Disciple of the Dreamweaver - cleric subclass for my homebrew setting (2/3)
Disciple of the Dreamweaver - cleric subclass for my homebrew setting (2/3)
i don't think this one is very balanced so please help with that if possible, thanks
Disciple of the Dreamweaver - cleric subclass for my homebrew setting (2/3)
i don't think this one is very balanced so please help with that if possible, thanks
First of all, I'm so happy that someone else is posting in this community! Welcome!
Since you asked for help with this class: I'm not convinced about it. It alternates between features that are borderline useless with others that are utterly broken.
Subliminal Affinity gives you proficiency in two of the best skills of the game and a 2nd level spell for free once a day. Despite that, it doesn't give you any other benefit in battle, so it's very dependant on the type of game that's being run - It will find great use in a social campaign, less so in a campaign focused on combat.
Repose and Partial Delve are barely classifiable as ribbon features. Repose allows you and your party to benefit from a worse long rest in 6 hours. I'm not sure which situation would require me to use this feature instead of spending 8 hours and do a long rest, as normal. Partial Delve is very flavourful, but mechanically speaking, it only allows you to gain the benefits of a long rest after 12 hours, which is worse than just doing a long rest, so I'm not sure what you're trying to achieve here. You could replace the entire shtick with a free cast of Dream, maybe?
Memory Palace is uneventful, but it's good. Charmed and Frightened are two of the most common status conditions in the game, but they aren't overly common. When it matters, you'll be glad to have this feature, but it's not going to break the game by any means.
Dreamcaster is bonkers. It's a save-or-suck effect that completely obliterates an encounter if you're allowed to pull it off. Forcing any number of creatures of your choice to be unconscious for 1 entire minute would allow your party to kill the affected creatures way before they can reroll the saving throw to end it. Sure, most enemies at that level have multiple legendary resistances, but I'm not sure if a feature should be balanced on the fact that it won't realistically land.
The mechanics are unclear: as written, the dream only ends after 72 hours or if you exit it, which means that taking damage outside of the dream (or, potentially, even dying) won't end it. As far as I can see it doesn't even require concentration, nor does it force you unconscious, so you can cast a spell beforehand and the use the feature to put everyone to sleep.
By comparison, Dominate Monster, which is an extremely powerful 8th level spell, requires (alongside an 8th level spell slot, of course) concentration and allows the target to repeat the save every time they take damage.
thank you so much for this feedback! i think i know how to fix some of these, but i'm still very unsure
At 17th level, you can not only access the Subconscious Realm, but force others to enter it. All living creatures within 300 ft. of you must make a Wisdom saving throw; those who fail immediately fall unconscious unless they are undead or immune to being charmed. You also fall unconscious, and you cannot allow specific creatures to remain unaffected. You, alongside every creature who fails the save, enter a shared dream in the Subconscious Realm for up to six hours (48 real hours), where the targets are unable to move, speak, or take actions unless you allow them.
During this time, you can shape the environment of the dream, creating landscapes, objects, and other images. You can choose to end the dream at any time, but if you exit the Subconscious Realm this way, then all other creatures immediately wake up. You also suffer one level of exhaustion if the dream is prematurely terminated this way.
Although the targets cannot take actions, they can repeat their Wisdom save on each of their turns. If a creature escapes the dream by succeeding the Wisdom save, then they jolt awake with little to no recollection of the Subconscious, only remembering fleeting images and fractured memories. If they exit the Subconscious because six hours passed or because you prematurely ended the dream, then they retain all memories.
You can use this feature again by completing a long rest after exiting the Subconscious.
That's just going to cause very disgruntled noises among all the party members. I'm playing a martial, I'm already at a natural disadvantage compared to full casters, and I'm forced to fall asleep mid-battle because the cleric wanted to use they new feature? I'm a caster concentrating on something, and I'm forced to lose concentration on my spell?
And what if some party members fall asleep, alongside some enemies, and the party decides that keeping them asleep is a more favourable outcome than waking them all up? Then you have some party members clearing the encounter while the others wait for their chance to wake up, which doesn't sound very fun. I would accept being put to sleep by an enemy, that's the nature of the game, but I'm not going to take a free day to join my party, just to have my friend use their feature and force me to doomscroll Instagram while the remaining party members play the game as intended.
Keep also in mind that the unconscious condition is a death sentence, even for just one round. Unconscious being taking all attacks with advantage, and on a hit, it's an automatic crit. The paladin will just dump their highest smite and call it a day, the fighter, barbarian and warlock will have a field day, and so will the rogue, etc... There's a reason every effect that forces the unconscious condition is (a) situational, and (b) ends as soon as the target takes damage.
I love the thematic elements of this subclass, but the mechanics could use a little work.
To be honest, I think the emphasis and mechanics around the Subconscious Realm are a bit over-specific for a general subclass. If you had a world or campaign that included the Subconscious Realm as part of the lore, it would be great, but it might be prohibitive for a GM to try to shoehorn that into their otherwise-established world. Having some general lore in your description is great, but it needs to be abstract and flexible enough to make sense in a variety of worlds. Again, if this is for a specific campaign, you're fine to be as specific as you'd like.
For your specific features:
I get the impression you're really into the Subconscious Realm idea (I'm getting Tel'aran'rhiod vibes, which is cool). But the whole idea might be better suited for some sort of module (which might include some dream-related feats, spells, etc.) rather than a subclass. If you want to explore that more, consider making an adventure module or something in that vein for it.
Here are a few thoughts for features that might fit the overall vibe:
Hope that's helpful!
thanks! this is really helpful.
you're correct that the mechanics are overly specific for this setting. this subclass was made for a homebrew setting and fits that lore accordingly, so i don't expect it to be adaptable to any other world. the subconscious realm as a whole is pretty important in my campaign since i basically use it as a plot device for lore drops and stuff. i think in that context, abilities like Partial Delve make more sense since there's an actual reason to go there.
i really appreciate your suggestions and will definitely use them to make the subclass more mechanically sound. thanks again