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
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 Chaos domain balanced compared to the official 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 Chaos Domain balanced compared to the other cleric subclasses?

While most gods create some from of order, others prefer its destruction and embrace entropy and unexpectedness at all times. Gods of chaos include Eris, Sutr, Zurguth, and Mask, though many clerics worship Chaos itself.

Domain Spells

Level
1st Chaos Bolt, Grease
3rd Crown of Madness, Knock
5th Bestow Curse, Summon Lesser Demons
7th Confusion, Hallucinatory Terrain
9th Mislead, Maelstrom

Constant Flux

Before you roll any attack roll, saving throw, or ability check, you may flip a coin. On a heads, you gain advantage on the roll, on a tails, you gain disadvantage.

Cantrip Substitution

You learn one cantrip of your choice from any spell list, it counts as a cleric cantrip for you. Whenever you finish a long rest, you may swap it with a different cantrip.

Channel Divinity: Baleful Transposition

At 2nd level, as a reaction at any time, including during your turn, you can use your channel divinity and select any creature within 30 feet of yourself. The creature must make a charisma saving throw. You and the creature switch posisitions on a failed save.

Channel Divinity: Chaotic Casting

At 6th level, whenever you cast a spell, you can use your channel divinity to roll twice on the Wild Magic table. Choose which one of the effects you rolled happens.

Potent Spellcasting

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

Random Magic

At 17th level, as an action, you can choose 12 9th level spells with a casting time of 1 action that lack costly material components. Assign each a number 1-12. Roll a d12. You cast that spell as a cleric spell without expending a spell slot. Once you use this ability you cannot do so again until you finish a long rest.

dnd 5e – Is this Poetry Bard balanced compared to other Bard subclasses?

In all honesty, a lot of this class arose from the goal of having themed feature descriptions which were drafted and then refined over time to make them have a more cohesive internal-theme as well (standard wordings of feature descriptions are found in the spoiler blocks). That theme developed from “generic poet” into “controls your audience”. As such, the features follow a progression of benefitting allies, harming enemies, and finally, controlling everyone.

I wanted the subclass to have a rather extreme playstyle where features can rarely ever be used or only last a short amount of time, but where, in either case, they are quite powerful. This is something I find very little of in 5e and it is something I like because it makes using the features a much more strategic decision. Unfortunately, it can also lead to a class feeling lack-luster or lack they are a one-and-done kind of show, which is why I added in the learned spells in the latter two features which are not in poetry form.

Perhaps even more unfortunately, this sort of design can also lead to major imbalances, or at least, very swingy sorts of battles. This is primarily what I am worried about with this subclass, that when it does succeed, it will put even the Monk’s Stunning Strike to shame.

After each feature are two spoiler blocks, the first is the feature written out in more standard wording. The second is the explanation of the feature’s structure.


College of Poetry

You’ve spent your life mastering the art of poetry: meter, rhyme, hidden meanings and more. You’ve found unique ways to inspire your allies, befuddle your foes, and perhaps, some day, you’ll enrapture all those around you with your timeless performances.

The road you walk’s less travelled, but you walk it nonetheless;
Pen and paper are your guide, your lyrics bring unmatched finesse.


3rd level feature: Roundel of Inspiration

You know how to do it, to turn the battle’s tide;
To make all foes soon quit, and rally all your friends.
An action’s perfectly fit, one must be applied.
Now use it quickly friends, ‘fore inspiration ends!

Costing but one die; a small price the bard expends.
Help six who hear the cry, and still remain allied;
And help them to get by, as combat still extends.

They’ll activate it soon, six seconds and it’s died.
Alas, this piece does zoom, its timing never bends;
One turn within this tune, the magic will have dried.
Now use it quickly friends, ‘fore inspiration ends.

As an action, you can expend one use of Bardic Inspiration to grant Inspiration to up to six allies that can hear you. The Inspiration follows the usual rules for Bardic Inspiration but lasts for only 1 round instead of the usual 10 minutes.

