I was curious if you guys could help me out. I'm working on a homebrew fighter archetype for my game and I was wondering if you could give me some feedback.
The Dragonborn Paragons, sometimes called the Canary Knights, are followers of Bahamut on a pilgrimage to become the greatest warriors of the Dragonborn race. While on this path, they often embellish their armor and their weaponry with icons of up to seven golden canaries to represent their current place on that path.
Restriction: Dragonborn Only Only Dragonborn can choose the Dragonborn Paragon Archetype. Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of the Dragonborn Paragons, but it might not apply to your DM’s setting. However, most features adapt the Breath Weapon racial trait. If your character has no Breath Weapon, you won’t be able to fully benefit from this Archetype’s features.
Breath Weapon Mastery
When you choose this archetype at 3rd level, you learn various ways to alter your Breath Weapon. When you use your Breath Weapon, you may use one of the following options:
Empowered Breath When you roll damage for your breath weapon, you may reroll a number of the damage dice up to your Constitition modifier (minimum of one). You must use the new rolls.
Forceful Breath When a creature fails their saving throw for your breath weapon, they also fall prone
Hurl Breath You can hurl your breath weapon into a projectile-like orb. You may target a creature or a hard surface within 30 feet. Each creature within 5 feet of the target must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
Shape Breath Whenever you use your breath weapon, you may choose to shape it to either a 5 by 30 ft line or a 15 ft cone.
Whirlwind Breath Your breath weapon’s range becomes a 5 ft sphere centered around you. You are not affected by your breath weapon. You may choose not to target creatures that are within range.
Bahamut's Grace
Starting 3rd level, when a creature you can see attacks you, you can use your reaction to increase your AC by your Charisma modifier (minimum of 1) until the start of your next turn. Alternatively, you may use your reaction to increase a single saving throw by your Charisma modifier (minimum of 1)
Additionally, you gain advantage on Charisma (Deception) and Charisma(Persuasion) checks when dealing with Good dragons.
Protector's Strike
Starting at 3rd level, whenever a creature makes an attack against a target other than you within 30 feet of you, you can use your reaction to move up to your speed and make a melee weapon attack against the attacking creature.
Breath and Blade
Starting at 7th level, whenever you use your breath weapon, you may immediately make a melee weapon attack.
Eternal Breath
From 10th level onwards, when you roll initiative and have expended your Breath weapon, you regain the use of your breath weapon. Additionally you may choose to add your Charisma modifier to the DC for any number of targets of your breath weapon.
Dragon Wings
At 15th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Sacred Shield
From 18th level onward, whenever you use your Second Wind, you may choose a number of creatures up to your Charisma modifier. They gain temporary hit points equal to the hit points you regained. They also gain resistance to the same damage type you gain from your draconic ancestry. Both the temporary hit points and the resistance last 1 minute.
Honestly I think this subclass is quite weak other than protectors strike (which bugs me as it doesn’t fit with theme), and Bahamuts grace. Breath weapon is a one time use ability that is quite weak in general. I don’t see any player picking this subclass just due to how weak it is after getting abilities after level 3.
Protectors strike is the only ability that is unlocked early on that is good, but it doesn’t even have to do much with the subclass theme. It’s honestly more of a paladin feature.
Personally I’d give a third level ability that at the start of your turn, allows you to roll a d6, on a 5 or 6, the breath weapon recharges. Breath and blade should maybe be 5th level feature instead, and protectors strike in my opinion doesn’t fit with the subclass theme so in my opinion it should be removed. Then maybe the 10th level ability could be changed to something else if you decide to do the d6 recharge thing. Due to these changes for the benefit of the subclass you may also want to make Bahamuts grace a limited time use per rest if stuff like this is changed.
Thank you for your feedback. I understand that the theme might be a bit confusing, as it is made for a home brew campaign. In the campaign, Bahamut is the patron of all dragonborn. I wanted this to be a bridge between fighters that follow him and paladins that serve him. So that's actually a compliment that it feels that way.
