Dragon's Chosen (5e Class)
Dragon's Chosen[edit]
From Wallup [1] |
The human is tiny in comparison to his draconic companion, gazes over the land. Spying some travelers about to be waylaid by bandits, he calls out to his friend as he rushes to aid the humans. The would-be bandits laugh at his foolishness until the dragon appears on the other side of the road, as if from nowhere. Surprised and off guard, they quickly fall before the two. Climbing on his dragon's back, the human salutes the awed travelers as they vanish into the sky.
The human flings bolts of lightning, holding the demons back. Falling back, she suddenly raises her hands and cries out. A mighty thunderstorm rises in a place where there was no weather, and the demons are fried to oblivion. The human falls to her knees exhausted, and smiles as her dragon makes a quip about the overly dramatic display.
Fighting for his life, the dragonborn stumbles back as a moment's respite appears. To his left, his dragon fights her best to slay the hoard of infinite goblins. Glancing back at the village that didn't care to help them, he fights his way to her side. Melding their minds, they charge as one, slaughtering goblin after goblin. Their only thoughts are to keep each other safe.
Dragon's Chosens are just that - warriors who were chosen by an dragon and permits to fight at his side - but they are also much more. They are powerful magicians who astound other spellcasters with their feats of magic. They are warriors who can topple champions and best heroes. They are the few who would offer a parental hand to a wyrmling with no one to turn to. They would dare to raise a dragon in a world where dragons are feared as monsters or looked to as gods. They walk the lands below and fly the skies above. Two parts of one force. They are all that and more. They are the Dragon's Chosen.
The Bond[edit]
Some might look down on a dragon with the Bond, as it loses much of its freedom, and its size and power also depend on the Contractor's power. But they don't know that the dragon only becomes fragile for the contractor's benefit, otherwise its immense power can destroy the contractor.
Not to mention that dragons choose the contractor of their own volition. Their contractors mean more to them than any other treasure they can find, not to mention that together with the contractor, they become fearsome. Two creatures connected, sharing everything. The dragon may have lost some of its independence, but it gained something just as great, a friendship, a love, that transcends species and time.
Important Disclaimer[edit]
For reasons of ease, style of play, actions in combat, and the very bond between the player character and the dragon, the player must also control the dragon and have access to its sheet, but he and the master must be alert and always remember that the dragon is not the servant of the character, he has his own will and thoughts.
Creating a Dragon's Chosen[edit]
When playing a Dragon's Chosen, think about the following questions to decide why you would want to play this character.
Do you want to play a character who has a partner by his side? Do you want to ride a powerful mount into battle? Do battle as your dragon keeps enemies at bay with its fangs and claws? Fight side by side with a dragon, growing up with you?
Remember, for this class, while the dragon has strength and vitality, you must be the agile ant that will help you with arrows or magic.
Quick Build[edit]
You can make a Dragon's Chosen quickly by following these suggestions. First, Charisma or Dexterity or Strength, should be your highest ability score, followed by the one of the others. Second, choose the Folk Hero background.
Class Features
As a Dragon's Chosen you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dragon's Chosen level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon's Chosen level after 1st
- Proficiencies
Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Charisma, Dexterity
Skills: Choose two from Animal Handling, Arcana, Acrobatics, History, Intimidation, Investigation, Nature, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor, longbow, 20 arrows
- (a) a martial weapon and a shield or (b) two simple weapons
- (a) an explorer's pack or (b) a scholar's pack
Soulbound[edit]
Your soul is now bonded to that of a dragon.
This dragon is your companion and friend. He will fight for you with all his strength, and you for him.
If you or your dragon start making death saving throws, the other is distracted over concern for their partner, they have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one the tension in your bond hampers your body and focus, you take psychic damage equal to 2 times your character level when it dies and should make an Intelligence saving throw (DC 20), if succeed, they retain their sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means, you only regain your sanity when you can cure the dragon without any interruptions.
- Your bound is strong enough to bring each other back to life, you both can use True Resurrection as a cantrip, but only to save each other. And the requisite is 50 GP instead of the original 25000 GP in diamonds.
- You gain the benefit of learning to speak, read, and write Draconic.
- With your shared bond, the dragon always knows what you want from him and what he wants from you. Furthermore, if the distance between you and the dragon is not more than 1km, then you can enjoy telepathic communication without any limitation.
