard, and a Druid, all recently turned lvl 6. So one serious damage dealer and two supports. The Druid is circle of the moon, so not too squishy but not exactly a tank either. And the Bard is a lvl 6 Bard.

The main problem is this, I’m having trouble trying to find an encounter that can challenge the entire party including the Barbarian without the guarantee of outright killing the other two. The Barbarian has Rage, Reckless and great weapon master at his disposal which he never fails to utilize. This puts out some massive damage potential and he pretty much one shots anything with 20 or less hp.

Here’s two scenarios to put things into perspective.

Scenario 1. The party still lvl 5 and without most of their gear, fights two Bulettes separately. The first one I powered down, thinking it might be a bit much. The Barbarian makes short work of it without too much help from the other two. The second one was a normal Bulette which I thought would present more of a challenge. Not so, the rest of the party had more to do this time but the Barbarian still did a good half of the damage.

Scenario 2. I decide to try throw two strong creatures at them instead of just one. Owlbears. This was definitely more of a challenge and pretty fun for me for the most part. But the Barbarian still cut the owlbears to shreds and i think he’s begun to make the other party members feel a little bit useless or surplus to requirements.

Sorry about the length of the post. I hope I’ve made my predicament clear. Basically the tldr is that my Barbarian is completely out damaging the other two party members and i don’t know how to counter that without a TPK.

Any advice is welcome. I’m totally open to good homebrew ideas.

Is this Portent-like spell balanced?

As a divinitation wizard, I love the portent mechanic. There is little better than pointing at an ally about to unleash their biggest attack on the BBEG and telling them, ‘you just rolled a 20’ (or whatever number I have that’s high enough for them to hit). It makes me feel like a proper diviniation wizard.

Unfortunately, I have found there are few combat spells that have the same feel of being able to directly influence others’ fortune available. That is why I have tried to capture the feeling of portent in spell form.

Alter Fate

2nd level divination

Casting time: 1 action

Range: sight

Components: V, S, M (a glass bead)

Duration: Concentration, up to 1 minute

By focusing your inner eye on the near future you are able to influence the weave of fate. When you cast this spell you roll 1d20 and record the number. As a reaction, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll. This foretelling roll can only be used once.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you may add or subtract 1 for each spell level above 2nd to the die roll, with a minimum result of 1 and a maximum result of 20.

I am having trouble finding a proper way to estimate this spell’s power level. I realize that there is a reason divination wizards only receive their third portent die at lvl 14. That is why I have tried to limit the spell by requiring concentration and an action to cast.

The part I am most worried about being unbalanced is the ‘at higher levels’ part. Does the this make it too easy to get critical hits or misses?

Is this werewolf homebrew race balanced?

Can you please tell me if this character is balanced? It is a werewolf race: too OP?

Here are the racial traits:

Ability Score Increases. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Lycanthropes mature at the same rate as Humans, and live up to around 150 years.

Alignment. A Lycanthrope is typically of a Chaotic alignment.

Size. Lycanthropes stand 6 to 7 feet tall just as a Human. Your size is Medium.

Speed. Your base walking speed is 30 feet in your humanoid and hybrid forms, and 50 feet in wolf form.

Silver Weakness. You are vulnerable to damage from silvered weapons.

Regeneration. You have resistance to damage from nonmagical weapons that aren’t silvered. At the start of each of your turns, you regain hit points equal to 1d4 + your Constitution modifier if you have no more than half your hit points left, and have at least 1 hit point.

Natural Weapons. While in your hybrid or wolf forms, you have a 1d6 Bite and 1d8 Claw attack. Increase damage at level 5 to Bite 1d8 and Claw 1d10. On a successful melee attack you may use your bonus action to make a claw attack on the same target.

Tracking. You can detect opponents within 15 feet by sense of smell. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range.

Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray and red.

Shapeshifter. You can take 1 action to change into your Hybrid or Wolf Form. While in Hybrid Form you can not wield weapons, or wear armor. While in wolf form you cannot wear armour or wield weapons. You are able to wear certain equipment at the DM’s discretion, such as circlets and robes. You can choose to have equipment you are wearing to either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form.

Trip Attack. While in Wolf or Hybrid form you can attempt to trip the opponent as a bonus action after a bite attack. The opponent must make a Strength saving throw equal to 10 + your Strength modifier + your proficiency bonus.

Wolf Empathy. You can communicate with wolves and dire wolves.

Skills. You are Proficient in Survival, Nature, Intimidation and Perception rolls. You have disadvantage on Persuasion checks.

Saving Throws. You are proficient with Strength and Dexterity saving throws.

Full Moon Rage. At the start of a night with a Full Moon you must make a DC13 Wisdom save or lose control of yourself. During this time the DM has Control over what your character does, however every hour you may reroll your saving throw to take back control. Once you make the correct saving throw you retain control for the rest of the night.

New Moon. During a new moon, you cannot transform, and are damaged normally (without resistances and weaknesses).

Tough Hide. While you are not wearing any Armour or shields, your AC becomes 10 + Strength Modifier + Proficiency Bonus (All Forms).

Languages. You know Common, Wolf and one extra language. You can only speak in Human and Hybrid forms.