Draconic Knight, Variant (5e Class)

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Draconic Knight, Variant

Draconic Knight, Variant[edit]

Dragon's Blood[edit]

Whether it be by the strange experiments of a Wizard, or maybe some strange curse, the Draconic Knights have the blood of dragons. Many Draconic Knights hate dragons, as well as whatever it was to give them the Dragon blood, but, sometimes, they must embrace the power. Draconic Knights often have an extremely commanding personality, and often seem hostile, whether or not they are trying to.

Creating a Draconic Knight[edit]

When creating a Draconic Knight, you may want to ask yourself, how did your character get the Dragon blood? How do they view the powers it gave them? And how do they feel about Dragons?

Quick Build

You can make a Draconic Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Knight background.

Class Features

As a Draconic Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Draconic Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Draconic Knight level after 1st

Proficiencies

Armor: All Armour, and Shields.
Weapons: martial weapons.
Tools: None.
Saving Throws: Strength, and Charisma
Skills: Intimidation, and choose two from Athletics, Acrobatics, History, Investigation, Animal Handling, Insight, Perception, Survival, and Persuasion.

Equipment

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

  • (a) 2 martial weapons or (b) 1 martial weapon and 1 shield
  • (a) Chain Mail or (b) Scale Mail or (c) Leather Armor
  • 2 simple weapons
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • (a) Arcane Focus or (b) Shield
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Draconic Knight

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st +2 Draconic Parts, Draconic Casting 1 0
2nd +2 Fighting Style 1 0
3rd +2 Draconic Blood 1 2
4th +2 Ability Score Improvement 1 3
5th +3 Extra Attack 2 3
6th +3 Draconic Restoration 2 3
7th +3 Draconic Blood Feature 2 6
8th +3 Ability Score Improvement 2 6
9th +4 Draconic Wings 2 6
10th +4 Draconic Restoration (2) 3 7
11th +4 Extra Attack (2) 3 7
12th +4 Ability Score Improvement 3 7
13th +5 Draconic Blood Feature 3 9
14th +5 Draconic Wings 3 9
15th +5 Draconic Restoration (3) 4 9
16th +5 Ability Score Improvement 4 10
17th +6 Draconic Parts 4 10
18th +6 Blindsight 4 10
19th +6 Ability Score Improvement 4 11
20th +6 Draconic Blood Feature 5 11

Draconic Parts[edit]

At 1st level, you have a Draconic Tail, and one of your limbs is also Draconic, and covered in grey, colourless scales, with claws at the end. Both your Draconic Limb and Tail can be used as weapons that you are proficient in. Your Draconic Limb has the finesse property, a range of 5 feet, and deals 1d6 + your Strength/Dexterity slashing or piercing damage. Your Draconic Tail has the finesse property, a range of 5 feet, and deals 1d6 + your Dexterity/Strength modifier slashing damage. If you take the attack action on your turn, if your Draconic Limb is not holding something, you can make an attack as a bonus action with one of them, still gaining the damage bonus from your Strength/Dexterity modifier. If you are weilding a two-handed weapon, you lose the modifier to damage with your tail.

At 10th level, your Draconic Limb and Draconic Tail's damage now counts as magical for the purpose of overcoming resistances.

Draconic Casting[edit]

At first level, the Draconic Blood mixed with that of a normal humanoid being gives you some, unnatural magic abilities, allowing you to cast spells. You can use an arcane focus for your spells, and you can substitute arcane focuses with shields.

Spell save DC = 8 + proficiency bonus + Charisma modifier
Spell attack modifier = proficiency bonus + Charisma modifier

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

You can choose another style at level 6 °, level 12 °, level 18 °.

Draconic Blood[edit]

At 3rd level, you choose a Bloodline. Choose between Chromatic Bloodline, and the Metallic Bloodline, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 13th, and 20th.

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.

The number of attacks increases to three when you reach 11th level in this class.

Draconic Restoration[edit]

At 6th level, the Dragon blood makes you more resilient than most, upon taking damage that causes your hit points to drop to half or lower (If it was already below half you can still use this trait), you can use your reaction to regain 1d8 + your Charisma modifier in temporary Hit Points.

You can use this trait once per short or long rest. At 10th level you can use it twice, and at 15th level you can use it three times per short or long rest.

Draconic Wings[edit]

At 9th level, Dragon-Like, scaled wings, come out of your back giving you a flying speed of 30 feet. This wings can pierce through any armours or clothes you wear, allowing you to wear them with no necessary specializations. 

At 14th level, your wings grow stronger, and allow you to fly faster. Your flying speed increases to 40 feet.

Draconic Senses[edit]

At 18th level, you gain blindsight up to a range of 30 feet. In addition, you can take the Search action at the start of your turns, without taking an action.