- You gain the same lifespan as a dragon, regardless of your original race. Additionally, you stop aging physically, both naturally and magically, you are immune to being aged.
The Dragon rolls initiative like any other creature, but you determine its actions, decisions, attitudes, and so on.
At level 1, the dragon starts with the same stats than a wyrmling of the same species. This fact changes on level 3. Changes detailed in the trait bellow.
Also, the dragon gain the capacity to change their own size to one smaller than the original, with a minimum Tiny size.
Draconic Souline[edit]
Your connection to your dragon gives your body a slightly draconic appearance.
Starting at 2nd level:
- You are immune to nonmagical diseases.
- And gain advantage on all Charisma checks with a dragon.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and finesse weapons.
- You gain permanent resistance to the same damage that your companion has immunity to. Example: If a blue dragon, then you gain a resistance to lightning damage; If it's a gold dragon, then you gain resistance to fire.
Starting at 5th level:
- You gain blindsight out to 60 feet and Darkvision out to 120 feet.
- You have advantage on Wisdom (Perception) check that use sight, smell, and/or hearing. Enemies have a disadvantage on Dexterity (Stealth) checks if they can be detected by sight, smell, and/or hearing.
- You can choose one of the two options below:
- Draconic Scales: Your AC becomes 10 + Dexterity + Charisma, while not wearing any armor (You can not choose this one if you are a Dragon Friend).
- Draconic Reflexes: You gain the speed and reflexes of a dragon. You gain a +15 ft bonus speed and a bonus +1 to your AC, while not wearing heavy armor.
Starting at 9th level:
- Now you are immune to all diseases, even magical ones.
- You are immune to Frightful Presence.
- You may add your proficiency bonus to Athletics and Acrobatics checks, if you are already proficient then add double your proficiency bonus to the checks.
- Additionally, you gain 30 feet of burrowing and swimming speed (only if you do not have any burrowing or swimming speed before).
Starting at 13th level:
- You gain the ability to sprout a pair of spectral dragon wings from your back. 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. These wings cannot be used to fly, but you fall much slower than usual and you become immune to fall damage while using these wings.
- As a reaction, you can use your wings as a shield, increasing your AC by 2, but it will be destroyed until the end of your next turn.
- Now you can use Breath Weapon:
- 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 10 + your Charisma + your proficiency bonus. A creature takes 8d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 10d10 at 18th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
- Follow the table below:
- 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 10 + your Charisma + your proficiency bonus. A creature takes 8d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 10d10 at 18th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
- Breath Weapon
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Dex. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Dex. save) |
White | Cold | 15 ft. cone (Dex. save) |
Draconic Bond[edit]
At level 3, you may choose what part of your bond you want to focus on. Will you be a Dragon Knight, focusing on the physical might of dragons? Maybe a Dragon Mage, channeling the magical might that all dragons have. Or perhaps, you will be a Dragon Friend, one who focuses on the bond between them and their dragon.
New Rider[edit]
At level 3, the dragon grows to a young dragon, so now, you are permitted to ride the dragon.
You don't need any kind of saddle to stay mounted, and yet, you get the bonuses as if you were wearing a saddle.
The cost to mount the dragon is now, 5ft of movement.
While mounted you aren't affected by attacks from the dragon like Wing Attack.
You gain the Mounted Combatant feat, however it is only effective when you are riding the dragon. Now you are disgusted to ride animals other than a dragon. You will always refuse to ride any being other than your bonded dragon. If it's a case of necessity, you gain one level of exhaustion for each 4 hours you dare to travel, with an exhaustion level cap of 3. You recover one exhaustion level caused by this trait after a short or long rest.
At 5th level, the dragon becomes able to fly with you on its back, but it can only fly at half its full speed.
At level 10, the dragon becomes able to fly at its maximum speed with you on its back.
Dragon Traits[edit]
The dragon starts with the stats and characteristics in the monsters manual to the correspondent species until it gains this trait. And this trait should be used to add the stats and any changes he gains. In fact, when they grow up, to adult or ancient, they do not gain any augments of ability or other characteristic but this trait.
The dragon proficiency bonus goes like the level of the class: On level 3: proficiency bonus of 5; on level 10: proficiency bonus of 6; on level 15: proficiency bonus of 7; on level 20: proficiency bonus of 8.
