Oh man, one of my favorite expanded classes in 3.5 was Dragonfire Adept and this gives some similar vibes. Definitely something I want to keep an eye on.
I've started to mod a Dragonfire adept, but it's far from finished and I'm not even sure I will finish one day I've also considered modded this specific homebrew subclass from Kibble, but the level 10 power with gold proven to hard to design for me.
So I'm very happy to see it playable (And with good quality it seem)
The Hoard feature was tricky! And I still have my eye on it in case it plays up. A little behind-the-scenes peek here, because it uses some, uh, odd workarounds that are interesting to talk about. Your temp HP is calculated in Larian's Story Editor, but while it has a GetGold function, the story editor doesn't seem to have a built-in way to fetch a character's class level.
So we trojan horse it in. When it's time to calculate Hoard Breaker, we apply a status that lasts ClassLevel(Warlock) long. We can then grab that duration, convert it into the value we need using some maths, and work from there. It's possible there was a neater way to do that, but the calculation seemed to work.
I did weigh up giving it a bit of a boost, since it's a feature that's probably more flavourful than strictly powerful. But Warlocks tend not to get super powerful subclass features at level 10: Archfey gets immunity to Charms (good but situational), GOO gets Psychic resistance and the power to reflect Psychic damage (nice but fairly rare), Fiend gets a changeable damage resistance.
Considering the Dragon Patron also gets a resistance at level 10 (albeit a more limited one that can't be changed on Short Rest), I figure it's probably fine.
For a warlock in particular 10 temp hp feels even smaller really, since you can take the invocation that gives you infinite uses of False Life and have a constantly renewing 7 temp hp. Still flavorful though!
How horribly would this break if I don't download the 5e spells mod? Edit: never mind! I see you added a "vanilla" mod! (haha what an oxymoron). Thanks!
Hey I might just be super dumb but this mod prevents me from loading saves or creating a new game. I tested moving it in the load order, using 5e spells, compatibility framework (despite no other warlock subclasses being active) and all. It seems to me because it includes the Osiris Scripting. Is there anything I'm missing about Osiris or could you tell me more about why it doesn't work?
The Osiris scripting shouldn't cause launch issues, provided it's loading correctly: it adds some extra things when casting certain Dragon abilities or when statuses are applied by your Dragon features. That said, "shouldn't" does a lot of carrying there, so I'll have a further look at if I've broken something, or if Larian's broken something, etc. Things launch fine on my end, but I can test around with different mods enabled.
Are you on Patch 7 or are you part of the Patch 8 stresstest? I can only test Patch 7 for now.
I'm on Patch 7 and on build v4.1.1.6072089. Currently running these other mods: ImpUI, DatabaseCleaner, SpawnTutorialChest, 5eSpells, Monk Subclass - Way of No Mercy, Ancient Jewelry, Inferno Adept Set, FireBoots, The House of Hope Couture. But even when disabling all mods except for 5eSpells and Dragon Patron (and Script Extender v22) it still doesn't load the savefile and gives me either a Server Error or Error 117 afterwards.
Thanks a ton for your help, I really appreciate it!
I can only reply in English, so I'm sorry for any translation issues. If you want, I can go through the steps of installing it, to double check things. Two questions:
Are you using any Mod Manager to handle the installation, or do you just have the game and this file?
If you go to the in-game Mod Manager from the main menu, and click the Installed tab, does the mod appear? Is it ticked?
Click on the Installed tab, and click the box next to Dragon Patron to activate it. It should now have a tick next to it.
If all goes well, the subclass should appear as an option when playing. If it's not working, is it just not appearing in-game, or is it not appearing in the Mod Manager?
Maybe, but I don't have any immediate plans. If I was going to expand on the mod it's one of the obvious things to do, though it would be a bit more work. (The current elements can happily reuse some base game Dragonborn animations, and I'd need to come up with some new effects.)
So maybe down the line, but right now I'm a little busy with other things. I'm not going to stop anyone else from making their own extension to this, of course.
Hi!, when I try to change wyll's subclass (resetting him to lv1) it get's stuck on the loading screen, don't know if anyone else has this problem, maybe i shouldn't be resetting it's stats thnx <3
Do you have any other Warlock subclasses installed? It could be I haven't set up the compatibility right, and it's causing an issue when resetting. If so, I'll double check all that.
