Is this homebrew College of Echoes balanced compared to existing classes?

College of Echoes
While the other bardic colleges focus on music and its accompanying psychological effects, bard of this college see what music really is- vibrations in the air, the same as words and heat, and learn to manipulate those vibrations themselves. The wide variety of useful abilities they have makes them be considered extremely reliable by many, though their perceived reductionism of music and tendency to use their powers for pranks makes others think they lack dignity.

Persistent Sound
At level 3, as an action, you can touch a creature or object and inscribe a word of your choice. If you try to inscribe a word on a hostile creature, you must successfully make a melee spell attack against them. The word you inscribe glows dimly and says itself every few seconds in a voice and volume of your choosing. Whenever a hostile creature makes an attack roll, it suffers a penalty to its attack rolls equal to the number of words inscribed on it, as the noise distracts it. This has no effect on deafened creatures. A creature can use an action to scrape off all words inscribed on it. You learn 2 additional languages of your choice. You can erase any inscribed word by touching it as an object interaction.

This is a very specific but also very widely useful feature imo in the hands of a creative player. I don’t think the enemy inscription penalty is overpowered at all, because the squishy bard would have to spend several turns making meelee spell attacks, which might not even hit, for a relatively minor penalty, that can be gotten rid off all at once in an action, and they could take their chances with the help action or vicious mockery for a similar effect.

Onomatopoeia
At level 10, you can inscribe certain words to manifest magical effects. These effects occur even if a target is deaf. You can:

Woosh- As an action, you inscribe the word woosh onto a creature. Unless the creature is willing, you must make a melee spell attack first. On a hit, that creature must make a strength saving throw, moving 30 feet away from you on a failure or 15 feet on a success. The inscription then vanishes.

Sizzle- As an action, you inscribe the word sizzle onto an object or creature. If you inscribe it on an object, it heats up, and if it is made of a flammable material such as paper or wood, it will burn, other wise, it becomes hot enough to do 1d4 fire damage to any creature that touches it (so a weapon with sizzle inside would do an additional 1d4 fire damage on each hit). If you inscribe it on a creature, you must first succeed on a melee spell attack against them if they are not willing. At creature with sizzle inscribed on them takes 1d4 fire damage at the end of each of their turns. You cannot have more than 1 inscription of sizzle at the same time.

Boing- As an action, you can inscribe a creature or object with the word boing. The next time they take fall damage, they take no damage and immediately jump a distance upwards equal to the distance they fell. The inscription then vanishes.

Snap- As an action, you inscribe the word snap onto an object or creature. If you inscribe it on a creature, you must first succeed on a melee spell attack against them if they are not willing. A creature with snap inscribed on it takes 1d4 bludgeoning damage and must make a dexterity saving throw or fall prone. An object or structure with snap inscribed on it takes 8d4 bludgeoning damage. The inscription then vanishes.

While this feature does not consume resources, the relatively low amounts of damage mean it is not overpowered, especially at 10th level when the bard’s vicious mockery does 2d4 damage, compared to 1d4. Woosh does push back a creature a whole 30 feet, but both a meelee attack and a saving throw are involved, and if either fail the bard risks being attacked again. This is more useful for supporting allies, eg. inscribing sizzle on the fighter’s sword, or using snap to collapse part of the building the parties’ fighting in.

The Weight of Your Words
At 14th level, as an action, you can choose a creature within 120 feet of you. The air pressure above that creature greatly increases, making them feel far heavier. The creature’s speed is halved and they must make a strength saving throw at the beginning of each of their turns, and whenever they use the dash or disengage actions, or fall prone. These effects last for 10 minutes, or until you are dead or unconscious. Once you use this ability, you cannot do so again until you finish a short or long rest.

Is this Will’O’Wisp Homebrew Comparable to other Pact of the Chain Familiars?

For a level 3 one shot I will be playing a Warlock who made a deal with the ghost of a wizard to help find a way to revive the wizard, and by carrying soot from the wizard’s final resting place in a locket, they stay near me and give me warlock powers. Because of this, I thought it’d be cool to have a ghost familiar through Pact of the Chain and since no ghost-like undead are CR 1, I decided to nerf a Will’O’wisp from CR 2 to 1.

