How do you work with spells in homebrew subclasses on D&D Beyond?

I’m trying to create a homebrew subclass on D&D Beyond, but I can’t seem to figure out how to make spells work. There are different places for an added list of spells and actually adding spells, there’s no option for making spells always prepared or not, etc.

Can someone who has more experience with D&D Beyond tell me how exactly this all works?

Is this homebrew Dragon Rider class balanced compared to the other classes in 5e?

Dragons terrify most adventures, but for you, one very small dragon decided to bond with you, giving you the gift of magic as well. Why did the dragon choose you? Did your country or city test every citizen for a bond? Did you find your dragon still in an egg while exploring a abandoned dragon cave far greater adventurers cleared years before? Did you stumble upon it in the woods one day while hunting? Are the dragon’s parents or a military looking for it?

Quick Build:
Intelligence should be your highest score as a Rider, followed by Constitution or Strength/Dexterity. Get starting equipment c and choose the spells Faerie Fire, Hunter’s Mark, Arcane Weapon, and Thunderous Smite.

Dragon Rider Spell List
1
Arcane Weapon
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Fog Cloud
Hail of Thorns
Hunter’s Mark
Searing Smite
Thunderous Smite
Wrathful Smite
Zephyr Strike
2
Alter Self
Blur
Branding Smite
Earthbind
Magic Weapon
Silence
Skywrite
Warding Wind
3
Blinding Smite
Call Lightning
Crusader’s Mantle
Elemental Weapon
Flame Arrows
Lightning Arrow
Protection from Energy
Vampiric Touch
4
Elemental Bane
Grasping Vine
Greater Invisibility
Staggering Smite
Storm Sphere
5
Animate Objects
Antilife Shell
Circle of Power
Control Winds
Far Step
Immolation
Telekinesis

Profincies:
Armor: Light Armor and Shields
Weapons: Simple and Martial Weapons
Saving Throws: Intelligence and Constitution
Skills: Choose 3 from perception, arcana, nature, medicine, history, animal handling, and acrobatics.
Tools: Leatherworker’s Tools, Dragonchess

Starting Equipment:
a) A greatsword and leather armor.
b) A longsword, leather armor, 6 javelins, and a shield.
c) A longbow, a rapier, leather armor, a quiver with 30 arrows, and a shield.

and
a) An explorer’s pack and a leatherworker’s kit.

Hit Dice: D8
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 or 5 + your Constitution modifier for each level after 1st.

Dragon: When you take you first level in this class, you gain a pseudodragon companion with a permanent telepathic bond to you. You always know the location of your dragon as long as it is in the same plane as you. You and this dragon can read and speak draconic, and you can communicate with each other at a distance of a number of miles equal to your level. As an action, you can see through your dragon’s eyes. If your dragon is killed, you suffer one level of exhaustion from the stress of having your telepathic bond severed. You can spend a long rest to bring it back to life. If you do this, you end your long rest with 0 mana points.

Spellcasting: Unlike other spellcasters, your magic comes from the power your dragon bestowed on you when you met it; thus you have no spell slots. Instead, you have a maximum amount of mana equal to your Rider level. Intelligence is your spellcasting modifier for Rider spells. You regain all of your mana on a long rest. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were in your dragon’s location. You know 4 Rider spells from the Rider spell list and learn 1 more whenever you gain a level in this class. When you cast a Rider spell, you spend mana according to the table below. If you do not have enough mana, you cannot cast the spell.
Mana Cost:
1st Level- 1 Mana
2nd Level- 3 Mana
3rd Level- 5 Mana
4th Level- 7 Mana
5th Level- 9 Mana

Fighting Style: At level 2, choose between the Two Weapon fighting, Archery, Defense, Great Weapon Fighting, Dueling or Mariner fighting styles. You can’t benefit from the same fighting style more than once.

Mastery: At level 3, choose between the Spell Master and Weapon Master subclasses.

ASI: At levels 4, 8, 12, 16, and 19, you can increase 1 ability score by 2 or 2 ability scores by 1, or take a feat.

Draconic Growth: At level 5, your pseudodragon grows up into a wyrmling of your choice, but not a red one. No one can ride your wyrmling. Your wyrmling can only use its breath weapon once per short rest, unless it has multiple breath weapons, in which case it can only use each option once per long rest.