Chromatic Bloodline[edit]

The Dragon blood you have in you is that of a Chromatic dragon, often more evil, and more chaotic, than their metallic counterparts. Your scales on your Draconic Tail, and your Draconic limb turn a colour of a Chromatic Dragon. (You choose which type of Dragon you have the scales of, which determines your Draconic Damage. (Adds to the attack roll with this attack the charisma modifier + skill bonus)

Draconic Damage
Dragon Type Damage Type 
Red Magical Fire 
Black Magical Acid
Blue Magical Lightning
Green Magical Poison
White Magical Cold
Breath WeaponAt third level, as an action, you can shoot out a 30 foot cone of Dragon Breath, all creatures within that cone must make a Dexterity Saving Throw (Or a Constitution Saving Throw if your breath weapon deals Poison or Cold damage), on a failure, they take (Your level)d6 + your Charisma modifier of your Draconic Damage, half that on a successful save. You can use this trait a number of times equal to the constitution modifier.
Chromatic DisruptionAt 7th level, as an action, you can shout a word that pierces through enemy creatures' defenses. All creatures within 10 feet of you must roll a Constitution Saving Throw, on a failure, they take 1d12 + your Charisma modifier of your Draconic Damage, halved on a successful save. You can use this trait once per short or long rest.
Blood WeaponAt 13th level, your hybrid blood gives you the ability to enchant your weapons. During a long rest, you can poor your blood onto a weapon, binding it to you, and enchanting it. While holding this weapon, creatures (Besides yourself) cannot disarm you by any means. This weapon deals an extra 1d10 of your Draconic Damage while enchanted. You can enchant up to 3 weapons with this trait. To remove the enchantment, you must spend 1 hour to concentrate on nothing else, but removing it. Your Draconic Limb and Draconic Tail now permanently deal an extra 1d10 of your Draconic Damage.
Dragon TransformationAt 20th level, as an action, you can transform into the type of Dragon you have the scales of. You transform into a Young (Insert your scale colour here) Dragon, and use it's stat block for everything except hit points, for which you use your own, and cannot use any racial features, or class features except Draconic Restoration, and Poisonous Blood. This transformation lasts 30 seconds, or until you are knocked unconscious, and when you transform, all your equipment transform with you, and are still on you when you transform back.

Metallic Bloodline[edit]

The Dragon blood you have in you is that of a Metallic dragon, often better people, and more lawful, than their Chromatic counterparts. Your scales on your Draconic Tail, and your Draconic limb turn a colour of a Metallic Dragon. (Adds to the attack roll with this attack the charisma modifier + skill bonus)

Draconic Damage
Dragon Type Damage Type 
Brass/Gold Magical Fire 
Copper Magical Acid
Bronze Magical Lightning
Silver Magical Cold
Breath WeaponAt third level, as an action, you can shoot out a 30 foot cone of Dragon Breath, all creatures within that cone must make a Dexterity Saving Throw (Or a Constitution Saving Throw if your breath weapon deals Cold damage), on a failure, they take (Your level)d6 + your Charisma modifier of your Draconic Damage, half that on a successful save. You can use this trait a number of times equal to the constitution modifier.
Metallic SerenityAt 7th level,You become immune to disease,as an action, you can shout a word that causes bright light to illuminate from you with a radius of 10 feet, producing no light further. This light lasts for one minute, and when it is active, creatures have disadvantage on attacking you. You can use this trait once per short or long rest.
Blood WeaponAt 13th level, your hybrid blood gives you the ability to enchant your weapons. During a long rest, you can poor your blood onto a weapon, binding it to you, and enchanting it. While holding this weapon, creatures (Besides yourself) cannot disarm you by any means. This weapon deals an extra 1d10 of your Draconic Damage while enchanted. You can enchant up to 3 weapons with this trait. To remove the enchantment, you must spend 1 hour to concentrate on nothing else, but removing it. Your Draconic Limb and Draconic Tail now permanently deal an extra 1d10 of your Draconic Damage.
Dragon TransformationAt 20th level, as an action, you can transform into the type of Dragon you have the scales of. You transform into a Young (Insert your scale colour here) Dragon, and use it's stat block for everything except hit points, for which you use your own, and cannot use any racial features, or class features except Draconic Restoration, and Poisonous Blood. This transformation lasts 30 minutes, or until you are knocked unconscious, and when you transform, all your equipment transform with you, and are still on you when you transform back.

Draconic Knight Spell List[edit]

Cantrips

Acid Splash

Blade Ward

Booming Blade

Control Flames

Fire Bolt

Frostbite

Green-Flame Blade

Gust

Light

Lightning Lure

Prestidigitation

Poison Spray

Ray of Frost

Shocking Grasp

Thunderclap

Sword Burst

True Strike

1st Level

Bane

Hex

Zephyr Strike

Burning Hands

Catapult


Chaos Bolt

Detect Magic

Detect Evil and Good

Find Familiar

Hellish Rebuke

Ice Knife

Witch Bolt

2nd Level

Aganazzar's Scorcher

Beast Sense

Continual Flame

Dragon's Breath

Flame Blade

Scorching Ray

Shatter

3rd Level

Elemental Weapon

Fireball

Flame Arrows

Lightning Bolt

Melf's Minute Meteors

Multiclassing[edit]

You cannot Multiclass into Draconic Knight.


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