Hey all, I've been using a custom setting when I run D&D at my table. And the dragon god in my setting is, for lack of a better word, kinda "wizardy." So I've been workshopping a more studious/arcane feeling version of dragonborn in my spare time that feel like they better embody that aspect than the vanilla PHB version. So I'm looking to test the waters and see if it's too little/much.
+2 Int +1 Con Fire/Lightning/Cold resistance (pick one) One wizard cantrip (cast off your Int) 15' cone smoke breath with Noxious/Obscuring/Soothing aspect (pick one) A cloud of your smoke breath persists where exhaled for 1D4 rounds. This goes up to 1D6 at 6th level, 1D8 at 11th level, and 1D10 at 16th level. The cloud can also be dispersed early by a strong breeze. (You have advantage to saving against your own smoke breath, but not the smoke of others of your kind, even if it's the same aspect)
Noxious Smoke - You bellow toxic green smoke. Anyone caught in the initial bellow, or walking into the cloud after must make a Con save (DC 8+your Con modifier+your proficiency bonus), or obtain the poisoned status (Unless immune to poison). If the creature succeeds, it gains advantage on the save until it leaves and re-enters the cloud, making the save again at the start of every turn it stays in said cloud. If afflicted, the creature may attempt the save again at the end of its next turn, and again, until it saves.
Obscuring Smoke - You bellow grating, dust-filled smoke. Anyone caught in the initial bellow, or walking into the cloud after must make a Dex save (DC 8+your Con modifier+your proficiency bonus), or be blinded. If the creature succeeds, it gains advantage on the save until it leaves and re-enters the cloud, making the save again at the start of every turn it stays in said cloud. If afflicted, the creature may attempt the save again at the end of its next turn, and again, until it saves. The cloud itself also obscures vision slightly, granting partial cover to any targets within it or on the opposite side.
Soothing Smoke - You bellow pretty pink smoke with a pleasant aroma. Anyone caught in the initial bellow, or walking into the cloud after must make a Wis save (DC 8+your Con modifier+your proficiency bonus), or be calmed (and thus nonhostile). If the creature succeeds, it gains advantage on the save until it leaves and re-enters the cloud, making the save again at the start of every turn it stays in said cloud. If afflicted, the creature may attempt the save again at the end of its next turn, and again, until it saves. If an afflicted creature takes damage, its next save will have advantage.
I feel like this race may be a bit overpowered, but I'm not great at evaluating that.
Smoking Breath: I would suggest giving immunity to your own breath and advantage against similar smokes. List the DC outside of the descriptions. They're all the same.
Noxious Smoke: Instead of "or obtain the poisoned status", try "or be poisoned".
Obscuring Smoke: How long are they blinded? While they are in the cloud?
Edit: Soothing Smoke: Try "or hostile creatures become nonhostile and nonhostile creatures become friendly." And like calm emotions it should be a charisma save.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Curious. Do the special breath abilities rely on a utility or an item? Kinda like eating an herb, or a tablet, before exhaling?
Like regular breath weapons, I presume they would be inherent to the dragonborn. In game, I believe regular dragonborn have a gland in their throats, like their larger cousins. The smoke would probably act the same way.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Sorry I started this one a month ago and haven't touched it since. It's a really busy time of year for me. oTL
Astro you are correct in a few things: I do need to revise the wording, as this is a bit of a mess. It should be a charisma save like other charms. And most of all you are right, it's way too strong. Primarily with how I handled the lastability of the cloud.
See, I like the idea of area denial, and I wanted to be sure it scaled well; but with the way combat goes at most tables, 1D6 then 1D8 rounds is WAY too much, making the cloud way too good an ability to have in your pocket between hour long breathers. So my primary nerf is to simply make it last until the start of the character's next turn.
I've also been told by one of players that having a wizard cantrip is a little too good, because flexibility is really strong/hard to balance in 5e. However, personally, I'd rather keep that feature of this race. I feel restricting it to a specific cantrip, or as he suggested, a 1/day use of detect magic, wouldn't allow as much wiggle room when it comes to certain builds. I think as long as I tone the breath WAY way way down, the cantrip shouldn't make it too powerful, considering that's A) no worse than a player bringing a high elf to the table and B), unlike other races that come with magic pre-baked in, they don't get additional daily spells.
Other than that, I'm content enough with the resistances offered; less options since you're not playing a vanilla DB, but hopefully balanced out with the extra features I added.
Also, Obs, nah it works like the vanilla DB's breath weapon. Though, I have already established a special tea in my setting that hails from dragonborn lands. So that could add some flavor to it; like perhaps, to have it work throughout the day, they drink a cup every morning.
