Side question on this line, is there a way in dnd beyond home-brew to make metamagics?
Nope. We can’t touch base class features like Metamagic. I used to grant an additional Metamagic to all sorcerers at 3rd anyway, but I think I’ll replace that with the Weave Manipulation. Currently this is my “Homebrew Fix” lineup for all sorcerers:
Sorcerous Recovery (Additional)
2nd-level Sorcerer feature
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Weave Manipulation (Additional)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requites concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can do this once, and regain the use of this ability whenever you finish a short or long rest.
Also, I know this is about the Draconic Bloodline, but for the Divine Soul I give them extra spells (like Aberrant & Clockwork), but i don’t use a fixed list of 2/spell level 1st-5th with an option to swap. Instead I give them an additional spell from the Cleric list at each of those levels and they get to Prepare them each day like a Cleric would. If anyone finds that useful at all, Yahtzee.
Ive decided to go ahead with bloodline spells. it just seems easier and doesnt mess with other major mechanics. I went with a bonus cantrip thats decided selected based on the chosen draconic ancestor, 2 bloodline spells at level 1 and 1 per caster level after. What do you guys think of the spells ive chosen?
1st level: shield, thunderwave, and a cantrip of the damage type associated with your draconic element
I did something pretty minor myself...no including spell changes I did the below...:
Uniquely among Dragon Born, you are born with a pair of dragon wings on your back, though weak and small, your kind admires and maybe envies your wings. As you use them they grow stronger. Starting at level 1 you gain the ability to use them limitedly. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
At level 1, you can use your wings to essentially levitate in one spot, or act as type feather fall. With, either a push or a jump, you can use momentum to glide places at a very slow movement speed of 5 feet per turn.
At level 6, you can now fly with your wings, but at a reduced speed of 15 feet per turn.
At level 14, you can now fly at your full movement speed.
Your armor and clothing must be made to accommodate them if you want to use them for flight.
True Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thick sheen of dragon-like scales, in the hue of your ancestral lineage. When you aren’t wearing armor, your AC equals 14 + your Dexterity modifier.
True Draconic Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you gain resistance to that damage type.
You can now fly with your wings, but at a reduced speed of 10 feet per turn.
Dragon Ancestor
You gain resistance to damage associated with your Dragon Ancestor.
True Dragon Immunity
At 14th level, you thick scaled skin develops closer to that of your Dragon ancestor. You gain +1 to your natural AC modifier and you now gain immunity to your ancestor's damage type.
Dragon Immunity
Dragon Immunity, you now gain immunity to your Dragon ancestor's damage type.
True Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened.
As an action, you can spend 2 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You also gain advantage to saving throws to resist being charmed or frightened until the aura ends.
The one other thing I thought of maybe including instead of spells is the optional feature that didn’t make it into Tasha’s. The one what allowed a sorcerer to swap out a spell or spells, I don’t remember for sure which, after a long rest instead of when leveling.
Ive decided to go ahead with bloodline spells. it just seems easier and doesnt mess with other major mechanics. I went with a bonus cantrip thats decided selected based on the chosen draconic ancestor, 2 bloodline spells at level 1 and 1 per caster level after. What do you guys think of the spells ive chosen?
1st level: shield, thunderwave, and a cantrip of the damage type associated with your draconic element
3rd level: levitate
5th level: fear
7th: polymorph
9th: dominate person
On that case... fear and levitate feel iffy around considering class feats within the subclass -> dragon wings and the draconic presence. Of course, you get them earlier, but then they become quite much... wasted, shortly afterwards. For shield... it really doesn't feel like a spell that fits a dragon in any way. Also Thunderwave is another iff - considering the other options, which I'm way more invested in than the idea of doing spells now, let me note another thing.
Sorcerers get four cantrips at base already - and they get more of them afterwards. Additionally - never saw a subclass give cantrips as part of it on a pool-choice, which makes me... not comfortable.
Considering some subclass feats, like Elemental Affinity - my point of view would be having spells innate to you that aid to that, aiming for you to get some more advantage out from them, or even just boosting an hypothetical Elemental Adept feat as well.
So, on my opinion - all additional spells would come with the damage type of your draconic inheritance type.
1st: One of (Burning Hands, Dissonant Whispers, Earth Tremor, Frost Fingers, Ray of Sickness or Witch Bolt).