For reference, here’s the original Will’O’Wisp and here are the Quasit and the Imp which are CR 1 creatures available through Pact of the Chain.

Is the following Will’O’Wisp homebrew comparable, or at least less powerful that other familiars at level 3? The two skills were added to flavour the creature as a wizard’s ghost and to give some utility outside of combat.

Will’O’Wisp

tiny celestial (since the Find Familiar spell only creates fiends, fey, and celestials, not undead)


Armor Class 13

Hit Points 10

Speed 0 ft, fly 40 ft (hover)


STR 1 (-5) Dex 15 (+2) CON 10 (+0) INT 16 (+3) WIS 12 (+1) CHA 11 (+0)


Skills: Arcana +5, History +5

Damage Resistance: necrotic; thunder; bludgeoning, piercing, and slashing from non-magical attacks

Damage Immunities: lightning, poison

condition Immunities: grappled, poisoned, prone, restrained

Senses: darkvision 120 ft, passive perception 11

languages: common

challenge: hopefully 1 (200 XP)


Ephemeral. The will-o’-wisp can’t wear or carry anything.

Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.


Actions:

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d8) lightning damage.

Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Are these homebrew reactions balanced with each other?

I have been working on a homebrew reaction system so that each person can do more throughout the initiative than the very rare opportunity attack or counterspell. I feel as though reactions should be available to all classes, and this is my effort do do this.

Homebrew reactions on Homebrewery

My general design principle for this was to give something thematic to the class and have its effect strength become stronger the rarer it is. For example, allowing a fighter to attack when a creature attacks someone other than him, but only allowing the rogue to attack when someone dies, because a rogue attack will likely be stronger than a fighter’s attack.

I realize this will have some balance implications for the rest of the game, for example making shield and counterspell weaker and not necessarily a must-have. I also realize that this will make the players significantly stronger.

For classes or subclasses within their default PHB rules, I’ve given them an ability that should be of roughly the same power as a reaction, but not a reaction, since they already have one.

What I am looking for:

  • "This feature is much stronger than the others because [the reaction is stronger than you think / the reaction will happen more often than you think / etc]"

  • "This feature is much weaker than the others because…"

  • "This feature will break some other part of the game [by making x feature moot / by significantly strengthening x feature]"

  • "This concept in general will cause the game in general to be unbalanced for x reason"

  • "This feature is significantly ambiguous and it could mean two mechanically different things"

What I am not looking for:

  • "This concept in general will slow down combat or make the game less fun to play" (An issue I will be playtesting)

  • "This feature doesn’t feel like something x subclass would have" (An issue I will ask my friends)

  • "This feature isn’t worded how WotC would word it in 5e" (An issue to address if I decide to publish on dmsguild)

Reactions or Replacements

Barbarian

Path of the Berserker – Approach Me

When you reach 4th level, you gain the ability to retaliate against those who approach you in melee combat. During your rage, other creatures provoke an opportunity attack when they enter your reach.

Path of the Totem Warrior – Spectral Blessing

When you reach 4th level, you gain the ability to grant the blessing of your totem spirit to creatures near you. During yor rage, when a creature begins its turn within 30 feet of you, you may use your reaction to grant them a benefit until the end of their turn based on the totem animal you chose while gaining this feature. You may choose the same animal you selected at 3rd level or a different one.

Bear. Whenever the chosen creature makes an attack, they gain resistance against damage from melee attacks from that creature until the end of their next turn.

Eagle. Whenever the chosen creature makes an attack roll, they don’t provoke opportunity attacks for the rest of the turn.

Wolf. Whenever the chosen creature makes a melee weapon attack, they gain a bonus to the damage roll equal to your Rage Damage.

Bard

College of Lore – Improved Cutting Words

When you reach 4th level, you no longer expend Bardic Inspiration when you use Cutting Words. Instead, you can use it a number of times equal to your Charisma modifier (a minimum of once).

College of Valor – Hit Harder

When you reach 4th level, you gain the ability to improve the strength of your allies’ strikes. When a creature within 30 feet of you is hit by a weapon attack, you can use your reaction to give a bonus to the damage roll equal to half your Bard level.