(Addendum: I saw a homebrew wizard subclass restricted to dragonborn only. Not only is it perfect for this race, it's called "book wyrm," and I'm so miffed I didn't think of that pun for myself...)
Draconic Ancestry: Damage resistance against Acid, Cold, Fire, Lightning, or Poison damage. (For the purpose of making this work in the Forgotten Realms, this decision also determines if your scales are, respectively, black/copper, white/silver, red/brass/gold, blue/bronze, or green.)
Learnedness: You gain proficiency in one knowledge skill of your choice (Arcana, History, Nature, or Religions), as well as one set of tools.
Billowing Mist: In place of a normal breath weapon, you have a 15’ cone of magical mist. The mist has one of the following effects of your choice: frigid, maddening, noxious, obscuring, soothing, or stunning. The save DC is determined by 8+your proficiency bonus+your Constitution modifier. Upon using your breath weapon, the mist remains in place until the end of your next turn, or if a strong breeze dissipates it. After being used, you cannot use this feature again until you finish a short or long rest.
At 5th Level a dragonborn of this sort gains a second effect which they can apply to their Billowing Mist breath weapon. When they spend their action to use Billowing Mist, they may pick either of the two effects. However, they can still only expend the breath weapon once per short rest.
-Frigid Mist: Any creature (which is susceptible to cold temperatures) that is hit with, enters into, or starts its turn in this crystal-specked white cloud makes a Constitution Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, the creature’s movement speed is reduced by 15 feet. While slowed in this way, the creature may reattempt the save at the end of each turn until it overcomes the cold.
Maddening Mist: Any creature (which is susceptible to charms), that is hit with, enters into, or starts its turn in this angry, blood red cloud makes a Charisma Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, the creature goes into a blind fury. While raging in this way, it will attack the closest living things, even if they were previously considered its allies. Due to its reckless nature, the creature makes Attack Rolls with Advantage; however, this recklessness also confers Advantage to any Attack Rolls made against it as well. This blind rage lasts for 18 seconds (3 rounds).
-Noxious Mist: Any creature (which needs to breathe) that is hit with, enters into, or starts its turn in this toxic green cloud makes a Constitution Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is poisoned. While poisoned, the creature may reattempt the save at the end of each turn until it overcomes the poison.
-Obscuring Mist: Any creature (which needs to see) that is hit with, enters into, or starts its turn in this dazzling blue cloud makes a Dexterity Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is blinded. While blinded, the creature may reattempt the save at the end of each turn until it overcomes the blinding.
-Soothing Mist: Any hostile creature (which is capable of friendship) that is hit with, enters into, or starts its turn in this pleasant pink cloud makes a Charisma Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is charmed. While charmed by you in this way, the creature considers you and your companions good friends and temporarily forgets why you were fighting in the first place. The charm lasts for 30 seconds, or until you, or a creature/person you consider to be an ally damage its person, whichever comes first. If you damage its ego, it may reattempt the save.
-Stunning Mist: Any creature (which needs to breathe) that is hit with, enters into, or starts its turn in this sparking yellow cloud makes a Constitution Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is paralyzed. While paralyzed, the creature may reattempt the save at the end of each turn until it overcomes the shock to its system.
Learnedness: Try Learned, rolls of the tongue better. Do not qualify the skills as knowledge skills, that isn't a distinction in 5th edition; like the Knowledge Cleric try "You become proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion."
Billowing Mist: I suggest at 5th level they gain another use of it instead of getting different effects.
Frigid Mist: Remove the parenthetical and add at the end "Creatures with resistance or immunity to cold damage are unaffected by the mist."
Maddening & Soothing Mist: Remove the parenthetical and add at the end "Creatures who are immune to being charmed are unaffected by the mist." While a mind flayer may be incapable of friendship it can be friendly towards a creature.
Obscuring Mist: Remove the parenthetical. Is this blindness permanent?
Noxious & Stunning Mist: I hope you know what I'm about to say, but I'll say it anyway. Remove the parenthetical and at the end "Creatures who do not need to breath are unaffected by the mist."
Also, remember to use tooltips, one of this site's greatest attributes.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thank you for your feedback and advice, Astro. I certainly appreciate it.
The fifth level boon I'll have to think about. Two uses would make it more appealing to use more aggressively. But I also like the idea that having two different ones to call on (kind of like a channel divinity during early play for a cleric or paladin) would offer different solutions to different problems. I'll mull that one over.
