Is this Revised Dragon Rider homebrew class balanced compared to the official classes?

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

Note that all the spells I’ve put on the Rider spell list require concentration.


The class:

Dragon Rider

Dragons terrify most adventurers, but for you, one very small dragon decided to bond with you, giving you the gift of magic as well. Why did the dragon choose you? Did your country or city test every citizen for a bond? Did you find your dragon still in an egg while exploring a abandoned dragon cave far greater adventurers cleared years before? Did you stumble upon it in the woods one day while hunting? Are the dragon’s parents or a military looking for it?

Quick Build:

Dexterity should be your highest score as a Rider, followed by Constitution or Intelligence. Get starting equipment (c) and choose the spells Faerie Fire, Hunter’s Mark, Arcane Weapon, and Thunderous Smite.

Dragon Rider Spell List

1st-level

Arcane Weapon
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Fog Cloud
Hail of Thorns
Hunter’s Mark
Searing Smite
Thunderous Smite
Wrathful Smite
Zephyr Strike

2nd-level

Alter Self
Blur
Branding Smite
Earthbind
Magic Weapon
Silence
Skywrite
Warding Wind

3rd-level

Blinding Smite
Call Lightning
Crusader’s Mantle
Elemental Weapon
Flame Arrows
Lightning Arrow
Protection from Energy
Vampiric Touch

4th-level

Elemental Bane
Grasping Vine
Greater Invisibility
Staggering Smite
Storm Sphere

5th-level

Animate Objects
Antilife Shell
Circle of Power
Control Winds
Far Step
Immolation
Telekinesis

Class Features

Hit Points

Hit Dice: 1d8 per Dragon Rider level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each Dragon Rider level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple and Martial Weapons
Saving Throws: Intelligence and Constitution
Skills: Choose 3 skills from Perception, Arcana, Nature, Medicine, History, Animal Handling, and Acrobatics.
Tools: Leatherworker’s Tools, Dragonchess Set

Equipment

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

  • (a) a greatsword, 6 Javelins, and Chain Shirt; Or
  • (b) a longsword, 6 Javelins, a Chain Shirt and a shield; or
  • (c) a rapier, Leather Armor, a shield, and 10 darts

and
a longbow, a quiver with 20 arrows, an explorer’s pack, and a leatherworker’s kit.

Dragon Bond

When you take you first level in this class, you gain a pseudodragon companion with a permanent telepathic bond to you. You always know the location of your dragon as long as it is in the same plane as you. You and this dragon can read and speak Draconic, and you 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 your dragon is killed, you suffer one level of exhaustion from the stress of having your telepathic bond severed. You can spend a long rest to bring it back to life. If you do this, you end your long rest with 0 mana points.

Dragon Magic

Unlike other spellcasters, your magic comes from the power your dragon bestowed on you when you met it; thus, you have no spell slots. Instead, you have a maximum amount of mana equal to your Rider level. You regain all expended mana on a long rest. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were in your dragon’s location.

Intelligence is your spellcasting modifier for Rider spells. You know 4 Rider spells from the Rider spell list and learn 1 more whenever you gain a level in this class.

When you cast a Rider spell, you spend mana according to the table below. If you do not have enough mana, you cannot cast the spell.

\begin{array}{cl} \textbf{Spell Level} & \textbf{Mana Cost} \ \text{1st} & \text{1 Mana}\ \text{2nd} & \text{3 Mana}\ \text{3rd} & \text{5 Mana}\ \text{4th} & \text{8 Mana}\ \text{5th} & \text{10 Mana} \end{array}

Fighting Style

At level 2, choose between the Two-Weapon Fighting, Archery, Defense, Great Weapon Fighting, Dueling, or Mariner fighting styles. You can’t benefit from the same fighting style more than once.

Mastery

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Draconic Growth

At level 5, pick a color for your pseudodragon- green, copper, blue, white, brass, black, or silver. Once per long rest, your can use your action to make your pseudodragon temporarily grow into a wrymling of its color. This transformation ends after 10 minutes, or if your dragon is reduced to 0 hitpoints. No creature, including you, can ride your dragon, and it can only use its breath weapon twice during this transformation (this replaces the Recharge feature).

Improved Bond

At level 6, once per short rest, whenever you take damage, you can use your reaction to have your dragon take the damage instead. Additionally, once per short rest, your dragon can use its reaction whenever it takes damage for you to take the damage instead. Transferred damage cannot be reduced in any way.

