Ok, so putting this up as work in progress. This is what I have so far for the Dragon Shaman as its own 5e base class. Will add more here as I get sections done:
Class Features
Hit Points
Hit Dice: 1d10 per Dragon Shaman level.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level of Dragon Shaman after 1st.
Proficiencies
Armor: Light armor, medium armor and shields.
Weapons: Simple weapons
Tools: None
Languages: A dragon shaman has the option of taking Draconic as a language
Saving Throws: Wisdom and Charisma
Skills: Choose two from Athletics, Arcana, Intimidation, Nature, Perception (Also see Totem Dragon class feature for additional skills)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Mace or (b) Quarterstaff
- (a) Scale mail or (b) leather armor
- (a) Light crossbow and 20 bolts (b) Any simple weapon
- (a) Explorer's Pack or (b) Quarterstaff
- (a) Shield and 5gp or (b) 15gp
Totem Dragon
You must choose a totem dragon from among the true dragons appearing in the Monster Manual (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You must choose a dragon whose alignment is within one step of yours, as described in the following table. The skills listed for your chosen totem are added to the available choices for starting skills as a Dragon Shaman. The particular sort of breath weapon you gain at 3rd level is based on the dragon you select as your totem.
[table="width: 500, class: grid"]
[tr]
[td]
Totem Dragon[/td]
[td]
Acceptable Alignment[/td]
[td]
Additional Skills[/td]
[td]
Breath Weapon Type[/td]
[/tr]
[tr]
[td]Black[/td]
[td]NE, CE, CN[/td]
[td]Stealth[/td]
[td]Line of acid[/td]
[/tr]
[tr]
[td]Blue[/td]
[td]NE, LE, LN[/td]
[td]Deception, Stealth[/td]
[td]Line of electricity[/td]
[/tr]
[tr]
[td]Brass[/td]
[td]NG, CG, CN[/td]
[td]Deception, Investigation, Survival[/td]
[td]Line of fire[/td]
[/tr]
[tr]
[td]Bronze[/td]
[td]NG, LG, LN[/td]
[td]Deception, Survival[/td]
[td]Line of electricity[/td]
[/tr]
[tr]
[td]Copper[/td]
[td]NG, CG, CN[/td]
[td]Deception, Stealth[/td]
[td]Line of acid[/td]
[/tr]
[tr]
[td]Gold[/td]
[td]NG, LG, LN[/td]
[td]Deception, Medicine[/td]
[td]Cone of fire[/td]
[/tr]
[tr]
[td]Green[/td]
[td]NE, LE, LN[/td]
[td]Deception, Stealth[/td]
[td]Cone of acid[/td]
[/tr]
[tr]
[td]Red[/td]
[td]NE, CE, CN[/td]
[td]Deception[/td]
[td]Cone of fire[/td]
[/tr]
[tr]
[td]Silver[/td]
[td]NG, LG, LN[/td]
[td]Deception[/td]
[td]Cone of cold[/td]
[/tr]
[tr]
[td]White[/td]
[td]NE, CE, CN[/td]
[td]Stealth[/td]
[td]Cone of cold[/td]
[/tr]
[/table]
Draconic Aura 1, 2 & 3
You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit.
Projecting an aura is a Bonus Action. You can project a number of auras equal to your Draconic Aura number (thus at 17th level you can project three at one time). An aura remains in effect until you use a bonus action to dismiss it or you activate another aura in its place. While they cannot be disrupted like a spell, you cannot hold the focus necessary to maintain a concentration spell while you have an aura active.
Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
Listed below are the possible auras you can choose from. You start with one aura and gain additional auras as listed in the level progression chart.
Energy Shield: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt energy damage based on your Dragon Shaman level:
Level 1: 2 points
Level 9: 4 points
Level 17: 6 points
The energy type is that of your totem dragon's damage-dealing breath weapon (see below).
Power: Grants a bonus die of damage on melee damage rolls per the chart below. This damage can only be applied once per turn.
Level 1: +1d4
Level 9: +1d6
Level 17: +1d8
Presence: Bonus 1d4 roll added to Deception, Persuasion, and Intimidation checks.
Resistance: Resistance to your totem dragon's energy type.
Senses: Bonus 1d4 on Perception checks, as well as on initiative checks.
Toughness: +1 to AC, this bonus stacks with any bonuses other than those granted by spells.
Vigor: This aura heal those within the area for the amount listed on the chart below, but this only affects characters at or below one-half their full normal hit points. Further, this aura does not grant hit points to those who have been dropped to 0hp, it instead grants those making death saves advantage on the roll.
Level 1: 2 points
Level 9: 4 points
Level 17: 6 points
Energy Resistance
You gain resistance to the energy type of the breath weapon for your totem.
Breath Weapon
As an Action, you can use a breath weapon attack that corresponds to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal damage as indicated on the level progression chart
A successful Reflex save halves the damage dealt; the save DC is equal to 8 + your proficiency bonus + your Constitution modifier dragon shaman level + your Con modifier. Just like a true dragon, once you breathe you must roll a d6 at the start of your turn, on a 5 or 6 you can use your breath weapon again.
Cone-shaped breath weapons extend out to 15 feet at 3th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 3th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Touch of Vitality
You can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your Dragon Shaman level × your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is an action. It has no effect on undead. Your pool of points used for healing is restored to full after taking a long rest.
Draconic Adaptation
You take on an aspect of your totem dragon. Some adaptations always active; others are spell-like abilities that you can activate at will and do not require material components. These spell abilities are considered to be cast at a spell level equal to your level divided by 4, rounding up.