Hi!, i'm also having the same problem with wyll, and i can't level him up either, i do not have any other warlock subclass installed, i only have mods that add spells. <3
I would like to get around to doing a no-dependencies version. I'm always a little torn between wanting to limit dependencies as much as possible, to make a mod more accessible, and wanting to use other mods as building blocks to take advantage of what they bring.
I thought about just releasing a version that simply doesn't get a proper expanded spell list, since the subclass's features are all standalone -- but that felt a bit disappointing. I'll see if I can throw something together maybe next week or so. I have some idea of what could go there.
This, the Investigator, and the Crusader are basically never leaving my load order JUST IN CASE I want to play them. The Medium Investigator is straight-up my favorite player character class but I'm REALLY TEMPTED to go Dragon Warlock Goblin or Kobold if anyone makes a good Kobold mod. Anyway, I love what you do with these ported homebrew classes! Thanks for them!
Thanks. The Medium was a tough one to translate, and I don't think it's without its quirks; but it felt like a real gap not to have it in the "occult investigator" class. Glad you've had fun with it. Crusader was definitely a lot simpler in comparison (it's an alternate Fighter third-caster with Cleric spells swapped in), but I think it does a decent job of mixing Cleric and Fighter without just feeling like a discount Paladin.
I hadn't thought about kobolds+dragons, but the idea does suddenly appeal. I know Fantastical Multiverse had kobolds, but I think it needs updating for Patch 7+. I might keep an eye on that myself now. Deep in our hearts, does not a part of all of us long to be a small little lizard guy serving a much bigger, scarier lizard that breathes fire? I'm no psychologist, but yes, probably.
I want to start this off with I love this mod! (I do use the native version)
I do have a couple of complaints/requests/suggestions in hopes to see this class sing
1- draconic blast should really scale based on independent level and not warlock level. This limitation makes it nonviable for a comparable multi class build.
2- draconic blast should count as a spell, cantrip, breath weapon, or some combination thereof. Again this limits the class being able to customize as well as multi class options. As well as equipment does not interact with it in my tests. (if you make it both i would consider 1d6 damage base for balance)
3- draconic blast (and this is total opinion) should work with metamagic from sorcerer
If these issues are a mod order or version issue I figured putting this kind of issue up would possibly help others. if these are things to be looked at then i hope to see cool multi class combos in the future.
In all this is still a awesome single class as is and just fun to play!
I've thought about making Draconic Blast a spell. Its current status as spell-like rather than just being a cantrip leads to it being a lot more outclassed here in Baldur's Gate 3, where you can grab items like Potent Robes. It's essentially an alternative Eldritch Blast and already keys off your spell save DC, so it's not too out there.
Making it scale on character level: my hesistance here is that Warlock is already a pretty powerful dip. The Sorcerer who takes two levels in Warlock for an Agonising Eldritch Blast that Repels foes backward -- already a powerhouse without giving them the additional flexibility to turn their Blast into a cone and do elemental damage. Draconic Blasts are probably the key change the subclass brings; using them fully should, I think, require some level of commitment to the subclass.
I see what you are saying. so i guess i shall ask this. would you be willing to make a 2nd version of the class with the changes to draconic blast? or make a replacer mod to change it?
for me the best part of dnd is the creation and combinations. level 11 is the required level to keep up with any other class, leaving 1 level to dip into. at level 10 or less and damage is so low that any other damage cantrip is simply a better option. add in no gear adds damage or effects meaning that 1 item turns every cantrip as a better option with just a 1 damage add.
dragonborn breath weapons get bonuses from items and other class features and spells. including hex and elemental adept. draconic blast should get at least hex and elemental adds.
Just a clarification, I like the toggle spell slot power up being warlock spell slots only. The "breath cantrips" are the part i find hit to hard from multi classing.
Again, I want to restate that i do think this is just an awesome mod and concept and thank you for making it for the masses!
1st wanted to say thanks for that change, made all the difference.
I was wondering, if it is intentional that the draconic blast does not trigger Hex and others such effects or not? this is just a bug check or intentional check.
Either way, thank you once again for this wonderful Mod!! my lv6 dragon sorcerer lv6 Dragon warlock dreams will be awesome!
It's a quirk of how Hex works. Basically, it looks for things that make an attack roll. Similarly, it doesn't work with Magic Missile (no attack roll) or Fireball (target makes a saving throw). Since Draconic Blast works by forcing a target to make a save, it doesn't trigger. This is broadly true of how Hex works in tabletop, but it's one of those, uh, D&D oddities. ("What do you mean Fireball isn't an attack?")
