Homebrewing a Dragon Arts Campaign - Advice?


Homebrew and House Rules


I'll be running a campaign with spellcasting classes banned, no multiclassing, only two races (humans and dragons), and is set in the modern day. I'll also add a class feature to the remaining classes: Dragon Arts.

Dragon Arts will be a supernatural discipline with three levels of expertise, dependant on class: Low, Mid, and High. The expertise level determines how many abilities dragons will have for their entire career and the level at which humans can begin using Dragon Arts.

Focus will be an important part of Dragon Arts. Focus entails a verbal command and a gesture relevant to the ability used (someone using a fireball with Focus might shout "burn" and make a throwing motion to throw the fireball).

Race-specific rules for Dragon Arts are given below:

Humans:
• They cannot use Dragon Arts until they reach the level determined by their expertise level.
• When they become able to use Dragon Arts, they gain 2 abilities known and learn more by witnessing them in action.
• They cannot use Dragon Arts without Focus.
• Heavy usage of Dragon Arts has a fatiguing effect on them.

Dragons:
• They are able to use Dragon Arts at 1st level.
• They choose a number of a abilities known determined by their expertise level at 1st level, but cannot learn additional abilities afterwards.
• They can use Dragon Arts without Focus, but doing so causes an unintended consequence.
• Heavy usage of Dragon Arts has no effect on them.

I would like advice for Dragon Arts abilities, giving expertise levels to classes, or rule implementation.


Any suggestions would be greatly appreciated.


I'll give an example: A Rogue Dragon (going for a scientist-type character, but Alchemists are banned) that can shoot lightning, jump high, teleport by moving along an electrical circuit, build mechanisms through telekinesis, possess robots, and heal (6 abilities, might add more).


1° Do dragon keep their racial abilities from core?
2° Did you take a look at the DnD Draconomicon?
3° Are you keeping the core non-spellcasting abilities of classes?
4° How many dragon abilities do High, Mid, Low mean?
5° On what level do humans receive their dragon abilities, depending their expertise level?
6° We don't have many robots nowadays; am I right assuming you are making a futurist (like Shadowrun, maybe) world rather than strictly modern?
7° In the event dragons are not core dragons, do they happen to be humanoid and/or shapeshifters?
8° Do abilities become better when leveling?

I'm interested in working on this, but since I'm a bit stupid, I need more context, sorry ^^


1.) I'm making the Dragon race as humanoids, each one having a mutation. One might become a quadruped while another has fins on their arms, legs, and tail.

2.) Yes, I have.

3.) No. If that class has a spell progression, it is banned unless there's an archetype that replaces the spells, in which case that archetype becomes the standard.

4.) I've yet to decide the number of abilities Dragons have access to at each level, which is determined by how much dedication is required by each class. The Rogue, a learn-as-you-go kind of class, would have a High expertise level while the Monk, which requires a lot of discipline and training, would have a Low expertise level.

5.) I've yet to decide. Maybe 4th level for High expertise?

6.) By robot, I meant any machine with programming.

7.) They will be humanoids. Some might even get a transformation ability or two.

8.) I plan on them improving by level.


Woops for the robot, I remembered too late it doesn't really have the same meaning in my native language.

I am concerned for balance if while using class abilities (trap-finding for the rogue, and so on) in the current stabilized state, we add more dragon abilities to some than others. Or do I not understand something?

If 4th level for High expertise, maybe 10th or 11th for Mid and 16th for Low?

How works the "learns more by witnessing them"?

I don't have the Draconomicon at hand now (it's about two hours away from my location... I'm not gonna read it), but wasn't there a few funny facts about dragons, alternative powers, and useful inspiration? Frankly, it was just an idea, I don't really know. I do vaguely remember they had a special progression for dragons.

Most spells would do fine dragon arts, especially any spell or ability the core dragons have (like breaths, or frightening aura, even more specific things like luck from the gold dragon), or spells with progression (lesser, normal, greater ; or summon ally I, II, III, IV...). Easy to make into improvement by level. Since a fireball is in order, spells can be used if they're adapted, right? I'm sitting to try and translate a few things now, if there's a format to be used or correction to my craziness it might be useful, before I state something wrong :)


I might have an idea.

There aren't so many Dragon Arts abilities (since it would be extra long to create hundreds of them anyway).

