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View Full Version : First try at a brew class, could use some advice.



Mai
2018-12-05, 10:40 PM
So I realize this is nearly a stereotypical class. Everyone loves dragons, but they are hard to make playable. I have looked up many, but they all seem pretty blatantly overpowered. Examples include simply giving extra ability scores, to insane lair and treasure bonuses. That said if it's suggested I can try such a mechanic.

That said! This is my first time making homebrew classes. I really want constructive criticism.


Made with the class tables from Ziegander (http://www.giantitp.com/forums/member.php?39862-Ziegander).


In addition, I used some advice from /u/JamesMusicus, who has a helpful guide in a Google doc.




Dragon Racial Traits:

Ability Score Improvement: You Constitution increases by 2.
Age: Dragons become adults after 100 years of life, and can live for thousands of years.
Alignment: Nearly any alignment, depending on the subspecies and personality.
Size: You start as medium quadrupedal creature.
Speed: Your land speed is 30 feet, with a 30 foot Flying speed.
Darkvision: You have Darkvision out to 60 feet.
Natural Armor: Your AC is 13+Dec Modifier.
Natural Weapons: Your anatomy makes handling normal weapons much harder. You have disadvantage when making an attack roll with non-natural weapons. But your Dragon nature means you hardly need such things anyway. You have the following natural weapons:
Bite: 1d8+str piercing
Claws: 1d6+str Slashing

Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Languages: You can speak Common and Draconic.

Black Dragon:
Breath Weapon: Acid: 5 by 30 ft. line (Dex. save)

Blue Dragon:
Breath Weapon: Lightning: 5 by 30 ft. line (Dex. save)

Green Dragon:
Breath Weapon: Poison: 15 ft. cone (Con. save)

Red Dragon:
Breath Weapon: Fire: 15 ft. cone (Dex. save)

White Dragon:
Breath Weapon: Cold: 15 ft. cone (Con. save)

Brass Dragon:
Breath Weapon: Fire: 5 by 30 ft. line (Dex. save)

Bronze Dragon:
Breath Weapon: Lightning: 5 by 30 ft. line (Dex. save)

Copper Dragon:
Breath Weapon: Acid: 5 by 30 ft. line (Dex. save)

Gold Dragon:
Breath Weapon: Fire: 15 ft. cone (Dex. save)

Silver Dragon:
Breath Weapon: Cold: 15 ft. cone (Con. save)




Playable Dragons

HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + constitution modifier

PROFICIENCIES
Armor: None
Weapons: Natural Weapons, Simple weaponz
Tools: None

Saving Throws: Wisdom & Constitution
Skills: Choose 2 from the following list: Insight, Perception, Intimidation, Survival, Deception, Persuasion, History, Arcana, Nature, and Stealth.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:



Special +2


Level
Proficiency Bonus
Features
Breath Damage
Draconic Traits
Flight Speed


1st
+2
Breath Weapon, Improved Breath Weapon
2d6
0
30’


2nd
+2
Draconic Traits, Breath Weapon 2/rest
2d6
1
30’


3rd
+2
Dragon Archetype, Draconic Resistance
3d6
2
30’


4th
+2
Ability Score Improvement
3d6
3
30’


5th
+3
Extra Attack
4d6
3
30’


6th
+3
Archetype Feature, Enhanced Wings
4d6
3
40’


7th
+3
Dragon’s Weaponry, Hardened Scales
4d8
4
40’


8th
+3
Ability Score Improvement
4d8
4
40’


9th
+4
lBreath Weapon: 3/rest
5d8
5
50’


10th
+4
Archetype Feature
5d8
5
50’


11th
+4
Frightful Presence, Legendary Might
5d8
6
50’


12th
+4
Ability Score Improvement
6d8
6
60’


13th
+5
Draconic Immunity, Breath Weapon: 4/Rest
6d8
7
60’


14th
+5
Archetype Feature
7d8

60’


15th
+5
Frightful Presence 2/rest
7d8
8
70’


16th
+5
Ability Score Improvement
8d8
8
70’


17th
+6
Extra Attack (2)
8d10
9
70’


18th
+6
Breath Weapon: 5/Rest
9d10
9
80’


19th
+6
Ability Score Improvement
9d10
10
80’


20th
+6
Capstone Feature
10d10
10
80’



Breath Weapon: If your race does not have a breath weapon, you get one from is class. As an action, you attack with your Draconic subrace’s breath weapon. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The saving this is equal to 8+Con mod+proficiency. Once you use your breath weapon, you can’t use it again until you complete a short or long rest.

