Is this Tracker ranger subclass balanced?

I have recently created a ranger subclass called the tracker, which is made for a group of rangers focused on purging threats (natural and unnatural) from their home. I updated the tracker from the previous question found at Is this homebrew ranger subclass balanced? (thanks ValhallaGH for the tips).

First Strike: When you choose this subclass, you can quickly get the jump on your enemies. On your first turn in combat, your weapons deal an extra 1D8 damage. This damage increases to 2D8 at 11th level.

Defensive Tactics: At 7th level, your favored enemies have disadvantage on attack rolls against you.

Master of thy Enemy: At 11th level, you have a +2 bonus to attack and damage rolls against your favored enemies. You also gain an additional favored enemy, learning an associated language as normal.

Retaliation: At 15th level, you have learned to punish those who harm you with uncanny speed. When you are hit by an attack, you can use your reaction to make an attack against the creature who harmed you. You have advantage on the attack roll and deal an extra 2D8 damage on a hit.

Is this homebrew rogue subclass balanced?

This is my first attempt at a homebrew subclass, and I am doing my best to follow all best practices. I first started to think of designing a rogue subclass when I was looking for multiclass options for my barbarian. The traditional barbarian did not seem to synergize with any of the other classes fully, and the best option seemed to be the rogue. However, all the synergy came from the base class and none of the official subclasses seemed to offer anything of value to the traditional dumb-smashy barbarian. I began to consider what I might want from a subclass for the purposes of this multiclass.

Then I realized that it was dumb to try to create a subclass for the sole purpose of multiclassing and began to think of what the identity of this class of rogue would be, how I would expect it to be played, and what unfilled niche would it fill.

Flavor and Concept: When I think of rogues in the fantasy setting, I think of the various members of a rogue guild. The thieves, assassins, scouts, masterminds, etc. have all already been accounted for with subclasses. However, in addition to the sneaky, highly skilled roles, an effective rogue guild would have some bashers to do the dirty work. They would shake down merchants for protection money, intimidate politicians, protect smuggled goods, or start bar fights so that the pickpockets or assassins could work in the ensuing chaos.

I have developed the subclass abilities with the idea of a rough, cheap-shoting, honor-less thug in mind. It is a class that is intended to have more battlefield control and survivability than some other subclasses, but no direct subclass damage increases. Socially it is intended to rely more on intimidation than deception. It also does not emphasize intelligence as much as other subclasses but instead likely wants a higher constitution.

I am not sure that I am happy with the name of the subclass (I didn’t even have one in mind while I was writing it), and suggestions would be appreciated if there is an appropriate term for this type of rogue that I cannot think of. The current working title is Enforcer

Balance: In developing this subclass I have looked at the rogue subclasses that I felt were consistent in complexity to this class. I have primarily used Assassin, Mastermind, Scout and Thief. To a lesser extent I have used Inquisitive and Swashbuckler. Arcane Trickster, Phantom and Soulknife did not factor significantly into my development.

Can this be accomplished with another class? In my opinion the rogue class is more defined by its core attributes than its subclasses. Some subclasses rely more heavily on subclass customization than others. Most of what makes a rogue a rogue comes from the base class, and no other class offers the combination of thieving skills, damage avoidance, sneak attack, expertise, and flavor that the rogue does. I do not think that this concept could be better filled by a heavy-armor wearing fighter, a raging barbarian, or a reflavored monk. While this class nudges the rogue towards “tougher” classes like barbarian, it does it in ways that do not change core of the class. A celestial patron warlock is not invalid just because it pushes into cleric territory, and I think that the same could be said here.

3rd Level Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with improvised weapons. In addition, when you make an attack with an improvised weapon it gains the finesse property.

Instigator
Starting at third level, you can use the bonus action granted to you by your Cunning Action to make a Charisma (Intimidation) check contested by a target’s Wisdom (Insight) check. You must be within 10 feet of your target and the target must be able to understand you. If you succeed, you may choose one of the following:

• Until the start of your next turn, that target has disadvantage on any attack roll against you
• Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you

Justification

Bonus proficiencies are not usual for 3rd level rogue archetypes (assassin, mastermind, scout). These proficiencies tread on the feet of Tavern Brawler a little, but the archetype is intended to have some tavern brawling baked in. Additionally, Tavern Brawler is a half-feat and this is only half of the features of the feet, so it feels like a quarter-feet is reasonable. This proficiency is almost entirely flavor in most combats – finesse on an improvised weapon does not make it hit any harder than a dagger. However, the idea of a rogue that can do serious damage by cheap-shotting you with furniture to get sneak attack is incredibly flavorful. Additionally, it could be extremely useful in situations such as escaping from confinement – another situation where I imagine one of these characters finds himself periodically.