Cleric

Knowledge Domain – Quick Recall

When you reach 4th level, you learn how to better apply your smarts to the battlefield. When a creature you can see and haven’t used this feature on starts its turn within 60 feet, you may use your reaction to make a Knowledge check (DM’s choice) to determine aspects of the creature. The DC is 10 + the creature’s Challenge Rating, or Level if the creature has class levels. If you succeed, you learn the creature’s AC, their highest saving throw, and any resistances, immunities, and vulnerabilities they may have.

Life Domain – Shield the Faithful

When you reach 4th level, your god grants you the ability to protect others from harm. When another creature within 30 feet of you takes damage, you may use your reaction to reduce that damage by half of your Cleric level, rounded up. This can’t reduce the damage below zero.

Light Domain – Sun’s Blessing

At 4th level, when you cast a spell of first level or higher that deals fire or radiant damage, you deal additional damage of that type equal to half of your Wisdom modifier, rounded up (minimum of 1).

Nature Domain – Abhor Unnatural

When you reach 4th level, your Channel Divinity: Turn Undead also works on the creature types aberration, celestial, elemental, fey, and fiend, in addition to undead.

Tempest Domain – Storm’s Blessing

When you reach 4th level, when you cast a spell of first level or higher that deals lightning or thunder damage, you deal additional damage of that type equal to half of your Wisdom modifier, rounded up (minimum of 1).

Trickery Domain – Degrading Miss

When you reach 4th level, your god grants you the ability to affect others when they fail to draw your blood. When a creature within 30 feet of you misses you with an attack, you may use your reaction to impose disadvantage on that creature’s attack rolls until the start of its next turn.

War Domain – Divine Defenses

When you reach 4th level, you gain the ability to invoke your god’s power to prevent further harm to yourself. When a creature hits you with a weapon attack, you may use your reaction to add your Wisdom modifier to your AC for the rest of the turn.

Druid

Circle of the Land – Manipulate Terrain

When you reach 4th level, your connection with the land manifests in harsh winds, churned earth, and roiling sea near you. When a creature moves to an area within 15 feet of you, you may use you reaction to create difficult terrain in a sphere with a raidus of 15 feet centered on yourself until the end of the turn.

Circle of the Moon – Feral Instincts

When you reach 4th level, your more animalistic instincts take over while wild-shaped. While wild-shaped, when a creature at maximum hit points takes damage, you may use your reaction to move up to your speed towards the creature. Then, if the creature is within your reach, you may make an opportunity attack against it.

Fighter

Champion – Strive for the Best

When you reach 4th level, your determination to be the best of the best makes sure no one can outshine you. When a creature other than you lands a critical hit, you may make one weapon attack with advantage as a reaction.

Battle Master – Face Me!

When you reach 4th level, you gain the ability to exploit the distractions of your enemies. As a bonus action, you can Mark a creature until that creature falls unconcious or you cannot see it. When a Marked creature makes an attack against a creature other than you, you may use your reaction to make a weapon attack against the Marked target. You may only have one creature Marked at once, and a creature may only be Marked by one creature.

Eldritch Knight – Spell Recognition

When you reach 4th level, you have some rudamentary understanding of defensive magic and can shield yourself with it. When a spell is cast by a creature within 5 feet of you, you may use your reaction to gain resistance to the damage of the spell this turn.

Monk

Keep Your Balance

When you reach 4th level, you are able to avoid being moved around against your will. When you would be moved any distance, you may instead move only half that distance.

Paladin

Oath of Devotion – Protect the Good

When you reach 4th level, your loyalty an attention to your allies allows you to protect them in more and more ways. When a creature within 10 feet of you is hit with an attack, you may use your reaction to grant that creature the effects of sanctuary until the end of the turn.

Oath of the Ancients – Nature’s Wrap

When you reach 4th level, your attunement with nature extends to protection of your allies. When an ally within 10 feet of you is hit with a melee attack, you may use your reaction to force the attacker to make a Strength saving throw versus your spell save DC. On a failed save, the attacker is restrained until the end of the turn as vines coil around the creature’s body.

Oath of Vengeance – Answered Sleight

When you reach 4th level, you gain the ability to retaliate more effectively against those that would dare harm who you care about. When a creature within 10 feet of you is hit with a melee attack, you may use your reaction to move up to 10 feet and make a melee attack against the attacker, if able.

