Dragon Blade (5e Class)

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Dragon Blade[edit]

A dragon blade is a powerful warrior who has been chosen by a dragon to become its champion. The reason why a dragon has chosen its champion is often a mystery. Some dragons may have a quest or journey they want their champion to complete in their place; other dragons might choose based on someone's alignment or righteous nature. Dragons are very selective when choosing a champion and because of this, not many are around. Usually only the older or more powerful dragons have champions. For some, a champion is a symbol of pride and power, but for others, it can be a way to spread the influence of the person they entrust their power to. The longer a champion remains loyal, the more physically draconic they become.

Creating a Dragon Blade[edit]

Why did the dragon choose you, why did you accept it's offer? Why did you decide to travel? Do you fight for your dragon's honor or for yourself?

Quick Build

You can make a Dragon Blade quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.

Class Features

As a Dragon Blade you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon Blade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Blade level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one tool or musical instrument
Saving Throws: Strength, Dexterity
Skills: Acrobatics or Athletics and choose two from Insight, Investigation, Intimidation, Perception, Stealth, and Survival

Equipment

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

Table: The Dragon Blade

Level Proficiency
Bonus
Features
1st +2 Sword Dancer, Unarmored Defense, Fighting Style, Draconic Stamina
2nd +2 Draconic Assault
3rd +2 Draconic Style
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Style Improvement
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Precise Strike
10th +4 Draconic Features
11th +4 Style Improvement
12th +4 Ability Score Improvement
13th +5 Indomitable
14th +5 One With The Blade
15th +5 Style Improvement
16th +5 Ability Score Improvement
17th +6 Last Efforts
18th +6 Style Improvement
19th +6 Ability Score Improvement
20th +6 Dragon's Gift

Sword Dancer[edit]

As a Dragon Blade, you are extremely proficient in the use of lighter melee weapons in combat. When wielding a melee weapon without the heavy or two-handed properties, you can use either your Strength or Dexterity modifier for the attack and damage roll of the attack.

Unarmored Defense[edit]

While you are not wearing any armor or shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Draconic Stamina[edit]

At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Dragon Blade level. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Style[edit]

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.

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.

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

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.

Draconic Assault[edit]

Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Draconic Style[edit]

At 3rd level, you choose a style that shapes the nature of your attack. Choose the Healing Style or the Wrath Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 18th levels.

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.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Precise Strike[edit]

Beginning at 9th level you score critical hits on a roll of 19-20 on the d20.

Draconic Features[edit]

Beginning at 10th level you now gain some draconic feature such as scales, fangs, slit-eyes, wings, and increased strength. You gain the following benefits:

Dragon Wings. You sprout dragon wings that grant you a flying speed of 20 feet when not wearing armor or shield. You must end your movement on the ground, or else you fall.
Acrobatics Master. Your wings refine your movement. You gain proficiency in the Acrobatics skill.
Natural Weapons. When you make unarmed strikes, you can choose to attack with your claws, causing 1d6 damage, or bite, causing 1d8 damage. You can use your Dexterity, instead of Strength, for attacks and damage with these unarmed strikes. Your natural weapons ignore resistance and immunity to non-magical damage.
Draconic Eyes. You gain darkvision up to a range of 30 feet. If you already have darkvision, yours increase by 30 feet.

Indomitable[edit]

Beginning at 13th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

One With The Blade[edit]

At 14th level, your sword 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.

Last Efforts[edit]

At 17th level you have full control over your body. When an attack reduces you to 0 hit point, it doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hit point. You need to finish a long rest before you can use this feature again.

Dragon's Gift[edit]

At 20 level, your draconic powers are also at their full potential empowers your body and soul. You gain the following benefits:

  • Your Dexterity and Charisma scores increase by 2. Your maximum for those scores is now 22.
  • You chose one of the following types of damage: cold, fire, lighting, poison or acid, and gain resistance to it.
  • You are now able to fully transform into an dragon. You can use your action to assume the form of a dragon with a CR equal to 10 or lower. This transformation works as the spell true polymorph. Once you use this transformation, you can't do it again until you complete a long rest.

