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mystic
2024-01-24, 03:33 PM
Meet the undertaker. Its my first time making a class and i know its prob not super balanced but I hope you guys like it. Pls give feedback and do keep in mind I am still learning as im not well versed in dnd balancing. I just wanted to get this out there and see what people thought. A lot of things need to be changed I'm sure so any feedback is welcomed , thank you. If anyone cannot tell what I used it is homebrewery and they are AMAZING, be sure to check em out for homebrew needs. Also when giving feedback if you could give any tips on what to change or what to add lmk.

What does it do: A fear and death class focused on using death and the fear that comes with it to its advantage as both a caster and martial class

What kind of power level you're going for: Something that can be used widely so id say similar to existing classes

Will be constantly updated through feedback and player testing and eventually will hopefully become a full fledged book with items, spells, and a adventure but that's for a later period. So share any info that will be helpful in making this a worth while fun and balanced homebrew class.

If it is not obvious what I'm looking for, its just feedback to see what should/needs to be changed and if it even seems like something people would want to rp with
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Class Features
As a undertaker, you gain the following class features

Hit Points
Hit Dice:1d10 per undertaker level
Hit Points at 1st Level:10 + your Constitution modifier
Hit Points at Higher Levels:1d10 (or 5) + your Constitution modifier per undertaker level after 1st
Proficiencies
Armor: Light Armor, Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose two from Survival, Arcana, Deception, History, Investigation, Intimidation, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a shortsword and a shield or (b) two sickles
(a) a component pouch or (b) an arcane focus
a book of the aspects of death
The undertaker
Sense The Dead
Beginning at 1st level you have a innate ability to sense the presence of any undead creature. As a bonus action you can sense any undead creature within 60 ft of you. You can use this ability any amount of time per day equal to your proficiency bonus. All uses of this feature are returned you take a long rest.
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Aspects
You gain access to 2 aspects of your choice at level 1 as long as you meet the requirements. You learn 2 to start and more when you gain certain undertaker levels as shown in the Aspects known column of the undertaker table.

You can have only one aspect active at a time, this increases to 2 at level 6 and 3 at level 13. Activating one costs 1 action. While an aspect is active it requires concentration as if concentrating on a spell. If you have the ability to have more than one aspect active, you are still considered concentrating on them but each one is a separate concentration check.

At the end of each of your turns in combat, if you have more than one aspect active, you must pass a DC Constitution Save equal to your spell save DC, or one aspect will deactivate of your choice.

You can only activate 2 aspects per long rest, this increases to 4 at level 18

If you activate a aspect and have more then you are allowed activated, choose one aspect to end immediately

Fighting Style
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more then once, even if you later get to choose again.

Defense
While you are wearing armor, you gain a +1 bonus to AC

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

The undertaker
Reaper transformation
At 3rd level you gain the ability to change your appearance to match an aspect of your choice’s dreadful power making those who gaze upon you fear the aspect you chose. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed (The save DC is the same as your spell save DC):

You gain temporary hit points equal to 1d6 + your undertaker level.

Once during each of your turns, when you hit a creature with a weapon attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.

You no longer have to make a concentration check on the aspect you chose when you transformed.

You can transform a number of times per day equal to your proficiency bonus and regain all uses after a long rest.

Spellcasting
By the time you reach 3rd level, you have learned to use the knowledge of death to cast spells. See the undertaker spell list to know what spells you have accsess to.

Spell Slots
The undertaker table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know three 1st level spells of your choice from the undertaker spell list when you gain this feature.

he spells known column of the undertaker table shows when you learn more undertaker spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the undertaker spells you know and replace it with another spell from the undertaker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your undertaker spells, since your magic draws from your attunement with the wisdom you gained from accepting death.

Spell save DC= 7 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Ability score improvement
When you reach 4th level, and again in 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. As normal you cant increase a ability score above 20 using this feature.

Improved Aspect
At 5th level your knowledge of aspects has grown immensely and you now embody 1 aspect of your choice that you know gaining the following features.

You may use the aspect chosen from this feature without it counting against the number of aspects you can use before needing a long rest as many times as you want unless stated otherwise. This aspect no longer requires a concentration.

You can activate this aspect as a bonus action even if it previously required an action to activate.