A roundel is a type of poem, this one in particular rhymes twice (note: it, quit, fit; die, cry, by; soon, zoom, tune). This is also a pun as it is a Bardic Inspiration that lasts for one round.


6th level feature: Tongue Twister

Entrapping enemies, ensnaring entities.
Visible vermin vexed; vocalize various vulnerabilities.
Sic six souls, Sapiēns saves send; six squares seen, sixty seconds set.
A magic making modifier makes malevolents maintaining might a mountain not meekly met.
Daily dumbing delusions dance, dealing doubled dodecahedral dice;
Fear festers, frolics, feters, finds foes facing forcèd frights.
Shackled, shockèd, shaking, shooked.
Halted, heelless, hellbound, hooked.
Tries to terminate transpire: taking trauma; turn by turn.
Blithering baddies’ battles bent to burn.

Additionally, you learn the tongues spell; it counts as a Bard spell for you and does not count against the number of Bard spells you know.

Choose six creatures within 30 feet that you can see to make a Wisdom saving throw against your spellcasting saving throw DC. On a failed save, a target takes 2d12 psychic damage, and, for the next minute, their speed is reduced to 0, they cannot benefit from any bonuses to their speed, and they are frightened of you. A target repeats the saving throw each time they take damage and at the end of each of their turns. You may use this feature once per long rest.

Yup, it’s just a tongue twister.


14th level feature: Magnum Opus

Metrical Allegations Grant Numerous Uncontrollable Maledictions. Overwhelm Puny Unfortunates Seen.
Action’s Graciously Needed, Undertaking’s Met. Oppress, Possess, Usurp Sizeable Manipulation.
Gremlins Now Unhurt Me! Overturn Perils, Unmake Sins! Misdoings Agleam.
Now Use Mentality; Otherwise Perceive Unmentionable Sights Making Actions Genuflection!
Unfortunate Many! Oh Poor Underlings Suffer My Afflictions! Gracious None!
Mine! Overruled, Powerless, Uncasting, Silenced, Maddened And Gnawing; Next Undone!

Overcoming’s Pointless, Useless, Silly! My Attack Goes Nowhere, Unneeded Mortal!
Precise Undulations Sent! Many Anguish, Gnash; None Use Magic Over!
Ultimate Spell! Minutes Accrue; Going Nowhere Until Maledictions Occlude Portal!
Suffer! My Anguish Grants Neverfound Unfetterings… My Own Pain, Underexposure!

Additionally, you learn the mass suggestion; it counts as a Bard spell for you and does not count against the number of Bard spells you know.

All creatures you can see (not including yourself) must make a Wisdom saving throw against your spellcasting saving throw DC or begin suffering. While suffering, a creature cannot cast or concentrate on spells and must use its action each turn to kneel down in genuflection (falling prone if they are not already prone). If you take damage at any time after using this feature, the feature ends and all affected creatures stop suffering. Other than this, the effect cannot be ended by any means other than a wish spell. You may use this feature once per long rest.

This is an acrostic spelling “MAGNUM OPUS”; however, the first line also spells out “MAGNUM OPUS” with the first letter of each word. This is then rotated across the next several lines. For example: line 7 spells out “OPUS MAGNUM”.

dnd 5e – Which Unearthed Arcana subclasses have not been put into books?

A lot of the Unearthed Arcana material gets refined and put into official books. Which subclasses, if any, never had an iteration of it put into an official book?

dnd 5e – Are the ranger subclasses from Xanathar’s Guide to Everything compatible with the UA revised ranger?

They are not compatible

The Player’s Handbook/Basic Rules version of the ranger gets a Ranger Archetype at level 3, while the Unearthed Arcana version of the ranger gets a different class feature called Ranger Conclave. The conclaves that go along with that feature are detailed in Unearthed Arcana: The Ranger, Revised.

Xanathar’s Guide to Everything adds new archetypes for the ranger, not new conclaves (page 41):

At 3rd level, a ranger gains the Ranger Archetype feature. The following options are available to a ranger, in addition to those offered in the Player’s Handbook: the Gloom Stalker, the Horizon Walker, and the Monster Slayer.

