Is this homebrew Sea Domain Cleric balanced compared to the other subclasses? [closed]

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Sea Domain balanced compared to the other cleric subclasses?

Sea Domain

The landlubber cultures see the sea as an unconquerable force, so why not harness it to your advantage? The gods of the sea include Umberlee, Posiedon, Habbakuk, and Njord.

Domain Spells

Level
1st Create or Destroy Water, Earth Tremor
3nd Find Steed, Protection from Poison
5th Tidal Wave, Wall of Water
7th Control Water, Watery Sphere
9th Commune with Nature, Steel Wind Strike

Bonus Proficiencies

You gain proficiency in Aquan, martial weapons, and Vehicles(sea).

Sea Master

You become more adapted to life in the water. You gain a swimming speed equal to your walking speed, you can breath underwater, and you know the Shape Water cantrip and can cast it as a bonus action. You add twice your proficiency bonus to any check to navigate at sea.

Channel Divinity: Heart of the Sea

At 2nd level, you can use your Channel Divinity to bolster yourself with the strength of the sea. As an action while you are fully submersed in water, you can spend a use of Channel Divinity to make yourself resistant to all nonmagical damage for one minute. This resistance ends if you begin a turn not fully submersed in water. At 16th level, this ability conveys resistance to magical damage as well.

Channel Divinity: Grace of the Dolphin

At level 6, you can meditate for 10 minutes and use your channel divinity to gain the following benefits until you take a long rest:

  • Your jump distance is tripled while you are swimming.
  • When you are piloting a sea vessel, it moves at twice its normal speed.
  • You can communicate with aquatic beasts, and you have advantage on Charisma checks involving them.
  • You can dash as a bonus action while swimming.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a crashing wave. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target. When you reach 14th level, a creature hit by the attack must also make a strength saving throw or fall prone.

Wrath of Poseidon

At 17th level, as an action, you can summon a whirlpool of watery whips around you. The whirlpool is a sphere centered on you that is 20 feet in radius. It counts as difficult terrain for all creatures except you. Ranged weapon attacks made from outside the cylinder automatically miss any target inside the cylinder. Any creature other than you who starts their turn inside your whirlpool must make a dexterity saving throw, taking 1d10 bludgeoning damage and being pushed 20 feet away on a failed save or take half as much damage and not be pushed on a successful one. You cannot concentrate on spells while your whirlpool is summoned. You can dismiss your whirlwind as a bonus action. Additionally, you learn the Tsunami and Earthquake spells and always have them prepared.

Is this homebrew Hearth Domain cleric balanced compared to the other domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hearth Domain balanced compared to the other cleric subclasses?

Hearth Domain

Protectors of homes everywhere, clerics of the Hearth domain defend their party and when they rest, they protect them from evils. Gods of the hearth include Boldrei, Cyrollalee, Vesta, Berrorar Truesilver, and Frigg.

Domain Spells

Level
1st Alarm, Sanctuary
3rd Warding Wind, Arcane Lock
5th Leomund’s Tiny Hut (R), Aura of Vitality
7th Aura of Purity, Mordenkainen’s Private Sanctum
9th Wall of Light, Hallow

Defender of the resting

After finishing a short rest within 30 feet of you, a friendly creature gains temporary hitpoints equal to your level. These are lost when the creature takes another rest.

Home Maintaince

As an action, you can touch a structure and heal it 10 hitpoints. You can do this a number of times equal to your cleric level, regaining all uses on a short rest.

Channel Divinity: Protective Mote

At level 2, as a bonus action, you can use your channel divinity to throw down a mote of magical light at a point within 60 feet of you. The mote stays at that point and emits dim light out to 30 feet. All friendly creatures have their armor classes increased by 2 while they are within 30 feet of the mote. This bonus increases to 3 at level 10 and 4 at level 19. The mote disappears if you are reduced to 0 hitpoints, or if it is targeted by dispel magic or is within an antimagic field.

