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<blockquote data-quote="AnotQuiteSimpleSoul" data-source="post: 7508530" data-attributes="member: 6972064"><p>Hmmmm focus is on breathe weapons and tanking...</p><p></p><p>Hmmmmmm</p><p></p><p>Well the simple fact is that it's hard to justify a breathe weapon every round. Especially if it's got more than a 2-3 square area covered. Even monster dragons have breath weapon use limits. I know you're not looking for perfect mechanics but you still wanna avoid overshadowing the other players, and making the character's turn boring so you don't wanna make repeating the same thing every round the standard default. </p><p></p><p>Rotating breath weapons would help, but that doesn't address the overshadow issue. </p><p></p><p>Hmmmmm</p><p></p><p>Ok, my thinking is that you should use Barbarian HP, nix weapon profs in favor of monk unarmed damage, but call it a bite attack (add damage types as needed), nuke shield and armor profs, but give the character the ability to add constitution to their unarmored AC, also at first level give them a copy of the dragon born breath attack, but instead of being limited to once between rests, make it useable once every 3 or 4 rounds.</p><p></p><p>Final 1st level power should be dragon fear, as the xanthanar feat basically, but on the same recharge meter as the breathe weapon so each time it comes up the character can breathe fire or use fear.</p><p></p><p>at levels 3 and 5 allow it to pick another breath weapon damage type and shape from the dragon born list.</p><p></p><p>level 2, claw attack as a bonus action, claw attack is basically the bite attack, but class abilities can be specific to one or the other.</p><p></p><p>Level 4, ignore half the damage you take from the first effect to damage you in a round, refreshing when your turn ends.</p><p></p><p>Level 5 the BITE attack adds the effect of the last breath weapon used, but only to a target it hits so it's only hitting one per turn.</p><p></p><p>Racial features should probably be based on the aracokra, nuke talons and add dark vision, swap dex and wis bonuses for con and charisma. </p><p></p><p>So that's out to level 5.</p></blockquote><p></p>
[QUOTE="AnotQuiteSimpleSoul, post: 7508530, member: 6972064"] Hmmmm focus is on breathe weapons and tanking... Hmmmmmm Well the simple fact is that it's hard to justify a breathe weapon every round. Especially if it's got more than a 2-3 square area covered. Even monster dragons have breath weapon use limits. I know you're not looking for perfect mechanics but you still wanna avoid overshadowing the other players, and making the character's turn boring so you don't wanna make repeating the same thing every round the standard default. Rotating breath weapons would help, but that doesn't address the overshadow issue. Hmmmmm Ok, my thinking is that you should use Barbarian HP, nix weapon profs in favor of monk unarmed damage, but call it a bite attack (add damage types as needed), nuke shield and armor profs, but give the character the ability to add constitution to their unarmored AC, also at first level give them a copy of the dragon born breath attack, but instead of being limited to once between rests, make it useable once every 3 or 4 rounds. Final 1st level power should be dragon fear, as the xanthanar feat basically, but on the same recharge meter as the breathe weapon so each time it comes up the character can breathe fire or use fear. at levels 3 and 5 allow it to pick another breath weapon damage type and shape from the dragon born list. level 2, claw attack as a bonus action, claw attack is basically the bite attack, but class abilities can be specific to one or the other. Level 4, ignore half the damage you take from the first effect to damage you in a round, refreshing when your turn ends. Level 5 the BITE attack adds the effect of the last breath weapon used, but only to a target it hits so it's only hitting one per turn. Racial features should probably be based on the aracokra, nuke talons and add dark vision, swap dex and wis bonuses for con and charisma. So that's out to level 5. [/QUOTE]
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