Dragonbound, Variant (5e Class)
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Dragonbound
- A human in vibrant blue armor stabs an orc through the chest with two blades, and as it falls to the ground lifeless something twinkles in his eye. He sidesteps, and with an inhuman speed, slashes another in a massive cross.
- A tiefling stabs her sword into the ground. Enemies around her tremble at a roar emanating from her, without ever having to open her mouth
- An orc sits atop a pile of treasure. Not because of its size, ferocity, or cunning-- but because of its ambition, backed with a silver tongue.
Internal ally
Dragonbound are created by the soul of a dragon being somehow linked to the soul of a humanoid, and serve as the source of their powers. Dragonbound are an ambitious class. They sport many thematic features, all based around the concept of bound soul. This draconic soul takes a shape, can show itself in parts, manifests itself in different ways based on the user's personality and desires.
Creating a Dragonbound
How did your character gain their bound dragon, or were they born with one? What did their friends and family think? How did it drive them to adventure? What sort of relation do they have to their bound dragon?
- Quick Build
You can make a Dragonbound quickly by following these suggestions. First, Strength or dexterity should be your highest ability score, followed by Constitution or charisma. Second, choose the noble background. Third, choose A longsword and shield, hide armor, and 5 daggers
Class Features
As a Dragonbound you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dragonbound level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragonbound level after 1st
- Proficiencies
Armor: Medium, shields
Weapons: Martial
Tools: None
Saving Throws: Constitution, Charisma
Skills: Two from Acrobatics, Athletics, Arcana, Insight, History, Intimidation, Investigation, and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 martial weapons or (b) A martial weapon and a shield
- (a) Leather armor or (b) Hide armor or (c) Padded armor
- (a) 10 darts or (b) a light crossbow and 20 bolts or (c) 5 daggers
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- If you are using starting wealth, you have 4d4x10 gp (average 50) in funds.
Level | Proficiency Bonus |
Features | Manifestations |
---|---|---|---|
1st | +2 | Dormant soul | - |
2nd | +2 | Manifestations | 1 |
3rd | +2 | Soul archetype | 1 |
4th | +2 | Ability Score Improvement | 1 |
5th | +3 | Extra Attack | 1 |
6th | +3 | — | 2 |
7th | +3 | Soul archetype Feature | 2 |
8th | +3 | Ability Score Improvement | 2 |
9th | +4 | Draconic wings | 2 |
10th | +4 | — | 3 |
11th | +4 | Soul archetype Feature | 3 |
12th | +4 | Ability Score Improvement | 3 |
13th | +5 | Frightful Aura | 3 |
14th | +5 | — | 4 |
15th | +5 | Lair | 4 |
16th | +5 | Ability Score Improvement | 4 |
17th | +6 | Soul archetype Feature | 4 |
18th | +6 | — | 5 |
19th | +6 | Ability Score Improvement | 5 |
20th | +6 | Final Soul archetype Feature | 5 |
Dormant Soul
Your draconic soul is within you, but not yet strong enough to come out. Even while you act as its incubator, you gain powers based on the harbored dragon. When creating your character, choose its colour. Your draconic soul can be metallic, chromatic, or at DM discretion something else. After the colour is chosen, choose your element from Fire, Ice, Lightning, Poison, or Acid. The DM may restrict this based on the colour you chose. If you multiclassed into Dragonbound, you may or may not get a choice.
Breath Weapon
At 1st level, you can use your action to exhale destructive energy. Your Dormant Soul determines the damage type of the exhalation. When you first gain this feature, choose a 15 ft cone, a 30 ft line, or a 15ft by 15ft square, centered on any one point within 60 feet of you. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, chosen on character creation. This is usually dexterity for fire, lightning. and acid; and constitution for cold and poison. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, roll a d6. You must finish that many new rounds before re-using your breath
Illusory Claws
At 1st level, You gain a set of illusory claws that you may summon or dispel at will. They float just behind your hands, ready to grasp and strike with your movements and will You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d4 in place of the normal damage of your unarmed strike. This increases to a d6 at level 5, a d8 at level 11, and a d10 at level 17 When you use the Attack action on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a longsword, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
- You gain one of the following
- A swim speed equal to your walking speed
- A climb speed equal to half your walking speed
- A burrow speed equal to a quarter of your walking speed
Some classes will replace your Illusory Claws feature with a more powerful, more specialized ability
Soul Scales
When not wearing armor, your armor class is 13+your dexterity modifier from your draconic soul trying to block In addition, you gain resistance to the element you chose when becoming a dragonbound.