Dragon Art abilities have up to 12 levels. Some have 1, some have 12.

There are 4 branches of Dragon Art abilities :

  • Elemental Attunement
  • Body Evolution
  • Esoterism
  • Realism

Some Dragon Art abilities have prerequesites, most often possessing the branch's core ability to a certain level. Most often core abilities come in different variants, some prerequesites ask for a specific variant.

Elemental Attunement deals with energy resistance and element domination. Its core ability is elemental strike (equivalent of breath).
Body Evolution deals with enhanced senses, physical prowesses and enhanced abilities (physical or mental). Its core ability is body modification (fly + natural attacks). For dragons, their mutation can sometimes replace the core ability for prerequesites.
Esoterism deals with various abilities relaying on or affecting primarily the mind. Its core ability is presence (it's essentially a range factor for auras, it might or might not have something to do with frightful presence).
Realism deals with various abilities relaying or on affecting primarily technology. Its core ability is virtual world (an ability allowing to enter in networks by being in there rather than using material input/ouput).

One can gain levels in a Dragon Arts ability by the same way humans may learn new Dragon Arts abilities. Additionally, as long as one gains a level while having access to Dragon Arts, he may rise the level of some of his Dragon Arts abilities. One may delay the choice of a new Dragon Art, or choose in advance (it will activate when he meets the prerequesites).

High expertise: Dragons gain 10 abilities on 1st level; dragon arts disciples gain 6 level increases each class level.
Mid expertise: Dragons gain 8 abilities on 1st level; dragon arts disciples gain 4 level increases each class level.
Low expertise: Dragons gain 6 abilities on 1st level: dragon arts disciples gain 2 level increases each class level.

A human disciple may learn more abilities than a dragon of the same expertise, but for every two abilities beyond that number, his maximum ability level drops by 1.

Witnessing a Dragon Arts ability allows a disciple to run a Knowledge (dragon arts) check or a specific check (as indicated in the ability description). Reaching the DC allows the disciple to learn the first level of that ability or to raise the level of that ability. If he doesn't meet the ability's prerequesites, the ability will only activate when he does. The DC is usually 15 + the lowest level of that ability that the disciple doesn't know already + other modifiers. To try this, a dragon disciple needs to have seen and heard clearly the user of the ability cast it. If the dragon arts disciple already possesses the witnessed ability at an equal or superior level, this doen't work. Once a dragon art disciple has failed this apprentice check once, he cannot try it again the same day.

Other modifiers include feats (varies), not meeting all prerequesite (+2 per unmet prerequesite), being in a stressful situation (+2), feats an opponent might have to render his skill harder to decipher (varies), a dragon disciple using the ability without focus (+5). This list is obviously a draft.

Knowledge (dragon arts) replaces Spellcraft. It is base on Intelligence and cannot be used untrained. It is a class skill for dragons, but not for humans unless they take the appropriate feat. The skill check DC to identify a Dragon Arts ability is the same as to learn it, if it ever matters.

Dragon Arts Expertise

Fighter - Mid
Monk - Low
Rogue - High

Cavalier - Low

Gunslinger - Mid
Ninja - High
Samurai - Mid

Brawler - High
Slayer - Low
Swashbuckler - Mid

Kineticist - Mid

I didn't check if there were archetypes replacing spellcasting. I tried to make it based on how much dedication the class required, as was asked, by reading the introduction paragraph.

Low : 3 : Cavalier, Monk, Slayer
Mid : 5 : Fighter, Gunslinger, Kineticist, Samurai, Swashbuckler
High : 3 : Brawler, Ninja, Rogue

If it should be prefered that each expertise has the same number of associated class, Gunslinger might join the High expertise lot, while gunslinger join the Low expertise group (I wondered about Samurai, but they're more about getting the best of the best for their lords, so they're not the kind to neglect Dragon Arts, and as Gunslinger might get turned into the sniper killing things miles away... since it's a moderne world).

There should be a Level Adjustment, but I'm not sure which yet. How does it look for now?


I'll cut Kineticist even though it isn't technically a spellcasting class. The Ranger has the Skirmisher archetype, which replaces spells with the ability to lay traps.

I'll classify the arts as Kinetic (dealing with energy resistances and attacks; Core Ability: Kinetic Strike *energy type*), Body (altering physical attributes and healing; Core Ability: Shapeshift *creature*), Mind (possession and altering mental states; Core Ability: Flow), and Reality (altering rules of reality in an area and alternative forms of existence; Core Ability: Phase Shift *medium*).