Improved Bond: At level 6, once per short rest, whenever you take damage, you can use your reaction to have your dragon take the damage instead. Additionally, once per short rest, your dragon can use its reaction whenever it takes damage for you to take the damage instead. Transferred damage cannot be reduced in any way. Additionally, you automatically succeed on any saving throw against your dragon’s breath weapon.

Draconic Tendencies: At level 9, your bonding with your dragon begins to influence you. You gain proficiency in survival and nature, your eyes continuously glow the color of your dragon, and you learn the Thaumaturgy cantrip.

Draconic Growth: At level 10, your dragon grows into a Young Dragon the same color as it was as a Wyrmling. One medium or two small creatures can ride on your dragon, but it has the same breath weapon limitations as before.

Extra Attack: At level 11, when you take the attack action, you can make two attacks instead of one.

Riding Master: At level 13, you have advantage on saving throws to stay on your dragon while it is in flight.

Greater Bond: At level 15, When a creature takes damage from your Dragon’s breath weapon, that creature has disadvantage on saving throws against your Rider spells until the end of your next turn.

Increased Draconic Tendacies: At level 17, you stop aging and can’t be aged magically. You are immune to disease.

Draconic Growth: At level 20, your dragon grows into an adult dragon of its color, 3 medium or 6 small creatures can ride it, and it is no longer is limited in uses of its breath weapon.

Weapon Master:
At level 3, when your dragon makes a critical hit on a creature, you have advantage on attacks against that creatures until the end of your next turn.

At level 7, when you cast a spell as an action, you can make one weapon attack as a bonus action.

At level 18, your ranged attacks have advantage while you are riding your Dragon, and if you move towards a creature at least 60 feet in a round, you first attack against that creature until the end of your next turn does an extra 4d10 piercing damage.

Spell Master:
At level 3, you regain mana points equal to your proficiency bonus whenever you complete a short rest.

At level 7, you can spend mana points as a bonus action to give yourself or your dragon hitpoints equal to the 5 times the mana points you spend.

At level 18, you learn one 6th and one 7th level spell from the sorcerer spell list, and can cast each once per long rest.

Is my homebrew elf subrace feature balanced?

For my 5e homebrew setting, I’m making an elf subrace that’s supposed to be able to turn into a tiny animal (like a squirrel, raccoon, wildcat etc) once per long rest, for a number of hours equal to half of the character’s level, so 1st level character would be able to change shape for 30 minutes, 2nd level for 1 hour, and so forth.

Do you think this trait is balanced? If not, what do you think I should change?

For clarity, here’s the full subrace trait list:

  • Wisdom +1
  • Fey shapechange (working title): once per long rest polymorph into any animal of tiny size for a number of hours equal to half of your character level.

Is this homebrew archetype for Artificer balanced? [closed]

Here’s the homebrew Artificer archetype I have created. It is a subclass for the artificer class from Unearthed Arcana: Artificer. (Note: The link contains the most recent iteration. The archetype displayed in this thread is kept to avoid invalidating previous answers.)

Basically, the short answer for why I made this subclass/archetype is because I like the idea of having a mech war machine.

This started as a sort of support archetype in the way that artillery is support, but I decided to instead go for a more balanced melee/ranged archetype as a sort of alternative to the standard fighters and barbarians.

I made the melee be more versatile than the ranged attacks so that they don’t just rely on ranged attacks and can actually just get in there if they want to.

Keeping in mind both the Artificer’s features and skills itself and those of this subclass, is this archetype balanced compared to the other archetypes for this version of the Artificer?


Warsmith

Combining machinery and magecraft, you forge a war-machine capable of taking down the toughest warriors.

Mechanical Specializtion

When you choose this specialization at 1st level, you gain proficiency with smith’s tools and have proficiency with your War-Body.

When you gain the means, you are able to create a mechanical servant but it cannot attack and can only be Small sized.

War-Body

At 1st level, you forge a war-machine construct that can be donned and operated. A powerful contraption called a War-Body. The War-Body is the heart of your arsenal, upgrading the fierce construct as you progress.

The War-Body is a special weapon that you can don and doff as a piece of armor. The machine deals 1d10 + your Intelligence modifier bludgeoning damage and has a range of 10 feet. While inside your War-Body, you gain resistance to piercing and slashing damage.

The War-Body has a movement speed of 30 eet and a jump height of 5 feet.

Your War-Body has 1d6 + 8 hit points and has a base AC of 10 + your Dexterity modifier. Your War-Body does not gain benefits from shields. You may don armor on your person, but you will not gain additional benefits while inside your War-Body.