Ranger

Hunter – Prey’s Vulnerability

When you reach 4th level, you gain the ability to more effectively take advantage of your target’s weaknesses. When you hit a creature with a weapon attack, you may Mark that creature until the start of your next turn. While a creature is Marked in this way, if it makes an attack against any other creature than you, you may use your reaction to make a weapon attack against the Marked creature. You may only have one creature Marked at once, and a creature may only be Marked by one creature.

Beast Master – Beast’s Bond

When you reach 4th level, your bond with your companion allows you to retaliate against those who wrong it. When a creature deals damage to your beast companion, you may use your reaction to make an attack against that creature.

Rogue

Thief – Nimble Swipe

When you reach 4th level, your nimble fingers allow you to disrupt others while fighting. When a hostile creature you can see moves out of your reach, you may use your reaction to try to swipe an object from the creature. If you do so, make a sleight of hand check contested by their athletics or acrobatics check. If you win, you can take an object from them that you could wield or put away with the Use an Object action. For example, you could take a weapon, arcane focus, or potion, but you could not take a shield or armor.

A creature can avoid provoking this reaction by taking the Disengage action. They also don’t provoke this reaction when they teleport or when someone or something moves them without using their movement, action, or reaction.

Assassin – Lethal Response

When you reach 4th level, you can pay more attention to your target’s lives and are motivated by their deaths. When a creature you’ve dealt damage to dies, you may use your reaction to make an attack against another creature.

Arcane Trickster – Distracting Gesture

When you reach 4th level, you can manipulate your mage hand in more complex ways. When a creature within 5 feet of your mage hand casts a spell, you may use your reaction to attempt to break their incantation. If you do, make an ability check using your spellcasting ability contested by their concentration check. If you win, the creature’s spell fails and has no effect.

Sorcerer

Draconic Bloodline – Elemental Infusion

When you reach 4th level, you can assist an ally by allowing them to tap into your elemental power. When a creature other than you damages an enemy, you may use your reaction to deal additional damage to that enemy. If the triggering damage is the type associated with your draconic ancestry, the additional damage is equal to your sorcerer level. Otherwise, the additional damage is equal to half of your sorcerer level, rounded up. Either way, the additional damage is the type associated with your draconic ancestry.

Wild Magic – Bend Luck

You gain the Wild Magic Bend Luck feature when you reach 4th level.

When you reach 6th level, the sorcery point cost of Bend Luck reduces from 2 to 1.

Warlock

The Archfey – Misty Escape

You gain the Archfey Misty Escape feature at 4th level.

When you reach 6th level, you may use it an additional time per long rest.

The Fiend – Fiendish Retaliation

When you reach 4th level, you gain the ability to lash out at those who harm you. You can choose one damage type when you finish a short or long rest. When a creature hits you with a melee attack, you may use your reaction to deal damage to that creature of the chosen type. The amount of damage is equal to half of your warlock level, rounded up.

When you reach 10th level, you may choose the same or different damage types for Fiendish Retaliation and Fiendish Resistance.

The Great Old One – Mind Warp

When you reach 4th level, you can force a creature to see unknowable and horrifying sights when it harms you. When a creature hits you with a melee attack, you may use your reaction to Blind the creature until the start of its next turn or until it takes damage.

Wizard

Abjuration – Improved Ward

When you reach 4th level, your arcane ward continues to improve. When you create your magical ward, it has hit points equal to three times your wizard level + your Intelligence modifier. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to three times the level of the spell.

Conjuration – Instinctive Jump

When you reach 4th level, you react to danger by teleporting to safety temporarily. When a creature moves within 5 feet of you, you may use your reaction to teleport to a location you can see within 30 feet. At the end of the turn, you return to the space that you vanished from, if it is unoccupied, or the nearest unoccupied space (chosen at random if more than one space is equally near.

Divination – See Failure

When you reach 4th level, you gain the ability to influence events by seeing a negative future. When a creature you can see makes a Saving Throw against a spell you did not cast, you can use your reaction to impose disadvantage on their saving throw. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Enchantment – Potent Charm

When you reach 4th level, your enchantment spells bypass some natural resistances of certain creatures. If a creature would normally have advantage on saving throws against being charmed, it does not benefit from that feature when resisting your spells.