3rd: One of (Dragon's Breath, Heat Metal, Melf's Acid Arrow, Scorching Ray, or Shatter).
5th: One of (Call Lightning, Lightning Bolt, Spirit Guardians or Wind Wall).
7th: One of (Blight, Fire Shield, Ice Storm, Phantasmal Killer or Vitriolic Sphere).
9th: One of (Cloudkill, Cone of Cold, Dawn, Flame Strike1 or Steel Wind Strike).
And all of this - considering the already great options given - Weave Manip. and Dracofamiliar around, and the fact that this is a rushed list - but the general idea is that since your class features already do the frighten/charm and fly turn around, play around the boosting your elemental affinity with some spells that won't need you to Transmute over and over - but unlimited spell learning (or lesser limits) makes me feel like it could step into Bard territory.
The one other thing I thought of maybe including instead of spells is the optional feature that didn’t make it into Tasha’s. The one what allowed a sorcerer to swap out a spell or spells, I don’t remember for sure which, after a long rest instead of when leveling.
->Sorcerers
->Innate Spellcasting
->Changing those around on a long rest
Feels like Wizard territory here, not going to lie.
I don’t want the additional spells to be just about doing damage. But more over, there aren’t elemental spells at all the spell levels for all the elements. Thunderwave I got the vibe off either the dragons wing attack or a dragon roaring. If it were just based on metallic dragons I’d toss in sleep and disguise self as options. As for levitate, it spent just target the character but it can be used for control as well. Fear I thought about dispel magic, counterspell or clairvoyance some dragons like to know what’s going on in the wider world. The first 2 didn’t feel right though and clairvoyance felt like maybe it stepped on the toes of the aberrant mind. Maybe I should look at not elemental specify or “dragon” spells and look more for chromatic and metallic dragon oriented spells?
I don’t want the additional spells to be just about doing damage. But more over, there aren’t elemental spells at all the spell levels for all the elements.
Considering some subclass feats, like Elemental Affinity - my point of view would be having spells innate to you that aid to that, aiming for you to get some more advantage out from them, or even just boosting an hypothetical Elemental Adept feat as well.
So, on my opinion - all additional spells would come with the damage type of your draconic inheritance type.
Just think that you're binding those spells to your draconic bloodline to your element types to play around to your own element.
I don’t like the idea of stacking home-brew on home-brew if it can be avoided. Changing spells elemental damage type is that very definition. what’s everyone think about splitting up the spell list to chromatic and metallic? Or suggestions for spells of that could fit draconic ancestry/elemental damage agnostic?
Actually, Shield in my opinion fits very well. You already have some dragonic scales (and dragons are known for their AC). Thematically I just imagine it being a hardening/spreading of the scales already on the sorcs body to be way more dragonlike.
Actually, Shield in my opinion fits very well. You already have some dragonic scales (and dragons are known for their AC). Thematically I just imagine it being a hardening/spreading of the scales already on the sorcs body to be way more dragonlike.
Actually, that's quite the fair point (inb4 some draconic sorcerer is wearing armor), so ya, Shield does seem a viable choice - though then, Absorb Elements "could" work as well (but would just affect any element but yours).
I don’t like the idea of stacking home-brew on home-brew if it can be avoided. Changing spells elemental damage type is that very definition. what’s everyone think about splitting up the spell list to chromatic and metallic? Or suggestions for spells of that could fit draconic ancestry/elemental damage agnostic?
This debate on which spells to pick/push to people was why we just decided not to pick spells at spell levels 1-5 and just make it a player choice from Evocation and Transmutation instead. Let the player pick since they'll potentially just swap what you spent ages deciding on if it doesn't quite fit their vision.
Actually, now that I thought about it - wouldn't Shield of Faith somewhat thematically fit more - even if it becomes restricted to self? Feels like it'd make more sense to just entering an hyperfocused stance to withstand injury than just a sudden spasm of hardening to withstand a direct attack - while also considering Sorcerers could learn Shield by themselves, creating a possible "big ac" scenario where the flimsy sorcerer suddenly becomes your 20+Dex AC boy.
Actually no, my vision doesn’t allow the origin/bloodline spells to be swapped out like the aberrant mind and clockwork soul.