I could change the Blast to a spell attack roll, but it's something with a few knock-on changes. I'll sleep on it.
44 comments
I've also considered modded this specific homebrew subclass from Kibble, but the level 10 power with gold proven to hard to design for me.
So I'm very happy to see it playable (And with good quality it seem)
So we trojan horse it in. When it's time to calculate Hoard Breaker, we apply a status that lasts ClassLevel(Warlock) long. We can then grab that duration, convert it into the value we need using some maths, and work from there. It's possible there was a neater way to do that, but the calculation seemed to work.
I'm afraid the feature is a little underpowered though, 10 temporary hp once per long rest is a little small for a level 10 feature.
But it's really cool if it works. I will give it a try once patch 8 release and I start a new game
Considering the Dragon Patron also gets a resistance at level 10 (albeit a more limited one that can't be changed on Short Rest), I figure it's probably fine.
Edit: never mind! I see you added a "vanilla" mod! (haha what an oxymoron). Thanks!
Are you on Patch 7 or are you part of the Patch 8 stresstest? I can only test Patch 7 for now.
Thanks a ton for your help, I really appreciate it!
- Download the ZIP, and extract the PAK from it.
- Put the PAK in the mod folder. On Windows, that will usually be:
- Launch the game, and go to the in-game Mod Manager.
- Click on the Installed tab, and click the box next to Dragon Patron to activate it. It should now have a tick next to it.
If all goes well, the subclass should appear as an option when playing. If it's not working, is it just not appearing in-game, or is it not appearing in the Mod Manager?So maybe down the line, but right now I'm a little busy with other things. I'm not going to stop anyone else from making their own extension to this, of course.
thnx <3
I thought about just releasing a version that simply doesn't get a proper expanded spell list, since the subclass's features are all standalone -- but that felt a bit disappointing. I'll see if I can throw something together maybe next week or so. I have some idea of what could go there.
I hadn't thought about kobolds+dragons, but the idea does suddenly appeal. I know Fantastical Multiverse had kobolds, but I think it needs updating for Patch 7+. I might keep an eye on that myself now. Deep in our hearts, does not a part of all of us long to be a small little lizard guy serving a much bigger, scarier lizard that breathes fire? I'm no psychologist, but yes, probably.
I do have a couple of complaints/requests/suggestions in hopes to see this class sing
1- draconic blast should really scale based on independent level and not warlock level. This limitation makes it nonviable for a comparable multi class build.
2- draconic blast should count as a spell, cantrip, breath weapon, or some combination thereof. Again this limits the class being able to customize as well as multi class options. As well as equipment does not interact with it in my tests. (if you make it both i would consider 1d6 damage base for balance)
3- draconic blast (and this is total opinion) should work with metamagic from sorcerer
If these issues are a mod order or version issue I figured putting this kind of issue up would possibly help others. if these are things to be looked at then i hope to see cool multi class combos in the future.
In all this is still a awesome single class as is and just fun to play!
Making it scale on character level: my hesistance here is that Warlock is already a pretty powerful dip. The Sorcerer who takes two levels in Warlock for an Agonising Eldritch Blast that Repels foes backward -- already a powerhouse without giving them the additional flexibility to turn their Blast into a cone and do elemental damage. Draconic Blasts are probably the key change the subclass brings; using them fully should, I think, require some level of commitment to the subclass.
for me the best part of dnd is the creation and combinations. level 11 is the required level to keep up with any other class, leaving 1 level to dip into. at level 10 or less and damage is so low that any other damage cantrip is simply a better option. add in no gear adds damage or effects meaning that 1 item turns every cantrip as a better option with just a 1 damage add.
dragonborn breath weapons get bonuses from items and other class features and spells. including hex and elemental adept. draconic blast should get at least hex and elemental adds.
Just a clarification, I like the toggle spell slot power up being warlock spell slots only. The "breath cantrips" are the part i find hit to hard from multi classing.
Again, I want to restate that i do think this is just an awesome mod and concept and thank you for making it for the masses!
I was wondering, if it is intentional that the draconic blast does not trigger Hex and others such effects or not? this is just a bug check or intentional check.
Either way, thank you once again for this wonderful Mod!! my lv6 dragon sorcerer lv6 Dragon warlock dreams will be awesome!
I could change the Blast to a spell attack roll, but it's something with a few knock-on changes. I'll sleep on it.
this is still such an great job.