Improved Breath Weapon: A Dragon’s breath weapon can grow faster than a mere dragonborn’s. At 1st level, you can substitute the damage on the chart for any racial breath season’s damage. In addition, to determine the save DC you may use Wisdom or Charisma instead of the default option, Constitution.

Draconic Traits: Starting at 2nd level, you may choose a number of dragonic traits equal to the number listed in the table. These are found below.

Dragon Archetype: Dragons can be very diverse in their skill sets and abilities. At level 3, pick one archetype, which can be found at the end of this class.

Draconic Resistance: All Dragon subspecies are immune to the element they attack with. As a growing Dragon, you are starting to gain the same trait. Starting at 3rd level, you gain resistance to your breath season’s element. At 10th level you become immune to that element.

Hardened Scales: Dragons are creatures of incredible survivability. At level 7, you can add half your proficiency bonus, rounding down to your AC with your natural armor. Your AC becomes 13+Dex+½ proficiency.

Dragon’s Weaponry: Your natural weapons grow steadily in power starting at level 7. Your claw and bite attacks count as silver and magical for the purposes of bypassing those resistances. Upon reaching level 11, they move up one die step in damage.
Bite: 1d10+str piercing
Claws: 1d8+str Slashing
Tail 1d8+str bludgeoning.

Frightful Presence: As you grow, you become steadily more frightening. At level 11, you can harness the aura of fear that dragons enjoy. As a bonus action, enemies within 30 feet of you can be forced to make a wisdom save. The DC is 8+proficiency+cha mod. All who fail are frightened of you for 1 minute. They can make a new save at the end of each of their turns. All who succeed are immune to this effect for 24 hours. You can use this once per rest.

Legendary Might: One unique facet of dragon’s is their sheet capability. Starting at level 11, you can increase your ability scores up to 22 instead of capping at 20. At level 18 This cap increased to 24.

Legendary Actions: As a Level 20 Dragon, you gain 2 legendary actions:
Legendary Resistance: Once per rest, when you fail a saving throw, you can choose to succeed instead.
Legendary Attack: Once every other round, you can make a tail attack against anyone within 15 feet of you as a reaction.


Draconic Traits

Blindsight
Prerequisite: Level 5
You gain blindsight out to 10 feet.

Dragonic Agility
Prerequisite: Level 11, no other save traits.
You become proficient in dexterity saving throws.

Draconic Charisma
Prerequisite: Level 11, no other save traits.
You become proficient in charisma saving throws.

Draconic Finesse
Prerequisite: None
Your claw and tail attacks count as having the finesse property.

Dragon Horns
Prerequisite: Dragon or dragonborn race.
You grow horns, which you can use as a natural weapon. You gain a gore attack that does 1d6 piercing damage. If you take this trait a second time, increase the damage to 1d8 piercing damage damage.

Draconic Strength
Prerequisite: Level 11, no other save traits.
You become proficient in strength saving throws.

Extra Breath Attack
Prerequisite: Level 5
You gain 1 extra breath attack per rest.

Extra Movement
Prerequisite: Level 6
Each stage in subrace, from black to silver, has a movement type beyond land and flight. You gain a swim speed of 30ft, a climb speed of 30ft, or a burrow speed of 15ft. If your Dragon subrace has more than one, you must choose one, or take this trait twice. If you get a swim speed, you also gain the ability to breathe water. (All dragons with a swim speed have this.)

Fast Transformation
Prerequisite:Level 5, Humanoid Form
Instead of taking a fullround action to switch between your Dragon and humanoid form, you can transform by sacrificing your reaction, bonus action, and either your movement or action. This means you can transform and still move, or still attack.

Heavy Scales
Prerequisite: None
Your natural armor changes to 16. You still gain the bonus from the hardened scales feature. You no longer add your dexterity to your armor class as your strengthened defenses lower your mobility.

Huge Size
Prerequisite: Level 10
Your size becomes huge, and you occupy a 15 by 15 foot space. Your carrying capacity becomes 4x that of a medium creature of your strength. Your natural weapons gain additional reach as below.
Bite: 10ft reach
Claws: 5ft reach
Tail: 15ft reach

Humanoid Form
Prerequisite: None.
You gain the ability to shapeshift into a humanoid form. You take the form of a dragonborn. You have medium size. You can keep all your breath weapons, natural armor, and damage resistance/immunity, but lose your natural weapons and flight speed. You may also keep your darkvision and ability scores, but while in this form any stats above 20 are temporarily reduced to 20. You regain these immediately after resuming your true form. To transform from your Dragon form to your humanoid form, or vice versa, you spend a fullround action.

