D&D 5E Warlock homebrew subclass feedback

Hello all, I'm in the process of making a warlock subclass (which admittedly is four subclasses) and I finished one of them. I am looking for feedback, on whether something is too powerful or weak. I am also open to suggestions.


The Abyssal

Your Patron is a powerful being, often referred to as an Abyssal due to them hailing from the plane of Abyss. The Abyssals, ever since they lost contact had set up a hierarchy and a system in which to recruit and sponsor those who would be willing to share their senses with them, and with the promise of a lifelong study after their servitude in the mortal plane concluded.

Abyssals delight in exploring the unknown, gathering data, and observing.

Which Abyssal division you choose to serve affects the benefits that you gain.

Abyssal Divisions:
d4 Kind Focus
1 Ruby Enchantment & Illusion
2 Diamond Conjuration & Transmutation
3 Sapphire Abjuration & Necromancy
4 Emerald Evocation & Divination


Expanded Spell List
1st-level Abyssal feature
The Abyssal grants you access to the following spells, which you learn when you unlock certain level spell slots in this class, as shown on the Abyssal Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Abyssal Spells
Warlock Level Spells
1st Command, Identify
2nd Find Steed, Tasha's Mind Whip
3rd Blink, Conjure Barrage
4th Arcane Eye, Mordenkanien's Private Sanctum
5th Commune, Legend Lore

Gem Power
1st-level Abyssal feature
At 1st level, you gain a gem that appears on your body based on your Abyssal Division that also has a shimmer. You can activate this gem’s shimmer once, regaining its use upon completion of a short or long rest. When you gain certain warlock levels, you gain additional activations of your gem, increasing by 1 when you reach 5th level (2), 9th level (3), 14th level (4), and 18th level (5).

Emerald
Damage Specialty-
1st-level Emerald Abyssal feature

Choose a damage type: fire, acid, cold, lightning, poison, or lightning. You are now a specialist in that damage type. You gain additional damage specialties every time you get an additional gem, which can now also include force, necrotic, psychic, radiant and thunder.
Spells that deal damage you are a specialist in deal additional damage equal to your Charisma modifier if they do not already. This extra damage applies only once to the spell “magic missile”
Radiating Pulse-
1st-level Emerald Abyssal feature
When you expend Emerald’s shimmer, as an action you cause a pulse to spread from you damaging creatures of your choice within 15 feet, in a 30-foot cone, or in a line of 60. These creatures must make a Dexterity saving throw or take 4d6 of a damage type you are a specialist in, which you declare upon using this action. Half as much on a successful save. To determine the area of effect, consult the following:
Within 15 feet: Necrotic, radiant, force, psychic.
In a 30-foot cone: Fire, cold, Poison.
60-foot line: Lightning, Thunder, Acid

Special Needs-
6th-level Emerald Abyssal feature
You know when an enemy creature is vulnerable, resistant, or immune to one of your damage specializations.
Expose-
6th-level Emerald Abyssal feature
You can use your round to expend one of your Shimmers in order to penetrate the defensive properties of your enemy. Choose a creature, and make a ranged spell attack against them as you send out the concentrated power of one of your damage specialties. On a hit, the target’s defensive properties to whichever damage specialty you chose are knocked down by one step (Immune to resistant, resistant to normal, normal to vulnerable) until the end of your next turn.

Empower-

10th-level Emerald Abyssal feature
Spells that deal your specialty damage now also add your proficiency bonus to them if they did not already.
Overdrive-
10th-level Emerald Abyssal feature
You can use your action to expend a minimum of one Shimmer to put a spell that deals one of your specialties into overdrive. Your spell deals an additional amount of damage equal to 2x the spell level you cast in the chosen damage.

Emerald Eye-
14th-level Emerald Abyssal feature

You can no longer be surprised. Creatures within 30 feet of you can not benefit from being unseen against you, and you know where they are. You can decipher the complete defensive features against an enemy using an action.
???-
14th-level Emerald Abyssal feature

A Powerful ability unique to you manifests, reflecting your soul and your services to the abyss. (The DM needs to make this depending on what would fit best to the character)
 

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