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    Pixie in the Playground
    Join Date
    Feb 2021
    Gender
    Male

    Default Need Help Balancing a Humanoid Dragon Class

    I moved this over from another page as I was not aware of the homebrew page on this site. This is effectively V2 of the class.

    Humanoid Cursed Dragon: this class is only available to dragons and sentient, non-huminoid half-dragons
    -qualifies for dragon, half-dragon, dragonborn, or any other dragon race feats
    -count as both dragon and humanoid (race chosen as the humanoid form) for item effects such as attunement and bane weapons
    -HD: d8
    -Saves: Cha and choice of Dex, Wis, or Con
    -Skills: choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception, and Survival
    -Armor Proficiencies: shields
    -Weapon Proficiencies: simple and 2 martial weapons
    -Tool Proficiencies: one tool proficiency of choice
    -Starting Equipment: or 4d4*10gp
    -(a) a dagger, arcane focus, and component pouch or (b) a dagger, longbow, and 20 arrows
    -(a) a martial weapon and a shield or (b) two martial weapons
    -(a) a light crossbow and 20 bolts or (b) two handaxes
    -(a) a dungeoneer's pack or (b) an explorer's pack
    Lv1:
    -Draconic Origin: Once chosen, can not be changed. Choose the kind of dragon you originally were (and may yet become).
    -Unarmored Defence: When not wearing armor your AC is 10+Dex. At Lv10, this becomes 10+Dex+Cha. You can retain this benefit when using a shield. You also gain 1 additional Hp per level.
    -Preternatural Resistance: Based on the dragon type of your origin, you gain resistance to the energy form of that dragon. If the original dragon had immunity to a condition, it instead has advantage on the saves for that condition.
    -Humanoid Prison: Once chosen this form can not be changed. This form can be of any humanoid creature. You gain any resistances, weaknesses, and senses of the humanoid form but retain half or 10ft of blindsense (whichever is lower). You do not gain immunities or any other racial traits (beyond the appearance) of the species. You also count as both dragon and the humanoid you are for the purposes of all bonuses or penalties from items, attacks, etc... dependent on either.
    -Draconic Attacks I: Attacks with unarmed strikes, natural weapons, and weapons attuned with deal an additional 1d4 of your dragon energy type. Attuning to a weapon (this does not take up a magic item attunement slot) takes 1 hour of uninterrupted concentration. You can attune to up to half your Int modifier (minimum 1) of manufactured weapons at a time.
    -Spells: Spell progression as a Warlock and spell slots are regained on a short rest. You use the Sorcerer spell list. You are unable to learn spells that conflict with your dragon energy type (for example, red dragons can not learn cold spells and shadow dragons can not learn radiant spells). You also learn the Drake Strike cantrip.
    -School: evocation -Casting Time: 1 action
    -Range: 10ft -Components: V, S -Duration: instantaneous
    -You are capable of conjuring the power of your dragon heritage into your hands, lashing out to send a wave of energy to hit an opponent in range. Make a melee spell attack. On a hit, they take 2d6 damage, the damage type corresponding to your elemental affinity. At 5th level, the damage increases to 4d6. At 11th level, it increases once more to 6d6, and at 17th level, it reaches 8d6.
    Lv2:
    -Font of Magic: You gain Sorcery Points as a Sorcerer. These can only be used on Metamagic and healing. If points are spent to heal on a short rest, you add your Cha and Con to a single HD rolled per point spent this way. You can spend as many points on healing up to half your level (minimum 1) each day.
    -Draconic Metamagic I: You learn 2 Metamagics. You can only use one Metamagic per Spell even if the metamagic would allow it normally. If you have no Sorcery points after a short rest, you can choose to gain 2 points but take a level of exhaustion. If you already have 2 or more levels of exhaustion, you can not gain any Sorcery Points.
    Lv3:
    -Combat Style: You gain a Fighter combat style
    Lv4:
    -Ability Score Improvement I
    Lv5:
    -Spellstrike: Once per long rest, you can cast a spell that hits as part of a weapon attack. If the spell has multiple attacks, treat the full spell as if it hit with one attack (for example, a Scorching Ray with two rays would deal 4d6 damage instead of two rays at 2d6 with any other modifiers applying once such as that provided by Elemental Afinity). If the attack scores a critical hit, the spell does as well. If the spell does not have an attack roll, it instead imposes disadvantage to the save on a critical. If the spell is AOE, you can still be targeted by it including the negatives of a critical hit. You always fail the save of any damaging AOE spells cast this way with this damage ignoring Evasion and like abilities. Lines can point away from you or sweep left or right of you and cones always point away from you.
