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Help balancing a Humanoid Dragon class
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<blockquote data-quote="DragonLordAcar" data-source="post: 8201161" data-attributes="member: 7029653"><p>Here are the Subclasses. I don't know the 5e spells too well so please leave suggestions for spells that should be on each extended spell list. Same for the main class that will be posted right after this.</p><p></p><p> </p><p><strong><u>Subclasses</u>: Drakonsoul Awakening:</strong> Due to an inherent flaw with the ritual, some outside influence, or path chosen by the Drakonsoul, they awaken their former abilities in different and unique ways not found naturally in dragonkind. The path of awakening often depends on the mental state of the former dragon but sometimes it is an ingrained part of the sealing, intentional or not.</p><p></p><p></p><p><strong><u>Draconic Augmenter</u>:</strong> These Drakonsouls are mostly of those that chose this weaker form. As a result, they often choose to infuse their power into their allies buffing their attacks and defenses while weakening their foes by an equal amount.</p><p><strong>Lv1-Disciplined Casting:</strong> You gain spell slots of a half caster. Your spell list is the cleric. You gain additional spells to this list based on your draconic origins.</p><p><strong>Lv1-Tactical Spellcasting I:</strong> You can spend your bonus action cast a cantrip you know that buffs a target. If the target usually affects yourself, the spell now targets an ally within 30ft of you acting as if they cast the spell.</p><p><strong>Lv7-Empowering Aura:</strong> All allies within 10ft of you gain a bonus to one ability check, save, or attack roll equal to your Wisdom modifier. Once used, it can not be used until they finish a short rest. You can give this benefit a number of times per long rest as your Charisma modifier. This increases to 30ft at 18th level. You must be conscious to grant this bonus.</p><p><strong>Lv10-Tactical Spellcasting II:</strong> You can spend your bonus action or reaction to cast a cantrip you know that buffs a target. If the target usually affects yourself, the spell now targets an ally within 30ft of you acting as if they cast the spell.</p><p><strong>Lv15-Guiding Aura:</strong> All allies within 10ft of you gain a bonus to an ability check, save, or attack roll equal to your Wisdom modifier. Once used, they must wait 1d4 rounds before they can use it again. Your Empowering Aura feature now grants your Charisma modifier instead of your Wisdom modifier to ability check, save, or attack roll. It otherwise remains unchanged. This increases to 30ft at 18th level. You must be conscious to grant this bonus.</p><p><strong>Lv18-Tactical Mastermind</strong>: You can concentrate a number of buff spells at a time equal to your Intelligence modifier without penalty so long as you do not benefit from more than one (this does not include any area of effect buffs). If you lose concentration (by means of damage or other disruption effect), all spells you were concentrating on immediately dispel and you take 1d6 psychic damage per spell you were concentrating on. This damage becomes 1d10 for any spell of 4th level or higher. This damage ignores any resistance or immunity you may have.</p><p> Any buff spell you are concentrating on does not affect your ability to cast another concentration spell. You can only cast one other concentration spell like this and it also dispels if you fail a concentration check. However, you take 1d6 psychic damage per spell level it was if concentration is lost (by means of damage or other disruption effect). This damage becomes 1d10 for any spell of 4th level or higher.</p><p> If what caused you to lose concentration drops you to 0HP, you instead automatically fail 1 death saving throw no matter the psycic damage it would normally deal to you.</p><p></p><p></p><p><strong><u>Dragon Magus</u>:</strong> These Drakonsouls strive for powerful magic ability to complement their martial combat style.</p><p><strong>Lv1-Studied Casting:</strong> You gain spell slots of a half caster. Your spell list is the wizard. You can also learn new spells by inscribing them into a spellbook or other item that they can record the information. You also have to prepare the spells they want to cast each day. You can also learn spells of your opposed element but they have a -2 to their attack roll or spell DC (dependent on the spell).</p><p><strong>Lv1-Potent Spells:</strong> You can reroll any 1s and 2s on the damage rolled for one spell a number of times per long rest equal to your Intelligence modifier. Your spells also have their DC to dispel them increased by 1 and it takes a spell level higher than them to automatically dispell them. If the spell is the same level as the dispell, it instead has its dispell DC lowered by 1.</p><p><strong>Lv7-Spell Learning I:</strong> You learn 2 spells from any spell list.</p><p><strong>Lv10-Persistent Spells:</strong> The spell save for spells of the same energy type as your dragon origin increase by 1. They also have a +2 to attack rolls.</p><p><strong>Lv15-Spell Learning II:</strong> You learn 2 spells from any spell list.