Dragon Styles[edit]

Draconic Healing Style[edit]

Those who follow the Draconic Healing style embrace the protective aspect of metallic dragons, whose prime example is the Platinum Dragon. They emulate the grace and power of Bahamut to cure wounds and protect their allies.

Healing Blade

Beginning at 3rd level, you can strike an allied creature with one attack, rejuvenating its wounds. When you hit a creature with a melee weapon attack or unarmed strike, you can choose to cause that creature to gain temporary hit points equal to the damage you would cause.

In addition, you can cause that creature to spend one hit die, and regain hit points equal to the number rolled + your Wisdom modifier + its Constitution modifier.

Rejuvenation

Beginning at 6th level, you can cause the wounds of a nearby creature to close faster. can use your bonus action you cause one willing creature within 30 feet (including yourself) to spend a hit die. That creature regain hit points equal to the number rolled + its Constitution modifier + your Wisdom modifier hit points.

In addition, when you use Rejuvenation on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

Damage Block

Beginning at 11th level, you can use your incredible reflex to reduce the impact of attacks made against you and your allies. When you take damage from an attack or any effect that requires a Dexterity saving throw, you can use your reaction to reduce that damage to half.

Alternatively, if an ally within 30 feet takes damage from the same sources, you can use your reaction to move towards its location, taking damage in its place.

Healing Aura

Beginning at 15th level, you exude an aura of healing around you. You can activate this aura as a bonus action on your turn, and the aura extends for 30 feet. Any friendly creature inside the aura regains a number of hit points equal to half your Dragon Blade level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Your aura is inactive if you become unconscious.

Sacrificing Stab

Beginning at 18th level, you can sacrifice your own vitality to restore your allies. If you do so, you must hit yourself with an attack, and take additional 70 points of necrotic damage, that can't be reduced by any means. You can than restore up to 70 hit points, divided as you choose among any number of creatures of your choice within 30 feet. Any creature that regain hit points with this feature can spend a hit die and benefit from your Rejuvenation feature.

You can't use this feature again until you finish a long rest.

Draconic Wrath Style[edit]

Dragon Blades who follow the Dragon Wrath style embody the destructive elemental power of dragons. They are able to channel the energy of the dragon breath trough their weapons, and the masters of this style can even replicate the breath attack themselves.

Draconic Strike

Starting at 3rd level, you learn how to channel the power of the dragon breath in a destructive strike. When you make an attack, you can use your bonus action to choose one of the following damage types: acid, cold, fire, lighting or poison. The next successful attack made until the end of this turn causes additional 1d8 damage from the chosen type.

This damage increases to 2d8 at 11th level.

Master of the Element

Starting at 6th level, you learn how to use the elemental power to protect yourself. When you finish a long rest, choose one of the following damage types: acid, cold, fire, lighting or thunder. You become resistant to the chosen type until you finish your next long rest.

Breath of the Dragon

Beginning at 11th level, you learn how to unleash the elemental power of dragons in a powerful breath attack. As an action, choose one of the following damage types: acid, cold, fire, lighting or poison. You force creatures in the area to make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus), or take 2d8 damage on a failed save, or half as much on a success.

The area of the breath weapon depends on the chosen type: 15-foot cone (cold, fire or poison) or a 5 by 30 ft line (lightning or acid). The creature takes 2d8 damage on a failed save and half as much damage on a successful save.

You can choose to exhale a more powerful version of this breath attack, causing 6d8 damage on a failed save or half as much on a success. If you do so, you can't use Breath of the Dragon again until you finish a long rest.

Improved Draconic Strike

Beginning at 15th level, you can enhance your elemental power. Whenever you deal acid, cold, fire, lighting or poison damage, you ignore resistance to that damage, and treat immunity as resistance.

Draconic Fury

Beginning at 18th level, you have mastered the ability to channel your chosen element into your weapon. As an action, you can unleash a powerful breath attack, targeting a 60-foot cone. Any creature in the area must succeed on a Dexterity saving throw, or take 8d8 from your chosen draconic strike type, or half as much on a success.

Once you use this feature, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragon Blade class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom

Proficiencies. When you multiclass into the Dragon Blade class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.


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