It is a different class feature for an altogether different class, and they are not compatible.

If you wanted to use one of the archetypes from Xanathar’s Guide for the UA ranger, you would first need to create (homebrew) new conclaves that mirror the XGtE archetypes, and worry about balance as part of that process.

Adding extra attack

I am not very experienced in homebrewing and balancing, but the Horizon Walker archetype from Xanathar’s Guide to Everything was playtested in Unearthed Arcana: Ranger & Rogue, which includes this text block:

If you’re playtesting the Unearthed Arcana ranger, you can use these subclasses with it if you make one addition: give each subclass the Extra Attack feature.

Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The Monster Slayer archetype was playtested in Unearthed Arcana: A Trio of Subclasses, which contains a similar text block.

So if you are looking to balance these subclasses for use with the UA ranger, that may be a good place to start.

dnd 5e – Are XGtE subclasses compatible with the UA ranger

My games use the UA ranger instead of the PHB variant. The question did not previously come to mind, because until now my players either chose hunter or beast master, both of which have their variant in the UA. Now the question did come up:

Are the XGtE ranger archetypes compatible with the base ranger class from unearthed arcana?

The reason I suspect it might not (at least not as written) is the fact that extra attack got relegated to the subclasses (except for the beast master who now lacks it). I further assume that the XGtE subclasses where created with the original PHB ranger in mind which means they would suddenly be seriously downgraded because they lost the extra attack.

By compatible I mean:

  1. Is it correct that I would need to add extra attack to assure that the class is balanced with other classes?

  2. Are there other differences with a similar high impact that I would need to consider?

dnd 5e – Which one is the “true” ranger and which subclasses are officially available?

I stopped playing D&D over a year ago. Back then I was really obsessed with unofficial (but not quiet yet homebrew) material. Unearted Arcana stuff, third party books from people working with WotC and so on. I had this huge document of official and unofficial (sub)races, (sub)classes, feats and other options. Mixing and matching all those things was really fun and led to some cool (and sometimes wonky) characters.

Now I started a new game with lots of beginners and I realized that the plethora of options often lead me to analysis paralysis and powergaming tendencies. So now I go back to the basics and walk the purist way. Problem is, I have forgotten which sources are actually official and which are not. Especially when it comes to the ranger class.

As far as I remember, the ranger was considered the weakest class in the Player’s Handbook. And then there was an Unearted Arcana presenting a revised ranger class. But that one was too good. Then there were some subclasses for both ranger versions and some class options as well. And Jeremy Crawford (and other WOtC people) also had some opinions on Twitter about the whole thing.

So now I am confused which one is the “real” ranger. The one that is officially endorsed by WotC. Which subclasses can be chosen by this ranger? And are there any other class options that are accepted to use. Any updates to the initial class? (I haven’t played in the Adventurers League, but maybe that’s as close I can get to “official”? I don’t know).

Obviously, there is the base class in the Player’s Handbook with two subclasses: Hunter and Beast Master. Then Gloom Stalker, Horizon Walker and Monster Slayer in Xanathar’s Guide to Everything. I ask this question before Tasha’s Cauldron of Everything is out. I assume there will be more subclasses and maybe other stuff in there.

Am I missing something? Who is the real ranger? Who are the imposters among us?

Refactoring: Pythonic way of reducing the subclasses?

background: so, I am working on an NLP problem. where I need to extract different types of features based on different types of context from text documents. and I currently have a setup where there is a FeatureExtractor base class, which is subclassed multiple times depending on the different types of context and all of them calculate a different set of features and return a pandas data frame as output, independently.

all these subclasses are further called by one wrapper type class called FeatureExtractionRunner which calls all the subclasses and calculates the features on the document and returns the output for all types of contexts.

