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View Full Version : D&D 5e/Next Would like some feedback on this Realmwalker class I'm creating



psycopuppy
2023-06-15, 08:46 AM
Apparently I can't include a link cuz I'm brand new on this forum. I'll write out the entire text of the class at the bottom of this post, but if u want the link to the word doc just let me know (I'm sure it will be much easier to read that way)

It's on a word document for now cuz it's only up to level 10 and only focusing on one "realm" (Eldritch) as that is what my player is currently playing.

The hook: In a world where realms intertwine and the boundaries of reality blur, there exists a rare breed of individuals known as Realmwalkers. These enigmatic adventurers possess an innate connection to the mystical forces that shape the multiverse, allowing them to traverse between realms and tap into the very essence of existence.

With each step they take, a Realmwalker weaves their own path, forging connections between realms and unraveling the mysteries that lie beyond mortal comprehension. They are explorers, diplomats, and warriors who embrace the vast unknown, seeking knowledge, power, and the preservation of balance in a tumultuous multiverse.

Armed with their keen intellect, versatility, and the enigmatic powers bestowed upon them, Realmwalkers venture into uncharted territories, encountering bizarre creatures, ancient civilizations, and realms teeming with untold wonders. Their journeys challenge their very perception of reality, pushing the boundaries of what is known and illuminating the hidden corners of existence.

Whether they seek to safeguard the realms from encroaching darkness, unravel the secrets of the cosmos, or harness the limitless potential of the multiverse for their own ends, Realmwalkers are the chosen few who traverse the vast tapestry of realities, leaving their mark on the ever-shifting fabric of existence.

The Class -

DM Note: This class replaces your current class, and any levels you may have in any other class are now transferred to this class. You may not multiclass.

Class Features

Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: one of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion
Starting Equipment
You start with the following items, plus anything provided by your background.
A simple weapon of your choice
(a) scale mail, (b) leather armor, or (c) chain mail
(a) a light crossbow and 20 bolts or (b) any simple weapon
an explorer's pack
A shield and a symbol of your realm
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Realms

In this class, each realm focuses on different ideologies they hold most important. I’ve listed out some of my favorites and the abilities they grant a player, but this is only a small list of what could be possible. If you don’t see one on here you like and the inspiration strikes, add it yourself!

At first level, you commit yourself to one realm, which grants you features at 1st, 3rd, 5th, 7th, 10th and 14th level. You may not commit yourself to more than one realm, and switching realms could bring about disastrous consequences. A small table of some of the possible realms are listed below.
Realm of Life
Realm of War
Realm of Knowledge
Realm of Nature
Realm of the Tempest
Realm of the Eldritch
Realm of the Shadowfell
Realm of Anti-Magic
Realm of Death
1st Level

Traveler's Insight

You possess a keen sense of the world's underlying energies and the ability to perceive the hidden connections that bind everything together. At 1st level, you gain the following features:

Traveler's Sense: You can use your action to attune your senses to the energies around you. For 1 minute, you gain advantage on all Wisdom (Perception) and Intelligence (Investigation) checks. Additionally, you have advantage on saving throws against illusions and effects that would manipulate or cloud your senses. Once you use this feature, you can't use it again until you finish a short or long rest.

Gate Knowledge: You have limited understanding of the mystical gates that connect different realms and dimensions. You gain proficiency in the Arcana skill. If you are already proficient in Arcana, you add double your proficiency bonus to checks made with it.

2nd Level

Spellcasting:

As a conduit of power, you can cast spells granted by your realm. You follow the same rules as the Cleric for preparing and casting spells (spell slots, DC, etc) You can change your list of prepared spells when you finish a long rest. As for what spells you may choose from, pick whatever you think would work best for your realm (Suggestions are listed in the breakdown of each realm.) Alternatively, create your own!

Spellcasting Ability:

Charisma is your spellcasting ability for your spells, as you draw upon the power granted to you by your realm. You use your Charisma modifier when making spell attack rolls or determining the saving throw DC for your spells.

Spellcasting Focus:

You can use a symbol of your realm as a spellcasting focus for your spells.

