yeah at least they don't get upset they just kind of go "child no" *smacks hand* but then tells you that even thought they removed it from being published they don't mind that its in your eyes only which is kinda cool cause we have our second test run of it in 2 hours with our next session
Just to confirm, you're welcome to create any UA content you like, or your own variations of it, as private homebrew on D&D Beyond, you're just not allowed to publish it, because you don't own the content. 😊
I do like that they are now willing to test the possibility of a large sized ranger companion. I can't see why that they allow find steed to exist as a spell and even go on to make an improved version, but are afraid an overly mechanically restricted (name large regular animal here) on a ranger will somehow destroy the game.
it is in some areas a stark improvement to the beast master (mostly in terms of having high "´cool factor", a non-insignificant amount of hit points and being easier to use with limited action economy) and is in some areas a much weaker product (per-hit damage compared to an fastieth or giant poisonous snake, does not have the same extremely high accuracy some companions like the giant poisonous snake and fastieth had and has zero skill proficiencies, special senses or traits that could help you outside of combat until you unlock the wings, its attacks do not count as magical for the purposes of overcomming resistance unlike the errata that came)
also you get to change the damage type for you drake each time you summon it, so that is neat if you want to adapt to the circumstances, but i really want a raw number comparison of this subclass, the UA elemental companions, and the strongest of the mundane CR 1/4th medium beasts available to you at each relevant level.
I do like that they are now willing to test the possibility of a large sized ranger companion. I can't see why that they allow find steed to exist as a spell and even go on to make an improved version, but are afraid an overly mechanically restricted (name large regular animal here) on a ranger will somehow destroy the game.
it is not that large companions break the game, it is just that they do not physically fit in many buildings and dungeons and they did not want to adapt the game to fit both large and medium player characters and NPCS
Also unlike the battle smith you can command it to take any action, including stuff like activating a magic item including an ally artificer's spell-storing item to cast warding bond and other such shenanigans
To be honest, I absolutely love the flavor but it doesn't feel different enough than the variant Beast Master rules coming out in Tasha's. Let's look.
Level 3
Both the BM and DW get to summon their pet. They have very similar stat blocks. The main differences is that the BM can forgo 1 attack to let the pet attack while the DW pet can use its reaction to infuse a different attack with a d6 of some variable damage type.
There is some added fluff to the DW getting Thaumaturgy and Draconic. I do not know if anything else is being added to the variant rules.
Level 7
The BM gets a now largely irrelevant bonus action command to use the help action or some other not attack action. You'll likely be using the bonus action to have the pet attack the vast majority of the time. I'm not aware of any different variant rule here. The BM's beast attacks are also now magical. This is a pretty big bonus.
The DW resistance to a variable damage type. This is weird because there is a good chance that if you're fighting something that uses this as an attack, it is also going to have resistance to it. You'll potentially have to choose to either do damage or be resistant to it. It's not awful, I'm just not crazy about it.
The DW's pet also gets a swim speed and can breath in water or a fly speed. The BM pet has already has this. The main difference is that the BM pet is permanent while the DW can choose this every time a drake is summoned.
The DW's pet is also gaining a d6 of damage.
Level 11
Instead of second pet attack at 11, The DW get a scaling breath weapon attack that can be used once, recharging on a long rest or by expending a 3rd+ level spell slot.
Level 15 - The biggest differences
The BM can now cast a spell that targets the ranger and it will also target the pet.
The DW's pet becomes large, deals a bit more damage, and the Ranger can use a reaction to give resistance to an instance of damage that either the ranger or pet takes.
There are some differences although they look super similar at levels 3-10.
Also, I think it's missing out on some of the fantasy that this can offer. I like the idea of the ranger more or less finding a drake and raising it more than I like the idea of just being able to summon a random drake. I hope if there is to be a final version of this, they tap into that fantasy.
I agree it should definitely get a spell list. Spells like Absorb Elements and Zephyr Strike at 1st level, Dragon's Breath and Heat Metal at 2nd level, Fly and Thunder Step at 3rd, Fire Shield and Wall of Fire at 4th, and I don't have any options for 5th yet but extra spells would make the subclass better compared to the other subclasses, especially to Gloomstalker which I feel like every other subclass seems underpowered compared to it.
To be honest, I absolutely love the flavor but it doesn't feel different enough than the variant Beast Master rules coming out in Tasha's. Let's look.