You do not take damage until your War-Body is destroyed. If your War-Body is destroyed with excess damage, the difference is subtracted from your own hit points.

If your War-Body is damaged, you must spend 5gp worth of materials and 1 hour to repair it. It regains 1d4 hit points + your Intelligence modifier. During repairs, this is not considered a Short Rest for you.

Your War-Body cannot be healed by spells and potions. Mend can also be used to repair an additional 1d4 hit point per short rest.

If the War-Body is destroyed, you must spend 25gp worth of materials and 8 hours to reconstruct it.

Slam

At 1st level, when inside your War-Body, you know the Thunderclap cantrip.

Receptacle

At 3rd level, you can cast self and touch range spells on your War-Body.

Elemental Resistance

At 3rd level, you can upgrade your War-Body to be resistant either acid, cold, fire, lightning, or thunder damage.

At 6th level, you can add resistance to either necrotic or radiant damage.

Volley

At 6th level, you can upgrade your War-Body with a crossbow-like attachment that deals 2d6 + your Intelligence modifier piercing damage and has a range of 50 feet and a maximum range of 150 feet. The ammunition this takes is crossbow bolts.

Enchanted Machina

At 9th level, you can upgrade your War-Body and make it a magical weapon for the purposes of bypassing immunities and resistances to non-magical weapons. Your War-Body also gains +5 AC.

Rapid Mechanisms

At 14th level, you can use your melee weapon attack with the War-Body as a bonus action and as a reaction when a creature in range makes an attack against you.

Deus Machina

At 17th level, you can take the Dash, and Disengage, actions as bonus actions. When you make a melee weapon attack against a creature with the War-Body, instead of rolling for an attack, it must make a Dexterity saving throw against a DC of 8 + your proficiency + your Dexterity modifier.

Feedback on homebrew spell similar to Shadow Blade

I’m trying to create a homebrew spell that fills a similar niche to the Shadow Blade spell.

Goals:

  • Add meaningful decisions with significant tradeoffs, rather than raw strength. Using blade abilities leaves you without a weapon until your next turn, and costs your bonus to reform it.

  • Allow for highs and lows to combat through the ebb and flow of blade reforming. Costs a bonus action to use the abilities but also to reform blade, so only usable every other turn.

Sandstorm Blade

Level 4 transmutation

Components: S, M (a container of metallic sand worth 20G)

1 bonus action, 1 min duration, concentration

You form a shimmering blade of metallic sand in your hand. This magic sword lasts until the spell ends. It counts as a magical melee weapon with which you are proficient. It deals 3d8 slashing damage on a hit and has the finesse and light properties. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

Additionally, on your turn when you strike a creature you can use your bonus action to change the sword:

  • Whirlwind. Your strike explodes the sword into a whirling cloud that surrounds you. Ranged attacks made against you have disadvantage until your next turn. Sword is lost until reformed.

  • Piercing strike. The blow strikes your target and onwards. If there is a creature directly behind your target you may strike them for 1d8 damage. Sword is lost until reformed.

  • Shredding edge. You send the sand coursing deep into the creature, tearing through it’s insides. Your blow explodes your sword, dealing an additional 1d8 damage. Sword is lost until reformed.

While you are wielding the sandstorm blade, you may spend your reaction to shape it to shield you from attacks, increasing your AC by 3 until your next turn. Sword is lost until reformed.

For context this is for use with a bladesinger.

Thank you!

Is this homebrew Oath of the Golden Knight paladin subclass balanced compared to the official subclasses?


Oath Spells
You gain Oath Spells at the Paladin levels listed.
3 Hail of Thorns, Ensnaring Strike
5 Locate Animals or Plants, Healing Spirit
9 Conjure Animals, Spirit Guardians
13 Grasping Vine, Polymorph
17 Tree Stride, Insect Plague

Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity Options:

  • Life Sequester:
    Over the course of ten minutes, you transform a small or smaller non-magical object, or a willing creature you are touching into a beast of CR 1/8 or lower, expending a use of channel divinity. The character’s armor and equipment is absorbed into it while it is transformed, and the creature gains no benefit from its armor and equipment. The character retains the intelligence, wisdom, and charisma scores it had before being transformed. The character or object returns to their original form after 8 hours or after being reduced to 0 hit-points. If you transform an object with this feature, the beast it turns into is neutral towards you.
  • Golden Knight:
    As an action, you use your Channel Divinity to summon an Animated Armor that appears in an unoccupied space within 10 feet of you. The Animated Armor vanishes if it is reduced to 0 hitpoints or if it goes more than 10 feet away from you, or after one minute. The Animated Armor is friendly to you and your allies and obeys your commands.

