Dungeons & Dragons Online

One of my players wants to do their home brew subclass.

Content of the article: "One of my players wants to do their home brew subclass."

I just want to know what you all think? Is it too over powered? Underpowered? Just plan old good? I’m a newish dm and just want to make sure it’s not game breaking. Anyways here is what he sent me. —————————- Agent of the Divine The gods of chaos and trickery are more likely to choose champions with rogue-like abilities. These gods grant their champions divine like powers to aid them with their stealth and savagery.

Divine Inspiration When you choose this archetype at 3rd level, choose a domain from your chosen deity's list of eligible domains. When you reach certain levels in this class, you gain spells listed on that domains expanded spell list. These spells are always prepared and does not count against your spells known. Additionally, you gain proficiency in Religion Checks

Channel Divinity: Invoke Duplicity Starting at 3nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).

The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

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Chaotic Retribution Starting at 7th level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil god, it deals necrotic damage instead. Evil

If your deity is of an evil alignment your Sneak Attack damage deals necrotic damage instead of the weapons normal damage.

Good

If your deity is of a good alignment your Sneak Attack damage deals radiant damage instead of the weapons normal damage.

Divine Intervention Beginning at 13th level, you can use your action to touch a willing creature (including yourself) to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

In addition, you can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. Once per long rest, as an action on your turn you can do one of the following:

Make an attack roll against a target using the illusion. On a hit, the target takes an additional 2d8 of psychic damage. Surround an enemy with yourself and your illusions causing your next attack to be an automatic critical hit. Additionally as a reaction to an attack roll that would hit you, make a DC 18 Dexterity Saving Throw. On a success, you are able to switch places with one of your duplicate illusions and the replacement is then dispersed.

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At 20th level, your call for intervention succeeds automatically, no roll required. —————————— If this doesn’t make sense I’m sorry.

Source: reddit.com

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