User:SpikeSunshine

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Things I'm involved with[edit]

Made[edit]

Medium Class D&D 5e[edit]

Runemaster Class D&D 5e[edit]

Prodigy Class D&D 5e[edit]

Necromaster Class D&D 5e[edit]

Ring of Shroud Magic Item D&D 5e[edit]

Wambling Creature D&D 5e[edit]

Zombified Wolf Creature D&D 5e[edit]

Brown Bear Zombie Creature D&D 5e[edit]

Lesser Zombie Creature D&D 5e[edit]

Helped[edit]

Awakened Class D&D 5e[edit]

Kickboxer Class D&D 5e[edit]

Maneuvers for Everyone! Variant Rule D&D 5e[edit]

Reviewed[edit]

Alghoul Monster D&D 5e[edit]

Thaus Class D&D 5e[edit]

Abberation Warlock Subclass D&D 5e[edit]

Copycat Class D&D 5e[edit]

Ragnarok Mark Curse D&D 5e[edit]

Bone Crushing Hug Spell D&D 5e[edit]

Paragon Fighter Subclass D&D 5e[edit]

Outlaw Rogue Subclass D&D 5e[edit]

Balancing Bible[edit]

Thank you u/ASharpYoungMan

Saving Throws:[edit]

Every class gets two Save proficiencies. One in a "strong" save (Con, Dex, or Wis) and one in a "weak" save (Cha, Int, Str). This refers to how often these saves come up (Strong saves come up a lot. Weak ones much more rarely).

If you see a class that breaks this pattern, that raises a red flag:

  • Two Weak Saves: The class is going to have a hard time with saving throws. The author probably doesn't understand the way save proficiency is balanced.
  • Two Strong Saves: The class will have an advantage over other classes. The author probably hasn't considered how much of an advangage two strong saves impart.
  • More or Fewer save proficiencies: Run. The author is either way off base, or probably thinks that they can balance the class elsewhere to make up for the oddness.
  • A choice between one of two saves of the same strength: I've seen this and actually have no problem with it. As long as the class has one strong and one weak save, it's balanced. The choice is a benefit over other classes, but it's a small and flavorful one.

Starting Equipment:[edit]

Compare what the class gets to other classes. Note that some classes (like Monks) get fewer starting options and less powerful options: this is a design choice because it fits the flavor and mechanics of the class.

So be mindful of how the starting gear is set up. Paladins start with Chainmail: this is a serious benefit but also means Paladins can afford to dump Dexterity and not suffer on AC.

If the starting equipment is kind of outrageous (starting with plate armor for example, or with non-standard equipment like minor magical items), look carefully to see if there is anything to balance that out.

A knight class starting out with a warhorse or a suit of plate should consider that the equivalent of a class feature (and here it's getting tricky to balance so I imagine a dndwiki class wouldn't have this much thought put into it, but it might).

Skills[edit]

Most classes should get 2 skills. A skill based class that also has Extra Attack or Spellcasting natively should get 3. An especially skill-focused class that isn't a warrior (extra attack class) or spellcaster should get 4. Additional skills are worth a Class Feature (often through subclasses, though level 1 features like Expertise or Favored Enemy/Natural Explorer enhanced proficiency with skills, so a 1st level feature that adds a skill wouldn't be out of the ordinary).

Level 1 Features[edit]

Here are some features to compare the balance of level 1 and 2 features to:

  • Take up a combat stance that offers special benefits like increased damage or defense (Babarian rage, or Bladesinger Wizard's Bladesong at 2nd level)
  • Use a different Ability Score than usual to make attack rolls and enhance the damage of a certain kind of attack slightly but significantly (Monk's Martial Arts, Hexblade Warlock's Hex Warrior). Watch this trait, it can get out of control with multiclassing.
  • Regain 1d10+Class level HP once per short rest (Fighter, Second Wind)
  • Inflict 2d6 extra damage once per round with special requirements (Sneak Attack)
  • Take a certain action or set of actions as a bonus action (such as Cunning Acfion from Rogue level 2). Consider the actions: getting the Help action as a bonus action is powerful at 1st level, but by 3rd its not unheard of - if the class has other strong bonus action using features then the opportinity cost at later levels could balance out early access to a feature like this. Conversely, making a bonus action attack, or casting a spell with an action cost as a bonus action, is powerful and needs restrictions (War cleric's level 1 feature or Sorcerer's metamagic at 2nd level.
  • Shapechanging like a 2nd level druid. Make sure the feature isn't much more powerful than what druid offers.
  • Buffs like Bardic Inspiration - use that feature as a guideline.

