D&D 5E Help balancing a Humanoid Dragon class

This is V2 after input

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
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.
 
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I think the Spell Learning at 2 spells (of lists you don't have access to) is reasonable. It matches the bonus spells other classes or domains or what have you get. And if that's the feature two or even three times, 6 bonus spells seems entirely reasonable.

I'm glad some of my meanderings were useful/helpful.
I had someone point out on Reddit that the 2 spell thing was a bit powerful with potential combos in addition to other class features so I limited it to one spell making it equivalent to half a class feature. They can also potentially take what makes other classes special. the current updated class gets a total of 2 spells from other class lists at level 18.

Now I did modify your Draconic Origin feature a little bit but not much. I was pretty solid.
 

Mecheon

Sacabambaspis
I can't really input much as I am a lore guy and not a mechnics one, but I did recall I did come across a 'be a dragon' class on Reddit yonks ago, the Demi-Dragon that was received fairly well. May at least serve as another point of inspiration
 

cbwjm

Seb-wejem
Looks cool, can't say much about the balance, I think I'd need to see the class laid out on a chart. I'd probably change the drake strike cantrip to be the same damage as primal savagery but beyond that I'm not sure what else I would do.
 

I think the Spell Learning at 2 spells (of lists you don't have access to) is reasonable. It matches the bonus spells other classes or domains or what have you get. And if that's the feature two or even three times, 6 bonus spells seems entirely reasonable.

I'm glad some of my meanderings were useful/helpful.
I had one person of Reddit point out the broken combos one can do with the multiple spells and potentially take away from the uniqueness of other classes so I lowered it to 1 spell each time (total of 2). I did change your Draconic Origen ability a bit but it was well written.
 

This is V2 after some input

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.
 

I can't really input much as I am a lore guy and not a mechnics one, but I did recall I did come across a 'be a dragon' class on Reddit yonks ago, the Demi-Dragon that was received fairly well. May at least serve as another point of inspiration
Now this is interesting. This class probably works better for a NPC that is part of the character's backstory while the one I posted works better for my PC. I will look it over some more as I have already realized I have forgotten to consider aging and multiclassing. After all, the cursed dragon could have been a LvX Fighter and LvX Sorcerer before transforming.
 

steeldragons

Steeliest of the dragons
Epic
Ok. This has been knocking around in my noggin for a day now. So, I'm going to take a swing, if you'll indulge me. Probably not going to be "powergamey" enough for people. But I'mma give it a go...

To begin with...Class Concept.
1. To my understanding, at the base of it all, the character is a dragon entrapped (and locked) into a mortal humanoid form.
2. The character (as presented) is intended to be a "spell-sword/fighter-mage/PF Magus" type of character. The idea being that the "forced containment" of the primordial immense magical power that IS a dragon, into the limited tiny package of a mortal form, magical power is inherent (a la a sorcerer) and kinda "seeps out" in clearly supra-normal-mortal ways.
3. Given 5e's class parameters, there are full casters, the 1/2 casters (paladins/rangers), and the 1/3rd casters (eldritch knights/arcane tricksters). The warlock kinda sits apart for progression and structure, containing both Pact and Patron option points providing features, a limited number of spells "known" and "slots" to use with a vaguely "full casterish" progression for spell levels available, + the tertiary mechanic of "invocations." Sorcerers, imho, are a hot mess of mechanics: spell points, metamagics, Origin powers, but with a full caster progression and peculiarly limited spell list. Sorcerers, warlocks, and clerics, and druids, all have "bonus spells" (that are always considered prepared, I think?) that are dependent on the classes' secondary "subclass" option [akin to an "archetype," in the PF vernacular].

Given the general options and proposed desire for "balancing" the class for 5e, I'm going to follow (predominantly) a "half-caster" chassis when it comes to magics and progression...with archetype choices providing additional magic support.