Channel Divinity: Secure Building

At 6th level, while inside a structure no larger than 10,000 square feet, you can meditate for one minute, using your channel divinity to detect and expel intruders. You learn the number of hostile, neutral, and friendly creatures currently within the building. All hostile creatures must make a charisma saving throw or be teleported to a random location outside the building within 1000 feet determined by the DM. They will not be teleported to a location that would cause them immediate harm. Invisible creatures have advantage on this saving throw. For the next hour, the building cannot be teleported into except by a wish spell.

Defensive Spellcasting

At 8th level, whenever you cast a spell of first level or higher, you regain hitpoints equal to your wisdom modifier.

Punish intruders

At 17th level, whenever a creature you can see takes damage (or you take damage yourself), you can use your reaction to have them take no damage instead. If the damage was caused by a creature, that creature takes damage equal to the damage they would have dealt, ignoring resistances, vulnerabilities, and immunities either creature had. Once you use this feature you cannot use it again until you finish a long rest.

Is this homebrew Dreams&Sleep domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Dreams&Sleep Domain balanced compared to the other cleric subclasses?

Dream and Sleep Domain

Dreaming and sleeping might seem like the last thing to do in battle, but by infiltrating dreams one can undermine an enemies psyche, and by controlling their sleep, you can cause them to enter a slumber during the heat of combat. Gods of sleep and dreaming include Diirinka, Sehanine Moonbow, Niorun, Hypnos, and Morpheus.

Domain Spells

Level
1st Sleep, Dissonant Whispers
3rd Gentle Repose (R), Mind Spike
5th Catnap, Enemies Abound
7th Phantasmal Killer, Shadow of Moil
9th Dream, Synaptic Static

Aura of Mental Protection

As reaction, when a creature within 30 feet of you fails a wisdom, charisma, or intelligence saving throw, you can make them reroll the saving throw and take the higher result. You can use this a number of times equal to your wisdom modifier, regaining uses on a short rest.

Sleep Optimization

For you and creatures within 30 feet of you, a long rest only requires 7 hours instead of 8. This decreases to 6 hours when you reach 19th level.

Channel Divinity: Psychic Reconnoitre

At 2nd level, as an action, you can touch an unconscious or sleeping creature and use your channel divinity to affect its dreams to tear down its mental defenses. For 8 hours after the creature wakes up, they will have disadvantage on the first wisdom saving throw, the first intelligence saving throw, and the first charisma saving throw they make. They can get rid of this effect by taking a short or long rest.

Channel Divinity: Inception

At 6th level, as an action, you can target a creature within 60 feet of your who has taken psychic damage from a spell you cast in the last minute or has failed a saving throw against a spell of the enchantment or illusion school you cast in the last minute. You use your channel divinity to create layers and layers of dreams within their mind. That creature must make a wisdom saving throw or take 4d12 psychic damage and be stunned for the next round. The creature also ages by 1d4 years. The damage increases to 8d12 at level 15. A creature who fails a saving throw against your Inception once can never be aged by it again.

Psychic Spellcasting:

Starting at 8th level, whenever you deal damage with a cleric cantrip, you deal additional psychic damage equal to your wisdom modifier.

Mental Fortress:

At 17th level, you are always under the effects of a Mind Blank spell.

Is this homebrew Chromatic Dragon domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chromatic Dragon Domain balanced compared to the other cleric subclasses?

Chromatic Dragon Domain

Fears rightfully by almost all creatures, Dragons terrorize vast swaths of the world and possess half its wealth and magic. If you worship them enough, or if you have draconic ancestry, you may share a sliver of their power.

Domain Spells

Level
1st Cause Fear, Absorb Elements
3nd Dragon’s Breath, See Invisibility
5th Elemental Weapon, Fly
7th Icestorm, Wall of Fire
9th Wrath of Nature, Destructive Wave

Subclass Restriction

Only Humans, Half Elves, Kobolds, and Dragonborn may take this domain.

Bonus Proficiencies

You gain proficiency in martial weapons and intimidation.

Draconic Type

At the end of a long rest, you choose a dragon color to embody. This grant you abilities depending on what you select that last until your next long rest.

