Dragon Born (5e Class)

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Dragon Born[edit]

A character born of dragon lineage you feel your ancestors' magic and strength flow through you. Are you the direct result of dragon mating with another creature or has your family's draconic history awoken inside you? A class focused on physicality, but with a spice of magic to assist you.

Creating a Dragon Born[edit]

Quick Build

You can make a Dragon Born quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, then Constitution. Second, choose a nomadic-esque background or one relating to your draconic lineage.

Class Features

As a Dragon Born you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, Quarterstaffs
Tools: Thieves' Tools
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, Intimidation, Perception, and Survival.

Equipment

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

  • (a) A Explorer's Pack or (b) A Dungeoneer's Pack
  • (a) Dagger or (b) Quarterstaff
  • Thieves' Tools
  • An item of player's choosing relating to your Draconic Lineage or from your Draconic Parent depending on how your abilities were awakened/received. (Also to DM's discretion.)
  • If you are using starting wealth, you have If using starting Gold 1d10 x 3 + 100 (or to your DM's discretion.) in funds.

Table: The Dragon Born

Level Proficiency
Bonus
Features Martial arts
1st +2 Scales and Skin, Claws and Fangs, Heightened Senses 1d4
2nd +2 Draconic Magic 1d4
3rd +2 Strong Striker 1d6
4th +2 Ability Score Improvement, Claw Climber 1d6
5th +3 1d6
6th +3 Instincts 1d6
7th +3 Accustomed Aspect 1d6
8th +3 Ability Score Improvement 1d8
9th +4 Draconic Presence 1d8
10th +4 1d8
11th +4 As Wise As a Dragon 1d8
12th +4 Ability Score Improvement 1d8
13th +5 1d10
14th +5 Ageless and Satisfied 1d10
15th +5 Forked Tongue 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Dense Aura 1d12
18th +6 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Powerful Prowess 1d12

Mighty Like a Dragon[edit]

These features are gained at the 1st level as a Dragon Born.

Scales and Skin

Due to the nature of lineage your skin has thickened and you have developed scales across your body, making a tough to break person.

When you aren't wearing armor and are not wielding a shield, your AC is equal to 8 + Strength modifier + Dexterity modifier.

Claws and Fangs

With claw-like fingers and sharpened teeth, your unarmed strikes become much more impactful, and are able to use your martial die when rolling for damage. A claw attack does slashing damage, a bite does piercing damage, and punches/kicks/etc. do bludgeoning.

You may also add your Strength modifier to any unarmed strikes you make.

Heightened Senses

Your sight, smell, hearing, and taste are raised to an extreme. You gain proficiency in perception and if you are already proficient you gain advantage on perception checks.

You can see in dim light as if it were regular lighting up to 80ft and have Blindsight up to 30ft in complete darkness.

Draconic Magic[edit]

Starting at the 2nd level, the magic of your lineage begins to course through your veins, granting you magic, albeit restricted, and allows you to use magics based on your Draconic Lineage's Type Aspect.

Breath Attack

The first magic attack you learn to utilize is ancestors' breath.

As an attack action, you can draw in a deep breath, gathering energy in your lungs that is exhaled as Type Aspect. The breath does damage equal to your Martial Die x Dexterity Modifier + your Dragon Born Level. (ex. (1d10 x 5 + 15) for a max of 65 Aspect Type damage at level 15.)

At the 2nd level you can use this ability once per long rest, twice at the 5th level, three times at the 9th level, four time at the 13th level, five times at the 17th level, and six times at the 20th.

Charges of your Breath Attack can be fully restored by a long rest or you can restore one charge at a short rest.

Draconic Lineage Aspect Type Breath Weapon Shape Saving Throw
Copper, Black Acid 5ft by 30ft Line Dexterity
Red, Gold, and Brass Fire 15ft cone Dexterity
Bronze and Blue Lighting 5ft by 30ft Line Dexterity
Silver and White Cold 15ft cone Constitution
Green Poison 15ft cone Constitution

When you use your breath attack, all creatures in the effected area must make a saving throw. The DC of all saving throws against your spells is 8 + your Dexterity modifier + your proficiency bonus.