When level 3, the dragon must proceed with the table bellow:
Dragon[edit]
Large on level 3, Huge on level 10, Gargantuan on level 20 dragon, alignment: same as the dragon's chosen (or really close, must have at least one in common) Armor Class 17 (natural armor)
Saving Throws Dexterity, Constitution, Wisdom, Charisma ACTIONSBite. Melee Weapon Attack: Strength + proficiency bonus to hit, reach 10 ft., one target. Hit: 1d10 + Strength modifier piercing damage plus. Claws. Melee Weapon Attack: Strength + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier slashing damage. Breath Weapon. At 3rd level your dragon gains a breath weapon. The shape, type of save throw and type of damage depend on the type of dragon and dragon's age (young, adult, ancient), see more in the monster manual. The DC is 8 + Constitution + your proficiency bonus. The damage is 4d10.
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Share languages: Your dragon and you share and know the same languages.
Your dragon, due to it's... unusual upbringing, it much more malleable that normal dragons. Starting at level 3 and repeating each time your gain a level as a Dragon's Chosen, you may select equal to Proficiency Bonus*3 of the following traits to add to your dragon (And at 20th level, you will gain an additional 20 points) (all abilities that are mentioned, but not defined, appear in the dragons' stat blocks in the Monster Manual) :
- Type Speed:
- Burrow: If your dragon doesn't have a burrowing speed, on the first select of this trait the dragon gains 30 ft of burrowing speed (each additional selection increases burrowing speed by 10 ft).
- Swim: If your dragon doesn't have a swimming speed, on the first select of this trait the dragon gains 30 ft of swimming speed (each additional selection increases swimming speed by 10 ft).
- Fly: Your dragon's flying speed is increased by 10 ft (each additional selection increases flying speed by 10 ft).
- Walk: Your dragon's walking speed is increased by 10 ft (each additional selection increases walking speed by 10 ft).
- Type Damage:
- Bite: Your dragon's bite attack's damage is increased by 1d10 and the reach by 5 ft. (no additional selections).
- Claw: Your dragon's claw attack's damage is increased by 1d6 and the reach by 5 ft. (no additional selections).
- Breath Damage: Your dragon's breath weapon's damage is increase by 1d10 (each additional selection increases damage by 1d10).
- Multiattack: Your dragon gains the Multiattack feature that is standard for their age (they cannot perform an action they don't have, such as Frightful Presence)(no additional selections).
- Gas Breath: For Metallic dragons only! Your dragon can use its Gas breath weapon with a DC of 10 + Constitution + Proficiency Bonus, the range is equal to dragon's age (young, adult, ancient) in the monster manual (each additional selection increases DC by 1) (You can select this feature only 3 times in total).
- Chromatic Damage: For chromatic dragons only! 2d6 damage of the dragon's type on the melee attack and your melee attack count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.(Increases by 1d6 each additional selection) (You can select this feature only 3 times in total).
- Type Status:
- Ability: One of your dragon's ability scores increases by 1 (each additional selection increases one ability score by 1) (These may increase your dragon's scores above 20, but cannot go higher than 30).
- Skill: Choose a skill that your dragon is not proficient in. They gain proficiency in that skill (each additional selection allows you to select another skill) (You can select this feature only 3 times in total).
- Health: Your dragon gains an additional Hit Die and increase 1d20+9 hit points (each additional selection grants another Hit Die and 1d20+9 hit points).
- Scales: Your dragon's AC is increased by 1 (each additional selection increases AC by 1) (Max AC is 25).
- Blindsight: Your dragon gains an additional Blindsight of 10ft (You can make additional selections that increases the range of Blindsight by 10 ft each time, max 90ft Blindsight).
- Adult or older Dragons Only:
- Frightful Presence: Your dragon gains use of Frightful Presence with a DC of 8 + Charisma mod + Proficiency Bonus (no additional selections).
- Legendary Resistance: Your dragon may use Legendary Resistance 3 times per day (no additional selections).
- Legendary Actions: Your dragon may use 3 Legendary Action (Detect, Tail attack, Wing attack) (no additional selections).