Additionally, you automatically succeed on any saving throw against your dragon’s breath weapon.

Draconic Tendencies

At level 9, your bond with your dragon begins to influence you. Choose either the Survival and Nature proficiencies. You gain proficiency in that skill if you do not already, and you add double your proficiency bonus to any checks that use that skill. Your eyes continuously glow the color of your dragon, and you learn the Thaumaturgy cantrip.

Draconic Growth

At level 10, your dragon permanently grows into a Wrymling of its color. It can only use its breath weapon twice per long rest, and no creature, including you, can ride your dragon while it is in flight. Two small or one medium creature can ride your dragon while it is on the ground or in water.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Riding Master

At level 13, you have advantage on saving throws you make to stay on your dragon.

Greater Bond

At level 15, when a creature fails a saving throw to your dragon’s breath weapon, and is not immune to the damage type of the breath weapon, that creature has disadvantage on saving throws against your spells until the end of your next turn. You, and only you, can now ride your dragon while it is in flight, as long as your size is medium or smaller.

Increased Draconic Tendencies

At level 17, you stop aging and can’t be aged magically. You are immune to disease.

Draconic Growth

At level 20, your dragon grows into an young dragon of its color. 2 Medium or 4 Small creatures can now ride it at a time, and it is no longer is limited in uses of its breath weapon.


Subclasses

Weapon Master

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

At level 7, when you take the dodge action, you have advantage on saving throws to maintain concentration on a spell until the start of your next turn. In addition, if a creature does damage do your dragon, for the next minute the first weapon attack you make against that creature does additional force damage equal to your intelligence modifier.

At level 18, your ranged attacks are made at advantage while you are riding your dragon. In addition, whenever your dragon hit a creature with an attack of opportunity, you can use your reaction to make make a ranged weapon attack against that creature.

Spell Master

Whenever you gain a level in this class, you can now choose one of the following spells instead of one from the Dragon Rider spell list, these spells count as Rider spells for you:
Feather Fall, Heat Metal, Darkvision, Invisibility, Shatter, Fireball, Fire Shield, Elemental Bane, Skill Empowerment, Transmute Rock.

At level 3, you regain mana points equal to your proficiency bonus whenever you complete a short rest.

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

At level 18, you learn one 6th level spell from the sorcerer spell list, and can cast it once per long rest.

Is this homebrew Oath of the Golden Knight paladin subclass balanced compared to the official subclasses?


Oath Spells
You gain Oath Spells at the Paladin levels listed.
3 Hail of Thorns, Ensnaring Strike
5 Locate Animals or Plants, Healing Spirit
9 Conjure Animals, Spirit Guardians
13 Grasping Vine, Polymorph
17 Tree Stride, Insect Plague

Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity Options:

  • Life Sequester:
    Over the course of ten minutes, you transform a small or smaller non-magical object, or a willing creature you are touching into a beast of CR 1/8 or lower, expending a use of channel divinity. The character’s armor and equipment is absorbed into it while it is transformed, and the creature gains no benefit from its armor and equipment. The character retains the intelligence, wisdom, and charisma scores it had before being transformed. The character or object returns to their original form after 8 hours or after being reduced to 0 hit-points. If you transform an object with this feature, the beast it turns into is neutral towards you.
  • Golden Knight:
    As an action, you use your Channel Divinity to summon an Animated Armor that appears in an unoccupied space within 10 feet of you. The Animated Armor vanishes if it is reduced to 0 hitpoints or if it goes more than 10 feet away from you, or after one minute. The Animated Armor is friendly to you and your allies and obeys your commands.

Aura of healing:
At level 7, whenever you cast a paladin spell, you can choose a humanoid ally within 30 feet of you. They regain hitpoints equal to the level of the spell you cast plus your proficiency bonus.

Superior Summons:
At level 15, whenever a creature does damage to a creature you have summoned with a paladin spell or Channel Divinity, you can use your reaction to make the attacker take magical bludgeoning damage equal to the damage it dealt (to a maximum of 40 damage). Once you use this feature you cannot do so until you take a long rest. Additionally, when you fail a saving throw to maintain concentration on a spell, you can use your channel divinity to attempt the saving throw again instead (you must accept the results of this new roll).

