Draconic Descendant (5e Class)
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Draconic Descendant[edit]
As the night sky shone down on the Dragonborn heir to the mighty House Abraxas a grin spread across his lips, peeling back to reveal a maw of merciless finality. He had found deep within himself the quiet 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 as sword and his fangs as daggers in a vice. Thrax 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 brick layer; 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[edit]
- Quick Build
You can make a Draconic Descendant quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose two handaxes.
Class Features
As a Draconic Descendant you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Draconic Descendant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Draconic Descendant level after 1st
- Proficiencies
Armor: light armor, medium armor, shields.
Weapons: Simple Weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: choose two from Athletics, Intimidation, Perception, History, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Two Handaxes or (b) Light Crossbow and 10 Bolts
- (a) Any Martial Weapon and Shield or (b) Two Martial Weapons
- If you are using starting wealth, you have 3d4 X 10 in funds.
Level | Proficiency Bonus |
Features | Draconic Die |
---|---|---|---|
1st | +2 | Draconic Figure, Dragon Claws, Draconic Vitality | 1d6 |
2nd | +2 | Dragon Breath | 1d6 |
3rd | +2 | Draconic Prowess | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Extra Attack | 1d6 |
6th | +3 | Dragon Skin | 1d6 |
7th | +3 | Draconic Prowess feature | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Draconic Senses (10ft.) | 1d8 |
10th | +4 | Draconic Prowess feature | 1d8 |
11th | +4 | Draconic Wings | 1d8 |
12th | +4 | Ability Score Improvement | 1d8 |
13th | +5 | Draconic Senses (20ft.), Draconic Body | 1d10 |
14th | +5 | — | 1d10 |
15th | +5 | Draconic Prowess feature | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | Draconic Senses (30 ft.), Draconic Fear | 1d10 |
18th | +6 | Draconic Prowess feature | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Dragon Soul | 1d12 |
Draconic Figure[edit]
Starting at level 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 scale. When not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Dragon Claws[edit]
Also at 1st level, you gain the claws of the dragon. Your claws grant you the following benefits:
- Your claws and fangs are natural weapons that can be used to make unarmed strikes, and deal 1d6 slashing damage (claws) or piercing (fangs) on a hit. This damage increases as you gain levels in this class, as shown in the Draconic Die column on the Draconic Descendant table.
- You can use either your Dexterity or Strength for attacks and damage rolls using your claws.
- While you have your hands free, you have advantage on Strength (Athletics) checks made to climb.
Draconic Vitality[edit]
At 1st level, your body continues changing to be much more durable like that of a Dragon. You gain 3 additional hit points, plus 3 for each level you gain on this class.
Dragon Breath[edit]
At 2nd level, you master the use of the breath weapon of your ancestor. When you gain this feature, choose one damage type: acid, cold, fire, lightning or poison; and one shape: line (5 by 30 ft.) or cone (15 ft. cone). Your choice can't be changed.
As an action, you can force a creature to make a Dexterity saving throw against a DC equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, any creature in the area takes damage equal to your Draconic Die.
- Empowered Breath
As an action, you can choose to empower your breath. When you do so, you cause damage equal to your Draconic Die x your proficiency bonus. Once you do so, you can't do it again until you finish a short or a long rest.
A dragonborn can spend one of its uses of the Breath Weapon trait to make a Empowered Breath instead.
Draconic Prowess[edit]
At 3rd level, you can choose your draconic prowess. You can either pick the Draconic Leader, The Draconic Warrior, or the Draconic Sage.
Ability Score Increase[edit]
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[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
In addition, you can replace your attacks by an use of your Dragon's Breath.
Draconic Skin[edit]
At 6th level, your skin gets thicker and scalier much like your ancestor. While not wearing armor, your AC increases in 1. In addition, you gain resistance to the damage type of your Dragon's Breath.
Draconic Senses[edit]
At 9th level, you get advantage on Wisdom (Perception) checks relying on smell, taste, and hearing. And can detect any living being within 10 feet. This increases to 20 feet at 13th level and 30 feet at 17th level.
In addition, you can take the Search action as a bonus action.
Draconic Wings[edit]
At 11th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Fear[edit]
Beginning at 17th level, you can channel the dread presence of your dragon ancestor, causing those around you to become frightened. As an action, you can draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw against your Dragon Breath save DC or be frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend a use of your Dragon's Breath to do so again. (A dragonborn can spend a use of Breath Weapon to do so).
Draconic Body[edit]
At 17th level, you begin to age similar to your draconic ancestor. For every ten years you only age one year. You still need to eat, sleep, and drink though.
Dragon Legacy[edit]
At 20th level, you inherit the legendary dodging ability of your draconic ancestor. When you fail a saving throw, you can choose to succeed instead. You can use this feature twice, and regain your uses of it after completing a long rest.
Prowess Options[edit]
Draconic Leader[edit]
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.
- Leadership
At 3rd level, you gain proficiency with Intimidation and Persuasion. 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 an Action to attempt to frighten or charm up to three creatures your size or smaller within 10 feet of you. The save DC for this is 8 + your charisma modifier + your proficiency bonus. You can do this for half your Charisma modifier, rounded up, times a day and the effect lasts for 10 minutes. The target can attempt a saving throw each turn to no longer be frightened. The uses replenish after a long rest. At level 10 you can do this to large creatures. At level 15 you can do this to huge creatures. At level 19 you can do this to all creatures regardless of size.
- Benevolent or Malevolent
At level 7 you gain double proficiency in either persuasion OR intimidation. Depending on what you pick you can now add double your proficiency bonus to either frighten OR charm someone when using Whether to be feared or loved.
In addition, you gain proficiency with Charisma saving throws.
- Devout Protection
At level 10, 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 must before the DM confirms if the attack hits.
- Intense Loathing
At level 15 if you succeed in frightening an enemy you can make an attack with your claws or weapon as a bonus action. The enemy will then have advantage on their saving throws against being frightened.
- Draconic Rule
At level 18 you can take 10 creatures, of any size, 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 for your half your Charisma Modifier, rounded down (minimum of 1), times per long rest and the effect lasts for 10 minutes. Unwilling participants can continue to make their saving throws as a bonus action each turn.
Draconic Warrior[edit]
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.
- Strong Body
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 the following benefits:
- Your AC increases in +1 when you are not wearing armor.
- You can add your proficiency bonus to your damage rolls with your claws.
- Sundering Strike
At 7th level, when you succeed on an attack roll with your natural weapons, you can reduce the target's AC, up to 1d4 for the attack until the end of your next turn. On a critical hit, the reduction lasts for 1 minute.
- Draconic Force
At 10th level, you can roll an extra damage dice for one of your attacks on your turn. You can do this for half of your Strength Modifier, rounded down (minimum of 1), times before a long rest. All uses come back after a long rest.
- Draconic Blood
At level 15, you can channel your draconic blood to fuel your strength. For an amount of turns equal to half your level, rounded down, you have advantage on strength based checks and saving throws. For every two turns that this feature is used, you gain one point of exhaustion.
- Draconic Wrath
At level 18, you can make an extra attack as a bonus action each turn. However, every consecutive turn that this is used gives the user a point of exhaustion.
Draconic Sage[edit]
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 level 3 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 level 3 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. You regain this feature after every long rest.
- Draconic Eyes
At level 7 your passive perception increases by 1. At level 10 it goes up by 1 again and at level 15 it goes up by 1 one more time.
- Ancestral Possession
At level 10 you can allow your draconic ancestor to possess your body for 1 minute. During this minute 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 have advantage on all attack rolls for this minute, 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 level 15 you think more like a dragon. When fighting any draconic enemy, such as dragons, half-dragons, kobolds, or lizardfolk, you get advantage on all persuasion, deception, and intimidation checks against them to counter the disadvantage of fighting them.
- Ancestral Bond
At level 18 the bond between you and your ancestor is increased to the fullest. You gain the Natural Explorer ability that Rangers have when you are in the terrain that your ancestor has lived in previously. (Ex. The user gains the Natural Explorer ability in the mountains if their Ancestor was a Silver or White dragon.)
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dragonkin class, you must meet these prerequisites: 13 Constitution, must speak Draconic.
Proficiencies. When you multiclass into the Dragonkin class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, martial weapons.
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