Problem: this pattern of calculating features leads to lots of subclasses, the way it is setup right now. currently, I have like 14 subclasses, since I have 14 different contexts.it might expand further. and this is too many classes to maintain. Is there an alternative way of doing this? with less subclassing.

here is some sample representative code of what i explained:

from abc import ABCMeta, abstractmethod

class FeatureExtractor(metaclass=ABCMeta):
    #base feature extractor class
    def __init__(self, document):
        self.document = document
        
        
    @abstractmethod
    def doc_to_features(self):
        return NotImplemented
    
    
class ExtractorTypeA(FeatureExtractor):
    #do some feature calculations.....
    
    def _calculate_shape_features(self):
        return None
    
    def _calculate_size_features(self):
        return None
    
    def doc_to_features(self):
        #calls all the fancy feature calculation methods like 
        f1 = self._calculate_shape_features(self.document)
        f2 = self._calculate_size_features(self.document)
        #do some calculations on the document and return a pandas dataframe by merging them  (merge f1, f2....etc)
        data = "dataframe-1"
        return data
    
    
class ExtractorTypeB(FeatureExtractor):
    #do some feature calculations.....
    
    def _calculate_some_fancy_features(self):
        return None
    
    def _calculate_some_more_fancy_features(self):
        return None
    
    def doc_to_features(self):
        #calls all the fancy feature calculation methods
        f1 = self._calculate_some_fancy_features(self.document)
        f2 = self._calculate_some_more_fancy_features(self.document)
        #do some calculations on the document and return a pandas dataframe (merge f1, f2 etc)
        data = "dataframe-2"
        return data
    
class ExtractorTypeC(FeatureExtractor):
    #do some feature calculations.....
    
    def doc_to_features(self):
        #do some calculations on the document and return a pandas dataframe
        data = "dataframe-3"
        return data

class FeatureExtractionRunner:
    #a class to call all types of feature extractors 
    def __init__(self, document, *args, **kwargs):
        self.document = document
        self.type_a = ExtractorTypeA(self.document)
        self.type_b = ExtractorTypeB(self.document)
        self.type_c = ExtractorTypeC(self.document)
        #more of these extractors would be there
        
    def call_all_type_of_extractors(self):
        type_a_features = self.type_a.doc_to_features()
        type_b_features = self.type_b.doc_to_features()
        type_c_features = self.type_c.doc_to_features()
        #more such extractors would be there....
        
        return (type_a_features, type_b_features, type_c_features)
        
        
all_type_of_features = FeatureExtractionRunner("some document").call_all_type_of_extractors()

so, the base class, by default calculates some features, each expressed as a method. maybe around 10 different methods. later, when subclassed, each of the sub-class have all the default features plus some additional special features they calculate, they range from 2/3 methods to 6 methods, max. and these special methods/features are specific to each context and hence other subclasses would not know it/need it/wont be shared.

dnd 5e – Is the unofficial Arcane Puppeteer subclass balanced in relation to official subclasses?

It is an artificer subclass which allow the character to control puppets and willing creatures.
It seems that the puppets have reasonable stats (at level 9 you can have 2 of them), but I fear that they will give beast and low-intelligence creatures a big “meat shield” to demolish before reaching the players.

Arcane Puppeteer

Strings

Some of your subclass features require you to use a set of strings – threads of magical force used for controlling your puppets and other creatures. A set of strings comprises of five threads, attached from each of your fingers on one hand to the limbs and head of a target puppet or creature. You must have an empty hand to use one set of strings: thus if you have two empty hands you can control two sets of strings. Strings are intangible and invisible and cannot be severed.

At 3rd level the length of your strings is 60 feet. You lose control of the subject of the strings if you are separated from it by a distance longer than the length of the strings. You can dismiss one or both sets of strings on your turn: this does not require an action. The strings also disappear if you fall unconscious.

If you can make your strings become visible. They look like thin spectral blue strings.

Arcane Puppeteer

At 3rd level, you gain proficiency in Carpenter’s Tools.

Also at 3rd level, you craft a puppet using a combination of magic, knowledge carpentry, lots of wood and hours of effort.

At 9th level, you craft another puppet, you can choose any type.

