Is this “Faetouched” homebrew race balanced?

I have here attempted to create a race that is to humans and half-humans like Eladrin is to elves. I am slightly worried that it is overpowered and if it is, please let me know how I can fix it.

Faetouched

Ability Score Increase. Your Charisma score increases by 2.

Age. Faetouched mature very slow compared to humans, reach the maturity of a 20 year old by 200. They have been known to live up to 1250 years.

Alignment. Most faetouched are chaotic due to the wild nature of there heritage and seelie faetouched lean towards good while unseelie are usually neutral or evil, but there are exceptions.

Size. Faetouched stand between 4 and 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Used to the twilight of the Feywild you have darkvision with a range of 60 feet.

Faerie Cunning. You have advantage on saving throws against being charmed or frightend, and magic can’t put you to sleep against your will. In addition you suffer no memory loss upon leaving the Feywild.

Languages. You can speak, read, and write Common and Sylvan.

Subrace. Faetouched are divided by which Faerie Court they have a stronger connection to. Choose one of these subraces.

Seelie Faetouched

Ability Score Increase. Your Dexterity increases by 1.

Protection of the Summer Court. You have resistance to fire damage.

Blessings of the Queen of Summer. You know the produce flame cantrip. When you reach 3rd level you can cast the faerie fire spell once with this trait without using material components and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Unseelie Faetouched

Ability Score Increase. Your Constitution increases by 1.

Protection of the Winter Court. You have resistance to cold damage.

Blessings of the Queen of Air and Darkness. You know the thaumaturgy cantrip. When you reach 3rd level you can cast the Snilocc’s snowball swarm spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Is this “Shadetouched” homebrew race balanced?

Designed to be a Shadowfell counterpart to the Faetouched race, this race is humans/half-humans or descendants of humans/half-humans who stayed in the Shadowfell to long. Well here it is.

Shadetouched.

Ability Score Increase. Your Dexterity, Constitution, and Charisma scores all increase by 1.

Age. Shadetouched show no physical signs of aging but usually live around 200 years.

Alignment. Shadetouched are usally neutral.

Size. Shadetouched are about the same size as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Used to the gloomy darkness of the Shadowfell you have darkvision with a range of 120 feet.

Dark Resilience. You have resistance to necrotic and psychic damage.

Shadow Stealth. You are proficient in Stealth. In addition you have advantage on Dexterity (Stealth) checks when in dim light or darkness.

Shadow Weaver. You know the Toll the Dead cantrip. When you reach 3rd level, you can cast the Shadow Blade spell once with this trait and regain the ability to do so when you finish a long rest. when you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. you can speak, read, and write Common and one language of your choice.

Seeking feedback on homebrew spell

I wanted a damaging spell for DnD 5e with a really high variance and decided to make my own. I think it’s reasonable, but I’d really love some peer review.

Mary’s Hail – 3rd level evocation

Casting Time: 1 action

Range: 60 ft

Components: V, S, M (a drop of holy water)

Duration: Instantaneous

Shards of holy ice hail down in a 5 ft diameter, 15 ft high cylinder. Each creature in the spell’s area must make a Dexterity saving throw or take 3d12 – 6 (minimum 0) radiant damage and 2d12 – 4 (minimum 0) cold damage and become coated in frost. You may use your bonus action to shatter the frost, dealing an additional 2d12 – 4 (minimum 0) cold damage to all affected creatures. After shattering, or at the end of your turn, the frost dissipates.

A few of my concerns:

  1. Is consistent access to bonus action usage too good?
  2. Will Sorcerer’s ability to re-roll dice break this spell?
  3. Is it too complicated?

The expected damage lines up with other damaging spells of 3rd level, balanced for:

  • average range, casting time, components

  • small aoe more for flavor than anything, but could be useful in some rare cases

  • no half damage on save

  • slightly reduced expected damage initially in exchange for the extra damage at the cost of a bonus action.

Feedback on a homebrew Slimefolk PC race

So on, I have created a draft No. 4 of a Slimefolk race that I have created. now, I will say this is my first homebrew, as well as my first post here so please show mercy if I do something wrong in here.

Now on, basically what the race is supposed to do is to be a Slime humanoid race which can do most standard slime things, with variability between options.

now, the primary concern is obviously the balance of all of the trait (and the racial feats), though any feedback would be welcome.

How can I decide if my homebrew item should require attunement?

Attunement slots are an important tool for maintaining game balance – especially in high magic settings where magic items are common.

If I’ve homebrewed a new magic item for my players, how can I decide if balance-wise this item should require attunement or not?

It’s fairly trivial to say that the most powerful items should probably require attunement, whereas the least powerful probably shouldn’t. But, in between these two extremes, where should the line be drawn?

  • Are there any guidelines in offical materials for when homebrewed items should require attunement?
  • Or, can any guidelines be sensibly inferred through careful analysis of existing official magic items (contrasting those that do require attunement with those that do not)?