Spellcasting[edit]

The class should follow one of these trends:

  • Total Caster

Spellcasting type 5 Spellcasting starts at level 1, and the class learns up to level 9 spells. d6 Hit Die. Limited access to weapons and armor (Wizard, Sorcerer)

  • Full Caster

Spellcating type 5

Starts casting at level 1, Learns up to level 9 spells. Has a d8 Hit Die and has better access to weapons and armor, so compensates with a spell list that focuses on utility or support to some degree (Bard, Cleric, Druid)

  • Three Quarters Caster

Spellcasting type 4 Starts with limited spellcasting at level 1 and has cantrips. Learns up to 5th level spells. Some moderate access to weapons and armor, but a lower hit die to make up for the expanded spellcasting - d8 usually (Artificer)

  • Half-caster

Spellcasting type 3

Starts spellcasting at level 2, and no cantrips (though Tasha's gives options for this). Learns up to 5th level spells. Generally has a d10 hitdie and good access to weapons and armor (medium or heavy).

  • Pact Magic caster

Spellcasting type 4

Uses pact magic like a warlock (very few slots that replenish on a short rest). Learns up to 5th level spells but has options for learning higher level magic up to level 9, making them sort of a 2/3 caster. (Warlock)

  • Third-casters

Spellcasting type 2

Should be a subclass - though I wouldn't rule out a 3rd caster main class - it would just be a red flag. Start learning spells at 3rd level, plus you gain cantrips. Can learn up to level 4 spells. (Arcane Trickster, Eldritch Knight)

  • Oddballs

Spellcasting type W.E.I.R.D Stuff like 4 Elements Monk or Runic Knight Fighter who can emulate magic using their class resources or some funky system. Hard to tell how to balance these, but something like this shows the homebrewer is thinking outside the box (the question is how much design theory are they leaving in the box?). Having "Spell Dice" for example would be intriguing, but the author would need to put a lot of work into the mechanic to make it both interesting and balanced against normal spellcasting.

If a homebrew class deviates too much from this pattern, pay close attention to balance. Especially if the class has a non-standard spell slot progression, or has an unusually high or low number of spells known or spells prepared. Both are red flags.

Fighting Styles[edit]

Warrior classes generally get one of these. Fighters get them at level 1. Half casters with d10 HD (Paladin and Ranger) get them at level 2 along with Spellcasting (and divine smite for Paladin).

Rogues and Barbarians don't get fighting styles. Sneak Attack and Rage essentially are their fighting styles.

Some subclasses (like Sword Bard) get a fighting style (level 3 in Sword Bard's case) - so a class with a fighting style at level 3 might be balanced similarly (full caster+).

Action Surge[edit]

This is one of the most potent features in the game. Anything that gives an extra action should use this as an upper limit. Granting another reaction, for example, tends to be something that's heavily restricted (usually by granting the ability to do an opportunity attack without using your reaction, but stipulating you can only make one opportunity attack per round).

Level 5[edit]

This is when classes transition into tier two play. Warrior classes get Extra Attack, and if the class lacks it at level 5, 6, or 7 (at the latest), then it needs something else to give it damage to single attacks (like Sneak Attack). If it's a full caster or full caster+, it should only get Extra Attack at level 6, and then only if they have some sort of weapon focus as a class or subclass (like Sword and Valor bard, or Bladesinger).

Note that Bladesinger has an interesting alternative use for it's Extra Attack feature (allowing it to cast a Cantrip using one attack), so homebrew may have adopted this. Eldritch Knight also has an ability at level 7 that lets them attack once as a bonus action when they cast a Cantrip - slightly less powerful, but level 5 is important in a character's power progression.

Full casters should be getting 3rd level spells and a boost to damage or utility cantrips, so be wary of additional level 5 features.

For both Extra Attack classes and full casters, additional level 5 features are a red flag. An exception is Monk, who is a middle of the road melee combat class - moderate hit die size, no armor, not many powerful weapons, but a ton of combat features that compensate, so having an extra one at level 5 fits the design of the class.

Barbarian and Rogue both have additional boosts at 5th level because they tend to be one-trick ponies combat wise (either always sneak attacking or always raging it possibe).

Anything that messed with turn order[edit]

This is a design space that 5e has intentionally avoided. Look long and hard at anything that changes combat order, or that shifts people to later or earlier places in the order, as this can wreak havoc on spell and effect durations and could be exploited.

An ability that causes everyone involved in combat to reroll initiative, usable once per short rest, might not be so bad. One that allows you to automatically act first for one round is going to cause all kinds of problems unless the author takes time to address those problems.