    Lv6:
    -Elemental Affinity: You add your Cha to spells that deal damage of your dragon energy type
    -Draconic Talent: You can spend 1 Sorcery Point to cast a spell as a bonus action (this can not stack with quicken spell) or use your bonus action to make an additional attack. Spells must be cast with an open hand or with a focus costing at least (100gp*spell Lv^2) with cantrips counting as 0.5 levels for this calculation (if this focus is a held item such as a weapon or shield, this cost is in addition to any cost of the item including magical enhancements). If the focus is added to the item after creation, double this cost. This counts as an arcane focus
    Lv7:
    -Preternatural Strike: Your unarmed strikes, natural attacks, and weapon attacks with attuned weapons (as per Dracconic Attacks) count as magic attacks for the purposes of bypassing resistances and immunities.
    Lv8:
    -Ability Score Improvement II:
    Lv9:
    -Spell Learning I: You learn a single spell taken from another spell list other than Sorcerer but still suffer the limitations that your sorcerer spells do
    -Extra Attack I: you can also replace one attack during your attack action with a cantrip
    Lv10:
    -Draconic Attacks II: Attacks with unarmed strikes, natural weapons, and weapons attuned with now deal an additional 1d6 of your dragon energy type.
    -Draconic Metamagic II: You learn 1 additional Metamagic that can be used once per long rest. You can use 2 Metamagics on a single spell by paying 2 additional Sorcery Points. If you have no Sorcery points after a short rest, you can choose to gain 3 points but take a level of exhaustion. If you already have 2 or more levels of exhaustion, you do not gain any Sorcery Points.
    Lv11:
    -Draconic Blast: Once per short (long??) rest, you can use your action to launch a blast of energy in a 30ft line or 15ft cone (chosen at the time of use). This damage is 2d8 or your dragon energy type. This increases by 1d8 at 15th level and 1d8 at 19th level. The save DC is 8+half your level+Con and the save used is based on your dragon origins (for example, a white dragon's save could be a Con save while a brass dragon's is a Dex save).
    Lv12:
    -Ability Score Improvement III:
    Lv13:
    -Returning Form I: You can spend 2 sorcery points to grow draconic wings for 30 minutes. You also grow a draconic tail during this time but can not be used to attack. This can be canceled at any time with any time remaining being waisted. This fly speed is equal to twice their base speed.
    -Elemental Mastery I: You can spend 1 sorcery point to ignore resistance to your dragon energy type and treat immunity to these as resistance for 1 round.
    Lv14:
    -Draconic Body: you gain proficiency in the two saves not chosen at Lv1
    Lv15:
    -Draconic Attacks III: Attacks with unarmed strikes, natural weapons, and weapons attuned with now deal an additional 1d10 of your dragon energy type.
    Lv16:
    -Ability Score Improvement V:
    Lv17:
    -Limited Metamagic III: You learn 1 additional Metamagic that can be used once per long rest. You can use 3 Metamagics on a single spell by paying 4 additional Sorcery Points. If you have no Sorcery points after a short rest, you can choose to gain 4 points but take a level of exhaustion. If you already have 2 or more levels of exhaustion, you do not gain any Sorcery Points.
    -Returning Form II: Wings can now be manifested for 30 minutes per point spent. You also gain a tail attack dealing 1d4 bludgeoning damage during this time. You can also spend a Sorcery Point to grow claws on your hands each dealing 1d6 slashing or bludgeoning damage for 30 minutes. This can be canceled at any time ending with any time remaining being waisted.
    Lv18:
    -Spell Learning II: You learn an additional spell taken from another spell list other than Sorcerer but still suffer the limitations that your sorcerer spells do
    -Elemental Mastery II: You can spend 1 sorcery point to ignore resistance to your dragon energy type and treat immunity to these as resistance for 1 minute.
    Lv19:
    -Ability Score Improvement VII:
    Lv20:
    -Draconic Attacks VI: Attacks with unarmed strikes, natural weapons, and weapons attuned with now deal an additional 2d6 of your dragon energy type.
    -Dragon Form: You can take the form of an adult dragon of your type for 10 minutes (should I up this to 30) as per Shapechange. If you are older than an adult dragon, you take the form of a dragon of your age. When the time expires, the form can be extended 1 minute by spending a Sorcery Point. This can be done until you run out of Sorcery Points. You can still cast your spells as per normal in this form.
    Last edited by DragonLordAcar; 2021-02-15 at 12:00 PM.

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