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Ramblings and thoughts after finishing The Witcher trilogy for the first time.

Tl;dr - The games are great overall; first is janky as fuck; third is too long with a little bit of jank & good DLC, definitely not as good as it's made out to be; read the books first.
This won't be a proper review or anything, more just a long ramble of thoughts. Oh, and there absolutely will be spoilers for the games, and some very minor book spoilers. It might does (sorry) make this write-up look like a redacted CIA document.
World/Setting
One of my favourite things about the series (books and games) is how it deals with a lot of the common high-fantasy tropes. In the Witcher, there is no big doom army which the protagonists must defeat by running all around the known world/country to unite all the people and create a super strong alliance to defeat them>! - this is sort of done near the end, but in a more elegant way than other fantasy stories have done it!<. Rather than having the evil army from the depths of hell, the stories tend to be smaller in scope. Sure, the country is getting invaded for the nth time by the Nilfgaardians - an authoritarian empire that's totally not loosely based on Germany - but it doesn't have a whole lot to do with your quest, so it all largely happens in the background. Your focus is a lot smaller than the rise and fall of empires, and that's something I really wish more fantasy did. I don't want to be the saviour of the world, I just want to be one of the little people with an interesting life.
Despite the wars being in the background, though, The Witcher 3 does a very good job at showing just how badly the people living in the smaller villages have been affected - bandits have grown bolder, monsters, wolves, and rabid dogs have taken over the spaces between towns and villages, some larger roads are lined with the hanged bodies of deserters and other criminals, and, if you pay attention to some of the incidental dialogue between NPCs in the small villages, you hear just how tough it is, including some women intentionally sending kids out to die so they have one less mouth to feed. The atmosphere of the world, especially in the third game, is pretty much spot on.
Story
I did really enjoy the stories of the first two games. The first one starts out with a fairly simple task, but gets increasingly complicated as the game goes on. You start out just trying to find the group of bandits that stole the Witcher mutagens, but by the end, you've become heavily involved in the conflict between a religious military order (the Order of the Flaming Rose) and a group of non-human guerrillas (the Scoia'tael), which eventually culminates in a civil war.
The second game follows directly on from the first, and has a similarly deceptively simple plot. At first, you're framed for killing the king you were sworn to protect, and in your quest to clear your name, you end up discovering a plot to establish a new ruling body of mages, as well as a Nilfgaardian plot to destabilise the region prior to invasion.
The story of The Witcher 3, by comparison, is actually somewhat boring. In the prologue, your aim is to find Yennefer - your lover, who has been weirdly absent throughout the first two games. Once you achieve this, the story is to find Ciri - your 'adopted' daughter. And that's it. There's no real twist or anything, you just have to find Ciri before the bad guys, and then fight said bad guys at the end. That's not to say that the story is badly written, by any means. The writing in TW3 is actually some of my favourite, and it's one of the handful of games that actually made me start to tear up a bit (specifically, when you first find Ciri and see she might be dead - might have impacted me more than other people because she was by far my favourite character in the books), and there are times where you can genuinely empathise with some of the characters. However, I felt it dragged on for too long. The main story actually ended about six or so hours after I thought it logically would. That said, the ending does feel like the final conclusion to a big fantasy saga,>! though perhaps not the conclusion that one might be hoping for,!< and it did go back and resolve a couple of plot threads that I'd almost totally forgotten about, which I do appreciate.
Additionally, the game does have quite a few nods to the books, which I really enjoyed - one of my favourites was when I encountered the showman with the caged Wyvern he was trying to pass off as a Basilisk, which eventually got loose. This occurs in the books, except with Ciri, in a circus tent type thing, and it eats everyone as I recall. Another good one are the constant references to the stuffed unicorn - as well as characters that Geralt knows quite well, but which the player might not. These are frequent enough that I'd actually recommend reading the books before playing just for the added context and references. You'll also get an idea of how they totally sidelines Yennefer in favour of Triss, causing another disconnect between Geralt and and players who haven't read the books - most players lacking context would romance Triss, because she's the only one who was present throughout all three games. Geralt, however, would consistently romance Yennefer, and an argument can be made that Geralt was abused by Triss
Gameplay
The core gameplay loop for all three is the same, but the games all did improve on the one that came before, with the first one being proper Euro-jank. The most egregiously bad aspects of the first were polished up in the second, and again in the third. I only have a handful of complaints regarding the gameplay mechanics in TW3:
