good... except my DM smote my character because it wanted blood and death....
What exactly happened? Did you die?
Me OOC: "PVP! PVP! PVP! PVP! PVP!" (shouting)
My character: "MORE BLOODSHED! MORE DEATH!!!!!!!!!!"
My DM OOC: "could you please stop?"
Me OOC: "PVP! PVP!"
My DM: "a lightning bolt comes from the sky and smites your character. you take... (long pause, while the rolling of many dice can be heard) yep, that's defiantly enough damage to kill your character..."
Barbarians who walk the Path of the Dragon draw their rage from a draconic spark burning within their souls. That dragon bursts forth in the throes of rage, physically transforming the barbarian. the origin of the draconic power varies from person to person, but here are some examples you can use, or base yours off of:
D4
ORIGIN
1
One of your distant ancestors was a dragon
2
You are descended from an dragon warlock and inherited their draconic powers
3
A dragon gifted you with the ability to draw on its powers
4
A primordial dragon took full control of your body, unintentionally giving you some of its powers.
Form of the Dragon. Starting at 3rd level, when you enter your rage, you can transform, revealing the draconic power within you. Until the rage ends, you manifest a natural adaptation. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the adaptations form each time you rage:
Scales.your skin morphs into tough scales. your natural armor class becomes 14 plus your dexterity modifier, instead of the normal 10 plus your constitution modifier, plus your dexterity modifier.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Wings.Dragon like wings grow from your back. You gain a flying speed of 50 feet.
Draconic Resistance. at level 6, you gain resistance to your choice of fire, cold, acid, lightning, or poison damage.
when you reach level 18 in this class, this improves to immunity.
Protection of the dragon. beginning at level 10, while you are raging, an aura of protection emanates from you, extending 20 feet in all directions. friendly creatures in the aura gain resistance to the type of damage chosen for the Draconic Resistance feature.
when you reach 15th level in this class, the aura increases to 50 feet.
Call of the Dragons. Starting at 14th level, the dragon within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures in your aura equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long
Dragon Fighter:
Dragon Knight, Subclass (Fighter)
Dragon Knights are fighters, who were trained in the ways of fighting by a dragon. few have the chance to be trained in swordsmanship by a dragon, making them very rare. dragon knights are feared on the battle field, for their ability to cast spells and wield weapons, there powerful dragon-given abilities, and because I not great at balancing homebrew, so I made this one a little too op... :|
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Dragon Knight Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation spells on the sorcerer spell list.
The Spells Known column of the Dragon Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through finding favor with a dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Dragon Knight Spellcasting
Fighter Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Draconic Weapon. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, it becomes sentient. while sentient, it can speak draconic, and has telepathy to you if you are holding it. it acts as the dragon who taught you would, and knows as much as you do, along with some basic dragon information, that basically all dragon would know, such as who rules the dragons (assuming most dragons know who rules them). being sentient does not grant in any ability to move on its own, or anything other than the ability to communicate.
You can have only 1 bonded weapon at a time. If you attempt to bond with another weapon, you break the bond with the old weapon.
Elemental Affinity. beginning at level 7, when you deal damage with a spell, you may change the damage type to the damage type associated with the dragon who taught you, as shown on the table below.
Draconic Instructor
Dragon
Damage Type
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
additionally, you gain resistance to the type of damage associated with your draconic instructor.
Elemental Strike. when you reach 10th level in this class, you learn to imbue you strikes with elemental power. when you deal damage with a weapon, you may deal an additional 1d4 damage of the type associated with the dragon who taught you.
Draconic Flight. at level 15, strong, draconic, wings sprout from you back. you gain a flying speed of 45 feet. while you are wearing heavy armor, this is reduced to 35 feet.
Dragon Fear. starting at 18th level, you learn how, like dragons, to inspire fear in the hears of your enemies. as a bonus action, you may use this feature, and choose any number of creatures who can see you. those creatures must make a wisdom saving throw against your spell save DC, or be frightened for a minute. the affected creatures can repeat the save on each of their turns, ending the effect on a success. you can use this feature twice, regaining the spent use after a long rest. additionally, you gain proficiency in the intimidation skill, if you did not already have proficiency in it.
Barbarians who walk the Path of the Dragon draw their rage from a draconic spark burning within their souls. That dragon bursts forth in the throes of rage, physically transforming the barbarian. The origin of the draconic power varies from person to person, but here are some examples you can use, or base yours off of:
D4
ORIGIN
1
One of your distant ancestors was a dragon.
2
You are descended from an dragon warlock and inherited their draconic powers.
3
A dragon gifted you with the ability to draw on its powers.