</p><p><strong>Lv18-Spell Recorder:</strong> You can learn any spell by putting it in your spellbook. If it is not on your spell list, you however take twice as long to research and copy the spell and it is twice as expensive as you convert it into something you can cast. If another tries to copy spells from your spellbook, they also suffer the same penalty. Your spell saves with spells on your spell list increases by 1. This stacks with Persistent Spells.</p><p></p><p></p><p><strong><u>Draconic Returner</u>:</strong> These Drakonsouls warp their bodies with their latent power focusing on regaining their true draconic powers over any other goals.</p><p><strong>Lv1-Sorcerous Casting:</strong> You gain spell slots of a half caster. Your spell list is the sorcerer. You gain additional spells to this list based on your draconic origins.</p><p><strong>Lv1-Rage:</strong> This acts as the Barbarian “Rage” ability.</p><p><strong>Lv7-Resistant Skin:</strong> You gain resistance to your dragon origin's energy type. You also gain the “Drake Breath” Resurgence.</p><p><strong>Lv10-Reforming Body:</strong> Your AC is 13+your Constitution modifier when not wearing armor or shields. At 15th level, this becomes 13+your Constitution modifier+your Charisma modifier. You gain You also gain the “Dragon Breath” Resurgence.</p><p><strong>Lv15-Elemental Scales:</strong> Your resistance to your dragon origin's energy type now becomes immunity. You also gain the “Wyrm Breath” Resurgence.</p><p><strong>Lv18-Resurgent Dragon:</strong> The “Resonating Form” ability can now be activated at will. You also gain the “Primordial Breath” Resurgence.</p><p></p><p></p><p><strong>Elementalist:</strong> These Drakonsouls infuse their inner power into their environment and empower their martial strikes into flashy techniques.</p><p><strong>Lv1-Burst Casting:</strong> Your spellcasting forces out powerful bursts of magic but lacks any endurance. It however is also quick to recover. Your spellcasting slots and spell level progresses at the same rate as the Warlock. You choose spells from the Sorcerer list but your damaging spells can only be of your draconic origin type and two others neither of which can be your opposed element. Spells that have random energy types (such as Chaos Bolt) or ones possessing multiple energy types (such as Prismatic Wall). Spells with an energy type chosen at the time of casting (such as Chromatic Orb or Chaos Bolt) must choose one of the energy types chosen above if you are able to. You can also add any spell with that of your draconic origin type as energy damage to your spell list.</p><p><strong>Lv1-Infuse Weapon:</strong> You can infuse a weapon with your draconic power. This takes 1 hour to do and can be done on up to one weapon per your Intelligence modifier (minimum one). Natural weapons are automatically infused and do not count towards the total number of weapons that can be infused. Once infused, you deal an additional 1 energy damage of your affinity with the weapon with each attack. This increases to 1d4 at 7th level, 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 18th level. If you ever exceed the maximum number of infused weapons not due to temporary ability damage, you choose what weapon infusion is removed from.</p><p><strong>Lv7-Empowered Element:</strong> You can reroll any 1s on damage rolls of the energy type for your draconic origin.</p><p><strong>Lv10-Elemental Weapon:</strong> You can choose to have all damage done by infused weapons to become energy damage that is the same as your draconic origin for one round. You can use this feature a number of times equal to your Charisma modifier. This regains all uses of this feature upon a long rest.</p><p><strong>Lv15-Elemental Body:</strong> You gain resistance to your draconic origin type and your chosen elements. Of you are already resistant to the energy damage of your draconic origin, you gain immunity instead. You however gain vulnerability to your elemental opposite.</p><p><strong>Lv18-One With the Element:</strong> You can maximize one spell that deals energy damage of your draconic origin type once per long rest. You can also reroll any 1 or 2 on damage rolls of the energy damage of your draconic origin type.</p><p></p><p></p><p><strong><u>Failed Seal</u>:</strong> Due to a shift in the weave, the meddling of a deity or similarly powerful being, or just pure incompetence, the sealing of the dragon was incomplete.</p><p><strong>Lv1-Sorcerous Casting:</strong> You gain spell slots of a half caster. Your spell list is the wizard. You gain additional spells to this list based on your draconic origins.</p><p><strong>Lv1-Dragon Scales:</strong> You retain a portion of your dragon scales. Your AC is 13+your Dexterity modifier when not wearing armor or shields, but you lose your armor and shield proficiencies. You also add your Charisma modifier to any AC calculation. You also gain a Resurgence ability and an additional Reassurance ability at 5th, 9th, and 13th level.</p><p><strong>Lv7-Resistant Scales:</strong> You gain resistance to your dragon origin's energy type.</p><p><strong>Lv10-Toughened Scales:</strong> You can choose to replace your Dexterity modifier for that of your Constitution for your AC calculation.</p><p><strong>Lv15-Draconic Skin:</strong> Your resistance to your dragon origin's energy type now becomes immunity.</p><p><strong>Lv18-Draconic Power:</strong> You use a single ability from “Resonating Form” at will. You can change this at will at the beginning of each of your turns. You can also use 1 Resurgence point to use this feature as a reaction.</p></blockquote><p></p>