You will notice the frontloaded abilities have been greatly subdued, this is after all supposed to be a "punishment" or curse (most of the time), so you need to adjust to the very very different, not-a-dragon existence in which you find yourself. Most notably, I will point out oncemore, you are a dragon in a humanoid form. You do not have blind sense. Not at 30'. Not at 10'. You have human (or elf or dwarf) ears. You have human (of halfling or gnome) noses. You have human (or half-orc or half-elf) tactile sensitivity. You don't get blindsense...certainly not at 1st level. You are mortal. You will deal with the world as mortals -even magical ones- do...at least at first.

SO...let's see...

Sealed Drakonsoul
Through a curse, alchemical accident, sentenced punishment by draconic leaders (or higher powers), self-imposed isolation or other mystical mishap, you are a dragon who has been forcibly morphed into the shape of a mortal. The weak soft humanoid form is under constant strain from the primordial elemental force that is your true majesty. A primeval nature locked in a fleshy sack, you are able to focus speed and strength, as well as an immortal's wealth of knowledge, for your defense. You are prone to a dark demeanor or boughts of dread from the ever-present fear of the pathetic vulnerability of your current shape. But, as you progress in experience, your external form comes into a slow alignment with your churning maelstrom of internal magic, allowing you to harness and direct some small fractions of your former self's true power. It is simple enough to maneuver the realm of mortals without betraying your internal truth, which is generally kept secret from all but the closest or most trusted allies. You may easily present yourself as some type of spell-sword, a ranger or paladin, bard or warlock, or any other type of spellcaster or warrior. Others, often those in need of a lesson in hubris and humility, pridefully announce their truth...which is near-universally met with skepticism and disbelief.

HD: d8 + Con.
Proficiencies
Armor:
Light armor, Medium armor, Shields.
Weapons: Simple Weapons, Longswords, rapiers, short swords.
Tools: None.
Saving Throws: Constitution, Charisma
Skills: Choose 3: Arcana, Athletics, Deception, History, Insight, Investigation, Nature, Perception, Persuasion.
Equipment
  • Leather armor, a simple weapon, and a dagger.
  • a) arcane focus or b) component pouch
  • a) longsword or b) shortbow & 20 arrows
  • a) scholar's pack or b) explorer's pack
Features
@1st: Cursed Origin:
You must choose what kind of dragon you originally were and what humanoid form you currently inhabit. Once selected these choices can not be changed.
  • First, choose a single type of Chromatic, Metallic, Fae or Shadow dragon. This option will dictate certain features as you progress, beginning at first level with your cantrip options.
  • Second, choose from: Human, Half-elf, High Elf, Hill Dwarf, or Halfling (DM's option to allow other playable races within the setting). You possess the movement rate, any resistances or save bonuses, all vulnerabilities/weaknesses, or any special senses (lowlight or darkvision, etc...) of the humanoid form, but no other racial trait or ability bonus. You are considered both dragon and the humanoid of choice for the purposes of any effect, attack, attunement, etc... that is dependent on either.
  • You speak Draconic and your humanoid tongue in addition to any others known.
Cantrips: You begin play knowing 3 cantrips. You use these innate magic abilities at will. Your spellcasting ability is Charisma. In addition to two cantrips dictated by your Cursed Origin dragon type, the Sealed Drakonsoul knows the following special unique magic.
  • Drakonfire Blade: All Drakonsouls have the ability to conjure the Drakonfire Blade. The Drakonfire Blade produces a single-handed weapon, appearing as a scimitar, longsword, or simlar bladed weapon composed of an energy type corresponding to the character's draconic origin. The elemental blade is wielded as a melee weapon as normal, dealing d8 magical energy damage (+Cha. bonus) to the target on a successful hit. It otherwise operates as the Green-Flame Blade cantrip, dealing your Spellcasting Ability modifier of the appropriate damage type to an additional target within 5' of the original hit. The color of the corresponding magical fire matches your draconic origin if Chromatic or Metallic, force damage for Fae dragon, or umbral damage for Shadow dragon origins, respectively. Damage to the secondary target increases to d8 at 5th, both increase to 2d8 at 11th and 3d8 at 17th.
@2nd: Preternatural Awareness: You receive +2 to Perception and Insight checks.

