D&D 5E (2014) Consealer: A class in production: feedback welcome

Jaiken

Explorer
Hello guys. I am working on a homebrew class called the Consealer.

A brief description: Consealer are masters of binding and containment, wielding enchanted parchment to seal away objects, creatures, or even tether them to their surroundings. Using intricate symbols and enchanted inks, they craft bindings that can hold powerful entities or secure objects, preventing their movement or influence. At the pinnacle of their craft, they gain the ability to banish creatures into objects, removing them from the material plane temporarily.

Their enchanted magical paper can buff allies and debuff enemies.

Hit points: 1d8
Saving throws: Strength, Wisdom
Proficiencies: Light Armor, Simple Weapons, Calligraphy tools
Spell casting ability: Wisdom

They are able to make Enchanted Paper equal to two times their Wisdom modifier.

Subclasses, still debating on them, will be focused on the creatures that the Consealer banishes.

Hellbinder: Master of weakening and banishing demons and devils, this Consealer learns powerful evocation magic to use in battle.

Radiantbinder: banishers of all celestial entities, this Consealer learns healing and buffing spells due to their influence of working with celestial creatures.

Faebinder: Banishers of the fae wild they learn Druid like spells and have an easier time banishing creatures of the fae wild.


Cadaverous Binder: Masters of banishing and weakening undead and spirits, they learn necromancy spells.

Feedback is most appreciated.
 
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This class’s name will be changed if there exists a better name.

How this class will work:

As an action the Consealer can Confine a creature, making that creature more susceptible to the seal paper and its effects, should that creature fail a Wisdom saving throw versus 8 + Consealer proficiency bonus + Wisdom modifier.
The Consealer’s Confine ability can travel up to 80 feet.

To throw and activate a seal takes a bonus action and the seal lasts for 1 minute unless the target breaks free.

You can also attach seals to projectile weapons such as knives and crossbow bolts to extend the thrown length of your seal papers. Naturally, seal papers can only be thrown 30 feet without attaching it to an item or weapon.
 
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Can they bind any creature? And what happens to a bound creature?
They are unable to bind creatures that are spirits and elementals, unless they specialize in those classes.

Bound creatures are more susceptible to taking damage (think an extra 1d4 up to 1d12) being unable to move at all, and having their attack rolls, ability checks, and saving throws numbers halved depending on the sealment chosen for the creature. At the start of the class, only one seal can be placed on a creature at a time, but later on multiple seals can be placed on a creature though there is no stacking the seals of the same type.
 
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They are unable to bind creatures that are spirits and elementals, unless they specialize in those classes.

Bound creatures are more susceptible to taking damage (think an extra 1d4 up to 1d12) being unable to move at all, and having their attack rolls, ability checks, and saving throws numbers halved depending on the sealment chosen for the creature. At the start of the class, only one seal can be placed on a creature at a time, but later on multiple seals can be placed on a creature though there is no stacking the seals of the same type.
Hmm.

Making a class too focused on a certain type of enemy generally doesn't work well; they'll be too weak in fights against humanoids and beasts. You might think you can balance this by making them overpowered in demon fights, but aside from requiring the dm now have to worry about creature-type balance, it actually doesn't really work: if you're underpowered half the time and overpowered half the time, you're not balanced overall so much as never in balance.

CF 3e rangers, 5e moon druids.

It's probably better to base them around working against all enemies with maybe some special seals for specific types.
 

Hmm.

Making a class too focused on a certain type of enemy generally doesn't work well; they'll be too weak in fights against humanoids and beasts. You might think you can balance this by making them overpowered in demon fights, but aside from requiring the dm now have to worry about creature-type balance, it actually doesn't really work: if you're underpowered half the time and overpowered half the time, you're not balanced overall so much as never in balance.

CF 3e rangers, 5e moon druids.

It's probably better to base them around working against all enemies with maybe some special seals for specific types.
Having special seals for specific types would work or by just having the seals work on all enemy and creature types. The subclasses could reflect the Consealer getting bonuses on binding certain type of creatures and resistances to the damage type from those monsters.

Does that sound good or balanced?
 


Seals can be changed during a long or short rest. Consealers are able to create seals equal to two times their Wisdom modifier. All seals last for 5 rounds (30 seconds) of combat unless the Consealer spends an action concentrating on the seal.

Movement seal: The creature is tethered to a location such as a wall, ceiling, or floor. While tethered the creature’s movement speed is zero as they are magnetized to the spot. Creatures who break free from the seal destroy the seal

Containment Seal: Only objects can be placed in this seal. The object must weigh no more than 10 pounds (4.5 kilograms) and be no more than 4feet in length (121 centimeters). Objects may be released from the seal as a bonus action, doing so destroys the seal.

Subjugation Seal: Creatures effected by this seal have their attack rolls and ability checks subtracted from the result of the Confine die roll. Creatures who break free from this seal destroy the seal.

Plague Seal: Creatures under the control of this seal take extra damage depending on the result of the Confine die roll. Creatures that break free destroy the seal and are free from its effects.

Curse Seal: Creatures that have this seal placed on them are unable to grapple and or hold creatures or objects. Breaking free from this seal destroys it. Creatures already grappled break free once this seal is activated and makes contact with the creature.

I will come up with more ideas as the class moves along. What do you think?
 
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When I first read the title I thought it was a joke and something to do with make-up and illusion. Then I thought it should be called Saranwrap after reading about the parchment paper. Maybe Master of the Mystic Arts gets the feel of it.

Cantrip could be something that grants an attack to an ally or marks the bad guy for one attack granting advantage to the attack.
 


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