Arcane Puppet

At 3rd level, you must choose a type of puppet: (i) fighter; (ii) creature or (iii) beast. The puppet uses your Dexterity, Intelligence, Wisdom and Charisma status. The puppet’s other status, actions and features will be similar to a creature from Monster’s Manual. Also, your puppet appearance, status and features change according to your artificer level. It’s HP raises as described below. You cannot equip it with other weapons or armors. Puppets are usually medium size constructs.

  • Manipulating Puppet: You control your puppet using a set of strings. While you are controlling it, you can sense what it senses. You can use your action to have the puppet take an Attack or Disengage action on your turn, or your reaction to have the marionette take a reaction. It moves along with you, but you can use your bonus action to use it’s movement speed. Their features are cumulative.

    • Attacking: puppet’s attacks are similar to common attacks, you roll the attack dice, add str. or dex. modifier and you proficiency bonus, if it hits, then you roll the damage dice and add str. or dex. modifier. The only difference is that, if the a puppet’s attack is based on strength, it uses it’s own str. mod., if it’s based on dexterity, then it uses your’s dex. mod.
  • Repairing: puppets that have less than their maximum hit points but greater than 0 hit points can be repaired. This can be done during a long or short rest, and requires your carpenter’s tools. During a short rest, you can repair twice your artificer’s lvl in hit points of the puppet. During a long rest you can repair all your marionettes back to their maximum hit points. A destroyed marionette can only be repaired after a long rest for a price equal to your artificer’s level x10 in Gold pieces. If your puppet has lost no more then 1/10 of it’s HP, you can use the cantrip “Mending” to fix it.

  • Stand By: when you are not using your puppets you can use an action to fold then so they look like a backpack, except the beast type puppet after you’re on the 17th level, in which case it folds like a chest. You can carry your puppet(s) as if they were light. To unfold it, you must spend an action.

  • Fighter: this puppet looks like an humanoid. It’s base HP is 13 (+5+Con. Mod. per level)

    • 3rd LVL – AC 13, Str.10 (0), Con. 10 (0), Mvt. Spd. 30. It wears pieces of leather and metal as armor, also, it has a short sword and bow. It has 20 arrows. Attacks: (i) Short Sword or (ii) Short Bow. Feature: it gives you darkvision for 60 feet and resistance to poison damage.
    • 5th LVL – AC 14, Str. 14 (+2), Con. 12 (+1), Mvt. Spd. 30. It has a short sword, bow and a club. Attacks: (i) Short Sword, (ii) Short Bow or (iii) Club. Feature: when you use your action to attack with the puppet, it can attack twice, one with the Club and other with the Short Sword, or two with it’s short bow.
    • 9th LVL – AC 14, Str. 16 (+3), Con. 14 (+2), Mvt. Spd. 50.
    • 14th LVL – AC 16, Str. 16 (+3), Con. 14 (+2), Mvt. Spd 50. It now has a long sword, bow and greatclub. Attacks: (i) Long Sword, (ii) Long Bow or (iii) Greatclub. Feature: when you use your action to attack with the puppet, it can attack three times.
    • 17th LVL – AC 18, Str. 18 (+4), Con. 18 (+4), Mvt. Spd 50. It now has a long sword, bow, greatclub, a spear and greataxe. Attacks (i) Long Sword, (ii) Long Bow, (iii) Greatclub, (iv) Spear or (v) Greataxe. Battle Cry (1/long rest): your puppet start brandishing it’s weapons, every ally in 30-foot radius have advantage on it’s attacks and damage rolls for the next 3 turns.
  • Creature: this puppet looks like a Aarakocra. It’s base HP is 11 (+4+Con. Mod. per level)

