dnd 5e – Is this Homebrew Dragon Rider class balanced compared to the other official classes?

Is this Homebrew Dragon Rider class balanced compared to the other official classes in 5e?

Dragons terrify most adventurers, but for you, a very small dragon decided to join you, also giving you the gift of magic. Why did the dragon choose you? Did your country or city evaluate all citizens for a bonus? Did you find your dragon still in an egg while exploring a cave of abandoned dragons, much larger adventures cleared years before? Did you meet him in the forest one day while hunting? Are the dragon's parents or an army looking for him?

Quick Construction:

Intelligence must be your highest score as a Rider, followed by Constitution or Strength / Dexterity. Get the initial team (c) and choose the spells Fire Faerie, Hunter's Mark, Arcane Weapon and Thundering Strike.

Dragon Rider Spell List

1st level

Arcane Weapon
Tangle Strike
Tangle
Expedited withdrawal
Fairy fire
Fog cloud
Hail of thorns
Hunter's Mark
Scorching blow
Thunderous blow
Wrath stroke
Zephyr Strike

2nd level

Alter Self
Blur
Brand hit
Earthbind
Magic weapon
Silence
Skywrite
Wind protector

3rd level

Blinding stroke
Lightning call
Crusader mantle
Elementary weapon
Flame Arrows
Lightning arrow
Power protection
Vampiric Touch

4th level

Elemental bane
Grab Vine
Greater invisibility
Amazing blow
Storm sphere

5th level

Animate objects
Antilife Shell
Power circle
Wind control
Distant step
Immolation
Telekinesis

Class characteristics

Hit points

Hit dice: 1d8 per Dragon Rider level
Hit points in the 1st level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier for each Dragon Rider level after the 1st

Expertise

Armor: Light armor and shields
Weapons: Simple and martial weapons
Shot Saving: Intelligence and Constitution
Skills: Choose 3 Perception, Arcane, Nature, Medicine, History, Animal Handling and Acrobatics skills.
Tools: Leatherworking tools, Dragonchess Set

Equipment

Start with the following equipment, in addition to the equipment awarded for your background:

  • (a) a great sword; (b) a long sword, 6 javelins and a shield; or (c) a rapier, a long bow, a quiver with 20 arrows and a shield

  • Leather armor, an explorer backpack and a furrier kit.

Dragon bond

When you reach your first level in this class, you get a pseudo-dragon companion with a permanent telepathic bond with you. You always know the location of your dragon as long as it is on the same plane as you. You and this dragon can read and speak Draconic, and can communicate with each other at a distance of a number of miles equal to your level. As an action, you can see through your dragon's eyes.

If you kill your dragon, you suffer a level of exhaustion from the stress of cutting your telepathic bond. You can spend a long rest to revive it. If you do this, you end your long break with 0 mana points.

Spell casting

Unlike other spellcasters, your magic comes from the power your dragon gave you when you met her; therefore, you have no room for spells. Instead, you have a maximum amount of mana equal to your Rider level. You recover all the mana spent on a long break. Each time you cast a spell, you can spend 1 additional mana to cast it as if you were at your dragon's location.

Intelligence is your spell casting modifier for Rider spells. You know 4 rider spells from the list of rider spells and you learn 1 more each time you gain a level in this class.

When you cast a Rider spell, you spend mana according to the following table. If you don't have enough mana, you can't cast the spell.

begin {array} {cl}
textbf {Spell Level} and textbf {Mana Cost} \
text {1st} & text {1 Mana} \
text {2nd} & text {3 Mana} \
text {3rd} & text {5 Mana} \
text {4th} & text {7 Mana} \
text {5th} and text {9 Mana}
end {array}

Fighting style

In level 2, choose between the styles of Fight with two weapons, Archery, Defense, Great fight with weapons, Duel or Mariner. You cannot benefit from the same fighting style more than once.

master's degree

At level 3, choose between the Spell Master and Weapon Master subclasses.

Skill Score Improvement

When you reach the 4th level, and again in the 8th, 12th, 16th and 19th level, you can increase a skill score of your choice by 2, or you can increase two skill scores of your choice by 1. As usual, you can & # 39; t increase a skill score above 20 using this function.

Using the optional feat rule, you can give up taking this feature to take a feat of your choice.