If a creature succeeds in its saving throw against your breath attack it takes half damage. Both the shape and the type of your breath attack is determined by your ancestor.

Aspect Absorption

Starting at the 4th level you gain the ability to absorb attacks and substances related to your Aspect Type.

You must be within 5ft of the source and it cannot be a source produced by you, meaning you cannot light something on fire or douse it with acid using your the magic from within your body and absorb it. The source must occur naturally or be produced by another magical object or being.

Aspect Absorption requires a bonus action if it is your turn or requires a reaction if it isn't your turn currently.

Upon absorbing an attack or substance of your Aspect Type at the 4th level, you heal equal to your (1d6 x 5)/2 rounded down. (ex. (3x5)/2 = 7.) At the 6th level this changes to (1d8 x 5)/2. At the 10th level this changes to (1d10 x 5). And at the 14th level you heal (1d12 x 5) + 15.

Aspect Absorption can also restore one use of any of your spells when successful.

If you are absorbing an attack directed to another person before it would strike them, nullify any damage that would've been done. If they are already being affected by something and required a Saving Throw to rid the effect, then your absorption acts in place of a successful Saving Throw.

Magic Martial

At the 5th level, during your attack action, you can add a second dice to your damage roll, using your Aspect Type as the damage, to your unarmed strike. (ex. 1d6 (bludgeoning/slashing/piercing) + 1d6 (Aspect Type) of damage at 5th level.)

This effect also allows unarmed strikes to deal magical damage to enemies with resistance to physical attacks.

Twin Tendrils

At the 7th level, you learn a new way to utilize your magic. At the 7th level you can use this ability three times, four times at the 10th level, five times at the 13th level, six times at the 17th level, and seven times at the 20th.

During your attack action you can cast Twin Tendrils causing two tendrils of your Aspect Type to extend from your hands like whips.

These tendrils do damage equal to Four Martial Dice x 2. (ex. 4d8 x 2 for a maximum of 64 at the 7th level.)

The tendrils each have a 30ft range and can target individual targets, but if they do as such their damage is cut to Two Martial Dice x 2. (per tendril)

Strong Striker[edit]

Starting at 3rd level, your unarmed attacks become mightier causing your martial die to change. At the 3rd level your Martial Die becomes 1d6, at the 8th level it becomes 1d8, at the 13th level it becomes 1d10, at the 17th level it becomes 1d12.

Dragon Born Archetype[edit]

At the 3rd level you begin to gain the abilities from one of two Dragon Born Archetypes, "Feral Fighter" or "Split Lineage."

Feral Fighters lean into the physical abilities granted by the ancestor blood, gaining improvements to their unarmed strikes, and their physicality as a whole.

The Split Lineage Archetype pertains to Dragon Born who realize that their bloodline contains more than one Aspect Type. The Dragon Born of this Archetype learn to utilize their extra Aspect in unique ways.

You granted features at 3rd level, then again at 6th, 11th and 17th levels.

Ability Score Improvement[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.

Claw Climber[edit]

You've learned to use your claws to climb, by sinking them into a surface like an ice pick, and lifting yourself with your mighty strength and nimble movements.

At the 4th level you gain the ability to use your movement to scale vertical surfaces.

If a targeted surface is further than your movement you may use your action to dash and attempt to make it. If your dash isn't enough to scale or cross the surface then you will fall down or into the targeted surface.

Instincts[edit]

Starting at the 6th level your instincts begin to mimic those of your ancestors', allowing you to have two reactions per long rest.

You gain advantage on Dexterity Saving Throws that you can see.

Attempts to Charm you are at Disadvantage.

Accustomed Aspect[edit]

At the 7th level you begin to grow more accustomed to your Aspect Type, granting you immunity to sources of your Aspect that are not magical, and resistance to magical sources.

Draconic Presence[edit]

At the 9th level you gain the ability to embody the imposing nature of your ancestors magically.