I was thinking about a recharge mechanic, yet I didn't want it to feel like all you needed was the first 3 levels. I feel like if I put the recharge mechanic there, it would be too appealing for anyone to simply put 3 levels in fighter (already a popular muticlass for any build due to action surge) to get that feature.
Giving breath and blade at 5th level to me doesn't make much sense: fighters at that level get their first extra attack, meaning that would be a very bloated level for power increase.
When bahamuts grace becomes usable an x amount of times per short/long rest, I take it you would remove the reaction cost from it?
Thank you for your feedback. I understand that the theme might be a bit confusing, as it is made for a home brew campaign. In the campaign, Bahamut is the patron of all dragonborn. I wanted this to be a bridge between fighters that follow him and paladins that serve him. So that's actually a compliment that it feels that way.
I was thinking about a recharge mechanic, yet I didn't want it to feel like all you needed was the first 3 levels. I feel like if I put the recharge mechanic there, it would be too appealing for anyone to simply put 3 levels in fighter (already a popular muticlass for any build due to action surge) to get that feature.
Giving breath and blade at 5th level to me doesn't make much sense: fighters at that level get their first extra attack, meaning that would be a very bloated level for power increase.
When bahamuts grace becomes usable an x amount of times per short/long rest, I take it you would remove the reaction cost from it?
Maybe recharge at level 5 then. My reasoning for breath and blade at level 5 is as follows:
Lets assume a fighter is using a weapon that does 1d8 (seems like typical fighter) with strength as the modifier (lets say 3). With extra attack, they can deal on both hits an average of 15 damage. Breath weapon is 3d6, which has an average (rounding up) of 11 damage. Yes breath weapon is AOE, but saying it’s a one time use (or a recharge if you make it so), that’s kinda bad. Breath weapon plus one weapon has an average of 18. With the whole subclass dedicated to breath weapon, an ability that is a one time use, (or recharge) this makes it quite weak.
When Bahamuts grace becomes not a reaction or a reaction is your choice, I’d recommend it as this subclass doesn’t anyways have super strong reaction abilities anyways. I’d say it should be a reaction if you do not want this to be multi classed with another class, but not a reaction if you think this would make well with multiclassing.
Thank you for your feedback. I understand that the theme might be a bit confusing, as it is made for a home brew campaign. In the campaign, Bahamut is the patron of all dragonborn. I wanted this to be a bridge between fighters that follow him and paladins that serve him. So that's actually a compliment that it feels that way.
I was thinking about a recharge mechanic, yet I didn't want it to feel like all you needed was the first 3 levels. I feel like if I put the recharge mechanic there, it would be too appealing for anyone to simply put 3 levels in fighter (already a popular muticlass for any build due to action surge) to get that feature.
Giving breath and blade at 5th level to me doesn't make much sense: fighters at that level get their first extra attack, meaning that would be a very bloated level for power increase.
When bahamuts grace becomes usable an x amount of times per short/long rest, I take it you would remove the reaction cost from it?
Maybe recharge at level 5 then. My reasoning for breath and blade at level 5 is as follows:
Lets assume a fighter is using a weapon that does 1d8 (seems like typical fighter) with strength as the modifier (lets say 3). With extra attack, they can deal on both hits an average of 15 damage. Breath weapon is 3d6, which has an average (rounding up) of 11 damage. Yes breath weapon is AOE, but saying it’s a one time use (or a recharge if you make it so), that’s kinda bad. Breath weapon plus one weapon has an average of 18. With the whole subclass dedicated to breath weapon, an ability that is a one time use, (or recharge) this makes it quite weak.
When Bahamuts grace becomes not a reaction or a reaction is your choice, I’d recommend it as this subclass doesn’t anyways have super strong reaction abilities anyways. I’d say it should be a reaction if you do not want this to be multi classed with another class, but not a reaction if you think this would make well with multiclassing.
That's very helpful, thanks! I'm never really that good at such math. do you think making the breath weapon a bonus action would solve the problem? That way it won't interfere with the "regular" damage a fighter can do.