Several rogue archetypes give additional uses for cunning action (mastermind, thief) or opportunities to use a skill check for a specific outcome (inquisitive, thief) in combat. The idea is that the rogue issues a series of threats and profanity that is intended either to provoke attack (“Your mama’s so….”) or scare them away from attacking you (“If I get my hands on you I’ll…”). It is based somewhat on the Ancestral Guardians subclass from barbarian but does not grant resistance to anyone and is a contested check that might fail rather than automatic on a hit. I kept the distance to 10 feet because I don’t want it to be too easy to kite around, although I do love the idea of an enraged duergar chasing a foul-mouthed rogue around the room, ignoring all of the battle chaos around him because his insult hit home. I based the insight check on the wisdom saving throw that is granted by the frightful presence of a dragon. A possible change would be to reduce this from 2 options to 1, though I hope it is not too overpowered offering a choice.

Shakedown At 9th level you have perfected the art of forceful coercion. You have advantage on Charisma (Intimidation) checks made to bargain for a more favorable price on goods and services. Additionally, you have advantage on Charisma (Intimidation) checks made for the purpose of gathering information.

Most of the subclasses that I reviewed did not have the 9th level ability add a specific combat improvement (thief, mastermind, assassin). I decided to make this a social improvement consistent with the flavor of the class. Initially I had only planned to make this apply to ways to make additional gold, but gold in 5e is not a big deal after a certain point and so I wanted it to have another use. Rogues are masters of skills and many subclasses (mastermind, inquisitive, scout) grant improvements on methods of intelligence gathering. Keeping with the idea of this class shifting away from intelligence and towards thuggery, I thought improving intimidation for the purposes of information gathering would be appropriate. I did not want to grant advantage for all intimidation checks due to the Instigator ability. The language is vague because I want it to apply to the following situations, as well as substantially similar ones, but I would prefer to keep the ability description shorter:

  • Selling specialty goods to a shopkeeper
  • Buying specialty good from a merchant
  • Negotiating a price for quest or job
  • Hiring someone to do a job

Pocket Sand

At 13th level you have learned a variety of ways to gain an edge in a fight. When you are targeted by a melee attack, you can use your reaction to force the attacker to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is blinded until the end of its next turn. It may use an action to remove the blinded condition.

You may use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

13th level abilities tend to run the spectrum in power, but they are all very flavorful. I had trouble figuring out a power level for this because some 13th level abilities seem very strong (Inquisitive, thief) very weak (Mastermind, Swashbuckler) or very situational (Assassin). I had some trouble with the language here as I could not find a good template in other subclasses and advice would be appreciated, if necessary. The goal is to have an ability that improves survivability without simply tacking on AC. It also is consistent with the idea of this subclass as an unscrupulous brawler, hurling sand in the eyes of a foe. As a reaction this competes with uncanny dodge and opportunity attacks, which are both very useful, and therefore needs to be powerful enough to consider. I set the DC based on the Soulknife’s “rend mind” feature. Additional considerations:

  • I considered requiring the rogue to see the target, but at 14th level the rogue gets blindsense so it did not seem necessary.
  • I am not sure if I should require a free hand.
  • The one round seems short as a duration and I had considered 1 minute since it can be easily removed with an action. However I supposed that the target can ignore the disadvantage and take its attacks anyway if it does not want to use its action and this was a consideration to lower the power level.
  • I could have the uses restore on a short rest instead of long rest. Or, you know, however long it takes to fill your pockets back up with sand.

Comfortably Numb

At 17th level you have learned how to separate your mind from your body, making yourself numb to pain. As a bonus action you can enter a state of mental disconnect for 1 minute (10 rounds). During this time, you gain resistance to magical and nonmagical bludgeoning, piercing and slashing damage. In addition, while you are in this state you have immunity to the charmed condition. If you were charmed when you entered this state, the effects are suppressed until the state ends.

Once you use this feature, you can’t do so again until you finish a short or long rest.

