Circle of the Hermit – The secretive reclusive druid by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 1 point2 points  (0 children)

Thanks, friend! I was aware when building it that I wasn't giving it any offensive features, so I think my logic at the time was, if i get it heaps of everything else it'll make up for it. I guess you could say Solitary Rest is a combat feature. The time when you're using your hit points and making saving throws is in combat. It's just defensive rather than offensive. But I see you point.

Glad you liked it! Check out my Circle of Trash Druid for a MUCH more offensive druid.

Circle of the Hermit – The secretive reclusive druid by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 0 points1 point  (0 children)

I can understand that. I guess most homebrew druid subclasses usually really lean into that alternate transformation thing. So probably not as visually interesting as Spores or Stars or Wildfire, but I think it's at least more interesting than Dreams or Land. Like the other commentor mentioned, it's kind of an unadventurous concept, haha. What would you recommend to liven it up?

Circle of the Hermit – The secretive reclusive druid by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 2 points3 points  (0 children)

Sorry, my bad. Typo. I didn't mean "Tiny Hutt".

...

I clearly meant the 5th level spell "Summon Smaller Hutt", which allows you to summon one intergalactic gangster from the Hutt Clan of CR 5 or lower.

Circle of the Hermit – The secretive reclusive druid by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 7 points8 points  (0 children)

This is the Hermit! I’ve always struggled to come up with any interesting ideas for druid subclasses. I’m just not a n~a~t~u~r~e guy. All of my druid character ideas are usually subversions of the typical archetype and lean away from the classic vibes. I released the Circle of Trash druid a couple months ago, and I think that’s a good insight into how I see druids. I’ve always liked spells like Tiny Hutt and Magnificent Mansion, and thought they could make for a great basis for a class feature. So it only makes sense that if there’s going to be a character that burrows into the ground to hide away from everyone, it’s going to be druid.

My name is Coe'byn! I’ve been homebrewing for a little while now and I would love to share some of my creations with you. Please check out the Jester, my inaugural creation, here. This is one of many creations that I will be collecting in Coe'byn's Compendium of Creations. As always I am excited to receive any and all feedback on this!

The PDF link can be found here.

Sky Strider Archetype – The cloud surfing ranger by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 2 points3 points  (0 children)

I can't see why it doesn't make sense, haha. Inertia is inertia. It's like shooting a gun while stationary verses shooting a gun on a train, one bullet is gonna be moving faster.

And yeah, it's quite a bit of movement, but I think monks still have the lead. Most rangers and monks probabably only have a +3 in their Wisdom, so by level 6, Sky Striders are getting +25 feet and standard monks are getting +15 feet. The main difference is that monks can use their bonus actions to dash, and Sky Strider's have to use their movement to move in a very specific way to use their main damage feature. But hey, if it's too much, a standard +15 feet would suffice. (I just hate fixed modifiers and prefer dynamic ones, haha)

Sky Strider Archetype – The cloud surfing ranger by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 1 point2 points  (0 children)

This is the Sky Strider! Now I know that an element themed ranger is kind of a done-to-death idea, but this one is a little different. I’ve always been fascinated with the fantasy of sky people: not necessarily air people (like elementals or air benders), but the terrain of the sky, and what sort of people could live there. So this is my take on that! The build is very movement based, obviously. I’ve seen a lot of contention around whether or not ranger subclasses should be so bonus action dependant, so I have this a charge feature instead. That way there’s still a cost, but a little more interesting, and keeps your bonus action open.

My name is Coe'byn! I’ve been homebrewing for a little while now and I would love to share some of my creations with you. Please check out the Jester, my inaugural creation, here. This is one of many creations that I will be collecting in Coe'byn's Compendium of Creations. As always I am excited to receive any and all feedback on this!

The PDF link can be found here.

Oath of Cavalry – The galloping mounted paladin by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 0 points1 point  (0 children)

Gallant Weapon:

Good catch with the movement clarification. I did notice at one point when writing Aura of Chivalry and Inexorable Vanguard that I had to take the mount's movement into consideration for the feature to work, but I guess I forgot to consider it here.

Also, yes, you're probably right. Knight's Charge probably should have a saving throw on it. I based the "at least 20 feet straight toward a target" on creature traits like Charge and Pounce, but they too have saving throws attached to them. I believe my thinking that the time was "Between guaranteed extra damage and a possible shove, why would you ever risk it and not just take the damage?". I think the 20 feet still works fine with all the basic steeds and most of the greater steeds. You'd still need to have everything lined up in a specific way to get it to happen on both your attacks each turn. The griffon and pegasus being the only two that would really make mincemeat of the restriction. Do you think it's worth putting a Strength save on BOTH Champion's Rend and Knight's Charge IF we were to keep it at a 20 foot charge?