Spellcasting: You choose spells known from the Wizard spell list but may not select any spell that uses your opposing energy type (as dictated by your Draconic Origin) or any spell that physically transforms your body (Alter Self, Polymorph Self, etc...) but may use magic that changes the shape of others. Your slot progression proceeds in line with the Ranger/Paladin "half-caster" charts.

@3rd, 7th, 11th, 15th: Origin Resonance: You become more and more in tune with the primordial power that is contained within your shape.
  • 3rd: Bonus spells dependent on choice of dragon. List to come.
  • 7th: Element Affinity: When you cast a spell that deals damage of your draconic origin type, you add your Charisma modifier to the damage. At the same time, upon casting such a spell, you gain resistance to that energy type for 1 hour.
  • 11th: Resonating Form: You can alter your shape to take on a "half-dragon" like shape, including any 2 of the following: claws, horns, a tail, scaled skin, and wings. Claws or horns can be used to make natural attacks d4 (+ Str) each, slashing or piercing, respectively. You may use a tail to attempt to trip as a bonus attack against a target within 10'. Scales grant +4 to AC if wearing no or light armor. Wings grant a fly speed of 60'. The altered form can be sustained for a maximum of 1 minute per level before your humanoid form reasserts itself.
  • 15th: Draconic Presence: You can invoke an aura of your draconic power, 20' radius, that instills fear or awe (player's choice). You may do so as a standard action, once per round, at will. The save DC is 8 + proficiency bonus + Charisma modifier. Successful save is immune to the effect for for 24 hours.
Fighting Style: Choose a fighting style.

@4th, 8th, 12th, 16th, and 19th: ASI

@5th: Spell Strike:
You may use a cantrip or cast a spell, once per round as a bonus action, when you make a melee attack.

@6th: Preternatural Speed: You add 10' to your ground movement speed for a total rounds per day as you have levels. This extra movement need not be continuous, but may not exceed the total rounds in a 24 hour period. You may also add your Cha. modifier to a Dexterity-based rolls or saves as many times per day as your Constitution modifier.

@7th: Origin Resonance
@8th: ASI

@9th: Extra Attack

@10th: Preternatural Strike:
unarmed strikes, natural attacks, or melee attacks made with a weapon with which you are proficient count as magical for the purposes of bypassing resistances or immunities.

Drakonfire Burst: You summon the power of your Drakonfire into a conical burst, dealing the energy damage to all targets a maximum 50' long, 30' terminus, of your draconic energy type. Save halves. You can manifest this power a total of Charisma modifier times per day and sustain 1 level of exhaustion for 1 hour, cumulative, with each use.

@11th: Origin Resonance
@12th: ASI

@13th: Draconic Sense: You are aware of active spell effects or psionic activity within 10' of you. This obscure sense is inexact at first, similiar to the Detect Magic spell. If concentrated on for a second round, the magic's nature (divine, arcane, psionic, etc...) and type (illusion, necromancy, other school, etc...). A third round of focus will reveal the exact spell/psychic effect that occurred or is ongoing. You also are automatically aware of any dragon or creature with the draconic descriptor within 50', even if shapeshifted into another form, obscured by magic or otherwise hidden.

@14th: Preternatural Strength: You add your Cha. modifier to a Strength-based rolls or saves for a total number of rounds per day as you have levels.

@15th: Origin Resonance
@16th: ASI

@17th: Drakonfire Versatility: You can now use the Drakonfire Blade cantrip in a different ways.
  • Add it to damage/on top of a melee weapon you are wielding. Your Drakonfire does not damage the wielded weapon. You can evoke the additional energy at will, as part of your standard melee attack.
  • You may conjure two single-handed Drakonfire Blades (or other single-handed weapon) and wield them both as if you possess the Two-Weapon Fighting style.
  • You may conjure your Drakonfire "Blade" in the shape of any single or two-handed weapon with which you may be proficient.