Channeling Your Realm

At 2nd level, you gain the ability to channel energy directly from your realm, using that energy to fuel magical effects. You start with two such effects: Realm Invocation and Harness the Realm. When you use your Channeling ability, you choose which effect to create. You must then finish a short or long rest to use your Channeling ability again.
Some Channel effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.
Beginning at 6th level, you can use your Channel ability twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Ability: Realm Invocation

The essence of your realm constantly flows through you, always pushing at the back of your mind. In times of need you can call upon more of this essence, but your mind and body may crack under such pressure.
As a reaction you may pick one ability from the options below. After you use an ability you must make a Constitution save equal to 10 + your level. On a failure you suffer the drawback as the toll is too much for your body to handle. You may repeat the saving throw at the end of a short rest.

Arcane Epiphany

You stare at a creature and learn a single attribute of it. Pick one of the following:
Vulnerabilities
Resistances
Immunities
Drawback: on a failure the total range you can see is cut in half.
Critical Failure: you become blind.


Transcendent Force

Pick one of the following within the next minute.
Advantage on a save or check that involves Constitution
Advantage on a save or check that involves Dexterity
Increase your reach by 5 ft. If you would like to increase it by more than 5 the DC goes up by 1 for every extra 5 ft
Drawback: your next strength check, strength saving throw, or melee attack is made with disadvantage.
Critical Failure: you can only make one attack per round.

Otherworldly Sprint

For the next minute your movement speed is doubled.

Drawback: your speed is reduced by 10 ft
Critical Failure: your speed is halved

Divine Favor

If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Drawback: If the roll was for a saving throw, you become Stunned for one round.
If the roll was for an attack the damage rebound back to you in the form of psychic damage as the energies from your realm lash back.

Critical Fail: You immediately gain 5 levels of exhaustion

Channel Ability: Harness The Realm
You can expend a use of your Channel Ability to fuel your spells. As a bonus action, you touch your symbol, utter a brief incantation, and regain 1 spell slot equal to the level of which can be no higher than half your proficiency bonus (rounded up).

3rd Level

Dimensional Gate: As an action, you can open a small dimensional gate to your realm for 6 seconds, unleashing its mystical energies. Choose one of the following options:
Weaponry: You summon a weapon of your choice from your realm. The weapon appears in your hand and lasts for 1 minute or until you dismiss it as a bonus action. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. This weapon must be familiar to you in some way, it could be a weapon you have wielded before, one that holds sentimental value, or a weapon you have studied extensively.
Creature Summoning: You summon a creature from your realm to aid you in battle. The creature's challenge rating (CR) must be half your current level or lower. The summoned creature appears in an unoccupied space within 30 feet of you and acts on its own initiative. It remains for 1 minute or until it drops to 0 hit points. You can summon a creature once per long rest.
Unique Object: You summon a unique object or tool from your realm, tailored to your specific needs. This could be a key to unlock a specific lock, a special device, or any other item that would aid you in your current situation. The object or tool appears in your hand and lasts for 1 minute or until you dismiss it as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.

Level 4

Ability Score Improvement
You can increase one ability score of your choice by 2, or two ability scores by 1 each. You may forgo the ability score increase and take a feat instead.

Level 5

You may attack twice, instead of once, regardless of which realm you serve.

Level 6

At 6th level, you gain the ability most mortals can’t even comprehend. Using the Attack Action, you can make either a melee or ranged attack against an enemy. If the attack hits you may use your second Attack action to cast a spell with the cost of 1 action.

Also at 6th level, you may now enter the Dimensional Gate you summoned, and you may summon a gate twice between long rests.

7th Level

At 7th level, your connection to other realms allows you to bring small objects and items from alternate dimensions into your own. You gain the following feature:

Interdimensional Retrieval: As an action, you can reach out to a specific realm and attempt to retrieve a small object or item from it. The object or item must be no larger than a 5-foot cube and weigh no more than 50 pounds. You must have either seen or have a clear description of the item you wish to retrieve. Roll a d20 and add your Intelligence or Wisdom}⁹ Dr 22 4 Dr or Dr I'll it 8 modifier (your choice) to the roll. The DC for this check is determined by the rarity and complexity of the item, as determined by the DM. If the result equals or exceeds the DC, you successfully retrieve the ⁿ9⁹adesired object or item, and it appears in your hand.

