5e Dragon Shaman

Post/Author/DateTimePost
#1

Darrius_Adler

Sep 26, 2014 6:05:31

Ok, so putting this up as work in progress.  This is what I have so far for the Dragon Shaman as its own 5e base class.  What do you guys think?:


Class Features

Hit Points
Hit Dice: 1d10 per Dragon Shaman level.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level of Dragon Shaman after 1st.

Proficiencies
Armor: Light armor, medium armor and shields.
Weapons: Simple weapons
Tools: None
Languages: A dragon shaman has the option of taking Draconic as a language

Saving Throws: Wisdom and Charisma

Skills: Choose two from Athletics, Arcana, Intimidation, Nature, Perception (Also see Totem Dragon class feature for additional skills)

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Mace or (b) Quarterstaff
  • (a) Scale mail or (b) leather armor
  • (a) Light crossbow and 20 bolts (b) Any simple weapon
  • (a) Explorer's Pack or (b) Quarterstaff
  • (a) Shield and 5gp or (b) 15gp

Totem Dragon
You must choose a totem dragon from among the true dragons appearing in the Monster Manual (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You must choose a dragon whose alignment is within one step of yours, as described in the following table. The skills listed for your chosen totem are added to the available choices for starting skills as a  Dragon Shaman. The particular sort of breath weapon you gain at 3rd level is based on the dragon you select as your totem.

[table]
[tr]
    [td]Totem Dragon[/td]
    [td]Acceptable Alignment[/td]
    [td]Additional Skills[/td]
    [td]Breath Weapon Type[/td]
[/tr]
[tr]
    [td]Black[/td]
    [td]NE, CE, CN[/td]
    [td]Stealth[/td]
    [td]Line of acid[/td]
[/tr]
[tr]
    [td]Blue[/td]
    [td]NE, LE, LN[/td]
    [td]Deception, Stealth[/td]
    [td]Line of electricity[/td]
[/tr]
[tr]
    [td]Brass[/td]
    [td]NG, CG, CN[/td]
    [td]Deception, Investigation, Survival[/td]
    [td]Line of fire[/td]
[/tr]
[tr]
    [td]Bronze[/td]
    [td]NG, LG, LN[/td]
    [td]Deception, Survival[/td]
    [td]Line of electricity[/td]
[/tr]
[tr]
    [td]Copper[/td]
    [td]NG, CG, CN[/td]
    [td]Deception, Stealth[/td]
    [td]Line of acid[/td]
[/tr]
[tr]
    [td]Gold[/td]
    [td]NG, LG, LN[/td]
    [td]Deception, Medicine[/td]
    [td]Cone of fire[/td]
[/tr]
[tr]
    [td]Green[/td]
    [td]NE, LE, LN[/td]
    [td]Deception, Stealth[/td]
    [td]Cone of acid[/td]
[/tr]
[tr]
    [td]Red[/td]
    [td]NE, CE, CN[/td]
    [td]Deception[/td]
    [td]Cone of fire[/td]
[/tr]
[tr]
    [td]Silver[/td]
    [td]NG, LG, LN[/td]
    [td]Deception[/td]
    [td]Cone of cold[/td]
[/tr]
[tr]
    [td]White[/td]
    [td]NE, CE, CN[/td]
    [td]Stealth[/td]
    [td]Cone of cold[/td]
[/tr]
[/table]


Draconic Aura 1, 2 & 3
You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit.
Projecting an aura is a Bonus Action.  You can project a number of auras equal to your Draconic Aura number (thus at 17th level you can project three at one time). An aura remains in effect until you use a bonus action to dismiss it or you activate another aura in its place.  While they cannot be disrupted like a spell, maintaining the auras do require concentration.
Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
Listed below are the possible auras you can choose from.  You start with one aura and gain additional auras as listed in the level progression chart.

Energy Shield: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt energy damage based on your Dragon Shaman level:
Level 1: 2 points
Level 9: 4 points
Level 17: 6 points
The energy type is that of your totem dragon's damage-dealing breath weapon (see below).
Power: Grants a bonus die of damage to allies on damage rolls per the chart below.  This damage can only be applied once per turn.
Level 1: +1d4
Level 9: +1d6
Level 17: +1d8
Presence: Bonus 1d4 roll added to Deception, Persuasion, and Intimidation checks.
Resistance: Resistance to your totem dragon's energy type.
Senses: Bonus 1d4 on Perception checks, as well as on initiative checks.
Toughness: +1 to AC, this bonus stacks with any bonuses other than those granted by spells.
Vigor: This aura heal those within the area for the amount listed on the chart below, but this only affects characters at or below one-half their full normal hit points.  Further, this aura does not grant hit points to those who have been dropped to 0hp, it instead grants those making death saves advantage on the roll.
Level 1: 2 points
Level 9: 4 points
Level 17: 6 points

Energy Resistance
You gain resistance to the energy type of the breath weapon for your totem.

