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Damon_Tor
2020-04-12, 05:31 AM
I've posted this before, but I think it's finished now. This class allows a Dragonborn to focus on his dragon-like abilities, natural attacks and breath weapon. A player could use this class to emulate playing as a true dragon, rather than a dragonborn. Balance-wise, this class is most comparable to a warlock, with the breath-weapon scaling at the same rate a warlock's spell slots do, and mix-and-match Draconic Legacy features which are modeled after the warlock's Invocations. As such, many of his more powerful-seeming abilities could best be compared to a spell of a similar level.

Dragonborn Scion
Requirement: Dragonborn

Class Features

Hit Points
Hit Dice: 1d10 per Dragonborn level
Hit Points at 1st Level: 10+Your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Scion level after 1st
(Notes: The Scion has a bigger hit die compared to the warlock, and more armor proficiencies, because unlike the warlock the scion has no access to ranged cantrips or damage mitigation spells.)

Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Athletics, Arcana, Deception, History, Intimidation, Nature, and Religion

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

any simple weapon
(a) an explorerer’s pack or (b) a dungeoneer’s pack
scale mail



Powerful Bite
Your teeth are longer and your jaws are more powerful than those of your kin. Your bite is a natural weapon that deals 1d10 piercing damage.(Notes: Balance-wise, This largely replaces the warlock's cantrips)


Improved Breath Weapon
The damage dealt by your breath weapon improves by 1d6. At third, fifth, seventh and ninth levels it improves by another 1d6. (Notes: this is in addition to the increases it naturally gets at character levels 6, 11, and 16. With these changes, the damage we expect from the breath weapon at each level keeps pace with a damage-dealing spell cast by a warlock at those levels)


Ancestral Mobility
Starting at first level, you gain some of the specialized movement modes of your draconic ancestors, based on the type of dragon you chose:


Red/Copper: You gain a climb speed equal to your walking speed
Blue/Brass: You gain a burrow speed equal to your walking speed
White/Silver: You gain a burrow speed equal to half your walking speed, a swim speed equal to your walking speed, and can move across and climb icy surfaces without needing to make an ability check. Difficult terrain composed of ice or snow doesn't cost you extra movement.
Green/Black/Gold/Bronze: You gain a swim speed equal to your movement speed and can breathe air and water


Repeated Breath
Starting at second level, you can use your breath weapon a second time. At 11th level you gain a third use of your breath weapon. At 17th level you gain a fourth use of your breath weapon. You regain all uses on a short or long rest.(Notes: Again, this mirrors the progression of a warlock gaining more spell slots)


Draconic Legacy
As your connection to your draconic ancestors deepens, your body begins to change to more closely resemble them, changes which grant you a variety of abilities. A level prerequisite refers to your level in this class.

At 2nd level, you gain two legacies of your choice. Your legacy options are detailed at the end of the class description. When you gain certain scion levels, you gain additional legacies of your choice, as shown in the Legacies column of the Scion table.(Note: I haven't made the table yet: currently it follows the same progression as the warlock invocations, going up by 1 every 4 levels culminating at 8 at level 18, 19 and 20.)

Additionally, when you gain a level in this class, you can choose one of your legacies and replace it with another legacy that you could gain at that level.

If a draconic legacy has prerequisites, you must meet them to gain it. You can gain the legacy at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.


Draconic Talent
At third level, choose one of the following options


Natural Spellcaster
Choose two first-level spells from the sorcerer spell list: you know those spells and you can cast each spell once without using a spell slot or material components, and you recover all uses when you complete a long rest. Charisma is your spellcasting ability modifier for these spells.

As you gain levels in this class you learn new spells you can use this way: you learn a second level spell at 7th level, a third level spell at 13th level, and a 4th level spell at 18th level.

Whenever you gain a level in this class you can replace a spell you learned with this feature for another sorcerer spell of the same level.

Alter Ego
You gain the ability to take on a secondary form. When you choose this feature you choose the particulars of your alter ego, how it looks and sounds, though it must be a small or medium humanoid. It cannot resemble another humanoid; you cannot use this ability to impersonate a specific individual. As an action, you can take the form of your Alter Ego: your size changes if necessary and you lose access to your natural weapons and all properties granted by your Draconic Legacy class feature, but otherwise your statistics do not change (Notably, you can still use your breath weapon). Whenever you gain a level in this class you can change the appearance of your Alter Ego, but otherwise it remains the same form each time you use this ability. If your character is wounded, including permanent wounds such as scars or severed limbs, your Alter Ego has those wounds as well. You can change back to your true form as an action.