Is this homebrew “Thoughtseize” spell balanced? [Round 2]

See the previous round of feedback here.

I was inspired by the Thoughtseize card from Magic, the Gathering to create a spell that achieves a similar effect.

I intend to introduce this spell as something that must be studied extensively at an academy, is considered “new magic” but also probably taboo, and likely as something wielded freely by a villain or cabal. The PCs will be able to learn this spell eventually, but they can’t just choose this spell when leveling their character unless they’ve done the necessary preparation. I haven’t worked out what that is yet.

Thoughtseize

2nd level, Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a needle or pin)

Duration: 1 Hour, requires Concentration.

You probe the mind of your target, and can sever a thread of their memory for a time.

Choose a creature you can see within range. The creature must succeed on a Wisdom saving throw. On a failed save, if the target can cast spells, the affected creature forgets one innate, prepared, or otherwise fixed in mind spell that is one level lower than the spell slot used to cast this spell. You may choose which spell is forgotten from a list of valid choices. If no spells meet these requirements, you may choose a spell of a level lower than the level used to cast this spell, but of the highest level the target can cast. Otherwise, this spell fails.

When you cast this spell using a spell slot of 4th level or higher, you may cause the target to forget an additional spell for every two levels the expended slot was above 2nd. Additionally, for each spell you can choose beyond the first, you may select a spell up to a number of spell levels lower than the level used to cast this spell, equal to that spell slot level minus 1. You must announce the spell level(s) from which you wish to select before selecting any spell(s). You may only select a single spell from each spell level.

This effect lasts up to 1 hour. Requires Concentration. While concentrating on this spell, you suffer 1d4 psychic damage at the beginning of your turn due to mental strain. This damage cannot be prevented by immunities or magical effects. If you use this spell to cause the target to forget more than one spell, you suffer an additional d4 of psychic damage for each spell chosen beyond the first.

I am looking for any and all feedback, but I am primarily concerned with whether this spell is balanced for PC use and/or for Villain use.

One phrase I’m particularly unsure about is from the first paragraph:

If no spells meet these requirements, you may choose a spell of a level lower than the level used to cast this spell, but of the highest level the target can cast. Otherwise, this spell fails.

Need help balancing my Homebrew Class (based off Drivers from Xenoblade Chronicles 2) [for 5e] [on hold]

I have been using this class in a campaign and recently and the members of the group have said the Class needs some Balancing, because it is too versatile. Which, I will admit it is pretty versatile, but that is the way the drivers are in Xenoblade 2. So, I am trying to balance the the features with out removing the core of what makes the Class a Driver. (Somethings to note, this Class only allows for the Driver to have one Blade. I renamed the Game’s terminology of the Blade Special to Blade Arts. I did not build the Class with cooldown or charge times since that can severely limit the Class performance and make things confusing in D&D and I did not use an affinity mechanics, because of how long it can take to build. Plus it would make for a nightmare for the Player and the DM to constantly keep track of.)

I have revised it a bit of help with it from someone from Reddit who was very very good with balancing, but I was hoping to get some more eyes to review it and give me some feed back.

If you have played (Xenoblade Chronicles 2) I would greatly appreciate your help. Even if you haven’t I would appreciate the help.

Here is the Link to the PDF of the Class I have uploaded to my google drive. {https://drive.google.com/file/d/1-bETBqrh_LapNNwJwjTi98Nc0BeqzVbu/view?usp=sharing} I am sorry I am not allowing Downloads or editing, I’ve had some try to steal my ideas before I even had a chance to finish working on them before.

Driver (From Xenoblade Chronicles 2) 5e Class

Warriors of the World of Alrest:

Drivers are people who have been able to access a Core Crystal (can be a technological device or a Magical Mineral Crystal) and awaken a Blade, an artificial life-form filled to the brim with power and the ability to manifest unique weapons. After a Core Crystal has revealed a Blade, the two are bonded until death, becoming partners. The Driver serves as the output for the weapon’s power, while the Blade serves as the power’s source. The Blade itself is an independent being with complete sentience, as they have their own feelings and emotions.

About Blades:

They are weaponized life forms linked to a Driver who creates and summons them by resonating with a Core Crystal. Blades endow their Driver with powers and a weapon. Each Blade plays a different role, owning different stats and an elemental type, such as fire, water (poison), light (radiant), etc. and providing a distinct set of Blade Arts and support abilities depending on its weapon. (This is more for flavor in the game how the attack is done does not change the effect.)