Manifestations
Drawing on the soul At 2nd level, you gain one draconic manifestation of your choice. Your manifestation options are detailed at the end of the class description. When you gain certain dragonbound levels, you gain additional manifestations of your choice, as shown in the manifestations column of the Dragonbound table. You can not choose one manifestation multiple times. Additionally, when you gain a level in this class, you can choose one of the manifestations you know and replace it with another invocation that you could learn at that level. If a manifestation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A tier prerequisite refers to your level in this class; 1 for tier 1, 5 for tier 2, 11 for tier 3, and 17 for tier 4
Variant manifestations
Instead of using the table above, your DM may choose to award manifestation slots for the defeat of draconic beings of sufficient power.
Draconic Soul Features
At 3rd level, choose how your soul awakens. Choose between Hydra, Mount, Pure, Serpentine, and Wyvern, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, and 17th levels. In addition, it can change how you gain class features, as detailed in the archetype descriptions Your draconic soul exists as a creature and cannot be targeted normally, however shares your AC, saves, and HP pool. The DM may choose to give your draconic soul a personality. Your chosen archetype removes all restriction for multiclassing class based on it. Barbarian for Wyvern, Fighter for Mount, Druid for Hydra, Rogue for Serpentine, and Sorcerer for pure
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Draconic Wings
At 10th level, You gain another way to move. Unless your Soul archtype says otherwise, you gain a flight speed equal to your walking speed.
Frightful Aura
At 13th level, when you target a creature it must succeed Wisdom saving throw (dc=8 + proficiency bonus + charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Aura for the next 24 hours.
Lair
At 15th level, you may perform a day-long ritual to designate one area as your lair. The DM determines how big this can be. When you are in your lair you may perform one bonus action on your initiative count minus 10, losing ties. In addition, you receive benefits based on your soul archtype
Mount: Your movement speed is doubled, and your reach with any weapon increases by 5 feet Pure: You regain one spell slot whenever you reduce something to 0 HP using anything but a first-level or higher spell. Wyvern: When attacking or using rend, you may reroll all damage dice that land on a 1. Serpentine: Weakpoint does not require you to beat the target's AC by 5, and deals d8s instead of d6s
Soul Archtype
Your draconic soul takes on a form of its own when you reach 3rd level.
Hydra
- Elemental weakness
When you select this archetype at 3rd level, choose one element that is not your own. When you are hit by this element, you cannot heal from any of this archtype's features for one round plus one more round for every 10 points of damage you took from it.
- Sudden regeneration
At 3rd level, once per short rest, you may use a defend action or spend a bonus action to use a hit dice to heal. any hit dice you roll when normally resting may be rerolled once each. You may discount one failed death save against you per long rest.
- Like a shark to water
at 7th level You gain a swim speed equal to your walking speed, can breathe underwater just as well as in the air, and suffer no penalty from fighting underwater.
- Biting heads
At 11th level, when you make an attack action or or defend action, a hydra head bites at targets your or it chooses. Make a single attack roll with an attack bonus equal to yours. They deal d12 damage, plus your strength modifier. If you take damage equal to or greater than your level the turn you use this feature, the head is cut off. After one round two more grow back, if you were not hit with your elemental weakness. These heads act with the first You may have a maximum of five bonus heads in this way
- Monsterous regeneration
At 17th level, at the start of your turn, if you have any hit points remaining, you regain hit points equal to your constitution modifier (minimum of 1). If you are under half your health, double this number.
Mount
- Dragon Knight
At 3rd level your draconic soul manifests as a faithful mount, moving you around as an extension of your will. You become proficient in martial weapons and heavy armor, and your movement speed increases by 10 feet. You have advantage against being knocked prone
- Stalwart Defender
At 7th level, you may use an action to guard. While guarding, the area your weapon threatens is treated as difficult terrain, and you may use a special reaction to make an attack of opportunity against a creature within your reach who targets any ally you have. You may make a number of reactions in this way equal to your proficiency bonus, but cannot use your reaction for anything else
- Trample
at 11th level, any creature of your size or smaller that you try to move over must make a strength or dexterity save, (dc=8+str+prof). On a successful save, it takes no damage and may move 5 feet in any direction. If it succeeds by 5 or more, your movement ends. if it fails the save, it takes 2d6+str bludgeoning damage. If it fails by 5 or more, it is knocked prone.
