Is this Way of the Unmastered Monk Subclass overpowered? If so, by how much?

My DM is usually very opposed to homebrew, and I can understand why, seeing as a lot of homebrews are ridiculous, but from a flavor and mechanics standpoint, this is exactly what I’m looking for. I’ve thought of combining classes for our game, but everything I’ve asked has either been ignored or shut down. I’m not trying to outshine other players or do everything, I just want to feel like Yojimbo.

I am currently a kensei monk working towards battlemaster, but I won’t be online until 9 The subclass in question

Is there any way to increase rogue’s sneak attack range to more than 30 ft for a warlock with rogue subclass?

In our new campaign, our DM allowed us to start at level 3 with two classes so I picked rogue/warlock even though I am going to pursue Warlock beyond level 3. As a level 3 rogue, I am getting sneak attack which gives a damage of 2D6. It works nicely with my Walk Unseen invocation. Only downside is, it requires for me to be within 30 ft of the enemy which breaks my fell flight + plunging shot combo. With plunging shot I can add 1D6 damage as long as I am at least 30 ft above the target. I was wondering if there’s a way to increase sneak attack’s range that way both plunging shot and sneak attack could work from 30+ ft? That way, my eldritch blast can deal 5d6 of damage while attacking when invisible and flying above 30ft (2d6 from being level 3 warlock + 2d6 from rogue’s sneak + 1D6 from plunging shot).

Would allowing the Rogue sub-class (Assassin) to benefit from Supreme Sneak be unbalanced?

I wanted to ask about allowing the Rogue sub-class (Assassin) to benefit from Supreme Sneak.

I have a player in my campaign who plays as an Assassin Rogue and would like to have access to the Supreme Sneak upgrade at level 9, which normally is part of the Thief build.

Her argument is that Supreme Sneak is more appropriate to an Assassin because of its synergy with Assassinate. I can see her point and I don’t have any problems with allowing this, but I wanted to know if there are any glaring problems with doing this.

Would allowing a Rogue (Assassin) to benefit from Supreme Attack upon reaching level 9, instead of the regular Infiltrator Expertise, make the sub-class very unbalanced?

Here are descriptions of the relevant class features:

Assassinate (Assassin)

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Supreme Sneak (Thief)

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

(PHB p.97)

Does the “use magic device” feature of the thief subclass allow you to attune to items requiring you to be a spellcaster?


Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race and level requirements on the use of magic items.

This allows the rogue to attune to “sorcerer/wizard/warlock only” items. But is the restriction “requires attunement by a spellcaster” also covered by the trait?

The official “spellcaster restriction” is explained as follows:

If the prerequisite is to be a spellcaster, a creature qualifies if fit can cast at least one spell using its traits or features, not using magic items or the like.

The problem I have with that is, that I think RAW use magic device does not let you use an item restricted to “spellcasters”, but generally those items are supposed to be less restricted than other items which might be class exclusive. Did I overlook something?

Which originally published items does Use Magic Device from the Thief subclass cover?

This class feature seemed to me dead-on-arrival when published.

It’s unclear exactly what items originally presented in the DMG or PHB that this feature was originally intended to work with.

  • Exactly which items in the DMG or PHB are made usable by a level 13 Thief when granted the Use Magic Device class feature?

  • Of those items, which of them are meaningfully useful to a creature that doesn’t meet the requirements?

    (For example: Pearl of Power does nothing for a Thief even if they can ignore the class requirement of “spellcaster” so it is not meaningfully useful.)

Extending this question to all published works would be too vast of a question, but this should be a reasonable ask.

Is this homebrew Duergar subclass balanced?

I’m planning a campaign with an underdark-based homebrew setting, and I want to give them the option of Duergar as a race. Does this seem unbalanced, and are there any potential issues in particular that I should watch out for?

Duergar

As a subrace of dwarves, Duergar have all the standard Dwarven racial traits. In addition, you have the following traits:
Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. (as per Drow)
Sunlight Sensitivity. (as per Drow)
Duergar Resilience. You have advantage on saving throws to resist being charmed or paralyzed. You have advantage on Wisdom, Charisma, and Intelligence saving throws against spells. You have advantage on Intelligence (Investigation) checks made to discern illusions.
Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell once, but only to enlarge yourself. You regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once, but only on yourself. You regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

UA Psionic Wizard Subclass: Thought Form interactions

From https://media.wizards.com/2019/dnd/downloads/UA-PsychicSoulPsionics.pdf

Psionic Wizards get a special ability called Thought Form where they become beings of pure psionic energy.

While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die.

While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5- foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form.

  1. Can you still physically interact with the world in Thought Form? Eg, can you open doors, pick up items, attack with weapons?
  2. Would you still need to breath? Seems unlikely that you could breath, especially since you can take nearly any form.
  3. What happens if you are hit with Dispel Magic?
  4. Is your form fluid, or fixed by whatever you first appeared as?