Draconic growth

At level 5, your pseudo-dragon becomes a wyrmling of any color of your choice, except red. No one (including you) can ride your wyrmling. Your wyrmling can only use his breathing weapon once for a short rest, unless he has several breathing weapons, in which case he can only use each option once for a prolonged rest.

Enhanced Link

At level 6, once for a short break, every time you take damage, you can use your reaction so that your dragon takes the damage. Also, once for a short rest, your dragon can use his reaction every time he needs damage to take the damage instead. The damage transferred cannot be reduced in any way.

In addition, you automatically succeed in any saving throw against your dragon's breath weapon.

Draconic Trends

At level 9, your link with your dragon begins to influence you. You gain competence in survival and nature skills, your eyes continuously shine the color of your dragon and you learn the thaumaturgy journey.

Draconic growth

At level 10, your dragon becomes a young dragon of the same color as a wyrmling. A medium creature or two small creatures can ride your dragon at the same time. It still has the same breath weapon limitations as before.

Extra attack

From level 11, you can attack twice, instead of once, each time you perform the Attack action on your turn.

Riding master

At level 13, you have the advantage of saving the throws you make to stay in your dragon while it is in flight.

Major bonus

At level 15, when a creature takes damage from your dragon's breath weapon, that creature has the disadvantage of keeping the casts it takes against your Rider's spells until the end of your next turn.

Increase in draconian trends

At level 17, you stop getting old and you can't magically age. You are immune to the disease.

Draconic growth

At level 20, your dragon becomes an adult dragon of its color. 3 medium or 6 small creatures can now mount it at once, and you are no longer limited in the use of your breath weapon.


Subclasses

Weapon Master

At level 3, when your dragon makes a critical hit on a creature, you have an advantage in attacks against that creature until the end of your next turn.

At level 7, when you use your action to cast a spell, you can make a weapon attack as an additional action.

At level 18, your ranged attacks are made with advantage while you are riding your dragon. Also, if you move towards a creature of at least 60 feet in a round, your first attack on that creature before the end of your next turn deals additional 4d10 punch damage if it hits.

Spelling Expert

At level 3, you recover mana points equal to your competition bonus every time you complete a short break.

At level 7, you can use a bonus action to spend mana points and give yourself or your dragon hit points equal to 5 times the mana points you spend.

At level 18, you learn a sixth level spell and a seventh level spell from the wizard's spell list, and you can cast each of these once for a long break.

dnd 5e – Can detect magic detect an antimagic field

Detect magic (PHB, 231) works as follows:

During the time, you feel the presence of magic less than 30 feet from you. If you feel magic in this way, you can use your action to see a weak aura around any creature or object visible in the area that carries magic, and you will learn its magic school, if any.

The spell can penetrate most of the barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or earth.

So what we have is a character casting detect magic within the magician's range. Magic in range should be felt, after which the character could use an action to see a slight aura about the magician and learn the magic school.

But then the rules around antimagic field (PHB, 213) comes into play.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and cannot excel in it.

Magic Areas. The area of ​​another spell or magic effect, such as the fireball, cannot extend to the sphere. If the sphere overlaps an area of ​​magic, the part of the area that is covered by the sphere is deleted. For example, the flames created by a wall of fire are suppressed within the sphere, creating a space in the wall if the overlap is large enough

Spells Any active spell or other magical effect on a creature or object in the sphere is suppressed while the creature or object is in it.

Dispel the magic. Spells and magic effects like dispelling magic have no effect on the sphere. Similarly, the spheres created by different antimagic field spells do not cancel each other out.

Well, we have some things here.

  1. Detect magic Inherently it can be stopped by certain barriers. A antimagia field It is a kind of barrier. While not explicitly mentioned in detect magic, there is an existing rule that the detect magic It can be stopped. Now we can see the language of antimagic field To see if I would qualify.

  2. Antimagic field Clearly suppress any magic (except those created by an artifact or a deity). Detect magic It is not created by an artifact or a deity, so it must be suppressed as a whole. It cannot stand out and, therefore, would not be detected. There is nothing to detect. Additional stipulations in magic areas and ** the spells * are also clear since no magic passes the barrier.

  3. The rules in antimagic field about dispel the magic It also implies that the interactions between the field and other spells have no effect. Just like dispel the magic cannot interact with the field, nor can it detect magic.

Narratively, the character throws detect magic, but get a null field result. If the character knows that he has magic items and does not receive an answer, he will know that something is happening. But otherwise, the reading of detect magic it comes without magic (at least from the antimagic field.)

dnd 5e: does the radiant artificial infusion weapon blind a remote or hidden attacker?

Unless the function offers a specific exception, or there is a general rule, things do what they say they do. In the description of Radiant Weapon, no exception is given to creatures that are hidden or remote attackers, either specifically or in general, that would prevent this effect from blinding them, so it would also apply to them.

As a counterexample, consider the spell Blindness / Deafness:

You can blind or deafen an enemy. Choose a creature that you can see within reach make a saving shot of the Constitution. If it fails, the target is blinded or deaf (of choice) for the duration. At the end of each of its turns, the target can make a saving shot of the Constitution. In case of success, the spell ends.

In the case of this spell, it specifically says that they must be seen and within range. The Radiant Weapon effect has no such requirements.

dnd 5e – How does vampirism work in 5e?

It is a two step process.

1. Humanoids killed by reducing their maximum HP to 0 by a vampire bite attack and then bury become a vampire spawn

2. The spawn of vampires can become true vampires by being fed with the blood of a true vampire.

The Vampire's entry (MM, 352) in the monster manual reads as follows:

Born of death Most victims of a vampire become voracious creatures begotten by vampires with the hunger for blood of a vampire, but under the control of the vampire who created them. If a true vampire allows a spawn to draw blood from his own body, the spawn transforms into a true vampire that is no longer under the control of his master. Few vampires are willing to give up their control in this way. The vampire spawn becomes a free will when its creator dies.

Then he establishes the following in the vampire's statistics block, under his Bite attack:

The maximum hit points of the target are reduced by an amount equal to the necrotic damage received, and the vampire recovers hit points equal to that amount. The reduction lasts until the goal ends a long rest. The target dies if this effect reduces its maximum hit point to 0. A humanoid killed in this way and then buried in the ground rises the next night when a vampire appears under the vampire's control.

The bite attack of vampire spawn It lacks the last sentence of this, so only true vampires are able to create new vampire spawns. Keep in mind that because the bite does penetrating and necrotic damage, while only necrotic damage reduces maximum HP, your victim will probably hit 0 HP and die from his injuries before hitting 0 HP maximum and becoming a vampire spawn. unless the vampire uses magic healing, or space the attack within hours to allow his victim to take short breaks so they can spend their dice suddenly to recover HP.

dnd 5e – How does the creation of two Eldritch cannons work with a single action for an artillery gunner?

This is a poorly worded effect, but according to this Jeremy Crawford's tweet,

Eldritch Cannon allows you to pass a spell space to create the cannon. That slot must be spent specifically on the barrel, not on anything else.

So, according to this, the intended use of this ability is that when you make the second cannon, it counts on how to build a new one, so, as described in its eldritch cannon ability,

Once you create a cannon, you can't do it again until you finish a long rest or until you spend a spell space of 1st level or higher

So, with this and the tweet in our use, it seems that the ability means that when you create a second cannon you must spend a spell space to do it, or rest a little.

dnd 5e – Can the lethargy of the end of the rush spell dissipate?

This effect is not magical at this time, alone, as the dictionary definition says,

lack of energy and enthusiasm

So, since this is simply an equivalent of exhaustion, dissipating the magical and antimagic field cannot get rid of this effect, and if used for the duration of the spell it would simply end the spell and cause the exhaustion to occur earlier.

However, there is still a way to get rid of burnout, although you should talk to your DM about it. The text about the Great Restoration spell says:

You can reduce the level of target depletion by one …

Since this is a form of exhaustion, it could be argued that this lethargy has an equivalent level of exhaustion, but due to the spelling of the Acceleration spell, this solution cannot be considered UNWORNED, so if your DM does not allow then, There is no other way to get rid of these effects using spells, although you can talk to your DM about finding a magic item to help you too.

dnd 5e: Does being invisible grant advantage in stealth controls by RAW?

No, being invisible gives no advantage in stealth testing, RAW

I was going to present this in my question as evidence of what I had already investigated, but then I decided that it was better as an answer, trying to affirm the position that being invisible does not give an advantage over stealth, since that is what I concluded after investigating . This is what I found:

Spells invisibility and greater invisibility just make you invisible

Invisibility (PHB, p. 254) says:

A creature you touch becomes invisible until the spell is over. Anything that the objective is using or carrying is invisible while in the person of the objective. The spell ends for a target that attacks or casts a spell.

AND greater invisibility (PHB, p. 246) says:

You or a creature you touch becomes invisible until the spell is over. Anything that the objective is using or carrying is invisible while in the person of the objective.

Both spells only make the target invisible, and neither mentions stealth controls or advantage.

The invisible condition does not grant an advantage over stealth, but gives the state of heavy dimming

Invisible is a condition, which is described in the PHB (p. 291):

  • An invisible creature is impossible to see without the help of magic or a special sense. In order to hide, the creature is very obscured. The location of the creature can be detected by any noise it makes or any trace it leaves.
  • Attack rolls against the creature have a disadvantage, and the attack rolls of the creature have an advantage.

The only mention of the advantage is in relation to the attack rolls, not in the stealth tests, but it does mention the concealment and the fact of being considered "very obscured".

Being too obscured gives no advantage in stealth controls

Under Vision and Light, PHB (p. 183):

a very obscured the area, such as darkness, dull fog or dense foliage, completely blocks vision. A creature in a very darkened area effectively suffers from blind condition (see appendix A).

In addition to some errata:

Vision and light (p. 183). A very obscured area does not blind you, but you are indeed blind when you try to see something obscured by that.

So, the effect of being very obscured is that others are treated as blinded. That is another condition to consider.

Being blinded does not give others an advantage over stealth controls

Return to the description of the conditions in the PHB (p. 290):

  • A blinded creature cannot see and automatically fails any skill test that requires sight.
  • Attack rolls against the creature have an advantage, and the attack rolls of the creature have a disadvantage.

Then, once again, the only mention of the advantage is in relation to the attack rolls, and no concealment or stealth evidence is mentioned.

This is where the road seems to end, and I have not found anything that indicates that stealth verification should be done with advantage, so it seems that RAW, being invisible gives no advantage to stealth controls (Although, as always, a DM can still rule out doing so).

dnd 5e: would it block an antimagic field to the user targets of the Dragon Breath spell?

Consider that someone has dragon breath throw on them.

Until the spell is over, the creature can use an action to exhale energy of the chosen type in a 15-foot cone.

What happens if this creature exhales energy into targets within an antimagic field?

Does the effect pass as if it were a dragon breath weapon?

dnd 5e – How does the creation of two Eldritch cannons work with one action?

The position of Fortified Position of the Architect establishes:

Now you can have two guns at the same time. You can create two with the same action (but not the same spell space)

How would this same action creation work? Could you, for example, create a cannon and then use your bonus action to launch foggy step to a different location and then place the second cannon, with both invocations considered 1 action?

dnd 5e – When an architect uses his action to create two Cannons, how can he easily spend a spell space between the creation of the first and second cannon?

While writing an answer for this question, I encountered a problem with the interaction between the Eldritch canyon and the fortified position.

Eldritch Cannon states:

Once you create a cannon, you cannot do it again until you finish a long rest or until you spend a spell space of 1st level or higher.

The fortified position says:

Now you can have two guns at the same time. You can create two with the same action (but not the same spell space), and you can activate them with the same bonus action.

I use an action to create two cannons:

  • The cannon n. ° 1 is not a problem. It is the first cannon I have been creating since I rested a lot, or spent a first level spell space some time before the current action.
  • Canyon # 2 it's a problem. I haven't rested much, nor have I spent a first-level spell space since I created # 1 cannon.

The Eldritch Cannon feature doesn't give me a way to spend a spell, but it prevents me from creating a second cannon before spending a spell.

The Architect has no means to spend a spell space other than casting spells. So somehow I need to cast a spell in the middle of my action.

I understand that I generally cannot divide my action with a bonus action, so I cannot spend a spell space by casting a bonus action spell between the creation of two cannons.

A reaction can interrupt an action, so it could occur between the creation of two cannons, but having the chance to cast a reaction spell at the right time seems excessively unlikely and difficult.

That is why my question is:

When an architect uses his action to create two Cannons, how can he easily spend a spell space between the creation of the first and second cannon?