- Roar of inspiration
At 17th level, You may spend an action to have your mount roar. All allied creatures within 120 ft may reroll 1 attack roll, saving throw, or ability check within the next hour. A creature effected in this way cannot be effected in the next 24 hours If you have the roar manifestation, they are used at the same time
Pure
- Spellcasting
When you reach 3rd level, Gain three cantrips chosen from the sorcerer's spell list. Charisma is your casting modifier. You know a number of dragonbound spells equal to half your level, rounded down. When you level up, you may trade one spell on your list for another from the sorcerer list. You begin with two spell slots, gaining another at levels 11 and 17. They recharge when you finish a short or long rest. These slots, and the maximum level of spells known, are 1st level. This increases at level 5, 9, 13, and 17. Variant: If you have spell slots from another source, instead add half your Dragonbound level to its. A warlock 5/dragonbound 4 would have the spell slots of a warlock 7
- Prideful Mage
When you reach 3rd level, and a non-allied creature you can see surrenders to you or your allies, gain back a spell slot.
- Chosen Leader
At 7th level, you gain proficiency in persuasion and intimidation, and may double your proficiency bonus in one of these skills if you had it to begin with. You have advantage on persuasion or intimidation when it comes to gaining any sort of follower.
- Elemental Affinity
At 11th level, whenever you deal your element's damage in any way, increase that damage by your charisma modifier
- Mythological Terror
At 17th level, whenever you cast a spell, you may have all creatures who the spell succeeded against make a wisdom save equal to (8+your proficiency bonus+your charisma modifier) or be frightened for the next round
Serpentine
Your draconic soul completely detaches from you, following you like a loyal hound.
- Draconic scout
At 3rd level, You may use a bonus action for this scout to move 30 feet, anywhere within 100 feet of you. Orbiting soul dragons do not share your health pool, but have HP equal to your level times your charisma modifier (minimum of 1 per level). if it runs out of HP, it dissolves and re-forms on a long rest. It telepathically communicates information to you when within 10 feet. In addition, You may use your action to sense through any or all of your orbiting soul's senses. You cannot use your own while using its.
- Find Weak Points
At 3rd level, if your draconic scout is within 10 feet of you, you deal extra 1d6 damage when you attack a creature and hit 5 points above its AC. this amount increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level. You can only deal extra damage with this feature once per turn
- Ambush
At 7th level, you may spend 1 minute hiding yourself in the terrain. You are treated as invisible until you move or attack. On the turn that you do either of those, you have advantage on all attacks. If you reduce a creature to 0 hit points on the turn of this ambush, you may use your bonus action to move half your movement and make a hide check
- Latch on
At 11th level, Your draconic soul can use its action to bite onto a foe. it makes an attack at your bonus, dealing damage equal to d6+your strength or charisma modifier. On a hit, all attacks from you have advantage
Wyvern
- Hunger for more
When you reach 3rd level, and you critically hit or reduce a creature to 0 HP, you may use a reaction to move half your movement towards a creature and make one attack. If you do this, the next attack against you has advantage
- Rend
When you reach 7th level, and you hit a creature more two or more times in the same turn, it must make a constitution save (dc=8+str+prof) or take 3d6 slashing damage.
- Poisonous Sting
When you reach 11th level, you may use a bonus action to make a special attack. This attack uses your attack bonus, deals 1d8+your strength modifier damage. If it hits you may have the creature must make a constitution save equal to 8+your proficiency bonus+your constitution. On a failure, it takes 1d8 damage for every manifestation you have and is poisoned for the next minute. on a success, it takes half that much damage and is not poisoned. You can only deal poison damage a number of times equal to your constitution modifier (minimum of 1), but can still make this attack All expended uses refresh on a long rest.
- Raging strikes
1t 17th level, your weapon attacks and unarmed strikes deal extra damage equal to your proficiency bonus. Rend deals 3d12 instead.
Manifestation list
Breath
Double Lung
Alongside your breath weapon, you gain a secondary breath weapon. Choose an element, saving throw, and shape as if you would when creating your character. It deals the same amount of damage and has the same save, but recharges on its own d6. If you have both your breath weapons ready, you may breathe out both at once. You cannot do this on the same turn on which you take a move action. This combined breath weapon deals 50% more damage of your main breath weapon, equally split between your two chosen elements. Once you use this feature, you cannot use any breath weapon you have for 6 rounds. No feature may shorten this cooldown.
