Ill be honest, im not sure were to put this, but this seems like the right place...hopefully.
I wanted to provide my own feed back on a class i think is really really REALLY COOL, the DrakeWarden subclass. this is a really cool class that i really love, especially for the roleplaying possibilities. Sadly i havent been able to "playtest" this class my self. I really want to but, partly because of work and partly because of..."current events", i havent been able to find a group to play a game with lately.
Even so, i have done a little bit of research, study, math, and such, trying to get ready for this really awesome class. doing so i found a few things about the Drakewarden class that i would like to provide some feedback and some suggestions about it.
this fist thing that i would really like to suggest is to do with the summoning of the drake itself: "The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes."
all in all i only have one problem with this part, the "time limit", get rid of it. sorry sorry, ill try to explain why i think the amount of time the drake can stay on the field should be dropped. This class is Really cool and really ripe, in my opinion, for role playing. BUT, when you put a time limit onto how long the drake can stay next to the player defeats any and all role playing possibilities for this class. instead, the drake really turns into nothing more than a battle summons.
so, for roleplaying, id really suggest dropping only the "time limit" on the drake summons. everything else as far as the summons sound fine and cool to me.
second thing that id like to suggest, has actually been mentioned by others who are posting on the drakewarden. it is the fact that from Level 3 to Level 15 the drake stays at size: small, then JUMPS up to size: large. everybody noticed something big missing there, size: medium. honestly i cant help but think that someone accidently forgot to put that on the thread for some simple reason. even so, i personally think the drake should grow to size: medium somewhere around lvl 5, 6, or 7. this is a simple enough thing and i really believe it was intended to be something close to this but i think it still warrants a note at the very least.
the third thing id like to suggest has to do with Level 7.
Bond of Fang and Scale
7th-level Drakewarden feature
The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:
You gain resistance to the damage type chosen for the drake’s Draconic Essence.
Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
Id like to suggest adding a third option for the: "Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet." Id like to suggest a "Armored Drake" option.
the playing can choose this option and they would be able to add there CONSTITUION modifier x ranger level to the drakes hit points. also the drake get a +2 AC to its natural armor.
honestly this last one could probably use some more thought and balancing but i think there are a lot of players that would like this option. it really turns your drake into one heck of a tank. really becomes a very valuable part of any group. i had noticed that the DrakeWardens drake is very very VERY weak (hit points wise) when compared to other drakes of similare level/challange rating. but getting this option at level 7 would help in a couple of ways: some other players have noted that most people would chose the "flying drake", adding this option means that if you take the "flying drake" your getting a much weaker (hit point wise), or you can take the "armored drake" which gets twice the hit points and better armor.
i have a few other suggestions but im going to leave this here for right now. id honestly love to hear what other people think of this, i kinda hope we can help to make the DrakeWarden class into a really really cool, fun class.
ah, sorry about that. i see they moved it to the appropriate thread already. sorry, i can never seem to figure out where topics best fit on forum sites.
As others have pointed out, they probably skipped medium size so that small PCs don't get a flying mount much earlier than medium PCs. Personally, I'm going to suggest at our table that it grows to medium at 10 and simply is not willing/trained to be a mount until 15. I don't think this would really change anything else except it does allow the dragon to shove/grapple things one size larger than before.
We are also reflavoring the summoning entirely. Instead of "summoning," I use an action to feed my super-rare Variegated dragon an elementally-infused treat that unlocks part of its latent power. This determines the Draconic Essence and gives it the confidence to fight alongside me. After [proficiency] hours, the treat effect wears off and my dragon runs to the sidelines or goes off in search of more food or something until I feed it again. It can still be around for roleplaying purposes so that you can be a ranger and not a summoner.
okay i got to agree that your "reflavoring" does work from a roleplaying stand point. i personally would still like a change to the summoning mechanic that would allow the drake to either stay a lot longer, or somehow be a permanent add on.
honestly, why cant the drake summons just be like that of the Beast Master subclass? a permanent "summons" but if it "dies" you have to spend or wait 8 hours before you can resummon it? that seems fair enough to me, its not like the drake it to overpowered or something, is it?
