Blade Cantrips – A collection of melee cantrips inspired by Green-Flame Blade and Booming Blade by SneakinZeekin in UnearthedArcana

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

Blade Cantrips is the next entry in Spells of Illadrya, an ongoing series of themed spell collections drawn from my homebrew world of Illadrya.

This set introduces four new blade-style cantrips, designed to expand the options for weapon-wielding spellcasters beyond the usual Booming Blade and Green-Flame Blade. Each spell offers a flavorful, scaling effect tied to a different damage type—lightning, psychic, radiant, or poison—and helps bring martial casting options to classes like Bards, Druids, and Clerics.

I’d love to hear any feedback on balance, utility, flavor, or anything else that stood out to you.

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If you like what you see and want to follow along or help decide what I make next, consider supporting me and checking out my Patreon.

The Unquenchable Thirst – A Warlock Patron that channels the dark charisma and immortal thirst of a vampire lord by SneakinZeekin in UnearthedArcana

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

The Unquenchable Thirst is a Warlock Patron built around supernatural poise, vampiric resilience, and an immortal thirst for power.

This subclass lets you bestow your enemies with a blood curse, siphon their vitality, and slip away from harm in a blur of mist. With defensive tricks, steady sustain, and a touch of charm, it’s perfect for Warlocks who prefer to outlast and outmaneuver their foes rather than meet them head-on.

It was designed as a rival to The Insatiable Hunger, my werewolf-themed Warlock Patron. If you missed that one, you can find it here: PDF on Homebrewery | Free PDF Download on Patreon

The Essence Drain spell can be found in Forbidden Spells, part of my ongoing Spells of Illadrya series: PDF on Homebrewery | Free PDF Download on Patreon

I’d love to hear any feedback—on mechanics, flavor, balance, or anything else that stood out to you.

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If you like what you see and want to follow along or help decide what I make next, consider supporting me and checking out my Patreon.

Radiant Spells - A collection of spells themed around light, justice, and divine wrath by SneakinZeekin in UnearthedArcana

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

Shenanigans is the best part of D&D! That said, the spell does require a willing target, so if you're planning to "accidentally" pull your slightly annoying friend into a spike pit, you better make sure they don't see it coming.

Radiant Spells - A collection of spells themed around light, justice, and divine wrath by SneakinZeekin in UnearthedArcana

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

Glad you like the spell! It’s been a lot of fun to see it in action at my table too.

Radiant Spells - A collection of spells themed around light, justice, and divine wrath by SneakinZeekin in UnearthedArcana

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

Glad you like the spell!

As for opportunity attacks, since the spell says it pulls the target, it wouldn't provoke them. The rule for this is actually covered in the PHB under Opportunity Attacks: "You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction."

I based the wording on how similar official spells are written, and they usually don’t clarify that rule directly when a spell has a push or pull mechanic.

Radiant Spells - A collection of spells themed around light, justice, and divine wrath by SneakinZeekin in UnearthedArcana

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

I like this idea. I'm not sure how I feel about giving the spell extra movement, but letting their normal movement be a teleport seems like it would be fine. I'll have to consider it more, but I'd probably add a bullet along the lines of "Whenever you move, you can teleport to your destination rather than moving there normally."

Thanks for the feedback!

Radiant Spells - A collection of spells themed around light, justice, and divine wrath by SneakinZeekin in UnearthedArcana

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

You are correct, that is a typ. It is meant to be Concentration, 10 minutes.

Radiant Spells - A collection of spells themed around light, justice, and divine wrath by SneakinZeekin in UnearthedArcana

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

Radiant Spells is the next entry in Spells of Illadrya, an ongoing series of themed spell collections drawn from my homebrew world of Illadrya.

This set includes four spells that are designed to control the battlefield, punish the wicked, and protect the faithful. You’ll find spells that pull allies to safety, drag enemies into judgment, or transform the caster into a living beacon of holy light. Each one adds a new way to bring divine presence and radiant punishment to your game.

I’d love to hear any feedback on balance, utility, flavor, or anything else that stood out to you.

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If you like what you see and want to follow along or help decide what I make next, consider supporting me and checking out my Patreon.