Exotic Breath Weapon
You may re-decide the elemental damage (from any elemental damage available), shape, and saving throw (from all six ability scores) of your breath weapon. When you level up, you may re-decide any of these features again. If you lose this manifestation, it goes back to the default state. Exotic breath weapon cannot be used on your Secondary Breath Weapon, as detailed below. Requires level 1
Expanded breath weapon
Your breath weapon evolves. If it is a line, it becomes a 60 ft line. If it is a cone, it becomes a 25 ft cone. If it is a burst, it becomes 20x20ft. in addition, all its damage dice. Requires level 5
Mighty breath weapon
Your breath weapon does a d10s of damage instead of a d6s. Requires level 11
Stronger breath
Your breath weapon does a d8s of damage instead of a d6s. Requires level 5
Lingering Breath
When you use your breath weapon, it lingers. When you start your turn, any creature in the area that your breath weapon hit must make the same save or take half your breath weapon's damage. Requires level 5
Claws
Arcane claws
Your claws count as magic weapons, and act as an arcane focus, allowing cast spells when your hands are otherwise full. Requires level 1
Glide
When in the air, you may choose to only fall up to 5 feet. if you do, you must move half your movement speed in any horizontal direction. This does not function while you are incapacated. Requires level 5, unnecessary past level 9
Rapid claws
Your base movement speed increases by 10 feet when determining how far you can swim, climb, or burrow. When using your bonus action to make a claw attack, you make one more at disadvantage as part of the same action. Requires level 5.
Siege claws
Any unarmed strikes you make count as magic weapons, give a +2 bonus to attack and damage rolls, and deal double damage to objects. Requires level 11
Steel Claws
Any unarmed strikes you make count as +1 weapons, and deal a d6 damage of your chosen element on a hit. Requires level 5
Tyrant claws
Any unarmed strikes you make count as magic weapons, give a +3 bonus to attack and damage rolls, deal double damage to objects, and cannot be resisted. Requires level 17
Versatile movement
You may choose another kind of movement from {inpage|Illusory claws}above. Requires level 1
Scales
Draconic Sight
You gain darkvision out to 60 feet, and can see colour perfectly in that range. At 5th level, the first time an illusion is seen by you, its caster must make a deception or arcana check against your passive insight. Failure reveals the illusion as what it is. Requires level 1
Massive Build
You count as one size category larger for the purposes of determining weight you can push or carry, as well as for the purpose of grappling. Requires level 5
Metallic Tongue
You speak draconic if you did not already know it, but cannot read or write it. You may give yourself advantage on one charisma check. This feature recharges at the end of a long rest. Dragons treat you as one of their own, and you suffer no penalty for being a non-dragon when communicating with them. Your voice becomes deeper and more imposing. anyone trying to hear you speak has advantage. Requires level 1
Roar
You may use an attack action to roar, subjecting all creatures of your choice within 120 feet of you to a save against your Frightful Prescence. A creature effected in this way cannot be effected in the next 24 hours If you lack the feature, they have advantage on this save. Requires level 5
Magic
Magical Sharpness
The maximum level for your spell slots and for your spells known increases by 1. If you have no spell slots, this manifestation has no effect. Requires level 5
Spark of magic
Choose one first-level spell from the sorcerer spell list. The level of this spell increases at 5th, 11th, and 17th levels. You may cast it without components. This feature recharges at the end of a short rest. Requires level 1
Versatile Apprentice
You learn one cantrip, and learn another at 5th and 11th level. These do not need to be from the same spell list. Requires level 1
Versatile Mage
Choose one spell list that was not yours-- Bard, Cleric, Druid, Warlock, or Wizard. You may choose and spells from that list as if they were your own, using charisma as your casting modifier. When you select or lose this invocation, you may re-select all your known spells. Requires level 5
Multiclassing
Prerequisites. To qualify for multiclassing into the Dragonbound class, you must meet these prerequisites: 13 strength, 13 charisma, the soul of a dragon somehow connected to yours. Proficiencies. When you multiclass into the Dragonbound class, you gain the following proficiencies: Medium armor, light weapons
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