So this is a subclass I have been working on for a homebrew campaign and my players really love it but i know it is very strong but allows for unique playstyle of rewarding ALL my players in some way after an achievement. Yes the spellcasting in the level 7 feature uses spell points that are accumulated like a paladins healing pool and are definity OP this is being tested in a few ways for balancing later, of course your ideas on this are welcomed though.
Draconic Warrior Subclass
Base Class: Fighter
A strong complex subclass of fighters that came about on a whim from dragons wondering if lesser lifeforms that yearned for draconic power could be trained. So, a sect of ancient dragons gathered many lifeforms to see whether they could attain and harness a dragon's powerful abilities or become overwhelmed by their power. With mixed results it is said these warriors were trained in various ways to prosper their individual talent to the extreme and are forced to make difficult decisions in gaining draconic power making unique individuals. Those that follow these teachings are often close to a dragon or knows someone that is, or maybe they simply have an interest/obsession in draconic beings. These people tend to be of the extreme alignments; however, neutral characters do pop up from time to time. Draconic Warriors don't just take up the ideology of dragons, and as they gain experience, grow biological traits of them through various means of worship, blessings, deals, curses, research, or even consuming draconic material.
(Optional DM & Player Note) This subclass can be strong and complex for the standard player character and campaign. The draconic traits can be delayed for a better experience in a campaign to provide a stronger sense of accomplishment.
Bonus Proficiencies
3rd-level Draconic Warrior feature
Being trained by dragons or living as one in the wild you have gained proficiency with Cook's Utensils, and in Wisdom (Survival) checks, you also learn to speak, read, and write Draconic. All Draconic beings with their prolonged lifespans and various different personalities have but a few habits in common, one being the food they eat.
Part of the secret to a success in life is to eat what you like and let the food fight it out inside. - Mark Twain
Draconic Traits
3rd-level Draconic Warrior feature
You develop draconic traits to enhance your body, mind and soul as you gain experience in this class. You gain one draconic trait of your choice at 3rd level and more as you gain experience. These traits modify the character enhancing aspects of them based on draconic lore and anatomy. These traits are acquired through various means of creativity, worship, blessing, deals, curses, research, or even consuming draconic material. If a non-spell draconic trait would require a saving throw, the save DC equals 8 + your proficiency bonus + your Constitution modifier. Spellcasting with this subclass utilize your Charisma, your Spell Save DC equals 8 + proficiency bonus + your Charisma Modifier, and Spell Attack is proficiency bonus + Charisma Modifier.
Draconic Traits
Fighter Level
Number of draconic Traits
3rd
1
7th
2
10th
3
15th
4
(Lv10) Destructive Nature
You unfortunately acquire a dragon's natural ability to destroy objects whether intentionally or not. Your maximum Strength and Dexterity score increase to 22. Whenever you would deal damage to inorganic matter suck as doors, walls, structures, and constructs you deal an extra 1d10 force damage.
In addition, you may focus that destructive nature gaining advantage on all attacks till the start of your next turn once per long rest (Twice at 15th level, thrice at 20th level). After combat ends roll a DC 16 Con Save for each expended use of this feature, for each failure you gain one level of Exhaustion.
(Lv10) Draconic Wisdom
A draconic spirit takes a liking to you imparting some of its knowledge and wisdom helping out in tough situations for you and your allies. You gain +1 to either your Wisdom or Intelligence Score, proficiency in Wisdom Saving Throws, and advantage on INT (History) checks.
In addition, when an ally you can see fails a Wisdom Save you may use your reaction to take the effect upon yourself rolling a Wisdom Save as if the effect was directed at you. You can use this feature once per long rest (Twice at 15th level).
(Lv10) Elemental Deflection
Your scales augment with the surrounding magical energies becoming able to resist elemental damage momentarily. You know the spell Absorb Elements and can cast it twice per long rest at 2nd level without spell slots or spell points.
In addition, when you're making a Dexterity saving throw involving acid, cold, fire, lightning, thunder, or poison to take half damage, you may instead take no damage if you succeed on the saving throw, and only half damage if you fail. Once you use this feature, you can’t do so again until you finish a short or long rest (Twice at 15th level).
(Lv15) Higher Lifeform
Through a sacred ritual you gain some of a dragons lifeforce, causing you to give off a faint draconic presence and are considered part dragon in addition to any other race that you may be. You age ten years instantly from minor to extreme changes (Description based on player), but your life expectancy increases by 500 years, your proficiency bonus increases by 1.