[QUOTE="DragonLordAcar, post: 8201161, member: 7029653"] Here are the Subclasses. I don't know the 5e spells too well so please leave suggestions for spells that should be on each extended spell list. Same for the main class that will be posted right after this. [B][U]Subclasses[/U]: Drakonsoul Awakening:[/B] Due to an inherent flaw with the ritual, some outside influence, or path chosen by the Drakonsoul, they awaken their former abilities in different and unique ways not found naturally in dragonkind. The path of awakening often depends on the mental state of the former dragon but sometimes it is an ingrained part of the sealing, intentional or not. [B][U]Draconic Augmenter[/U]:[/B] These Drakonsouls are mostly of those that chose this weaker form. As a result, they often choose to infuse their power into their allies buffing their attacks and defenses while weakening their foes by an equal amount. [B]Lv1-Disciplined Casting:[/B] You gain spell slots of a half caster. Your spell list is the cleric. You gain additional spells to this list based on your draconic origins. [B]Lv1-Tactical Spellcasting I:[/B] You can spend your bonus action cast a cantrip you know that buffs a target. If the target usually affects yourself, the spell now targets an ally within 30ft of you acting as if they cast the spell. [B]Lv7-Empowering Aura:[/B] All allies within 10ft of you gain a bonus to one ability check, save, or attack roll equal to your Wisdom modifier. Once used, it can not be used until they finish a short rest. You can give this benefit a number of times per long rest as your Charisma modifier. This increases to 30ft at 18th level. You must be conscious to grant this bonus. [B]Lv10-Tactical Spellcasting II:[/B] You can spend your bonus action or reaction to cast a cantrip you know that buffs a target. If the target usually affects yourself, the spell now targets an ally within 30ft of you acting as if they cast the spell. [B]Lv15-Guiding Aura:[/B] All allies within 10ft of you gain a bonus to an ability check, save, or attack roll equal to your Wisdom modifier. Once used, they must wait 1d4 rounds before they can use it again. Your Empowering Aura feature now grants your Charisma modifier instead of your Wisdom modifier to ability check, save, or attack roll. It otherwise remains unchanged. This increases to 30ft at 18th level. You must be conscious to grant this bonus. [B]Lv18-Tactical Mastermind[/B]:[B] [/B]You can concentrate a number of buff spells at a time equal to your Intelligence modifier without penalty so long as you do not benefit from more than one (this does not include any area of effect buffs). If you lose concentration (by means of damage or other disruption effect), all spells you were concentrating on immediately dispel and you take 1d6 psychic damage per spell you were concentrating on. This damage becomes 1d10 for any spell of 4th level or higher. This damage ignores any resistance or immunity you may have. Any buff spell you are concentrating on does not affect your ability to cast another concentration spell. You can only cast one other concentration spell like this and it also dispels if you fail a concentration check. However, you take 1d6 psychic damage per spell level it was if concentration is lost (by means of damage or other disruption effect). This damage becomes 1d10 for any spell of 4th level or higher. If what caused you to lose concentration drops you to 0HP, you instead automatically fail 1 death saving throw no matter the psycic damage it would normally deal to you. [B][U]Dragon Magus[/U]:[/B] These Drakonsouls strive for powerful magic ability to complement their martial combat style. [B]Lv1-Studied Casting:[/B] You gain spell slots of a half caster. Your spell list is the wizard. You can also learn new spells by inscribing them into a spellbook or other item that they can record the information. You also have to prepare the spells they want to cast each day. You can also learn spells of your opposed element but they have a -2 to their attack roll or spell DC (dependent on the spell). [B]Lv1-Potent Spells:[/B] You can reroll any 1s and 2s on the damage rolled for one spell a number of times per long rest equal to your Intelligence modifier. Your spells also have their DC to dispel them increased by 1 and it takes a spell level higher than them to automatically dispell them. If the spell is the same level as the dispell, it instead has its dispell DC lowered by 1. [B]Lv7-Spell Learning I:[/B] You learn 2 spells from any spell list. [B]Lv10-Persistent Spells:[/B] The spell save for spells of the same energy type as your dragon origin increase by 1. They also have a +2 to attack rolls. [B]Lv15-Spell Learning II:[/B] You learn 2 spells from any spell list. [B]Lv18-Spell Recorder:[/B] You can learn any spell by