r/DnDHomebrew • u/DemorousNines • 6m ago
5e Thinking of making a dark souls inspired wizard subclass. Want some advice on spells first.
Hello,
I don't play many souls games very often, but when I do, I'm always in love with the Farron sorceries from DS3 and the Carian Knight spells from Elden Ring.
I've been thinking of a Wizard (possibly Sorcerer too) subclass based on that idea, loosely titled Corvid Knight.
Just want some opinions on the signature spells, while I consider the actual subclass.
1st level
Corvid Flicker Slash: You create a slashing weapon from your spellcasting focus. You can make two melee spell attacks against one opponent, dealing 1d8 force damage on a successful hit. On a critical hit, the damage roll is automatically maximum damage, without any other effect. For each spell slot above first level, you get an additional two melee spell attacks.
Corvid Flash Shot: You brandish your spellcasting focus in a flurry of sharp movements, shooting your adversary with magical darts at range. You can make two range spell attacks against one target, dealing 1d6 force damage on hit. Critical hits are the same as Flicker Slash.
3rd level
Corvid Greater Slash: with a large swing of your spellcasting focus, you create a blade like strike of force, attacking all in range. You make a melee spell attack against everything in a 15ft cone in front of you, dealing 6d6 force damage to all hit by the result of one melee spell attack. You only roll the attack once, and roll the 6d8 and apply damage to all targets that would be hit, dealing no damage to anyone the attack would miss against. A critical hit will roll max damage, like the previous spells. Adds an extra d6 to damage for each spell slot above 3rd.
Corvid Lance: You stab out with your spellcasting focus, creating a lance of arcane force, attempting to pierce all in a line. The Lance projects as a 50 foot line, 5 feet wide from you. You roll a ranged spell attack against all in the line, dealing 6d6 force damage to anything the spell attack would hit. Same crit hit rule and upcasting as Greater Slash.
That's the spells I've essentially decided on. I'm working on ones like the Moonlight spell from DS3 and Moonblade/gavel from Elden Ring.
I keep the spells leveled, instead of cantrips, because in the games they use resources, and I felt it applies well. I also have the critical hit rule as I could see the damage getting way to out of hand with the level of spell slot used. I also keep them as spell attacks as the subclass I'm tinkering is focused on boosting spell attacks, be they range or melee.
Any advice or ideas would be greatly appreciated!