Dreadful Appearance
At 5th level due to your inclination towards death, when you gain this feat some aspect of you has been changed to reflect your study of death and the revelation that comes with it. (At player and DM discretion you may change one part of your appearance to reflect the aspect’s of death. Roll a 1d12 or choose from the list below. The appearance you get increases its cosmetic affect at levels 9, 14, and 18). In addition you may also roll on the table again whenever you gain a ASI or feat, if you get the same roll, it increases the cosmetic effect.

D12 | Appearance Aspect

1 | Your skin becomes slightly more pale

2-3 | Your hands and arms become slightly more gangly

4-5 | Your build becomes slightly more thin

6-7 | Your skin becomes slightly more like wrinkled, lesioned skin

8-9 | Your lips become slightly more blackened and cracked

12 | You gain all previous mentioned cosmetic changes

Cantrip
At 6th level due to casting spells and learning there use for the purpose of killing you can learn 1 cantrip of your choice from the spells known to undertakers. You learn more at later levels, 1 more at 10th, and again at level 15.

Warrior of Magic and Metal
At 6th level when you gain this feature you can cast spells you know as a bonus action if casted at level 1 or if it is a cantrip. You do this by first landing a weapon attack against a creature. The cost on your body is known though, as casting spells this quickly can take a toll. When you cast a spell this way or a cantrip, you take 1d6 necrotic damage, the damage cant be prevented in anyway including resistance or immunity. You may use this feature a number of times equal to your proficiency bonus and they reset after a long rest.

Hatred of the dead
At 6th level due to you following the rules of the undertaker’s oath, you have more hatred over undead then most. Whenever you deal damage to a undead it has disadvantage on attack rolls until the end of it’s next turn.

Improved Transformation
At 8th level your transformation now gives you 1d12 + your wisdom modifier in extra HP. You can now also force a target to make a wisdom saving throw or be frightened off a spell attack landing as well as a weapon attack.

Extra Attack
When you gain this feature at level 8 you can attack twice now instead of once when you take the attack action.

Death can have me when it earns me
Beginning at 9th level you can make your own luck as you’ve been surrounded by death and know what to do in dire and less then dire scenarios. You can use this knowledge to add a d12 to a saving throw or ability check. You can do so after the initial roll but before any of the roll’s effects apply.

Once you use this feature you cant use it again until you take a long rest.

Second improved aspect
At level 9 you may choose another improved aspect.

Prostrate Yourselves
Starting at 13th level, those who would dare to fight death at its doorstep shall beg for forgiveness. Whenever a creature hits you with a weapon attack, that creature takes necrotic damage equal to your Wisdom modifier (minimum of 1) and you make an intimidation check against the creature. Should the creature fail, they fall prone groveling at your mercy and are frightened. Creatures immune to charm effects are also immune to these effects. They can make a Wisdom saving throw (against your spell save DC) to end the condition at the end of each of their turns or when they take damage. These benefits are only granted assuming you’re not incapacitated or unconscious.

Death touched
At 15th level your study of death has taken a profound total on you mind, body, and magic alike. You don’t need to eat, drink, or sleep. To gain the effects of a long rest you need to only be in a meditative state in which your eyes are closed and you are not unconscious and must do so for 6 hours.

In addition, once during each of your turns, when you hit a creature with a weapon attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your reaper transformation, you can roll one additional damage die when determining the necrotic damage the target takes.

Gaze of the dead
You have learned an immense amount of the aspects of death and now have a almost 6th sense towards it.

At 16th level when you gain this feature you can sense when death approaches you, whenever a creature hit’s you with an attack you can force that creature to roll again and use the new total as a reaction. Additionally you can also use this feature to instead cast speak with the dead without using a spell slot.

You can use this feature a number of times equal to your wisdom modifier and cannot do so again until you take a long rest.

Blessing or Curse
By level 17 you have become a conduit of aspects and can channel untapped power through them.

In addition to choosing another improved aspect of your choice you can now cast spells higher then which you have spell slots through channeling these aspects into your very soul. To do so you must sacrifice 2 spell slots of which there levels add up to the desired spell level, when you take this feat you can learn two spell’s of level 7 from the undertaker spell list.