As a bonus action, you may target any creatures within 60ft of you, and they must succeed on Wisdom Saving Throw.

If the creature(s) fail their Saving Throw, they become gain either the Charmed status or Fear status depending on their personal beliefs on Dragons.

This effect last until the creature(s) leave the 60ft range or after 15 minutes.

At the 13th level, you choose whether your targets gain the Charmed or Fear statuses.

This effect can be used twice per long rest.

As Wise As a Dragon[edit]

At the 11th level your mind begins to expand and you gain the choice of proficiencies in Arcana, History, Nature, or Insight. Pick three.

Ageless and Satisfied[edit]

At the 14th level your Mana has grown so strong that it has slowed the aging of your body, extending your lifespan to match that of a dragon's, and making you immune to being aged by magical means.

Your Mana also fulfills your need for nutrients as your body now relies on it. However, that doesn't stop you from enjoying the wonders of food.

Forked Tongue[edit]

At the 15th level your lineage's ability to get what they want through fear or charm grants you proficiencies in Deception and Persuasion.

Dense Aura[edit]

At the 17th level you gain the ability to form a dense aura of mana that gains the Typing of your Aspect.

Using an action you can activate this ability and it is maintained until you dispel it.

Any creatures within 10ft of you takes Two Martial Dice of Aspect Type damage.

Any creature who comes into range of this effect or is in range of this effect at the start of their turn must make Dexterity Saving Throw, if they succeed they take half damage.

This effect can be activated four time per long rest.

Powerful Prowess[edit]

At the 20th level you've fully mastered your Draconic lineage and gain powerful boosts to your attributes.

You choose between +2 to your Strength or Dexterity and gain +2 to your Constitution.

(If they are already 20 discuss with your DM if you can raise them to 22, if your DM disapproves, that effect doesn't take place.)

You gain Advantage on Athletics Checks, Strength Saving Throws, or Contested Strength Rolls.

Feral Fighter[edit]

Dragon Born who focused on the physical abilities granted to them by their Draconic Lineage. These fighters hit harder and are harder to put down.

Tough Claws and Sharp Fangs

Your attacks hit harder and hurt more. Starting at the 3rd level your Martial Die grow stronger, changing to a 1d8. At the 8th level it becomes a 1d10, a 1d12 at the 13th level, then at the 17th level it becomes a 1d12, and at the 20th level it becomes 1d12 + 1d6.

Hardened Scales

At the 6th level you can use your action to focus the mana beneath your scales, giving you a +2 to your AC until the start of your next turn.

(Cannot attack or use your reaction to attack if you use Hardened Scales.)

Thick Skin

At the 11th level your skin becomes thicker, giving your resistances to piercing, slashing, and bludgeoning damage.

Draconic Vitality

At the 17th level you gain an additional 1d4 of Temporary Hit Points per Dragon Born level.

These Temporary Hit Points are rerolled at every long rest and do not stack with previous rolls of Draconic Vitality.

Split Lineage[edit]

Growing Heritage

At the 3rd level, you feel more power coursing through your body, and realize another Aspect Type has formed within you.

Choose a secondary Aspect Type to utilize in combat. When using an attack that utilizes your Aspect Type, you can choose between your original one, and your secondary Aspect.

Choose another Aspect Type at the 7th level and a third at the 12th level.

Multi Magic

Starting at the 6th level you gain the ability to add an extra Martial Die of your new Aspect Type to any magic attacks you make.

Resistant Scales

Starting at the 11th level you gain resistances to all magics that utilize any of the five Aspect Types.

Iron Stomach

At the 17th level you gain the ability to use Aspect Absorption on any of the five Aspect Type, magic or non-magic, but you heal (1d10 x 5) instead (1d12 x 5) + 15 for any Aspect not apart of your lineage.

Multiclassing[edit]

You must have Dragon Blood in your lineage.

Prerequisites. To qualify for multiclassing into the Dragon Born class, you must meet these prerequisites: a Strength Ability Score of 15 and Dexterity Ability Score of 14.

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