Although the idea of a "permanent" spell does sound slightly understandable, there's also the fact that Sorcerers (alongside Warlocks) are one of the most limited casters in DnD - a thing they supply with class features like Metamagic, Eldritch Invocations, and such - but if you enter a subclass that thematically is done to give you an extra choice, but then you render that choice quite much null, what point is there to choose anything beyond the memetical Gold/Red Dragon? Idea should be to make it so multiple bloodlines could also see themselves boosted up, while the already "top-notch" ones would be having the lesser boost - you could give Silver Dragons access to a spell like Magic Missile - but making it deal cold damage - on theory, you would be able to have an up-start damage start of 1d4+1+Cha - with the possibility to reroll the damage die.
That, for a beginning spot, could be a nice start. Level 1, and your magic missiles go by your own element type (and you could still use the original type should you learn it by yourself), then, as levels go up, you could get some alluring combos - in fact, if you want to go wild, you could slap Spirit Shroud as part of this (Draconic Aura but you go h a r m) to make that magic missile go even beyond.
But on my opinion, the point of an expanded spell list is having them get spells they wouldn't easily access otherwise, not something they either already have by default, or some spells that will just become wet paper on the long run.
This debate on which spells to pick/push to people was why we just decided not to pick spells at spell levels 1-5 and just make it a player choice from Evocation and Transmutation instead. Let the player pick since they'll potentially just swap what you spent ages deciding on if it doesn't quite fit their vision.
By one side... letting the players pick seems like the most open-free possibility, but then, you also run out of control with their possible builds - additionally, there's been no precedent for this, so it wouldn't be a somewhat balanced thing to do, nor it has some kind of plausbile success.
We tried this in my playlets group and it worked well. things didnt seem to be to powerful, we did tweak the spell list though. i ditched thunder wave for chromatic orb, as much as I hate that spell but thematically it works better. We also added 2 spells total at every spell level like the aberrant mind and CS origins. At 3rd level you get levitate and gust of wind, both felt thematic and worked well. 5th level you get fear and tiny hut. tiny hut because dragons, all dragons are lair creatures so you get to start making your own and taking it with you. 7th level you get elemental bane and polymorph, they worked well, not super thematic but also didn't feel out of place. At 9th level you get dominate person and arcane hand. Arcane hand isnt the most thematic but it also doesnt feel out of place when flavored as a dragons claw, also we just couldn't think of a decent second 5th level spell that fit any better. We are going to try it more in depth tomorrow with a one-shot and ill report back more afterwards.
Overall my play-test group and I liked the addition of origin spells. We made a few minor tweaks to the list though. We pitched chromatic orb for detect magic because all dragons love treasure and we pitched tiny hut for dispel magic because it felt more of a draconic power play then tiny hut. beyond that we left the list untouched and it didnt feel like it over powered anything. It actually made things feel on par with the newer subclasses and the power creep that is inevitable.
Nope. We can’t touch base class features like Metamagic. I used to grant an additional Metamagic to all sorcerers at 3rd anyway, but I think I’ll replace that with the Weave Manipulation. Currently this is my “Homebrew Fix” lineup for all sorcerers:
Sorcerous Recovery (Additional)
2nd-level Sorcerer feature
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Weave Manipulation (Additional)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requites concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can do this once, and regain the use of this ability whenever you finish a short or long rest.
Also, I know this is about the Draconic Bloodline, but for the Divine Soul I give them extra spells (like Aberrant & Clockwork), but i don’t use a fixed list of 2/spell level 1st-5th with an option to swap. Instead I give them an additional spell from the Cleric list at each of those levels and they get to Prepare them each day like a Cleric would. If anyone finds that useful at all, Yahtzee.
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Ive decided to go ahead with bloodline spells. it just seems easier and doesnt mess with other major mechanics. I went with a bonus cantrip thats decided selected based on the chosen draconic ancestor, 2 bloodline spells at level 1 and 1 per caster level after. What do you guys think of the spells ive chosen?
