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.