At this level many of the rogue classes can put out huge damage. The assassin and thief can essentially double their opening round damage. Scout and Inquisitive have a significant and consistent increase. This subclass is less focused on raising the rogue’s overall damage output beyond the base class and instead is focused on increases survivability and battlefield control. That is why I landed on an ability that grants resistance to damage for a period of time. The flavor of the idea is that the rogue gets so drunk that he cannot feel normal amounts of pain, but not so drunk that it affects his fighting. I predict the most balance issues with this ability. I have never played a campaign up to this tier and therefore only have research on which to base my concept of balance. Additional considerations:

  • My first draft had him preparing a ‘potion’ on a short rest and then drinking it with a bonus action. My instinct is to keep the ability simple and not require the potion, so I reflavored it (but the intent is still there)
  • My first draft also included a period (10 minutes) of gaining the poisoned condition after the effect wore off, to simulate a quick hangover.
  • I am not sure if once per short rest is the reasonable recharge
  • I do not know how much magical bludgeoning/slashing/piercing damage there is
  • The charm immunity was a tack-on, and I am not sure whether it is necessary

Advice is appreciated. Please be kind. Thank you.

Is this homebrew ranger subclass balanced?

I have recently made a homebrew ranger subclass called the tracker, and I was wondering if it is balanced.

Tracker

First Strike

When you choose this subclass, you can quickly get the jump on your enemies. On your first turn in combat, your weapons deal an extra 1D8 damage.

Defensive Tactics

At 7th level, you gain a +2 bonus to AC against your favored enemies.

Favored Enemy Bonus

At 11th level, you gain an additional favored enemy, learning an associated language as normal. You also gain a +1 bonus to damage rolls against your favored enemies.

Master of thy Enemy

At 15th level, you have a +2 bonus to attack and damage rolls against your favored enemies.

It was made for a group of rangers who focus on removing threats from their forest. It is made specifically for that group of rangers, and to expand on the favored enemy feature.

Need help with balancing a homebrew subclass

I’m new here. So I will be running a campaign and one of my players gave me a homebrew monk subclass they would like to play. I don’t have a lot of experience with balancing, so I’d like to hear some of your views.

Here is the subclass in question.

3rd level ability Go Beyond!

You channel your inner energy and put what you can without going over your limit into one strike. Make only one attack this turn, and if it hits roll normal damage and 2d8. Add this in as force damage.

As a bonus action you can go past your limit and increase your own power after expending two ki points. Outputting damage at the cost of your own health. Roll 2d6 and add that to your attack’s damage. You take half of the damage you output with this roll, your body simply can not safely handle this amount of energy. (scales up to 4d6 at 6th level, 6d6 at 11th, 8d6 at 17th.)

3rd level ability Endurance! Speak some encouraging words to yourself, and become boosted from your own form of personal inspiration. Spend a ki point and as a bonus action roll a martial arts die and add your wisdom modifier to it. You gain this number in temporary hit points. You can only use this ability up to three times before needing to take a long rest.

When you gain this ability, once per short rest if you go down in a combat due to extra damage that you inflicted yourself by pushing past your own limits, you do not go down. You instead end your turn at 1hp.

6th level ability Smash! (power increases at 11th level) Something comes over you and you push yourself past your limit to destroy an enemy. You’re able to channel your power into one powerful attack.

Once per turn as an action you can force one creature in front of you to make a Dexterity saving throw after you hit them with an attack DC = 8 + Proficiency + Dexterity Modifier. On a fail they take 6d6 Force damage and they are shot back 20 feet.

If they succeed the saving throw they take half damage and are not pushed back. You may do this a number of times equal to your Constitution modifier before needing to take a long rest.

Using this ability more than once between long rests is possible. But after the first use the user begins to take damage from exerting such a powerful blast. If used more than once between a long rest, the user receives half of the damage dealt. You spend 3 ki points using this ability.

11th level ability This is it! As a last effort to defeat your enemy you feel a surge of kinetic energy through your body. While you are below 1/2 your total hit points, you gain the following for 1 minute: • Your unarmed attacks deal additional damage equal to your proficiency bonus, but you take an equal amount of damage. • Inspiration. As a bonus action, Inspire your allies to fight and give their all! Your allies gain temporary hp equal to your level. One use •Limit Break. you have advantage on Strength and Constitution saving throws.

11th level ability Smash! (improved smash) You have become more powerful overtime, and are always trying to learn how to control your power better. Once per turn, as an action you can attack one target or target up to 3 creatures in a 20 foot cone to make a Dexterity saving throw DC = 8 + Proficiency + Dexterity Modifier.

Those who fail take 6d8 Thunder damage and are shot back 20 feet If they succeed the saving throw they take half damage and aren’t knocked back

You may do this a number of times equal to your Constitution modifier before needing to take a long rest.

Using this ability more than once between long rests is possible. But after the first use the user begins to take damage from exerting such a powerful blast. The user receives half of the damage dealt. You spend 3 ki points using this ability. Add another ki for each other person hit, max of 2 more so 5 ki points.

