l was looking at the dragonborn breath weapon and saw that its a 2 D6 attack,which is fine,but then it says that its only useable once per rest ?(short or long) and l was wondering why?
l was thinking of haveing a houserule that it works like a cantrip,but l wanted to make this to ask more expereanced dms what the point of locking it,and the pros/cons of removing this limiter.
The reason it is only usable once per SR or LR is because it's large enough to affect multiple creatures. Secondly, it's not actually an attack, but requires a saving throw, dealing half damage on a successful save instead of none.
That being said, the amount of damage that the breath weapon does is so lackluster that most of the time it won't be worthwhile using, especially at higher levels. The 1st level spell burning hands does about the same thing, dealing 3d6 damage instead of 2d6. I'd say you can offset this by making the breath weapon deal its normal damage PLUS the dragonborn's constitution modifier.
That being said, the amount of damage that the breath weapon does is so lackluster that most of the time it won't be worthwhile using, especially at higher levels. The 1st level spell burning hands does about the same thing, dealing 3d6 damage instead of 2d6.
l know right?! thats what i was thinking! if its worse then a level one spell,why should it not act like a cantrip. also,how do you add the link to make it pop up?
I would have it possibly recharge, like dragon breath weapons, but not be available every turn. That would be OP at low levels.
yeah,maybe have it so that the base level of the breath (the 2 D6 version) needs a full round or 2 to recharge,maybe a minute max,or have it need a DC 15 con check to recharge,but the higher level versions dont need to recharge cause it becomes out classed by most spells. have the reason be that because you are inexperienced in using it,it hurts your throat,not enough to do damage,just enough to make it take a bit to use again.
Keep in mind that "The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level." Still not a lot of damage compared to what you might be facing at those levels, but a fighter who can essentially cast burning hands by 6th level without going Eldritch Knight is nothing to sneeze at.
There are magical items that can change how the breath weapon works in Hoard of the Dragon Queen and Rise of Tiamat. The Dragon Masks are legendary magical items that have a pile of crazy effects, but one of them is something along the lines of "If you have a breath weapon, it gains Recharge 6 instead of requiring a short or long rest." If you homebrew a rare item that has just that effect, I think that's pretty fair.
None of this gets around the fact that Dragonborn are a pretty weak race. One damage resistance, a breath weapon, and that's it. No darkvision is a big loss. It almost feels like you have to take a bunch of racial feats to feel like a real dragon-descendant (or whatever you are depending on your setting).
idk, i think dragon fear's actually pretty good. a 30 ft. radius around you isn't anything to scoff at if you plan on wading through battle (which you probably are if you take a +2 strength race), it's DC is charisma based, one of the ability scores the feat itself can improve, as well as the one dragonborn have a +1 in, you can choose who gets affected, unlike with fear, and the frightened ability only has a chance of wearing off if the target takes damage. between that time is free disadvantage on attack rolls, as well as crowd control, and it doesn't even use concentration.
Keep in mind that "The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level." Still not a lot of damage compared to what you might be facing at those levels, but a fighter who can essentially cast burning hands by 6th level without going Eldritch Knight is nothing to sneeze at.
There are magical items that can change how the breath weapon works in Hoard of the Dragon Queen and Rise of Tiamat. The Dragon Masks are legendary magical items that have a pile of crazy effects, but one of them is something along the lines of "If you have a breath weapon, it gains Recharge 6 instead of requiring a short or long rest." If you homebrew a rare item that has just that effect, I think that's pretty fair.
None of this gets around the fact that Dragonborn are a pretty weak race. One damage resistance, a breath weapon, and that's it. No darkvision is a big loss. It almost feels like you have to take a bunch of racial feats to feel like a real dragon-descendant (or whatever you are depending on your setting).
yeah,l saw those masks,they looked awesome,especialy the dragon queen mask. but what does that "recharge 6" mean?
idk, i think dragon fear's actually pretty good. a 30 ft. radius around you isn't anything to scoff at if you plan on wading through battle (which you probably are if you take a +2 strength race), it's DC is charisma based, one of the ability scores the feat itself can improve, as well as the one dragonborn have a +1 in, you can choose who gets affected, unlike with fear, and the frightened ability only has a chance of wearing off if the target takes damage. between that time is free disadvantage on attack rolls, as well as crowd control, and it doesn't even use concentration.