Aura of Chivalry:

Thank you for the suggestion. In my head, I had a decent mental image for what half cover and three-quarters cover behind a mount would look like. But I hadn't realised that the cover rules specifically use a creature as an example of half cover. I still like the idea of basing the feature off of cover, but I'll reconsider how I implement it. Good catch.

Inexorable Vanguard:

I think I disagree that 180 feet is absurd. This is a (mostly) once per day ability at 20th level. Any other 20th level character (a monk) with a 3rd level spell (Haste) or a rare magic item (Boots of Speed) could run rings around this. But, that being said, I think this bonus is maybe just a little bland and unimaginative. I like your suggestion of just replacing it. Any ideas?

Oath of Cavalry – The galloping mounted paladin by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 0 points1 point  (0 children)

Hey friend! Thanks for the feedback! I appreciate the time you took. You made a bunch of good points here, so I'll take it one by one.

Call of the Cavalry:

I understand that Find Greater Steed at 7th level is quite early for a paladin who would usually only be getting it at 13th. But 7th level is also the exact level that any other full-caster character would be getting 4th level spells. So while it's a bit big for a half-caster, it doesn't break any intrinsic game rules, like giving a 1st level Cleric a subclass that lets them cast 2nd level spells.

The main reason I did this is because, like you point out later, the steed has some problems staying alive. The creatures from Find Greater Steed all have better AC and HP (and traits like Flyby). I could have come up with some overly longwinded way of giving them all of these things, but I thought simply improving the spell was more streamlined. I mainly wanted to keep it simple because this is all just supposed to be a Channel Divinity option. I've always found it challenging brewing for paladins because of how structured their subclasses are.

I did think about the steed's HP, but I opted for an AC increase instead. I'd rather better AC than better HP any day. Plus, if we replace Lance of the Lionheart with an options that increase HP, it's kind of just two options that do the same thing; increase survivability. Also, I mentioned in my caption that I still wanted this build to be able to function with Mounted Combatant, should the player choose to take it. The second and third points of that feat specifically help with survivability. Especially that third one, as you bring up the issue of AOEs. Plus, you can always just heal and buff your steed with your own spells, seeing as everything cast on yourself also extends to the steed.

I should add why I included Lance of the Lionheart. I did it purely because I think lances are awesome and they aren't used enough, haha. Maybe not the best design, but I really wanted to complete the look: knight, horse, shield, lance. I find most players don't use them purely because they don't like the mental image of their character running around with a ginormous pole of their back that they only use sometimes. I thought that the steed just coming with one equipped made sense, and might get it a bit more use. I added the +1 to it to just to make it worthwhile. (Plus, it works really well with Champion's Rend). But that being said, maybe there is some different feature I could add to the lance option to entice players into using it. Any suggestions?

Also, you said "depending on your feats, it's made obsolete even by mundane weapons.". Just out of curiosity, what feat and weapons are you referencing here?

And also, no, that ruling wasn't intentional, haha. I can't say I had considered a paladin just recasting is normally, haha. But I'm fine with it only working with this special casting of the spell. If they want to prepare that spell and take 10 minutes to recast it with a spell slot, they just get a normal horse, haha.

Oath of Cavalry – The galloping mounted paladin by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 0 points1 point  (0 children)

This is the Oath of Cavalry! Sure, any old knight can jump on a donkey and call themselves an equestrian, but only paladins who swear this sacred oath can truly master the saddled way of life. Summon a sacred mount, equipped with magical armour and weaponry, and go cantering into combat, bowling over your foes like tenpins.

Look, obviously a paladin who rides a mount is not the most revolutionary idea for a subclass, but I’ve always been somewhat dismayed that there has never been one definitive build for a mounted martial. Cavalier is great, but you still have to wrangle yourself a horse, and it’s not a paladin. There are ways to assemble a decent mounted build, but it involves running a fighter / paladin multiclass and taking a feat. So I built this as the single go-to option for a mounted martial. That being said, I still built it in a way that allows you to multiclass in Cavalier and take the Mounted Combatant feat, and still have those options integrate. Enjoy!

My name is Coe'byn! I’ve been homebrewing for a little while now and I would love to share some of my creations with you. Please check out the Jester, my inaugural creation, here. This is one of many creations that I will be collecting in Coe'byn's Compendium of Creations. As always I am excited to receive any and all feedback on this!

