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

What does “no long range” mean on the soulknife rogue subclass mean?

One of my players just hit level 3 and is taking the soulknife rogue subclass, as written in Tasha’s Cauldron of Everything.

The weapon granted by the class has a weird specification that it has "no long range." I’m curious how this should be interpreted, seeing as I can’t find other examples of such a property.

This is what Tasha’s says:

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

There are two possibilities in my mind:

  1. The knife simply can’t go beyond 60 feet, just like the range of a ranged spell attack.

  2. The knife can go arbitrarily far, and after 60 feet the attack is at disadvantage.

I’m inclined to lean for the first choice since an infinitely long ranged attack seems dumb. Though I suppose there’s an argument to be made that the manifested blade is a "psychic attack" so you can attack someone so long as you can see them.

This is the language of ranged weapon attacks, per the PHB:

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.

Does the Ritual Caster Feat grant access to Subclass Spells?

Ritual Caster states:

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Would a character be able to chose Druid and gain access to the added rituals from the Druid Subclass Grassland Circle (i.e. Divination)?

The 5e Inquisitive Subclass allows perception checks as a bonus action. Would that matter in a heavily obscured area during combat?

Let’s say an Inquisitive is in a fog cloud. By my understanding, advantage and disadvantage cancels out if you are fighting someone else in that cloud. But if you were able to make a bonus perception check (and succeed) before attacking, could that negate your disadvantage?

As far as I can tell, there are no direct rule applications but I just wondered if someone had any thoughts on it. I guess in my head, using your action to search for someone when you can’t see due to environmental conditions them isn’t that useful for attacking purposes. But if you were to use a bonus action (in effect searching and attacking near simultaneously) would that change anything?

Same question for attacking from outside said hazard. I search, find, and shoot arrow – negate disadvantage?

Is this Void Themed Sorcerer Subclass Reasonably Balanced?


Introduction:

I’m trying to make a Sorcerer subclass that has a Lovecraftian/Far Realm theme. I tried to balance it around Shadow, Divine Soul, Storm and the Abberant/Psionic Mind UA. (I realize that is probably over-tuned some) I’m hoping this isn’t overly powerful though probably on the higher end of the spectrum. I’ll be play testing it in about a month give or take a week.

Design

One of the things I wanted in this subclass was an extended spell list as I feel, having played a sorcerer in Pathfinder 1e and DnD 5e, that the limited spells known combined with everyone being a spontaneous caster shoehorn Sorcerers a bit too much into glass cannons with no real versatility.

I also wanted a unique feel and theme without stepping on the other subclasses’ toes.

The Subclass

Level 1:

  • Dark Vision – 120 Feet

This is right from Shadow Sorcery

  • Expanded Spell List:

These spells are granted as you gain the appropriate level in this subclass to cast them. They are gained automatically and do not count towards spells known.

Spell Name           Spell Level        Class Level Arms of Hadar          level 1            level 1 Darkness               level 2            level 3 Hunger of Hadar        level 3            level 5 Shadow of Moil         level 4            level 7 Synaptic Static        level 5            level 9 

I’m not too thrilled with Synaptic Static but couldn’t find a better thematic spell from PHB or XtGE. I thought about giving Dimension Door at 9 but it made the wording clunky and I felt a linear progression made more sense.

Level 6:

  • You can see through magical darkness granted through this sub class’ features.

I’m unsure of how necessary this is, it might make level 6 too strong.

  • As a bonus action you can create a void tendril to push or pull yourself or another creature 10 feet. If the creature is unwilling, it makes a strength save against your spell save DC. This ability has a range of 30 feet.

I don’t know how powerful the ability to yank friendlies out of Attack of Opportunity range is. This might need to be yourself or hostile creatures.

Level 14:

  • You are immune to fear effects and can cast spells with a range of touch up to a range of 30 feet.

As above I am unsure how necessary this is, I mainly threw it in for the thematic elements.

  • As a reaction you may spend 2 sorcery points, you are under the effect of blur until the start of your next turn. This does not require concentration.

I originally had levels 6 and 14 switched, but I want the core of the class to be the tendril and not the blur. The downside being a lack of sorcery point dumps for 14 levels.

Level 18:

  • As a bonus action you may spend 6 sorcery points to manifest the void for 1 minute. While under this effect you gain the following:

    • You have a Hover Speed equal to your movement speed.
    • You may use your void tendrils up to three times as a bonus action and when this ability is activated. If the target fails their save they take 2D6 force damage.
    • Magical Darkness is centered around you with a radius of 15 feet. Any number of creatures in range you designate when this ability is activated can see through this darkness.

Question

Is this balanced as a Sorcerer subclass and is the wording and intent of each feature clear and in line with officially published materials?

I had the flavor of the class in mind while designing this and really wanted the expanded spell list. I am completely unsure of how the tendrils, especially at level 18, are balanced as they work a bit differently from published materials I am aware of.