Red

You gain a small breath weapon. As an action, you can exhale fire in a 15 foot cone. All creatures in that cone must make a dexterity save or take 1d4 fire damage. This increases to 2d4 damage at level 10 and 3d4 at level 19.

White

The water immediatly under your feet freezes, allowing you to walk across water. You are resistance to cold damage and are acclimatized to cold climated.

Green

You can cast protection from poison or detect poison and disease once each. You temporarily have the poison spray cantrip as one of your cleric spells.

Blue

You temporarily have the shocking grasp cantrip as one of your cleric spells. Whenever you cast, it, you can fly up to your remaining movement. You fall if not supported at the end of your turn.

Black

You are immune to acid damage.

Channel Divinity: Dragonic Fear

At 2nd level, as an action, you use your channel divinity to imbue your self with fear. You gain advantage on intimidation checks for the next hour.

Channel Divinity: Dragonic Transformation

At 6th level, as an action, you use your channel divinity to turn yourself into a draconic avatar. You gain a flying speed of 60 feat and a +2 to your armor class for one minute.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a dragon. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type depends on your current Type: Red is fire damage, white is cold damage, green is poison damage, blue is lightning damage, and black is acid damage. When you reach 14th level, the damage increases to 2d8.

Dragon Master

At level 17, you gain additional features based on your current type.

Red

You are immune to fire damage.

White

Your skin is so cold that whenever you a creature escapes your grapple, or you escape a creature’s grapple, that creature takes 8d4 cold damage.

Green

Whenever a creature reduces you to zero hit points, they are poisoned for one minute.

Blue

You can cast lightning bolt twice.

Black

You can cast the acid splash cantrip as a bonus action.

Is this homebrew Music Domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Music Domain balanced compared to the other cleric subclasses?

Music Domain

Although usually the realm of bard, musical magic is often used by divine entities. God of music include Apollo, Bragi, Olidammara, and Milil.

Domain Spells

Level
1st Heroism, Alarm
3nd Calm Emotions, Enthrall
5th Beacon of Hope, Tongues
7th Dominate Beast, Conjure Woodland Beings
9th Danse Macabre, Commune (R)

Bonus Proficiencies

You gain proficiency in the performance skill, and in 4 instruments of your choice. Choose one instrument you are proficient in. You double your proficiency bonus for skill checks made that involve playing that instrument.

Song Of Encouragement

Whenever you cast a spell of first level or higher that has a verbal component, choose one creature within 30 feet of you. That creature gets a bonus to one ability check, saving throw, or attack roll they make within the next minute of their choice equal to the level of the spell you cast. If they do not use the bonus within the minute it is lost. If a creature has multiple bonuses, they can only benefit from one on any given use.

Holy Voice

You are unaffected by the silence spell.

Channel Divinity: Musical Number

At second level, when you are not in combat, you can use your channel divinity to perform a 1 minute divinely inspired song and dance routine to convince/intimidate onlookers. For the next 10 minutes, you gain advantage on all charisma checks involving creatures who saw and heard your performance.

Channel Divinity: Enchant Creatures

At 6th level, you can use your channel divinity and perform a one minute song that enchants weak onlookers. At the end of the song, all creatures of CR 1/8 or lower who were within 60 feet of you during your performance must make a wisdom saving throw. Otherwise, they serve you loyally for the next hour, though they will not put themselves in immediate danger, and all enchanted creatures will stop serving you and run away if any of them take damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Epic Composition

At level 17, you can spend 10,000 gold and 100 hours to create a musical masterpiece, a scroll of sheet music with immense power. You can do this only once, though you can recreate the same piece for 1,000 gold and 10 hours if the original is destroyed. As an action when you have both hands free, you can unroll the scroll and the sound of the music will begin to play magically all around you for the next minute. You must have both hands free during the entire minute to conduct the magical music. During this minute, you cannot concentrate on spells, make attacks, or cast spells. If you are unconscious, the music ends. At the end of the minute, if the music played for the entire minute an effect occurs depending on the piece you created and the scroll is destroyed:

Also Sprach Zarathustra:
All creatures, excluding yourself, within 120 feet of you take 10d10 radiant damage and are blinded until the end of their next turn. All magical darkness within 120 feet of you is dispelled. This counts as one round of exposure to direct sunlight.