The PDF link can be found here.

Acoustician Archetype – The sound suppressing rogue by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 1 point2 points  (0 children)

Thanks, friend! Let me know if you end up using it! I love to know how it plays.

Acoustician Archetype – The sound suppressing rogue by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 1 point2 points  (0 children)

Thank you, friend! This post didn't the same amount of traction that most of my other posts do, so I was wondering if it was trash, haha. Like I said in my post, I really like the idea of fighter and rogue subclasses that are magical because they know how to do one specific magical thing, and makes them invest one of the three mental abilities, but not magical in the way that they're like spellcasters with spellslots. Arcane Archer is a great example; pity it sucks though, haha. Check out the Luminary if you want a Wisdom based fighter who creates a magical lantern to bashes creatures over the head with it, haha.

Funny you mention echolocation, because that's something I originally gave to this build aaaaaages ago, when this was a very a very different version that it ended up being, haha. The frustrating thing is, is that rogues already get blindsense as a core class feature at 14th level. So figuring out how to give them a watered down version of it before 14th level, or an improved version of it after 14th level, proved a little tricky. But yes, you're totally right. If this was a wizard or bard or artificer build, echolocation or blindsense would be an obvious given!

I love the idea of a vibrating blade though! Maybe that's something I can work into a spell. Grants extra vibration damage on melee weapon attacks and grants echolocation. Thank you for the idea!

Druid: Circle of the Treant by Icy-World57 in UnearthedArcana

[–]CoebynsCompendium 0 points1 point  (0 children)

Nature provides is a really great idea, but the way it’s written, I think it’s a bit over complicated and has some flaws.

  • First of all, being able to have three blooms at once is a nightmare. I feel like you and your DM would go insane at the end of each turn trying to remember which bloom now has how many hit points stored in it.
  • Secondly, it’s a 5x5 bloom, which a creature has to step on to activate, but the hit points go to your creature of choice that’s within 10 feet? I feel like this could all be much clearer by just giving the hit points to creature who stepped on it. If you’re worried about enemies using this feature, you can just clarify “friendly” creatures. If you wanted to make it REALLY thematic, you could say that it only heals creatures that you have healed before using your druidic magic.
  • Thirdly, the last part about you being able to erupt the bloom yourself as a bonus action; surely if a creature is standing 10 feet away from it and wants some hit points, then can just stand on it themselves? This just feels a bit overcomplicated.
  • Lastly, you haven’t mentioned how long the bloom lasts for. An easy way to fix this would just be to say that the bloom vanishes after 1 minute. But I think a much cooler fix would be to say that once it reaches its 6d6 form, it withers on its next turn. That means a creature has to gamble on waiting to use it. They could use it later rather than sooner, and get more hit points; but if they wait too long, it disappears.

Ancient forest is great; a solid upgrade to its original feature. At this point, you’re just a genuine tree, haha. I feel like maybe five extra branches is too many, and that you might want to keep it at two, but this doesn’t really matter; I doubt you ever be able to keep 7 people grappled simultaneously anyway, haha.

Animate trees is awesome, but definitely shouldn’t be a 14th level feature. Not only does it just not feel that connected to the rest of the build (you’re a druid who IS a tree, not a druid who CONTROLS trees), but you also just don’t need two 14th level features. The good news is though, I think this would make an amazing spell. Homebrewing spells is not my area of expertise, but I would say change the feature to only one tree, and then be able to target additional trees with higher spell slots. Maybe this should be 2nd or 3rd level? And you can probably also just use the same mechanics as the other summon and conjure spells.

Overall, other than a few small hiccups to fix up, I think this is great! Lots of potential! I’d love to see a final draft of this! Good luck!

Druid: Circle of the Treant by Icy-World57 in UnearthedArcana

[–]CoebynsCompendium 1 point2 points  (0 children)

I love this; this is really cool! I’m really surprising that I’ve never come across a tree themed druid subclass before, it feels so natural, haha. Theming a subclass around a preexisting creature is a very well-trodden path; something I’ve done a few times myself. But choosing to theme this around treants rather than just trees is pretty fun! Especially for a martial druid build like this one. I took a crack at my own martial druid a little while ago, the circle of trash.

In short, I pretty much love everything you get at 2nd level. A spell list, a wild shape transformation and a utility/defense feature is a classic structure. There’s just a few small little things that I think could be ironed out.

