I had a lot of fun creating the detective subclasses, so I thought I would try challenging myself with creating subclasses around a new theme. The second theme I chose was wild magic, since it's something I've always loved.
Here is the document after the first round of feedback.
The weirdest thing in this document is the new version of wild magic sorcerer I made, because it is a completely random spellcaster that requires using this website I made:
Here is the link to the homebrewery for easy sharing and the PDF:
There was one goal here, and I think it's been done very well. A lot of very unique concepts here, like the Fighter sub.
While the effects are (nominally) under your control for most of these, they're consistently in your favor, which helps encourage you to use your random table as often as possible. Except the Rogue one, which of course has "you explode" as a random result. I suppose one of them had to.
With how competitive Monk's usual bonus actions are, it feels odd that you're required to use your bonus action to use your Attunement. You can definitely work with it regardless of the result, but there's going to be times when you wish you'd just punched them. Particularly since it comes right after Fighter's which does have "As a bonus action or when you roll initiative".
(Obviously they're different classes, and Fighter's doesn't expend a resource so it's more of a convenience thing so that you don't encourage player to just constantly summon and unsummon weapons, but still.)







