Draconic Heir (5e Feat)
From D&D Wiki
Draconic Heir
Prerequisites: Dragonborn or dragon type, Constitution 13 or higher
Ancient blood runs through your veins, no matter how diluted by time or numb by inexperience, it is impossible to hide its power. You gain a new resource pool called Draconic Power. You have 5 draconic points, and you regain your draconic power points when you finish a long rest. Once in each of your turns, as a bonus action, you can use your draconic power points to activate the following effects:
- Dragon claw (1 point). Until the end of your turn, you grow retractable claws from the tips of your fingers. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. This damage is considered magical for the purposes of ignoring magical resistance. If you already have claws, you add 1d4 to the damage of your attacks with them when you use this draconic power.
- Blinding speed (2 point). Briefly your body is able to utilize part of its great stored power. Until the beginning of your next turn, you move extremely fast, being able to take the Dash action as a bonus action.
- Wingspan (3 points). Draconic wings sprout from your back. You gain flight speed of 30 feet until the beginning of your next turn. If you already is able to fly, you increase your movement speed in 30 feet.
- Draconic Horror (4 points). The ancestral essence of your blood overflows causing terror in all creatures around you. Each creature that is within 30 feet of you and aware of it must succeed on a Wisdom saving throw with a DC 8 + your proficiency bonus + your Charisma modifier or become frightened until the beginning of your next turn.
- Dragon Force (5 points). For a brief moment you can feel the true ancestral force your body hides. Until the end of your turn, when you hit a melee weapon attack, you deal maximum damage on the roll. In addition, all creatures have disadvantage on saving throws to resist your breath weapon and have vulnerability against its damage type. A resistant or immune creature are not affected by this. After the end of your turn you get 1 level of exhaustion and attack rolls against you have advantage until the start of your next turn.
Back to Main Page → 5e Homebrew → Feats