In addition to this you must also roll a d20 and take hit points equal to the number rolled away from your HP maximum. You cannot prevent this in anyway and you do not regain your hit point maximum for 1d4 days.

Additionally if you HP maximum is reduced to less then half of your original then you must roll a d20 every day at dawn when your HP is less then half of your original maximum. On a 1 or 20 nothing happens, otherwise you gain a curse from the aspect curse table bellow. If not removed by the required spell and level, you will lose the curse in 1d6 days

Aspect Curse’s
d6 Curse Remove curse cast level requirement
1 -1 to all ability scores remove curse level 3
2 -2 to all ability scores remove curse level 4
3 Loss of all proficiency's remove curse level 5
4 Deafened remove curse level 3
5 Blinded remove curse level 4
6 Unconscious remove curse level 5
You learn more higher leveled spells later in this class, at level 18 for another 7th level spell and a level 8 spell at 19, and finally second level 8 spell at 20.

Lord of Death
You have now become the master of death, anyone foolish enough to challenge you shall face the reaper himself.

At level 20 you gain the ability to harness some the extraordinary power as if the lord of dead themself (or the reaper) and become attuned in mind and spirit with all aspects of the death. As an action, you can magically become an avatar of Death, gaining the following benefits for 3 minutes:

-You gain Immunity to Necrotic and Radiant damage.

-When you cast a spell from the school of necromancy, you may make a weapon attack as a bonus action that deals an extra 2d6 necrotic damage.

-You can activate all aspects you have learned/added for the duration of this feature with no check at the end of each turn as part of activating this ability.

When your Lord of the Dead feature ends you loose control over all aspects that are active including those before activating this feature.

Once you use this feature you cannot do so again until you take a long rest.

Third Improved Aspect
At level 20 you may choose another improved aspect.
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Aspects of Death
Rage
While you have this aspect active you can cast the Enlarge/Reduce spell without using any spell slot and can do so once per long rest as a action (at 15th level this increases to twice). Additionally while under the effects of this spell through this aspect your unarmed attacks now deal 1d6 necrotic damage and you can make attacks with them as a bonus action (this damage increases by 1d6 at level 10 and an another additional 1d6 at level 16).

-Required level: 4

Isolation
While this aspect is active any creature caught in your aura of death feature must pass a wisdom saving throw. On a failed save the target cant takes damage equal to your wisdom modifier if any creature comes within 10 ft of it. Additionally any creature the target gives a command to take 1d4 psychic damage if they start are within 15 ft of the target.

-Required level: 13

Despair
While this aspect is active any weapon attack damage you deal now causes the target to be frightened. Roll a d4 They are affected until the start of your next turn on a 1, on a 2 or 3 it lasts for 2 rounds and on a 4 it lasts 3 rounds. They can make a wisdom saving throw to end this condition if they take damage from anyone but you and if a creature takes the help action to aid them. A creature who succeeds a saving throw this way or receives the help action cannot be affected by this ability for 24 hours. When you reach level 17 in this class you treat the roll as if you always got the highest number.

-Required level:4

Madness
While this aspect is active as a reaction whenever you fall bellow 1 HP but are not killed outright a magical burst of energy falls over your body bringing you instead to 5 HP. Until a remove curse casted at 4th level is applied to you or you take 1d4 long rests you gain -1 to your wisdom, strength, charisma and dexterity as the effects of madness can have a profound take on ones fortitude.

Destruction
While this aspect is active the weapon you hold becomes bathed in the essence of your hunger for destruction for 1 action. You must be proficient with the weapon and it must be used with a only one hand. Once used on a weapon you cannot change the affected weapon until you take a long rest. On a successful melee attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10. You can also use this feature with any weapon type when you reach level 16

-Required level: 4

Intoxication
While this aspect is active a creature you choose within 30 feet of you gains disadvantage on a saving throw of your choice for 1 minute. They can make a con saving throw to end the effects early, but it must be made at the end of there turn and after all other saving throws at the end of there turn have been made. Once a creature is affected by this, they cant be affected again for the next 12 hours. A creature with immunity to the charmed condition are not affected by this spell.