UA Psionic Wizard Subclass: Thought Form & Psionic Casting

From https://media.wizards.com/2019/dnd/downloads/UA-PsychicSoulPsionics.pdf

Psionic Wizards get a special ability called Thought Form where they become beings of pure energy. Part of that ability is Psionic Spellcasting.

Thought Form

Psionic Spellcasting.

When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.

What does this mean? Functionally, you have an arcane focus as a class feature so material component usually doesn’t matter.

This means you can’t cast spells like Glyph of Warding (200gp dust, consumed) for free. However, can you cast spells that don’t consume the materials like Chromatic Orb (50gp, diamond)?

Otherwise, the “no material component” seems irrelevant as you have your psionic focus already to activate the ability.

Secondly, do you still physically exist in this form? If an enemy leaves your space can you make an op attack with a dagger, for example? How about opening doors, chests, etc?

Is this homebrew Way of the Force monk subclass balanced compared to the official monk subclasses?

This is a monk to effectively be a force user, as from the Star Wars universe.
I wanted to make this to try and emulate some of the powers and features from the Star Wars of universe. There is a spoiler from the The Last Jedi film. I thought that the ability to telekinetically affect your environment is too cool a concept to be left to mage hand, bigby’s hand and the spell telekinesis, so I wanted to create a martial class that could utlisise these concepts.

My main concern is that is is a lot more flexible than most other monk subclasses, as well as having a lot of text (only slightly less than the base monk class).
So my questions are:
How does this compare to the published monk classes in terms of combat power and flexibility, and utility out of combat?
What language or mechanics in this homebrew aren’t in a 5e style? (such as the use of contested checks instead of a save DC)

Way of Force

Monks that follow the Way of the Force have learnt how to use their ki to manipulate their surroundings with their mind, tapping into the energy that inhabits all things.

Telekinesis

Starting when you choose this tradition at 3rd level, you can use your ki to telekinetically manipulate the world around you. You gain the mage hand cantrip if you don’t already know it, and it is invisible.
Alternatively, whenever you could make an unarmed strike on your turn, you can choose to spend 1 ki point to achieve one of the following effects against a Large or smaller creature or object your “Force Radius” (which starts at 30ft):
Force Shove – you make a Wisdom check (with proficiency) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice). If you win the contest, you can do one of the following: knock the target prone, push the target up to half your Force Radius directly away from you, or pull the target up to half your Force Radius directly towards you. Unattended objects automatically fail this contested check, and if an object is held by a creature the creature makes the check.
Force Grab – you make a Wisdom check (with proficiency) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice). If you win the contest, the target is grappled for one minute while you concentrate on the effect (as if concentrating on a spell). The target can use an action to try and break the grapple, forcing a repeated contested check. Unattended objects automatically fail this contested check, and if an object is held by a creature the creature makes the check. All objects held in this way can be moved anywhere within your Force Radius of you as an object interaction, and stay aloft in the air at the end of the move if you wish.

Greater Force Connection

Mind Powers. At level 6 your connection to the Force grows. You gain the ability to cast Charm Person (1 ki point) and Suggestion (2 ki points) using Wisdom as your spellcasting ability modifier. You can cast Charm Person at higher levels by spending one ki point for every level above first level you wish to cast it at, to a maximum total number of ki points of your proficiency modifier.
Life Sense. You can concentrate for a minute and learn the number of creatures within double your Force Radius, as well as their locations relative to your own. This does not work against undead creatures or constructs.
Greater Telekinesis. Your Telekinesis abilties now work on Huge or smaller creatures and objects, and you can move creatures with Force Grab as well as objects. When moved in this way, you must use an attack to repeat the contest check against a held creature, but they have disadvantage on the check and nothing happens if they succeed on the check. If they fail, they are moved to a location of your choice within your Force Radius.

Force Prowess

At 11th level your Force Radius increases to 60ft, and you can concentrate on any number of effects that you have created via your ki, losing the effects of all of them if you are forced to drop concentration on any of them. You only roll one concentration check for the purposes of maintaining concentration while using this feature.
Additionally, you can apply the effects of Telekinesis to additional creatures beyond the first by spending more ki points equal to the number of additional creatures, up to a maximum of your proficiency modifier.
Your Telekinesis abilities now work on Gargantuan or smaller creatures and objects.
Finally, when you attempt to Force Grab a creature, you can increase the number of ki points you spend to 3 ki points and try to hold a creature more fully. Instead of being grappled when you succeed on the contested Force Grab check, a target is restrained, and repeats the contested check at the end of each of their turns. When you target additional creatures with this effect you have to spend 3 additional ki points instead of 1 for each additional creature.