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Hey all, I've been using a custom setting when I run D&D at my table. And the dragon god in my setting is, for lack of a better word, kinda "wizardy." So I've been workshopping a more studious/arcane feeling version of dragonborn in my spare time that feel like they better embody that aspect than the vanilla PHB version. So I'm looking to test the waters and see if it's too little/much.
+2 Int
+1 Con
Fire/Lightning/Cold resistance (pick one)
One wizard cantrip (cast off your Int)
15' cone smoke breath with Noxious/Obscuring/Soothing aspect (pick one)
A cloud of your smoke breath persists where exhaled for 1D4 rounds. This goes up to 1D6 at 6th level, 1D8 at 11th level, and 1D10 at 16th level.
The cloud can also be dispersed early by a strong breeze.
(You have advantage to saving against your own smoke breath, but not the smoke of others of your kind, even if it's the same aspect)
Noxious Smoke - You bellow toxic green smoke. Anyone caught in the initial bellow, or walking into the cloud after must make a Con save (DC 8+your Con modifier+your proficiency bonus), or obtain the poisoned status (Unless immune to poison). If the creature succeeds, it gains advantage on the save until it leaves and re-enters the cloud, making the save again at the start of every turn it stays in said cloud. If afflicted, the creature may attempt the save again at the end of its next turn, and again, until it saves.
Obscuring Smoke - You bellow grating, dust-filled smoke. Anyone caught in the initial bellow, or walking into the cloud after must make a Dex save (DC 8+your Con modifier+your proficiency bonus), or be blinded. If the creature succeeds, it gains advantage on the save until it leaves and re-enters the cloud, making the save again at the start of every turn it stays in said cloud. If afflicted, the creature may attempt the save again at the end of its next turn, and again, until it saves. The cloud itself also obscures vision slightly, granting partial cover to any targets within it or on the opposite side.
Soothing Smoke - You bellow pretty pink smoke with a pleasant aroma. Anyone caught in the initial bellow, or walking into the cloud after must make a Wis save (DC 8+your Con modifier+your proficiency bonus), or be calmed (and thus nonhostile). If the creature succeeds, it gains advantage on the save until it leaves and re-enters the cloud, making the save again at the start of every turn it stays in said cloud. If afflicted, the creature may attempt the save again at the end of its next turn, and again, until it saves. If an afflicted creature takes damage, its next save will have advantage.
I feel like this race may be a bit overpowered, but I'm not great at evaluating that.
Smoking Breath: I would suggest giving immunity to your own breath and advantage against similar smokes. List the DC outside of the descriptions. They're all the same.
Noxious Smoke: Instead of "or obtain the poisoned status", try "or be poisoned".
Obscuring Smoke: How long are they blinded? While they are in the cloud?
Edit: Soothing Smoke: Try "or hostile creatures become nonhostile and nonhostile creatures become friendly." And like calm emotions it should be a charisma save.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Curious. Do the special breath abilities rely on a utility or an item? Kinda like eating an herb, or a tablet, before exhaling?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Sorry I started this one a month ago and haven't touched it since. It's a really busy time of year for me. oTL
Astro you are correct in a few things: I do need to revise the wording, as this is a bit of a mess. It should be a charisma save like other charms. And most of all you are right, it's way too strong. Primarily with how I handled the lastability of the cloud.
See, I like the idea of area denial, and I wanted to be sure it scaled well; but with the way combat goes at most tables, 1D6 then 1D8 rounds is WAY too much, making the cloud way too good an ability to have in your pocket between hour long breathers. So my primary nerf is to simply make it last until the start of the character's next turn.
I've also been told by one of players that having a wizard cantrip is a little too good, because flexibility is really strong/hard to balance in 5e. However, personally, I'd rather keep that feature of this race. I feel restricting it to a specific cantrip, or as he suggested, a 1/day use of detect magic, wouldn't allow as much wiggle room when it comes to certain builds. I think as long as I tone the breath WAY way way down, the cantrip shouldn't make it too powerful, considering that's A) no worse than a player bringing a high elf to the table and B), unlike other races that come with magic pre-baked in, they don't get additional daily spells.
Other than that, I'm content enough with the resistances offered; less options since you're not playing a vanilla DB, but hopefully balanced out with the extra features I added.
Also, Obs, nah it works like the vanilla DB's breath weapon. Though, I have already established a special tea in my setting that hails from dragonborn lands. So that could add some flavor to it; like perhaps, to have it work throughout the day, they drink a cup every morning.
(Addendum: I saw a homebrew wizard subclass restricted to dragonborn only. Not only is it perfect for this race, it's called "book wyrm," and I'm so miffed I didn't think of that pun for myself...)