The Dragon mutation will be a racial trait rather that a Dragon Arts ability.

Looks good.


Nice :)

I had worked on sample Dragon Arts abilities, but after having slept a bit, I realized my writing was silly.

Quote:
If it should be prefered that each expertise has the same number of associated class, Gunslinger might join the High expertise lot, while gunslinger join the Low expertise group

Of course. (Silly, silly). The swashbuckler on the high expertise group.

I had a format for abilities :

Name:
Branch branch (core/non-core ability)
Prerequisites blabla
Effect creates fire ]:), includes level progression
Legality Issues no, you don't get to send fireballs in the street without the authorities getting mad at you; and by the way, you need a license to fly
Special huh, frankly, I wrote jokes there

It would be good to know what potency Dragon Arts ability are supposed to reach. I said "12 levels" because dragons have 12 age categories, and as long as one picks things from their ranking them relatively to one another won't be too hard (with thematic adaptations). What is the maximum potency of Dragon Arts abilities?

Some abilities might have different versions if they can thematically come from different branches / core abilities.

Lazaryus wrote:
I'll cut Kineticist even though it isn't technically a spellcasting class. The Ranger has the Skirmisher archetype, which replaces spells with the ability to lay traps.

Well, since we're going with a Kinetic art, playing a kineticist might end up playing a Rogue Dragon. Then ranger can have Mid expertise too.


Dragon Arts will progress to 20 levels. All Dragons will be able access all 20 levels, while High expertise Humans will cap off at 15, Mid at 10, and Low at 5.

Legally, all Dragon Arts users are required to attend a mental evaluation every 3 months.

I'll format abilities like so:

Name (Varient, if there is a Varient line in the ability's entry):
Branch Branch (Core/Non-Core)
Varients Varients will be noted here if there are any. "Any single" means that you choose one option from the appropriate group ("Any single dog breed" would entail choosing from Pug, Welsh Corgi, or any other dog breed). Commas separate options. Each varient counts as a separate ability (Kinetic Strike (Fire) and Kinetic Strike (Electricity) are considered different abilities).
Prerequisites Any prerequisites
Effect any effects and progression
Legal Notes Any additional legal stipulations relevant to the ability will appear here
Special Any other notes will appear here


I found The Modern Path: Heroes of the Modern World. The Modern Hero is rather bare-boned, but it's the archetypes that give it flavor. How would you assign expertise levels to these archetypes:

Engineer (Craftsmen and scientists)
Infiltrator (Rogues and spies)
Investigator (Law enforcement and journalists)
Martial Artist (MMA fighters and monks)
Personality (Celebrities and political leaders)
Physician (Medics and doctors)
Soldier (Military personnel)


I'll have the expertise as so:

High: Modern Hero with no archetype
Mid: Modern Hero with one archetype
Low: Modern Hero with multiple archetypes, Ordinary

Before I start making Dragon Arts abilities, I'd like to make the Dragon race and then maybe modify the Human race to be balanced with Dragons.


I broke Dragons down to two groups: natural Dragons, born and raised under a hobo lifestyle, and altered Dragons, former humans who transformed during a traumatic event. I'll post my write-up later.


Natural Dragon:
Type Dragon
Size Medium
Speed Normal Speed
Ability Score Modifier +2 Dex, +2 Wis, -2 Int
Language Draconic (Common, Local Language)
Defensive Traits +1 Natural Armor
Feat and Skill Traits Scavenger; Silent Hunter; Skill Bonus: Stealth +2; Skill Training: Perception and Stealth
Senses Traits Darkvision 60 ft.; Low-Light Vision
Special Trait Mutation (Roll d12 on the Mutation Table, to be completed later, and gain the corresponding trait, which overrides any racial qualities it comes into conflict with)

So far, I've come up with the Aquatic Mutation, which grants a 30 ft. swim speed and the ability to breathe both air and water. I'm using Aquatic Mutation as the base line for the other 11 possibilities.

Any suggestions for the other Mutations?


Here's the Mutations I have so far:

Aquatic: Fins have grown on your arms, legs, and tail, granting a swim speed of 30 feet. You also grow gills, allowing you to breathe both air and water.