- Wing Attack: (requires Legendary Actions) Wing Attack (no additional selections); The dragon beats its wings. Each creature within 5 feet of the dragon must succeed on a DC 15 + Strength mod, Dexterity saving throw or take (1d6 + Strength) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed (you may make ONE additional selection that increases damage by 1d8 and range by 5ft).
- Tail: Your dragon gains a tail attack that has an attack roll of 1d20 + (Strength + Proficiency Bonus), reach 15 ft., and a damage roll of 1d8+Str mod (you may make ONE additional selection that increases damage by 1d8 and reach by 5 ft.).
- 20th level only:
- Change Shape: Your dragon may use Change Shape; (no additional selections).
Ability Score Improvement[edit]
When you reach 4th, 6th, 8th, 12th, 14th, 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.
Dragon Strike[edit]
When you reach 5th level, the bond between you and your dragon has been strengthened significantly. Because of this you are granted the ability to imbue your weapon with the element relating to the type of dragon with which you are Bonded.
By concentrating on your bond, you can use a bonus action to imbue the weapon you are wielding with the element corresponding to the type of dragon to which you are bonded. Enemies struck with your Draconic Strike take an extra 2d8 of elemental damage, and on a failed Constitution saving throw, (DC = 8 + Charisma + Proficiency bonus), they also fall victim to an effect based on the nature of your strike.
You can use this trait up to your Proficiency bonus. You regain all uses after a long rest.
- Strike Effect
Damage Type | Strike effect |
---|---|
Acid | AC is reduced by 1, until the battle ends (It does not accumulate) |
Cold | Speed is halved, disadvantage on Dex/Str saving throws for two turns |
Fire | Extra 1d8 fire damage for two turns |
Lightning | Stunned for one turn |
Poison | A creature subjected to this poison will be poisoned for 3 turns, and taking (1d6) per turn of poison damage. |
Improved Dragon Strike[edit]
Beginning at 11th level, you can enhance your elemental power. Whenever you deal damage from the element corresponding to the type of dragon to which you are bonded, you ignore resistance to that damage, and treat immunity as resistance.
The damage increases from 2d8 to 4d8.
Attack With Me[edit]
At level 15, you and the dragon are the best in fight together. Every time you or your Dragon attacks, the other gains a free action to spend on the same turn as the companion, but only to hit the same creature hit by your friend. It does not consume your own action.
Legendary Interference[edit]
Starting at 17th level, when a creature within 90 feet of you uses a legendary action or legendary resistance, you may use a reaction to cancel it out. You can use this ability a number of times equals to your Charisma modifier. You regain your uses after a long rest.
Dragon's Companion[edit]
At level 18, you gain the strength of a Dragon.
Your Charisma and Dexterity each increase by 4 (and your maximum status on these increases by 4 too, if your maximum is 20 it goes to 24).
Complete Bond[edit]
When you reach the 20th level, your bond with your dragon has been completely formed, the two of you are one. With a bonus action you and your dragon gain temporary hit points equal to your combined current hit points. This can be used once per long rest.
Draconic Bonds[edit]
The chosen one must choose how they will approach their bond, how they want to better connect with their dragon. They are partners for life. However, not all Chosen go about it the same way.
Dragon Knight[edit]
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.
Draconic Strength[edit]
At level 2, you already can feel the strength of dragons. You gain proficiency in Strength and Constitution Saving Throws.
In addiction your carrying capacity (including maximum load and maximum lift) is doubled.
Starting at 2nd level, when you strike a target with a weapon you are proficient with, you can make them perform a Constitution save against a DC of (8 + proficiency + strength or dexterity) or be unable to cast spells until the end of their next turn. However, they receive no damage from this attack. Additionally, if they are concentrating on a spell, the spell is automatically canceled.
Fighting Style With Extra Attack[edit]
Beginning at 7th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
At level 7, 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. You can select another one on levels: 10th, 14th and 17th.
- Archery
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- 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. 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.
- Unarmed Fighting (UA)
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
- Close Quarters Shooter
- When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
- Tunnel Fighter
- As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Mobile Fighter
- As long as you are wearing light or no armor, and are not wielding a shield, your speed is increased by 5 feet, and you gain a +1 bonus to AC.
Brawler
- When you take the attack action with a weapon that lacks the heavy or two-handed property or unarmed strikes, you can make an attack with unarmed strikes as a bonus action.
Great Charge[edit]
At level 10, you know that sometimes a brazen fool's charge is all that is needed. Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a melee weapon attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone.