In addition, your second wind ability becomes empowered from this lifeforce after a long rest regaining 3d10 + fighter level as health with a bonus action instead of its normal effects. Once you use this increased trait, you can’t do so again until you finish a long rest (Twice at 20th level).
(Lv15) Weapon Augmentation
You choose one weapon and must spend 8 hours with it to create a specialized bond by engraving a sigil with your blood on it. When drawing or stowing the chosen weapon you can have it morph from or into your body (A stowed weapon this way morphs from you if you fall to 0 Hit Points). Your chosen weapon cannot be disarmed from you unless you are at 0 Hit Points. You can re-roll your first Nat 1 on an attack once per encounter with it. You can undo this bond by spending 8 hours with it or another weapon ending the bond with the previous one (You can only have one weapon bonded at a time with this trait).
In addition, when you hit a target with your specialized weapon you may biologically augment it with your scale's element for 1 minute dealing an extra 1d10 damage based on your scale type. You can use this feature twice per long rest (Thrice at 20th level).
(Lv7) Deceptive Nature
You gain a dragon's deceptive nature increasing your dexterous aptitude and better deceptive speaking ability. You have advantage on Dexterity (Sleight of Hand) checks and proficient with Charisma (Deception) checks.
In addition, when you or a creature you can see within 10 feet of you would be hit by an attack roll, you can use your reaction to choose a different creature within 10 feet of you (including the attacker). The chosen creature becomes the target of the attack, using the same roll. You must have a weapon or shield out to use this feature, this transfers the attack’s effects regardless of the attack’s range. You can use this feature once per long rest (Twice at 15th level).
(Lv7) Draconic Casting
You gain a portion of draconic spellcasting by inscribing ancient sigils into your flesh. You learn 2 Cantrips, 2 first level, and 1 second level spells when you gain this feature, and more spells at levels 9,12,15 as you gain experience (You can select these spells under leveled but can't cast them till you're an appropriate level). Your spellcasting utilizes a pool of Spell Points to cast spells with, when you cast a non-cantrip spell from this feature you must expend the corresponding number of Spell Points to cast a spell using the table below. When you gain a level, you may exchange one spell you know for another. This unique spellcasting ability allows more spell casting at the cost of not being able to up cast spells to a higher grade (Spell Slot).
Spell Point Cost
SPELL LEVEL
POINT COST
1st level spell
2 spell points
2nd level spell
3 spell points
3rd level spell
5 spell points
4th level spell
6 spell points
(Lv7) Draconic Pressure
You extrude a unique pressure 10ft around you to allies and enemies. Allies receive a +1 to all saving throws, while enemies lose 5ft of movement when moving into or out of this area for the first time a turn.
In addition, as a bonus action you can stare at a creature you can see within 30 feet of you. That creature must make a Charisma saving throw or be charmed by you for 1 minute. The charmed creature is friendly towards you and your allies for the duration or until its attacked. If the target's saving throw is successful or the effect ends, the creature is immune to the effect for the next 24 hours. Once you use this feature, you can’t do so again until you finish a long rest (Twice at 15th level).
(Lv7) Dragon's Arcane Knowledge
You come to an understanding of the dragon's innate arcana and their magical properties. You gain + 2 to Arcana and Investigation and gain proficiency in one skill of your choice. You also learn the spells Prestidigitation, Dancing Lights, and can cast the spells Identify, Detect Magic as rituals only.
In addition, you may cast counterspell with the Verbal component instead of Somatic (You must be able to speak to use this feature). You can use this feature once per long rest (Twice at 15th level).
(Lv7) Long Stride & Breathing
You gain a dragon's endurance; your walking speed increases to 40ft. You gain +4 on initiative rolls and can run at a fast past longer without gaining exhaustion equal to 8 hours plus your Constitution Modifier.
In addition, you can finely control your breathing at a critical moment. You can gain advantage on a single ability check. You can use this feature once per long rest (Twice at 15th level).
Draconic Bond: Familiar
You find a faint lingering draconic spirit, that you bring forth with a contract/bond. You learn the Find Familiar spell and can cast it once per day without material components. When choosing the form of your familiar as you cast this spell, you can choose one of the normal forms or the Pseudodragon, Pygmy/Pocket Dragon. You also learn 2 cantrips, one must be an attacking spell.