It's good for Oath of Conquest paladins.
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idk, i think dragon fear's actually pretty good. a 30 ft. radius around you isn't anything to scoff at if you plan on wading through battle (which you probably are if you take a +2 strength race), it's DC is charisma based, one of the ability scores the feat itself can improve, as well as the one dragonborn have a +1 in, you can choose who gets affected, unlike with fear, and the frightened ability only has a chance of wearing off if the target takes damage. between that time is free disadvantage on attack rolls, as well as crowd control, and it doesn't even use concentration.
yeah,l saw those masks,they looked awesome,especialy the dragon queen mask. but what does that "recharge 6" mean?
Recharge 6 means that at the start of each of the creature's turns, you roll a d6. On a 6, the ability recharges. Some abilities have recharge 5-6, which recharges on a 5 or a 6. The explanation is in a tiny, easy-to-miss paragraph at the start of the Monster Manual, I was confused what it meant for a long time, too.
yeah,l saw those masks,they looked awesome,especialy the dragon queen mask. but what does that "recharge 6" mean?
Recharge 6 means that at the start of each of the creature's turns, you roll a d6. On a 6, the ability recharges. Some abilities have recharge 5-6, which recharges on a 5 or a 6. The explanation is in a tiny, easy-to-miss paragraph at the start of the Monster Manual, I was confused what it meant for a long time, too.
I made 2 changes and it works great for my game (1 player is one and they have had fights with others but only level 4 now) One I gave it recharge 6 so it come up more offend. Yes this does mean it may come up each round but then again it may not recharge the whole fight as it depends on the dice gods. Two it is a bounes action to use. This means that they can attack or cast a spell and then do this in the same round.
On a side note there is also a common magical item that make Visance Mockery a bounes action when you use a attack action so my group are using a lot of bounes action.
I made 2 changes and it works great for my game (1 player is one and they have had fights with others but only level 4 now) One I gave it recharge 6 so it come up more offend. Yes this does mean it may come up each round but then again it may not recharge the whole fight as it depends on the dice gods. Two it is a bounes action to use. This means that they can attack or cast a spell and then do this in the same round.
On a side note there is also a common magical item that make Visance Mockery a bounes action when you use a attack action so my group are using a lot of bounes action.
I think recharge of 6 is fine, and I may change it to that in my games, but as a bonus action? No, that is OP with your other change. That essentially lets them do burning hands as a bonus action, sometimes 2 rounds in a row (Praise the Dice Gods).
Viscous Mockery as a bonus action is OP as well, there are class abilities and magic items that allow you to do that, I wouldn't give it for free, at least without costing something.
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Please check out my homebrew, I would appreciate feedback:
l was looking at the dragonborn breath weapon and saw that its a 2 D6 attack,which is fine,but then it says that its only useable once per rest ?(short or long) and l was wondering why?
l was thinking of haveing a houserule that it works like a cantrip,but l wanted to make this to ask more expereanced dms what the point of locking it,and the pros/cons of removing this limiter.
The reason it is only usable once per SR or LR is because it's large enough to affect multiple creatures. Secondly, it's not actually an attack, but requires a saving throw, dealing half damage on a successful save instead of none.
That being said, the amount of damage that the breath weapon does is so lackluster that most of the time it won't be worthwhile using, especially at higher levels. The 1st level spell burning hands does about the same thing, dealing 3d6 damage instead of 2d6. I'd say you can offset this by making the breath weapon deal its normal damage PLUS the dragonborn's constitution modifier.
l know right?! thats what i was thinking! if its worse then a level one spell,why should it not act like a cantrip. also,how do you add the link to make it pop up?