putting it in your spellbook. If it is not on your spell list, you however take twice as long to research and copy the spell and it is twice as expensive as you convert it into something you can cast. If another tries to copy spells from your spellbook, they also suffer the same penalty. Your spell saves with spells on your spell list increases by 1. This stacks with Persistent Spells. [B][U]Draconic Returner[/U]:[/B] These Drakonsouls warp their bodies with their latent power focusing on regaining their true draconic powers over any other goals. [B]Lv1-Sorcerous Casting:[/B] You gain spell slots of a half caster. Your spell list is the sorcerer. You gain additional spells to this list based on your draconic origins. [B]Lv1-Rage:[/B] This acts as the Barbarian “Rage” ability. [B]Lv7-Resistant Skin:[/B] You gain resistance to your dragon origin's energy type. You also gain the “Drake Breath” Resurgence. [B]Lv10-Reforming Body:[/B] Your AC is 13+your Constitution modifier when not wearing armor or shields. At 15th level, this becomes 13+your Constitution modifier+your Charisma modifier. You gain You also gain the “Dragon Breath” Resurgence. [B]Lv15-Elemental Scales:[/B] Your resistance to your dragon origin's energy type now becomes immunity. You also gain the “Wyrm Breath” Resurgence. [B]Lv18-Resurgent Dragon:[/B] The “Resonating Form” ability can now be activated at will. You also gain the “Primordial Breath” Resurgence. [B]Elementalist:[/B] These Drakonsouls infuse their inner power into their environment and empower their martial strikes into flashy techniques. [B]Lv1-Burst Casting:[/B] Your spellcasting forces out powerful bursts of magic but lacks any endurance. It however is also quick to recover. Your spellcasting slots and spell level progresses at the same rate as the Warlock. You choose spells from the Sorcerer list but your damaging spells can only be of your draconic origin type and two others neither of which can be your opposed element. Spells that have random energy types (such as Chaos Bolt) or ones possessing multiple energy types (such as Prismatic Wall). Spells with an energy type chosen at the time of casting (such as Chromatic Orb or Chaos Bolt) must choose one of the energy types chosen above if you are able to. You can also add any spell with that of your draconic origin type as energy damage to your spell list. [B]Lv1-Infuse Weapon:[/B] You can infuse a weapon with your draconic power. This takes 1 hour to do and can be done on up to one weapon per your Intelligence modifier (minimum one). Natural weapons are automatically infused and do not count towards the total number of weapons that can be infused. Once infused, you deal an additional 1 energy damage of your affinity with the weapon with each attack. This increases to 1d4 at 7th level, 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 18th level. If you ever exceed the maximum number of infused weapons not due to temporary ability damage, you choose what weapon infusion is removed from. [B]Lv7-Empowered Element:[/B] You can reroll any 1s on damage rolls of the energy type for your draconic origin. [B]Lv10-Elemental Weapon:[/B] You can choose to have all damage done by infused weapons to become energy damage that is the same as your draconic origin for one round. You can use this feature a number of times equal to your Charisma modifier. This regains all uses of this feature upon a long rest. [B]Lv15-Elemental Body:[/B] You gain resistance to your draconic origin type and your chosen elements. Of you are already resistant to the energy damage of your draconic origin, you gain immunity instead. You however gain vulnerability to your elemental opposite. [B]Lv18-One With the Element:[/B] You can maximize one spell that deals energy damage of your draconic origin type once per long rest. You can also reroll any 1 or 2 on damage rolls of the energy damage of your draconic origin type. [B][U]Failed Seal[/U]:[/B] Due to a shift in the weave, the meddling of a deity or similarly powerful being, or just pure incompetence, the sealing of the dragon was incomplete. [B]Lv1-Sorcerous Casting:[/B] You gain spell slots of a half caster. Your spell list is the wizard. You gain additional spells to this list based on your draconic origins. [B]Lv1-Dragon Scales:[/B] You retain a portion of your dragon scales. Your AC is 13+your Dexterity modifier when not wearing armor or shields, but you lose your armor and shield proficiencies. You also add your Charisma modifier to any AC calculation. You also gain a Resurgence ability and an additional Reassurance ability at 5th, 9th, and 13th level. [B]Lv7-Resistant Scales:[/B] You gain resistance to your dragon origin's energy type. [B]Lv10-Toughened Scales:[/B] You can choose to replace your Dexterity modifier for that of your Constitution for your AC calculation. [B]Lv15-Draconic Skin:[/B] Your resistance to your dragon origin's energy type now becomes immunity. [B]Lv18-Draconic Power:[/B] You use a single ability from “Resonating Form” at will. You can change this at will at the beginning of each of your turns. You can also use 1 Resurgence point to use this feature as a reaction. [/QUOTE]
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