In addition, you also gain the ability at 7th level to cast Speak with dead once per long rest (Twice at 15th level). This trait requires your familiar to cast this spell.
Draconic Grip
You have advantage on strength checks to grapple and maintain them on targets the same size. You may also grapple targets one size larger than you at disadvantage. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. At 7th level these claws are considered magical when dealing damage.
In addition, as a bonus action you can throw a grappled target a number of feet equal to your Strength Score depending on their size to you: Full if smaller, 1/2 if same, 1/4 if larger (Ex. (Str=18) 18ft, 9ft, 4.5ft). You can use this trait once per short or long rest (Twice at 15th level).
Draconic Hide
Your skin hardens becoming similar to thick hide and a few faint scales grow to protect your vital areas granting +1 to your AC and become immune to Diseases.
As a reaction you can reduce the damage of one attack or spell that would hit you by half. You can use this trait a number of times equal to your Constitution Modifier and regain them after a long rest.
Draconic Hobby/Talent
Through repeated exercises or extreme boredom, you gain a dragon's hobby/talent. You gain proficiency in CHA (Performance) checks and with a musical instrument or tool. You also learn the spells Minor Illusion, Vicious Mockery, and can cast Unseen Servant once per long rest.
In addition, at 10th level your proficiency bonus is doubled for any ability check you make that uses a tool your proficient with (I.E., a Dice Set, Smith Tools, or a Lute).
Draconic Perception
Your pupils change into slits granting you some of a dragon's keen sight. This grants you 60ft of Darkvision and have advantage on INT (Investigation) checks.
In addition, as a bonus action you can close your eyes and focus your senses granting 10ft Blindsight for 1 minute. You can use this trait once per long rest (Twice at 15th). Alternatively, at 15th level you may instead use BOTH USES and a bonus action to pierce the veil with your sight granting 10ft Truesight for 1 minute once per long rest.
Primal Nature
You gain a deep connecting to nature awakening your primal instinct; you have advantage on WIS (Animal Handling) checks and are proficient with INT (Nature) checks. You also gain the ability to cast Speak with animals twice per long rest. In addition, when you encounter Difficult Terrain, you may use a bonus action to utilize your primal instincts with nature to ignore that terrains non magical penalties as if there were none for 1 hour once per day (Twice at 15th level).
Silver Tongue
You gain a dragons cunning tongue and powerful voice. You have advantage with CHA (Persuasion) and CHA (Deception) skill checks.
As a bonus action you can use a powerful draconic voice to frighten a target that can hear you within 60ft of your sight. They must make a Wisdom Save or be incapacitated by you for 1 minute into a frightened stupor. The target repeats the saving throw when taking damage and at the end of each of its turns, ending the effect on a success. You can't use this trait again until a short or long rest (Twice at 15th level).
At 10th level when you speak draconic you may make it sounds as if it's spoken from an adult dragon for 1 minute once per long rest.
Half Dragon Form and 2nd Trait
7th-level Draconic Warrior feature
Your faint scales grow more prominent gaining a color and type to them (Or another set if you already have scales). You gain the ability as a bonus action to transform into a half dragon based on your scales for 10 minutes, and while in this form, you gain the following features pertaining to half dragons.
Scales and thick hide granting +1 to AC
Resistance to the color type of your scales
A pair of wings granting a flight speed of 30ft
A breath weapon based on your scales once per transformation
A versatile bonus action tail attack dealing 1d6 bludgeoning or piercing damage
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 15th level you can stay in this form indefinitely without limit and can transform back and forth with a bonus action, you also regain your Half Dragon Form's breath attack automatically after an hour.
Amethyst Dragon Scale
Black Dragon Scale
Blue Dragon Scale
Brass Dragon Scale
Bronze Dragon Scale
Copper Dragon Scale
Crystal Dragon Scale
Emerald Dragon Scale
Gold Dragon Scale
Green Dragon Scale
Malachite Dragon Scale
Red Dragon Scale
Sapphire Dragon Scale
Silver Dragon Scale
Topaz Dragon Scale
White Dragon Scale
Draconic Appetite and 3rd Trait
10th-level Draconic Warrior feature
You gain a 3rd trait and can select a 10th level trait.
In addition, you gain expertise in Wisdom (Survival) checks and your appetite increases allowing you to eat 4x the normal amount and resist starving for twice as long.