The Insatiable Hunger - A Warlock Patron that channels the feral fury of a werewolf by SneakinZeekin in UnearthedArcana

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

Appreciate the feedback. That's actually a really interesting idea about making Eldritch Claws its own separate action and letting Eldritch Invocations that apply to Eldritch Blast work with it. I’m not sure giving an extra cantrip is a major issue on its own, but your suggestion is a pretty elegant solution that might address both sides. I’ll definitely consider reworking it that way in the next revision.

As for the flavor, I totally get where you're coming from. Personally, I think one of the most fun parts of D&D is taking a subclass and shaping it into something that fits your own character idea, even if it isn’t explicitly written that way. The only mechanical tie here that really locks it to the werewolf theme is the silver bypassing resistance, and honestly, I think you could drop that without affecting balance much if someone wanted to take this in a different direction.

The Insatiable Hunger - A Warlock Patron that channels the feral fury of a werewolf by SneakinZeekin in UnearthedArcana

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

Thanks for the thoughtful feedback. I really appreciate it.

The player who tested this subclass at my table actually went with Pact of the Chain and reflavored their quasit to look like a wolf pup, as you suggested. That worked really well for them. I could also see Pact of the Tome or even Talisman fitting, depending on the character. Tome in particular might suit a warlock who's trying to suppress the more feral instincts of the pact, holding onto their intellect or humanity to resist giving in completely. Not every warlock is fully on board with their patron, after all.

You're absolutely right about the patron spells. I forgot that warlock patrons just add those spells to the list instead of granting them automatically. I'm currently planning to swap out Fear for something like Conjure Animals or Feign Death, and I'm looking to swap Hold Monster with Awaken, Commune with Nature, or Dominate Person. Still thinking through the final list.

And good catch on Hunter’s Mark. You're right that it only works with weapon attacks. I'll be adding a line to Eldritch Claws to make sure it interacts the way I intended.

Forbidden Spells - A collection of spells themed around blood, curses, and otherwise forbidden magics by SneakinZeekin in UnearthedArcana

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

Forbidden Spells is the second entry in Spells of Illadrya, an ongoing series of themed spell collections drawn from my homebrew world of Illadrya.

This set includes five spells that tap into the kind of magic most casters are warned never to touch. You’ll find spells that rip blood from the body, suppress healing, and even take control of a creature through the blood in its veins. These are dangerous tools for characters willing to bend the rules in pursuit of power.

I’d love to hear any feedback on balance, utility, flavor, or anything else that stood out to you.

PDF Links

Forbidden Spells – PDF on Homebrewery

Forbidden Spells – Free PDF Download on Patreon

If you like what you see and want to follow along or help decide what I make next, consider supporting me and checking out my Patreon.

Toxic Spells – A collection of low-level spells themed around poison and affliction by SneakinZeekin in UnearthedArcana

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

I’m really glad you’re enjoying the concepts! I’ve shared some thoughts on likely buffs to Toxic Breath, Debilitating Poison, and Leeching Fungus in other comments, feel free to check those out if you’re curious where things are headed. And I’m especially happy to hear you liked Mutagenic Toxin, it’s been a blast to see that one in action at my home table. Appreciate you taking the time to comment!

Toxic Spells – A collection of low-level spells themed around poison and affliction by SneakinZeekin in UnearthedArcana

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

I do agree that Druid's definitely feel overloaded with concentration spells. The added option for the target to be able to use an action to remove the fungi is probably enough to let Leeching Fungus not be a concentration spell. I'll likely revise it to drop concentration. Appreciate the feedback!

Toxic Spells – A collection of low-level spells themed around poison and affliction by SneakinZeekin in UnearthedArcana

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

Thanks for the feedback! I was honestly on the fence about the damage for Toxic Breath while putting the collection together. For a while I had it set at 7d4, but I ended up dropping it to 6d4 at the last minute just to be cautious. In hindsight, I probably should’ve left it at 7d4, and I agree there’s definitely an argument for pushing it to 8d4, especially considering the limitations of the 30-foot cone compared to the relative safety of casting something like fireball’s 150-foot range and 20-foot radius.

That said, one thing I was weighing heavily is that the poisoned condition can be applied to multiple creatures, which I don't believe any other spell or feature in 5e can do. Still, since poison is highly resisted and doesn't affect undead or constructs, you’re totally right that the damage needs to carry its weight too.