4
A primordial dragon took full control of your body, unintentionally giving you some of its powers.
Form of the Dragon. Starting at 3rd level, when you enter your rage, you can transform, revealing the draconic power within you. Until the rage ends, you manifest a natural adaptation. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the adaptations form each time you rage.
Scales.your skin morphs into tough scales. your natural armor class becomes 14 plus your dexterity modifier, instead of the normal 10 plus your constitution modifier, plus your dexterity modifier.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Wings.Dragon like wings grow from your back. You gain a flying speed of 50 feet.
Draconic Resistance. At 6th level, you gain resistance to your choice of fire, cold, acid, lightning, or poison damage.
When you reach level 18 in this class, this improves to immunity.
Protection of the dragon. Beginning at 10th level, while you are raging, an aura of protection emanates from you, extending 20 feet in all directions. Friendly creatures in the aura gain resistance to the type of damage chosen for the Draconic Resistance feature.
When you reach 15th level in this class, the aura increases to 50 feet.
Call of the Dragons. Starting at 14th level, the dragon within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures in your aura equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dragon Knight, Subclass (Fighter)
Dragon Knights are fighters, who were trained in the ways of fighting by a dragon. few have the chance to be trained in swordsmanship by a dragon, making them very rare. Dragon knights are feared on the battle field, for their ability to cast spells and wield weapons, as well as their powerful dragon-given abilities, and because I not great at balancing homebrew, so I made this one a little too OP... :|
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Dragon Knight Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation spells on the sorcerer spell list.
The Spells Known column of the Dragon Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through finding favor with a dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Dragon Knight Spellcasting
Fighter Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Draconic Weapon. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, it becomes sentient. while sentient, it can speak draconic, and has telepathy to you if you are holding it. it acts as the dragon who taught you would, and knows as much as you do, along with some basic dragon information, that basically all dragon would know, such as who rules the dragons (assuming most dragons know who rules them). being sentient does not grant in any ability to move on its own, or anything other than the ability to communicate.
You can have only 1 bonded weapon at a time. If you attempt to bond with another weapon, you break the bond with the old weapon.
Elemental Affinity. beginning at level 7, when you deal damage with a spell, you may change the damage type to the damage type associated with the dragon who taught you, as shown on the table below.
Draconic Instructor
Dragon
Damage Type
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
Additionally, you gain resistance to the type of damage associated with your draconic instructor.
Elemental Strike. When you reach 10th level in this class, you learn to imbue you strikes with elemental power. When you deal damage with a weapon, you may deal an additional 1d4 damage of the type associated with the dragon who taught you.
Draconic Flight. At level 15, strong, draconic, wings sprout from you back. You gain a flying speed of 45 feet. while you are wearing heavy armor, this is reduced to 35 feet.
Dragon Fear. Starting at 18th level, you learn how, like dragons, to inspire fear in the hears of your enemies. As a bonus action, you may use this feature, and choose any number of creatures who can see you. Those creatures must make a Wisdom saving throw against your spell save DC, or be frightened for 1 minute. The affected creatures can repeat the save on each of their turns, ending the effect on a success. You can use this feature twice, regaining the spent use after a long rest. Additionally, you gain proficiency in the intimidation skill, if you did not already have proficiency in it.
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All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Theme: Solid. Draconic influence is fairly easy to explain in most campaigns, and you rarely go wrong with a dragon-themed subclass.
Form of the Dragon: The idea is good, but the executioner is a bit off kilter. Scales is strange, rewarding barbarians with higher dexterity than CON. Its a bit of an edge case, and still works at early levels when your CON is below 18. You probably won't be using scales when you reach high level. Claws are nice, the most balanced of the three. Wings is very swingy. Fifty feet of flying speed is a lot, and seems excessive for third level. Isn't their a Barbarian subclass that gets limited flight at fourteenth? Anyways, this is probably going to be excellent out in the open and useless in dungeons, as flight often is.
Draconic Resistance: Balanced, not much to say.
Protection of the Dragon: Again, could win fights against some enemies (Fire immunity for the whole party when fighting fire elementals is huge) but is still balanced.
Call of the Dragons: Powerful but appropriate for the level.
Fighter
Theme: Again, dragons, difficult to go wrong with.
Spellcasting: Casts with charisma, which means good multiclassing, spell tables look fine.
Draconic Weapon: Interesting. Other than advice, I'm not really sure what sentience adds to a weapon mechanics wise.
Elemental Affinity: Makes more nice dragons like Copper doable. Useful as usual.
Elemental Strike: Powerful but not broken. A little extra damage is always nice.