I think an unlimited reaction will work nicely, as it opens strategic choices about whether or not to use it, instead of attacks of opportunities and such. You agree?
Thank you for your feedback. I understand that the theme might be a bit confusing, as it is made for a home brew campaign. In the campaign, Bahamut is the patron of all dragonborn. I wanted this to be a bridge between fighters that follow him and paladins that serve him. So that's actually a compliment that it feels that way.
I was thinking about a recharge mechanic, yet I didn't want it to feel like all you needed was the first 3 levels. I feel like if I put the recharge mechanic there, it would be too appealing for anyone to simply put 3 levels in fighter (already a popular muticlass for any build due to action surge) to get that feature.
Giving breath and blade at 5th level to me doesn't make much sense: fighters at that level get their first extra attack, meaning that would be a very bloated level for power increase.
When bahamuts grace becomes usable an x amount of times per short/long rest, I take it you would remove the reaction cost from it?
Maybe recharge at level 5 then. My reasoning for breath and blade at level 5 is as follows:
Lets assume a fighter is using a weapon that does 1d8 (seems like typical fighter) with strength as the modifier (lets say 3). With extra attack, they can deal on both hits an average of 15 damage. Breath weapon is 3d6, which has an average (rounding up) of 11 damage. Yes breath weapon is AOE, but saying it’s a one time use (or a recharge if you make it so), that’s kinda bad. Breath weapon plus one weapon has an average of 18. With the whole subclass dedicated to breath weapon, an ability that is a one time use, (or recharge) this makes it quite weak.
When Bahamuts grace becomes not a reaction or a reaction is your choice, I’d recommend it as this subclass doesn’t anyways have super strong reaction abilities anyways. I’d say it should be a reaction if you do not want this to be multi classed with another class, but not a reaction if you think this would make well with multiclassing.
That's very helpful, thanks! I'm never really that good at such math. do you think making the breath weapon a bonus action would solve the problem? That way it won't interfere with the "regular" damage a fighter can do.
I think an unlimited reaction will work nicely, as it opens strategic choices about whether or not to use it, instead of attacks of opportunities and such. You agree?
Yeah I agree. I still hopefully think a breath weapon recharge is a good idea, as abilities of the subclass often revolve around it.
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Hey guys,
I was curious if you guys could help me out. I'm working on a homebrew fighter archetype for my game and I was wondering if you could give me some feedback.
The Dragonborn Paragons, sometimes called the Canary Knights, are followers of Bahamut on a pilgrimage to become the greatest warriors of the Dragonborn race. While on this path, they often embellish their armor and their weaponry with icons of up to seven golden canaries to represent their current place on that path.
Restriction: Dragonborn Only
Only Dragonborn can choose the Dragonborn Paragon Archetype. Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of the Dragonborn Paragons, but it might not apply to your DM’s setting. However, most features adapt the Breath Weapon racial trait. If your character has no Breath Weapon, you won’t be able to fully benefit from this Archetype’s features.
Breath Weapon Mastery
When you roll damage for your breath weapon, you may reroll a number of the damage dice up to your Constitition modifier (minimum of one). You must use the new rolls.
When a creature fails their saving throw for your breath weapon, they also fall prone
You can hurl your breath weapon into a projectile-like orb. You may target a creature or a hard surface within 30 feet. Each creature within 5 feet of the target must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
Whenever you use your breath weapon, you may choose to shape it to either a 5 by 30 ft line or a 15 ft cone.
Your breath weapon’s range becomes a 5 ft sphere centered around you. You are not affected by your breath weapon. You may choose not to target creatures that are within range.
Bahamut's Grace
Starting 3rd level, when a creature you can see attacks you, you can use your reaction to increase your AC by your Charisma modifier (minimum of 1) until the start of your next turn. Alternatively, you may use your reaction to increase a single saving throw by your Charisma modifier (minimum of 1)
Additionally, you gain advantage on Charisma (Deception) and Charisma(Persuasion) checks when dealing with Good dragons.