    • 3rd LVL – AC 12, Str. 10 (0), Con. 10 (0), Mvt. Spd. 20 on foot, 50 flying. It wears some pieces of leather and cloth as armor and uses a Javelin and it’s fists to attack, also, it has wings, so when you use your bonus action to move it, it flies. Attacks: (i) Javelin or (ii) Fists: 1d4.
    • 5th LVL – AC 12, Str. 12 (+1), Con. 12 (+1), Mvt. Spd. 20/50. Attacks: (i) Javelin or (ii) Claws: 2d4. Feature: when you use your action to attack with the puppet, it can attack twice, one with the Javelin and one with it’s claws.
    • 9th LVL – AC 13, Str. 12 (+1), Con. 12 (+1), Mvt. Spd. 20/50. It has a tail now. Attacks: (i) Javelin, (ii) Claws: 2d4 or (iii) Tail: 1d10. Feature: when you use your action to attack with the puppet, it can attack twice, one with the Javelin and one with it’s claws or tail.
    • 14th LVL – AC 14, Str. 13 (+1), Con. 14 (+2), Mvt. Spd. 30/60. Attacks: (i) Javelin, (ii) Claws: 2d4 or (iii) Tail: 1d12. Fire Breath (recharge 5-6): you can use your action to expel a breath of fire, in cone 15 feet, dealing 4d6 of fire damage. Feature: you and your puppet are resistant to fire damage.
    • 17th LVL – AC 15, Str. 15 (+2), Con. 16 (+2), Mvt. Spd. 30/60. It looks like a humanoid dragon and has a spear now. Attacks: (i) Javelin, (ii) Spear, (iii) Claws: 2d6 or (iv) Tail: 2d8. Fire Breath (recharge 3-6): 7d6. Feature: you and your puppet are immune to fire.
  • Beast: this puppet looks like a Wolf. It’s base HP is 15 (+5+Con.Mod. per level)

    • 3rd LVL – AC 13, Str. 12 (+1), Con. 12 (+1), Mvt. Spd. 40. Attacks: (i) Bite: 2d4. Feature: it gives you advantage on rolls related to perception.
    • 5th LVL – AC 14, Str. 14 (+2), Con. 14 (+2), Mvt. Spd. 50. Attacks: (i) Bite: 2d6. Feature: ir raises your passive perception by 1.
    • 9th LVL – AC 16, Str. 16 (+3), Con. 14 (+2), Mvt. Spd. 50. It has claws now. Attacks: (i) Bite: 2d6 or (ii) Claws: 2d6. Feature: when you use your action to attack with the puppet, it can attack twice, one bite and one with it’s claws.
    • 14th LVL – AC 18, Str. 16 (+3), Con. 16 (+3), Mvt. Spd. 50. It has horns now. Attacks: (i) Bite: 2d6, (ii) Claws: 2d6 or (iii) Horn Attack: 2d8. Charging Attack: if you move your puppet at least 9 feet in line to a target and hit it with Horn Attack, you deal 2d8 damage and you push it 9 ft away, if it fails a constitution test (DC 16). Feature: you can ride in your puppet, it has the same traveling statistics as a common horse.
    • 17th LVL – AC 18, Str. 20 (+5), Con. 17 (+3), Mvt. Spd. 50. It’s size becomes huge now. Attacks: (i) Bite: 2d6, (ii) Claws: 2d6 or (iii) Horn Attack: 2d8. Overwhelming Charging Attack: it deals 3d8 damage and push the target 15 feet away (DC 19), also, you can use your bonus action to improve this attack and try to knock the target prone, the target must make a Acrobatics test (DC 17), if it fails, the target is knocked prone. Feature: up to five medium humanoids can travel using your puppet now, two inside, and three on it’s back.

Obs.: If you cover a Fighter puppet, it looks like an ordinary human.

Willing Puppet

When you reach 6th level, you can attach a set of strings to a willing creature within 30 feet. The creature can still move freely and still has it’s own turn. While using the strings on the target:

  • You can use your reaction or a bonus action, if it’s your turn, to stand the target up immediately if it’s knocked prone.
  • You can use your reaction or a bonus action, if it’s your turn, to move the target, up to their movement speed, between the limits of your strings. If the target is engaged and you move it more then 5 feet from the creature he’s engaged, he may provoke an opportunity attack.
  • You can use your action to make the target attack with advantage, disengage or dodge, even if it’s paralyzed or stunned. If the action is related to dexterity, you can choose to use your modifier instead of the creature’s modifier, unless it’s paralyzed or stunned, in that case, you must use your modifier.