Draconic Flight: Flying again. Presents to same difficulties as with the barbarian, but at a much higher level so it isn't as unbalanced.
Dragon Fear: Frightening is always useful.
Overall, I like the barbarian much better. If anything, but subclass are a little underpowered, but that can be fixed post-playtesting. The fighter subclass didn't feel as interesting; it was not very focused. You could either do some mediocre casting or fight like an average fighter. It faces many of the problems of the Eldritch Knight, and unfortunately does not fix them. If it is any consolation, I don't think it is very overpowered and could actually use a little powering up.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Very nice, makes you like a dragonborn but you can deal damage with your weapons and spells instead.If I could say two things it would be, 1. Fireball but ice and 2. MAgic Missile but fire. Also Shocking grasp could then be turned into the fire hands thing.
Draconic Weapon
Actually this is very cool for outside of combat and rping situations.
Theme: Solid. Draconic influence is fairly easy to explain in most campaigns, and you rarely go wrong with a dragon-themed subclass.
Form of the Dragon: The idea is good, but the executioner is a bit off kilter. Scales is strange, rewarding barbarians with higher dexterity than CON. Its a bit of an edge case, and still works at early levels when your CON is below 18. You probably won't be using scales when you reach high level. Claws are nice, the most balanced of the three. Wings is very swingy. Fifty feet of flying speed is a lot, and seems excessive for third level. Isn't their a Barbarian subclass that gets limited flight at fourteenth? Anyways, this is probably going to be excellent out in the open and useless in dungeons, as flight often is.
Draconic Resistance: Balanced, not much to say.
Protection of the Dragon: Again, could win fights against some enemies (Fire immunity for the whole party when fighting fire elementals is huge) but is still balanced.
Call of the Dragons: Powerful but appropriate for the level.
Fighter
Theme: Again, dragons, difficult to go wrong with.
Spellcasting: Casts with charisma, which means good multiclassing, spell tables look fine.
Draconic Weapon: Interesting. Other than advice, I'm not really sure what sentience adds to a weapon mechanics wise.
Elemental Affinity: Makes more nice dragons like Copper doable. Useful as usual.
Elemental Strike: Powerful but not broken. A little extra damage is always nice.
Draconic Flight: Flying again. Presents to same difficulties as with the barbarian, but at a much higher level so it isn't as unbalanced.
Dragon Fear: Frightening is always useful.
Overall, I like the barbarian much better. If anything, but subclass are a little underpowered, but that can be fixed post-playtesting. The fighter subclass didn't feel as interesting; it was not very focused. You could either do some mediocre casting or fight like an average fighter. It faces many of the problems of the Eldritch Knight, and unfortunately does not fix them. If it is any consolation, I don't think it is very overpowered and could actually use a little powering up.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Wait, can we post our homebrew stuff in this thread? I'm confused.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Yeah, this is a thread where we just comment so we can win
Rollback Post to RevisionRollBack
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Let's see who can get the last comment. Prize will be announced in the next to last comment.
No bamboozle.
What do you mean by “no bamboozle”? And I recognize this is from 2017. Before the plague...
Rollback Post to RevisionRollBack
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Me OOC: "PVP! PVP! PVP! PVP! PVP!" (shouting)
My character: "MORE BLOODSHED! MORE DEATH!!!!!!!!!!"
My DM OOC: "could you please stop?"
Me OOC: "PVP! PVP!"
My DM: "a lightning bolt comes from the sky and smites your character. you take... (long pause, while the rolling of many dice can be heard) yep, that's defiantly enough damage to kill your character..."
I am an average mathematics enjoyer.
>Extended Signature<
That seems like a very DM thing to do
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
our party had gotten a wand of winter, and i wanted to do pvp to see who got it...
I am an average mathematics enjoyer.
>Extended Signature<
Oh, it all makes sense now I guess
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
dragon barbarian:
Path of the Dragon, Subclass (barbarian)
Barbarians who walk the Path of the Dragon draw their rage from a draconic spark burning within their souls. That dragon bursts forth in the throes of rage, physically transforming the barbarian. the origin of the draconic power varies from person to person, but here are some examples you can use, or base yours off of:
Form of the Dragon. Starting at 3rd level, when you enter your rage, you can transform, revealing the draconic power within you. Until the rage ends, you manifest a natural adaptation. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the adaptations form each time you rage:
Scales. your skin morphs into tough scales. your natural armor class becomes 14 plus your dexterity modifier, instead of the normal 10 plus your constitution modifier, plus your dexterity modifier.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Wings. Dragon like wings grow from your back. You gain a flying speed of 50 feet.