My background fluff around the summon time limit is that the elven village had the lake around the standing stones drained by frost giants. A waterlogged cave was found below with an ancient dragon skeleton. The water had leeched away whatever colour the scales were
When my PC finds the skeleton a leather bag hangs from the pelvic bone. As he pulls on the bag part of the bone snaps off and lands inside. Suddenly in a flash of light an egg appears in the bag. After 3 levels of protecting the egg it splits open revealing the drake. At first the drake has translucent scales and you can see her organs and blood like a raw shrimp. When an elemental type is chosen the colour pours into the scales like adding a cup of milk to a cup of water for white. When hatched the eggshell is whisked back into the bag with bone
When the time limit is reached an energy field surrounds the drake and she is sent back inside the egg causing the bag to expand like a pufferfish. The egg can be drawn from the bag and hurled like a football the 30 feet of the summon range.
Instead of "summoning," I use an action to feed my super-rare Variegated dragon an elementally-infused treat that unlocks part of its latent power. This determines (...). It can still be around for roleplaying purposes so that you can be a ranger and not a summoner.
I really like this idea. It feels much more like an "actual" ranger if the drake can be a permanent companion but certain abilities can only be triggered temporarily by feeding it a special treat that you can create during a long rest. In this scenario it would also be possible to move the decision which draconic essence is used to the time of creation of the treat (aka during your long rest) so that you can't always adapt to your enemies during unexpected encounters to easily. Otherwise the mechanic may be a bit OP in many situations, as you basically get to select your damage type and resistances on the fly for free.
The "resummon by expending a spell a slot of level X or higher" mechanic could be emulated as well, by "expending a spell slot of level X or higher to siphon the elemental energy that was infused into the treat last fed to your drake, in order to reinstate its effect for Y amount of time." Note that this would not allow you to spontanously switch to another draconic essence, as it will only renew the treats effect. A switch would only be possible during a long rest.
Ill be honest, im not sure were to put this, but this seems like the right place...hopefully.
I wanted to provide my own feed back on a class i think is really really REALLY COOL, the DrakeWarden subclass. this is a really cool class that i really love, especially for the roleplaying possibilities. Sadly i havent been able to "playtest" this class my self. I really want to but, partly because of work and partly because of..."current events", i havent been able to find a group to play a game with lately.
Even so, i have done a little bit of research, study, math, and such, trying to get ready for this really awesome class. doing so i found a few things about the Drakewarden class that i would like to provide some feedback and some suggestions about it.
this fist thing that i would really like to suggest is to do with the summoning of the drake itself: "The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes."
all in all i only have one problem with this part, the "time limit", get rid of it. sorry sorry, ill try to explain why i think the amount of time the drake can stay on the field should be dropped. This class is Really cool and really ripe, in my opinion, for role playing. BUT, when you put a time limit onto how long the drake can stay next to the player defeats any and all role playing possibilities for this class. instead, the drake really turns into nothing more than a battle summons.
so, for roleplaying, id really suggest dropping only the "time limit" on the drake summons. everything else as far as the summons sound fine and cool to me.
second thing that id like to suggest, has actually been mentioned by others who are posting on the drakewarden. it is the fact that from Level 3 to Level 15 the drake stays at size: small, then JUMPS up to size: large. everybody noticed something big missing there, size: medium. honestly i cant help but think that someone accidently forgot to put that on the thread for some simple reason. even so, i personally think the drake should grow to size: medium somewhere around lvl 5, 6, or 7. this is a simple enough thing and i really believe it was intended to be something close to this but i think it still warrants a note at the very least.
the third thing id like to suggest has to do with Level 7.