  • Combat feels too easy after level 25, even with enemy upscaling on. By this point you will have unlocked most ability slots, and worked out exactly what sort of playstyle you're going for, what abilities you want to use, etc. This problem gets compounded further in the Blood and Wine DLC, which is structured like a second ending for the game (I'll discuss this further below). I was sort of able to fix this by using the FCR3 mod and upping the difficulty, which does add some of the challenge that's lacking in the later game.
  • Horse movement isn't great. Sure, Red Dead Redemption 2 has effectively ruined every video game horse for me, but Roach is still quite janky. Roach will try to follow roads as best as she can, but that can sometimes result in you fighting the controls, because the pathing isn't as good as it needs to be for this sort of system to work really well. I lost more than one horse race because I was fighting the controls and got stuck on a fence near the end. There are also some points where Roach might get stuck on invisible walls that aren't there if you walk or if you turn around and go in the other direction for a few metres before turning back.
  • This is more of a UI thing, but I found that I was looking at the minimap way too much when going from one quest objective to the other. Some quests are quite good, in that they'll say something like 'walk along this road, turn left at the fork until you get to the boulder, turn right and follow that road,' but the majority of quests are like Skyrim, wherein you're following the quest marker. Again, I found a mod that sort of alleviates this problem - Friendly HUD, which gives you way more control over HUD elements, and lets you see quest objectives when using the Witcher senses.
Game Structure
Perhaps one of the biggest changes from TW1 and 2 to 3 is that TW3 is a fully open world game, and has seemingly become a benchmark (or in some cases, template) for other developers \cough*Ubisoft*cough*.* While going open world does definitely have its advantages - primarily it definitely does do a better job at emphasising the point that you are in a country that has been absolutely ravaged by war - it also does have some significant shortcomings. Primarily, the question marks. There are way too many, and there are only a handful of different types, which means you do get bored of chasing every single one quite fast.
I also don't think the open world is utilised to its fullest amount - the whole northern area of the main map is only really used in one of the DLCs, otherwise it has no purpose. Most story quests also take place in specific areas - for example, you'll have the Act 1 quests in the countryside, Act 1.5 in the city, Act 2 in a different country, entirely etc. I think nothing really would've been lost by keeping the same world structure as TW2, and having a series of smaller but more detailed maps in which each chapter takes place.
DLC
The story DLC for TW3 is great, but as I said above, I feel the experience is definitely better after reading the books you meet some major book characters and encounter references to events in the books which aren't really explained a whole lot in the game at all, other in the glossary.
Hearts of Stone is probably my favourite of the two, as it has the best music by far, and has a sort of dark and creepy tone just short of horror which I absolutely love and wish more games did. It's also the shorter of the two, only about 10 hours long, and should ideally be played while working your way through the main quest.
Blood and Wine benefits the most from reading the books. Some of the most prominent characters in this story do appear in the books and nowhere else, and one has very a well established relationship with Geralt. This should be completed after the main quest - while that concluded Ciri's story, this concludes Geralt's. This also does refresh the gameplay in some areas - you'll now fight sime much tougher new enemies, and it does change the level-up system, as, by this point, you should have nothing else worthwhile to spend skill points on. This is made more for NG+, because you probably won't be able to unlock everything. Like the combat, I find this does make the game easier than it should be, as it's giving you even more skills to unlock, while enemies don't get much tougher.
The best thing about B&W has to be the setting, though. It's silly yet serious at the same time. An almost comical parody of France (or Italy?), and yet it has a vampire serial killer on the loose.
My main issue with B&W is the ending - the city was attacked by vampires, heaps of innocent people died. And yet, the next day it's like nothing happened - streets are still pristine, shops are open, and everyone's going about their business. Despite it's other faults, Skyrim does a decent job at this - some of the civil war missions will totally wreck some cities, and structures and rubble will remain in place for a week or so in-game before it all gets fixed. That's what should've happened here.
Overall, all the games are great and worth playing, but they are all janky in their own ways, and TW2 is definitely not as perfect as it often gets made out to be.
submitted by Zoological_Exhibit to patientgamers

Hombrew I've Played: Subclasses Edition, Part 2(Paladin to Wizard) - An extensive list of over a hundred subclasses I've playtested, what I still allow, and a brief summary of each and my experience with it.

