Draconic Descendant, 2nd Variant (5e Class)
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- 1 Draconic Descendant
- 1.1 Creating a Draconic Descendant
- 1.2 Class Features
- 1.3 Draconic Magic
- 1.4 Draconic Leader
- 1.5 Draconic Warrior
- 1.6 Draconic Sage
- 1.7 Draconic Influencer
- 1.8 Draconic Ruler
- 2 Multiclassing
Draconic DescendantAs the night sky shone down on the Dragonborn heir of mighty House Lartixa a grin spread across his lips, peeling back to reveal a maw of merciless finality. He had found deep within himself the whisper of his Black Dragon ancestor and had coaxed that nigh undetectable voice into a roar so loud it had changed him forever body and soul. His scales grew thicker, his horns longer, his claws seemed like a sword, and his fangs as daggers in a vice. Thorin was no longer a mere Dragonborn, he had unlocked his birthright. Whether the heir of a mighty house or the bastard born son or daughter of a common bricklayer; each Dragonborn has within them the ability to unlock their Draconic Descendant power if they search within themselves and quiet the noise that of their mortal blood, allowing the voice of their dragon ancestor to speak to them.
Creating a Draconic Descendant
- Quick Build
You can make a Draconic Descendant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose the Dungeoneer's Pack.
As a Draconic Descendant you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 3d4 X 10 gp in funds.
|Features||Draconic Fangs||Draconic Breath Weapon||Draconic Tail|
|1st||+2||Draconic Skin, Draconic Claws||1d6||-||-|
|2nd||+2||Draconic Fangs, Draconic Breath Weapon||1d6||1||-|
|3rd||+2||Draconic Tail, Draconic Prowess||1d6||1||1d2|
|4th||+2||Ability Score Improvement||1d6||1||1d2|
|6th||+3||Draconic Empowered Strikes||1d8||2||1d4|
|7th||+3||Draconic Prowess feature||1d8||2||1d4|
|8th||+3||Ability Score Improvement||1d8||2||1d4|
|10th||+4||Draconic Prowess feature||1d8||2||1d4|
|12th||+4||Ability Score Improvement||1d10||3||1d6|
|14th||+5||Draconic Wing Attack||1d10||3||1d6|
|15th||+5||Draconic Prowess feature||1d10||3||1d6|
|16th||+5||Ability Score Improvement||1d10||3||1d6|
|17th||+6||Draconic Frightful Presence||1d12||4||1d8|
|18th||+6||Draconic Prowess feature||1d12||4||1d8|
|19th||+6||Ability Score Improvement||1d12||4||1d8|
|Dragon||Damage Type||Breath Weapon||*||Dragon||Damage Type||Breath Weapon|
|Chaos||Force||5 by 30 ft. line (Dex. save)||*||Prismatic||Radiant||15 ft. cone (Dex. save)|
|Bronze||Lightning||5 by 30 ft. line (Dex. save)||*||Blue||Lightning||5 by 30 ft. line (Dex. save)|
|Copper||Acid||5 by 30 ft. line (Dex. save)||*||Black||Acid||5 by 30 ft. line (Dex. save)|
|Brass||Fire||5 by 30 ft. line (Dex. save)||*||Red||Fire||15 ft. cone (Dex. save)|
|Gold||Fire||15 ft. cone (Dex. save)||*||Green||Poison||15 ft. cone (Con. save)|
|Silver||Cold||15 ft. cone (Con. save)||*||White||Cold||15 ft. cone (Con. save)|
|Cobalt||Cold||5 by 30 ft. line (Con. save)||*||Yellow||Lightning||5 by 30 ft. line (Dex. save)|
|Iron||Lightning||5 by 30 ft. line (Dex. save)||*||Brown||Fire||15 ft. cone (Con. save)|
|Steel||Poison||5 by 30 ft. line (Con. save)||*||Grey||Cold||15 ft. cone (Con. save)|
|Mercury||Poison||15 ft. cone (Con. save)||*||Orange||Acid||5 by 30 ft. line (Con. save)|
|Mithral||Radiant||5 by 30 ft. line (Dex. save)||*||Purple||Acid||5 by 30 ft. line (Dex. save)|
Beginning at 1st level your body begins to change to be more like that of a Dragon. Your skin molts over before growing itchy and tight, before falling off altogether, revealing tough chitinous dragon scales. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity mod + your Constitution mod.
At 1st level, your hands start changing, deforming, and growing bigger into draconic claws. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity mod. The damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Starting at level 2, your mouth begins to change, getting bigger, with sharper teeth, being capable of pierce even the hardest skin. Your fanged maw is now a natural weapon, which you can use to make unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and your Draconic Claws.
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Draconic Descendant levels, as shown in the Draconic Fangs column of the Draconic Descendant table.
- Instead bludgeoning damage, your unarmed strikes deal piercing damage.
- When you use the Attack action with your Draconic Claws on your turn, you can make one unarmed strike as a bonus action.
Draconic Breath Weapon
At 2nd level, you can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution mod. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 5th level, 7d6 at 9th level, 8d6 at 13th level, 9d6 at 17th level, and 10d6 at 20th level. Your Draconic Descendant level determines the number of times you can use this feature, as shown in the Draconic Breath Weapon column of the Draconic Descendant table. You regain all expended uses when you finish a long rest. If your character is a Dragonborn, this feature replaces your Dragonborn trait: "Breath weapon" and you gain an extra use of this feature.
Starting at 3rd level, your tail becomes more nimble and mighty, and you can use it to perform a long rank attack. Your long tail is now a natural weapon, which you can use to make unarmed strikes. Your tail has the reach property and deals 1d2 + Strength or Dexterity mod. If you hit an opponent with your Tail attack, you may make a free Shove action against them. The damage die changes as you gain Draconic Descendant levels, as shown in the Draconic Tail column of the Draconic Descendant table.
At 3rd level you choose the type of draconic you want to become. You can choose between a charismatic Draconic leader, a powerful Draconic warrior, or a cunning Draconic sage. Your prowess grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Draconic Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you reach 9th level, you can feel the magic flowing within and around you. You know the detect magic spell and you can cast it a will, but only as rituals. You can innately cast two spells, chosen from the Sorcerer list of 3rd level or lower, once per day each, requiring no material components. Charisma is your spellcasting ability for these spells.
At 11th level you can sprout wings fly. You have a flying speed of 30 feet.
At 13th level, your Draconic senses grants you advantage on perception checks relying on smell, taste, and hearing.
Draconic Wing Attack
At 14th level, your flying speed increases to 60 feet. As an action, you can beat your wings. Each creature within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 + Strength bludgeoning damage and be knocked prone.
Draconic Frightful Presence
Starting at 17th level, you can instill fear into the hearts of your enemies with your mere presence. Whenever an enemy creature starts their turn within 20 feet of you, they must make a DC 8 + your proficiency bonus + your Charisma modifier Wisdom saving throw. On a failure, they are frightened of you until the start their next turn. If they succeed, they are immune to your Draconic Frightful Presence for 24 hours.
Starting at 20th level, the draconic magic that you wield causes you to transform your whole body and age more slowly. Your size becomes Huge and you start walking on 4 legs. You lose your proficiency with simple weapons, your height doubles, and your weight gets multiplied by 8. You can carry, push, drag, or lift double the amount of a Huge size creature, and gain the additional other benefits:
- Your base walking speed increases by 10 feet.
- Your flying speed is now 80 feet and your reach for your bite, claws, and tail attacks increases by 5 feet.
- For every 10 years that pass, your body ages only 1 year.
Those who hold dragon blood within them are destined for greatness and great power. They are the ones who lead kingdoms into prosperity or rule with an iron fist. You are a beacon of power for all those to worship, whether you get this from fear or love is up to you.
At 3rd level you gain proficiency with intimidation and persuasion and Charisma Saving Throws. You know these to be the tools of a true leader and you know how to work around them.
- Whether to be feared or loved
At 3rd level you can use your action to make a Charisma check to either frighten or charm a creature of your size or smaller within 10 feet of you. The save DC for this is 8 + your proficiency bonus + your Charisma modifier. You may use this feature a number of times equal to your Charisma mod (a minimum of once). You regain all expended uses when you finish a long rest. At level 10 you can use this feature against Large size creatures. At level 20 you can use this feature against Huge size creatures.