Cannon in D:
You cast meteor storm without expending a spell slot.

Komm Susser Todd:
All creatures within 1 mile of you become telepathically linked. They can read the surface level thoughts and emotional state of any other creature in the linking, regardless of language proficiency, as long as they are in the same plane of existence. This linking lasts for 1 hour, after which, all creatures in the linking, including you, take 6d12 psychic damage. A creature killed by this damage disintegrates into orange goo.

Is this homebrew Chaos domain balanced compared to the official subclasses?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chaos Domain balanced compared to the other cleric subclasses?

Chaos Domain

While most gods create some from of order, others prefer its destruction and embrace entropy and unexpectedness at all times. Gods of chaos include Eris, Sutr, Zurguth, and Mask, though many clerics worship Chaos itself.

Domain Spells

Level
1st Chaos Bolt, Grease
3rd Crown of Madness, Knock
5th Bestow Curse, Summon Lesser Demons
7th Confusion, Hallucinatory Terrain
9th Mislead, Maelstrom

Constant Flux

Before you roll any attack roll, saving throw, or ability check, you may flip a coin. On a heads, you gain advantage on the roll, on a tails, you gain disadvantage.

Cantrip Substitution

You learn one cantrip of your choice from any spell list, it counts as a cleric cantrip for you. Whenever you finish a long rest, you may swap it with a different cantrip.

Channel Divinity: Baleful Transposition

At 2nd level, as a reaction at any time, including during your turn, you can use your channel divinity and select any creature within 30 feet of yourself. The creature must make a charisma saving throw. You and the creature switch posisitions on a failed save.

Channel Divinity: Chaotic Casting

At 6th level, whenever you cast a spell, you can use your channel divinity to roll twice on the Wild Magic table. Choose which one of the effects you rolled happens.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Random Magic

At 17th level, as an action, you can choose 12 9th level spells with a casting time of 1 action that lack costly material components. Assign each a number 1-12. Roll a d12. You cast that spell as a cleric spell without expending a spell slot. Once you use this ability you cannot do so again until you finish a long rest.

Is this homebrew Far Realms domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Far Realms Domain balanced compared to the other cleric subclasses?

Far Realm Domain

You worship the creatures that dwell in the infinite abyss beyond the outer planes, that most creatures cannot even comprehend. Gods of the Far Realms include Cthulu and Tharizdun.

Domain Spells

Level
1st Arms of Hadar, Cause Fear
3rd Magic Mouth (R), Mind Whip
5th Clairvoyance, Hunger of Hadar
7th Black Tentacles, Summon Aberration
9th Antilife Shell, Contact other Plane

Bonus Proficiencies

You gain proficiency in Intelligence saving throws and Deep Speech.

Aberration Lesser Boon

You gain one of the following abilities of your choice:

  • As an action, you can turn your arms into tentacles, increasing your reach by 5 feet. For the purposes of grabbing objects, your reach increases by 20 feet, though you cannot attack or cast touch range spells in this range. You can transform them back into normal arms as an action.

  • As an action, you become slimy, slippery, and rubbery. This gives you advantage on checks to escape from grapples and restraints, and allows you to fit through spaces only 6 inches across. You can transform to solid, dry form as a bonus action.

  • You always know if your mind is being read. You can use your reaction to do 1d12 psychic damage per level you have to whoever is reading your mind, unless they succeed on an Intelligence saving throw.

Channel Divinity: Greater Arms of Hadar

At 2nd level, when you cast arms of hadar, you can use your channel divinity to increase the effect. When you do so, all creatures who failed their saving throw are stunned until the end of their next turn, in addition to the spell’s normal effects.