17th level ability Final Smash! At 17th level, you’re able to unleash the most devastating attack in your arsenal. You cause a burst of energy originating from your fist, every creature within a 30 foot radius must make a strength saving throw or take 8d10 Force damage. Creatures within 30 feet are knocked prone, this can also be used directly on a creature which forces them to be knocked back 30 feet and they are stunned if they fail the save. Creatures who succeed the saving throw take half damage and suffer no other effects. Using this on the ground causes 15 foot radius to become difficult terrain. This deals double damage against objects. You can use this a number of times equal to half your Con mod, and gain a point of exhaustion each time you use it. After using it one time between a long rest, you take half the damage you deal back. You regain all uses at the end of a long rest.

Could you rate my paladin subclass for me? [duplicate]

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?

The goal of this subclass is to be the absolute frontline of the party, with your aura you protect surrounding allies from as much damage as you can while you got earthern shield to kind of compensate for the extra incomming damage. This subclass is designed to work around your constitution, so strength or charisma will not be the main focus. meaning your damage will not be as much as other paladins. this is what i’ve thought would be a fun kit to work with:

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.

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.

How does the movement enhancement from Mobile feat interact with the movement speeds of class and sub-class features? [duplicate]

The Mobile feat appears in the Player’s Handbook (PHB, p.168) and would be generally accessible to all classes and races as long as DM agrees to allow feats at the table.

You are exceptionally speedy and agile. You gain the following benefits:

• Your speed increases by 10 feet.

There are certain class or sub-class features that allow a PC to have increase in movement (walking) such as: a Barbarian’s Fast Movement (+10 feet), a Monk’s Unarmored Movement (+10 to +30 feet), or a Druid’s Wildshape (walking, depending on the beast), a Scout Rogue’s Skirmisher (reaction, moves half their speed).

There are also certain class or sub-class features that modify existing or provide additional movement options other than walking, such as: Swarmkeeper Ranger’s Writhing Tide (10 feet flying), Twilight Cleric’s Steps of the Night (10 feet flying), or a Ranger’s Deft Explorer (+5 feet; climbing/swimming speed sam as walking), a Druid’s Wildshape (swimming/flying, depending on the beast), Phantom Rogue’s Ghost Walk (10 feet flying), The Fathomless Warlock’s Gift of the Sea (40 feet swimming).

I’m looking for an answer for this specific question with relation to how the Mobile feat interacts with class/sub-class features which provide adjustments to movement speeds.

From what I gather all these class/sub-class features would add a +10 feet movement, e.g. a Warlock with the The Fathomless sub-class who takes the Mobile feat would have a 50 feet swimming speed.

Is this correct?

Thanks for the clarification/confirmation on this.

How Exactly Do Tasha’s Subclass Changing Rules Work?

I bought Tasha’s Cauldron of Everything last month and have enjoyed it thoroughly. My question has to deal with the Changing Your Subclass rules found on page 8.

The first paragraph under the title says that characters can change their subclass when they would normally gain a new subclass feature.

The next section, Training Time, goes on about how changing a subclass might take time, money, and/or a quest. How does this work with the previous paragraph’s rule of only changing subclasses when a character gains a new subclass feature? For example, if the character needs time to train or complete a quest, I’m not sure how you could align that with a new subclass feature.

The final section Sudden Change says characters could have an immediate subclass change. Does this mean immediate when a character would gain a new subclass feature or any time at all?

These three sections almost seem like different rules altogether for changing subclasses. I get that the two minor sections, Training Time and Sudden Change, shouldn’t be mixed. However, the rule about only changing a subclass when gaining a new subclass feature is under the main title. This makes me believe this rule should be applied to both of the minor sections. If not, then I feel like this should have been its own minor section as well.

Any thoughts on these rules would be appreciated!

Edit note: I’m fully aware these are optional rules and DnD generally has just guidelines. I’ve been DMing for a number of years now and have that understanding. However, I’m looking for a more rules-based interpretation. Saying that these could be used in any fashion I like doesn’t really help me.

Does the Aberrant Mind Sorcerer Subclass’ Warping Implosion Ability Affect the User?

For the Aberrant Mind sorcerer origin, it’s lv 18 ability, Warping Implosion, reads as follows:

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.

So, if you teleport to within 30 feet of where you were before, do you need to make a saving throw and potentially take damage and get sucked closer? I can see this playing out one of two ways

  1. Since the saving throws are made right after you disappear, you haven’t reappeared yet and are thus unaffected

  2. Since it is teleportation, the moment you disappear you also reappear in your new location and thus would be affected