For Homebrew Classes, See This Post.
For Homebrew Subclasses (Part 1), See This Post with Barbarian to Monk.
So I was supposed to post this uh... 16 days ago, so I'll tell you what, you get a 16% discount off what you paid for it. That's right, 16% of $0 so I don't want to hear any complaints.
For my methodology and defense of Homebrew and why I use it, feel free to read the opening of my original posts ) where I go to greater length on the subject... don't had the word count to spare every post. Suffice to say that my experience is that the main problem that faces Homebrew is that it can be exceedingly difficult to sort through the vast selection and find stuff you might actually want to use. My groups and I have playtested hundreds of hours of the content out there, so I'm just trying to share that time and effort with you.
The purpose of this list is to give a brief outline of each thing I've playtested, and give people some guidance if they want to look further into it. I'm not telling you what to allow, just what might be worth taking a look at if it strikes your fancy. I can give a more in-depth thought on anything on the list, just feel free to ask, though I may get overwhelmed with those sort of requests in my limited reddit time and slow typing.

Balance Criteria

Note: What I think is balanced is not guaranteed to be what you think is balanced. Here is the main considerations I have (in order of importance to me):
  • Does not overshadow the rest of the party.
  • Does not trivialize common encounters.
  • Does not significantly make me redesign encounters around its unique abilities.
  • Cannot do more damage than optimized PHB builds.
  • Is not directly better than an existing option (I will waive this in some cases where the existing option is rarely played).
  • It's not uselessly weak. Balance is a two sided scale, and though overpowered is a more common problem, underpowered is a bad time for the player.

Rules for inclusion:

  • It has to be free. This list is saying that I'm comfortable saying it's worth your time to look at, not that it's a perfect fit for you game.
  • I have to actually have playtested it. This is "Homebrew I've Played" not "Homebrew I've Read and Had a Strong Opinion On". For that to happen, a player had to pick it from my list of stuff I'm offering or bring it to me and ask if they can play it (the later more often than the former these days). I will only add things to a list that are not obviously broken, and players will only pick things that look interesting, unique, fun, or fit a character idea they have. These are limitations of this just being something we do for fun.
  • In general, I'm not including duplicates, just the one I liked the best, if there's multiples of the same thing. You are busy people, and the point is to reduce the overall list of things to sort through.
  • I don't review or allow joke and memes options. I'm sorry, but I'm old grouch who doesn't know how to have fun.
Additionally, I weigh overhead against new options - I am fairly tolerant of complicated mechanics or options, but I dislike things that force saves every turn, or allow for excessive rerolling of dice, or introduce floating modifiers. These are all things that unnecessarily slow down combat, and require extra justification for their presence (which is possible, just that the bar is higher).

Paladin

Subclass Creator Description Playtest Feedback I Allow Notes
Oath of Avarice COFSA GenuineBelieverer A Paladin that believes bling is justice. Balanced. It is actually pretty solid, and one of my favorite things from COFSA. I like alternative Paladin Oaths that are unique, and it's unique, and actually pretty balanced. It also does a much better job of having an adaptably flavor that is not tied to lore or strange mechanics. All around solid.
Oath of Anaracy POP BunnygeonMaster A Paladin the believes freedom of movement is a right. Balanced. It mostly just gives a lot of tools for moving about. Limitless power has a line that might break your game about ignoring creature's immunity, so you may want to play your BBEG accordingly or tweak that feature, but that's 20th level.
Oath of the Grim Hunt SethBlackwood A Paladin with a Warlock's amount of edge. Somewhat too much. d12 smites with rerolls, even as your channel divinity, is a lot in practice; we are talking a first level slot for 3d12 with rerolls vs. a Fiend or something. X I think this is probably the Paladin where I started adopting the principle to stop playtesting Paladins that have a feature that reads, essentially, "Smite harder", as that is really the last thing Paladins need in life even if it is what they end to want.
Oath of the Midnight Hour the_singular_anyone(walrock) A Paladin that stalks the night and shanks their foes. Mostly balanced. I find Shadowblade to be a bit much early on, especially due to it's fairly high chance to interact with criticals. I allow it because I want a Paladin that is like this, but I would like it better if Shadowblade wasn't as strong (or was at least harder to use). I may nerf that feature if someone wanted to play it in a campaign again.
Oath of Power POP BunnygeonMaster A Paladin that is a superhero. It is a little too meme-like for me, but mechanically balanced. X I should have been more suspecious of anything that has an anime quote, but I didn't recognize such things on first pass. Your mileage will vary based on the tone of your game.
Oath of Sanity KibblesTasty A blantantly misnamed Oath for making an insane Paladin. Balanced, if perhaps on the somewhat more specific/undertuned side. This oath bats way over par in making characters that very entertaining. It's like if a Call of Cthulu investigator found their way into D&D but still had their old insticts that everything was going to kill them.
Oath of Zeal CaelReader A Paladin that thinks Vengeance Paladins are soft on heretics. Giving Paladins more smite can be a little over the top. X I'm not sure giving up 10 points of lay on hands is overpowered, but it did feel imbalanced (as in just not in balance), in that it turned the Paladin into a very one note thing (more smites, all the time, which I believe is the intention of it). I also think Stern Gaze should probably just be intimidation, as it makes little sense for Persuasion checks.