This feature requires concentration as described on the spells section of the Player’s Handbook

Puppet Armor

At 9th level, you can use an action to use your puppet as an armor. You can use this feature once per long rest and it lasts until you dismiss it with an action. You gain the following benefits:

  • Your strength, constitution and AC raises by +2.
  • You gain 1/3 of it’s hit points as temporary HP.

You can use Puppet Armor on another creature, but you need to use Willing Puppet on that creature. If you get unconscious or stop using your strings for any reason, the puppet stops moving and the creature inside must succeed on a strength check (DC 18) in order to get out of it. The creature can repeat the check at the beginning of it’s own turn.

Puppet Fusion

At 14th level, if you are in control of two puppets, you can use your bonus action to combine then as one. They become a large construct (unless you use the beast type puppet at 17th level, in this case, the combined puppet is huge). Combined puppets are treated as one, but they require two sets of string to control it. Its statistics are the following

  • Two different types of puppet:
    • It’s HP is equal to the total amount of both puppets HP.
    • It’s Str. and Con. are equal to the highest + 2.
    • It’s AC is equal to the highest + 2.
    • It can make up to three attacks.
    • It has all the special features of both puppets, except the ones that raise the number of attacks.
  • Two puppets of the same type:
    • It’s HP is equal to the total amount of both puppets HP.
    • It’s Str. and Con. raise by +2
    • It’s AC raise by +3
    • It can make up to four attacks.
    • It gains the one of the bonus, according to the type:
      • Fighter – your combined puppet gains a reaction, Parry (recharge 3-6): when your puppet is attacked by a melee attack, it can try to parry the attack. It must be holding a weapon and must be able to see the attack. It raises it’s AC by +3 for that attack.
      • Creature – your combined puppet gains an extra attack, Fire Beam: your puppet shoots a blast of fire, line 30 feet, 3d6 fire damage.
      • Beast – your combined puppet gains more damage on it’s attacks, (i) Bite: 3d6, (ii) Claws: 3d6 or (iii) Horn Attack: 4d6.

This feature can’t be used with “Mechanical Servant” (artificer 6th level feature). You can’t use Puppet Armor while using Puppet Fusion.

Puppeteer Master

At 17th level, you become a master of the arcane puppeteer arts. Your strings now have the extent of 120 feet. Also, your puppets become resistant to your choice of physical or magical damage.

You can write dozens of arcane symbols on a scroll to contain one of your puppets or your mechanical servant. You can spend an action to seal your puppet or servant inside. When your puppet is sealed inside the scroll, a large symbol appear will appear at the center for as long as the puppet is inside. By using an action, you can make your puppet appear. If the scroll is destroyed, the puppet will appear as close to the destroyed scroll as it can, at half of the hit points it had when.

Moreover, twice per long rest, you can use your reaction to switch places with your puppet.

It is written there that it has not been playtested, so I am a bit scared to allow him to play that class.
Do you know if it is safe to play? Or more in general, do you have any tip to identify the strength of a class before playing it?

java – Subclasses are aggregates of interface implementing classes – what is the relationship between this interface and superclass?

I have modelled a class structure, where subclasses Rectangle and Circle inherit from an abstract superclass Figure.

All subclasses of Figure share an Interface for getArea() and getPerimeter(), which needs a different implementation for each subclass.
This is represented by an interface IGeometry, that is implemented by several concrete classes to hold the respective methods, i.e. CircleGeometry.

So for example the class Circle now inherits from Figure and has a CircleGeometry as an attribute.

What is the most reasonable way to describe the relationship between the interface IGeometry and the superclass Figure or a subclass and the geometry-implementing class?

If I model it as an aggregate-relationship, where Figure has an IGeometry-object, and then the concrete aggregates for the subclasses are modelled again, i.e. Circle has CircleGeometry, the aggregation is in effect modelled twice in the subclasses, once inhereited, once concrete.
If I just model the aggregation on the superclass, but already know which subclass will hold which implementing class, I don’t know how to describe their relationsship.

What if the implementing classes are abstract, and the methods for calculating area and perimeter are static?

Thank you in advance!