Increased Speed
Prerequisite: Level 10
Choose one movement type, and increase its speed by 10ft. Burrowing speed Can only be increased by 5 feet for each time this trait is taken. This trait can be taken multiple times, but each movement type can only be increased twice.

Innate Spellcasting, Minor
Prerequisite: Can’t have the warrior archetype
You gain 1 sorcerer cantrip, and 1 spell up to level 2 from the sorcerer spell list. You can use this once per rest. You can take this a second time to get another spell up to level 2, or increase the first spell to twice per rest.

Innate Spellcasting, Adept
Prerequisite: Level 8, not warror archetype.
You gain 1 spell up to level 4 from the sorcerer spell list. You can use this once per rest. You can take this a second time to get another spell up to level 4, or increase the first spell to twice per rest.

Innate Spellcasting, Major
Prerequisite: Level 12, Spellcaster Archetype.
You gain 1 spell up to level 6 from the sorcerer spell list. You can use this once per rest. You can take this a second time to get another spell up to level 6, or increase the first spell to twice per rest.

Keen Senses
Prerequisite: None
You gain darkvision out to 60ft. If you already have darkvision, it goes out to 120 feet. You gain proficiency in perception checks.

Large Size
Prerequisite: None
If your size is smaller than large, you grow to that size. You now take up a 10 by 10 feet. Your carry weight doubles from the medium carry weight. Your natural weapons reach becomes greater, as detailed below.
Bite: 10ft reach
Claws: 5ft reach
Tail: 10ft reach

Long Range Breath
Prerequisite: Level 5
Your breath attack range doubles.

Paralysis Breath
Prerequisite: Silver Dragon, Blue Dragon
You gain the ability to emit a cone of paralytic poison as a breath weapon attack. The target must make a con save, DC= 8+proficiency+Constitution. If the target fails they become poisoned and paralyzed. The target can make a new save each round, negating this effect on a success.

Repulsion Breath
Prerequisite:Bronze Dragon, Black Dragon
You gain the ability to emit a cone of pure force as a breath weapon. The target must make a strength save against a DC of 8+proficiency+con mod. If the target fails, they are blown 20 feet away. They may take damage if they hit something.

Slowing Breath
Prerequisite: Copper Dragon, White Dragon
You gain the ability to emit a cone of slowing poison as a breath weapon attack. The target must make a con save, DC= 8+proficiency+Constitution. On a failure, they lose their reaction, and have their speeds halved. The target can make a new save each new round, negating this effect on a success.

Sleep Breath
Prerequisite: Brass Dragon, Green Dragon
You gain the ability to emit a cone of sleeping bass as a breath weapon. The target must make a con save against a DC of 8+proficiency+con mod. If the target fails, it falls unconscious for 10 minutes. The target wakes up if at take damage or someone else uses an action to wake them up.

Tail Attack
Prerequisite: You must have a tail.
Your tail grows stronger, and sturdy enough to become a viable weapon. It deals 1d6 bludgeoning damage and is comparable with the die size upgrades from the Dragon’s Weaponry ability.

Tail Slap
Prerequisite: Tail Attack
Anyone you hit with a tail attack must make a strength saving throw. The DC is 8+proficiency+str mod. If it fails, it falls prone.

Terrifying Presence
Prerequisite: Frightening Presence feature.
Your Frightening Presence features range increases by 15 feet, and the DC increases by 1.

Weakening Breath
Prerequisite: Gold Dragon, Red Dragon
You gain the ability to emit a cone of weakening poison as a breath weapon attack. The target must make a con save, DC= 8+proficiency+Constitution. Of the target fails, they have disadvantage on strength checks and strength saving throws. The target can make a new save each new round, negating this effect on a success.

Wing Attack
Prerequisite: Level 9, Wings
You flap your wings aggressively and buffet does with strong winds. The targets must make a strength saving throw. The DC is 8+proficiency+str mod. If it fails, it takes 2d6 damage and is knocked prone.



Dragon Archetypes
There are 3 main archetypes for dragons in this class.


Draconic Warrior
Many dragons favor using their brute force over learning magical trickery. These tend to grow into the largest dragons.

Bonus Proficiencies: Upon taking this archetype you learn more about traditional warriors and their needs. You become proficient t in simple and martial weapons. This even carries through to your humanoid form of you take one. You cannot fight with two weapons in dragon form,but can in your humanoid form.

Steel Scales: As a warrior you often stand on the front lines of any fight. Your natural armor gets damaged constantly only to regrow. This strengthening process improves your natural armor to its most potent form. At level 6, your AC becomes 16+proficiency. Unlike before, when you gained half your proficiency, you add your full proficiency. But the trade off is that you gain disadvantage on all stealth checks, and all your movement speeds permanently slow by 10 feet.

