th3g0dc0mp13x
2019-02-24, 03:56 PM
This is my first attempt at a homebrew subclass, I'm designing this to be dropped into my world where nearly every heroic figure from mythology used magic in some way shape or form. mechanically I'm trying to go for a spell caster who can sit in the front lines comfortably and mix melee with magic to rip apart their enemies. With this being a full caster I looked at the two closest versions to this and tried to find a similar balance to them i.e. bladsinger wizard and valor/sword bard.
Battlefield Presence
At first level, While you are concentrating on a Sorcerer spell that targets you; you gain a bonus to concentration saving throws equal to the spells level.
In addition you gain additional spells known. At each indicated sorcerer level, add the listed spells to your spells known. They do not count towards your spells known limit and they count as sorcerer spells for you.
1st: Heroism
3rd: Shadow Blade
5th: Haste
7th: Shadow of Moil
9th: Holy weapon
Bonus Proficiencies
At first level you gain proficiency with light armor, medium armor, and martial weapons.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ghost Step
Starting at 14th level, Immediatly after you hit a creature with a melee weapon attack, you can teleport up to 10 feet to an unoccupied space you can see.
Heroic Onslaught
Starting at 18th level when you reduce an enemy to 0 hp you can spend 1 sorcery point to use your ghost step and immediately make an additional attack as part of the same attack action. You can do this a maximum of three times per turn.
Battlefield Presence
At first level, While you are concentrating on a spell that targets you; you gain a bonus to concentration saving throws equal to the spells level.
In addition whenever you reduce a creature to zero hit points while concentrating on a spell you gain Temporary HP equal to the spells level plus your spellcasting ability modifier.
Boosting Concentration and Resiliency. With concentration I considered having it be something else like a DC reduction but I think this is the simplest way. I considered having it add proficiency but that would be adding proficiency twice which doesn't work. Expertise in concentration saving throws just sounds awkward as well.
For HP I didn't want to duplicate what draconic sorcerers get but still wanted a little more hp. If you have any better suggestions for increasing HP as a class feature without stepping on draconic sorcs toes, I'm all ears.
Bonus Proficiencies
At first level you gain proficiency with medium armor, shields, and a single martial weapon that lacks the heavy or special properties. This weapon can be used as a spellcasting focus.
Medium armor and shields allows this to not be quite as squishy as it might be otherwise. The way I've worded the spellcasting focus and weapon pieces are meant to discourage using GWM on this class, especially with a paladin dip. (Though i don't allow homebrew material to multiclass I'm still trying to keep it in consideration)
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primary analog to bladesinger and valor bard.
Ghost Step
Starting at 14th level when you hit with a melee weapon attack, you can move up to 10 feet through the ethereal plane to an unoccupied location.
Nearly all of the sorcerer subclasses give some kind of movement bonus at this level, I wanted it to be constant but adding flight seemed out of theme and full teleportation massively stepped on shadows toes. This seems like a good balance but might be a little weak.
Heroic Onslaught
Starting at 18th level when you reduce an enemy to 0 hp you can spend 1 sorcery point to use your ghost step and immediately make an additional attack as part of the same attack action. You can do this a maximum of three times per turn.
Originally I didn't have a restriction on the amount of times it could be used which seemed broken. The three restriction I pulled from nowhere but it felt right.
Additional Spells Known.
Due to a large amount of comments I saw about sorcerer spells known, being an issue for players; I give my players 1 additional spell known at the first five spell levels.
1st: Armor of Agathys
3rd: Branding Smite
5th: Haste
7th: Death Ward
9th: Hold Monster
Battlefield Presence
At first level, While you are concentrating on a Sorcerer spell that targets you; you gain a bonus to concentration saving throws equal to the spells level.
In addition you gain additional spells known. At each indicated sorcerer level, add the listed spells to your spells known. They do not count towards your spells known limit and they count as sorcerer spells for you.
1st: Heroism
3rd: Shadow Blade
5th: Haste
7th: Shadow of Moil
9th: Holy weapon
Bonus Proficiencies
At first level you gain proficiency with light armor, medium armor, and martial weapons.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ghost Step
Starting at 14th level, Immediatly after you hit a creature with a melee weapon attack, you can teleport up to 10 feet to an unoccupied space you can see.
Heroic Onslaught
Starting at 18th level when you reduce an enemy to 0 hp you can spend 1 sorcery point to use your ghost step and immediately make an additional attack as part of the same attack action. You can do this a maximum of three times per turn.
Battlefield Presence
At first level, While you are concentrating on a spell that targets you; you gain a bonus to concentration saving throws equal to the spells level.
In addition whenever you reduce a creature to zero hit points while concentrating on a spell you gain Temporary HP equal to the spells level plus your spellcasting ability modifier.
Boosting Concentration and Resiliency. With concentration I considered having it be something else like a DC reduction but I think this is the simplest way. I considered having it add proficiency but that would be adding proficiency twice which doesn't work. Expertise in concentration saving throws just sounds awkward as well.
For HP I didn't want to duplicate what draconic sorcerers get but still wanted a little more hp. If you have any better suggestions for increasing HP as a class feature without stepping on draconic sorcs toes, I'm all ears.
Bonus Proficiencies
At first level you gain proficiency with medium armor, shields, and a single martial weapon that lacks the heavy or special properties. This weapon can be used as a spellcasting focus.
Medium armor and shields allows this to not be quite as squishy as it might be otherwise. The way I've worded the spellcasting focus and weapon pieces are meant to discourage using GWM on this class, especially with a paladin dip. (Though i don't allow homebrew material to multiclass I'm still trying to keep it in consideration)
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primary analog to bladesinger and valor bard.
Ghost Step
Starting at 14th level when you hit with a melee weapon attack, you can move up to 10 feet through the ethereal plane to an unoccupied location.
Nearly all of the sorcerer subclasses give some kind of movement bonus at this level, I wanted it to be constant but adding flight seemed out of theme and full teleportation massively stepped on shadows toes. This seems like a good balance but might be a little weak.
Heroic Onslaught
Starting at 18th level when you reduce an enemy to 0 hp you can spend 1 sorcery point to use your ghost step and immediately make an additional attack as part of the same attack action. You can do this a maximum of three times per turn.
Originally I didn't have a restriction on the amount of times it could be used which seemed broken. The three restriction I pulled from nowhere but it felt right.
Additional Spells Known.
Due to a large amount of comments I saw about sorcerer spells known, being an issue for players; I give my players 1 additional spell known at the first five spell levels.
1st: Armor of Agathys
3rd: Branding Smite
5th: Haste
7th: Death Ward
9th: Hold Monster