Relentless[edit]
At level 14, you can resist certain attacks. You gain resistance to piercing, slashing and bludgeoning.
At 14th level, your weapon becomes an extension of your body and soul. When a creature misses you with a melee attack roll while you wield a melee weapon that lacks the heavy or two handed property, you can use your reaction to make an opportunity attack against the attacker.
In addiction, you may deal criticals on 19-20 from now on.
Master of War[edit]
At level 17, you can always see where and when to strike, and how hard. You may double damage dealt to any enemy, this does not do damage to immune creatures unless you can do damage to them. This stacks with vulnerabilities.
Dragon Mage[edit]
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.
Now you enable the energy table described in the Class Features table. Energy only recovers after a long rest.
Awakened Mind[edit]
At level 2, your mind awakens and expands as you give in to the magic.
Your Spell save DC is equals to 8 + Proficiency Bonus + Charisma modifier. Your Spell Attack Modifier is equals to Your Proficiency Bonus + Your Charisma modifier.
With the energy, you become able to use certain spells described below. For each cantrip used you don't need to use energy point. And higher level spells follow this rule: spell level. Examples: Fire Bolt costs 0 Energy, a 3rd level Fireball costs 3.
Depending on your bounded dragon, you know the following cantrips:
- Gold, Red, and Brass: fire bolt
- Silver and White: ray of frost
- Bronze and Blue: shocking grasp
- Copper and Black: acid splash
- Green: poison spray
Depending on your bounded dragon, you know the following 1st level magics:
- Gold, Red, and Brass: burning hands, protection from evil and good
- Silver and White: feather fall, ice knife
- Bronze and Blue: thunderwave, detect magic
- Copper and Black: fog cloud, inflict wounds
- Green: disguise self, cure wounds
You, now, can cast the follow ability:
Magic Blast[edit]
You can use energy to create a blast of magic. You may spend 1 energy point to create a small ball of energy that does 3d6 force damage that has a range of 90 ft away from you. You may increase the number of dice (3d6 to 5d6 to 7d6 to a maximum 9d6), die type (d6 to d8 to d10 to maximum d12) or the range (90 ft to 120 ft to 150 ft) for each extra Energy you spend. If you have the Dragon Strike trait, you add this to the damage and damage type freely.
Life Magic[edit]
At level 7, you can use your own life force as strength for your magic. You may, at will, convert HP into Energy. The rate is 5 HP to 1 Energy. You can also convert Energy to HP using the above rate.
Depending on your bounded dragon, you know the following 2nd level magics:
- Gold, Red, and Brass: detect thoughts, scorching ray
- Silver and White: Snilloc's snowball swarm, mirror image
- Bronze and Blue: gust of wind, suggestion
- Copper and Black: blindness/deafness, shatter
- Green: cloud of daggers, lesser restoration
Depending on your bounded dragon, you know the following 3rd level magics:
- Gold, Red, and Brass: fireball, daylight
- Silver and White: slow, sleet storm
- Bronze and Blue: lightning bolt, blink
- Copper and Black: dispel magic, counterspell
- Green: gaseous form, remove curse
You now, can cast the follow ability:
Healing[edit]
You have discovered that you can make any injury be healed, aside from death. You can heal a person as long as you can touch the injury. You can heal 1d8 hit points at the cost of 1 Energy. You may increase the number of dice (1d8 to 2d8 to 3d8 to maximum 4d8) or die type (d8 to d10 to maximum d12) for each extra Energy you spend. You can't cure yourself using this trait.
Great mage of Protection[edit]
Depending on your bounded dragon, you know the following 4th level magics:
- Gold, Red, and Brass: wall of fire, fire shield
- Silver and White: ice storm, polymorph
- Bronze and Blue: storm sphere, locate creature
- Copper and Black: vitriolic sphere, Elemental Bane
- Green: blight, hallucinatory terrain
You, now, can cast the follow ability:
Magic Shield[edit]
You can create magical shields that protect against specific dangers. You can place a shield on any nonmagical item or willing creature. The shield will protect that creature/item from an instance of an effect/5 HP in damage per Energy spent from a specific source (Sleep, Magic, slashing weapons, piercing weapons, etc.), you cannot place more than one type of shield on the same item/creature. The shield is not rechargeable, but it can be replaced, and it will only protect from that specific source. The effect lasts for a total of 1 minute.