-Required level: 4

Greed
Whenever you have this aspect activated, If you or any creature within 20 ft of you do not make a weapon or spell attack during their turn, they suffer mental damage from their lust of greed. If a creature other then you takes damage this way, it is dealt as 1d4 psychic damage, if you are dealt damage this way you take 1d6 necrotic damage instead. You cannot recover HP lost this way until you finish a long rest. The damage die and HP dies increase as you take more levels in this class. At level 10 the psychic damage increases to 1d6 and you loose 1d8 now, at level 15 the damage die for others becomes 1d8 and you loose 1d10 now, and at level 18 others take 3d12 and you take a loss of a 2d20.

-Required level: 9

Time
Whilst you have this aspect activated, creatures who come within 5 feet of you willingly are immediately pushed back 5 feet as a reaction you take and are death 1d4 psychic damage. Additionally any creature you deal at least 40 damage to in a singular turn must roll a d20. On a roll of anything lower then 10 nothing happens, if they roll higher then 10 they must make a con check against your spell save DC +2 at the start of each of there turns for 5 turns. If they do not make at least 2 of those saves they suffer as if the disintegrate spell was cast on them at 7th level. This affect can only be achieved once per long rest (twice at level 20).

-Required level: 16

Sacrifice
While this aspect is active and a creature falls bellow 1 HP but isn’t killed within 30ft of you, you may sacrifice any amount of your own HP to heal them back to half as much as you sacrificed up to a max of 15 HP (30 at level 15). Once used you cannot do so again until you take a long rest. These Hit Points you sacrifice cannot be negated in any way and you do not regain these hit points until you take 2 long rests. You can go to negative hit points to achieve your desired healing on the target with this aspect but doing so will kill you instantly with no death saving throws and only a true resurrection or wish spell can bring you back.

-Required level: 13

depression
While this aspect is active a creature of your choice within 10 ft of you has disadvantage on attack rolls for 1 minute. They can make a saving throw at the end of each of there turns to end this effect. A creature who succeeds a saving throw this way cannot be affected again for 24 hours.

corruption
While this aspect your weapon damage causes the creature to falter. Any time you deal damage to a creature with this aspect active they must make a intelligence saving throw. If they fail they must attack the creature closest to them that isn't you or a Allie on there next turn.

fear
While this aspect is active any creature within 30 ft of you that is frightened of you has there speed reduced to 5 ft and cannot make attacks of opportunity against you.

stagnation
While this aspect is active any creature you deal damage to has there speed reduced to zero until the end of there next turn

insanity
While this aspect is active you can cast minor illusion at will without expending a spell slot and at level 12 this now becomes major illusion

lamentation
You can cast Tasha's hideous laughter at will without expending a spell slot while this aspect is active and can cast it as a bonus action. If this is your only aspect activated you can cast this spell without needing to have concentration if. Instead of laughing the target uncontrollably cries and/or weeps until the spell is ended.

Pestilence
While this aspect is active as a bonus action you can summon a cloud of disease anywhere within 30 ft of you. If a target starts there turn or ends it in the cloud they take 1d6 poison damage unless they pass a constitution saving throw equal to your spell save DC. This damage increases as you gain levels to 2d6 at 4th, 3d6 at 8th, 4d6 at 14th, and finally 6d6 at level 18.
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UNDERTAKER STORY ELEMENTS

As a family weeps for their for their loss of a loved one a green dragon born covered in robes of black looks upon them. Not in pitty or malicus, but in content. He gives solice to the family, making them privy of the knowledge that their loved one had become one with the weave once more. Just as he is about to leave the ground rumbles as all the dead turn undead. He grits his teeth and weaves a powerful spell and with a dark and ancient aura he prepares to battle the necromancer.


An elf begins to speak in meditation an aura of powerful magic weaves itself around her. As a portal rises before Infront of her and the stars go blank in the sky a body of someone dead begins to share there knowledge.


A goliath dressed in white crescent moon fur with accents of of purple and green cloth wrapped around his waist uses their sword to parry the wyvern. With her free hand she weaves a spell and whispers into the wyvern it cries out in pain now blinded and afraid attacking the air in desperation. The goliath then grabs it by the throat slamming the beast in the ground and killing it instantly as the life force is sucked from it corpse she feels rejuvenated and the corpse is left with barely a husk of its former self.