@18th: True Resonance: The energy resistance supplied by your Element Affinity is now constant. Your Draconic Presence aura extends to 30'. Also, when using your Resonating Form, you can now assume all of the physical form changes at once and can maintain the "half-dragon" form for up to 10 minutes per level per day.

@19th: ASI

@20th: Dragonform: You can return to your original, full, draconic shape for a total minutes per level per day, with all abilities and physical statistics of that shape while maintaining the spell allotment of your humanoid form. This time need not be consecutive, but must be expended in 1 minute increments.
 

I forget the opposing elements list so here it is.

acid<-->lightning (throwback to how earth damage was acid and air damage was lightning in older editions)


cold<-->fire (was there any question?)


force<-->psychic (physical vs. mental)


necrotic<-->radiant (again, was there any question?)


poison<-->thunder (sneaky sneaky stabby stabby vs. max volume speakers)
 

Ok. This has been knocking around in my noggin for a day now. So, I'm going to take a swing, if you'll indulge me. Probably not going to be "powergamey" enough for people. But I'mma give it a go...

To begin with...Class Concept.
1. To my understanding, at the base of it all, the character is a dragon entrapped (and locked) into a mortal humanoid form.
2. The character (as presented) is intended to be a "spell-sword/fighter-mage/PF Magus" type of character. The idea being that the "forced containment" of the primordial immense magical power that IS a dragon, into the limited tiny package of a mortal form, magical power is inherent (a la a sorcerer) and kinda "seeps out" in clearly supra-normal-mortal ways.
3. Given 5e's class parameters, there are full casters, the 1/2 casters (paladins/rangers), and the 1/3rd casters (eldritch knights/arcane tricksters). The warlock kinda sits apart for progression and structure, containing both Pact and Patron option points providing features, a limited number of spells "known" and "slots" to use with a vaguely "full casterish" progression for spell levels available, + the tertiary mechanic of "invocations." Sorcerers, imho, are a hot mess of mechanics: spell points, metamagics, Origin powers, but with a full caster progression and peculiarly limited spell list. Sorcerers, warlocks, and clerics, and druids, all have "bonus spells" (that are always considered prepared, I think?) that are dependent on the classes' secondary "subclass" option [akin to an "archetype," in the PF vernacular].

Given the general options and proposed desire for "balancing" the class for 5e, I'm going to follow (predominantly) a "half-caster" chassis when it comes to magics and progression...with archetype choices providing additional magic support.

You will notice the frontloaded abilities have been greatly subdued, this is after all supposed to be a "punishment" or curse (most of the time), so you need to adjust to the very very different, not-a-dragon existence in which you find yourself. Most notably, I will point out oncemore, you are a dragon in a humanoid form. You do not have blind sense. Not at 30'. Not at 10'. You have human (or elf or dwarf) ears. You have human (of halfling or gnome) noses. You have human (or half-orc or half-elf) tactile sensitivity. You don't get blindsense...certainly not at 1st level. You are mortal. You will deal with the world as mortals -even magical ones- do...at least at first.

SO...let's see...

Sealed Drakonsoul
Through a curse, alchemical accident, sentenced punishment by draconic leaders (or higher powers), self-imposed isolation or other mystical mishap, you are a dragon who has been forcibly morphed into the shape of a mortal. The weak soft humanoid form is under constant strain from the primordial elemental force that is your true majesty. A primeval nature locked in a fleshy sack, you are able to focus speed and strength, as well as an immortal's wealth of knowledge, for your defense. You are prone to a dark demeanor or boughts of dread from the ever-present fear of the pathetic vulnerability of your current shape. But, as you progress in experience, your external form comes into a slow alignment with your churning maelstrom of internal magic, allowing you to harness and direct some small fractions of your former self's true power. It is simple enough to maneuver the realm of mortals without betraying your internal truth, which is generally kept secret from all but the closest or most trusted allies. You may easily present yourself as some type of spell-sword, a ranger or paladin, bard or warlock, or any other type of spellcaster or warrior. Others, often those in need of a lesson in hubris and humility, pridefully announce their truth...which is near-universally met with skepticism and disbelief.