1st level: shield, thunderwave, and a cantrip of the damage type associated with your draconic element
3rd level: levitate
5th level: fear
7th: polymorph
9th: dominate person
I did something pretty minor myself...no including spell changes I did the below...:
Uniquely among Dragon Born, you are born with a pair of dragon wings on your back, though weak and small, your kind admires and maybe envies your wings. As you use them they grow stronger. Starting at level 1 you gain the ability to use them limitedly. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Your armor and clothing must be made to accommodate them if you want to use them for flight.
True Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thick sheen of dragon-like scales, in the hue of your ancestral lineage. When you aren’t wearing armor, your AC equals 14 + your Dexterity modifier.
True Draconic Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you gain resistance to that damage type.
You can now fly with your wings, but at a reduced speed of 10 feet per turn.
Dragon Ancestor
You gain resistance to damage associated with your Dragon Ancestor.
True Dragon Immunity
At 14th level, you thick scaled skin develops closer to that of your Dragon ancestor. You gain +1 to your natural AC modifier and you now gain immunity to your ancestor's damage type.
Dragon Immunity
Dragon Immunity, you now gain immunity to your Dragon ancestor's damage type.
True Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened.
As an action, you can spend 2 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You also gain advantage to saving throws to resist being charmed or frightened until the aura ends.
The one other thing I thought of maybe including instead of spells is the optional feature that didn’t make it into Tasha’s. The one what allowed a sorcerer to swap out a spell or spells, I don’t remember for sure which, after a long rest instead of when leveling.
On that case... fear and levitate feel iffy around considering class feats within the subclass -> dragon wings and the draconic presence. Of course, you get them earlier, but then they become quite much... wasted, shortly afterwards. For shield... it really doesn't feel like a spell that fits a dragon in any way. Also Thunderwave is another iff - considering the other options, which I'm way more invested in than the idea of doing spells now, let me note another thing.
Sorcerers get four cantrips at base already - and they get more of them afterwards. Additionally - never saw a subclass give cantrips as part of it on a pool-choice, which makes me... not comfortable.
Considering some subclass feats, like Elemental Affinity - my point of view would be having spells innate to you that aid to that, aiming for you to get some more advantage out from them, or even just boosting an hypothetical Elemental Adept feat as well.
So, on my opinion - all additional spells would come with the damage type of your draconic inheritance type.
1st: One of (Burning Hands, Dissonant Whispers, Earth Tremor, Frost Fingers, Ray of Sickness or Witch Bolt).
3rd: One of (Dragon's Breath, Heat Metal, Melf's Acid Arrow, Scorching Ray, or Shatter).
5th: One of (Call Lightning, Lightning Bolt, Spirit Guardians or Wind Wall).
7th: One of (Blight, Fire Shield, Ice Storm, Phantasmal Killer or Vitriolic Sphere).
9th: One of (Cloudkill, Cone of Cold, Dawn, Flame Strike1 or Steel Wind Strike).
And all of this - considering the already great options given - Weave Manip. and Dracofamiliar around, and the fact that this is a rushed list - but the general idea is that since your class features already do the frighten/charm and fly turn around, play around the boosting your elemental affinity with some spells that won't need you to Transmute over and over - but unlimited spell learning (or lesser limits) makes me feel like it could step into Bard territory.
My Homebrew Spells: Nichuro's Spellcasters Association
->Sorcerers
->Innate Spellcasting
->Changing those around on a long rest
Feels like Wizard territory here, not going to lie.
My Homebrew Spells: Nichuro's Spellcasters Association
I don’t want the additional spells to be just about doing damage. But more over, there aren’t elemental spells at all the spell levels for all the elements. Thunderwave I got the vibe off either the dragons wing attack or a dragon roaring. If it were just based on metallic dragons I’d toss in sleep and disguise self as options. As for levitate, it spent just target the character but it can be used for control as well. Fear I thought about dispel magic, counterspell or clairvoyance some dragons like to know what’s going on in the wider world. The first 2 didn’t feel right though and clairvoyance felt like maybe it stepped on the toes of the aberrant mind.
Maybe I should look at not elemental specify or “dragon” spells and look more for chromatic and metallic dragon oriented spells?
Just think that you're binding those spells to your draconic bloodline to your element types to play around to your own element.
My Homebrew Spells: Nichuro's Spellcasters Association
I don’t like the idea of stacking home-brew on home-brew if it can be avoided. Changing spells elemental damage type is that very definition.
what’s everyone think about splitting up the spell list to chromatic and metallic? Or suggestions for spells of that could fit draconic ancestry/elemental damage agnostic?