Draconic Resistance. at level 6, you gain resistance to your choice of fire, cold, acid, lightning, or poison damage.
when you reach level 18 in this class, this improves to immunity.
Protection of the dragon. beginning at level 10, while you are raging, an aura of protection emanates from you, extending 20 feet in all directions. friendly creatures in the aura gain resistance to the type of damage chosen for the Draconic Resistance feature.
when you reach 15th level in this class, the aura increases to 50 feet.
Call of the Dragons. Starting at 14th level, the dragon within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures in your aura equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long
Dragon Fighter:
Dragon Knight, Subclass (Fighter)
Dragon Knights are fighters, who were trained in the ways of fighting by a dragon. few have the chance to be trained in swordsmanship by a dragon, making them very rare. dragon knights are feared on the battle field, for their ability to cast spells and wield weapons, there powerful dragon-given abilities, and because I not great at balancing homebrew, so I made this one a little too op... :|
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Dragon Knight Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation spells on the sorcerer spell list.
The Spells Known column of the Dragon Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through finding favor with a dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Dragon Knight Spellcasting
Fighter Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Draconic Weapon. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, it becomes sentient. while sentient, it can speak draconic, and has telepathy to you if you are holding it. it acts as the dragon who taught you would, and knows as much as you do, along with some basic dragon information, that basically all dragon would know, such as who rules the dragons (assuming most dragons know who rules them). being sentient does not grant in any ability to move on its own, or anything other than the ability to communicate.
You can have only 1 bonded weapon at a time. If you attempt to bond with another weapon, you break the bond with the old weapon.
Elemental Affinity. beginning at level 7, when you deal damage with a spell, you may change the damage type to the damage type associated with the dragon who taught you, as shown on the table below.
Draconic Instructor
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
additionally, you gain resistance to the type of damage associated with your draconic instructor.
Elemental Strike. when you reach 10th level in this class, you learn to imbue you strikes with elemental power. when you deal damage with a weapon, you may deal an additional 1d4 damage of the type associated with the dragon who taught you.
Draconic Flight. at level 15, strong, draconic, wings sprout from you back. you gain a flying speed of 45 feet. while you are wearing heavy armor, this is reduced to 35 feet.
Dragon Fear. starting at 18th level, you learn how, like dragons, to inspire fear in the hears of your enemies. as a bonus action, you may use this feature, and choose any number of creatures who can see you. those creatures must make a wisdom saving throw against your spell save DC, or be frightened for a minute. the affected creatures can repeat the save on each of their turns, ending the effect on a success. you can use this feature twice, regaining the spent use after a long rest. additionally, you gain proficiency in the intimidation skill, if you did not already have proficiency in it.
I am an average mathematics enjoyer.
>Extended Signature<
Needs a bit of SPaG.
Path of the Dragon, Subclass (barbarian)
Barbarians who walk the Path of the Dragon draw their rage from a draconic spark burning within their souls. That dragon bursts forth in the throes of rage, physically transforming the barbarian. The origin of the draconic power varies from person to person, but here are some examples you can use, or base yours off of:
Form of the Dragon. Starting at 3rd level, when you enter your rage, you can transform, revealing the draconic power within you. Until the rage ends, you manifest a natural adaptation. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the adaptations form each time you rage.
Scales. your skin morphs into tough scales. your natural armor class becomes 14 plus your dexterity modifier, instead of the normal 10 plus your constitution modifier, plus your dexterity modifier.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Wings. Dragon like wings grow from your back. You gain a flying speed of 50 feet.
Draconic Resistance. At 6th level, you gain resistance to your choice of fire, cold, acid, lightning, or poison damage.
When you reach level 18 in this class, this improves to immunity.
Protection of the dragon. Beginning at 10th level, while you are raging, an aura of protection emanates from you, extending 20 feet in all directions. Friendly creatures in the aura gain resistance to the type of damage chosen for the Draconic Resistance feature.
When you reach 15th level in this class, the aura increases to 50 feet.
Call of the Dragons. Starting at 14th level, the dragon within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures in your aura equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dragon Knight, Subclass (Fighter)
Dragon Knights are fighters, who were trained in the ways of fighting by a dragon. few have the chance to be trained in swordsmanship by a dragon, making them very rare. Dragon knights are feared on the battle field, for their ability to cast spells and wield weapons, as well as their powerful dragon-given abilities, and because I not great at balancing homebrew, so I made this one a little too OP... :|
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Dragon Knight Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation spells on the sorcerer spell list.