Breath Weapon
As an Action, you can use a breath weapon attack that corresponds to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal damage as indicated on the level progression chart
A successful Reflex save halves the damage dealt; the save DC is equal to 8 + your proficiency bonus + your Constitution modifier dragon shaman level + your Con modifier. Just like a true dragon, once you breathe you must roll a d6 at the start of your turn, on a 5 or 6 you can use your breath weapon again.
Cone-shaped breath weapons extend out to 15 feet at 3th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 3th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Touch of Vitality
You can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your Dragon Shaman level × your Charisma bonus (Minumum 1). For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is an action. It has no effect on undead.  Your pool of points used for healing is restored to full after taking a long rest.

Draconic Adaptation
You take on an aspect of your totem dragon. Some adaptations always active; others are spell-like abilities that you can activate at will and do not require material components or concentration.  These spell abilities are considered to be cast at a spell level equal to your level divided by 4, rounding up.

Black—Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue— Dunewalker: Loose sand is not considered difficult terrain for you and your feet do not sink into it.
Brass— Dunewalker: Loose sand is not considered difficult terrain for you and your feet do not sink into it.
Bronze—Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper— Spider Climb: As the spell, except you can only target yourself (at will).
Gold—Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green—Water Breathing: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red—Treasure Seeker: You gain advantage on Intelligence checks to determine the value of goods and on Perception checks when searching for hidden doors.
Silver— Feather Fall: As the spell, except you can only target yourself (at will).
White—Icewalker: Icy surfaces are not considered difficult terrain for you and you never have to make Acrobatic checks to maintain your balance for the ice.

Greater Touch of Vitality
You can choose to spend some of the healing granted by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage, remove a disease or neutralize one poison affecting the individual.
For every 10 points of your healing ability you expend, you can remove one level of exhaustion or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove an effect that lowers the victim's maximum hit point total (though they remain at the current listed HP, they can be healed back to their normal maximum) or the blinded, or deafened condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and a level of exhaustion from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for the level of exhaustion).

Draconic Resolve
You gain immunity to sleep effects. You also become immune to the frightful presence of dragons.

Energy Immunity
You gain immunity to the energy type of the breath weapon for your totem.

Draconic Wings
You grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of double your normal base movement speed.
If you already have wings, you can choose whether these draconic wings replace your own.

Commune with Dragon Spirit
You gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component. After using this ability, you cannot use it again until you complete a long rest.

Draconic Resistance
You can choose to roll a second d20 when making a saving throw after making the initial roll but before the results are determined.  You use which ever roll is better.  You can use this ability three times.  Uses recharge after a long rest.

Dragon Soul
You and your totem spirit merge transforming into a full dragon.  This ability works as the Polymorph spell with the following exceptions:

  • It only affects you.
  • No components are required.
  • Duration is 1 hour(or until cancelled as an action).
  • Does not require concentration to maintain.
  • you can only become a dragon of the same type as your totem.  You can choose to be any age category allowed by the limitations of the Polymorph spell.