I would have it possibly recharge, like dragon breath weapons, but not be available every turn. That would be OP at low levels.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
yeah,maybe have it so that the base level of the breath (the 2 D6 version) needs a full round or 2 to recharge,maybe a minute max,or have it need a DC 15 con check to recharge,but the higher level versions dont need to recharge cause it becomes out classed by most spells. have the reason be that because you are inexperienced in using it,it hurts your throat,not enough to do damage,just enough to make it take a bit to use again.
Keep in mind that "The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level." Still not a lot of damage compared to what you might be facing at those levels, but a fighter who can essentially cast burning hands by 6th level without going Eldritch Knight is nothing to sneeze at.
There are magical items that can change how the breath weapon works in Hoard of the Dragon Queen and Rise of Tiamat. The Dragon Masks are legendary magical items that have a pile of crazy effects, but one of them is something along the lines of "If you have a breath weapon, it gains Recharge 6 instead of requiring a short or long rest." If you homebrew a rare item that has just that effect, I think that's pretty fair.
None of this gets around the fact that Dragonborn are a pretty weak race. One damage resistance, a breath weapon, and that's it. No darkvision is a big loss. It almost feels like you have to take a bunch of racial feats to feel like a real dragon-descendant (or whatever you are depending on your setting).
Partway through the quest for absolute truth.
EddyJ, I agree 100%. that's why i give dragonborn in my setting 1/LR utility spells based on their color and 60 ft. darkvision.
If you find their breath weapon lackluster and weak, you won't believe their Dragon Fear racial Feat "upgrade". It's just as much of a joke.
idk, i think dragon fear's actually pretty good. a 30 ft. radius around you isn't anything to scoff at if you plan on wading through battle (which you probably are if you take a +2 strength race), it's DC is charisma based, one of the ability scores the feat itself can improve, as well as the one dragonborn have a +1 in, you can choose who gets affected, unlike with fear, and the frightened ability only has a chance of wearing off if the target takes damage. between that time is free disadvantage on attack rolls, as well as crowd control, and it doesn't even use concentration.
yeah,l saw those masks,they looked awesome,especialy the dragon queen mask. but what does that "recharge 6" mean?
1/LR? what does that mean? low rateing?
long rest
It's good for Oath of Conquest paladins.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Oh... oh. That is good.
Partway through the quest for absolute truth.
yeah,l saw those masks,they looked awesome,especialy the dragon queen mask. but what does that "recharge 6" mean?
Recharge 6 means that at the start of each of the creature's turns, you roll a d6. On a 6, the ability recharges. Some abilities have recharge 5-6, which recharges on a 5 or a 6. The explanation is in a tiny, easy-to-miss paragraph at the start of the Monster Manual, I was confused what it meant for a long time, too.
Partway through the quest for absolute truth.
facepalm. ok
ah,thanks for the explanation.
A an effect that is basically a spell that you can use every short rest is pretty useful. Increasing the amount that you can use it is a little OP.
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I made 2 changes and it works great for my game (1 player is one and they have had fights with others but only level 4 now) One I gave it recharge 6 so it come up more offend. Yes this does mean it may come up each round but then again it may not recharge the whole fight as it depends on the dice gods. Two it is a bounes action to use. This means that they can attack or cast a spell and then do this in the same round.
On a side note there is also a common magical item that make Visance Mockery a bounes action when you use a attack action so my group are using a lot of bounes action.
I spell Goodly.
I think recharge of 6 is fine, and I may change it to that in my games, but as a bonus action? No, that is OP with your other change. That essentially lets them do burning hands as a bonus action, sometimes 2 rounds in a row (Praise the Dice Gods).
Viscous Mockery as a bonus action is OP as well, there are class abilities and magic items that allow you to do that, I wouldn't give it for free, at least without costing something.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms