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View Full Version : D&D 5e/Next Change Domain, Dragon Disciple Monk, and Oath of the Arcane Paladin



Admael
2019-05-21, 12:25 PM
Working on some Homebrew for my campaign setting and need some help making sure some of the ideas I've had are properly balanced.

Change Domain
Domain spells
1 cure wounds, inflict wounds
3 alter self, ray of enfeeblement
5 haste, slow
7 blight, polymorph
9 creation, raise dead
Bonus proficiencies
At 1st level you gain proficiency with one set of artisan’s tools of your choice
Bodysmith
At 1st level you can touch one creature and give them advantage on all Strength, Dexterity, or Constitution ability checks for one minute.
You can use this ability a number of times equal to your Wisdom modifier (minimum one). You regain all expended uses of this ability after a long rest.
Channel Divinity: Wracking Fleshchange
Starting at 2nd level you can use your Channel Divinity to warp a creature’s physical form, causing terrible spasms.
As an action you can force one creature within 30ft. to make a constitution saving throw. On a failure that creature has disadvantage on all Strength, Dexterity, and Constitution ability checks and saving throws until the end of your next turn.
Mind of Many Thoughts
Starting at 6th level your mind has expanded to the point of allowing you to focus on multiple things simultaneously.
You can have two concentration spells active at the same time, but have disadvantage on all Constitution saving throws to maintain concentration.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master of Form
At 17th level you can cast alter self on yourself at will, without expending any spell slots.

Way of the Dragon’s Disciple
Dragon Master
When you choose this tradition, select which type of dragon you were trained by. This will determine your associated element for your dragon breath.
Temple Element
Alchemy Dragon Acid
Ice Dragon Cold
Flame Dragon Fire
Aether Dragon Force
Storm Dragon Lightning
Bog Dragon Poison
Death Dragon Necrotic
Sunlight Dragon Radiant
Tectonic Dragon Thunder

Breath of the Dragon
Starting when you choose this tradition at 3rd level, you may begin to use your ki to mimic a dragon’s breath weapon. allowing you to either breathe energy at your enemies or empower your strikes.
As a bonus action you may spend 2 ki points to make a special breath weapon attack. This attack does 2d4 damage of the type associated with your Dragon Master in either a 30ft. line or 15ft. cone. Creatures in the area of effect may make a dexterity saving throw for half damage.
You may spend 2 ki points to take a bonus action to empower your strikes. Until the beginning of your next turn, the next time you hit an enemy with a melee attack you deal an additional 2d4 damage of the type associated with your Dragon Master.
At 6th level the damage increases to 3d4.
At 11th level the range of your breath weapon doubles and your empowered strikes apply to all melee attacks you make until the end of your next turn, not just the next one.
At 17th level the damage increases to 4d4.
Dragon’s Hide
At 6th level your body begins to adapt to the energy of the dragon you emulate. You gain resistance to whatever element is associated with your Dragon Master and your Breath of the Dragon damage ignores damage resistance.
Draconic Presence
At 11th level you begin to exude the ferocious presence of a Dragon. You may take a bonus action and spend 3 ki points to make a draconic roar. A number of creatures up to your wisdom modifier you designate within 30 feet that can see or hear you must make a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to your Draconic Presence for the next 24 hours.
Dragon Apotheosis
At 17th level your transformation is complete, your skins takes on a faint scale-like pattern as your body has become completely acclimated to your draconic energy. You gain immunity to the element associated of your Dragon Master and your Breath of the Dragon damage now ignores damage immunity.
You gain the ability to as an action manifest or dismiss wings made of elemental energy at will. Your wings grant you a flight speed equal to your walking speed, and as a reaction, after being struck with a melee attack, you can dismiss your wings to deal 5d8 damage of the type associated with your Dragon Master to your attacker.

Oath of the Arcane
Tenants of the Arcane
All Knowledge is Worth Having. To some ignorance may be bliss, but you can never resist learning every bit of information you can get your eyes upon.
Foster Learning. The spreading of knowledge and teaching others helps foster understanding.
Never Fear the Truth. You will never speak a lie and will always reveal the truth where you find it absent.

Oath of the Arcane Spells
Paladin Level Spells
3rd Detect Magic, Identify
5th Knock, Locate Object
9th Counterspell, Magic Circle
13th Arcane Eye, Dimension Door
17th Legend Lore, Scrying

Channel Divinity
Magnifying Presence
As a reaction, when you or an ally with 30 feet casts a spell that does damage, that spell counts as being cast at 1 level higher.
Admonish the Eldritch
As an action, you present your holy symbol and speak a prayer censuring aberrations and elementals, using your Channel Divinity. Each aberration or elemental that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for I minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Focus
Starting at 7th Level, you and allies within 10 feet of you have advantage on Constitution saving throws made to maintain concentration on a spell.
At 18th level the range of this aura increases to 30 feet.
Spellslinger Style
Starting at 15th level whenever you cast a spell that requires die rolls, you may reroll any 1s or 2s.
Font of Magic
At 20th Level you can take an action to transform into avatar of the arcane.
For 1 minute you gain an extra action on each of your turns that can only be used to cast spells and you gain resistance to all magical damage.
Once you use this feature, you can’t use it again until you finish a long rest.

sleepyhead
2019-05-21, 01:32 PM
Change Domain

Bonus proficiencies
At 1st level you gain proficiency with one set of artisan’s tools of your choice

Honestly this feature is underpowered. Also do tools symbolize change?

Bodysmith
At 1st level you can touch one creature and give them advantage on all Strength, Dexterity, or Constitution ability checks for one minute.
You can use this ability a number of times equal to your Wisdom modifier (minimum one). You regain all expended uses of this ability after a long rest.

No problems here.

Channel Divinity: Wracking Fleshchange
Starting at 2nd level you can use your Channel Divinity to warp a creature’s physical form, causing terrible spasms.
As an action you can force one creature within 30ft. to make a constitution saving throw. On a failure that creature has disadvantage on all Strength, Dexterity, and Constitution ability checks and saving throws until the end of your next turn.

Little harsh but sure.

Mind of Many Thoughts
Starting at 6th level your mind has expanded to the point of allowing you to focus on multiple things simultaneously.
You can have two concentration spells active at the same time, but have disadvantage on all Constitution saving throws to maintain concentration.

Yeah this is fine. This topic was brought up else where and was semi-decided that this was fine.

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

Sure!

Master of Form
At 17th level you can cast polymoph on yourself at will, without expending any spell slots.

Very much overpowered. Pretty much level 20 druid right here with infinite health. Could just use alter-self.

Way of the Dragon’s Disciple
Dragon Master
When you choose this tradition, select which type of dragon you were trained by. This will determine your associated element for your dragon breath.
Temple Element
Alchemy Dragon Acid
Ice Dragon Cold
Flame Dragon Fire
Aether Dragon Force
Storm Dragon Lightning
Bog Dragon Poison
Death Dragon Necrotic
Sunlight Dragon Radiant
Tectonic Dragon Thunder

Fun


Breath of the Dragon
Starting when you choose this tradition at 3rd level, you may begin to use your ki to mimic a dragon’s breath weapon. allowing you to either breathe energy at your enemies or empower your strikes.
As a bonus action you may spend 2 ki points to make a special breath weapon attack. This attack does 2d8 damage of the type associated with your Dragon Master in either a 30ft. line or 15ft. cone. Creatures in the area of effect may make a dexterity saving throw for half damage.
You may spend 2 ki points to take a bonus action to empower your strikes. Until the beginning of your next turn, whenever you hit an enemy with a melee attack you deal an additional 2d8 damage of the type associated with your Dragon Master.
At 6th level the damage increases to 3d8.
At 11th level the range of your breath weapon doubles and you gain advantage on empowered attacks.
At 17th level the damage increases to 4d8.


TLDR to much damage
Dragon breath is overpowered dealing 2d8 damage to 6 creatures with the cost of 2 flurrys of blows (12d8 for breath and 4d4 for flurry of blows). Empowered strikes are also overpowered, you'll only be attack once at level 3(because your bonus action is being used for Empowered strikes) so one punch will do 2d8 damage (compared to 2d4 of bonus action and attack) now once you an extra attack at level 5 youll be doing 4d8 damage, at level 6 6d8, level 17 8d8.

Dragon’s Hide
At 6th level your body begins to adapt to the energy of the dragon you emulate. You gain resistance to whatever element is associated with your Dragon Master and your Breath of the Dragon damage ignores damage resistance.

This is fine.

Draconic Presence
At 11th level you begin to exude the ferocious presence of a Dragon. You may take a bonus action and spend 3 ki points to make a draconic roar. All creatures you designate within 30 feet that can see or hear you must make a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to your Draconic Presence for the next 24 hours.

Good bit overpowered to be able to clear the battlefield of all types of enemies compared to the clerics ability to just turn undead or Berserker Barbarian ability to turn just one creature. I would recommend resistriction to an amount of creatures equal to your wisdom mod.

Dragon Apotheosis
At 17th level your transformation is complete, your skins takes on a faint scale-like pattern as your body has become completely acclimated to your draconic energy. You gain immunity to the element associated of your Dragon Master and your Breath of the Dragon damage now ignores damage immunity.
You gain the ability to as an action manifest or dismiss wings made of elemental energy at will. Your wings grant you a flight speed equal to your walking speed, and as a reaction, after being struck with a melee attack, you can dismiss your wings to deal 5d8 damage of the type associated with your Dragon Master to your attacker.


So wings are fine. Counter damage with the wings is kinda weird. How does this happen in the world? Do your wings fly towards the person and damage them? The damage is a bit high to use as a reaction.


Oath of the Arcane

Channel Divinity
Magnifying Presence
When you or an ally with 30 feet casts a spell that does damage, that spell deals maximum damage.
Admonish the Eldritch
As an action, you present your holy symbol and speak a prayer censuring aberrations and elementals, using your Channel Divinity. Each aberration or elemental that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for I minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.


Magnifying Presence is much to powerful allowing max damage from an attack (ex bard casting shatter 3d8 damage over 20foot area, dealing 96 damage) also is this an reaction? Admonish the Eldritch is fine.

Aura of Focus
Starting at 7th Level, you and allies within 10 feet of you have advantage on Constitution saving throws made to maintain concentration on a spell.
At 18th level the range of this aura increases to 30 feet.

Aura of focus- Yeah this is pretty cool and seemingly balanced.

Spellslinger Style
Starting at 15th level whenever you cast a spell that requires die rolls, you may reroll any 1s or 2s.

Same as Aura of Focus

Font of Magic
At 20th Level you can take an action to transform into avatar of the arcane.
For 1 minute you gain an extra action on each of your turns that can only be used to cast spells and you gain resistance to all magical damage.
Once you use this feature, you can’t use it again until you finish a long rest.


Probably not to useful unless you got booming blade or something like that sense it's a bonus action to cast smite spells.

Admael
2019-05-21, 03:28 PM
Thanks for all the help, I've implemented some changes already.