Channel Divinity: Gibbering Mouther

At 6th level, as an action when you are grappling a creature or being grappled, you can use your channel divinity to grow mouths across your entire skin. The other creature takes 4d4 piercing damage and stops grabbling you if you are the one being grappled. It becomes frightened for 1 minute. The creature can make a wisdom saving throw at the end of each of its turns to stop being frightened.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

True Form

At 17th level, when you are reduced to zero hitpoints, you can choose to briefly reveal the true form of an aberration. All creatures who can see you must make a dexterity saving throw to avert their eyes. On a failed save, they are frightened for one minute. At the end each of their turns, they can make a wisdom saving throw to stop being frightened. In addition, you regain 1 hitpoint. You can use this feature only once per long rest.

Is this homebrew hunting and archery domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hunting&Archery Domain balanced compared to the other cleric subclasses?

The Hunt and Archery Domain

You worship those who will let you pursue your prey to the ends of the multiverse. Gods of hunting and archery include Artemis, Ullr, Solonor Thelandira, and Balinor.

Domain Spells

Level
1st Hunter’s Mark, Ensnaring Strike
3rd Locate Animals or Plants (R), Cordon of Arrows
5th Conjure Barrage, Haste
7th Dimension Door, Locate Creature
9th Swift Quiver, Hold Monster

Bonus Proficiencies

You gain proficiency in nature and in simple and martial ranged weapons.

Archery

You gain a +2 bonus to ranged weapon attack rolls.

Channel Divinity: Greater Hunter’s Mark

At second level, whenever you cast hunter’s mark, you can use your channel divinity to make the extra damage apply to all creatures who attack the targeted creature, not just you.

Channel Divinity: Tracking Beacon

At 6th level, whenever you make an attack roll with a ranged weapon, you can use your channel divinity to imbue it with tracking magic. On a hit, the target takes the usual damage. In addition, you know the exact distance, but not direction, to the target. If the target is in another plane, you know the plane. You can only have one creature tracked in this way at any one time. You can stop tracking a creature as an action.

Divine Shots

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 force damage. This increases to 2d8 damage at level 14.

Impossible Arrow

At level 17, you always have advantage on ranged weapon attacks, and your attacks ignore cover.

Is this Mitarn (Raptor) race balanced when compared to officially published races?

I would like to make a race of raptor people for my world: The Mitarn.

Mitarn

Your are a member of the Mitarn race, a species of sapient maniraptorans (Raptors). Mitarn seek to live in harmony with nature, using tooth and claw to survive.

Racial Traits

You have a number of traits stemming from your status as a raptor.

Ability Score Increase. Your Dexterity increases by 2, & your Wisdom increases by 1.

Age. Mitarn mature and age similar to humans.

Alignment. Mitarn are normally neutral good, tending to seek to protect nature.

Size. Mitarn are 4 to 5 feet long and 8 to 10 feet long, and weigh 50 to 100 pounds. Your size is Medium.

Speed. Your base walking speed is 40 feet, and you also have a climbing speed of 30 feet.

Claws. Your middle two toes have wickedly sharp curved claws, which are natural weapons, usable to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, rather than the bludgeoning damage typical for an unarmed strike.

Bite. Your maw is lined with sharp teeth, and is a natural weapon, usable for unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, rather than the bludgeoning damage typical for an unarmed strike.

Pounce. If you move at least 20 feet on a turn in combat and hit a creature with your claws with an attack, you can make an attack with your bite attack.

Survivalist. You are proficient with Stealth and either Perception or Survival.

Primeval Surge. You can fill your body with a surge of the speed of the wild for a moment. As a bonus action, you can double your movement for the entire turn. Once you do so, you can’t use this trait until you move 0 feet on a turn.

When compared to official races (In the Player’s HandBook, Volo’s Guide to Monsters, and Guildmaster’s Guide to Ravnica), is this race balanced?

How much does this Favored Foe tweak for the Ranger’s class feature from TCoE buffs the Rangers when compared to other martial classes?