Your Blade can be any gender and race that you can make your Drive character or it can be a Small to Medium sized animal. You can choose all traits of your Blade yourself or you can leave it up to chance for your Blade’s gender. If you want to leave it up to chance you can roll a d6 three times if you get an even number most often it is Female or an odd number most often it is Male. Blades don’t have health they are able to regenerate any part of their body that is injured as long as their Driver is Alive. So, a Blade cannot be killed only restrained or forced unconscious. Blades still need to sleep just like most other creatures with a minimum amount of time being 6 hours. The exhaustion rules apply to blades too, but when they reach the sixth level, they are just incapacitated for two days they don’t die. If a Blade’s Driver Dies, they return to their Core Crystal and lose all their memories. The Blade has the same Ability Scores as it’s Driver, and is immune to being Blinded, Deafened, Petrified, Magical Sleep, and Charmed (Only Loyal to their Driver). During Battle a Blade is able to share the same space as their Driver if he or she desires. Blades do not get their own action, bonus action or reaction, their power is used, but only when the Drive commands and uses their own action, bonus action or reaction to do so. Drivers cannot use Shields while wielding Blade Weapons.

Creating a Driver:

To create a Driver, you can ask yourself these questions. How did you become a driver in the first place? What made you decide to become a driver, or was it forced? What will you use your Blade’s power for? What is your relationship with your Blade?

Quick Build:

You can make a Driver quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, you can choose this after you know what type of Blade Weapon you are going to have. Your Charisma should be your second highest ability score though if you are taking the Healer Archetype you might want to consider making it the highest. Second, choose the Soldier, Sage or Far Traveler background. A Half-Elf, Drow, Tabaxi, Kalashtar, Human Variant and Tiefling are good race choices for a Driver.

In case you need some reference material on Drivers

If you have never Played Xenoblade Chronicles 2 here are a few links to the Xenoblade fandom site if you want to look for more information.

https://xenoblade.fandom.com/wiki/Driver

https://xenoblade.fandom.com/wiki/Battle_Arts_(XC2)#Driver_Arts

https://xenoblade.fandom.com/wiki/Battle_Arts_(XC2)#Driver_Arts

Is this homebrew magic item, the Necklace of Peer Pressure, balanced?

The intent of this item is to provide a version of the spell Suggestion that is stronger than the base spell but not as powerful as Mass Suggestion. The party members who would receive this item will be 5th-7th level, this item may be used in or out of combat. Is this item appropriately balanced for use as a rare item?

Necklace of Peer Pressure

Wondrous Item, Rare (Requires Attunement)

Casting Time: 1 action

Range: 60 feet

Duration: 12 hours

This appears to be a necklace made of polished puka shells. In order for the abilities of the necklace to be activated, the necklace must be worn and clearly visible. The necklace can hold a maximum of seven charges, and it regains one charge each dawn.

When the necklace is activated, you cast a version of Mass Suggestion with the following limitations:

You suggest a course of activity (limited to a sentence or two) and expend one or more charges to magically influence up to seven creatures (one creature per charge expended) of your choice that you can see within range and that can hear and understand you.

The necklace regains one charge each dawn. Each target must make a DC 15 Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability.

Is this homebrew spell Acorn Grenades balanced?

I have a character in my game who is having fun imagining himself army crawling around our druid’s fog cloud, planting claymores and lobbing grenades. To that end I am looking to create a spell that reflects a bit of that power fantasy.

I tried to balance the spell by looking at Magic Stone and Scorching Ray for inspiration. I would like the damage of the spell to be relevant as a turn-to-turn weapon in a fight at early levels, but really shine as a distraction and trapmaking tool.

Acorn Grenades

2nd-level conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (an acorn and a bit of peat moss)
Duration: 10 minutes

A magical bandolier of vines grows about your chest with three fist-sized acorns hanging from it. As an action, you can take one of the acorns from the vine and remove its cap, arming it. As part of this action you may throw the armed acorn at a point within 60’, where it explodes. Any creatures within 5 feet of the explosion must make a dexterity saving throw. On a failed save a creature takes 1d12 fire damage, and half as much on a successful save.

Armed acorns that are dropped, hit, crushed, stepped on, take any damage, or that have not exploded when the duration of the spell ends, explode, causing the same save and the same damage. Any acorn that takes fire damage explodes, whether it is armed or not.

When the duration of the spell ends, the bandolier and any unarmed acorns wither and crumble into nothing.

At Higher Levels. When this spell is cast using a spell slot of 3rd level or higher, the bandolier grows one additional acorn per slot level above 2nd.

Available on the Druid and Ranger spell list.

Is the rarity of this homebrew staff appropriate?

I’d appreciate comments on whether this staff is rated appropriately.

Haunted Staff

Staff, rare (requires attunement)

A face is carved near the top of the staff, and every time you look away and look back the face’s expression changes subtly. The staff’s previous owner has died and chosen to remain in what had been his focus staff rather than depart for the afterlife.

The soul in the staff can telepathically communicate with you while you hold it. You can’t prevent this telepathic communication. It would be nice if you could, the soul spends most of its time reminiscing about its youth or quietly snoring.

Fortunately, the soul haunting the staff spoke all standard and exotic languages (BR pg 36). The soul can read with your eyes, hear with your ears, and translate for you. You gain the benefits of the Comprehend Languages and Tongues spells while holding the staff. You also have advantage on Arcana and History checks while holding the staff.