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5e homebrew
5e homebrew







5e homebrew
  1. #5E HOMEBREW HOW TO#
  2. #5E HOMEBREW FULL#

Raising a Huge creature seems likely to open up some shenanigans, and the extra +5 to the CR of creatures one can raise doesn't help. Adept Awakener seems mild enough, just a few bonuses here and there.The Animator Style is concerning, or at least 2 out of 3 options are: The Sheperd's Resolve lifts the speed penalty, and adds another 1d6 of Hit Points to the Undead Minion. The abilities of the creatures are trimmed down, with penalties and restrictions.Įven the Conduit Walker feature is clearly copied from the Find Familiar Spell: same range, same use of Reaction.The number of Hit Points of the creature is rather limited: 40 + 1d6 at level 20.

5e homebrew

  • The Necromancer must expand its Hit Dice to create and maintain a creature.
  • The Undead Minion feature is hard to judge, due to its open ended nature, although there are good limits in place: It comes online at level 18, though, when the character already has access to 9th level spells.

    5e homebrew

    If the character also takes the Resilient feat for Dexterity, this leads them to covering all 3 major ones, and therefore being a bit of a pain to deal with. Few classes gain Proficiency in a second major Saving Throw. A horde of followers is the obvious one, but the DM should be able to curtail that quickly.Įternal Youth is on the powerful side. The fact that it can transfer up to 400 Hit Points at level 20 may be scary, but on its own this feature is not a problem due to the limited number of uses per day - up to 5 - and the fact that it is a transfer: any Hit Point taken from another must still be healed, in the end. It has only one more Cantrip, at the cost of a lower hit die (d6). The base class is very similar to a Bard: it has the same number of Spells known, for example.

    #5E HOMEBREW HOW TO#

    If you have any suggestions for alterations that make this class better, either in theme or in power, feel free to say them! I don’t currently have a good idea for how to make sure the Creed of the Departed is balanced, but I’d love to have one.Ī Necromancer of the Creed of Tomes is balanced, any other is over-powered. I believe that the Creed of the Tome has mostly balanced abilities, a few abilities that are odd (Twinned Fate, Seance) and a few that are underpowered for their level (Galerider, Religious Familiarity) - I want to know if there’s something big that I’m not noticing. I see that it’s vulnerable to a bag-of-rats trick, stabbing rats to regain health or using Chill Touch - I want to know how it measures up to those classes without that.

    #5E HOMEBREW FULL#

    I’m curious how the Creed of the Siphon compares to hexblade warlocks and combat-focused clerics, since it has both full casting and combat abilities. I also notice that a player can drain all the undead’s health with Vitality Shift, then give it back at half price, but that’s not too powerful - spending two uses of Vitality Shift to gain no more than a few dozen HP.

    5e homebrew

    If it has potential to be much stronger or weaker than the other subclasses, please explain why, but you don’t have to touch on it at all. I see that the Creed of the Departed is difficult or impossible, to analyze, since it depends on exactly what monsters the DM sends at the party. I think most of the features do that already. It should hold thematically to the idea of someone who controls life and death. Overall, I suspect that this class is slightly weaker due to the lack of a good spell list, but I’m not sure. Therefore, the subclasses should be stronger - I don’t know how much stronger. The spell list has both healing and offense, but I think it has less utility, and is slightly worse at healing and offense. The goal is for it to be roughly balanced compared to a cleric, since that’s what I believe it to be most similar to. Is this necromancer class balanced, compared to a warlock or cleric? One of my players would like to use it.









    5e homebrew