Force Mastery

At 17th level your mastery over your ki and the ki of others is legendary.
Your Force Radius increases to 120ft.
The radius of your life sense increases to 1 mile.
Creatures remain unaware of the effect you have had on their mind when you use Greater Force Connection abilities on them.
In addition to the features above, you can choose to gain one of the following features:
Force Projection. As an action on your turn, you can cast Mislead by spending 5 ki points. Instead of the duplicate appearing where you are, however, you can choose to make the duplicate appear within 30ft of an ally you are aware of on the same plane of existence as yourself.

Force Choke. When a creature is held and restrained by your Force Grab, you can choose to start choking them. As an action on your turn, you can choose one creature that is under the effects of your Force Grab, and start choking them. All breath leaves them, they begin choking, and they become paralyzed. Additionally, you can use an action on following turns to crush the windpipe of any creature that has started choking in this way, reducing them to 0 hit points. Creatures that don’t need to breath cannot be reduced to 0 hit points in this way, but can still be paralyzed by this feature. If a creature manages to escape your Force Grab, they are no longer choking.

Force Lightning. As an action on your turn, you can spend 5 ki points to start spewing lightning at your foes, concentrating on this effect for up to one minute. A beam of lightning flashes out from your hand in a 5-foot-wide, 120-foot-long line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d6 radiant damage. On a successful save, it takes half as much damage. You can create a new line of lightning as your bonus action on any subsequent turn until your concentration ends. Previous lines of lightning vanish at the end of your previous turn.

Is this homebrew Weaver Wizard subclass balanced?

I’ve made a subclass for Wizard, hoping to make a sort of spellmancer (manipulating and changing spells). I wanted to capture some of the feelings of Sorcerer and their Metamagic, but repurposed for Wizard, having it rely much more on the magic around you and not within you.

Also, since I haven’t made much homebrew myself, I’m worried how this stacks up compared to the other subclasses, whether some of the features might be a bit (or even a lot) too powerful. Finally, I’m unsure exactly what order the features should be acquired in, if a different ordering would make more sense or be more balanced, that would be appreciated input.

Description:

The existence of the Weave has long been known, it is a great well of magic from which Arcane casters carefully pluck strands to maneuver, smooth, and shape into the spells they desire. Many believed that to be the full extent of spellcasting, that is, until the first Weavers; Wizards who stared so deep into the Weave, the Weave stared back. These Wizards find themselves communicating constantly with the Weave, their spells forever changed, forever changing still.

Borrowed Threads:

Starting at 2nd level, you can repurpose the threads of recent magic to better suit your own spells. Any time you cast a spell, you can change its damage type to match the last spell that targeted or was cast from an area within 30 feet of you. If the spell dealt multiple damage types, you choose which one to use. This feature only works if the chosen spell was cast within the last minute. Until you finish a short or long rest, the same spell cannot borrow another thread and its damage type remains changed.

Reweaving Techniques:

Starting at 6th level you’ve unlocked the ability to perfect the spells of others. Whenever a spell of 1st level or higher is cast from within 60 feet of you, you can use your reaction and a spell slot whose level is equal to or greater than the target spell, causing it to have no effect. You now have that spell prepared if you did not already and can cast it as normal; counting it as a Wizard spell for you. You can not use this feature again until you finish a long rest, at which point the you lose your connection with the spell and no longer have it prepared.

Correcting Misthreadings:

Sometimes you cast a spell and everything goes wrong, nothing happens and the beauty of your creation goes unnoticed; you’ve now developed countermeasures. Beginning at 10th level, if a spell you cast has no effects, you can immediately recast the spell using another spell slot (no action required). The second slot need not be the same level as the first, and need not target the same creature(s). You cannot cast this spell again until you finish a long rest.

A spell “has no effects” if it results in no damage being dealt and it has no lingering effects. With a spell such as hold monster, all the targets would have to succeed on their saves. With a spell such as fireball, all the targets would have to be immune to fire damage. With a spell such as wall of stone, counterspell would have to be cast (counterspell always makes a spell eligible for Correcting Misthreadings)

Pieces of the Tapestry:

You’ve become a friend to the Weave and carry pieces alongside you. Beginning at 14th level, each time you complete a long rest you obtain three pieces of the Weave, you can never carry more than three pieces at a time. You can shatter a piece as an action, returning it to the Weave and providing one of the following effects:

  • You cast dispel magic as a 6th level spell.
  • You cast any cantrip, it counts as a Wizard spell for you.
  • For 1 minute, you gain resistance to damage from spells and magical effects.

There are some thing I’m worried about in particular:

  • Whether this subclass benefits too much from spellcasting allies, such as by obtaining a spell with Reweaving Techniques.
  • Whether Correcting Misthreading’s cost is too high (no reaction, but you lose a spell slot and the ability to cast that spell).
  • Whether the Pieces of the Tapestry’s options are balanced amongst themselves, the cantrips offer great versatility, but then I’m unsure what level dispel magic would be best at, and whether the third option is too strong. I’d be perfectly happy having it just be the first two options anyhow.
  • Does this step too much on the toes (mechanics and flavor) of Sorcerer?