Draconic Vitality and 4th Trait
15th-level Draconic Warrior feature
Your experience in this class brings you closer to becoming a dragon. You gain your 4th trait and enhancing your other traits including your Half Dragon Form. Your Constitution Score increases by 1 and the maximum increases to 24. You can invoke most draconic traits you have an additional time. In addition, your Half Dragon Form has no set duration lasting until you use a bonus action to revert (or go unconscious). You now regain your Half Dragon Form's breath attack automatically after an hour.
Unleash Dragon Form
18th-level Draconic Warrior feature
The pinnacle of a Draconic Warrior is to acquire and harness the power of a true blooded dragon. Each trait resonates within your body and soul like a puzzle coming together. Because of your experience and efforts, you may now as a bonus action transform into a young dragon based on your scales. Your size becomes large (you can't transform if there's not enough room), each transformation uses a minimum duration of 1 hour and can last up to a total of 6 hours or until your HP reaches 0 returning you to your previous forms hit points (Taking leftover damage if any). You gain 1 hour of transformation each day after a long rest up to a total of 6 hours. While in this form you use the stat block of the young dragon (except for any legendary actions or lair actions) and have access to the dragon's breath attack as an action once per short rest.
There are so much features to look out for but I guess you can sum it up to like having battle master maneuvers but instead of maneuvers you have traits, this is definitely too strong for its own good. For me I'd rather have it be simple. Though it does sounds fun to play as in a power campaign.
Yep it plays on choices get 4 choices 1 at 3rd, 7th, 10th, 15th. this is intended to be a strong subclass for my HB campaign. When making this i utilized a rune knight as a base but will be making a more balanced version for others that ill submit at some point but for now i posted it so that id see other peoples thoughts.
A few suggestions for if you try to make a balanced version:
I'd stay away from all the things that add stat boosts, raise stat ceilings, or increase your proficiency bonus. Subclass features just don't do that.
I'd take out Draconic Casting altogether because you have several other features that already grant limited spell use. I would stick to that design instead of having two different ways to cast spells.
You don't need a level 10 or 15 feature since you're already getting one through Draconic Features
Ya I agree with all of those, the draconic casting feature is most definitely going to be changed if not taken out (Is more of a proof of concept that spell points can be used and does so very nicely). The 10th level feature is minor and should list the gain of new and an additional traits as I'm calling them now (realized too many thing are called features). Same thing at 15th level extra info with the other features being read instead of finding out as you level + the no duration half dragon form. I just wish i could hide the different selectable dragon lineages within the 7th level feature is SOO much block text that doesn't need to be read. (updated some texts and a few edits)
So this is a subclass I have been working on for a homebrew campaign and my players really love it but i know it is very strong but allows for unique playstyle of rewarding ALL my players in some way after an achievement. Yes the spellcasting in the level 7 feature uses spell points that are accumulated like a paladins healing pool and are definity OP this is being tested in a few ways for balancing later, of course your ideas on this are welcomed though.
Draconic Warrior Subclass
A strong complex subclass of fighters that came about on a whim from dragons wondering if lesser lifeforms that yearned for draconic power could be trained. So, a sect of ancient dragons gathered many lifeforms to see whether they could attain and harness a dragon's powerful abilities or become overwhelmed by their power. With mixed results it is said these warriors were trained in various ways to prosper their individual talent to the extreme and are forced to make difficult decisions in gaining draconic power making unique individuals. Those that follow these teachings are often close to a dragon or knows someone that is, or maybe they simply have an interest/obsession in draconic beings. These people tend to be of the extreme alignments; however, neutral characters do pop up from time to time. Draconic Warriors don't just take up the ideology of dragons, and as they gain experience, grow biological traits of them through various means of worship, blessings, deals, curses, research, or even consuming draconic material.
(Optional DM & Player Note) This subclass can be strong and complex for the standard player character and campaign. The draconic traits can be delayed for a better experience in a campaign to provide a stronger sense of accomplishment.
Bonus Proficiencies
3rd-level Draconic Warrior feature
Being trained by dragons or living as one in the wild you have gained proficiency with Cook's Utensils, and in Wisdom (Survival) checks, you also learn to speak, read, and write Draconic. All Draconic beings with their prolonged lifespans and various different personalities have but a few habits in common, one being the food they eat.
