hymer
2015-01-18, 08:50 AM
Though it's currently shelved, I'm looking to expand a homebrew 5th edition campaign. I'd like some extra options for subclasses, and I'd like some fresh eyes to look at what I've come up with so far. I'm mostly worried about balance issues, in the sense of whether someone would even pick these options, or perhaps feel compelled to pick them because they're much better than the others. I'm not trying to fix any existing balance issues there may be with the choices, but I'd like to be as sure as possible this won't be all-or-nothing options.
Thanks in advance!
Knight of the Hart
(Fighter archetype)
This order of knights spans the North, accepting aspirants from all cultures and races. They stay out of the turmoil of politics, and focus their efforts on safeguarding civilized lands from attack, most especially from the hobgoblins of the north.
Bloodied but Unbowed (3)
Whenever you are struck by a sneak attack, or similar attack that increases weapon damage, you reduce damage received by half your class level, to a maximum equal to the extra damage dealt. This is counted before any Resistance you may have. You also take damage from critical hits as if they were normal hits.
Patrolling the Frontier (7)
You gain proficiency in Perception and Survival. If you are already proficient, you may add an extra half of your proficiency bonus to these rolls. This is not cumulative with Expertise.
Versatility (10)
You gain an additional Fighting Style from the class feature of that name.
Duty to Fight (15)
Twice per long or short rest, you can, as a reaction, gain temporary Resistance to one type of damage of your choosing. The resistance lasts until your turn has come and gone two times.
Through the Night (18)
At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier, if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.
High Elf Bloodline
(Sorcerer bloodline)
Your innate magic comes from a high elf mage ancestor. His or her highly magical nature reverberates down the ages, causing even distant descendants to sometimes show remarkable magical talent.
Link to the Eternal Forest (1)
You can speak, read and write High Elf language. Whenever you make a charisma check when interacting with high elves, your proficiency bonus is doubled if it applies to the check.
You also learn two cantrips from the Druid list, and a first level druid spell.
Arcane Recovery (6)
You can regain some of your magical by meditating. Once per day when finishing a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level, and none of the slots can be 6th level or higher.
Tremendous Concentration (14)
You can concentrate on two Concentration spells at the same time, but you must pay two sorcery points every round while doing so. Losing your concentration means losing both spells.
Eternal Spirit (18)
You gain access to more druid spells. You can pick a second and a third level spell to add to your list
Thanks in advance!
Knight of the Hart
(Fighter archetype)
This order of knights spans the North, accepting aspirants from all cultures and races. They stay out of the turmoil of politics, and focus their efforts on safeguarding civilized lands from attack, most especially from the hobgoblins of the north.
Bloodied but Unbowed (3)
Whenever you are struck by a sneak attack, or similar attack that increases weapon damage, you reduce damage received by half your class level, to a maximum equal to the extra damage dealt. This is counted before any Resistance you may have. You also take damage from critical hits as if they were normal hits.
Patrolling the Frontier (7)
You gain proficiency in Perception and Survival. If you are already proficient, you may add an extra half of your proficiency bonus to these rolls. This is not cumulative with Expertise.
Versatility (10)
You gain an additional Fighting Style from the class feature of that name.
Duty to Fight (15)
Twice per long or short rest, you can, as a reaction, gain temporary Resistance to one type of damage of your choosing. The resistance lasts until your turn has come and gone two times.
Through the Night (18)
At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier, if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.
High Elf Bloodline
(Sorcerer bloodline)
Your innate magic comes from a high elf mage ancestor. His or her highly magical nature reverberates down the ages, causing even distant descendants to sometimes show remarkable magical talent.
Link to the Eternal Forest (1)
You can speak, read and write High Elf language. Whenever you make a charisma check when interacting with high elves, your proficiency bonus is doubled if it applies to the check.
You also learn two cantrips from the Druid list, and a first level druid spell.
Arcane Recovery (6)
You can regain some of your magical by meditating. Once per day when finishing a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level, and none of the slots can be 6th level or higher.
Tremendous Concentration (14)
You can concentrate on two Concentration spells at the same time, but you must pay two sorcery points every round while doing so. Losing your concentration means losing both spells.
Eternal Spirit (18)
You gain access to more druid spells. You can pick a second and a third level spell to add to your list