Black—
Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue—
Dunewalker: Loose sand is not considered difficult terrain for you and your feet do not sink into it.
Brass—
Dunewalker: Loose sand is not considered difficult terrain for you and your feet do not sink into it.
Bronze—
Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper—
Spider Climb: As the spell, except you can only target yourself (at will).
Gold—
Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green—
Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red—
Treasure Seeker: You gain advantage on Intelligence checks to determine the value of goods and on Perception checks when searching for hidden doors.
Silver—
Feather Fall: As the spell, except you can only target yourself (at will).
White—
Icewalker: Icy surfaces are not considered difficult terrain for you and you never have to make Acrobatic checks to maintain your balance for the ice.
Greater Touch of Vitality
You can choose to spend some of the healing granted by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage from one individual.
For every 10 points of your healing ability you expend, you can remove one level of exhaustion, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove an effect that lowers the victim's maximum hit point total (though they remain at the current listed HP, they can be healed back to their normal maximum) or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and a level of exhaustion from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for the level of exhaustion).
Draconic Resolve
You gain immunity to sleep effects. You also become immune to the frightful presence of dragons.
Energy Immunity
You gain immunity to the energy type of the breath weapon for your totem.
Draconic Wings
You grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of double your normal base movement speed.
If you already have wings, you can choose whether these draconic wings replace your own.
Commune with Dragon Spirit
You gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component. After using this ability, you cannot use it again until you complete a long rest.
Draconic Resistance
You can choose to roll a second d20 when making a save against Spells after making the initial saving throw but before the results are determined. You use which ever roll is better. You can use this ability three times. Uses recharge after a short rest.
Dragon Soul
You and your totem spirit merge transforming into a full dragon. This ability works as the Polymorph spell with the following exceptions:
- It only affects you.
- No components are required.
- Duration is 1 hour(or until cancelled as an action).
- Does not require concentration to maintain.
- you can only become a dragon of the same type as your totem. You can choose to be any age category allowed by the limitations of the Polymorph spell.
[table="width: 500, class: grid"]
[tr]
[td]
Level[/td]
[td]
Proficiency Bonus[/td]
[td]
Features[/td]
[td]
Breath Weapon Damage[/td]
[td]
Auras Known[/td]
[/tr]
[tr]
[td]1st[/td]
[td]+2[/td]
[td]Draconic Aura 1, Totem Dragon[/td]
[td]--[/td]
[td]1[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]+2[/td]
[td]Energy Resistance[/td]
[td]--[/td]
[td]1[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]+2[/td]
[td]Breath Weapon[/td]
[td]2d6[/td]
[td]1[/td]
[/tr]
[tr]
[td]4th[/td]
[td]+2[/td]
[td]Ability Boost[/td]
[td]2d6[/td]
[td]2[/td]
[/tr]
[tr]
[td]5th[/td]
[td]+3[/td]
[td]Extra Attack[/td]
[td]2d6[/td]
[td]2[/td]
[/tr]
[tr]
[td]6th[/td]
[td]+3[/td]
[td]Touch of Vitality[/td]
[td]3d6[/td]
[td]2[/td]
[/tr]
[tr]
[td]7th[/td]
[td]+3[/td]
[td]Draconic Adaption[/td]
[td]3d6[/td]
[td]3[/td]
[/tr]
[tr]
[td]8th[/td]
[td]+3[/td]
[td]Ability Boost[/td]
[td]3d6[/td]
[td]3[/td]
[/tr]
[tr]
[td]9th[/td]
[td]+4[/td]
[td]Draconic Aura 2[/td]
[td]4d6[/td]
[td]3[/td]
[/tr]
[tr]
[td]10th[/td]
[td]+4 [/td]
[td]Greater Touch of Vitality[/td]
[td]4d6[/td]
[td]4[/td]
[/tr]
[tr]
[td]11th[/td]
[td]+4[/td]
[td]Draconic Resolve[/td]
[td]4d6[/td]
[td]4[/td]
[/tr]
[tr]
[td]12th[/td]
[td]+4[/td]
[td]Ability Boost[/td]
[td]5d6[/td]
[td]4[/td]
[/tr]
[tr]
[td]13th[/td]
[td]+5[/td]
[td]Energy Immunity[/td]
[td]5d6[/td]
[td]5[/td]
[/tr]
[tr]
[td]14th[/td]
[td]+5[/td]
[td]Draconic Wings[/td]
[td]5d6[/td]
[td]5[/td]
[/tr]
[tr]
[td]15th[/td]
[td]+5[/td]
[td]Commune with Dragon Spirit[/td]
[td]6d6[/td]
[td]5[/td]
[/tr]
[tr]
[td]16th[/td]
[td]+5 [/td]
[td]Ability Boost[/td]
[td]6d6[/td]
[td]6[/td]
[/tr]
[tr]
[td]17th[/td]
[td]+6[/td]
[td]Draconic Aura 3[/td]
[td]6d6[/td]
[td]6[/td]
[/tr]
[tr]
[td]18th[/td]
[td]+6[/td]
[td]Draconic Resistance[/td]
[td]7d6[/td]
[td]6[/td]
[/tr]
[tr]
[td]19th[/td]
[td]+6[/td]
[td]Ability Boost[/td]
[td]7d6[/td]
[td]7[/td]
[/tr]
[tr]
[td]20th[/td]
[td]+6 [/td]
[td]Dragon Soul[/td]
[td]7d6[/td]
[td]7[/td]
[/tr]
[/table]