The retrieved object or item can be a useful tool, a key, a specific component needed for a spell or ritual, or any other small object that would aid you in your current situation. The object or item persists until you dismiss it or use this feature again.

Once you use this feature, you can't use it again until you finish a short or long rest.

Level 8

Ability Score Improvement
You can increase one ability score of your choice by 2, or two ability scores by 1 each. You may forgo the 0 score increase and take a feat instead.xlz was on physics as Rose Texas

Level 9

Realmwalker's Invitation:
At 9th level, your mastery over dimensional travel extends to bringing others into your realm. You gain the following feature:

Interdimensional Passage: As an action, you can open a dimensional portal to your realm and invite a number of willing creatures of your choice to enter with you. The number of creatures you can bring is equal to your Intelligence or Charisma modifier (your choice). The creatures must be within 30 feet of you when you use this ability. Once the portal is open, you and the invited creatures can step through it to enter your realm.

While in your realm, you and the invited creatures gain certain benefits:

You gain advantage on all ability checks, saving throws, and attack rolls.
The invited creatures regain hit points equal to your proficiency bonus at the start of their turns.
The realm provides cover and concealment, granting a +2 bonus to AC and Dexterity saving throws to you and the invited creatures.

The portal remains open for up to 1 hour or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Level 10

Aspect Summoning:

At 10th level, you can tap into the full power of your realm for a short duration. As an action, you can summon forth an Aspect of your realm, channeling its essence and allowing it to possess your body. The details of the Aspect are explained later in this section. When you summon the Aspect, your turn ends as you enter a trance-like state.

Until the beginning of your next turn, attacks against you have advantage, and you have disadvantage on saving throws. Additionally, as part of the toll for summoning such immense energy, you take 10 points of damage which cannot be reduced in any way.

At the start of your next turn, the Aspect fully possesses your body, replacing your stats, hit points, AC, spells, and attacks. The Aspect's abilities do not combine with your own and are completely separate.

On subsequent turns, as long as the Aspect is still summoned, you must spend three hit dice at the end of each of your turns. This expenditure inflicts damage upon your physical body, which cannot be reduced in any way. If you or the Aspect falls to 0 hit points, the Aspect immediately disappears.

Once the Aspect disappears, you gain the Summoning Fatigue condition. You suffer from three levels of exhaustion, representing the toll that channeling such immense power takes on your body and mind. Additionally, you gain the stunned condition until the end of your next turn, temporarily unable to take actions or reactions as you recover from the strain of summoning the Aspect.

More to come!

The following section focuses solely on the Eldritch realm.

As a Traveler who delves into the mysteries of the multiverse, you have chosen to align yourself with the Eldritch Realm. Your journey has taken you through shadowed dimensions, ancient libraries of forbidden knowledge, and encounters with otherworldly beings that defy comprehension. Through these experiences, you have forged a connection to the eldritch forces that permeate the fabric of reality.

The Eldritch Realm is a realm beyond mortal understanding, where arcane energies intertwine with dark secrets and forbidden lore. It is a realm of eldritch abominations, cosmic entities, and unimaginable power. By harnessing this realm, you gain access to otherworldly magic, eldritch invocations, and the ability to manipulate the very essence of reality.

As an Eldritch Traveler, you walk the thin line between sanity and madness, tapping into the eldritch forces that whisper from the shadows. Whether you seek to unravel the mysteries of the universe or wield eldritch power for your own ends, your journey through the Eldritch Realm will lead you to unparalleled mastery over the arcane arts.

Embrace the eldritch whispers, wield forbidden knowledge, and let the powers of the Eldritch Realm reshape your destiny. The path of the Eldritch Traveler is one of darkness, mystery, and the ever-present temptation of forbidden power. Venture forth, and may the secrets of the Eldritch Realm reveal themselves to you.