Level 3
Both the BM and DW get to summon their pet. They have very similar stat blocks. The main differences is that the BM can forgo 1 attack to let the pet attack while the DW pet can use its reaction to infuse a different attack with a d6 of some variable damage type.
There is some added fluff to the DW getting Thaumaturgy and Draconic. I do not know if anything else is being added to the variant rules.
Level 7
The BM gets a now largely irrelevant bonus action command to use the help action or some other not attack action. You'll likely be using the bonus action to have the pet attack the vast majority of the time. I'm not aware of any different variant rule here. The BM's beast attacks are also now magical. This is a pretty big bonus.
The DW resistance to a variable damage type. This is weird because there is a good chance that if you're fighting something that uses this as an attack, it is also going to have resistance to it. You'll potentially have to choose to either do damage or be resistant to it. It's not awful, I'm just not crazy about it.
The DW's pet also gets a swim speed and can breath in water or a fly speed. The BM pet has already has this. The main difference is that the BM pet is permanent while the DW can choose this every time a drake is summoned.
The DW's pet is also gaining a d6 of damage.
Level 11
Instead of second pet attack at 11, The DW get a scaling breath weapon attack that can be used once, recharging on a long rest or by expending a 3rd+ level spell slot
the damage resistances can also act as a sort of exploration benefit, as fire resistance automatically makes you immune to extreme heat as per the dungeon master's guide and cold resistance makes you immune to extreme cold as per the dungeon master's guide, or if there are enviormental hazards nearby, or if you know that there are a lot of poisonous plants nearby or if somebody has been poisoning nearby water supplies or if the enemy likes to tip their weapons with simple poison. I am pretty shure that the new tasha's companions sadlý deal the same amount of damage as you do instead of dealing way more like some of the other companions could, so the 11th level feature only really lets you keep doing the same amount of damage you did before reaching 11th level but now with an bonus action to spare (commanding it to take the maul attack is not the same as letting it take the attack action).
I have not read any leaks, just basing what i am saying from the UA, could be wrong
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Your right that's my bad I forgot they only get one extra spell I'm used to playing as a Paladin. I personally would put Fly for the 3rd level spell option as you already get a feature that grants you resistance. The 4th and 5th level spells are tricky though.
I'd much prefer having Absorb Elements on that list to be honest. There are already so many nice options for your level 1 spell slots and Rangers get only a very limited amount of them. If I wanted to throw Chaos Bolts around I wouldn't play a Ranger in the first place. Let Sorcerers have their few unique spells.
Fear also fits much better a Dragon themed list than Erupting Earth.
No opinion on either of the 13th or 17th spells suggested from both of you.
I think fear is a valid choice, I went with erupting earth thematically to give you a "lair" action.
I'd much prefer having Absorb Elements on that list to be honest. There are already so many nice options for your level 1 spell slots and Rangers get only a very limited amount of them. If I wanted to throw Chaos Bolts around I wouldn't play a Ranger in the first place. Let Sorcerers have their few unique spells.
Fear also fits much better a Dragon themed list than Erupting Earth.
No opinion on either of the 13th or 17th spells suggested from both of you.
but like the way subclass spells work for the ranger is that they get added to the list of spells you can choose from, you do not automatically know them like a paladin or cleric would
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I don't think Chaos Bolt is a good spell for rangers, or a dragon theme, due to the Necrotic, Force, Thunder, and Radiant damage from that spell. Yes, absorb elements is already on their spell list, but it's just a free spell that fits the theme (mostly). I think it's fine.
I agree with sfPanzer about fear being better than erupting earth for dragon-themed rangers. Polymorph isn't a good ranger spell, and neither is Immolation, and neither really fit the "dragon" theme better than Elemental Bane or Geas.
This whole problem could be solved if they made more dragon-themed spells.
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Please check out my homebrew, I would appreciate feedback:
yeah at least they don't get upset they just kind of go "child no" *smacks hand* but then tells you that even thought they removed it from being published they don't mind that its in your eyes only which is kinda cool cause we have our second test run of it in 2 hours with our next session
Just to confirm, you're welcome to create any UA content you like, or your own variations of it, as private homebrew on D&D Beyond, you're just not allowed to publish it, because you don't own the content. 😊
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well that play test went amazing https://www.reddit.com/r/DnD/comments/jkhxix/we_playtested_drakenwarden_ua_and_here_is_my/ this I my reddit post talking about it
when will drakewarden be available to use as playtest?
