Is this homebrew spell for speaking with the dead balanced when compared to other divination and necromancy spells?

How balanced is the below spell I’ve created when compared to other divination or necromancy spells? Is it at the right spell level? Is it the right amount of damage/status effects?

When creating this spell, I was thinking of Contact Other Plane, Speak with Dead and Dream, and wanted to create an intersection between the three of them. The intention was to create a way to speak with long-dead, or missing, creatures, in an attempt to get information from them, with a high cost and a risk of getting hurt if you don’t approach them in the right way.

The issues I’ve had with this spell is defining the summoned spirit in a satisfying way, as well as balancing the potential risks and damage you could get from this spell. Wording as a whole has been difficult for the spell.

A Dream of Endless Nights
6th level Necromancy (Ritual)
V/S/M (7 specially crafted black candles worth 50 gp each, which the spell consumes, and 7 humanoid skulls)
Casting time: 1 minute
Duration: 1 hour
Target: Self
Wizard/Warlock/Cleric

You call on dark powers to let you speak to those long gone. When you finish casting the spell, you may speak the name of a creature that is dead. If the soul of the named creature is not free, the spell fails.
For the duration, you fall into a trance, and create a dream like environment that you can freely shape. A spirit of the creature forms in this environment. While in the trance, you are aware of your surroundings, but can’t take actions or move.
The spirit is under no compulsion to answer you or to be truthful, and depending on its demeanour may be actively hostile to you.
While this spell is active, every 10 minutes you must make a Constitution Saving throw of DC 15, or take 4d6 necrotic damage as the spell steals your life essence. If the spirit is hostile to you, it can choose to force you to make this save every minute. If you fail this save, your hit point maximum is reduced by the same amount, and you gain a level of exhaustion. The reduction to your hit point maximum goes away when you next finish a long rest, and if your maximum hit points are reduced to zero by this spell then you die.
You can end the trance and the spell by concentrating for 1 minute, after which the spell ends. Once a spirit has been summoned in this way, it cannot be targeted by this spell for a year and a day.

A good answer would compare this spell to existing divination or necromancy spells.

Rate my homebrew subclass

I’ve created a homebrew subclass based on noelle from genshin impact. idk if this is where i should ask but can i get a honest review/feedback with some balancing tips? Thanks 🙂

Oath of the earthern protector:

Oath Spells: You gain oath spells at the paladin levels listed.

paladin level: spells: 3rd shield, protection from evil and good 5th aid, prayer of healing 9th beacon of hope, Life Transference 13th Guardian of Faith, aura of life 17th mass cure wounds, Skill Empowerment

Channel divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. -Devotion: When an ally (excluding you) within 60 ft. takes damage that would reduce its health below 1. You can use your channel divinity as a reaction to give that ally temporary health to absorb the hit for them. this temporary health equals four times your constitution modifier + your paladin level and will stay until the end of the targets next turn.

-Inspiring Smite: Immediately after you deal damage to a creature with your Divine Smite feature, you can use your channel divinity as a bonus action to distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

3rd level: Earthern Breastplate: You can use your bonus action to guard yourself with a layer of transparant protective earth that surrounds you like a bubble for 1 minute. Upon activating this skill, you deal damage to enemies within 5 ft. equal to your constitution modifier. You then gain temporary health equal to twice your level in this class + your constitution modifier.

While you have this temporary health, your attacks inspire your allies to keep fighting. Once per turn when you hit an enemy, you and up to 3 allies you choose within 30 ft. will be healed for 1d6+ your constitution modifier.

you can use this feature a number of times equal to your Proficiency bonus. you regain your expended uses when you finish a short or long rest.

5th level: Whirlwind Attack: You can use your action to make melee attacks against any number of creatures within your reach, with a separate attack roll for each target.

7th level: Aura of warding: While an ally is within 10 feet of you, it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. At 18th level, the range of this aura increases to 30 feet.

15th level: When your breastplate expires due to its duration or is broken by damage from a hostile creature, the shield will shatter, scattering sharp pieces of earth in all directions, all creatures within 10 feet must make a dexterity saving throw equal to 8 + your strength modifier + proficiency bonus. taking four times your strength modifier on a failed save, or half as much on a succesful save.

20th level: Sweeping time: as a bonus action, you can call upon the power of the earth to guide your strikes in battle for 1 minute. gaining the following benefits: -your weapon gains a reach of 15 ft. -your weapon attacks will deal extra damage equals your constitution modifier. -the healing from earthern breastplate can now occur twice per turn.

once you use this feature, you cannot do so again until you finish a long rest.

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.