Incredible Endurance: Dragon’s are renowned for their durability and endurance. At level 10 you can employ this yourself. Once per long rest, when you succeed on a death saving throw, you gain 20 HP and regain consciousness.

Fierce Weaponry: Your talons and fangs have grown stronger. Perhaps ripping through flesh and armor has sharpened your natural weapons. At level 14, your natural weapons improve by another die step.
Bite: 1d12+str piercing.
Claws: 1d10+str slashing.
Tail: 1d10+str bludgeoning.

Gargantuan Size At level 18 your size increases yet again, and you take up a 20 by 20 foot area. Your carrying capacity is 8x that of a medium creature of your strength. Your natural weapons gain additional reach as below.
Bite: 15ft reach
Claws: 10ft reach
Tail: 20ft reach



Ascendant
For those born as dragonborn or other such races, who crave ascension into dragonhood, there is a way. Usually this involves prayer to Taimat it Bahamut, but it can also involve obscure magic or ancient draconic ties.

Draconic Transformation: Upon taking this archetype, Your body begins to change rapidly. You become covered in scales showing your Dragon subrace. You gain Natural armor equal to 13+dexterity. In addition, you grow a tail and claws, and your teeth grow sharp. You gain the following natural Weapons.
Bite: 1d8 piercing
Claws: 1d6 Slashing
Tail 1d8 bludgeoning (10ft range)

Winged Dragon: At level 6, your transformation increases as you grow wings. This gives you a flying speed of 30ft. However, having wings and a tail in a humanoid stance makes using weapons harder. You have disadvantage on all attack rolls using manufactured weapons.

Large Size: As your body transitions into that of a dragons, your size increases to large at level 10. This comes with all the bonuses and detriments that normally come with being large.

True Dragon: At level 14, your reach your final transformation. Your race changes entirely from your prior race, to the playable Dragon Race above. You lose all the benefits of your past race except for the languages you gained from it.

Draconic Knowledge: After constan struggles to ascend into dragonhood, you understand more about the traits and anatomy of dragons than most naturally born dragons do. This allows you to more fully use these possible traits. You gain 3 extra Draconic traits, and you can spend 1 of them in a way that you normally couldn’t. Such as gaini a breath weapon your surface shouldn’t have access too, or gaining a movement type you shouldn’t have access too.



Spellcaster
Many dragons have access to some magic they can use at least once a day, but spellcasters get more, and can cast higher level spells.

Spellcasting: As a spellcaster, choose between Divine and Arcane as your power source. Often divine comes from worship of Taimat or Bahamut. Arcane comes from the innate magical nature of dragons. If you chose Divine, tour spellcasting ability is wisdom, if you chose Arcane, it is charisma. The DC on your spells is 8+proficiency bonus+wisdom/charisma.

Cantrips: At level 3, you gain access to 4 Cantrips. If your source is Divine, 3 must be from the cleric list. Of your source is arcane, 3 must be from the sorcerer list. The last can be from any class’s spell list.

Spells Known: Your spells can be chosen from the Cleric spell list, along with druid spells that don’t involve summoning animals and such. if you are a divine caster. If you are an arcane caster, they should be from the sorcerer spell list. You may change out one spell you know for a new one. You can do this once per level up.


Special +2


Dragon Level
Spells Known
Level 1
Level 2
Level 3
Level 4


3
3
2
0
0
0


4
4
3
0
0
0


5
4
3
0
0
0


6
4
3
0
0
0


7
5
4
2
0
0


8
6
4
2
0
0


9
6
4
2
0
0


10
7
4
3
0
0


11
8
4
3
0
0


12
8
4
3
0
0


13
9
4
3
2
0


14
10
4
3
2
0


15
10
4
3
2
0


16
11
4
3
3
0


17
11
4
3
3
0


18
11
4
3
3
0


19
12
4
3
3
1


20
12
4
3
3
0



Innate Spell Master: At level 6, all your innate spells from your Draconic traits can be used 2/longrest instead of 1/Longrest.

Reaching Touch: At level 10, any touch based spell can be activated by using your tail to touch them, extending the reach.

Advanced Spellcaster: Your skills with spells have taught you how to best avoid the spells of others. At level 14, you have advantage on saving throws against other spells. In addition, pick 1 element or effect, such as ‘poisoned’, 'acid’, and so on. You gain resistance to that type of damage.

Elemental Bonus: At level 18, you become capable of boosting the damage of any spell that uses the elements that corresponds to your subspecies and extra resistance. In this case, you add an extra 2d10 to damage.