dnd 5e – Is my Wild Magic rewrite balanced?

I despise the Player’s Handbook version of the Wild Magic sorcerous origin—I think it’s poor, lazy design that causes entirely unnecessary strife at the table. There are ways to capture the feeling of chaos and “wild magic” without resorting to shoving an extra responsibility in the DM’s lap. I think Wizards of the Coast can do better—because they have in the past. And taking cues from those better-designed examples, I think I can do better too. But I don’t know D&D 5e as well, so I need help making sure I’ve got the balance right, and I’d also appreciate knowing if any of my verbiage or formatting betrays my stronger familiarity with D&D 3.5e and Pathfinder.

So this is my take on the Wild Magic sorcerous origin. I’ve written it up in what is meant to be the “official” style, and stylistic/formatting/wording critiques are welcome if I’ve missed the mark on that. And anything found to be confusing or ambiguous definitely needs sorting out. But the larger question, of course, is whether the result is balanced and playable. Balancing should be in line with other sorcerous origins, ideally among the better of them (from my understanding, Divine Soul, Draconic, and Shadow are seen as better than Storm or the original Wild Magic).

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following wild magic option is available to a sorcerer, instead of the wild magic origin offered in the Player’s Handbook.

Wild Magic

None can tell where your magic comes from; it is fickle, inconstant, and unique. Some might associate it with the forces of chaos, whether Limbo or demons or the fey, or those places in the multiverse where reality is frayed and all magic takes on some of the volatility that yours exhibits everywhere. But none of these is a perfect match; there is no perfect match to be found anywhere else—your magic is yours.

Wild Magic Surge

Starting when you choose this origin at 1st level, whenever you cast a sorcerer spell of 1st-level or higher, its casting time is increased by 1 round. Sorcerer spells ordinarily cast as a bonus action or reaction are not affected.

After each short rest, choose a number of different sorcerer cantrips and/or spells you know equal to 3 + your proficiency bonus. These spells are your “Deck.” You can begin a Wild Magic Surge on any of your turns to randomly draw a number of spells from your Deck equal to your proficiency bonus. Drawn spells form your “Hand.” You may “Play” a spell from your Hand in order to cast it without extending the casting time (it still consumes its usual spell slot). Once Played, a spell is no longer in your Hand and cannot be Played again for the rest of the Wild Magic Surge. On each of your turns after beginning a Wild Magic Surge, you draw one more spell at random from the Deck. If there are no spells left in the Deck at the start of your turn, the Wild Magic Surge ends.

At the end of a Wild Magic Surge, roll a d20. If you roll a number lower than the number of spells you drew but did not cast during the Wild Magic Surge, roll on the Wild Magic Surge table to create a random magical effect.

Starting a Wild Magic Surge is not an action, it’s simply something you can do on your turn. Very few conditions can prevent you from starting a Wild Magic Surge: being petrified, unconscious, or dead, being already in a Wild Magic Surge, or having recently been Overdrawn (see below), each prevent you from starting a surge. A charm effect could convince or compel you to choose not to. But you can begin a Wild Magic Surge in any other condition. You do not need any rest between Wild Magic Surges; you can start a new Wild Magic Surge the moment a previous one ends, if you wish (after rolling on the Wild Magic Surge table, if necessary).

This is what makes a Wild Magic sorcerer all about Wild Magic. They have a hard time forcing exactly the spell they want at any given time, but if they go with the flow, they can cast spells without difficulty. Surging like this can draw upon dangerous energies, though the risks remain low.

This design is based on that of the crusader from 3.5e’s Tome of Battle, which used the same kind of deck (readied maneuvers) that you draw (granted maneuvers) and play (initiating them). That design worked phenomenally for the crusader (seriously, one of my favorite classes in D&D history), but there is a distinct difference between maneuvers and spells in this case: the crusader’s maneuvers were almost all about attacking. It didn’t necessarily matter all that much if you drew fancy attack 3 instead of fancy attack 4. Sorcerer spells are a lot more niche and varied, where drawing Protection from Energy when you really need Dispel Magic is a big problem. What I’d kind of like to do is come up with some appropriate cost you could pay (/risk you could take) to allow you to just cast any spell you know. Fitting such a feature in is tricky, though—this feature is already massive. And I’m not quite sure what the cost/risk should be. It would have to be enough that you would generally prefer not to and prefer to go with what you drew.