Feral: Your claws grow larger than other Dragons, granting two claw attacks and receiving a +4 racial bonus to CMD against bull rush and trip attempts while standing on the ground. You also grow harder scale plates rather than scaly hide, increasing your natural armor bonus to +2.

Insulated: Patches of thick fur grow in various areas on your body, granting a +4 racial bonus on Fortitude saves to resist exposure to cold and hot environments as well as cold and fire resistance 5. Your nose also becomes more sensitive, granting the Scent ability, but you emit a strong odor as well, doubling the range at which creatures can detect you through scent.

I want to add a Quadruped mutation, but I'm not sure how to balance it alongside the other Mutations. Any suggestions?


Dragontaur: You grow an enlongated body with a second pair of legs. You become a Large creature with a -2 Dex penalty, a -1 size penalty to attack rolls and to AC, and use weapons and armor as though you are a Medium sized creature. You do not gain the size bonus to CMB or CMD, but you get a base speed of 40 feet and are treated as a Large Quadruped with a strength score that is 4 higher than normal when calculating carrying capacity.

Does this seem in line with the power level of the other Mutations?


Does it get the legs bonus against trip? And yes, it seems good to me. The aquatic mutation seems more situational than the others, which is why it seems weak to me, but given the occasion to shine it can prove vital, so I'm sure that impression of weakness is false.


Yes, I meant to add the trip resistance bonus. I came up with one more "mutation":

No Mutation: You have a fairly standard body, which is actually stranger than if you had a mutation. You spend the time normally needed to acclimate to a mutation studying, getting Skill Focus as a bonus feat at 1st, 8th, and 16th level.

That's all I can come up with at the moment, but I'm looking for more Mutations. Do you have any suggestions?


I've come up with three more Mutations:

Healthy: You enjoy an enhanced immune system and larger lungs, gaining a +4 racial bonus on Fortitude saves against poisons and disease and are able to hold your breath for a number of rounds equal to four times your Constitution score before you risk drowning or suffocating. You also grow scale plates rather than scaly hide, increasing your natural armor bonus by +1.

Heavy Build: You are remarkably stocky and densely built, easily weighing upwards of 400 pounds. You are considered one size larger than normal when determining your carrying capacity and the weapons you use. You are also quite to trip or physically move, gaining a +4 racial bonus to CMD against trip attempts and any combat maneuver attempts to physically move you, but all of your movement speeds are reduced by 10 feet.

Double Mutation: Your genetics are even more volitile than most. Roll again twice on the Mutation Table, rerolling all No Mutation and duplicate results. If you get Double Mutation again, roll again two more times. You gain the effects of all Mutations. Your exceedingly unstable genetics also left your immune system in ruins, reducing all Hit Dice you gain by 2 steps (d12 becomes d8, d10 beomes d6, d8 becomes d4, d6 becomes d3, d4 becomes d2, d3 becomes 1, and both d2 and 1 becomes -) and gaining a -4 penalty on all Fortitude saves for each time you get Double Mutation. If a class's Hit Dice would become -, you cannot gain levels in that class.

Keep in mind that all Mutations will be physiological in nature. Any ideas for the final four?


Something about being very light, but with strong legs, able to run fast and jump high?

Wings that hinder carrying capacity, but can be impressive or maybe even functional?

Keen senses?

Two additional arms?

A spiked tail?


Limber: Your body is more flexible and compressible than normal, increasing all of your movement speeds by 10 feet, a +4 racial bonus to Acrobatics, and don't make Escape Artist checks when moving through spaces at least half your size. You may move through spaces at least one quarter your size by squeezing.


Flight: You either grow wings or develop a talent for levitation, gaining the Flight art ability as a bonus ability. You don't need to meet the prerequisites for this ability. However, your carrying capacity is reduced by 1/4.

Four-Armed: You grow an extra pair of arms, allowing you to wield more items at once. Only one of your hands is the main hand.

Strong Tail: Your tail grows thicker and longer than most, gaining a tail slap natural attack appropriate for a creature of your size. Your tail slap also gains the trip and disarm special qualities.

Should I add special Mutation interactions, like being able to use the Healthy Mutation to negate the HD reduction and Fortitude penalty of two Double Mutations instead of gaining the normal benfit?


This thread is dead. If you have any suggestions, please leave them on my Dual-Edge Genesis Campaign thread.

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