Okay here's the third version so far.
Attribute Bonuses:
+2 Intelligence
+1 Constitution.
Draconic Ancestry: Damage resistance against Acid, Cold, Fire, Lightning, or Poison damage.
(For the purpose of making this work in the Forgotten Realms, this decision also determines if your scales are, respectively, black/copper, white/silver, red/brass/gold, blue/bronze, or green.)
Learnedness: You gain proficiency in one knowledge skill of your choice (Arcana, History, Nature, or Religions), as well as one set of tools.
Billowing Mist: In place of a normal breath weapon, you have a 15’ cone of magical mist. The mist has one of the following effects of your choice: frigid, maddening, noxious, obscuring, soothing, or stunning. The save DC is determined by 8+your proficiency bonus+your Constitution modifier. Upon using your breath weapon, the mist remains in place until the end of your next turn, or if a strong breeze dissipates it. After being used, you cannot use this feature again until you finish a short or long rest.
At 5th Level a dragonborn of this sort gains a second effect which they can apply to their Billowing Mist breath weapon. When they spend their action to use Billowing Mist, they may pick either of the two effects. However, they can still only expend the breath weapon once per short rest.
-Frigid Mist: Any creature (which is susceptible to cold temperatures) that is hit with, enters into, or starts its turn in this crystal-specked white cloud makes a Constitution Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, the creature’s movement speed is reduced by 15 feet. While slowed in this way, the creature may reattempt the save at the end of each turn until it overcomes the cold.
Maddening Mist: Any creature (which is susceptible to charms), that is hit with, enters into, or starts its turn in this angry, blood red cloud makes a Charisma Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, the creature goes into a blind fury. While raging in this way, it will attack the closest living things, even if they were previously considered its allies. Due to its reckless nature, the creature makes Attack Rolls with Advantage; however, this recklessness also confers Advantage to any Attack Rolls made against it as well. This blind rage lasts for 18 seconds (3 rounds).
-Noxious Mist: Any creature (which needs to breathe) that is hit with, enters into, or starts its turn in this toxic green cloud makes a Constitution Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is poisoned. While poisoned, the creature may reattempt the save at the end of each turn until it overcomes the poison.
-Obscuring Mist: Any creature (which needs to see) that is hit with, enters into, or starts its turn in this dazzling blue cloud makes a Dexterity Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is blinded. While blinded, the creature may reattempt the save at the end of each turn until it overcomes the blinding.
-Soothing Mist: Any hostile creature (which is capable of friendship) that is hit with, enters into, or starts its turn in this pleasant pink cloud makes a Charisma Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is charmed. While charmed by you in this way, the creature considers you and your companions good friends and temporarily forgets why you were fighting in the first place. The charm lasts for 30 seconds, or until you, or a creature/person you consider to be an ally damage its person, whichever comes first. If you damage its ego, it may reattempt the save.
-Stunning Mist: Any creature (which needs to breathe) that is hit with, enters into, or starts its turn in this sparking yellow cloud makes a Constitution Saving Throw. If it succeeds, it resists the effects of this type of mist breath until a short rest has passed. If it fails, it is paralyzed. While paralyzed, the creature may reattempt the save at the end of each turn until it overcomes the shock to its system.
Learnedness: Try Learned, rolls of the tongue better. Do not qualify the skills as knowledge skills, that isn't a distinction in 5th edition; like the Knowledge Cleric try "You become proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion."
Billowing Mist: I suggest at 5th level they gain another use of it instead of getting different effects.
Frigid Mist: Remove the parenthetical and add at the end "Creatures with resistance or immunity to cold damage are unaffected by the mist."
Maddening & Soothing Mist: Remove the parenthetical and add at the end "Creatures who are immune to being charmed are unaffected by the mist." While a mind flayer may be incapable of friendship it can be friendly towards a creature.
Obscuring Mist: Remove the parenthetical. Is this blindness permanent?
Noxious & Stunning Mist: I hope you know what I'm about to say, but I'll say it anyway. Remove the parenthetical and at the end "Creatures who do not need to breath are unaffected by the mist."
Also, remember to use tooltips, one of this site's greatest attributes.
Edit: Tooltips!
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thank you for your feedback and advice, Astro. I certainly appreciate it.
The fifth level boon I'll have to think about. Two uses would make it more appealing to use more aggressively. But I also like the idea that having two different ones to call on (kind of like a channel divinity during early play for a cleric or paladin) would offer different solutions to different problems. I'll mull that one over.