Anyway, note that this feature is, entirely, downside. That is relevant to the next feature. Also, in case there was any doubt, the Wild Magic Surge table referenced here is the same as the one in the Player’s Handbook version of the Wild Magic sorcerous origin. I don’t love this—that table has serious problems even if it’s not being thrust into the DM’s lap—but as a risk/cost, something to avoid, it might work, plus I gather some people like it and it’s a bunch of work I don’t have to do. I’d consider an alternative cost if anyone’s got any great ideas, though.

Surge of Power

Starting at 1st level, when casting a spell during a Wild Magic Surge, you may choose to play another spell. The second spell is not cast; instead, the first spell is improved. Choose one of the following improvements:

  • You gain a +1 bonus to any spell attacks made as part of the first spell.
  • The saving throw DC of the first spell increases by +1.
  • The duration of the first spell is increased by 1 round for every minute in its original duration.
  • The first spell is treated as if it had been cast from a spell slot one level higher than it actually was. You may only choose this improvement if the second spell was higher level than the first.

And here is why you might consider bothering with the whole Wild Magic thing—that wild magic can power up your spells. Originally I had just gone with +1 spell slot level, as in the last bullet, without requiring that the sacrificed spell be higher level, but it seemed too strong for something you could theoretically do every round. Still, I do want this to be good, because as discussed, Wild Magic Surge is purely downside.

Note that Surge of Power plays a spell without casting it—since it was played, you can’t cast it. That means it will necessarily count against you at the end of the Wild Magic Surge, increasing the risk of random magical side-effects.

Metasurge

Starting at 6th level, when casting a spell during a Wild Magic Surge, you may choose to play another spell. The second spell is not cast; instead, the first spell gains the benefit of any Metamagic ability you know without spending sorcery points. The level of the second spell must meet or exceed twice the regular sorcery point cost of the Metamagic, however.

Sort of obvious (I think?) extension of Surge of Power. Unsure if the ratio of sorcery points to sacrificed spell level is right, but it feels right looking at the sorcery point costs of the the Metamagic effects in Player’s Handbook. (Does any other source include more Metamagic options?)

Overdrawn

At 14th level, when you reach the end of your Wild Magic Surge, you may choose to become Overdrawn. If you do, you draw your entire deck (even those spells already played during the wild magic surge) and extend your Wild Magic Surge until the end of your turn. At the end of your Overdrawn turn, you gain a level of exhaustion, and you cannot begin another Wild Magic Surge for 1 minute.

This requires surging for three rounds before you can activate it, which means it’s probably only an option in big boss fights—which is kind of the idea! But if you can’t finish things with this power, you’re also kind of taking yourself out of the fight, since for a whole minute you are stuck with extended casting times.

Cataclysm

Beginning at 18th level, if you would die, you can interrupt whatever event is killing you in order to take an immediate extra turn. For the extra turn, you recover any features you ordinarily would with a short rest, you become Overdrawn, and you gain a temporary 9th-level sorcerer spell slot. At the end of this turn, your own magic tears you apart, as if you had been killed by Disintegrate. (Any creature whose action was interrupted does not get the opportunity to choose to do something else with their action as a result of you being disintegrated.)

I love this feature, it seems narratively appropriate, like just the kind of thing you’d expect a Wild Magic sorcerer to do, and the considerable power on offer seems appropriately balanced by the huge and obvious downside—you have to die! Ultimately, though, as much as I love this, I’m not sure it’s such a great idea to dedicate an entire class feature to something you really want to never use. Best case scenario, this becomes a Crowning Moment of Awesome for the end of a campaign, but is it a good idea to have a feature that, in the best case, is only ever used once?

dnd 5e – Is this houserule for upcasting Haste balanced?

The downside is too strong

This answer is coming from someone with the controversial opinion that haste is a terrible waste of a spell slot (unless for some reason moving really quickly is important, and even then expedient retreat potentially covers that for the wizard).

I already refuse to cast haste as a wizard, or have it cast on me as a melee character because spending a round stunned in combat is a price that I find far too steep.

Using the standard spell; for the cost of an action and concentration (caster) you are giving a fighter maybe a 33% damage increase (Lets assume 1d10+5, so around 11 damage per round). That damage increase is less if your fighter is already dual wielding.

Instead your wizard could cast slow, with a significant chance of having a massive effect on combat and a vastly reduced amount of incoming damage. Or they could cast fireball, and lets assume the average combat lasts 3 rounds they only need to hit 3-4 targets to cause as much extra damage as that hasted attack will over the course of the full combat, and fireball doesn’t take concentration – plus frontloaded damage can take out the minions faster which reduces incoming damage and makes the adventuring day easier because less hit dice and less healing spells are needed).

However your fighter is now incredibly vulnerable because your squishy wizard with potentially 13 AC just needs an arrow fired at him to disable them for a round. Losing that round once every few fights actually decreases efficiency despite the hasted action, and that isn’t even counting the opportunity cost of the wizard picking fireball, or the cleric casting better spells because they no longer have to keep slots to heal people.

You are giving pretty small advantages (yes it might push bounded accuracy, but on a player already pushing those boundaries the real issue is the player not your spell), and doubling that downside.

Adding the extra attack is potentially useful, but again at 4th level you could polymorph someone into a t-rex and not only save incoming damage (allowing your cleric to blast or disable enemies instead of healing), but that t-rex is causing all sorts of damage and panic in the enemy ranks. You could also upcast fireball, again only needing to hit 3-4 enemies to cause roughly the same amount of damage.

I would say that if you like haste, then this probably feels as balanced as haste does, but I would also say that if you like haste then balance isn’t actually what you are looking for.

To ‘fix’ it?

As I said your upcasting options are not as powerful as you think, they are in keeping with the theme and basic power level of the spell, but your downside is too much. I would just keep the single round, keep the same upcast options, and call it ready for playtesting.

Side note

The best use of haste (imho), giving a rogue an extra chance to sneak attack with a held action, is not going to be buffed at all by upcasting because even if they could use 2 attacks on that held action via the spell, they only sneak attack on one.

dnd 5e – Is this Hemokatín Bloodline (Human-Human or Human-Lesser Vampire) Subrace Balanced?

Parent Race: Hemokatín Vampire

I am going to use all of the traits as if I were following the traits for a Hemokatín of each of the 6 subraces. Please note that I will not be putting Age or Alignment traits here. All 6 subraces are Chaotic Good (Usually), and mature faster than humans and live to 750. This is all for D&D 5e.

The first subrace I’m focusing on, Bloodline, has the following traits:

Bloodline Hemokatin

Ability Score Increase. Your Charisma increases by 2, and one different ability of your choice increases by 1.

Size. Bloodlines are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. As an unarmed strike on your turn, you can bite one willing creature or a creature you are grappling. If you hit a creature other than an undead or construct, you deal 1 piercing damage and 1d8 necrotic damage, rather than the bludgeoning damage normal for an unarmed strike.

If you do not use this attack against a creature within 3 weeks, you go insane: You gain the poisoned condition, and you undergo the effect of the confusion spell when you take damage in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dim light and darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shade of gray.

Keen Senses. You are proficient with the Perception skill.

Advance Grappler. When you grapple a creature, you are considered proficient with the Athletics and Acrobatics skills and double your proficiency bonuses for those skills.

Light Sleeper. You only need to sleep for 4 hours out of a long rest. The other 4 hours must be spent performing light activity, as normal.

Undead Constitution. You have resistance to poison damage. You also have advantage on saving throws against poison, disease, and being put to sleep by magic.

Sunlight Sensitivity. You have disadvantage on Wisdom (Perception) checks and attack rolls that depend on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Skills. You are proficient in an additional two skills of your choice.

Tool. You are proficient with on tool of your choice.

Minor Illusion. You know the minor illusion cantrip.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a secret language similar to theives’ cant.

Is this subrace balanced with the other D&D 5e races, especially those with subraces themselves?

dnd 5e – Is my homebrew paladin subclass based on Noelle from Genshin Impact balanced?

I’ve created a homebrew subclass based on Noelle from Genshin Impact. I don’t know if this is where I should ask but can i get a honest review/feedback with some balancing tips?

The goal of this subclass is to be the absolute frontline of the party, with your aura you protect surrounding allies from as much damage as you can while you get an ‘earthern shield’ to compensate for the extra incomming damage on the paladin. This subclass is designed to work around your constitution, so strength or charisma will not be the main focus. Meaning your damage will not be as much as other paladins. this is what I’ve thought would be a fun kit to work with:

Oath of the Earthern Protector:

Oath Spells:
You gain oath spells at the paladin levels listed.

paladin level spells
3rd shield, protection from evil and good
5th aid, prayer of healing
9th beacon of hope, life transference
13th Guardian of Faith, aura of life
17th mass cure wounds, skill empowerment

Channel divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Devotion: When an ally (excluding you) within 60 ft. takes damage that would reduce its health below 1 hit point, you can use your channel divinity as a reaction to give that ally temporary health to absorb the hit for them. This temporary health equals four times your constitution modifier + your paladin level and will stay until the end of the ally’s next turn.

  • Inspiring Smite: Immediately after you deal damage to a creature with your Divine Smite feature, you can use your channel divinity as a bonus action to distribute temporary hit points to creatures of your choice within 30 feet of you, which can includes you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. {This is similar to the Oath of Glory}.

3rd level:
Earthern Breastplate:
You can use your bonus action to guard yourself with a layer of transparant protective earth that surrounds you like a bubble for 1 minute.
Upon activating this skill, you deal damage to enemies within 5 ft. equal to your constitution modifier. You then gain temporary health equal to twice your level in this class + your constitution modifier.

While you have this temporary health, your attacks inspire your allies to keep fighting. Once per turn, when you hit an enemy, you and up to 3 allies you choose within 30 ft. will be healed for 1d6+ your constitution modifier.

You can use this feature a number of times equal to your Proficiency bonus. You regain your expended uses when you finish a short or long rest.

5th level:
Whirlwind Attack:
You can use your action to make melee attacks against any number of creatures within your reach, with a separate attack roll for each target.

7th level:
Aura of warding:
While an ally is within 10 feet of you, it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. At 18th level, the range of this aura increases to 30 feet.

15th level: {Name TBD}
When your breastplate expires due to its duration or is broken by damage from a hostile creature, the shield will shatter, scattering sharp pieces of earth in all directions, all creatures within 10 feet must make a dexterity saving throw equal to 8 + your strength modifier + proficiency bonus. taking four times your strength modifier on a failed save, or half as much on a succesful save.

20th level: Sweeping time
As a bonus action, you can call upon the power of the earth to guide your strikes in battle for 1 minute, gaining the following benefits:
– your weapon gains a reach of 15 ft.
– your weapon attacks will deal extra damage equals your constitution modifier.
– the healing from earthern breastplate can now occur twice per turn.

Once you use this feature, you cannot do so again until you finish a long rest.

dnd 5e – Is this alteration to the Evocation Wizard’s Potent Cantrip balanced?

This probably makes the Wizard strictly worse at 10th level.

This feature is just the 10th level Evocation Wizard feature restricted only to cantrips. Empowered Evocation says:

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Empowered Evocation applies to your Evocation cantrips, so at 10th level, you basically don’t have a 6th level subclass feature anymore, at least, it only benefits your non-Evocation cantrips (there are 8 non-Evocation wizard cantrips with the damage tag on DDB, and 8 Evocation cantrips with the Evocation tag). Unless you’re planning ahead, chances are high your damaging cantrips are Evocation.

dnd 5e – Is this homebrew Sea Domain Cleric balanced compared to the other subclasses?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Sea Domain balanced compared to the other cleric subclasses?

The landlubber cultures see the sea as an unconquerable force, so why not harness it to your advantage? The gods of the sea include Umberlee, Posiedon, Habbakuk, and Njord.

Domain Spells

Level Spells
1st Create or Destroy Water, Earth Tremor
3nd Find Steed, Protection from Poison
5th Tidal Wave, Wall of Water
7th Control Water, Watery Sphere
9th Commune with Nature, Steel Wind Strike

Bonus Proficiencies

You gain proficiency in Aquan, martial weapons, and Vehicles(sea).

Sea Master

You become more adapted to life in the water. You gain a swimming speed equal to your walking speed, you can breath underwater, and you know the Shape Water cantrip and can cast it as a bonus action. You add twice your proficiency bonus to any check to navigate at sea.

Channel Divinity: Heart of the Sea

At 2nd level, you can use your Channel Divinity to bolster yourself with the strength of the sea. As an action while you are fully submersed in water, you can spend a use of Channel Divinity to make yourself resistant to all nonmagical damage for one minute. This resistance ends if you begin a turn not fully submersed in water. At 16th level, this ability conveys resistance to magical damage as well.

Channel Divinity: Grace of the Dolphin

At level 6, you can meditate for 10 minutes and use your channel divinity to gain the following benefits until you take a long rest:

  • Your jump distance is tripled while you are swimming.
  • When you are piloting a sea vessel, it moves at twice its normal speed.
  • You can communicate with aquatic beasts, and you have advantage on Charisma checks involving them.
  • You can dash as a bonus action while swimming.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a crashing wave. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target. When you reach 14th level, a creature hit by the attack must also make a strength saving throw or fall prone.


Wrath of Poseidon

At 17th level, as an action, you can summon a whirlpool of watery whips around you. The whirlpool is a sphere centered on you that is 20 feet in radius. It counts as difficult terrain for all creatures except you. Ranged weapon attacks made from outside the cylinder automatically miss any target inside the cylinder. Any creature other than you who starts their turn inside your whirlpool must make a dexterity saving throw, taking 1d10 bludgeoning damage and being pushed 20 feet away on a failed save or take half as much damage and not be pushed on a successful one. You cannot concentrate on spells while your whirlpool is summoned. You can dismiss your whirlwind as a bonus action. Additionally, you learn the Tsunami and Earthquake spells and always have them prepared.

dnd 5e – Is this homebrew Hearth Domain cleric balanced compared to the other domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hearth Domain balanced compared to the other cleric subclasses?

Protectors of homes everywhere, clerics of the Hearth domain defend their party and when they rest, they protect them from evils. Gods of the hearth include Boldrei, Cyrollalee, Vesta, Berrorar Truesilver, and Frigg.

Domain Spells

Level Spells
1st Alarm, Sanctuary
3rd Warding Wind, Arcane Lock
5th Leomund’s Tiny Hut (R), Aura of Vitality
7th Aura of Purity, Mordenkainen’s Private Sanctum
9th Wall of Light, Hallow

Defender of the resting

After finishing a short rest within 30 feet of you, a friendly creature gains temporary hitp oints equal to your level. These are lost when the creature takes another rest.

Home Maintenance

As an action, you can touch a structure and heal it 10 hit points. You can do this a number of times equal to your cleric level, regaining all uses on a short rest.

Channel Divinity: Protective Mote

At level 2, as a bonus action, you can use your channel divinity to throw down a mote of magical light at a point within 60 feet of you. The mote stays at that point and emits dim light out to 30 feet. All friendly creatures have their armor classes increased by 2 while they are within 30 feet of the mote. This bonus increases to 3 at level 10 and 4 at level 19. The mote disappears if you are reduced to 0 hit points, or if it is targeted by Dispel Magic or is within an anti-magic field.

Channel Divinity: Secure Building

At 6th level, while inside a structure no larger than 10,000 square feet, you can meditate for one minute, using your channel divinity to detect and expel intruders. You learn the number of hostile, neutral, and friendly creatures currently within the building. All hostile creatures must make a charisma saving throw or be teleported to a random location outside the building within 1000 feet determined by the DM. They will not be teleported to a location that would cause them immediate harm. Invisible creatures have advantage on this saving throw. For the next hour, the building cannot be teleported into except by a wish spell.

Defensive Spellcasting

At 8th level, whenever you cast a spell of first level or higher, you regain hit points equal to your wisdom modifier.


Punish intruders

At 17th level, whenever a creature you can see takes damage (or you take damage yourself), you can use your reaction to have them take no damage instead. If the damage was caused by a creature, that creature takes damage equal to the damage they would have dealt, ignoring resistances, vulnerabilities, and immunities either creature had. Once you use this feature you cannot use it again until you finish a long rest.

dnd 5e – Is this homebrew Dreams&Sleep domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Dreams&Sleep Domain balanced compared to the other cleric subclasses?

Dreaming and sleeping might seem like the last thing to do in battle, but by infiltrating dreams one can undermine an enemies psyche, and by controlling their sleep, you can cause them to enter a slumber during the heat of combat. Gods of sleep and dreaming include Diirinka, Sehanine Moonbow, Niorun, Hypnos, and Morpheus.

Domain Spells

Level
1st Sleep, Dissonant Whispers
3rd Gentle Repose (R), Mind Spike
5th Catnap, Enemies Abound
7th Phantasmal Killer, Shadow of Moil
9th Dream, Synaptic Static

Aura of Mental Protection

As reaction, when a creature within 30 feet of you fails a wisdom, charisma, or intelligence saving throw, you can make them reroll the saving throw and take the higher result. You can use this a number of times equal to your wisdom modifier, regaining uses on a short rest.

Sleep Optimization

For you and creatures within 30 feet of you, a long rest only requires 7 hours instead of 8. This decreases to 6 hours when you reach 19th level.

Channel Divinity: Psychic Reconnoitre

At 2nd level, as an action, you can touch an unconscious or sleeping creature and use your channel divinity to affect its dreams to tear down its mental defenses. For 8 hours after the creature wakes up, they will have disadvantage on the first wisdom saving throw, the first intelligence saving throw, and the first charisma saving throw they make. They can get rid of this effect by taking a short or long rest.

Channel Divinity: Inception

At 6th level, as an action, you can target a creature within 60 feet of your who has taken psychic damage from a spell you cast in the last minute or has failed a saving throw against a spell of the enchantment or illusion school you cast in the last minute. You use your channel divinity to create layers and layers of dreams within their mind. That creature must make a wisdom saving throw or take 4d12 psychic damage and be stunned for the next round. The creature also ages by 1d4 years. The damage increases to 8d12 at level 15. A creature who fails a saving throw against your Inception once can never be aged by it again.

Psychic Spellcasting:

Starting at 8th level, whenever you deal damage with a cleric cantrip, you deal additional psychic damage equal to your wisdom modifier.

Mental Fortress:

At 17th level, you are always under the effects of a Mind Blank spell.

dnd 5e – Is this homebrew Chromatic Dragon domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chromatic Dragon Domain balanced compared to the other cleric subclasses?

Fears rightfully by almost all creatures, Dragons terrorize vast swaths of the world and possess half its wealth and magic. If you worship them enough, or if you have draconic ancestry, you may share a sliver of their power.

Domain Spells

Level
1st Cause Fear, Absorb Elements
3nd Dragon’s Breath, See Invisibility
5th Elemental Weapon, Fly
7th Icestorm, Wall of Fire
9th Wrath of Nature, Destructive Wave

Subclass Restriction

Only Humans, Half Elves, Kobolds, and Dragonborn may take this domain.

Bonus Proficiencies

You gain proficiency in martial weapons and intimidation.

Draconic Type

At the end of a long rest, you choose a dragon color to embody. This grant you abilities depending on what you select that last until your next long rest.

Red

You gain a small breath weapon. As an action, you can exhale fire in a 15 foot cone. All creatures in that cone must make a dexterity save or take 1d4 fire damage. This increases to 2d4 damage at level 10 and 3d4 at level 19.

White

The water immediatly under your feet freezes, allowing you to walk across water. You are resistance to cold damage and are acclimatized to cold climated.

Green

You can cast protection from poison or detect poison and disease once each. You temporarily have the poison spray cantrip as one of your cleric spells.

Blue

You temporarily have the shocking grasp cantrip as one of your cleric spells. Whenever you cast, it, you can fly up to your remaining movement. You fall if not supported at the end of your turn.

Black

You are immune to acid damage.

Channel Divinity: Dragonic Fear

At 2nd level, as an action, you use your channel divinity to imbue your self with fear. You gain advantage on intimidation checks for the next hour.

Channel Divinity: Dragonic Transformation

At 6th level, as an action, you use your channel divinity to turn yourself into a draconic avatar. You gain a flying speed of 60 feat and a +2 to your armor class for one minute.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a dragon. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type depends on your current Type: Red is fire damage, white is cold damage, green is poison damage, blue is lightning damage, and black is acid damage. When you reach 14th level, the damage increases to 2d8.

Dragon Master

At level 17, you gain additional features based on your current type.

Red

You are immune to fire damage.

White

Your skin is so cold that whenever you a creature escapes your grapple, or you escape a creature’s grapple, that creature takes 8d4 cold damage.

Green

Whenever a creature reduces you to zero hit points, they are poisoned for one minute.

Blue

You can cast lightning bolt twice.

Black

You can cast the acid splash cantrip as a bonus action.

dnd 5e – Is this homebrew Music Domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Music Domain balanced compared to the other cleric subclasses?

Although usually the realm of bard, musical magic is often used by divine entities. God of music include Apollo, Bragi, Olidammara, and Milil.

Domain Spells

Level
1st Heroism, Alarm
3nd Calm Emotions, Enthrall
5th Beacon of Hope, Tongues
7th Dominate Beast, Conjure Woodland Beings
9th Danse Macabre, Commune (R)

Bonus Proficiencies

You gain proficiency in the performance skill, and in 4 instruments of your choice. Choose one instrument you are proficient in. You double your proficiency bonus for skill checks made that involve playing that instrument.

Song Of Encouragement

Whenever you cast a spell of first level or higher that has a verbal component, choose one creature within 30 feet of you. That creature gets a bonus to one ability check, saving throw, or attack roll they make within the next minute of their choice equal to the level of the spell you cast. If they do not use the bonus within the minute it is lost. If a creature has multiple bonuses, they can only benefit from one on any given use.

Holy Voice

You are unaffected by the silence spell.

Channel Divinity: Musical Number

At second level, when you are not in combat, you can use your channel divinity to perform a 1 minute divinely inspired song and dance routine to convince/intimidate onlookers. For the next 10 minutes, you gain advantage on all charisma checks involving creatures who saw and heard your performance.

Channel Divinity: Enchant Creatures

At 6th level, you can use your channel divinity and perform a one minute song that enchants weak onlookers. At the end of the song, all creatures of CR 1/8 or lower who were within 60 feet of you during your performance must make a wisdom saving throw. Otherwise, they serve you loyally for the next hour, though they will not put themselves in immediate danger, and all enchanted creatures will stop serving you and run away if any of them take damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Epic Composition

At level 17, you can spend 10,000 gold and 100 hours to create a musical masterpiece, a scroll of sheet music with immense power. You can do this only once, though you can recreate the same piece for 1,000 gold and 10 hours if the original is destroyed. As an action when you have both hands free, you can unroll the scroll and the sound of the music will begin to play magically all around you for the next minute. You must have both hands free during the entire minute to conduct the magical music. During this minute, you cannot concentrate on spells, make attacks, or cast spells. If you are unconscious, the music ends. At the end of the minute, if the music played for the entire minute an effect occurs depending on the piece you created and the scroll is destroyed:

Also Sprach Zarathustra:
All creatures, excluding yourself, within 120 feet of you take 10d10 radiant damage and are blinded until the end of their next turn. All magical darkness within 120 feet of you is dispelled. This counts as one round of exposure to direct sunlight.

Cannon in D:
You cast meteor storm without expending a spell slot.

Komm Susser Todd:
All creatures within 1 mile of you become telepathically linked. They can read the surface level thoughts and emotional state of any other creature in the linking, regardless of language proficiency, as long as they are in the same plane of existence. This linking lasts for 1 hour, after which, all creatures in the linking, including you, take 6d12 psychic damage. A creature killed by this damage disintegrates into orange goo.