Evocation – Elemental Defenses

When you reach 4th level, your knowledge of the elements give you an edge up aginst those that use the elemental magics. When you take Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you may use your reaction to gain resistance against that damage type until the start of your next turn.

Illusion – Question Reality

When you reach 4th level, you can harm those who touch your illusions as they doubt their existence.

When a creature touches an illusion you’ve created, you may use your reaction to force them to make an Intelligence saving throw. On a failure, they take psychic damage equal to your wizard level.

When a creature fails a check to see through an illusion you’ve created, you may use your reaction to deal psychic damage to them equal to your wizard level.

Necromancy – Shift Pain

When you reach 4th level, you can relocate some of the damage you take to your minions. When you take damage, you may use your reaction to have a willing creature within 30 feet take that damage instead, reduced by half your wizard level, rounded up.

Transmutation – Swap Elements

When you reach 4th level, you learn how to change the elements instinctively. When a creature other than you casts a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you may use your reaction to change one of those damage types from that spell to another from that list. For example, you could change fireball to deal cold damage instead of fire, or have meteor swarm deal lightning and bludgeoning damage instead of fire and bludgeoning.

Would it be balanced to remove the level cap on my homebrew Water Jet elemental discipline for the Wot4E monk?

I have homebrewed various additional elemental disciplines for the Way of the Four Elements monk subclass. Although many of those are just adding more spells (erupting earth, tidal wave, etc), and others are just reskins of existing disciplines (such as fist of unbroken air, water whip, etc), one unique discipline that I came up with was this:

Water Jet (11th level required). You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much on a successful one. In addition, each target that fails its saving throw is pushed up to 20 feet away from you.

However, I wrote this a while ago, and I can’t remember why I decided that it should cost 2 ki (which is typically what the disciplines you have access to at 3rd level cost) but also be capped at 11th level or above. Intuitively, this feels like it would be fine as-is for a 3rd level Wot4E monk to have. Either that, or if it is to have a level cap, the ki cost should match that of the other disciplines capped at that level.

Compared with the RAW elemental disciplines from the Player’s Handbook, would this discipline be balanced if I removed the level requirement?

Are there any unexpected problems with this Homebrew feat?

I (the DM) am considering the following feat, after a player asked about an alternative way to use Two Weapon Fighting.

Knife Fighter

You are especially skilled at the use of the Dagger, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a dagger.

  • You can use two-weapon fighting even when the one-handed melee weapon you attack with is not light, so long as the bonus attack is made with a dagger.

  • You can additionally draw or stow a dagger when you would normally be able to draw or stow any one-handed weapon.

  • You do an additional 2 damage when you hit with a dagger.

Obviously, the most direct comparison is to Dual Weilder. The intent of the feat is to allow a character to wield a Rapier and Dagger, or a pair of daggers and not be at a significant mechanical disadvantage over the Dual Wielder with a pair of rapiers.

Advantages I see compared to the Dual Wielder:

  • Marginally less expensive/heavy.
  • More concealable.

Disadvantages:

  • Additional damage is not multiplied on a critical hit.

Are there additional issues I have missed that would make this feat better or worse than Dual Wielder? Are the issues (above or otherwise) likely to cause problems or have interactions I have not forseen?

Is this homebrew Misty Hook spell balanced?

In a game I play, my GM allows a lot of custom homebrew (with approval), including spells. A situation has come up where my sorcerer is trying to make a version of Misty Step pulling a nearby creature to you, instead of teleporting to a nearby space.

My GM doesn’t have much of an opinion on it yet, so I want advice for balancing it.

This is the spell text:

Misty Hook
3rd level conjuration
Range: 30 feet
Choose one creature you can see within 30 feet of you. You teleport them to an unoccupied space of their choice within 5 feet of you. An unwilling creature can make a Wisdom save to avoid being teleported.

Is this balanced as a 3rd level spell, or should it be higher level?

Note: I’ve been talking about this in chat here, scroll down for the full discussion.

Would this homebrew college of spirit be unbalanced? What should I change?

I’m currently running a campaign within Ravnica, and one of my player came to me with this homebrew for her bard working within Orzhov guild.

I wanted to be sure first (as I’m a new DM and relatively new 5e player) that it wouldn’t bring problem to the table?

This subclass purpose is to let her play with the Orzhov ghost that are one of the more characteristic trait of this guild in a fun and "bardic" way, which I find quite cool.

This homebrew is not my creation, and neither is the one of my player as she found it on reddit (and tweaked it as she told me the base one was too powerfull).

I’m a new DM, and relatively new D&D player, so I’m not the best at balancing, however:

  • I fear that this free cantrip at level 3 might bring unbalance, considering the other bonuses (that are more core to the class)
  • I’m not too sure to know what to think about the fear part (don’t see it as too powerful as there is so much resistance to that effect)
  • The spirits are ok (need concentration, which should lower their power greatly), even maybe too weak?
  • The last ability is too different from what I’m used too so I don’t know what to think of it?

Last Request 3rd-level College of Spirits feature

At 3rd level your music is so alluring to the spirits following you that you may beseech them for help.

As a bonus action you may expend one of your bardic inspiration dice and call upon the aid of a friendly specter. When you do so, gain 5 temporary hit points, additionally choose a number of creatures you can see within 60 feet of you, up to a number equal your charisma modifier (minimum of one), they must succeed on a wisdom save or be frightened until the end of your next turn.

In addition, anyone who has one of your bardic inspiration dice can use a bonus action to expend it on his turn for the same effect, using your charisma modifier and spell save dc.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Sounds of Death 3rd-level College of Spirits feature

When you join the college of spirits at 3rd level, you learn to suffuse your songs and music with the ability to reveal the thin veil between this world and the next one.

You learn the cantrip toll the dead, to cast it you play a melancholic tune and through your song reveal its imminent death to the creature you’re targeting. This count as a bard cantrip for you but doesn’t count against the number of cantrip you know.

Additionally, you can start a musical performance lasting 10 minute to attune to the nature of death and learn information on the untimely demise of any creature within your surroundings, if these creature died within the last 24 hours. At the end of this recital, roll a performance check and look in the table below:

  • 5: You learn how many creature died in this location within the specified time frame.
  • 10: You learn the type of creature that died in this location.
  • 15: The time frame increase to the last week, additionally you learn where their body rest (if any and they haven’t been moved more than half a mile)
  • 20: You learn the nature of the death of the creature within that location within the specified time frame.
  • 25: The time frame increase to the last month. But extend past that for any ghost haunting this location.
  • 30: You learn the identity of any creature that died in this location within the specified time frame.

Haunting Melody 6th-level College of Spirits feature

Starting at 6th level, you learn the speak with dead spell or choose a different bard spell of equal level if you already know it. This does not count against the number of bard spells you know.

In addition, as an action you can start a haunting melody that summons three friendly spirits to your aid within 60 feet of you. These spirits last for 1 hour, until they drop to 0 hit points, or until you stop concentrating on the melody (as if you were concentrating on a spell). These spirits are friendly to you and your companions and obey all verbal commands you issue to them (no action required). In combat these spirits share your initiative count, but take their turns immediately after yours. However being made of immaterial matter, they are not able to interact with the physical world, preventing them from using the help, shove, use object or grapple action.

Once you have called upon these spirits, you cannot do so again until you finish a long rest.

Spirit

Lastly, if you are playing your haunting melody directly after your practicing your sound of death performance, you may cast the speak with dead spell on the spirits you summoned. Once they answer 5 questions they will vanish, ending haunting melody early, none but you will be able to hear their answers.

Spectral Resonance 14th-level College of Spirits feature

Starting at 14th level, you have learned to harmonize with the veil between life and death. As a bonus action you can undergo a ghostly transformation for 1 minute, until you end it as a bonus action, or until you are incapacitated. During the transformation, you gain the following benefits:

  • You gain a flying speed equal to your walking speed You can see into the Ethereal Plane up to 60 feet away.
  • You have advantage on all persuasion checks you make on undead creatures.
  • You can use a bonus action to cast etherealness on yourself, without need for verbal or somatic components and without expending a spell slot. You may also end this spell as a bonus action. This spell will last only as long as your spectral resonance and doesn’t impede your flying speed. Additionally, spirits summoned by your Haunting Melody trait can still perceive and interact with you as normal.
  • Once you use this feature you must complete a long rest before you can do so again.

Let me know if it would seems unbalanced and I’ll see the modification with her.

I am looking for suggestions for a permanency spell, weapon enchantment, and constructive critics for my homebrew solution [closed]

I’ve seen various questions on permanency, i am not an online guy(in fact i’m the older brother of this account owner, i have been DMing for more than 2 decades now, mainly in 2E,2.5E[combat and tactics] with my homebrew systems though)Just recently started DMing a 5e game(which is my 3rd experience with the system, systemwise i have no questions),some of players are 3 decade players, and our games are probably seen as technical freakshows to new players mostly(a naval engineer debating with his DM about his ship design, getting angry and actually building a perfect model and design of it irl, in order to prove it’s possible etc). So here is the question; how can i implement permanency spell/effect better into the game? Also these methods are my custom permanency methods, you can use them as you like.

(I must add we play only in Forgetten Realms, rarely other realms, and even such games start in FR and accesed through planescape/sigil etc, with most games focused on intrigue, economics and politics in detail which would annoy average gamers rather than hack and slash…and we are probably more canon freak than most people including Candlekeep bunch[most of them, not all])

My solution so far; making different permanency recipes(each permanency recipe is compatible with only one or rarely two spells, like bless, fire/cold shield or invisibility for example[not going to into advanced spellcraft recipes etc]) usually making some of them epic level thus causing divine intervention upon casting, eg: Mystra directly gets aware of it since it’s taboo/forbidden by her, and she might respond personally or through her chosens whatsoever. Combination; certain locations and certain dates in Harptos Calendar in which certain materials/spells are used at specific times on items explained in recipes, legendary/epic permanency effects/enchantments can take a year or more(total time spent is no more than week at most though waiting for right periods or reaching the locations and gathering the ingridients/reagents might take a long time) depending on circumstances. I use recipes for permanency rather than turning permanency itself into a spell, however some of these recipes might require rare quest items, materials, artifacts or even epic spells which are really scarce in 5th edition FR. Same ecnhantment(usually low levels) can be acquired through different recipes.

(The following spell can only be cast after Forge of Spells in Wave Echo Cave becomes functional again, after a series of quests my adventurers, move a group of Ironstar Dwarves from distant city of Evereska, through lotsa politics, favors[they ressurect the 3rd dwarf Tharden Rockseeker, by carrying his corpse to Helm’s Hold with a cart after casting Gentle Repose on the corpse] and intrigue, they get full rights to Wave Echo Cave in LMoP, they eventually resurrect the guy eaten by the Notic as well, anyway, through their connections with certain individuals in Waterdeep they get in touch with these Dwarves, as the party’s sage discovers that Ironstar Clan still exists through vigorious research in libraries of Kryptgarden Scrolls(Daggerford) and family archives of scholarly Waterdeep nobles(Eltorchul, Estelmer, Thongolir, Wands etc) aftermath of the campaign, they get in touch with Ironstar Dwarves and give them mining/operating rights of the Cave(major share), they also manage to settle some Ironfist Dwarves from their stronghold and Crossroad Keep into Axeholm along with a dwarf royal[last of his line, they manage to convince him into marrying etc] they’ve met in Skullport, Gyudd, all in the name of their plan of finding a new cosmopolitan state in the future after they clean a certain fascist elven organization which nests in Neverwinter Wood(Eldreth Veluuthra)…Passing further details i’ve already written too much:P Just wanted to demonstrate what kind of game makes such recipes and permanency spells possible)

Darkfire Shield Enchantment: A scroll/recipe that can only be obtained from a specific dwarf[from Ironstar Clan] in Evreska in my campaign it can only be used on certain alloys, mostly on Darksteel another version of this recipe works on Mithral but it requires primordial fire in it’s enchantment process, which makes it a bit more tricky, and that recipe is harder to get anyway(the latter requires no diamond though).