If you take more damage than the shield reduces, you still take the excess.
Shields have no resistances, vulnerabilities or immunities and will be consumed to protect from damage/effects regardless of when the creature they are protecting is immune, resistant or vulnerable.
Strength Draw[edit]
Depending on your bounded dragon, you know the following 5th level magics:
- Gold, Red, and Brass: immolation, infernal calling
- Silver and White: cone of cold, wall of force
- Bronze and Blue: control winds, dream
- Copper and Black: enervation, negative energy flood
- Green: Cloudkill, modify memory
You, now, can cast the follow ability:
Draw Energy[edit]
You realized that it may be possible to draw on others.
You choose one enemy you can see, and it must make a Constitution saving throw (spell saving throw DC). If they fail, they lose 5d6 HP and you gain half the amount of Energy. If they succeed, they lose 2d6 HP and you gain half the amount of Energy. Your target must be within 120 ft of you. You can use this ability a number of times equal to your Charisma modifier. You regain all uses after a long rest.
You can't store more Energy than the limit of your level.
True Magic[edit]
Depending on your bounded dragon, you know the following 6th level magics:
- Gold, Red, and Brass: investiture of flame
- Silver and White: freezing sphere
- Bronze and Blue: chain lightning
- Copper and Black: disintegrate
- Green: circle of death
At level 17, you are a true master of magic. All of your abilities that cost Energy cost 1 less Energy (this cannot make abilities go below 1).
You, now, can cast the follow ability:
Time Mastery[edit]
You have mastered Time itself. As a bonus action, you can grant yourself, or to the dragon, one or more extra turns. Each extra turn cost 10 energy. The extra turn start right after the original one ends.
Dragon Friend[edit]
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.
Dragon Scales Mail[edit]
At level 2, you grow a thin layer of transparent scales, almost unnoticeable. People will never know you have this natural armor unless they attack you, where the scales glow brightest as a sign of protection.
You now have a kind of natural armor on your skin. You cannot use any other armors, and if you do, they will no longer have any effect on you.
This natural armor, which will thus be called "Dragon Scales Mail", does not add weight to you, and obviously does not have any strength requirement either. Additionally, it is considered medium armor, and has the following attributes:
- AC:
- Stealth:
- Does not give disadvantage.
- Main effect:
- Gain immunity to all damages that is the same as the breath damage type of the Dragon you share the bond with (Example: Blue Dragon, immunity to all lightning damage).
- Secondary Effect for metallic dragons:
- You gain immunity to the second type of dragon's breath (such as Weakening Breath for gold dragon).
- Secondary Effect for chromatic dragons:
- The first attack the enemy lands on you has a chance to return 1d6 damage based on the shared bond dragon's type (such as 1d6 fire damage for a red dragon). The enemy must do an Constitution saving throw with DC equals to 8 + your Dexterity modifier + your Proficiency Bonus.
In addition, you also have +0 AC at 2nd level, +1 at 7th level, +2 at 10th level, +3 at 14th level, +4 at 17th level
Fearful Cast/Wondrous Figure[edit]
At level 7, you find people seem to be afraid/in awe of you.
You may radiate, passively, fear/awe in a 90 ft sphere. All creatures make an Intelligence saving throw against a DC equal to your Charisma score. If they fail, they become frightened of/charmed by you for 24 hours. And may remake the Intelligence saving throw after it ends. After 24 hours, enemies realize they were under the effect of this ability, but if they weren't attacked by you they don't blame you for being under the effect. If the creature succeed, they become immune to the ability for 24 hours.
If in combat (after the initiative roll), during their turn, creatures at are frightened of/charmed by you can remake the Intelligence saving throw. Creatures that succeed are immune to the ability for 24 hours.
If your dragon is within 120 feet of you, this ability has a range of 210 feet and enemies are also frightened of/charmed by your dragon.
(Note: If your dragon is of good alignment, this ability is Wondrous Figure. If they are of evil alignment, the ability is Fearful Cast. If they are neutral, you may choose either Wondrous Figure or Fearful Cast. Once you have Wondrous Figure, you cannot exchange it for Fearful Cast and vice versa. If you have Wondrous Cast, it causes awe, while Fearful Cast causes fear if you have it.)