I want to tweak the Favored Foe optional class feature for the Ranger from Tasha’s Cauldron of Everything

I’m fairly disappointed with the Favored Foe optional class feature for the Rangers released in TCoE, it’s essentially just a worse Hunter’s Mark. This feature allows more versatility with your Foe Slayer feature at level 20, but it also locks your concentration. Since it’s a worse Hunter’s Mark, Favored Foe will probably see less use until you get Foe Slayer (and how many games reach level 20?). The only saving grace to this feature is the improved action economy. Two weapon fighting or crossbow expert Rangers might see some use out of this.

While the UA version is definitely better in terms of damage, I’d have to agree with this Reddit post that says that the UA version incentivizes 1 level dip to the Ranger class, but doesn’t incentivize more levels in Ranger. User u/ZatherDaFox added "One of the ranger’s biggest issues has always been a lack of really cool mid and late game abilities to justify taking the class that high."

Now, I’m trying to come up with a solution after Favored Foe was officially published in Tasha’s Caudron of Everything. tl;dr, here’s the changelog:

  • Renamed it to Hunter’s Mark
  • If you take this optional class feature, it replaces your Favored Enemy class feature and removes the Hunter’s Mark spell from this Ranger’s spell list
  • The damage still scales exactly the same as TCoE’s Favored Foe, but now it applies to every attack that hits (even spell attacks)
  • Added the advantage to track and find it bit from the Hunter’s Mark spell
  • Duration is 1 hour, following the Hunter’s Mark spell
  • Number of uses equal to proficiency bonus per short or long rest
  • At level 11, it no longer requires concentration

Hunter’s Mark

1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature. Furthermore, Hunter’s Mark is removed from your spell list.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 hour or until you lose your concentration (as if you were concentrating on a spell). Until your concentration ends, you deal an extra 1d4 damage to the target whenever you hit it with an attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
    You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Furthermore, once you have reached 11th level in this class, this feature no longer requires concentration.

What this aims to fix:

As stated before, I want people to want to play the Ranger class and experience them at higher levels, not just as one level dips. I play a Ranger in my homebrew campaign, but I use the Revised Ranger UA version because the PHB just seems very DM-/campaign-dependent and, to me at least, is poorly designed compared to the other classes. Tasha’s has introduced a lot of new optional class features for the Ranger that I’m eternally grateful for (I’ll literally never take the PHB Natural Explorer ever again). So it sucks to see that one of them just barely misses the mark (get it? Hahah).

The changes don’t really alter the playstyle of the Ranger prior to level 11, I think. I set the uses at PB per short or long rest since this Hunter’s Mark can’t jump between targets when you reduce one to 0 hit points. And every Rangers still need to contemplate the usual "do I drop my Hunter’s Mark now and try something different, or should I stick with it?" This has always been a problem with me in my campaign, and in its current state I do plan on multiclassing into Rogue very soon, since I don’t think I can utilize many spells because my Wisdom is not that high. I know that sounds more like a me thing but Wisdom is not generally the Ranger’s main ability score either, so it’s usually lower than their Dexterity, de-incentivizing creative uses of spells with a saving throw or a to-hit.

This changes in level 11, though. This Ranger’s Hunter’s Mark now no longer requires concentration. I read somewhere (can’t find it anymore) that advised people who wants to homebrew stuff to stay away from altering the concentration mechanic in D&D 5e, among other things (action economy was also mentioned). I removed the concentration at level 11 because it’s entering a new tier of play, so I think it’s a fitting jump in terms of prowess for this class. Also, since it no longer requires concentration at this level, Rangers can now try more experiments with their spells! It removes one decision point in combat for the Ranger, which I think is a good thing.

The Ranger’s current level 11 class feature is tied to their subclass, so this adds another oomph to those as well. But, I am also deathly afraid that messing with concentration like this is going to overpower the Ranger when compared to the other martial classes. My biggest argument is that the Paladin gets Improved Divine Smite also at 11th level, which is very similar to this Hunter’s Mark since it a straight damage buff.

tl;dr, the question: do these changes for Favored Foe, now renamed Hunter’s Mark, significantly buffs the Rangers, to the point of overpowered when compared to the other martial classes?