In the middle of Flamerule(midsummer festival) sprinkle a thousand toal(2k gp) worth of ruby dust on a Darksteel Shield just before Tharsun turns to Eventide(around 17.00) at a certain shrine to Tharmekhûl infront of which lies a statue with an inscription written in Dethek(Dwarven Alphabet) with "Fire is the Cure" and cast this spell(fireshield), then at the last Highsun(twelve bells, midday/noon) of Tarsakh(Greengrass festival) repeat the spell on the Dumathoin shrine constructed within the Caves/Mines which houses "Forge of Spells" after sprinkling a thousand toal diamond, finalizing the procedure: infront of spell forge, by putting the item on the forge(using the forge like an altar to Moradin rather than using it for it’s original purpose in it’s lore) then blessing the item(preferably by a dwarf, even better a Moradin priest, if the latter, shield gives advantage to saving throws rolled against fire damage, eg:dragon breath, spells etc)

Cold version of the recipe works with same metals, different gems, a different shrine(In an old dwarven town built within Spine of the World Mountains/possibly Dorn’s Deep, second step is again Wave Echo Cave, recipe can be obtained from a smith in Mithral Hall after a questline)

I have similar, permanent enchantment recipes, some of them of Elven, Gnomish, Celestial or Abyssal Origin, how do you enchant equipment and locations in your game, do you have any alternative crafting methods that is compatible with game lore(like using alloys to get different effects, using mithral, darksteel and electrum items as base for magical crafting, crafting the hilt and the blade of a sword through very different methods/rituals and materials perhaps)? I would very much to learn your homebrew solutions, also if you are looking for custom recipes for certain spells or effects i can share my stuff.

Sorry for the long read(and possible errors in my spelling), thanks in advance for your constructive comments.

How many two-skill +2/+4 bonus feats are there and is it balanced to homebrew more?

Each skill except for Appraise, Linguistics, Craft, Perform, and Profession corresponds to a core feat that has no prerequisites and grants +2 to two skills or +4 if you have 10 or more ranks. Those feats are:

  • Acrobatic: Acrobatics and Fly
  • Alertness: Perception and Sense Motive
  • Animal Affinity: Handle Animal and Ride
  • Athletic: Climb and Swim
  • Deceitful: Bluff and Disguise
  • Deft Hands: Disable Device and Sleight of Hand
  • Magical Aptitude: Spellcraft and Use Magic Device
  • Persuasive: Diplomacy and Intimidate
  • Self-Sufficient: Heal and Survival
  • Stealthy: Escape Artist and Stealth

There’s also Prodigy, which lets you pick from two different Craft, Perform, or Profession skills.

Beyond this standard list, there are a few feats that have a similar effect and either stack on top of the same skills (such as Uncanny Alertness, which grants bonuses to Perception and Sense Motive like Alertness) or apply to a skill pair that is not covered by an existing feat (such as Oracular Intuition, which grants bonuses to Sense Motive and Spellcraft). Voice of the Sibyl is kind of similar, although it doesn’t quite fit into the same pattern.

What other feats follow this +2/+4 to two skills format? I’m looking for Bluff/Diplomacy in particular because I’m considering creating a feat for that pair. I’m concerned that it may be too powerful since it can be taken in conjunction with Deceitful and/or Persuasive as an easy way to pump those skills. Is this actually efficient enough that such a feat would be overpowered? What about other overlapping feats such as Stealth/Bluff or Perception/Survival?

Is my homebrew Eldritch Invocation that emulates the sleep spell balanced?

I’ve been inspired to make an Eldritch Invocation for warlocks that allows you to use the damage from eldritch blast, and make use of it like the dice rolled for sleep:

Eldritch Slumber

Prerequisites: eldritch blast cantrip

When you cast eldritch blast, instead of rolling 1d10 per beam, you make any spell attacks as normal and roll 2d10 per beam (plus any additional modifiers from additional abilities or critical hits). Rather than deal damage, the number rolled per beam is instead the number of hit points of creatures that beam can affect. You may target the same creature with additional beams, but the effects do not stack.

All affected creatures are rendered unconscious, until a number of rounds have passed equal to your charisma modifier, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Balance Assessment

I think this is balanced because while you do not affect many creatures, you can cast it at will. At higher levels, this scales but should not past the usefulness of the original cantrip.

It also feels like where sleep affects 5d8+2d8/level, other damaging effects of the same level deal half as much damage. It stands to reason if eldritch blast deals 1d10+1d10/4 levels, sending twice as many hit points of creatures to sleep is fair, but still behind what sleep can do.

I’ve tried to word it so that you can’t stack beams together, but I don’t know if that is too big of a nerf. Also as Eldritch Blast doesn’t have a duration, I have supplied one.