Breath Weapon Savant
As an action you can make a ranged spell attack using constitution as your spellcasting ability modifier against a creature or object within 60 feet of you. On a hit it deals 1d10 damage of the type determined by your Draconic Ancestor. At 5th level this damage increases to 2d10. At 11th level it increases to 3d10 and at 17th level it increases to 4d10.


Versatile Breath
Starting at fourth level, when you use your breath weapon, you can choose whether to do so as a 5 by 30 foot line or as a 15 foot cone. Starting at 6th level, the range of your breath weapon increases to either a 30 foot cone or a 10 foot by 60 foot line. At 8th level it increases again to either a 60 foot cone or a 15 foot by 120 foot line (Notes: In keeping with advancing the breath weapons like we would expect spells to increase, we had to increase the area of effect as well. Allowing the player to choose which shape they prefer seemed more elegant than writing two different upgrade paths for each shape.)


Dragon Might
At sixth level your strength or constitution score increases by 2, or both scores increase by 1.


Draconic Immunity
Starting at 10th level, you become immune to the damage type determined by your Draconic ancestor.


Draconic Resilience
At 11th level your maximum hitpoints increases by 25. It increases by another 5 at levels 13, 15 and 17. (Notes: Mechanically, not much different from a spellcaster using his 6th-9th level spell slots to cast Aid on himself every day)


Legendary Resistance
Starting at 13th level, when you would fail a saving throw, you can choose to succeed instead as a reaction. You can use this ability once. At 15th level you can use this power twice. At 17th level you can use this power three times. You regain all uses of this ability when you take a long rest. (Notes: I acknowledge this is a powerful ability for a PC, but it takes the place of the warlock's 7th, 8th and 9th level Mystic Arcana. Limiting the reroll to a reaction, and thus once per round, helps keep it in line: I think if there was a 6th level spell that allowed you to use a reaction to succeed on a save, few people would bat an eye).


Greater Dragon Might
At 14th level your strength or constitution score increases by 2, or both scores increase by 1. Your maximum value for those ability scores becomes 22.


Epic Dragon Might
At 20th level your strength or constitution score increases by 2, or both scores increase by 1. Your maximum value for those ability scores becomes 24.


Draconic Legacies

Claw Attack
Prerequisite: 5th level
Your claws are natural melee weapons you can use to make unarmed attacks. They deal 1d6 slashing damage on a hit. If you take the attack action on your turn, as a bonus action you can make one melee attack with your claws. You must have a free hand to attack with your claws. Starting at 11th level you can instead make two claw attacks as a bonus action if both your hands are free.

Draconic Body
Your body is covered in hard, rigid scales. While wearing no armor, your Armor Class is equal to 13+your constitution modifier.

Dragon Sight
You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. At 11th level the range of your darkvision increases to 120 feet.

Dragon Senses
Prerequisite: 12th level
A combination of acute hearing, smell, and temperature sensitivity gives you Blindsight within 30 feet. At 16th level the range of your Blindsight increases to 60 feet.

Dragon Wings
Prerequisite: 9th level
You grow a pair of dragon wings from your back, granting you a flight speed equal to double your speed. However, you cannot remain in flight for more than a short burst: at the end of your turn, if you are still flying, you fall. At 15th level your flight is no longer limited in this way.

Elemental Bite
Your bite deals extra damage equal to your constitution modifier. The type of damage is determined by your Draconic Ancestry.

Soul of Asgorath
You descend from no one draconic lineage; you carry the blood of many types of dragon, or perhaps even all dragons, within you. During a long rest, can change your draconic ancestry, shedding your old scales and regrowing a new set of the chosen color. In addition, whenever you use your Breath Weapon, you can choose any of the damage types on that table, regardless of which ancestry you're currently manifesting.

Tail Attack
Prerequisite: 13th level
Your tail is a natural melee weapon that deals 1d8 bludgeoning damage. When a creature enters your reach you can make a melee weapon attack against that creature using your tail as a reaction.

Truesize
Prerequisite: 11th level
The diminutive size of your corporeal form cannot contain your full draconic might. As an action, you cause yourself to grow to your true size: your true size is large. While large, your size doubles in all dimensions, and your weight is multiplied by eight. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Your natural weapons also grow to match your new size, gaining one dice of additional damage while larger or larger. This change in size lasts until you end the effect as an action.

Truesize II
Prerequisite: 16th level, Truesize
Your true size can be large or huge. While huge, your size triples, your weight is multiplied by sixteen, and your reach increases by 5 feet.

Truesize III
Prerequisite: 20th level, Truesize II
Your true size can be large, huge or gargantuan. While gargantuan, your size quadruples, your weight is multiplied by thirty-two, and your reach increases by 10 feet.