
r/DnDHomebrew

Sorcerer: Soulblade - Wield the Magical Might of a Mythic Blade
Good day! This is the latest revision of my sorcerer gish subclass. Hopefully I made enough changes to differentiate it from the Bladesinger and Valor Bard. However, I still feel I might need to add more and improve the capstone. All feedback is welcome!
The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
This is a class i have been working on and i hope it is a good homebrew class.
I tried to make it as fun and balanced as possible (compared to a real full caster...)
So i gave it good in combat abilities and a bunch of out of combat spells this way you can focus on the complex temporal reactions in combat but still be useful to your party with powerful spells out of combat.
I got a little carried away by the bubble up feature, so just ignore it...
I find it to be fun to play but feedback on balance and so on is appreciated.
Kennel Master — Full 1–20 Homebrew Nonmagical Hound-Based Martial Class (5e 2014) — Looking for Feedback
Hey everyone,
I’ve been working on a homebrew martial class built around fighting alongside and training persistent non-magical hounds, and I think it’s finally at the point where I’d like to put it in front of people who haven’t been involved in designing it.
The main idea behind the Kennel Master is that the hounds are actual companions rather than summons or disposable stat blocks. They have their own hound levels, develop their own specializations, and can be injured or permanently killed. A replacement starts inexperienced and has to be trained back up.
Combat is built primarily around Coordinated Attack, where the Kennel Master and a hound combine their attacks to trigger additional effects. At higher levels you can maintain two hounds, with three different specializations:
- Ravager — offensive/target disruption
- Bulwark — tanking and battlefield control
- Hearthound — support and protecting allies
The class does not follow strict standardized Dnd models where the player character gains a subclass but instead your hound specializations are how you would choose different build paths and playstyles. There’s no spell casting or magical pet summoning — I wanted the class to feel like someone who has become exceptionally good at training and fighting alongside working animals.
I’ve done quite a bit of damage/balance testing against the existing martial classes, but obviously designing your own class makes it very easy to miss interactions or assumptions that seem obvious to you.
So I’d particularly appreciate feedback on balance, action economy, unclear wording, exploitable interactions, multiclass problems, and anything that looks stronger/weaker in actual play than it does on paper.
This is Playtest v1.0, so criticism is very welcome. I’d rather find the things that break now than defend something just because I wrote it.
Full class PDF below.