Ranger*

Subclass Creator Description Playtest Feedback I Allow Notes
Beast Master (Revised) KibblesTasty Be more than just a graveyard manager for your menagrie of dead pets. A functional beastmaster. Balanced. A good balance between "your pet cannot attack" and "you have two actions" WotC has struggled a lot with pet classes, but I find it a good balance. Your pet can occasionally attack and frequently help you out.
Dragon Apprentice Ranger TheArenaGuy For when being raised by wolves just doesn't cut it. A ranger themed around emulating a dragon. Balanced, generally fits the Ranger template well, even if that template is kicking you right in the bonus actions. Some players are disappointed they don't get a dragon till 15th level. I don't use the cosmic dragons, so cannot speak to anything related to them here, but the rest should be fine.
Shooting Star ATLAS aeyana A Ranger that shoots for the stars (cosmic ranger). Balanced. It's fine, and generally obeys the Ranger rule that your bonus action will be a cluterfuck. I find their resource system (motes) sort of a pain in the ass and they generally have too much of it, but it's mostly fine.
Witch Hunter YAG Yorviing A Ranger that hunters Witches... and potentially other spell casters too. More or less balanced, but somewhat too specialized. If there aren't Witches to hunt, their feature pool is a little shallow. It's generally okay, though I may warn against it for a new player that may overestimate how many spell casting enemies they will fight (and I tend to run more than usual).
Witchguard RSquared A Ranger that fights off the Witch Hunters (above)... Bond with a spell caster and protect them. It is overpowered in a way, but I still allow it. It really comes down to how worried you are about a Ranger being somewhat too good at being a team player. It is overpowered in the sense that it is too strong when compared to what a Ranger subclass should be, but I don't find that it does it in a way that causes issues in my game. Your mileage may vary. Sort of requires buy in from another player, so a little unusual that way.