HD: d8 + Con.
Proficiencies
Armor:
Light armor, Medium armor, Shields.
Weapons: Simple Weapons, Longswords, rapiers, short swords.
Tools: None.
Saving Throws: Constitution, Charisma
Skills: Choose 3: Arcana, Athletics, Deception, History, Insight, Investigation, Nature, Perception, Persuasion.
Equipment
  • Leather armor, a simple weapon, and a dagger.
  • a) arcane focus or b) component pouch
  • a) longsword or b) shortbow & 20 arrows
  • a) scholar's pack or b) explorer's pack
Features
@1st: Cursed Origin:
You must choose what kind of dragon you originally were and what humanoid form you currently inhabit. Once selected these choices can not be changed.
  • First, choose a single type of Chromatic, Metallic, Fae or Shadow dragon. This option will dictate certain features as you progress, beginning at first level with your cantrip options.
  • Second, choose from: Human, Half-elf, High Elf, Hill Dwarf, or Halfling (DM's option to allow other playable races within the setting). You possess the movement rate, any resistances or save bonuses, all vulnerabilities/weaknesses, or any special senses (lowlight or darkvision, etc...) of the humanoid form, but no other racial trait or ability bonus. You are considered both dragon and the humanoid of choice for the purposes of any effect, attack, attunement, etc... that is dependent on either.
  • You speak Draconic and your humanoid tongue in addition to any others known.
Cantrips: You begin play knowing 3 cantrips. You use these innate magic abilities at will. Your spellcasting ability is Charisma. In addition to two cantrips dictated by your Cursed Origin dragon type, the Sealed Drakonsoul knows the following special unique magic.
  • Drakonfire Blade: All Drakonsouls have the ability to conjure the Drakonfire Blade. The Drakonfire Blade produces a single-handed weapon, appearing as a scimitar, longsword, or simlar bladed weapon composed of an energy type corresponding to the character's draconic origin. The elemental blade is wielded as a melee weapon as normal, dealing d8 magical energy damage (+Cha. bonus) to the target on a successful hit. It otherwise operates as the Green-Flame Blade cantrip, dealing your Spellcasting Ability modifier of the appropriate damage type to an additional target within 5' of the original hit. The color of the corresponding magical fire matches your draconic origin if Chromatic or Metallic, force damage for Fae dragon, or umbral damage for Shadow dragon origins, respectively. Damage to the secondary target increases to d8 at 5th, both increase to 2d8 at 11th and 3d8 at 17th.
@2nd: Preternatural Awareness: You receive +2 to Perception and Insight checks.

Spellcasting: You choose spells known from the Wizard spell list but may not select any spell that uses your opposing energy type (as dictated by your Draconic Origin) or any spell that physically transforms your body (Alter Self, Polymorph Self, etc...) but may use magic that changes the shape of others. Your slot progression proceeds in line with the Ranger/Paladin "half-caster" charts.