Dominating Presence[edit]
Also, if you have "Fearful Cast" whenever you need to perform an "Intimidation" check, you will roll with advantage. Likewise, if you have "Wondrous Figure", whenever you need to perform a "Persuasion" check, you will roll with advantage.
To use this ability, the target does not need to be under the effect of "Fearful Cast/Wondrous Figure".
Draconic Aura[edit]
Starting at 10th level, you learn how to express the eldritch power of dragons through the use of auras that mimic draconic abilities. You can have only one aura active at time, and swapping between auras require a short rest or long rest. At 17th level, you can have two auras active, but both should impact the same creatures, you cannot separate allies from enemies. You cannot use a good aura for allies and other for enemies.
The aura is centered on you and have 30-foot radius on 10th level, 60-foot radius on 14th level, 90-foot radius on 17th level.
- Energy
- This aura grants to the creatures inside, or you want to provide to, a bonus equal to your Charisma modifier to all saving throws made to avoid effects that deal the same damage from the element corresponding to the type of dragon to which you are bonded. And, the creatures gain resistance to the same damage as the element corresponding to your bonded dragon.
- Presence
- This aura grants to the creatures inside, or you want to provide to, a bonus equal to your Charisma modifier to all Charisma (Deception), (Intimidation), and (Persuasion) checks.
- Senses
- This aura grants to the creatures inside, or you want to provide to, a bonus equal to your Charisma modifier to (Perception), (Insight), (Investigation) and to the passive Perception skills.
- Resolve
- This aura grants to the creatures inside, or you want to provide to, a temporary hit points equal to your Charisma modifier, that resets at the start of each turn. The temporary hit points are lost if the creature leaves the area.
- Will
- This aura grants to the creatures inside, or you want to provide to, a bonus equal to your Charisma modifier to concentration checks and saving throws to avoid the frightened, paralyzed and charmed conditions.
- Technique
- This aura grants to the creatures inside, or you want to provide to, a bonus movement speed in the area of 15ft.
- Power
- This aura makes all creatures inside to have their resistance ignored, and their immunity treated as resistance to the same damage as the element corresponding to your bonded dragon. (You can select some creatures to not be affected by this aura).
- Cunning
- This aura makes all creatures inside to have their morale reduced. Every turn they need to make a Wisdom check, if fail, they Perception, Insight and Passive Perception with disadvantage, if succeed they roll again in the their next turn. (You can select some creatures to not be affected by this aura).
Glory's Call[edit]
At level 14, you know that every fight might be the last. You make a mighty cry that reminds your allies of the glory of the fight and bring enemies to fear your call.
All allies (as well as the user) who hear this cry gain advantage on attack rolls made against enemies for 30 seconds. Enemies who hear this cry gain must make a Wisdom saving throw with DC (8 + Proficiency Bonus + Charisma modifier), and if they fail, they have disadvantage on attack rolls made against allies (or the user) for 30 seconds. If your dragon is within 120 feet of you, It will help you crying to and the allies (and the user) also gain 5d6 temporary hit points for 1 hour. You cannot use this again until you complete a long rest.
Last Stand[edit]
At level 17, you and your dragon are so bound together, you can even resist death for them.
When you drop to 0 HP or die (including instant death, death through exhaustion, etc.), make a Constitution saving throw against DC 10. If you fail, you are treated as normal, if you succeed, you drop to 1 HP instead. And gain resistance to all damage for 3 turns.
If your dragon is within 120 feet of you, you automatically succeed in the saving throw. You also gain 20 temporary hit points. And gain resistance to all damage for 3 turns.
You cannot use this again until you complete a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dragon's chosen class, you must meet these prerequisites: 13 of Dexterity or Charisma
Proficiencies. When you multiclass into the dragon Dragon's chosen, you gain the following proficiencies: Simple weapons, Light and medium armor, shields, and one martial weapon of your choice.
Spellcasting. If you have spellcasting from another class, the following applies (Otherwise, treat both classes as normal):
- You cannot use spell slots for Dragon Mage features.
- You can pay Energy to cast non-Dragon Mage spells (the cost is the level of the spell. Examples: Fire Bolt costs 0 Energy, a 3rd level Fireball costs 3, and a Wish costs 9). All effects from using Energy still applies.
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