Dragon Shaman’s follow the Draconic deities of creation, wisdom, and primordial power. To these disciples dragon hordes are heavenly hosts, and they seek to emulate them through their faith. Like dragons, their followers are diverse and varied. Whether banded together by a church, isolated in cults, or simply wandering alone, Dragon Shamans are not to be trifled with.
Dragon Shaman Domain Spells
Cleric Level
Spells
1st
Absorb Elements, Command
3rd
Flock of Familiars*, Dragon’s Breath
5th
Protection from Energy, Counterspell
7th
Polymorph, Elemental Bane
9th
Summon Draconic Spirit, Commune
*Summons Pseudodragons
-Draconic Disciple:When you choose this domain at 1st level, you learn to read and write Draconic.Additionally, you become proficient in 2 of the following skills:Deception, Intimidation, Persuasion, or Insight.
-Draconic Arcana:Also at 1st level, you gain the Draconic Breath cantrip.This counts as a Cleric cantrip for you, and does not count against the number of cantrips that you know. You also gain the Find Familiar ritual spell.When casting this spell you may summon a Pseudodragon as your familiar. This spell does not count against your number of spells known.
-Channel Divinity-Scale Mail:Starting at 2nd level, you can use your Channel Divinity to cloak yourself in protective spectral scales.
As an action, you invoke the protection of your patron Draconic deity and become resistant to one type of damage that you choose. This fine spectral scaled armor lasts for 1 minute before vanishing.
-Dragon Fear:At 6th level, you become a source of primordial dread while becoming unshakeable yourself.You become immune to Charm and Fear effects.Upon reaching this level, you gain the ability to cast Fear once per short rest.This does not count against the number of spells that you know, and does not require material components.
-Divine Strike:At 8th level, you gain the ability to infuse your weapon strikes with divine energy.Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire, cold, lightning, thunder, poison, or acid damage (your choice) to the target.Whenyou reach 14th level, the extra damage increases to 2d8.
-Flight of the Wyrm:At 17th level, you gain a flying speed equal to your current walking speed, and gain the ability to hover.
Draconic Breath
Evocation Cantrip
Casting Time:Bonus Action
Range:30ft
Components:S
Duration:Instantaneous
Elemental power builds up in your chest and you exhale it at an enemy within range.Make a ranged spell attack against the target.On a hit, the target takes 1d6 damage of one of the following damage types:fire, cold, lightning, thunder, poison, or acid.
At Higher Levels:This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
If you're already using Draconic Breath I guess it makes sense to leave it a cantrip, but for the purposes of creating and sharing a DDB subclass I'd just make it a subclass feature that allows you to do X as a bonus action.
And honestly, it should be a class feature because giving all those classes a damaging bonus action cantrip is very, very strong. If you use it I hope you're giving other the classes a boost as well.
Aside from that, flight is too little, too late as a level 17th feature. Most groups will have found one way or another to get everyone airborne by then and features at this level tend to be a bit more powerful than that anyway. I'd just swap out Counterspell (which doesn't feel very draconic anyway IMO) for Fly in their spell lists and do something else for their capstone feature.
This is a very OP subclass, Pseudodragon familiars give magic resistance, giving that to your whole party with flock of familiars is super powerful, the Dragon-breath cantrip is completely over powered, and immunity to charm & fear is extremely powerful alone but you've also given them a free spell at the same time....
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Dragon Shaman Domain
Dragon Shaman’s follow the Draconic deities of creation, wisdom, and primordial power. To these disciples dragon hordes are heavenly hosts, and they seek to emulate them through their faith. Like dragons, their followers are diverse and varied. Whether banded together by a church, isolated in cults, or simply wandering alone, Dragon Shamans are not to be trifled with.
Dragon Shaman Domain Spells
Cleric Level
Spells
1st
Absorb Elements, Command
3rd
Flock of Familiars*, Dragon’s Breath
5th
Protection from Energy, Counterspell
7th
Polymorph, Elemental Bane
9th
Summon Draconic Spirit, Commune
*Summons Pseudodragons
-Draconic Disciple: When you choose this domain at 1st level, you learn to read and write Draconic. Additionally, you become proficient in 2 of the following skills: Deception, Intimidation, Persuasion, or Insight.
-Draconic Arcana: Also at 1st level, you gain the Draconic Breath cantrip. This counts as a Cleric cantrip for you, and does not count against the number of cantrips that you know. You also gain the Find Familiar ritual spell. When casting this spell you may summon a Pseudodragon as your familiar. This spell does not count against your number of spells known.
-Channel Divinity-Scale Mail: Starting at 2nd level, you can use your Channel Divinity to cloak yourself in protective spectral scales.
As an action, you invoke the protection of your patron Draconic deity and become resistant to one type of damage that you choose. This fine spectral scaled armor lasts for 1 minute before vanishing.
-Dragon Fear: At 6th level, you become a source of primordial dread while becoming unshakeable yourself. You become immune to Charm and Fear effects. Upon reaching this level, you gain the ability to cast Fear once per short rest. This does not count against the number of spells that you know, and does not require material components.
-Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire, cold, lightning, thunder, poison, or acid damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
-Flight of the Wyrm: At 17th level, you gain a flying speed equal to your current walking speed, and gain the ability to hover.
Draconic Breath
Evocation Cantrip
Casting Time: Bonus Action
Range: 30ft
Components: S
Duration: Instantaneous
Elemental power builds up in your chest and you exhale it at an enemy within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 damage of one of the following damage types: fire, cold, lightning, thunder, poison, or acid.
At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spell lists: Cleric, Druid, Bard, Sorcerer, Wizard
If you're already using Draconic Breath I guess it makes sense to leave it a cantrip, but for the purposes of creating and sharing a DDB subclass I'd just make it a subclass feature that allows you to do X as a bonus action.
And honestly, it should be a class feature because giving all those classes a damaging bonus action cantrip is very, very strong. If you use it I hope you're giving other the classes a boost as well.
Aside from that, flight is too little, too late as a level 17th feature. Most groups will have found one way or another to get everyone airborne by then and features at this level tend to be a bit more powerful than that anyway. I'd just swap out Counterspell (which doesn't feel very draconic anyway IMO) for Fly in their spell lists and do something else for their capstone feature.
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
This is a very OP subclass, Pseudodragon familiars give magic resistance, giving that to your whole party with flock of familiars is super powerful, the Dragon-breath cantrip is completely over powered, and immunity to charm & fear is extremely powerful alone but you've also given them a free spell at the same time....