Part of the secret to a success in life is to eat what you like and let the food fight it out inside. - Mark Twain
Draconic Traits
3rd-level Draconic Warrior feature
You develop draconic traits to enhance your body, mind and soul as you gain experience in this class. You gain one draconic trait of your choice at 3rd level and more as you gain experience. These traits modify the character enhancing aspects of them based on draconic lore and anatomy. These traits are acquired through various means of creativity, worship, blessing, deals, curses, research, or even consuming draconic material. If a non-spell draconic trait would require a saving throw, the save DC equals 8 + your proficiency bonus + your Constitution modifier. Spellcasting with this subclass utilize your Charisma, your Spell Save DC equals 8 + proficiency bonus + your Charisma Modifier, and Spell Attack is proficiency bonus + Charisma Modifier.
Draconic Traits
(Lv10) Destructive Nature
You unfortunately acquire a dragon's natural ability to destroy objects whether intentionally or not. Your maximum Strength and Dexterity score increase to 22. Whenever you would deal damage to inorganic matter suck as doors, walls, structures, and constructs you deal an extra 1d10 force damage.
In addition, you may focus that destructive nature gaining advantage on all attacks till the start of your next turn once per long rest (Twice at 15th level, thrice at 20th level). After combat ends roll a DC 16 Con Save for each expended use of this feature, for each failure you gain one level of Exhaustion.
(Lv10) Draconic Wisdom
A draconic spirit takes a liking to you imparting some of its knowledge and wisdom helping out in tough situations for you and your allies. You gain +1 to either your Wisdom or Intelligence Score, proficiency in Wisdom Saving Throws, and advantage on INT (History) checks.
In addition, when an ally you can see fails a Wisdom Save you may use your reaction to take the effect upon yourself rolling a Wisdom Save as if the effect was directed at you. You can use this feature once per long rest (Twice at 15th level).
(Lv10) Elemental Deflection
Your scales augment with the surrounding magical energies becoming able to resist elemental damage momentarily. You know the spell Absorb Elements and can cast it twice per long rest at 2nd level without spell slots or spell points.
In addition, when you're making a Dexterity saving throw involving acid, cold, fire, lightning, thunder, or poison to take half damage, you may instead take no damage if you succeed on the saving throw, and only half damage if you fail. Once you use this feature, you can’t do so again until you finish a short or long rest (Twice at 15th level).
(Lv15) Higher Lifeform
Through a sacred ritual you gain some of a dragons lifeforce, causing you to give off a faint draconic presence and are considered part dragon in addition to any other race that you may be. You age ten years instantly from minor to extreme changes (Description based on player), but your life expectancy increases by 500 years, your proficiency bonus increases by 1.
In addition, your second wind ability becomes empowered from this lifeforce after a long rest regaining 3d10 + fighter level as health with a bonus action instead of its normal effects. Once you use this increased trait, you can’t do so again until you finish a long rest (Twice at 20th level).
(Lv15) Weapon Augmentation
You choose one weapon and must spend 8 hours with it to create a specialized bond by engraving a sigil with your blood on it. When drawing or stowing the chosen weapon you can have it morph from or into your body (A stowed weapon this way morphs from you if you fall to 0 Hit Points). Your chosen weapon cannot be disarmed from you unless you are at 0 Hit Points. You can re-roll your first Nat 1 on an attack once per encounter with it. You can undo this bond by spending 8 hours with it or another weapon ending the bond with the previous one (You can only have one weapon bonded at a time with this trait).
In addition, when you hit a target with your specialized weapon you may biologically augment it with your scale's element for 1 minute dealing an extra 1d10 damage based on your scale type. You can use this feature twice per long rest (Thrice at 20th level).
(Lv7) Deceptive Nature
You gain a dragon's deceptive nature increasing your dexterous aptitude and better deceptive speaking ability. You have advantage on Dexterity (Sleight of Hand) checks and proficient with Charisma (Deception) checks.
In addition, when you or a creature you can see within 10 feet of you would be hit by an attack roll, you can use your reaction to choose a different creature within 10 feet of you (including the attacker). The chosen creature becomes the target of the attack, using the same roll. You must have a weapon or shield out to use this feature, this transfers the attack’s effects regardless of the attack’s range. You can use this feature once per long rest (Twice at 15th level).
(Lv7) Draconic Casting
You gain a portion of draconic spellcasting by inscribing ancient sigils into your flesh. You learn 2 Cantrips, 2 first level, and 1 second level spells when you gain this feature, and more spells at levels 9,12,15 as you gain experience (You can select these spells under leveled but can't cast them till you're an appropriate level). Your spellcasting utilizes a pool of Spell Points to cast spells with, when you cast a non-cantrip spell from this feature you must expend the corresponding number of Spell Points to cast a spell using the table below. When you gain a level, you may exchange one spell you know for another. This unique spellcasting ability allows more spell casting at the cost of not being able to up cast spells to a higher grade (Spell Slot).
Spell Point Cost
(Lv7) Draconic Pressure
You extrude a unique pressure 10ft around you to allies and enemies. Allies receive a +1 to all saving throws, while enemies lose 5ft of movement when moving into or out of this area for the first time a turn.
In addition, as a bonus action you can stare at a creature you can see within 30 feet of you. That creature must make a Charisma saving throw or be charmed by you for 1 minute. The charmed creature is friendly towards you and your allies for the duration or until its attacked. If the target's saving throw is successful or the effect ends, the creature is immune to the effect for the next 24 hours. Once you use this feature, you can’t do so again until you finish a long rest (Twice at 15th level).
(Lv7) Dragon's Arcane Knowledge
You come to an understanding of the dragon's innate arcana and their magical properties. You gain + 2 to Arcana and Investigation and gain proficiency in one skill of your choice. You also learn the spells Prestidigitation, Dancing Lights, and can cast the spells Identify, Detect Magic as rituals only.
In addition, you may cast counterspell with the Verbal component instead of Somatic (You must be able to speak to use this feature). You can use this feature once per long rest (Twice at 15th level).
(Lv7) Long Stride & Breathing
You gain a dragon's endurance; your walking speed increases to 40ft. You gain +4 on initiative rolls and can run at a fast past longer without gaining exhaustion equal to 8 hours plus your Constitution Modifier.
In addition, you can finely control your breathing at a critical moment. You can gain advantage on a single ability check. You can use this feature once per long rest (Twice at 15th level).
Draconic Bond: Familiar
You find a faint lingering draconic spirit, that you bring forth with a contract/bond. You learn the Find Familiar spell and can cast it once per day without material components. When choosing the form of your familiar as you cast this spell, you can choose one of the normal forms or the Pseudodragon, Pygmy/Pocket Dragon. You also learn 2 cantrips, one must be an attacking spell.
In addition, you also gain the ability at 7th level to cast Speak with dead once per long rest (Twice at 15th level). This trait requires your familiar to cast this spell.
Draconic Grip
You have advantage on strength checks to grapple and maintain them on targets the same size. You may also grapple targets one size larger than you at disadvantage. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. At 7th level these claws are considered magical when dealing damage.
In addition, as a bonus action you can throw a grappled target a number of feet equal to your Strength Score depending on their size to you: Full if smaller, 1/2 if same, 1/4 if larger (Ex. (Str=18) 18ft, 9ft, 4.5ft). You can use this trait once per short or long rest (Twice at 15th level).
Draconic Hide
Your skin hardens becoming similar to thick hide and a few faint scales grow to protect your vital areas granting +1 to your AC and become immune to Diseases.
As a reaction you can reduce the damage of one attack or spell that would hit you by half. You can use this trait a number of times equal to your Constitution Modifier and regain them after a long rest.
Draconic Hobby/Talent
Through repeated exercises or extreme boredom, you gain a dragon's hobby/talent. You gain proficiency in CHA (Performance) checks and with a musical instrument or tool. You also learn the spells Minor Illusion, Vicious Mockery, and can cast Unseen Servant once per long rest.
In addition, at 10th level your proficiency bonus is doubled for any ability check you make that uses a tool your proficient with (I.E., a Dice Set, Smith Tools, or a Lute).
Draconic Perception
Your pupils change into slits granting you some of a dragon's keen sight. This grants you 60ft of Darkvision and have advantage on INT (Investigation) checks.
In addition, as a bonus action you can close your eyes and focus your senses granting 10ft Blindsight for 1 minute. You can use this trait once per long rest (Twice at 15th).
Alternatively, at 15th level you may instead use BOTH USES and a bonus action to pierce the veil with your sight granting 10ft Truesight for 1 minute once per long rest.
Primal Nature
You gain a deep connecting to nature awakening your primal instinct; you have advantage on WIS (Animal Handling) checks and are proficient with INT (Nature) checks. You also gain the ability to cast Speak with animals twice per long rest.
In addition, when you encounter Difficult Terrain, you may use a bonus action to utilize your primal instincts with nature to ignore that terrains non magical penalties as if there were none for 1 hour once per day (Twice at 15th level).
Silver Tongue
You gain a dragons cunning tongue and powerful voice. You have advantage with CHA (Persuasion) and CHA (Deception) skill checks.
As a bonus action you can use a powerful draconic voice to frighten a target that can hear you within 60ft of your sight. They must make a Wisdom Save or be incapacitated by you for 1 minute into a frightened stupor. The target repeats the saving throw when taking damage and at the end of each of its turns, ending the effect on a success. You can't use this trait again until a short or long rest (Twice at 15th level).
At 10th level when you speak draconic you may make it sounds as if it's spoken from an adult dragon for 1 minute once per long rest.
Half Dragon Form and 2nd Trait
7th-level Draconic Warrior feature
Your faint scales grow more prominent gaining a color and type to them (Or another set if you already have scales). You gain the ability as a bonus action to transform into a half dragon based on your scales for 10 minutes, and while in this form, you gain the following features pertaining to half dragons.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 15th level you can stay in this form indefinitely without limit and can transform back and forth with a bonus action, you also regain your Half Dragon Form's breath attack automatically after an hour.
Amethyst Dragon Scale
Black Dragon Scale
Blue Dragon Scale
Brass Dragon Scale
Bronze Dragon Scale
Copper Dragon Scale
Crystal Dragon Scale
Emerald Dragon Scale
Gold Dragon Scale
Green Dragon Scale
Malachite Dragon Scale
Red Dragon Scale
Sapphire Dragon Scale
Silver Dragon Scale
Topaz Dragon Scale
White Dragon Scale
Draconic Appetite and 3rd Trait
10th-level Draconic Warrior feature
You gain a 3rd trait and can select a 10th level trait.
In addition, you gain expertise in Wisdom (Survival) checks and your appetite increases allowing you to eat 4x the normal amount and resist starving for twice as long.
Draconic Vitality and 4th Trait
15th-level Draconic Warrior feature
Your experience in this class brings you closer to becoming a dragon. You gain your 4th trait and enhancing your other traits including your Half Dragon Form. Your Constitution Score increases by 1 and the maximum increases to 24. You can invoke most draconic traits you have an additional time. In addition, your Half Dragon Form has no set duration lasting until you use a bonus action to revert (or go unconscious). You now regain your Half Dragon Form's breath attack automatically after an hour.
Unleash Dragon Form
18th-level Draconic Warrior feature
The pinnacle of a Draconic Warrior is to acquire and harness the power of a true blooded dragon. Each trait resonates within your body and soul like a puzzle coming together. Because of your experience and efforts, you may now as a bonus action transform into a young dragon based on your scales. Your size becomes large (you can't transform if there's not enough room), each transformation uses a minimum duration of 1 hour and can last up to a total of 6 hours or until your HP reaches 0 returning you to your previous forms hit points (Taking leftover damage if any). You gain 1 hour of transformation each day after a long rest up to a total of 6 hours. While in this form you use the stat block of the young dragon (except for any legendary actions or lair actions) and have access to the dragon's breath attack as an action once per short rest.
There are so much features to look out for but I guess you can sum it up to like having battle master maneuvers but instead of maneuvers you have traits, this is definitely too strong for its own good. For me I'd rather have it be simple. Though it does sounds fun to play as in a power campaign.
Yep it plays on choices get 4 choices 1 at 3rd, 7th, 10th, 15th. this is intended to be a strong subclass for my HB campaign. When making this i utilized a rune knight as a base but will be making a more balanced version for others that ill submit at some point but for now i posted it so that id see other peoples thoughts.
A few suggestions for if you try to make a balanced version:
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Ya I agree with all of those, the draconic casting feature is most definitely going to be changed if not taken out (Is more of a proof of concept that spell points can be used and does so very nicely). The 10th level feature is minor and should list the gain of new and an additional traits as I'm calling them now (realized too many thing are called features). Same thing at 15th level extra info with the other features being read instead of finding out as you level + the no duration half dragon form. I just wish i could hide the different selectable dragon lineages within the 7th level feature is SOO much block text that doesn't need to be read. (updated some texts and a few edits)