No matter the approach nor foe an undertaker always seek to end let there foes and even friends alike that death is something to always be feared, always respected, and always the outcome. With a knack for all things death. They understand better then most the aspects of death but even greater so the power they hold. Those who walk the path of the undertaker are privy to the fact they may be looked down upon by other, but whether for power, glory, or there own selfish desires they continue forward.

The only rule that matters
No matter the power, no matter the glory nor treasures one may gain in there life, one rule remains in the cosmos. Death is inevitable, all things die even gods. Undertakers live by this rule by the acceptance of it.

It is from this that those who walk the path of a undertaker draw power from. Whilst all may not break the norm of being nefarious in the path they walk all undertakers do take a paladin like oath to make sure others will respect the law of death. Though they live by the credo of inescapable mortality that does not mean they will try to post pone it.

In creating a undertaker, there is one outlying fact to consider: ‘how did you come to the acceptance of death, and why do you use it to your advantage?'. When you were young, was your clan decimated and you realized the fragility of life? Did you grow up always realizing the one true rule and decide that others should come to respect it as well? Or perhaps the source of your awakening is through the distain you hold against those who would disturb the peace of death. And what is the "appeal" of death to your character? Is it simply 'power over others', or did you perhaps lose a loved one to disease and tried to save them only to realize the consequences of your actions?

JNAProductions
2024-01-24, 04:51 PM
Formatting
Here, use this thread (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew) to help with formatting.

Chassis
Pretty potent. But nothing crazy.

Sense The Dead
Does it pierce walls?

Aspects
You can have three active at level 13, but can only activate two until level 18. Something's wonky here.
Also, don't make them save against their own Spell DC. That means that a more competent Undertaker has a harder time maintaining.

Fighting Style
Normal enough.

Reaper Transformation
You haven't yet said what stat determines the Spell DC.
The actual transformation is pretty potent, though-Frightened is no joke.

Spellcasting
Wisdom, gotcha.
Why is your DC one lower than normal?

ASIs
Normal.

Improved Aspect
One Aspect at-will... Either means Aspects aren't that potent, or this is OP.

Dreadful Appearance
Just feels weird to include.

Cantrip
Why so late?

Warrior Of Magic And Metal
This feels unneededly punishing.

Hatred Of The Dead
"Good against one type of enemy" is not good design. If you're in an undead-heavy campaign, you're MVP. If there are none, this is a wasted feature.

Improved Transformation
1d12+5 is equal to 1d6+8. But the earlier one scales faster and better. This actually NERFS your old feature.

Extra Attack
Why is this so late? You're relying on hurting yourself and limited uses to make up your damage for three levels.

Death Can Have Me
Looks fine.

Second Improved Aspect
See the first one.

Prostrate Yourselves
An Intimidation check against... What DC? And with what ability score? What happens if a creature you can't see or is actively hidden hits you with a bow?

Death Touched
Looks fine.

Gaze Of The Dead
I guess it's okay.

Blessing Or Curse
This... This is really finicky, potentially powerful, and annoying.
I would change it massively.

Lord Of Death
It's a capstone, and an okay one.

Aspects
Rage-too powerful to be allowed at-will.
Isolation-references an ability that you did not include.
Despair-too strong, just in general.
Madness-shouldn't give fiddly penalties to ability scores.
Destruction-it's fine.
Intoxication-brutally strong, especially if usable at-will.
Greed-this doesn't even make sense for the title, and is wonky, and isn't very good.
Time-really finicky, isn't clear what the action economy is, and doesn't feel thematic.
Sacrifice-again, finicky and not that good.
Depression-what kind of ability score is the save? And this is too good to be allowed at-will.
Corruption-ally to who? You or the creature?
Fear-brutally good.
Stagnation-also too good.
Insanity-Major Illusion is too much, but Minor is fine.
Lamentation-this is INSANELY good! Tasha's Laughter is a potent spell no matter the level-getting to do it every turn as a bonus action without Concentration is nuts.
Pestilence-this is fine.

Overall Notes
Should have subclasses, not just one class.
Is incredibly finicky in a lot of ways and ranges from under- to over-powered depending on picks.
Is incomplete, missing a spell list for instance.

I think you need to take another whack at this. Possibly from the ground up.

mystic
2024-01-24, 06:53 PM
Formatting

Chassis
Pretty potent. But nothing crazy.