Bond of Fang and Scale
7th-level Drakewarden feature
The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:
Id like to suggest adding a third option for the: "Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet." Id like to suggest a "Armored Drake" option.
the playing can choose this option and they would be able to add there CONSTITUION modifier x ranger level to the drakes hit points. also the drake get a +2 AC to its natural armor.
honestly this last one could probably use some more thought and balancing but i think there are a lot of players that would like this option. it really turns your drake into one heck of a tank. really becomes a very valuable part of any group. i had noticed that the DrakeWardens drake is very very VERY weak (hit points wise) when compared to other drakes of similare level/challange rating. but getting this option at level 7 would help in a couple of ways: some other players have noted that most people would chose the "flying drake", adding this option means that if you take the "flying drake" your getting a much weaker (hit point wise), or you can take the "armored drake" which gets twice the hit points and better armor.
i have a few other suggestions but im going to leave this here for right now. id honestly love to hear what other people think of this, i kinda hope we can help to make the DrakeWarden class into a really really cool, fun class.
Edit: The unearthed arcana subforum and the class survey that WotC puts out, I thought this was a homebrew you were talking about.
I would leave this as a comment directly on the subclass so its author gets notified about it.This sub-forum is for feedback pertaining to the website functionality and feature improvements that DDB can make to it.
The homebrew sub-forum is the place to discuss your own or other people's homebrew:https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rulesSite Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
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ah, sorry about that. i see they moved it to the appropriate thread already. sorry, i can never seem to figure out where topics best fit on forum sites.
crap, i tried taking the survey but lost the page and now it wont let me take the survey again. crap.
As others have pointed out, they probably skipped medium size so that small PCs don't get a flying mount much earlier than medium PCs. Personally, I'm going to suggest at our table that it grows to medium at 10 and simply is not willing/trained to be a mount until 15. I don't think this would really change anything else except it does allow the dragon to shove/grapple things one size larger than before.
We are also reflavoring the summoning entirely. Instead of "summoning," I use an action to feed my super-rare Variegated dragon an elementally-infused treat that unlocks part of its latent power. This determines the Draconic Essence and gives it the confidence to fight alongside me. After [proficiency] hours, the treat effect wears off and my dragon runs to the sidelines or goes off in search of more food or something until I feed it again. It can still be around for roleplaying purposes so that you can be a ranger and not a summoner.
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
okay i got to agree that your "reflavoring" does work from a roleplaying stand point. i personally would still like a change to the summoning mechanic that would allow the drake to either stay a lot longer, or somehow be a permanent add on.
honestly, why cant the drake summons just be like that of the Beast Master subclass? a permanent "summons" but if it "dies" you have to spend or wait 8 hours before you can resummon it? that seems fair enough to me, its not like the drake it to overpowered or something, is it?
My background fluff around the summon time limit is that the elven village had the lake around the standing stones drained by frost giants. A waterlogged cave was found below with an ancient dragon skeleton. The water had leeched away whatever colour the scales were
When my PC finds the skeleton a leather bag hangs from the pelvic bone. As he pulls on the bag part of the bone snaps off and lands inside. Suddenly in a flash of light an egg appears in the bag. After 3 levels of protecting the egg it splits open revealing the drake. At first the drake has translucent scales and you can see her organs and blood like a raw shrimp. When an elemental type is chosen the colour pours into the scales like adding a cup of milk to a cup of water for white. When hatched the eggshell is whisked back into the bag with bone
When the time limit is reached an energy field surrounds the drake and she is sent back inside the egg causing the bag to expand like a pufferfish. The egg can be drawn from the bag and hurled like a football the 30 feet of the summon range.
I really like this idea. It feels much more like an "actual" ranger if the drake can be a permanent companion but certain abilities can only be triggered temporarily by feeding it a special treat that you can create during a long rest. In this scenario it would also be possible to move the decision which draconic essence is used to the time of creation of the treat (aka during your long rest) so that you can't always adapt to your enemies during unexpected encounters to easily. Otherwise the mechanic may be a bit OP in many situations, as you basically get to select your damage type and resistances on the fly for free.
The "resummon by expending a spell a slot of level X or higher" mechanic could be emulated as well, by "expending a spell slot of level X or higher to siphon the elemental energy that was infused into the treat last fed to your drake, in order to reinstate its effect for Y amount of time." Note that this would not allow you to spontanously switch to another draconic essence, as it will only renew the treats effect. A switch would only be possible during a long rest.