I'm going to guess on the 11/3, but who knows... ddb doesn't like setting exact dates
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I do like that they are now willing to test the possibility of a large sized ranger companion. I can't see why that they allow find steed to exist as a spell and even go on to make an improved version, but are afraid an overly mechanically restricted (name large regular animal here) on a ranger will somehow destroy the game.
it is in some areas a stark improvement to the beast master (mostly in terms of having high "´cool factor", a non-insignificant amount of hit points and being easier to use with limited action economy) and is in some areas a much weaker product (per-hit damage compared to an fastieth or giant poisonous snake, does not have the same extremely high accuracy some companions like the giant poisonous snake and fastieth had and has zero skill proficiencies, special senses or traits that could help you outside of combat until you unlock the wings, its attacks do not count as magical for the purposes of overcomming resistance unlike the errata that came)
also you get to change the damage type for you drake each time you summon it, so that is neat if you want to adapt to the circumstances, but i really want a raw number comparison of this subclass, the UA elemental companions, and the strongest of the mundane CR 1/4th medium beasts available to you at each relevant level.
it is not that large companions break the game, it is just that they do not physically fit in many buildings and dungeons and they did not want to adapt the game to fit both large and medium player characters and NPCS
Also unlike the battle smith you can command it to take any action, including stuff like activating a magic item including an ally artificer's spell-storing item to cast warding bond and other such shenanigans
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
To be honest, I absolutely love the flavor but it doesn't feel different enough than the variant Beast Master rules coming out in Tasha's. Let's look.
There are some differences although they look super similar at levels 3-10.
Also, I think it's missing out on some of the fantasy that this can offer. I like the idea of the ranger more or less finding a drake and raising it more than I like the idea of just being able to summon a random drake. I hope if there is to be a final version of this, they tap into that fantasy.
I agree it should definitely get a spell list. Spells like Absorb Elements and Zephyr Strike at 1st level, Dragon's Breath and Heat Metal at 2nd level, Fly and Thunder Step at 3rd, Fire Shield and Wall of Fire at 4th, and I don't have any options for 5th yet but extra spells would make the subclass better compared to the other subclasses, especially to Gloomstalker which I feel like every other subclass seems underpowered compared to it.
Ranger extra spells known lists only give one spell each level, so it would probably be more like this:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
the damage resistances can also act as a sort of exploration benefit, as fire resistance automatically makes you immune to extreme heat as per the dungeon master's guide and cold resistance makes you immune to extreme cold as per the dungeon master's guide, or if there are enviormental hazards nearby, or if you know that there are a lot of poisonous plants nearby or if somebody has been poisoning nearby water supplies or if the enemy likes to tip their weapons with simple poison. I am pretty shure that the new tasha's companions sadlý deal the same amount of damage as you do instead of dealing way more like some of the other companions could, so the 11th level feature only really lets you keep doing the same amount of damage you did before reaching 11th level but now with an bonus action to spare (commanding it to take the maul attack is not the same as letting it take the attack action).
I have not read any leaks, just basing what i am saying from the UA, could be wrong
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Your right that's my bad I forgot they only get one extra spell I'm used to playing as a Paladin. I personally would put Fly for the 3rd level spell option as you already get a feature that grants you resistance. The 4th and 5th level spells are tricky though.
Rangers already get absorb elements, sure it saves them a slot choice, but I would argue it's better to expand. I did my list as below:
Drakewarden:
3rd Chaos Bolt
5th Dragon's Breath
9th Erupting Earth
13th Polymorph
17th Immolation
I think fear is a valid choice, I went with erupting earth thematically to give you a "lair" action.
but like the way subclass spells work for the ranger is that they get added to the list of spells you can choose from, you do not automatically know them like a paladin or cleric would
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
huh, i was mistaken
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I don't think Chaos Bolt is a good spell for rangers, or a dragon theme, due to the Necrotic, Force, Thunder, and Radiant damage from that spell. Yes, absorb elements is already on their spell list, but it's just a free spell that fits the theme (mostly). I think it's fine.
I agree with sfPanzer about fear being better than erupting earth for dragon-themed rangers. Polymorph isn't a good ranger spell, and neither is Immolation, and neither really fit the "dragon" theme better than Elemental Bane or Geas.
This whole problem could be solved if they made more dragon-themed spells.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms