D&D 5th edition Homebrew class archetype: The Dragonborn Fighter.
In my campaign one of my players is playing a dragonborn and they absolutely love this race. When analyzing the fighter archetypes (which they are currently approaching) I realized that there isn't anything that lets a dragonborn FEEL like a dragonborn fighting. In fact the dragon bloodline of the sorcerer class feels more dragon born. To this I have created a homebrew Martial archetype: The Dragonborn Fighter. I created this class using the newly released tips from WOTC on class modification.
The Dragonborn Fighter: prerequisites: Dragonborn or multi-class sorcerer with draconic bloodline
The Weapons of the Dragon: 3rd level You are proficient in unarmed strikes. As long as you are unarmed, attacks with your off-hand can add your strength modifier bonus to the damage roll. Your unarmed strikes deal 1d4 slashing damage. At level 5 this increases to a 1d6. At level 12 1d8 and at level 18 a 1d10. (Logic note: This increase mirrors the monk due to the fact the fighter will not benefit from weapons; however, it does not upstage the monk do to the increases to 1d8 and 1d10 comes later than that of the monk. Also the Dragonborn Fighter does not benefit from having their unarmed strikes being considered magical. A fix to this can be added by adding gloves that make unarmed strikes magical if that does become a really big problem, but I don't foresee it being one.)
Fighting Style Adjustment: 3rd Level
(Logic note: The necessity of this arises from the fact that Fighting Styles assume that you have a weapon and/or a sheild)
You may change your fighting style now, in addition to the regular fighting styles there are also new options to choose from:
Protection (no Sheild):
You may impose disadvantage if you are not wearing a shield using your reaction; however, if the attack roll would have hit (either
one) you are dealt 1/2 damage from the attack.
Grappler:
When you hit with an unarmed strike you may use a Free action to grapple the creature you hit. As perusual the target cannot be
more than one size larger than you.
Infused strikes:
You may use a bonus action to activate this effect. If you choose to activate this effect your attacks are treated as both slashing
damage and the damage of your draconic heritage (the amount of damage you do does not increase). Your attacks are treated as
magical for as long as this effect is active (one minute). You may only use this ability once between short and long rests. This
usage increases to two at 10th level and three times at 15th level.
Digging Claws: 7th level You are able to climb without spending extra movement. When grabbing another creature or object you can add 1/2 your proficiency bonus to the grab. (Logic Note: This adds versatility even to those that don't take the grappler trait, since this can be used to catch falling allies or objects.)
Harden Scales: 10th level (Logic Note: This is to help lighten the blow for the fighter not using a shield.) Your AC increases by 1 Your hp also increases by 5. At level 20 your HP increases by another 5 hitpoints
Amplified strikes: 15th level Your strikes are considered magical for over coming resistance to non-magical attacks. Your attacks also dean an additional 1d4+1 damage of your draconic heritage. If you possess the Infused strikes Fighting style, whenever you use that ability the amount of damage you deal with this effect increases to 2d4+2.
Draconic resilience: 18th level You gain immunity to the type of damage you are already resistant to. (If you are a sorcerer you become resistant to the damage type of your draconic heritage instead. If you are also a dragonborn of the same type you are immune and resistant... sorry). You also can add your proficiency bonus to all saving throws. (Logic Note: The proficiency bonus is to add some oomph to this feature. In addition it mirrors the legendary resistance that powerful dragons have.)
Please give me some feedback to this overall archetype so I can modify it before it comes to the table.
Posted Apr 7, 2015, 5:43 PM UTC
Glossing over this: I think the best way to make this stand out would be to emphasize the fact that it's intended to keep one hand free for grabbing and grappling. The bonus unarmed damage, grappling abilities, and especially the bonus climbing feature are all really good at that. But, don't assume the player wants to be wielding a weapon and an open hand; what about wielding the unarmed strike as the weapon, and bearing a shield? Keep it versatile and tap into the existing fighting styles as options, rather than adding new bonuses.
Let's tinker with the Infused Strikes class feature. First, we need to drop the "slashing and energy" damage as 5e D&D doesn't deal with mixed damage types; instead, we want to add the energy damage on top of the existing damage. Second, there's no need to restrict it to the claws. Have this feature let the fighter spend its use of dragon breath to add the damage die to its weapon attacks for a duration as a temporary enchantment. Treat it like an ability to cast Magic Weapon, perhaps let its duration be concentration-based. What could be cooler than a dragonborn bathing its weapon in firey breath, then smashing enemies with it?