The Spells Known column of the Dragon Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through finding favor with a dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Dragon Knight Spellcasting
Fighter Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Draconic Weapon. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, it becomes sentient. while sentient, it can speak draconic, and has telepathy to you if you are holding it. it acts as the dragon who taught you would, and knows as much as you do, along with some basic dragon information, that basically all dragon would know, such as who rules the dragons (assuming most dragons know who rules them). being sentient does not grant in any ability to move on its own, or anything other than the ability to communicate.
You can have only 1 bonded weapon at a time. If you attempt to bond with another weapon, you break the bond with the old weapon.
Elemental Affinity. beginning at level 7, when you deal damage with a spell, you may change the damage type to the damage type associated with the dragon who taught you, as shown on the table below.
Draconic Instructor
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
Additionally, you gain resistance to the type of damage associated with your draconic instructor.
Elemental Strike. When you reach 10th level in this class, you learn to imbue you strikes with elemental power. When you deal damage with a weapon, you may deal an additional 1d4 damage of the type associated with the dragon who taught you.
Draconic Flight. At level 15, strong, draconic, wings sprout from you back. You gain a flying speed of 45 feet. while you are wearing heavy armor, this is reduced to 35 feet.
Dragon Fear. Starting at 18th level, you learn how, like dragons, to inspire fear in the hears of your enemies. As a bonus action, you may use this feature, and choose any number of creatures who can see you. Those creatures must make a Wisdom saving throw against your spell save DC, or be frightened for 1 minute. The affected creatures can repeat the save on each of their turns, ending the effect on a success. You can use this feature twice, regaining the spent use after a long rest. Additionally, you gain proficiency in the intimidation skill, if you did not already have proficiency in it.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
:|
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Here's my review of Warlock's subclasses.
Barbarian
Theme: Solid. Draconic influence is fairly easy to explain in most campaigns, and you rarely go wrong with a dragon-themed subclass.
Form of the Dragon: The idea is good, but the executioner is a bit off kilter. Scales is strange, rewarding barbarians with higher dexterity than CON. Its a bit of an edge case, and still works at early levels when your CON is below 18. You probably won't be using scales when you reach high level. Claws are nice, the most balanced of the three. Wings is very swingy. Fifty feet of flying speed is a lot, and seems excessive for third level. Isn't their a Barbarian subclass that gets limited flight at fourteenth? Anyways, this is probably going to be excellent out in the open and useless in dungeons, as flight often is.
Draconic Resistance: Balanced, not much to say.
Protection of the Dragon: Again, could win fights against some enemies (Fire immunity for the whole party when fighting fire elementals is huge) but is still balanced.
Call of the Dragons: Powerful but appropriate for the level.
Fighter
Theme: Again, dragons, difficult to go wrong with.
Spellcasting: Casts with charisma, which means good multiclassing, spell tables look fine.
Draconic Weapon: Interesting. Other than advice, I'm not really sure what sentience adds to a weapon mechanics wise.
Elemental Affinity: Makes more nice dragons like Copper doable. Useful as usual.
Elemental Strike: Powerful but not broken. A little extra damage is always nice.
Draconic Flight: Flying again. Presents to same difficulties as with the barbarian, but at a much higher level so it isn't as unbalanced.
Dragon Fear: Frightening is always useful.
Overall, I like the barbarian much better. If anything, but subclass are a little underpowered, but that can be fixed post-playtesting. The fighter subclass didn't feel as interesting; it was not very focused. You could either do some mediocre casting or fight like an average fighter. It faces many of the problems of the Eldritch Knight, and unfortunately does not fix them. If it is any consolation, I don't think it is very overpowered and could actually use a little powering up.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
About the Dragon Fighter
Dragon Fear
Very Nice
Elemental Strike/Draconic Flight
Nothing to say here
Elemental Affinity
Very nice, makes you like a dragonborn but you can deal damage with your weapons and spells instead.If I could say two things it would be, 1. Fireball but ice and 2. MAgic Missile but fire. Also Shocking grasp could then be turned into the fire hands thing.
Draconic Weapon
Actually this is very cool for outside of combat and rping situations.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Oh, if I can say one more thing. It gives me Fairy Tail vibes.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
thans for the review!
draconic weapon was more for flavor than anything
I am an average mathematics enjoyer.
>Extended Signature<
Stealth check 12
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Passive Perception 15
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
:| Intimidation check to let me win for at least another minute 2
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Success
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
Hello!
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Wait, can we post our homebrew stuff in this thread? I'm confused.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Eh, we kinda do everything in this thread.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Yeah, this is a thread where we just comment so we can win
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
What do you mean by “no bamboozle”? And I recognize this is from 2017. Before the plague...
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while