Field of Futility:
At level 20, as an action you undergo a transformation that lasts for one minute. While under this transformation you gain the following benefits:

  • You can cast counterspell as a 3rd level spell at will without expending a spell slot.
  • When you hit a creature with a critical hit, that creature takes an additional 4d10 necrotic and 4d10 psychic damage.
  • You are immune to radiant and necrotic damage.

Once you use this transformation, you cannot use it again until you complete a long rest.

Are there official prices for all common magic items in Eberron?

The default list of common magic items is very short (and the PHB effectively has prices for 3 of the 4). My assumption has been that these are actually purchasable, unlike anything of a higher tier. The Wayfinder’s Guide to Eberron provides many more common magic items, but does not appear to list prices. Is there a source for this information somewhere?

Where can I find the official hash file for my Apache Netbeans download?

So, as prompted by the Apache download site, I have generated a hash for my new NetBeans download. It STRONGLY encourages me to compare my generated hash with their official hash file.

To check a hash, you have to compute the proper checksum of the file you just downloaded ; then compare it with the published checksum of the original.

Well I generated my own, but it doesn’t appear that they actually have an official published checksum for NetBeans. Should I be worried?

Contradictory parts of D&D Beyond: which is official?

If D&D Beyond is considered an official source, how do you figure which part is official when parts of the site contradict other parts?

Example: the monster page for the gelatinous cube says:

Senses Blindsight 60 ft., Passive Perception 8

While the gelatinous cube’s entry under Monster Stat Blocks in the Basic Rules says:

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

Another example: the monster page for shadow says:

Skills Stealth +4

But its entry in the Basic Rules says:

Skills Stealth +4 (+6 in dim light or darkness)

Is there an official treasure generation method to limit magic item rolls based on dungeon level or some other factor?

I’m running an AD&D campaign for a party of usually-three PCs, who were first level until our most recent session. (As for what they are now, we’ll get to that…) I have the 1e DMG (door cover) and Unearthed Arcana, and a Monster Manual that might be older than that, judging by its condition. The players are using the 2e PHB; these are all inherited books, and the previous owner only ever DM’d in 1e and PC’d in 2e.

My issue is with treasure generation– I’ve been using the standard dungeon generation tables from the DMG, and it works well except for the outcome of treasure rolls. Specifically, magic items don’t seem to be segregated by dungeon level. That first-level party happened upon a Mirror of Mental Prowess, which had some fairly powerful effects but nothing game-breaking, and was worth five thousand experience. Divided among the party, this alone was enough to bring the priest and rogue to second level. Combined with the remainder of the treasure, those two reached level three, and the ranger reached level two.

Now building a dungeon for a later adventure, another magic item roll came up, resulting in… a Ring of Three Wishes. I simply vetoed that and re-rolled, getting something more reasonable this time, but now the question is in my mind of whether this is actually correct.

So, the simple version of the question:
Is there a method in AD&D to limit magic item rolls for treasure based on dungeon level or some other factor, or does this need to be created manually by the DM?


Note that this is not the same question as “What can I do when I accidentally gave out an overpowered item?” This relates purely to the RAW methods for generating magical treasures.

Is this Armorer Artificer subclass balanced compared to the official subclasses?

Armorer

Tools of the Trade:
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies: You gain proficiency with Smith’s tools and Cobbler’s tools. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting: If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Subclass Spells:
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3: Shield of Faith, Armor of Agarthys
5: Warding Bond, Barkskin
9: Tiny Hut, Crusader’s Mantle
13: Stoneskin, Fire Shield
17: Antilife Shell, Circle of Power

Heavily Armored: After a long rest, you can touch one set of heavy armor and imbue it with magic over the course of 10 minutes. This magic lasts until you take another long rest, after which you also regain your Artificer Points. You are proficient in heavy armor that has been imbued in this way. Only you can wear the armor that has been imbued in this way. by you. You have a number of Armorer Points equal to your Artificer level. When you imbue the armor with magic you can spend AP to give the armor enhancements listed below, these enhancements cease to operate after the armor’s magic wears off. AP is also use for features you will gain at higher levels.