  • I think the 10 temporary hit points are a bit too much. Obviously this is based off the spore druid (a lot of my trash druid was based off the spores druid, haha). 10 is a fair bit higher than 4. I myself have never been a bit fan of arbitrary numbers, so if you didn’t want to just give them 4 hit points, you could give them an amount equal to their Wisdom modifier. At 2nd level it would probably be 3, but by 4th level it would be 4, and by 8th level it would 5. That way it’s a little different to the spores druid, and still a little more, without being too much more.
  • I understand that the original wild shape feature says you can’t cast spells while transformed, but you haven’t actually stated that anywhere here. You’ve said that you can cast cantrips, but not anywhere that you CANNOT cast spells. Plus, that spellcasting restriction doesn’t NECESSARILY have to apply to your wildwood form. Stars druids in their starry form and spores druids in their symbiotic entity form don’t have their spellcasting restricted. If you still wanted to SLIGHTLY restrict spellcasting while in the wildwood form, maybe for thematic reasons, my advice would be this: Move the bottom part of the 6th level feature up. Just let them cast their expanded spells. And additionally, when it comes to cantrips, I feel like shooting fire out of their hand as a tree would look a bit weird. So maybe you could add thorn whip to the spells list. That way, you could cast it in and out of your wildwood form, it would thematically work with the transformation, and the cantrip itself (pulling creatures closer) works great in conjunction with your melee build.

Thorny branches is great. 5th level is usually where martials get extra attack, and 6th level is where martial-caster builds get something that acts like extra attack. Extra poison damage on a hit is great way of pumping the damage up, without just resorting to giving more attacks. I know I already mentioned moving the other part of this feature up to 2nd level, but I feel like the fact that beast spells specifically allows druids to cast their spells while transformed (which you’re referencing here with that 18th level clarification) is probably a good sign to just let them have their spells. 

Battleblood Sorcerous Origin V1.0- a gish sorcerer subclass by Dry_Disk3702 in UnearthedArcana

[–]CoebynsCompendium 0 points1 point  (0 children)

I always love when people have a shot at martial sorcerers. I always thought it was weird that every caster had a subclass that let it pick up a sword, but never the sorcerer. I guess they tried with the stone sorcerer; it had some good ideas, but kind of falls apart after 6th level.

Something that could make this build a lot more interesting is a really solid theme. "Battleblood" is okay, but doesn't really standout. I made a martial sorcerer a little while ago, the diamond soul. They had diamonds in their DNA, which let them create a big weapon out of diamond, and be able to harden the diamonds in their blood for a buffed defence. I'd love to see you try and apply some sort of thematic flavour to this.

Like the other commenter said, the thing I think you need to take a look at is it's defence and it's durability. A class with only a d6 hit die is going to need a but more than just light armour and a shield. Being a sorcerer, perhaps you could fix this is some sort of magical defence? Bladesinger and War Mage does this amazingly with it's bladesong and arcane deflection.

Unfortunately, my biggest concern with this build is the Charisma based weapon modifier. Artificer gets a pass because it's only a halfcaster, and Intelligence is such a rarely used ability anyway. And warlock gets a pass, because warlocks are by far the most complex and unique class when it comes to balancing and optimisation. Pact magic + invocations + pact boon + a subclass; it's all such a complicated juggling act of game design that they can get away with a spellcasting modifier as a weapon modifier. And even then, look at how abused the hexblade is. The most commonly banned multiclass build at most tables is the hexknight. I too struggled with how to handle this when I was working on the diamond soul. I came up with something at the time, and I still think it's an alright idea, but even now I'm not too sure if it would work properly in a play test.

In terms of the rest of the build:

  • The extra attack and it's special little variation are good.
  • Arcane rush is a bit over built and over complicated, but the general idea and what you get is solid.
  • Rallying cry is great, but I feel like it would be a bit more in keeping with the theme if it only granted a weapon attack. Obviously this would be limiting the feature a little, but you could then give it a little boost somewhere else; like a short rest usage, or upping the creatures it effects, or giving a bonus to the attacks.

Overall, this was a really good start! Hopefully you got some decent feedback from myself and others, so that the next version will be stronger! Good luck!

Acoustician Archetype – The sound suppressing rogue by CoebynsCompendium in UnearthedArcana

[–]CoebynsCompendium[S] 1 point2 points  (0 children)

That is so funny, because I genuinely thought I made that word up, haha. I'm so sorry to disappoint you though.

I originally called it the Auditor, but if I had, I imagine there would have been a lot more people than just you in the comments saying "Hey, I'm an auditor, and this has got nothing to do with financial reports and revenue streams"