I created Version 1 of this Subclass well over a year ago when I was still new to making Homebrew and just wanted to make a Dragon-themed Barbarian. It was sloppy and a bit overpowered, but it was fun and filled with flavor, and at least 199 people seemed to like it enough to click the add button. But as I got more experienced with making Homebrew I kept looking back on this Subclass wanting to make it better, like streamlining and balancing the features and making it actually work with D&D Beyond Character Sheets.
Here's Version 2 of the Path of the Dragon Subclass. I hope you like it just as much as Version 1 if not more. The flavor and gameplay is still mostly the same with a lot of the biggest issues (imo) removed, and a greatly improved spell list. You also no longer have 2 features at nearly every Barbarian Subclass level and get some features much earlier than before so progression should feel much smoother.
If you played Version 1 let me know what you think please. I was very hesitant to make changes because of how many people liked it, but I'm happy with how it turned out.
At Level 3 you get Thunderwave which is immediately very notable. For a front line tank, pushing the enemy back 10 feet is pretty significant. This seems especially obnoxious because it's common for barbarians to take polearm master. Also 2d8 damage is quite a bit given the huge AOE. The other spells give some utility but aren't particularly relevant. At later levels Fear is an absolute monster. Forcing a wisdom save or else opportunity attack and disadvantage is crazy. Fly is also pretty good with polearms, allowing the barbarian to also serve as a support killer from the sky. Steel wind strike is decently good but costs three flies or three fears. I think that lowering the number of "essence charges" is a must here.
Giving two common damage resistances and automatic +3 studded leather armor equivalent at level 3 in addition to the spells is going too far. This dragon is gonna have insane AC, fire and cold damage resistance, and three spell slots for Thunderwave or utility spells. Compare this to Berserker who has an average extra 7 damage per turn and that's it.
At level 6 we're letting the dragon upcast burning hands by like 3 levels or smth
At level 10 we're giving the dragon fireball at home
At level 10 we're also letting the dragon eat spells for HP. I actually like this, I think it's pretty balanced considering that you need to sacrifice an attack for this.
Dragon at level 14 is pretty chill, I don't hate it.
What I would change is the following: Lean the dragon subclass into the archetype of "go kill the guys in the back" or "deal aoe damage". Keep the essence charges concept but get rid of thunder wave, but add the spells that make you move faster. Long strider at level 3, ashardalon's stride at level 6, and fly at level 10. Add some random chromatic damage spells from 1-3. Make level 1 spells cost 1 charge, level 2 2 charges, level 3 4 charges. Increase charges to 2 default and 2 at level 6, 10, 14 for a total of 8.
Cut the scales, those are way too powerful and don't really fit the vibe; the whole point is that they're in a human body. Keep everything else in draconic physique.
Keep draconic rage as a superior aoe damage, but maybe tone the damage down a bit. 4d6 at default, 6d6 at level 10, 8d6 at level 14.
I really like the eating magic part, so I would suggest the following: Make it free once per long rest and cost charges equal to the spells level afterwards. Have it restore charges equal to 1 less than the level of the spell on a success.
Draconic bond is cool but so far we really haven't seen the manifestation of the dragon. We have a breath weapon, some spells, and eating magic -- but there could be more. What if you could, once per long rest, unleash your true form or smth? Consider the following. Once per long rest, you may spend two consecutive actions while raged to achieve greater power. You have 60 ft. flight, a free breath weapon, and unlimited magic eating. Thus, you can go one battle without worrying about the resources you spend.
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Hey there.
I created Version 1 of this Subclass well over a year ago when I was still new to making Homebrew and just wanted to make a Dragon-themed Barbarian. It was sloppy and a bit overpowered, but it was fun and filled with flavor, and at least 199 people seemed to like it enough to click the add button. But as I got more experienced with making Homebrew I kept looking back on this Subclass wanting to make it better, like streamlining and balancing the features and making it actually work with D&D Beyond Character Sheets.
So that's what I did!
https://www.dndbeyond.com/subclasses/2684594-path-of-the-dragon
Here's Version 2 of the Path of the Dragon Subclass. I hope you like it just as much as Version 1 if not more. The flavor and gameplay is still mostly the same with a lot of the biggest issues (imo) removed, and a greatly improved spell list. You also no longer have 2 features at nearly every Barbarian Subclass level and get some features much earlier than before so progression should feel much smoother.
If you played Version 1 let me know what you think please. I was very hesitant to make changes because of how many people liked it, but I'm happy with how it turned out.
Ohh... my. That is quite the powerful subclass.
At Level 3 you get Thunderwave which is immediately very notable. For a front line tank, pushing the enemy back 10 feet is pretty significant. This seems especially obnoxious because it's common for barbarians to take polearm master. Also 2d8 damage is quite a bit given the huge AOE. The other spells give some utility but aren't particularly relevant. At later levels Fear is an absolute monster. Forcing a wisdom save or else opportunity attack and disadvantage is crazy. Fly is also pretty good with polearms, allowing the barbarian to also serve as a support killer from the sky. Steel wind strike is decently good but costs three flies or three fears. I think that lowering the number of "essence charges" is a must here.
Giving two common damage resistances and automatic +3 studded leather armor equivalent at level 3 in addition to the spells is going too far. This dragon is gonna have insane AC, fire and cold damage resistance, and three spell slots for Thunderwave or utility spells. Compare this to Berserker who has an average extra 7 damage per turn and that's it.
At level 6 we're letting the dragon upcast burning hands by like 3 levels or smth
At level 10 we're giving the dragon fireball at home
At level 10 we're also letting the dragon eat spells for HP. I actually like this, I think it's pretty balanced considering that you need to sacrifice an attack for this.
Dragon at level 14 is pretty chill, I don't hate it.
What I would change is the following: Lean the dragon subclass into the archetype of "go kill the guys in the back" or "deal aoe damage". Keep the essence charges concept but get rid of thunder wave, but add the spells that make you move faster. Long strider at level 3, ashardalon's stride at level 6, and fly at level 10. Add some random chromatic damage spells from 1-3. Make level 1 spells cost 1 charge, level 2 2 charges, level 3 4 charges. Increase charges to 2 default and 2 at level 6, 10, 14 for a total of 8.
Cut the scales, those are way too powerful and don't really fit the vibe; the whole point is that they're in a human body. Keep everything else in draconic physique.
Keep draconic rage as a superior aoe damage, but maybe tone the damage down a bit. 4d6 at default, 6d6 at level 10, 8d6 at level 14.
I really like the eating magic part, so I would suggest the following: Make it free once per long rest and cost charges equal to the spells level afterwards. Have it restore charges equal to 1 less than the level of the spell on a success.
Draconic bond is cool but so far we really haven't seen the manifestation of the dragon. We have a breath weapon, some spells, and eating magic -- but there could be more. What if you could, once per long rest, unleash your true form or smth? Consider the following. Once per long rest, you may spend two consecutive actions while raged to achieve greater power. You have 60 ft. flight, a free breath weapon, and unlimited magic eating. Thus, you can go one battle without worrying about the resources you spend.
Please sign here. And don't read the fine print.