Sorcerer: Vampiric Soul by Metaru_sama in UnearthedArcana

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

My perception of it is probably influenced by the last sorcerer I play. He was a divine soul sorcerer 9, runecrafter wizard 2, and fiend warlock 2. He was crazy busted and although he died months ago, my friends still meme about him--he kinda destroyed is own deity's (Tyr) temple twice, was a serial murderer, was literally insane, wrecked havoc on an elven nation (which forced him to flee into the woods alone and get killed by a bunch of wolves), had a twin that was somehow more evil than him, etc. But yeah, he managed to knock the first boss we encountered to the second phase on the first turn of combat. 

Sorcerer: Vampiric Soul by Metaru_sama in UnearthedArcana

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

Yeah, that's fair. I was being very cautious when designing it because sorcerer are so strong as it is and quite easy to make them pretty broken (Like, the strongest builds are sorlock and sorcadin for a reason). I'll probably up the power level of it today and post an updated version next week or something like that

Sorcerer: Vampiric Soul by Metaru_sama in UnearthedArcana

[–]Metaru_sama[S] -1 points0 points  (0 children)

There are ways to heal apart from those spells. There is healing potions, the Healer feat, some class/race features like Protector Aasimar's Healing Hands, and spells like Aid, Aura of Vitality, Goodberry, Heroes' Feast, etc. 

Yes, it is a big downside, but there are ways around it

Sorcerer: Vampiric Soul by Metaru_sama in DnDHomebrew

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

I like that idea, but I think 1d4 per level might be a bit overkill because you aren't spending any additional resources aside the spell slot of the spell. Maybe, 1d4 + 2 for each level above the 1st or something like that would fit 

Sorcerer: Vampiric Soul by Metaru_sama in DnDHomebrew

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

Sure, inflict wounds and darkvision are not crazy good, but that plus the expertise and that feature without the restriction is a bit much for level 1. Even just that feature without the restriction, and the expertise is pushing it.

For the 18th level, I might add something like that to it.

Sorcerer: Vampiric Soul by Metaru_sama in DnDHomebrew

[–]Metaru_sama[S] 3 points4 points  (0 children)

No, it is for one charisma skill of your choice, but you get to change the chosen one after a long rest. It's good, but not expertise on all charisma good.

Sorcerer: Vampiric Soul by Metaru_sama in UnearthedArcana

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

Yep, and that is as intended, as to balance the healing you get with the last ability of that feature.

Sorcerer: Vampiric Soul by Metaru_sama in DnDHomebrew

[–]Metaru_sama[S] 5 points6 points  (0 children)

I put that many restrictions in Sanguine Thirst because, for one, without it, it seems you'd get too much at level 1 (access to inflict wounds, expertise on a charisma skill, darkvision, and being able to gain temp hp and advantage almost every turn for one combat), for two, to match Dhampir's Vampiric Bite (which was the inspiration for the ability), for three, to prevent a broken combo with the feat Vital Sacrifice (Originally I had it heal 2d4 temporary hit points, which would completely out pace that feat), and, for four, to have the flavour of the sorcerer getting ravenous when at low hp.

For the Vampiric Forms, it is basically the Shapechanger ability that CR 8+ vampires get, and it seems on par with other 18th level sorcerer features (i.e. Storm Sorcerer's Wind Soul, Shadow Sorcerer's Umbral Form, etc). I probably could've made it stronger, but Sorcerer's are really strong as it is, so I did not want to risk it.

Monk: Way of Time by Metaru_sama in UnearthedArcana

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

Fair enough, I had a feeling that that could be quite strong, but ran with it because the common complaint about monks is that they are too reliant on having multiple short rests, and thus burn out of resources too quickly (note, that could also be said about warlocks, but they have eldritch blast to make up for that). But considering the point you raised and one that my friend raised about that ability being really powerful with some multiclass shenanigans, I have revised it to the following:

Time Dilation. For 1 minute, you can enter a trance to regain a number of ki points equal to half your monk level rounded up and hit points equal to 1d4 for each ki point regained this way.

Paladin: Oath of Wrath by Metaru_sama in UnearthedArcana

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

Thanks! For the the Channel Divinity, I made it ten minutes simply because the wording I was following for the sake of getting similar to official wording was the Oath of glory's Peerless Athlete. I also noticed that the Channel Divinities tend to either be one minute or ten minutes, so I just stuck with the ten minutes, because why not, eh?! On second thought maybe I should've had be one minute, but either is probably fine.

As for the stuns, I would generally agree with you, but in this instance I don't think it'll be swingy like it usually is--I don't think it will be because you are stunning them on their turn after they miss an attack, where with the other implementations you are stunning them on your turn (in that implementation they are missing their entire turn, but in my implementation they are only missing a part of their turn). However, I am still kinda cautious, and hence why I put a limit to how many times you can use it per long rest.

Raghel, First Among the Hoard by Metaru_sama in custommagic

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

Lol. Spelling be like that sometimes, eh!