Level 1

Eldritch Aura: At 1st level, you tap into the eldritch power within you, unleashing your Eldritch Presence upon the world. By using an action, you activate your Eldritch Presence for a duration of 1 minute. The range of this presence extends 5 feet from you, enveloping those nearby in an aura of eldritch influence.

While within this range, creatures find their minds disturbed and their resolve weakened. They have disadvantage on Wisdom saving throws and Charisma (Intimidation) checks made against you. Additionally, any creature that starts its turn within 5 feet of you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature becomes frightened of you until the end of its next turn.

As you grow in power, so too does the aura and potency of your Eldritch Presence. At 11th level, your aura grows to 10 ft radius and creatures that fail their saving throw against your Eldritch Presence are not only frightened but also stunned, their minds overwhelmed by the eldritch energy emanating from you. Furthermore, they take psychic damage equal to your Charisma modifier.

At 17th level, the effects of your Eldritch Presence become even more devastating. Your aura range increases to 15 ft, and creatures that fail their saving throw are not only frightened and stunned but remain in a state of prolonged stun, unable to act until the end of their next turn. The psychic damage inflicted upon them continues to match your Charisma modifier.

Level 3

Your body can no longer handle the mundane aspects of this plane. You can no longer wield weapons, armor, and tools, and you lose all proficiencies with them. Your AC now equals 10 + your Constitution modifier, and you gain the following abilities: Eldritch Weaponry and Magical Absorption.

Eldritch Weaponry: as a bonus action, you can mutate your body, transforming it into weapons of destruction. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. When you use these weapons, you drop any items you are holding with those limbs.
Crimson Blade
Hammer Arm
Tendinous Lash
Blood Strung Bow
Sinister Aegis

Magical Absorption: your eldritch flesh is capable of devouring some magical items to gain their properties. As part of a short or long rest, you can devour the following types of magic items, absorbing their properties. If you absorb another magical item of the same type, the previous magic item of that type is destroyed
Slashing/Piercing
Bludgeoning
Whip
Ranged
Shield

Level 5

Consume Essence
At 5th level, you gain the ability to consume the essence of recently deceased creatures. When you stand within 5 feet of the corpse of a creature that has died within the last 24 hours, you can use your action to consume its essence. As you do so, the body and any organic equipment it was wearing are completely absorbed into your own body, while inorganic materials are harmlessly expelled.

Once you have consumed a creature, you can use an action at any time to take on the appearance of that creature if it was a humanoid of your size or one size smaller. Your flesh seamlessly adapts to mimic the creature's appearance, including any clothing or armor that was destroyed during the consumption process. You can also perfectly replicate the creature's voice, allowing you to pass as that creature convincingly. Any roll made to discern the fabrication is made at disadvantage, and any roll made to sell the lie is made at advantage.
While in the guise of the consumed creature, you gain access to its memories from the past 24 hours. This knowledge allows you to navigate social situations and interactions as if you were the consumed creature. However, you retain all of your own features, ability scores, and proficiencies; you do not gain any of the consumed creature's abilities.
The disguise you create is incredibly convincing, fooling casual observers with ease. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) checks you make to avoid detection.
It's important to note that this ability has a duration of 24 hours, after which you can no longer maintain the appearance of the consumed creature. Additionally, if you consume another creature during that time, you immediately lose the ability to take on the appearance of the previously consumed creature.

Level 7

Expanded Consumed Essence
You can now absorb certain aspects of the creature you consumed. Work with your DM to figure out what that could be, but it should exemplify a certain aspect of that creature. You may only have one trait at a time.

Level 10

Aspect Summoning
As you delve deeper into the mysteries of the Eldritch Realm, you unlock a profound ability to summon forth your Eldritch Aspect. This manifestation represents an embodiment of the eldritch forces that flow through your veins, a glimpse of the true power you possess.

Aspect of the King
CR 10
Level 14

Unoriginal
2023-06-15, 09:14 AM
In a world where realms intertwine and the boundaries of reality blur, there exists a rare breed of individuals known as Realmwalkers. These enigmatic adventurers possess an innate connection to the mystical forces that shape the multiverse, allowing them to traverse between realms and tap into the very essence of existence.