Aura of healing:
At level 7, whenever you cast a paladin spell, you can choose a humanoid ally within 30 feet of you. They regain hitpoints equal to the level of the spell you cast plus your proficiency bonus.

Superior Summons:
At level 15, whenever a creature does damage to a creature you have summoned with a paladin spell or Channel Divinity, you can use your reaction to make the attacker take magical bludgeoning damage equal to the damage it dealt (to a maximum of 40 damage). Once you use this feature you cannot do so until you take a long rest. Additionally, when you fail a saving throw to maintain concentration on a spell, you can use your channel divinity to attempt the saving throw again instead (you must accept the results of this new roll).

Field of Futility:
At level 20, as an action you undergo a transformation that lasts for one minute. While under this transformation you gain the following benefits:

  • You can cast counterspell as a 3rd level spell at will without expending a spell slot.
  • When you hit a creature with a critical hit, that creature takes an additional 4d10 necrotic and 4d10 psychic damage.
  • You are immune to radiant and necrotic damage.

Once you use this transformation, you cannot use it again until you complete a long rest.

What is the rarity of my homebrew melee weapon that banishes on critical hits?

I want to make a melee weapon that, if you score a critical hit, casts banishment on the target. I don’t mind it being of a high rarity, but I don’t want it to be broken. I wasn’t planning on making this effect limited to once per day or even limited by charges (although if it turns out that this weapon is broken without it, I will consider charges). The spell save DC of 15 is also arbitrary at the moment, based on a very rare weapon.

Banisher

Weapon (any melee weapon), ??? (requires attunement)

When you roll a 20 on an attack roll made with this weapon, you cast banishment on the target you hit if the target is a creature (save DC 15). The weapon maintains concentration on the spell, which can only be interrupted if you roll another 20 on an attack roll made with this weapon before the spell’s duration has elapsed.

(In other words, with respect to that last sentence in my magic item’s description, if you crit twice within a minute, then the first target reappears again, i.e. isn’t banished)

It’s only a 4th level spell, which you cannot cast by choice but rather is cast on random chance, so I’m not sure what the rarity of this effect will be. If it’s super-legendary or something, I can introduce charges to limit it and bring the rarity back down to something balanced, but if it’s actually not as bad as I’m thinking, then I might make it a +1 or +2 weapon as well to bump it up to very rare (which is roughly what I’m aiming for).

So, what is the rarity of a melee weapon that casts banishment every time you crit?

Is this homebrew race, Oskin. balanced?

ABI: Intelligence +2, Strength +1

Size. Small

Speed. Walking 20ft.

Innate Spellcasting. You can cast blindnes/deafness and enlarge/reduse. Intel is you spellcasting ability for this. 1/day

Darkvision. You have darkvison for 120 feet.

Sunlight Sensitivity. You have disadvantage on attacks and wisdom (perception) checks made in direct sunlight.

Resistance/Weakness. Resistance to psychic damage. Weakness to force damage.

Psions Claws. Your unarmed attacks do 1d8 psychic damage.

Languages. Common, Under common, Telepathy 30ft.

If it is over or underpowered please give suggestions on how I should fix/change it.

Is a homebrew item which gives disadvantage to all targets of spell once per day balanced?

Long story short, I was the DM running my adventure when one of the players asked if he could DM for a few session. In the last session, the level 6 party acquired a few magic items, one of them being:

Staff of Crowds

On a spell cast, you may impose that all enemies affected by that spell has disadvantage on ability checks made against that spell, once per day.

(By “ability checks made against that spell” he means saving throws)

This one worries me quite a lot. I’m thinking about only allowing the disadvantage against the damage from the spell, making an aditional normal roll if the spell has any secondary effects. As it is, this can be too much of a game changer if used with crowd control spells like hold person or high level charm spells.

Another thing is that this will probably be used by a druid, which means that if he uses the effect of the staff with say, a moon beam, he will probably stay the whole fight just moving the moon beam because that might be his best option to do lots of damage. I might be wrong here, but I don’t want to encourge him to bore himself out in a fight.

The party is only level six now but soon they’ll be seven, and with level 4 spells comes some pretty good AoE. This might not be a problem now but I think it’ll be soon.

Is this item balanced for a lvl 6-7 party with the adjustments I made?