I'm here again to look for opinions on a subclass that I have made and one of my players wants to use it. It's a fun and versatile subclass, but I want to check if it's not too overpowered, in order to balance the encounters in the game. I will probably playtest it first, but if you have the time, I would like some feedback.
I am mainly worried about the level 3 feature. I want to create an arsenal of options the player can choose from and have different stances.
My main issue is, is this too good at level 3? Im more concerned with Stone Stance and Water Stance here, is the damage increase at this level too good? I had originally thought that it would be fine since you can only have the effect of one stance only.
If you believe I should make a stance available at a later level, which level should I make that be? At level 15, all the stances are slightly buffed and more options are available.
At level 3, you begin to gain access to the stances that you have honed your training on for so many years. You can use a bonus action to change your stance, and it permanently stays in that same stance until you change to a different one.
Neutral: In neutral stance, you are calmer and more observant. You can roll a 1d4 and add that to your Wisdom (Insight) checks.
Stone Stance: Your skill in your weapon is enhanced with this stance, taking a position that grants you strength and deal more damage. You deal +2 extra melee damage on your hits.
Water Stance: You are able to determine how your enemy fights and be able to strike with a readied stance that blows through their defence. You gain a +2 extra on melee attack rolls.
Wind Stance: Once per turn, when you make an attack roll, you can attempt to knock the creature (that is Large or Smaller) back after your attack. The creature is forced to make a strength saving throw, and if they fail, they are pushed back 5 feet. Your DC is 8+proficiency+Strength or Dexterity.
Counter-Stance: A stance to strengthen your retaliation. You can use an action to hold a counter. After a creature attacks you, you can use your reaction to attack them as well. If you hit the creature, you deal an extra 1d8 force damage.
Eagle Stance: A stance specifically learnt to wield bows with great accuracy. You gain a +2 to attack when using your bow
Blind Stance: You have blindsight of 5ft around you.
Mountain Stance: You gain a +1 Armour class while you are using this stance. You gain advantage on strength checks to prevent being knocked prone
For the rest of the features, I am confident that the class is balanced and is appropriate for each level, however I will share them and feedback on these would also be welcomed
Without A Trace
At level 7, you gain proficiency in stealth. Additionally, you are able to cast Invisibility on yourself that lasts for only 1 minute, three times per long rest. When you roll initiative while being invisible from this feature, you can add a 1d4 to your initiative
Because this subclass is inspired by Ghost of Tsushima, I wanted the subclass to have a better stealth option, with the option of being able to turn invisible, and to be able to ambush better with that 1d4 bonus. My only question is, is proficiency in Stealth + Invisibility over the top or is it fine? And should i make the stealth be double proficiency is someone is already proficient in stealth?
At level 10, you gain proficiency in Wisdom Saving throws. If you already have proficiency, you instead gain proficiency in Intelligence. You also have advantage against effects of being charmed or frightened.
It is very similar to the Samurai's level 7 feature, Elegant Courtier to which they gain proficiency in Wisdom saving throws. I have also added advantage against charmed and frightened conditions. Not sure if this is too good, and if i need to scale it down a bit.
Improved Stance Change
At level 15, you have honed your skills in your stances to improve them even further, while learning more stances. Your spiritual powers from meditation and training now enhances your stances.
Neutral: In neutral stance, you can roll also 1d4 and add that to your Investigation checks
Stone Stance: You can now choose to deal force damage when you use a melee attack.
Water Stance: Target creatures do not benefit AC bonus from spells or shields when targeted by a melee attack
Wind Stance: This feature can now affect a creature with any size. The knockback is increased to 10ft
Counter-Stance: Creatures attacking you with a melee weapon attack dont have advantage on you
Eagle Stance: You gain +2 on ranged attacks and gain a +2 extra damage.
Blind Stance: You have blindsight of 15ft around you.
Mountain Stance: You gain a +2 Armour class while you are using this stance. You gain advantage on strength checks to prevent you from being knocked prone. As a reaction, you can take 1d4 less damage from one melee weapon attack
Moon Stance: Once per round, you can attack two different creatures with one melee attack action
Arcane Stance: You have advantage on saving throws from spells. As a reaction, you can attack a creature within 5 feet of you if it casts a spell.
I don't have too much of a concern with this, since it is now at level 15, and you can only have one stance active at a time, so you'll benefit from only one of these features.
At level 18, you gain the spiritual power to utilise the ghost stance.
Once per long rest, you can use the Ghost Stance. Your Ghost Stance will end if you switch Stances during the Stance.
Ghost Stance: You can activate it using a bonus action. This counts as a Stance, thus will remove your current stance. When you do so, creatures within 10 feet of you must make a wisdom saving throw. On fail, they are frightened until Ghost Stance ends. Ghost Stance lasts until you have successfully made 3 attacks. Your next 3 attacks will deal an additional 2d8 force damage. This effect only works with martial melee weapons.
This can only be used once per long rest.
The DC for the Ghost Stance is 8 + Proficiency + Wisdom
Another obvious inspiration from Ghost of Tsushima, the final ability is a powerful stance that frightens the enemies for the duration and allows you to deal extra damage. Originally, it was an extra 3d8 damage, but I nerfed it down to 2d8. It's only once per long rest, and it is restricted by the fact that it is a stance, and that you can only have this for three attacks. I don't see a problem with this, but if you do, just let me know and i can fix it up
So my main question for this homebrewed subclass is the balance for the level 3 feature. I would like insight and thoughts on the level 7 feature as well. Initially, i was going to have another level 3 feature, which was adding the 1d4 to initiative, but i saw this as too much and combined this with the level 7 feature.
Is it overpowered or underwhelming?