I posted this homebrew subclass earlier via this post. After feedback I've made some sweeping changes to reduce its' powerlevel.
With these below changes, would this be considered a balanced and enjoyable subclass to play?
Please note this is my first time posting an amended version of a previous question, if I have not included the required info, please let me know.
Theme Behind The Subclass
The theme this subclass one of subterfuge, assassination and sowing fear. The abilities within this subclass are designed to get the character past whatever defences their target may have before trapping their quarry and completing the assassination.
Expanded Spell List
1st - false life, disguise self
2nd - blindness/deafness, silence
3rd - speak with dead, bestow curse
4th - locate creature, phantasmal killer
5th - mislead, hallow
The expanded spell supports the basic theme. Disguise self / mislead and locate creature enable the assassin to find their target. Spells such as silence, phantasmal killer, and bestow curse allow the assassin to control their target when actually engaging. Finally, the spells hallow, mislead, and disguise self come into play when trying to escape capture.
At 1st level, you gain the ability to call upon the villainous energy of your patron to push yourself and ignore whatever pain comes your way. You have a pool of D4 dice that you spend to ignore pain. The number of dice in the pool equals half your warlock level rounded down.
As a reaction, whenever you receive damage, you can spend a number of D4 dice from your pool to ignore that much damage. The maximum number of dice you can spend at once is equal to your warlock class level divided by 4 and rounded up. Roll the dice you spend, add them together, and reduce the amount of damage received by this total.
Your pool regains all expended dice at dawn each day.
This was Impelling Shroud but has been renamed. I have made some minor changes to this:
- Maximum number of dice you can use has been reduced. At 10th level for each reaction you could only spend a maximum of 3D4 out of 5D4.
- Changed recharge from Long Rest to Dawn.
Starting at 1st level, your patron requires that you make a ritualistic sacrifice at least once every 10 days. Each ritual takes three hours to complete and requires an alive medium to small humanoid (any good to neutral alignment) and a blade. Each ritual must be dedicated to your patron and requires you to kill the sacrifice, each participant must actively participate in the sacrificial kill.
By making a sacrifice to your patron, you are able to bolster your abilities. You and any allies that participated in the sacrifice gain a D10 inspiration die, an additional D8 necrotic damage die to a number of attacks and cannot suffer from Fear. These effects last for 24 hours from the moment you complete the sacrifice. The number of attacks to add the additional D8 damage to is a third of your warlock level rounded down (minimum of 1).
At 1st level, the character can only gain the benefits of Sacrificial Virtue once every 10 days.
At 5th level, the character can only gain the benefits of Sacrificial Virtue once every 7 days.
At 10th level, the character can only gain the benefits of Sacrificial Virtue once every 5 days.
At 15th level, the character can only gain the benefits of Sacrificial Virtue once every 3 days.
This feature differs greatly from the previous version:
- Rather than adding XD6 damage to a single attack, players instead add D8 necrotic damage to X number of attacks.
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Starting at 10th Level, whenever you are reduced to 0 hit points or receive a critical hit make a DC15 Constitution saving throw. If successful, the damage is ignored and instead a random creature you can see within 100 feet receives the damage. If this would reduce them to 0 hit points, you gain a D10 inspiration die and recover health equal to 2D4 plus your charisma modifier.
This effect is not triggered if there are no creatures that you can see within 100 feet of you.
This was Embalming Presence from the previous post but has been renamed and the previous ability has been completely changed.
The previous ability was added to give the sense of a dark and mysterious entity bolstering the defences of the player character's allies. It didn't work.
For this one, I feel like I might need to think about the target selection process but haven't been able to conduct any playtesting.
Death's Inevitable Embrace
Starting at 14th level, you are able to channel the bloodthirsty spirit of your patron to bolster your attacks. As a bonus action, you can grant yourself Deaths Inevitable Embrace.
While under the effect of Deaths Inevitable Embrace, if after dealing damage to a creature and that creature has 1 or more hitpoints but the same or fewer hit points then the total damage dealt, that creature must make a constitution saving throw against your spell DC.
If that creature fails the saving throw, the effects of Deaths Inevitable Embrace are triggered and they take the same damage again, if this would reduce them to 0 hit points any enemy creatures within 15 feet take 3D6 Psychic Damage. The effect ends when Deaths Inevitable Embrace is triggered or after a minute.
If causing damage to a group of creatures, Deaths Inevitable Embrace only triggers for one of them, chosen at random.
You can only use this feature two times each day.
This has been quite heavily reworked.
- This is now activated as a bonus action and lasts for up to 1 minute.
- This can now only be used two times per day.
This is now much less powerful but still allows for the player to synergise their attacks.