With each step they take, a Realmwalker weaves their own path, forging connections between realms and unraveling the mysteries that lie beyond mortal comprehension. They are explorers, diplomats, and warriors who embrace the vast unknown, seeking knowledge, power, and the preservation of balance in a tumultuous multiverse.

Armed with their keen intellect, versatility, and the enigmatic powers bestowed upon them, Realmwalkers venture into uncharted territories, encountering bizarre creatures, ancient civilizations, and realms teeming with untold wonders. Their journeys challenge their very perception of reality, pushing the boundaries of what is known and illuminating the hidden corners of existence.

Whether they seek to safeguard the realms from encroaching darkness, unravel the secrets of the cosmos, or harness the limitless potential of the multiverse for their own ends, Realmwalkers are the chosen few who traverse the vast tapestry of realities, leaving their mark on the ever-shifting fabric of existence.

My first question reading this is:

Why would such an individual team up with a Goliath Fighter who's searching for the toughest beings to challenge, a Human Rogue who's the dethroned princess of a destroyed kingdom and who hopes to become the guildmaster of the Thieves' Guild one day, and a Gnome Wizard who just wants to be paid (acceptable form of payment: gold & magical secrets) in order to explore hostile dungeons, foil malevolent schemes and beat up bad guys?

psycopuppy
2023-06-15, 09:24 AM
My first question reading this is:

Why would such an individual team up with a Goliath Fighter who's searching for the toughest beings to challenge, a Human Rogue who's the dethroned princess of a destroyed kingdom and who hopes to become the guildmaster of the Thieves' Guild one day, and a Gnome Wizard who just wants to be paid (acceptable form of payment: gold & magical secrets) in order to explore hostile dungeons, foil malevolent schemes and beat up bad guys?
I think it would be the same reason that a wizard who just got out of wizarding school joins a party of bloodthirsty adventures. Or a warlock with a sugar daddy. For the experience and because they can offer something that the Realmwalker lacks.

Amnestic
2023-06-15, 09:54 AM
Okay, a 'few' things. This post might get away from me.

We're starting off with med armour/shields/simple weapons and a d10 hit dice, so we're probably closest to a Ranger in sturdiness. The difference between a martial and a simple weapon isn't that huge, so losing them ain't all that big of a deal.

Traveler's Insight: Fine on its own, a bit of a 'ribbon' given it requires active use but since you're getting a subclass feature at 1st this is fine.

Spellcasting: Since this is starting at 2nd level I'm presuming this is 1/2 casting like a Ranger/Paladin has? Probably a fine choice. The lack of a defined spell list is a bit of a problem if you want other people to use the class, but for a home game is probably fine.

Channel Ability: Realm Invocation: The drawbacks are far too large to warrant risking on a d20 roll for what you get; this could do with being reworded, or scrapped entirely. You get four separate options for CA:RI. If this is meant to be the equivalent of Channel Divinity you should probably limit it to just one 'generic' ability from the Realm Invocation list, and put any extra stuff in subclasses. While the drawbacks are flavourful, they also make it not worth it. A chance at learning a monster's resistances isn't worth the chance of being blind until the next short/long rest.

Channel Ability: Harness the Realm: This is fine, and would serve as the 'generic' channel ability if you wanted it.

Dimensional Gate: Unless Weapon can summon actual magic items like...legendary stuff, I can't ever see it being worth picking over Creature Summoning. Even then, getting to summon a CR=1/2 your level creature is almost certainly going to blow out any of the other options. Options 1+3 are 'neat' ribbons. Option 2 is a big power moment.

Extra Attack: Works fine, if you're a 1/2 caster.

6th Level: This is probably fine on its own, though I might specify it needs to be a Realmwalker spell, rather than any spell, just for multiclassing stuff. Even then, it's not that big of a deal when stacked up vs. Bladesinger.

You say you can go into your dimensional gate...but don't specify what that means or what it does? Is it a plane shift effect?

Interdimensional Retrieval: Is broken, since it can work with spell components or indeed any magical item/consumable. It having a short/long rest restriction stops it being used constantly on adventuring days but you can use it repeatedly whenever you're not actively traveling. It disappearing if you use it again doesn't matter if the item you grab is already consumed by using it (or if you sell it, and then it vanishes from their inventory).