Projectile Protection Cost: 5 AP
You have resistance to piercing damage from ranged weapon attacks while wearing this armor.
Flight Cost:18 AP
You gain a flying speed of 30 feet while wearing this armor.
Mobility Cost:3 AP
You ignore difficult terrain while wearing this armor.
Speed Cost:2-20 AP
Your walking speed increases by 5 feet for every 2 AP you spend on this Enhancement.
Aqua Affinity Cost:2 AP
You gain a swimming speed equal to your walking speed.
Flamethrower Cost:17 AP
You can cast Firebolt as a bonus action while wearing this armor.
Electrified Cost: 2 AP
Whenever a creature starts their turn grappling you or being grappled by you, they take 1d4 lightning damage.
Night Vision Cost: 4 AP
You gain darkvision to 30 feet. You cannot see colors in darkness.
Sonar Cost: 8 AP
While underwater, you have blindsight to 120 feet.
Precise Targeting Cost: 3 AP
You gain a +1 bonus to ranged weapon attack rolls.
Redirect Energy Cost: 7 AP
When you take lightning, force, or radiant damage, you can use your reaction to force all other creatures within 30 feet of you to make a dexterity saving throw, they take 2d10 thunder damage on a failed save or half as much on a success.
Respiration Cost: 3 AP
While you are wearing this armor you can breath underwater.
Tin Foil Cost: 12 AP
While you are wearing this armor your mind cannot be dominated, charmed or read by a spell of 5th level or lower.
Lantern Cost: 2 AP
You shed bright light to 30 feet and dim light to 90 feet while wearing this armor.
Strong Cost: 3 AP Your carrying capacity is tripled when wearing this armor.
Scintillating Blade: 9 AP
When you do damage to a creature or object with a meelee weapon that does slashing or piercing damage, they take an additional 1d4 damage if they are a creature, or 8d4 damage if they are an object.

Master of Armor:
When you reach 6th level in this class, you can spend 10 AP points to increase your AC by 3 for the next hour. Once you use this feature, you cannot use it again until you complete a long rest.

Supreme Master of Armor:
At level 14, you gain proficiency in martial weapons. Whenever you take damage, you can spend AP points to reduce the damage you take by 1d6 per AP point spent.

How to Fog of War an official adventures map

So I will be DMing a new campaign, and we are going to be starting with the module for The Sunless Citadel. I have a very large .jpeg file for all of the dungeon maps, and plan on using my little projector, mounted above the table, to project the map onto the table to use as the battle mat.

Here is the problem, how would I keep from revealing the entire dungeon level to the players all at once, while still being able show the areas they are in/have already been too?

Initially, I was thinking of using a thick card stock (flash cards) and some tape to block portions of the projected image before it got to the table, but that seems like a lot of additional work every time they enter a new room.

Does anyone here have any experience using digital copies of maps and projectors, or even tables with a built-in screen?

Is this homebrew Oath of the Jedi paladin subclass balanced compared to the official subclasses?

Is the following homebrew Oath of the Jedi paladin subclass balanced compared to the official subclasses?

Oath Spells

You gain oath spells at the following levels:

3rd – Jump, Catapult
5th – Blur, Detect Thoughts
9th – Wind Wall, Protection from Energy
13th – Freedom of Movement, Divination
17th – Telekinesis, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following 2 Channel Divinity options:
Sense Alignment: As an action, you use your Channel Divinity to stealthily probe the mind of a creature within range. Make an Wisdom(Insight) check contested by the creature’s Charisma(Deception) check, if you succeed you learn the creature’s alignment. If the creature can cast at least 1 spell, they sense their mind has been probed, but do not know it was you.
Repelling Wave: As a bonus action, you extend your hand towards a large or smaller creature within 15 feet of you and expend a use of channel divinity, that creature must succeed on a Charisma saving throw or be pushed 20 feet away from you and take 4d4 bludgeoning damage.

Unarmored Defense: At level 7, while you are unarmored, you can add your Wisdom modifier to your armor class. While unarmored, you gain a climbing speed equal to your walking speed and your jump distance is doubled.

Improved Mind: At level 15, you gain resistance to psychic damage. Also, when you use your Sense Alignment on a creature and they fail their saving throw, for the next minute you can add your Wisdom modifier to attack rolls against that creature.

One with the Force: At level 20, as an action, you undergo a transformation that lasts for 10 minutes. While transformed, you gain the following benefits:

  • You can take the Dodge action as a bonus action
  • You gain blindsight to 120 feet
  • Every time you hit a creature with a melee weapon, they are dealt an additional 1d4 force damage and 1d4 fire damage
  • You have advantage on death saving throws

Once you use this feature, you cannot use it again until you complete a long rest.