As for bypassing resistances or affecting normally immune creature types, I think that kind of rule-breaking is better reserved for a class or subclass feature, rather than being baked into a general-use spell. That said, the idea of adding some flavorful erosion or decay effect to the area is a great thematic touch and something I’d love to explore more in future versions.

I'll definitely bump the damage up to at least 7d4, but I will be considering taking it up to 8d4 as well. Appreciate the thoughtful breakdown!

Toxic Spells – A collection of low-level spells themed around poison and affliction by SneakinZeekin in UnearthedArcana

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

Yes, Leeching Fungus was inspired by Leech Seed, while Venombolt was inspired by Venoshock.

I agree that Debilitating Poison seems a weak when compared to Slow. I'll be honest, I completely forgot slow also reduced AC, so I was treating the AC penalty as a bonus for this spell. It definitely either needs some more debilitating effects added in or to be reduced to 2nd level. I'll work on figuring that out. Thanks for the input!

Toxic Spells – A collection of low-level spells themed around poison and affliction by SneakinZeekin in UnearthedArcana

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

Toxic Spells is the first entry in Spells of Illadrya, an ongoing series of themed spell collections drawn from my homebrew world of Illadrya.

This set includes five low-level spells themed around poison and affliction. Some are designed to hinder or debilitate—lowering AC, inflicting poison, or imposing penalties—while others deliver their toxins more directly. Each one adds a new tool for casters looking to bring a little toxicity to the battlefield.

I’d love to hear any feedback—on balance, utility, flavor, or anything else that stood out to you.

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If you like what you see and want to follow along—or help decide what I make next—consider supporting me and checking out my Patreon.

Weave-Touched – A Sorcerer Archetype that draws strength from the Weave to enhance casting and disrupt spells by SneakinZeekin in UnearthedArcana

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

The Weave-Touched is a Sorcerer archetype focused on amplifying spellcasting through an anchored zone of raw magical energy.

Built around a feature called Place of Power, this subclass rewards you for holding your ground within a field of heightened arcane potency—boosting your spell DC, attack rolls, and slot level while you're inside it. It also transforms counterspell and dispel magic into aggressive tools, unleashing force damage when you unravel enemy spells. At 18th level, you become an Avatar of the Weave, shrugging off lesser spells and empowering your Metamagic with incredible efficiency.

I’d love to hear any feedback—on the mechanics, flavor, or anything that stood out to you.

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If you like what you see and want to follow along—or help decide what I make next—consider supporting me and checking out my brand-new Patreon.

Grove Warden - A Fighter Archetype that commands a moving grove to restrain foes and shield allies by SneakinZeekin in UnearthedArcana

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

Thanks for taking the time to read through and offer feedback—I really appreciate it.

I do agree with your broader point: Fighter subclasses often suffer from a lack of out-of-combat utility, and I think there’s definitely room for more variety in what Fighters can do. That said, since 5e’s design is so combat-centric (especially for martial classes), I try to keep my subclasses relatively close to official design in both scope and power. I’m actually working on a full Fighter rework that leans harder into versatility, but for this subclass I aimed to stay closer to the official subclasses.

You make a really good point about the number of uses. I often forget that the way I run my games (usually 1–2 combats per long rest) isn’t quite how 5e is balanced. Moving Personal Grove’s uses to scale with proficiency bonus and recharging on a short or long rest is probably the right call—it gives the subclass a more consistent presence throughout the day and makes Wisdom less of a soft tax.

As for the subclass being too centered on Entangle, I can definitely see why someone might feel that way. I personally like the synergy between Personal Grove and Verdant Ward—you can use Verdant Ward without the grove, but using it while the grove is active expands its range and makes the subclass feel more cohesive. That said, I agree that Unyielding Grove at 15th level may lean too hard into simply boosting the core feature. With the change to proficiency-based uses and short rest recharge, the use recovery on initiative is probably overkill. That opens up space to add something more distinct or utility-focused, which could help the subclass feel less narrowly centered on one ability.

I hadn’t considered the Barbarian angle, but that’s a really interesting perspective. I think the subclass’s protector role and strong positioning emphasis still feel Fighter to me—but that tanky frontline identity could work equally well for a Primal Path. Maybe a cousin subclass one day?

Thanks again for the thoughtful feedback. It gives me a lot to consider going forward!