Sense The Dead
Does it pierce walls?

Yes

Aspects
You can have three active at level 13, but can only activate two until level 18. Something's wonky here.
Also, don't make them save against their own Spell DC. That means that a more competent Undertaker has a harder time maintaining.

Dont think I follow

Fighting Style
Normal enough.

Reaper Transformation
You haven't yet said what stat determines the Spell DC.
The actual transformation is pretty potent, though-Frightened is no joke.

Says in spellcasting which is also gained on the same level

Spellcasting
Wisdom, gotcha.
Why is your DC one lower than normal?

Again dont think I follow

ASIs
Normal.

Improved Aspect
One Aspect at-will... Either means Aspects aren't that potent, or this is OP.

I feel like some should be changed but overall dont think its too to pushed

Dreadful Appearance
Just feels weird to include.

Its more story/rp/flavor for the class

Cantrip
Why so late?

Honestly dont know, originally for balancing but it does not make too much sense

Warrior Of Magic And Metal
This feels unneededly punishing.

Why do you think so? I feel like its not that bad

Hatred Of The Dead
"Good against one type of enemy" is not good design. If you're in an undead-heavy campaign, you're MVP. If there are none, this is a wasted feature.

Yes but I feel as tho you wouldnt really play the class unless there were a fair amount of undead to begin with

Improved Transformation
1d12+5 is equal to 1d6+8. But the earlier one scales faster and better. This actually NERFS your old feature.

Changed to both being based on wisdom mod

Extra Attack
Why is this so late? You're relying on hurting yourself and limited uses to make up your damage for three levels.

Felt as tho it was better for balancing

Death Can Have Me
Looks fine.

Second Improved Aspect
See the first one.

Prostrate Yourselves
An Intimidation check against... What DC? And with what ability score? What happens if a creature you can't see or is actively hidden hits you with a bow?

Did not know what to put. Figured i'd have it be like a normal inti check so I did not specify

Death Touched
Looks fine.

Gaze Of The Dead
I guess it's okay.

Blessing Or Curse
This... This is really finicky, potentially powerful, and annoying.
I would change it massively.

The spells you get access are good enough but not overly powerful

Lord Of Death
It's a capstone, and an okay one.

Aspects
Rage-too powerful to be allowed at-will.
Isolation-references an ability that you did not include.
Despair-too strong, just in general.
Madness-shouldn't give fiddly penalties to ability scores.
Destruction-it's fine.
Intoxication-brutally strong, especially if usable at-will.
Greed-this doesn't even make sense for the title, and is wonky, and isn't very good.
Time-really finicky, isn't clear what the action economy is, and doesn't feel thematic.
Sacrifice-again, finicky and not that good.
Depression-what kind of ability score is the save? And this is too good to be allowed at-will.
Corruption-ally to who? You or the creature?
Fear-brutally good.
Stagnation-also too good.
Insanity-Major Illusion is too much, but Minor is fine.
Lamentation-this is INSANELY good! Tasha's Laughter is a potent spell no matter the level-getting to do it every turn as a bonus action without Concentration is nuts.
Pestilence-this is fine.

Will be changing to instead of at will a number of times per day based on prof bonus until a long rest

Overall Notes
Should have subclasses, not just one class.
Is incredibly finicky in a lot of ways and ranges from under- to over-powered depending on picks.
Is incomplete, missing a spell list for instance.

I think you need to take another whack at this. Possibly from the ground up.


Thank you for the feedback but I will not be starting from the ground up. I instead think I will make the changes I listed above and tweak the aspects. I do however appreciate the honesty and am thankful for it. Besides the grammar errors that are deathly apparent I do agree on most changes you recommended (or intended to at least). If you have any ideas especially for the aspects for what to change/improve or possibly add pls lmk as I am new to homebrew

JNAProductions
2024-01-24, 09:36 PM
Let me know when you make the edits and I'll do another pass.

mystic
2024-01-24, 09:49 PM
Let me know when you make the edits and I'll do another pass.

Thank you, will do def. I would have just given a link since its made on homebrewery and it will update as I update it but it wont let me do link yet. Lots of changes has been made already through feedback and again I really do appreciate you taking the time to look at my class