@3rd, 7th, 11th, 15th: Origin Resonance: You become more and more in tune with the primordial power that is contained within your shape.
  • 3rd: Bonus spells dependent on choice of dragon. List to come.
  • 7th: Element Affinity: When you cast a spell that deals damage of your draconic origin type, you add your Charisma modifier to the damage. At the same time, upon casting such a spell, you gain resistance to that energy type for 1 hour.
  • 11th: Resonating Form: You can alter your shape to take on a "half-dragon" like shape, including any 2 of the following: claws, horns, a tail, scaled skin, and wings. Claws or horns can be used to make natural attacks d4 (+ Str) each, slashing or piercing, respectively. You may use a tail to attempt to trip as a bonus attack against a target within 10'. Scales grant +4 to AC if wearing no or light armor. Wings grant a fly speed of 60'. The altered form can be sustained for a maximum of 1 minute per level before your humanoid form reasserts itself.
  • 15th: Draconic Presence: You can invoke an aura of your draconic power, 20' radius, that instills fear or awe (player's choice). You may do so as a standard action, once per round, at will. The save DC is 8 + proficiency bonus + Charisma modifier. Successful save is immune to the effect for for 24 hours.
Fighting Style: Choose a fighting style.

@4th, 8th, 12th, 16th, and 19th: ASI

@5th: Spell Strike:
You may use a cantrip or cast a spell, once per round as a bonus action, when you make a melee attack.

@6th: Preternatural Speed: You add 10' to your ground movement speed for a total rounds per day as you have levels. This extra movement need not be continuous, but may not exceed the total rounds in a 24 hour period. You may also add your Cha. modifier to a Dexterity-based rolls or saves as many times per day as your Constitution modifier.

@7th: Origin Resonance
@8th: ASI

@9th: Extra Attack

@10th: Preternatural Strike:
unarmed strikes, natural attacks, or melee attacks made with a weapon with which you are proficient count as magical for the purposes of bypassing resistances or immunities.

Drakonfire Burst: You summon the power of your Drakonfire into a conical burst, dealing the energy damage to all targets a maximum 50' long, 30' terminus, of your draconic energy type. Save halves. You can manifest this power a total of Charisma modifier times per day and sustain 1 level of exhaustion for 1 hour, cumulative, with each use.

@11th: Origin Resonance
@12th: ASI

@13th: Draconic Sense: You are aware of active spell effects or psionic activity within 10' of you. This obscure sense is inexact at first, similiar to the Detect Magic spell. If concentrated on for a second round, the magic's nature (divine, arcane, psionic, etc...) and type (illusion, necromancy, other school, etc...). A third round of focus will reveal the exact spell/psychic effect that occurred or is ongoing. You also are automatically aware of any dragon or creature with the draconic descriptor within 50', even if shapeshifted into another form, obscured by magic or otherwise hidden.

@14th: Preternatural Strength: You add your Cha. modifier to a Strength-based rolls or saves for a total number of rounds per day as you have levels.

@15th: Origin Resonance
@16th: ASI

@17th: Drakonfire Versatility: You can now use the Drakonfire Blade cantrip in a different ways.
  • Add it to damage/on top of a melee weapon you are wielding. Your Drakonfire does not damage the wielded weapon. You can evoke the additional energy at will, as part of your standard melee attack.
  • You may conjure two single-handed Drakonfire Blades (or other single-handed weapon) and wield them both as if you possess the Two-Weapon Fighting style.
  • You may conjure your Drakonfire "Blade" in the shape of any single or two-handed weapon with which you may be proficient.

@18th: True Resonance: The energy resistance supplied by your Element Affinity is now constant. Your Draconic Presence aura extends to 30'. Also, when using your Resonating Form, you can now assume all of the physical form changes at once and can maintain the "half-dragon" form for up to 10 minutes per level per day.

@19th: ASI

@20th: Dragonform: You can return to your original, full, draconic shape for a total minutes per level per day, with all abilities and physical statistics of that shape while maintaining the spell allotment of your humanoid form. This time need not be consecutive, but must be expended in 1 minute increments.
You are pretty good at this. Not quite what I was looking for but I guess that is what subclasses are for. I do have a few questions.
1. What is a terminus? When I look it up, I get a bunch of stuff on glaciers.
2. What is the save? Is it a Con, Dex, or is it based on the save of the original dragon form (for example, you make a Con save vs. a white dragon's breath attack)?
3. The Fighting Style is at 3rd level correct? I was not quite sure.
 

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