[table]
[tr]
    [td]Level[/td]
    [td]Proficiency Bonus[/td]
    [td]Features[/td]
    [td]Breath Weapon Damage[/td]
    [td]Auras Known[/td]
[/tr]
[tr]
[td]1st[/td]
[td]+2[/td]
[td]Draconic Aura 1, Totem Dragon[/td]
[td]--[/td]
[td]1[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]+2[/td]
[td]Energy Resistance[/td]
[td]--[/td]
[td]1[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]+2[/td]
[td]Breath Weapon[/td]
[td]2d6[/td]
[td]1[/td]
[/tr]
[tr]
[td]4th[/td]
[td]+2[/td]
[td]Ability Boost[/td]
[td]2d6[/td]
[td]2[/td]
[/tr]
[tr]
[td]5th[/td]
[td]+3[/td]
[td]Extra Attack[/td]
[td]2d6[/td]
[td]2[/td]
[/tr]
[tr]
[td]6th[/td]
[td]+3[/td]
[td]Touch of Vitality[/td]
[td]3d6[/td]
[td]2[/td]
[/tr]
[tr]
[td]7th[/td]
[td]+3[/td]
[td]Draconic Adaption[/td]
[td]3d6[/td]
[td]3[/td]
[/tr]
[tr]
[td]8th[/td]
[td]+3[/td]
[td]Ability Boost[/td]
[td]3d6[/td]
[td]3[/td]
[/tr]
[tr]
[td]9th[/td]
[td]+4[/td]
[td]Draconic Aura 2[/td]
[td]4d6[/td]
[td]3[/td]
[/tr]
[tr]
[td]10th[/td]
[td]+4   [/td]
[td]Greater Touch of Vitality[/td]
[td]4d6[/td]
[td]4[/td]
[/tr]
[tr]
[td]11th[/td]
[td]+4[/td]
[td]Draconic Resolve[/td]
[td]4d6[/td]
[td]4[/td]
[/tr]
[tr]
[td]12th[/td]
[td]+4[/td]
[td]Ability Boost[/td]
[td]5d6[/td]
[td]4[/td]
[/tr]
[tr]
[td]13th[/td]
[td]+5[/td]
[td]Energy Immunity[/td]
[td]5d6[/td]
[td]5[/td]
[/tr]
[tr]
[td]14th[/td]
[td]+5[/td]
[td]Draconic Wings[/td]
[td]5d6[/td]
[td]5[/td]
[/tr]
[tr]
[td]15th[/td]
[td]+5[/td]
[td]Commune with Dragon Spirit[/td]
[td]6d6[/td]
[td]5[/td]
[/tr]
[tr]
[td]16th[/td]
[td]+5    [/td]
[td]Ability Boost[/td]
[td]6d6[/td]
[td]6[/td]
[/tr]
[tr]
[td]17th[/td]
[td]+6[/td]
[td]Draconic Aura 3[/td]
[td]6d6[/td]
[td]6[/td]
[/tr]
[tr]
[td]18th[/td]
[td]+6[/td]
[td]Draconic Resistance[/td]
[td]7d6[/td]
[td]6[/td]
[/tr]
[tr]
[td]19th[/td]
[td]+6[/td]
[td]Ability Boost[/td]
[td]7d6[/td]
[td]7[/td]
[/tr]
[tr]
[td]20th[/td]
[td]+6   [/td]
[td]Dragon Soul[/td]
[td]7d6[/td]
[td]7[/td]
[/tr]
[/table]

#2

Darrius_Adler

Sep 26, 2014 6:14:29

Hmmmmm, I had nicely formated tables  that worked elsewhere, not sure why they are not working here.

#3

rampant

Sep 29, 2014 11:21:53

3 big things

 

 

1.) THis is almost a copy of the 3e version I want you to think hard about how to spice this up a bit.

 

2.) THe dragon totems are pretty wickedly unbalanced, especially the initial choice where some get one skill and other get 2 or even three

 

3.) A some of the auras are kind of sloppy, power for example just adds a damage boost, to what? to who? Also make sure your auras don't require weapon users to be effective, that was part of the reason the 3e marshall tanked, he lost all offensive presence unless your party had a lot of weapon users.

 

General issues: THe ressiliance vs. spells is questionable I mean a lot of things aren't gonna be spells, ther emight be powers, melds, breath weapons, if the aura costs concentration, and you can't concentration just call it concentration and be done with it, don't involve the madness that is polymorph in a class you actually like, for people who already have wings how about a nice +15 ft speed?

(Reply to #3)

Darrius_Adler

rampant wrote:
#5

Joe_the_Rat

Sep 30, 2014 11:01:51

Oh good, someone else came up with this first.

 

I have an unusual like for this class. It has an interesting flavor, and an odd power set which is almost tangential to the theme at times (front-line tough but not very marital, channeling "dragon power" to create effects, dragon healing, is like a caster but not a caster, etc.). Better defining what it's supposed to do would help.  I've been tinkering in the back of my mind with how to convert, but as a subclass rather than a full class. I couldn't quite get the right fit.  Warlock was a strong choice, ends up more like a DFA. Paladin, maybe? (SMITE BREATH!)

 

It seems thematically appropriate to have right now (ToD anyone?)... but they are sort of the bad guys, so maybe not.

 

But back to your setup...

 

Skills: See if you can pare/boost it to two extra options per dragon. As you are still only getting two skill selections, I don't think it will be too much.

 

Class features:

Wings at 14. Thank you! 

Auras: Three total? That cuts a lot of their versatility/utility. Can we add one or two?

Breath Weapon:  Thumbs up on Recharge. You may also want to note that it resets after combat ends. The other approach would be to give a limited number of uses/short rest. Unless someone comes up with a clean system, stick with the Recharge. I am concerned about the damage keeping pace. At peak you have a 7d6 AoE that fires once every three rounds on average.  So one, maybe two in a given battle.  Is a 24.5 average AoE sufficient for 18th level?