Rogue

Subclass Creator Description Playtest Feedback I Allow Notes
Acrobat Mage Hand Press Tumble and leap your way to victory. As written, Parting Toss makes no sense. If it is balanced depends on how you modify that feature. RAW, Parting Toss does nothing. If you read it to mean it's a free action, it's busted. I replaced that feature entirely.
Assassin(Revised) KibblesTasty Gives assassin new ways of dealing death. Balanced. The original assassin does one thing very well, this does a few things pretty well. Some will miss the old Assassinate, but it rarely played nice with a party, and we could go weeks without getting a single use of it, while this has a good mix of solo assassination and party play.
The Brotherhood Mage Hand Press Assassin's creed rogue. Partially balanced. Death From Above has a reasonable drawback until 13th level, and there it costs your reaction, so isn't too bad. Goes from near useless to very strong depending on how much vertical space is on your battlemaps.
Divine Agent KibblesTasty The black ops wing of any organized crime religion. Balanced, perhaps a little undertuned due to how late rogue subclass features come in. A Divine Rogue that isn't a 1/3 caster, but has limited casting from their features. Would prefer a little early casting.
Ruffian Jaekbad A Rogue that fights dirty dirter than usual. Balanced. The general idea is well implemented and works well, none of the features are crazy. The rare pleasent example of something on the /UA curated list that belongs there. Quite like the idea and its a unique take on a Rogue subclass while still being archetypically a rogue. Should be noted it doesn't specialize in strength (though can technically use it) despite the name.
Surgeon KibblesTasty A walking revoked medical license. Balanced. It provides a good balance of support and rogue template features. I run the Intelligence variant, as I prefer my surgeons to be smart rather than cunning.
Shinobi Mage Hand Press The ninja rogue everyone wants to be. Balanced, their ki is pretty limited and does reasonable things for the most part. I make Kaginawa part of Cunning Action rather than a free action; your mileage will vary based on how vertical your maps tend to be.
Spidertouched COFSA GenuineBelieverer A Spider themed rogue that shoots webs and poisons things. Balanced, if a little strong in the hands of a clever player, particularly when combined with CBE. There is a semi common synergy between nets and CBE, and this sort of amplifies that. In fact, it makes nets incredibly strong in general. It also scales extremely well with haste. They are limited in their special net requiring a bonus action (which conflicts with CBE), which is sort of its saving grace.

Sorcerer*

Subclass Creator Description Playtest Feedback I Allow Notes
Ashen Lineage COFSA GenuineBelieverer The kid of an Ashen Wolf Warlock. Balanced, more or less. The first level feature is mostly useless - produce flame mostly a worse firebolt, the claws are niche. It's okay, but some players were a little frustrated that it doesn't quite seem to do what it wants to do. It is hard to effectively actually use the Born of Ember feature, as Sorcerers are not natural gishes, and if you multiclass, you'd probably to actually attack for scaling reasons... it's like the Ashen Wolf Warlock, but lacks the invocations to make it actually work.
Aether Heart KibblesTasty A Sorcerer's whose true power is that of their heart. Because it's a magical power source. Balanced, if slightly undertuned at lower levels. It is sort of metamagic specialist, which I think is a good niche for a Sorcerer subclass, but doesn't quite go far enough and I already give extra metamagic.
Deathtouched DarkArts Jonoman3000 A Sorcerer that gets the power from a connection with death Balanced, generally powerful if dim light is commonly available, but may suffer a bit if your party likes it light sources. It doesn't have a bonus spell list, so I give it one, which sort of conflicts with the 6th level feature as there's just not that many necromany spells to go around, but it works out.
Imperial Birthright IrishBandit A Sorcerer with the bluest of blood that commands things. Mostly balanced. The 18th level feature is a little much relative to other Sorcerer 18th level features. I still allow it for specail cases, but have mostly retired it to just use Noble Warlord as that's usually a better for what my players are looking for, but they are different concepts.
Nymph Bloodline Mage Hand Press An alluring Sorcerer that specializes in charming. Not even vaguely balanced. Not suitable for most games. X Almost every feature is ill advised, but bypassing immunity to charm and bypassing legendary resistance and removing the drawbacks of charm magic is a combination that is guarenteed to a derail any game. Do not recommend.
Pheonix Spark(Revised) ElementalOrigins KibblesTasty A revision of the pheonix Sorcerer, a Sorcerer all about bursting into flames. Mostly balanced, and pretty good at feeling like the theme. When I playtested it the cap on restored hit points wasn't there and it was a bit much, but I see it's been updated. I used the UA version up until switching to this reversion recently, as pheonix sorcerers are popular in my groups (all of those UA elemental sorcerers are)
Seasonal TheArenaGuy If 5e Eladrin was a Sorcerer subclass. Balanced, if perhaps somewhat undertuned overall. X It's first level feature is to give you spells, which is cool, but I already give that to all Sorcerers, so it doesn't offer them enough. Conflict of Homebrew. Summer and Spring are also almost always better than Autumn or Winter.
Sea Soul (Revised) ElementalOrigins KibblesTasty A revision of the Sea Sorcerer from UA. Balanced, though a I felt it was a bit finicky at times. I have always struggled with the theme of this one as I feel its a little too close to Storm (both in the UA and this revision) but people want to play it, so I allow it. It's fine... this is a little more polished and balanced than the UA version was, but I allowed that one previously.
Stoneheart (Revised) ElementalOrigins KibblesTasty Kibbles' version of Stone Sorcerer, a more gish like Sorcerer. Balanced. It does not make the Sorcerer suddenly a tank, but gives them an interesting playstyle I like this one a good bit more than the UA version, it's power set is a little more grounded and coherent, while still making the Sorcerer a more viable gish-like thing. Has been quite popular. I did eventually drop the UA Stone Sorcerer awhile ago, so this was a good replacement.