- Benevolent or Malevolent
At 7th level you gain expertise in either persuasion or intimidation. Your proficiency bonus is doubled for the ability checks you make that uses the chosen proficiency.
- Devout Protection
At 10th level, if you are within 5 feet of an ally and an enemy targets that ally you can jump in the way of the attack and take the hit. This can be done either before or after the DM says whether or not the attack will hit.
- Intense Loathing
At 15th level if you succeed frightening an enemy you can make an attack with your Draconic Fangs as a bonus action.
- Draconic Ruler
At 18th level you can take up to 3 Large or smaller creatures within 20 feet of you, under your control with either a persuasion or intimidation check. If the creatures are either frightened or charmed they suffer disadvantage on the saving throw. The Save DC is 8 + Proficiency Bonus + Your Charisma Modifier. You can do this the same times as your proficiency bonus per long rest and the effect lasts for half your Charisma modifier, rounds.
These are the strongest of the strong, the toughest of the tough, and the mightiest of the mighty. They improve upon themselves by enhancing the gifts they already have. This leads them to becoming brutal warriors in combat, to the point where they may be even more brutal than their draconic ancestors. They wish to show the world just how strong they are.
- Draconic Might
At 3rd level, your body has begun to grow into a more powerful, draconic build. Your muscles grow as hard and dense as stone, making your body more difficult to damage and giving you extra impact in the blows you land. You gain a +1 bonus to AC and you now add your proficiency bonus to your strength and dexterity based damage rolls.
- Draconic Counterattack
Beginning at 7th level, your quick mind and study of your foe allow you to use their tactics to your advantage. If a creature attacks you with a melee weapon, you can use your reaction to make a melee attack against that creature after that creature resolves its attack.
- Draconic Breath Weapon Master
At 10th level, you have mastered the use of the Breath Weapon Attack of your ancestor and know how to use it most effectively against enemies who are close to you. You may add your Charisma modifier to your breath's damage. Each creature in the area of the exhalation within 15 feet of you makes the saving throw at disadvantage.
- Draconic Wing Attack Reinforced
At 15th level, your Wing Attack now deals 4d6 + Strength Bludgeoning damage and Knocks them prone. A passed reflex save deals half damage.
- Draconic Wrath
At 18th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within reach of your melee attacks is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Rather than use your draconic blood for strength or leadership, you use it for the insight and wisdom associated with such old beings. You lead not through fear or love but from the guidance and experience of your draconic ancestor. Regardless of their former alignment in life, they will do their best to guide you in the right path for you.
- Sharp Mind
At 3rd level you gain proficiency with the perception and insight skills. Your ancestor knew that you needed to know as much as you can about someone by the way they look, act, and speak.
- Ancestral Guidance
At 3rd level you can commune with your ancestor to gain advantage on either your perception or insight checks. You can only do this once a day, but it lasts for an hour. Once you use this feature, you must finish a short or long rest before you can use it again.
- Draconic Eyes
At 7th level your passive perception increases by 2. At level 10 it goes up by 2 again and at level 15 it goes up by 4.
- Ancestral Possession
At 10th level you can allow your draconic ancestor to possess your body for an hour. During this hour you and your ancestor share control over your body and you are able to speak to them within the confines of your own mind. You gain a +1 to AC and +1 on all attack rolls for this hour, so long as your ancestor is pleased with your actions. If your ancestor finds your actions distasteful it can choose to sever the connection at will, or even impose disadvantage on your actions. You can only do this once a day. You regain this feature after every long rest.
- Ancestral Mind
At 15th level you think more like a dragon. When fighting any draconic enemy, such as dragons, half-dragons, kobolds, or lizardfolk, you get advantage on all attacks and saving throws against these creatures.
- Ancestral Bond
At 18th level the bond between you and your ancestor is increased to the fullest. You have access to any memories of your ancestor. Depending on the situation you can use these memories to gain advantage on a skill roll, you can navigate a place your ancestor has been to flawlessly, you can use your ancestor's perception as your own, etc. You can only do this for half of your level, rounded down, times a day.
Prerequisites. To qualify for multiclassing into the draconic descendant class, you must meet these prerequisites: 13 charisma, must be a dragonborn.