Realmwalker's Invitation: I'm confused if this is meant to be a pocket dimension effect (a la Rope Trick/Genielock vessel) or if it's meant to be an area buff effect for use during combat. If it's the former, I don't understand why it's giving you advantage on saves/checks/attack rolls. If it's the latter, it's broken powerful and needs nerfing.

Subclass:-
Eldritch Aura: Incredibly powerful, provoking repeated (disadvantage!) wis saves vs. Frightened, and then stunned? Its downside is that it affects friendlies too, but I'm not sure that's adequate for an always available frighten-aura (since there's no usage limit, just an action requirement).

Level 3: AC=10+ConMod means you cap out at 15, max which is...unusual. The absorption and eldritch weaponry stuff isn't really explained very well (or at all) from what I can see? This feels like it needs a revisit.

Consume Essence: This is fine.

Expanded Consume Essence: Can't really comment on this further but it feels like there should be some guidance as to what you can gain - skills, feats, ability scores, etc.

Aspect Summoning: Too vague to really comment on, though I fear from looking at the drawbacks this would be another one where it never gets used.

Final verdict: I think you're shooting too high with it in a number of places, and that the drawbacks in other places are too severe. A number of features need clarification or further elaboration; just throwing it to the DM to deal with isn't great.

Anymage
2023-06-15, 10:29 AM
DC 10+your own level means that you get worse at it as you get stronger, becoming very unlikely at mid levels and practically autofail at high ones. Also, while an ability that's sometimes overpowered and sometimes underpowered depending on the roll of a dice might in theory be balanced, being either overpowered or useless in an encounter depending on a coinflip isn't really fun either way. Either your allies have to carry you while you do nothing, or you trounce the problems while your allies feel redundant.

Putting so much off on the DM is a big ask if you want anybody else to make use of your homebrew.

Have you played 3.5? The whole "picking this class wipes out your previous class levels, quite likely giving you a completely different set of proficiencies" sounds less like a change/growth and more like you've been replaced by something else that superficially resembles you. If this is designed for a specific character to change, that'd be useful to know. If the intent is for this to be something that an established, higher level character would be interested in, you might want to think about prestige classes. Classes with a smaller number of levels that are designed for higher level characters to join for some specific perks, then go back to their old class. They were overused at the time for things that didn't need to be mechanically differentiated at the time (now being better served by subclasses, backgrounds, multiclassing, affiliations, or just simple roleplaying), but for transformations or very specific sources of power the idea might be worth dusting off.

psycopuppy
2023-06-15, 10:56 AM
Okay, a 'few' things. This post might get away from me.

We're starting off with med armour/shields/simple weapons and a d10 hit dice, so we're probably closest to a Ranger in sturdiness. The difference between a martial and a simple weapon isn't that huge, so losing them ain't all that big of a deal.

Traveler's Insight: Fine on its own, a bit of a 'ribbon' given it requires active use but since you're getting a subclass feature at 1st this is fine.

Spellcasting: Since this is starting at 2nd level I'm presuming this is 1/2 casting like a Ranger/Paladin has? Probably a fine choice. The lack of a defined spell list is a bit of a problem if you want other people to use the class, but for a home game is probably fine.

Channel Ability: Realm Invocation: The drawbacks are far too large to warrant risking on a d20 roll for what you get; this could do with being reworded, or scrapped entirely. You get four separate options for CA:RI. If this is meant to be the equivalent of Channel Divinity you should probably limit it to just one 'generic' ability from the Realm Invocation list, and put any extra stuff in subclasses. While the drawbacks are flavourful, they also make it not worth it. A chance at learning a monster's resistances isn't worth the chance of being blind until the next short/long rest.

Channel Ability: Harness the Realm: This is fine, and would serve as the 'generic' channel ability if you wanted it.

Dimensional Gate: Unless Weapon can summon actual magic items like...legendary stuff, I can't ever see it being worth picking over Creature Summoning. Even then, getting to summon a CR=1/2 your level creature is almost certainly going to blow out any of the other options. Options 1+3 are 'neat' ribbons. Option 2 is a big power moment.