Warlock

Subclass Creator Description Playtest Feedback I Allow Notes
The Acursed Archive COFSA GenuineBelieverer The world's evilest librarians. I had a big issue their ability to essentially planeshift 10 people into the library as an action. X I don't know if I would call it broken, but your mileage will vary. Read tainted knowledge carefully and decide how comfortable you are with that feature being abused. It's in some ways a better time stop at level 1. You and whole whole party can precast any non concentration spells you want (fire shield, mirror image, sanctuary, there's actually quite a few and trust me munchkins will find them)... and there is little hundreds more little things (non-healing potions, etc).
The Ashen Wolf COFSA GenuineBelieverer Warlock who made a pact with fire doggo. It's not really stronger than hexblade most of the time. Feels pretty geared toward Pact of the Blade though, and very invocation hungry. The 14th level feature isn't really balanced, but is also one of the few class features I've seen kill its player (and this happened in fact twice) due to the exhaustion backlash. I generally don't like features that give players more power in exchange for killing themselves. Depending on how you rule exhaustion and death, there are additional problems (if death removes all exhaustion, that can be exploited, if it doesn't, this subclass can permanently kill you).
The Archlich DarkArts Jonoman3000 A Warlock that made a deal with an Archlich. Somewhat subpar. The 1st level feature requires concentration, which will generally always be a deal breaker for a Warlock as they are so dependent on concentration. X The 6th level feature depends on the 1st level feature, which requires concentration, meaning if you use any Warlock spell like Hex or Darkness, you essentially have no subclass features until 10.
The Archmage Mage Hand Press An apprentice that's taken a massive short cut to the whole being a Wizard thing. Balanced, perhaps somewhat undertuned. Arcane Storage is better at some levels than others, but Ubreakable Spell and Spell Resistance are quite good.
The Blackthorn Grove COFSA GenuineBelieverer A warlock with an evil plant for a heart. Balanced? It's fine... the 1st level feature is niche, and the 6th level feature is strangely only really applicable to Pact of the Blade. The 6th level feature only really making sense for Pact of the Blade is sort of a problem, as generally speaking other Warlocks don't really want to hold a ranged weapon all the time (the only option that'd make sense for them to use that feature with).
The Blind Justicar COFSA GenuineBelieverer A Warlock that made a deal with a Warrior Saint to become a Paladin. I don't know what the math on the 1st level feature was supposed to be, but in my experience it doesn't really work out. X The first level feature lets you replace 2d20 with 3d12 drop the lowest, but best I can tell this makes you virtually always hit (or save, but you rarely have advantage on saves, while you usually have advantage on attacks). I'm not a deep math guy, so perhaps it was just absurd luck on the playtest, but 3d12 drop 1 does not seem like a reasonable way to roll attacks in my testing against fairly standard ACs (14-18).
The Currency Conspiracy COFSA GenuineBelieverer A typical merchant. Balanced, but more focused on social pillar and exploitation than combat. It's not necessarily suitable for all games, and depending on your intrepretation of the lore may be exclusively evil due to it's habit turning parts of people's souls into cash-money and all of its class features depending on doing so.
The Divine Beast TheArenaGuy Pact of the Beast Master More or less balanced. Due to the ability to resummon it with a pact slot, it tended to be an unlimited pool of hit points; there is a limiter based on time, but I never saw that really matter. You can fix this just by not attacking it, but your mileage will vary based on how run monster intelligence. X It is to Pact of the Chain what Hexblade is Pact of the Blade in a way that it's a subclass clearly designed for one Pact to fix that play style, and is just a little weird for other Pacts.
The Dreamer Mage Hand Press A Warlock for manipulating sleep and dreams. Has issues. Doubling the power of sleep at level 1 is truly broken. Sleep is a spell that has to fall off due to how powerful it can be. X Their School of Sonomancy Wizard does the same thing, and isn't on the list as I passed on it after trying this one. Doubling sleep's hit points at level 1-3 is ridiculous and will auto end most low level fights.
The Gelantinous Convocation COFSA GenuineBelieverer Befriend cheerful slimes. Balanced, though somewhat geared less toward combat. Their first level feature can make a murder mystery really boring, so read it before it allow it and decide if it'll work for the sort of game you run (allows you to eat a corpse and know what it knew once a day)
The Knowledge Keeper KibblesTasty A Warlock the knows everything there is to know. Your mileage may vary. Trades combat effectiveness for extreme utility. This one is very open ended, and I'm not sure I'd recommend it to anyone beside a veteran player. It's extremely flexible, but kept largely in check by Warlocks very limited slots.
The Lady of the Lake Xenoezen A Warlock that got their power from some aquatic ceremony with a watery tart. Mostly Balanced. It's generally balanced on its own. It is generally more balanced than Hexblade when it comes to Paladin multiclassing with it, though with less thematic dissonance. But if you don't allow Hexblade, don't allow this.
The Nebula ATLAS aeyana A very sparkly Warlock. Shimmering Cloud has an strange interaction with Armor of Agathys that is somewhere between nonfunctional and problematic. X You may read Armor of Agathys differnetly than I do and not count attacks that hit the Shimmer Cloud as proc'ing its damage, in which case you might be fine, but this is a lot if you don't (imagine a 3rd level AoA; each hit deals 15 to the attacker, but they have to deal 30 damage to break the shield, taking 15 damage each time they hit you); note them hitting the cloud procing AoA is probably not RAW though how I've always run abilities like that, so your mileage may vary.
The Saint Yorviing A Warlock blessed by a saint-like figure. Balanced. It's fine, though depends on how you do short rests you may be wary of Prayer of Healing on the Warlock list. The PDF is not the easiest thing to read, though that might just be an issue on my side due its non-standard formatting.
The Tempest KibblesTasty A Warlock that builds a storm around them. Balanced, though deals substantial mini-area of effect damage, making it highly effective sometimes. I like how the storm building mechanic extends the Warlocks effective power by making something out of it's limited uses of Pact Magic and giving it a bit more utility.
The Wild Hunt COFSA GenuineBelieverer The Warlock who made a pact with the bad guys from the Witcher Not balanced. Like many COFSA Warlocks it really depends on how you build it, but it gives a combination of things that can be really annoying to deal with, though seems pretty focused on Pact of the Blade. X Slayer's Armory is a little crazy as it makes Hunter's Mark add 2d6 damage, which when combined with a high hit-high attack build (like CBE) deals fairly ridiculous damage, and with Find Steed you can manipulate the hell out of range making them very difficult to deal with. Slayer's Armory technically does not scale with magic weapons, but that's not a great solution.