Actually, Shield in my opinion fits very well. You already have some dragonic scales (and dragons are known for their AC). Thematically I just imagine it being a hardening/spreading of the scales already on the sorcs body to be way more dragonlike.
Actually, that's quite the fair point (inb4 some draconic sorcerer is wearing armor), so ya, Shield does seem a viable choice - though then, Absorb Elements "could" work as well (but would just affect any element but yours).
*eyes Scribes* *eyes Transmuted Spell*
Totally homebrew, then, my bad.
My Homebrew Spells: Nichuro's Spellcasters Association
This debate on which spells to pick/push to people was why we just decided not to pick spells at spell levels 1-5 and just make it a player choice from Evocation and Transmutation instead. Let the player pick since they'll potentially just swap what you spent ages deciding on if it doesn't quite fit their vision.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
Actually no, my vision doesn’t allow the origin/bloodline spells to be swapped out like the aberrant mind and clockwork soul.
Actually, now that I thought about it - wouldn't Shield of Faith somewhat thematically fit more - even if it becomes restricted to self? Feels like it'd make more sense to just entering an hyperfocused stance to withstand injury than just a sudden spasm of hardening to withstand a direct attack - while also considering Sorcerers could learn Shield by themselves, creating a possible "big ac" scenario where the flimsy sorcerer suddenly becomes your 20+Dex AC boy.
Although the idea of a "permanent" spell does sound slightly understandable, there's also the fact that Sorcerers (alongside Warlocks) are one of the most limited casters in DnD - a thing they supply with class features like Metamagic, Eldritch Invocations, and such - but if you enter a subclass that thematically is done to give you an extra choice, but then you render that choice quite much null, what point is there to choose anything beyond the memetical Gold/Red Dragon? Idea should be to make it so multiple bloodlines could also see themselves boosted up, while the already "top-notch" ones would be having the lesser boost - you could give Silver Dragons access to a spell like Magic Missile - but making it deal cold damage - on theory, you would be able to have an up-start damage start of 1d4+1+Cha - with the possibility to reroll the damage die.
That, for a beginning spot, could be a nice start. Level 1, and your magic missiles go by your own element type (and you could still use the original type should you learn it by yourself), then, as levels go up, you could get some alluring combos - in fact, if you want to go wild, you could slap Spirit Shroud as part of this (Draconic Aura but you go h a r m) to make that magic missile go even beyond.
But on my opinion, the point of an expanded spell list is having them get spells they wouldn't easily access otherwise, not something they either already have by default, or some spells that will just become wet paper on the long run.
By one side... letting the players pick seems like the most open-free possibility, but then, you also run out of control with their possible builds - additionally, there's been no precedent for this, so it wouldn't be a somewhat balanced thing to do, nor it has some kind of plausbile success.
My Homebrew Spells: Nichuro's Spellcasters Association
We tried this in my playlets group and it worked well. things didnt seem to be to powerful, we did tweak the spell list though. i ditched thunder wave for chromatic orb, as much as I hate that spell but thematically it works better. We also added 2 spells total at every spell level like the aberrant mind and CS origins. At 3rd level you get levitate and gust of wind, both felt thematic and worked well. 5th level you get fear and tiny hut. tiny hut because dragons, all dragons are lair creatures so you get to start making your own and taking it with you. 7th level you get elemental bane and polymorph, they worked well, not super thematic but also didn't feel out of place. At 9th level you get dominate person and arcane hand. Arcane hand isnt the most thematic but it also doesnt feel out of place when flavored as a dragons claw, also we just couldn't think of a decent second 5th level spell that fit any better. We are going to try it more in depth tomorrow with a one-shot and ill report back more afterwards.
Overall my play-test group and I liked the addition of origin spells. We made a few minor tweaks to the list though. We pitched chromatic orb for detect magic because all dragons love treasure and we pitched tiny hut for dispel magic because it felt more of a draconic power play then tiny hut. beyond that we left the list untouched and it didnt feel like it over powered anything. It actually made things feel on par with the newer subclasses and the power creep that is inevitable.
Well now with Fizbans Draconic spellcasting for all the types of dragons we can give ancestor specific extended spell lists.