Protector's Strike
Starting at 3rd level, whenever a creature makes an attack against a target other than you within 30 feet of you, you can use your reaction to move up to your speed and make a melee weapon attack against the attacking creature.
Breath and Blade
Starting at 7th level, whenever you use your breath weapon, you may immediately make a melee weapon attack.
Eternal Breath
From 10th level onwards, when you roll initiative and have expended your Breath weapon, you regain the use of your breath weapon. Additionally you may choose to add your Charisma modifier to the DC for any number of targets of your breath weapon.
Dragon Wings
At 15th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Sacred Shield
From 18th level onward, whenever you use your Second Wind, you may choose a number of creatures up to your Charisma modifier. They gain temporary hit points equal to the hit points you regained. They also gain resistance to the same damage type you gain from your draconic ancestry. Both the temporary hit points and the resistance last 1 minute.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
An updated version has been created on DnD Beyond, you can find it here: https://www.dndbeyond.com/subclasses/586550-dragonborn-paragon
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Honestly I think this subclass is quite weak other than protectors strike (which bugs me as it doesn’t fit with theme), and Bahamuts grace. Breath weapon is a one time use ability that is quite weak in general. I don’t see any player picking this subclass just due to how weak it is after getting abilities after level 3.
Protectors strike is the only ability that is unlocked early on that is good, but it doesn’t even have to do much with the subclass theme. It’s honestly more of a paladin feature.
Personally I’d give a third level ability that at the start of your turn, allows you to roll a d6, on a 5 or 6, the breath weapon recharges. Breath and blade should maybe be 5th level feature instead, and protectors strike in my opinion doesn’t fit with the subclass theme so in my opinion it should be removed. Then maybe the 10th level ability could be changed to something else if you decide to do the d6 recharge thing. Due to these changes for the benefit of the subclass you may also want to make Bahamuts grace a limited time use per rest if stuff like this is changed.
Thank you for your feedback. I understand that the theme might be a bit confusing, as it is made for a home brew campaign. In the campaign, Bahamut is the patron of all dragonborn. I wanted this to be a bridge between fighters that follow him and paladins that serve him. So that's actually a compliment that it feels that way.
I was thinking about a recharge mechanic, yet I didn't want it to feel like all you needed was the first 3 levels. I feel like if I put the recharge mechanic there, it would be too appealing for anyone to simply put 3 levels in fighter (already a popular muticlass for any build due to action surge) to get that feature.
Giving breath and blade at 5th level to me doesn't make much sense: fighters at that level get their first extra attack, meaning that would be a very bloated level for power increase.
When bahamuts grace becomes usable an x amount of times per short/long rest, I take it you would remove the reaction cost from it?
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Maybe recharge at level 5 then. My reasoning for breath and blade at level 5 is as follows:
Lets assume a fighter is using a weapon that does 1d8 (seems like typical fighter) with strength as the modifier (lets say 3). With extra attack, they can deal on both hits an average of 15 damage. Breath weapon is 3d6, which has an average (rounding up) of 11 damage. Yes breath weapon is AOE, but saying it’s a one time use (or a recharge if you make it so), that’s kinda bad. Breath weapon plus one weapon has an average of 18. With the whole subclass dedicated to breath weapon, an ability that is a one time use, (or recharge) this makes it quite weak.
When Bahamuts grace becomes not a reaction or a reaction is your choice, I’d recommend it as this subclass doesn’t anyways have super strong reaction abilities anyways. I’d say it should be a reaction if you do not want this to be multi classed with another class, but not a reaction if you think this would make well with multiclassing.
That's very helpful, thanks! I'm never really that good at such math. do you think making the breath weapon a bonus action would solve the problem? That way it won't interfere with the "regular" damage a fighter can do.
I think an unlimited reaction will work nicely, as it opens strategic choices about whether or not to use it, instead of attacks of opportunities and such. You agree?
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Yeah I agree. I still hopefully think a breath weapon recharge is a good idea, as abilities of the subclass often revolve around it.