Wizard

Subclass Creator Description Playtest Feedback I Allow Notes
Generalist YAG Yorviing A Wizard that majored in GEs at Wizard school. More balanced than most generalist Wizards. It's no loremaster. I find Regenerative reservoir a bit much over the course of a day given how useful 1st level spell slots are, and how very powerful this is as you get later in the game, but this is largely a side effect of long adventuring days, so your mileage may vary.
School of Arithmetick Mage Hand Press A Wizard that's based on being good at math... ...but requires a DM bad at math to allow it. No comment and lesson learned. Not particulary balanced. X This whole subclass is pretty nonstandard. Accrual alone would disqualify from consideration for most people. As to what is broken, it's mostly using stats with Factorize, as a whole group of monsters will have the same value for a stat, and savvy player will know what that stat is often allowing somewhat absurd things.
School of Astronomy ATLAS aeyana A Wizard that's power comes from the alignment of the stars. Balanced, while the stars give you some flexibility (and some early damage) it's not generally too much. I read Spell Stars as that you still have to be able to see the target and you cannot see through the spell stars, so you still need line of sight. If you make different assumptions, balance might be different.
School of Blue Magic YAG Yorviing A Wizard based around stealing and copying their enemies spells. It's more or less balance, but completely dependent on your party and what you fight. X I don't have any real objection to it, but players generally didn't think it was what they thought of as a Blue Mage, but I don't really know enough the source material of the idea to comment there.
School of Hemomancy DarkArts Jonoman3000 A Wizard that specializes in the blood magic provided by the supplement. More or less balanced itself, but depends on the Hemomancy spell list, so your mileage may vary there. X I used it while I used those spells, but as I no longer use those spells, this wouldn't really work out as it's completely tied to those spells.
School of Innovation KibblesTasty A Wizard that lets you make your own spells. It's a good effort at balancing a ridiculous idea. X It's a good bit of fun, and I think could be used, but as with anything this open ended, some user caution is recommended. I do use it as a template for player created spells though.
School of Pathology KibblesTasty A current events Wizard. Somewhere between a plague doctor and a plague maker Mostly balanced. It will somewhat depend on the power and frequently of diseases in your game for their 14th level feature, but wasn't an issue for me. I am not personally a big fan of the spell contagion, I like the spell in principle, but it's in an awkward spot of being effectively "save three times or die". That's a gripe with the spell though, not this subclass.