Extra Attack: Works fine, if you're a 1/2 caster.

6th Level: This is probably fine on its own, though I might specify it needs to be a Realmwalker spell, rather than any spell, just for multiclassing stuff. Even then, it's not that big of a deal when stacked up vs. Bladesinger.

You say you can go into your dimensional gate...but don't specify what that means or what it does? Is it a plane shift effect?

Interdimensional Retrieval: Is broken, since it can work with spell components or indeed any magical item/consumable. It having a short/long rest restriction stops it being used constantly on adventuring days but you can use it repeatedly whenever you're not actively traveling. It disappearing if you use it again doesn't matter if the item you grab is already consumed by using it (or if you sell it, and then it vanishes from their inventory).

Realmwalker's Invitation: I'm confused if this is meant to be a pocket dimension effect (a la Rope Trick/Genielock vessel) or if it's meant to be an area buff effect for use during combat. If it's the former, I don't understand why it's giving you advantage on saves/checks/attack rolls. If it's the latter, it's broken powerful and needs nerfing.

Subclass:-
Eldritch Aura: Incredibly powerful, provoking repeated (disadvantage!) wis saves vs. Frightened, and then stunned? Its downside is that it affects friendlies too, but I'm not sure that's adequate for an always available frighten-aura (since there's no usage limit, just an action requirement).

Level 3: AC=10+ConMod means you cap out at 15, max which is...unusual. The absorption and eldritch weaponry stuff isn't really explained very well (or at all) from what I can see? This feels like it needs a revisit.

Consume Essence: This is fine.

Expanded Consume Essence: Can't really comment on this further but it feels like there should be some guidance as to what you can gain - skills, feats, ability scores, etc.

Aspect Summoning: Too vague to really comment on, though I fear from looking at the drawbacks this would be another one where it never gets used.

Final verdict: I think you're shooting too high with it in a number of places, and that the drawbacks in other places are too severe. A number of features need clarification or further elaboration; just throwing it to the DM to deal with isn't great.

This is fantastic advice! Thank you!

psycopuppy
2023-06-15, 12:54 PM
DC 10+your own level means that you get worse at it as you get stronger, becoming very unlikely at mid levels and practically autofail at high ones. Also, while an ability that's sometimes overpowered and sometimes underpowered depending on the roll of a dice might in theory be balanced, being either overpowered or useless in an encounter depending on a coinflip isn't really fun either way. Either your allies have to carry you while you do nothing, or you trounce the problems while your allies feel redundant.

Putting so much off on the DM is a big ask if you want anybody else to make use of your homebrew.

Have you played 3.5? The whole "picking this class wipes out your previous class levels, quite likely giving you a completely different set of proficiencies" sounds less like a change/growth and more like you've been replaced by something else that superficially resembles you. If this is designed for a specific character to change, that'd be useful to know. If the intent is for this to be something that an established, higher level character would be interested in, you might want to think about prestige classes. Classes with a smaller number of levels that are designed for higher level characters to join for some specific perks, then go back to their old class. They were overused at the time for things that didn't need to be mechanically differentiated at the time (now being better served by subclasses, backgrounds, multiclassing, affiliations, or just simple roleplaying), but for transformations or very specific sources of power the idea might be worth dusting off.

I have not played 3.5, but a big gripe I hear from other ppl who create new classes is "I didn't even think about multiclassing this class with x class. Now it's super broken and no one will play it." So I wanted to try and avoid that. Would it be better to say something like "it is highly recommended that you do not multiclass, as I have not playtested any of these as a multiclass."

A prestige class could be interesting, one thing I was toying with was "x realm replaces y class if the party doesn't have something that fills that niche already." So I could say something like "the realm you choose corresponds to x class. For example, if you choose the Life realm you must already have classes in the cleric class. If so you may give up one attunement slot and gain levels equal to your current level (or maybe just you gain levels 1-? for each attunement slot?) in the subclass that fits best with your current class. Thoughts? Too wordy?