Touch of Vitality: You could give them the Greater aspects at the same time (as Paladins now do), and replace the Greater Touch with Shared Adaptation (allies within 30' gain benefit of your Draconic Adaptation, if you choose). Also consider making the multiplier "Charisma modifier (minimum 1)", unless you are absolutely comforable with this entire feature being inaccessible to CHA 11 or less.

Draconic Adaptations: I liked Blue Dragon's Ventriloquism...  Make sure to note that if the mimicked spells require concentration, the adaptation does not. Shared Adaptation, however, should when appropriate.

(Reply to #5)

Darrius_Adler

Joe_the_Rat wrote:
#7

Joe_the_Rat

Sep 30, 2014 12:32:20

Ah, missed the auras gained in there. No, 3 at a time should be more than enough.  Concentration will be interesting: As the DS has some decent tanky qualities, there's always the risk of the auras being broken by an attack (which lasts until your next turn).

 

Hmm... Share Adaptation would actually be good as an aura-type effect - using it replaces one of your active auras. Or if you bring in some additional aura choices (Dragon Magic I think?), that gives you one more option to choose from.  DS should still be capped at 7 choices.

 

re: breath damage: Yeah, playtest it before fiddling too much. Something else you could experiment with is at higher levels the DS can use the breath weapon, then make a single attack as a Bonus Action.

 

And holy crap I forgot they removed fatigue. That's really handy in this edition.

#8

rampant

Sep 30, 2014 14:04:51

The turn into a dragon bit is a good idea, just don't use polymorph is all I'm saying.

 

Use the pathfinder approach or create a pre-set list of mods for the transformation, like nat armor +2, Str +4, Size boost, extra attacks, etc. All I'm saying is that polymorph is dicey.

 

As for the auras I'm not certain 3 at once is a good idea, especially given the potency some of them have, three seems like it would let players get away with just picking a set and never switching.

 

THings to consider:

 

1.) Do you wanna keep the d-shaman as being specific to a particular dragon type? because frankly spicing these guys up a bit as far as their damage versatility with that breath weapon would probably help things. Also we could create auras based on a dragon type and say that as long as that aura is up you use energy and breath shape for that type rather than trying to pin on these wierd totem powers.

 

2.) IF you don't take option one consider an aura based on the dragon feat power, if you do I think the red aura would be a good place for it.

 

3.) Do you want the transformation to be a theme of the class or just a cap stone?

#9

Darrius_Adler

Oct 02, 2014 16:40:12

rampant wrote:
#10

rampant

Oct 03, 2014 15:46:35
No it won't, because polymorph is a horribly written spell, especially when used in this manner, the dragon tribes are not equals so black and copper for example are getting shafted. If you want turning into a dragon to be the class capstone create a list of changes that need to be implemented during dragon form and build it from scratch so it can be applied equally to all shaman. 1. No, no groupings, just a generic shaman but your auras would be based on specifc tribes, now yes this would imply some changes like auras being more complex and we'd probably need to ditch a few abilities like the immunity, but it'd be more interesting IMO. Of course you could do it so d-shammies are based on a tribe group, so there's metallic shammies and chromatic shammies, and they'd be limited to auras of their own group. 2. I was talking about the suggestion labled 1. So if you ended up going with that suggestion the red aura would be fear based, if not then a general dragon fear aura would be nice. 4. (intentional because you answered my 3) Ok what if instead of making the individual auras based on dragons we let the totem be more important? I mean yeah you get a skill and your energy type and such but most of that happens at level 1 , and the advanced totem is kinda meh. What if we rip out some of the generic abilities and give the totems a level of power and influence like that of a sub-class.
#11

Marandahir

May 15, 2015 14:59:38

Might be worth revisiting the class as a Barbarian Primal Path instead.

#12

LuisCarlos17f

May 16, 2015 6:35:25

I like the concept, but maybe dragon shaman should be only a shaman class.

 

I have thought about the idea of some class features like monster traits (natural armour and weapons, breath attack, wings...)...and my suggestion is some monster trait could be replace with a optional "incarnum soulmeld". For example let´s imagine a characters doesn´t need wings because she has them by another prestige class or a monster class. Then only a extra point of essentia.

 

I I would like subtype for all no-core dragons, all, also the planar, the oriental lung and gemstone dragons. 

 

The draconic auras aren´t interesting for me. They can be useful for gameplay, but they aren´t interesting for storytelling effects, and it isn´t fun gameplay to be used by me. Those auras ought to be for the marshall/warlord.