Honorable Mentions

  • Oath of Free Commerce by the_singular_anyone (Walrock). I find it too much of a meme/meta joke, but your mileage may vary. Mechanically, it is mostly fine, though Invisibile Hand of the Market's unlimited nature can be a little much.
  • Oath of the Goodest Boi Paladin by KibblesTasty. I said at the start I don't allow memes, and this is definitely a meme, but I have been talked into allowing it no less than four times by people that sincerely wanted to play it, so I have playtested it. It is balanced, if ridiculous.

Compendiums & Sources

I've added a brief tag for how much content from compendiums I use for clarity. Limited generally means I don't use the spells or additional options, and may exclude up to half the character options. Most means I tend to use most of it. Some means I use less than limited, and it's usually case by case basis.
  • COFSA = Compendium of Forgotten Secrets, which has a free version that can be found here. I use limited content from this.
  • Dark Arts Compendium is a free compendium that can be found here. I use limited content from this.
  • ATLAS = All The Lights In The Sky Are Stars can be found here. I use limited content from this.
  • YAG = Yorviing's Arcane Grimoire, a free compendium of Wizard stuff that can be found here. I use limited content from this.
  • POP = Plethora of Paladins, a free compendium of, you guessed it, Paladins. Can be found here. I use limited content from this.
  • Elemental Origins is just the revised Elemental Sorcerers, don't know where else they are linked or I'd just link them individually, can be found here. I use all content from this.
  • KibblesTasty's subclasses are compiled on his site found here. I use most content from this.
  • Mage Hand Press has a large pool of free stuff on their website found here. It should be noted there are literally dozens of subclasses on that site I have never playtested. It has a lot of options, though tends to suffer a little of quantity over quality, but you're a lot better starting there to look for something if you cannot find it in the list above than DanDwiki. I use some from this.
  • Almost everything else is from Reddit, /UnearthedArcana and the creators there. I use some content from this...
Please don't construe anything I say as saying that anything isn't worth anyone's time. Not all stuff works for me, but if it is on this list, I at least read it and thought it had some merit, and it probably would work fine for someone's game, even if it may have some balance issues. My balance issues might now by your (or the creator's) balance issues, you might just not care about balance issues. This is just my list that I am sharing because it might help people sort through the sea of stuff out there, and particularly if they find my balance criteria similar to theirs be extremely helpful.
*Ranger Footnote: I currently use the UA Class Variants Ranger with some exceptions. I use the Beastmaster from above, and I require the replacement options are taken in order (i.e. Tireless cannot be taken at level 1 for obvious reasons).
*Sorcerer Footnote: As discussed in my Classes post, I partially use the Sorcerer, Tweaked, but as I don't actually use most of those subclasses, I might be better to say I use the Sorcerer with Expanded Spell Lists, an extra metamagic, and no need for an arcane focus.

Next Steps

What would you like to see next in Homebrew I've Played? Races? Feats? Mechanics? Leave your suggestion and vote below if you'd like to see another part to the series with what you'd like to see, and if you'd like to be notified when the next part goes up.
I also have some updates on my classes post, so I may like do a list up every six months or year or so if people are interesting in that. I have gotten a lot of new subclasses since I started posting these as well, so there will be quite a bit of new stuff playtested in the future.
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