Dragon Kin (5e Class)
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Creating a Dragonkin
- Quick Build
You can make a Dragonkin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Sailor background. Third, choose two handaxes.
As a Dragonkin you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Two handaxes or (b) Light crossbow and 10 bolts
- (a) Any simple weapon and shield or (b) Two simple weapons
- If you are using starting wealth, you have 3d4 X 10 in funds.
|1st||+2||Draconic Ancestor, Dragon Claws||1d4|
|2nd||+2||Dragon Fang, Dragon Breath||1d4|
|3rd||+2||Draconic Prowess, Fighting Style||1d4|
|4th||+2||Ability Score Improvement||1d4|
|7th||+3||Draconic Prowess feature||1d6|
|8th||+3||Ability Score Improvement||1d6|
|10th||+4||Draconic Prowess feature||1d6|
|12th||+4||Ability Score Improvement||1d8|
|15th||+5||Draconic Prowess feature||1d8|
|16th||+5||Ability Score Improvement||1d10|
|18th||+6||Draconic Prowess feature||1d10|
|19th||+6||Ability Score Improvement||1d10|
Ability Score Increase
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.
Starting at 1st level, you can change your body to be more like that of an dragon. You have the scales of an dragon, giving you an unarmored AC equal to 13 + your Constitution modifier. You must chose a draconic ancestor, which gives you resistance to the damage type associated with it. You become immune to that damage type, if you are already resistant to it. Your draconic heritage is also used by other class features.
|Draco Type||Damage Type||Breath Weapon Shape||Saving Throw|
|Copper, Black||Acid||5' by 30' Line||Dexterity|
|Red, Gold and Brass||Fire||15'cone||Dexterity|
|Bronze and Blue||Lighting||5' by 30' Line||Dexterity|
|Silver and White||Cold||15'cone||Constitution|
You learn how to speak, write and read in draconic.
Starting at 1st level, you gain the claws of the dragon. Your unarmed strikes deal damage equal to 1d4 slashing, and you can chose to use your Dexterity instead of your Strength for the attacks and damage rolls with them. This die changes as you gain dragonkin levels, as shown in the Dragon Claws column of the Dragonkin table.
Starting at 2nd level, your jaw and fangs grow stronger, becoming a natural weapon. You can use your bonus action to make a unarmed strike with your bite, dealing 1d6 piercing damage on a hit. The damage die increases to 1d8 at 8th level, and to 1d10 at 16th level.
At 2nd level, as an action, you learn how to use the signature weapon of your ancestors: the breath weapon. When you use your breath weapon, all creatures in the area must make a saving throw. Both the shape and the type of your breath weapon is determined by your ancestor. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. You may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a long rest.
The prowess you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
At 3rd 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.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
In addition, you have truesight out to 15 feet.
At 9th level, you can choose a second option from the Fighting Style class feature.
In addition, you gain proficiency with all weapons and armor.
At 11th level, you can choose a damage type resistance against one of the following damage types: fire, cold, poison, acid and lighting.
In addition, your AC increases by 1.
At 13th level, you have advantage on Intimidation checks.
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last for 10 minutes or until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
At 17th level, you begin to age in a similar manner as your draconic ancestor. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
At 20th level you can use your action to summon the soul of your dragon ancestor to help you in battle for 1 minute. This work in a similar manner as the spell illusory dragon1, but the damage dealt is equal the damage type related to your ancestry. Is not a illusion, but has no other mechanical differences from that spell.
Those who hold dragon blood within them are destined for greatness and great power. They are the ones who lead kingdoms into prosperity or rule with an iron fist. You are a beacon of power for all those to worship, whether you get this from fear or love is up to you.
At 3rd level, you know the tools of a true leader and you know how to work around them. You gain proficiency in Intimidation and Persuasion skills.
- Whether to be feared or loved
At 3rd level, you can use your action to try either frightened or charm up to three creatures with your size or smaller, within 10 feet of you. The targets must make a Wisdom saving throw with the DC of 8 + your proficiency bonus + your Charisma modifier. The effect lasts for a number of turns equal to 1d6 + your Charisma modifier. You have a number of uses of this feature equal to half your level in this class, rounded down. A creature that succeeds on this saving throw is immune to your aura for 24 hours. The creature affected by this feature can, at the beginning of each of its turns, make another saving throw to end the effect.
Once you have spent all your uses of this feature, you can't use it again until you complete a long rest.
The power of this effect increases as you gain levels in this class. When you reach the 10th level, you can use this feature on large creatures, and on huge creatures at 15th level. At 19th level, this feature can be used on creatures, no matter their size.
The duration also is affected by your level, increasing to 2d6 + your Charisma when you reach the 15th level.
- Benevolent or Malevolent
At 7th level, you can chose one skill between Intimidation or Persuasion, to add the double of your proficiency bonus on checks made with it. If you chose Intimidation, you can add the double of your proficiency bonus to the frightened to the DC of your Weather to be feared or loved feature. Choosing Persuasion affects the save DC of the charm effect, instead.
- Devout Protection
At 10th level, if you are within 5 feet of an allied creature, and an enemy targets that ally with a weapon attack, you can use your reaction to jump in the way of the attack and take the hit. This can be done either before or after you know whether or not the attack will hit. If the attack roll is lower than your AC, you don't take damage from that attack.
- Intense Loathing
At 15th level if you succeed in frightening a creature, you can make an attack against it with your claws or weapon as a bonus action. If you succeed in charming an creature, you can your bonus action to command the creature, as in the spell command
- Draconic Rule
At 18th level, you can take 10 creatures, of any size, within 20 feet of you, under your control. The creatures must make a saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failure, they suffer the effects of the suggestion spell. If the creatures are either frightened or charmed they suffer disadvantage on the saving throw. The effect lasts for 1 hour. You can use this feature a number of times equal to half your level (rounded down). Once have spent all the uses of this feature, you can't do it again until you finish a long rest.
These are the strongest of the strong, the toughest of the tough, and the mightiest of the mighty. They improve upon themselves by enhancing the gifts they already have. This leads them to becoming brutal warriors in combat, to the point where they may be even more brutal than their draconic ancestors. They wish to show the world just how strong they are.
- Strong Body
- Precise Claws
At 3rd level, you gain the ability to reroll the attack rolls made with your claws. You can use this feature a number of times equal to half your level in this class (rounded down). Once you spent all your uses, you regain the ability to do so after finishing a long rest.
- Armor Sundering Enhancement
At 7th level, when you make an attack roll with a bite or a claw attack, you can reduce the target's AC, up to 1d4 plus half your strength modifier rounded down, for the attack. On a critical hit, the target permanently loses AC equal to the AC reduced. At level 15, you gain an additional 1d4.
- Draconic Force
At 10th level, when you hit a creature with an attack, you can deal additional damage equal to your Dragon Claw damage. You can use this feature a number of times equal to half your level in this class (rounded down). Once you spent all your uses, you regain the ability to do so after finishing a long rest.
- Draconic Body
- Draconic Wrath
At 18th level, if you make an attack with your claws, you can make a breath or a melee weapon attack as a bonus action. The opponent has disadvantage on the saving throw for the breath attack and you have advantage on the weapon or bite attack.
Rather than use your draconic blood for strength or leadership, you use it for the insight and wisdom associated with such old beings. You lead not through fear or love but from the guidance and experience of your draconic ancestor. Regardless of their former alignment in life they will do their best to guide you in the right path for you.
- Sharp Mind
At 3rd level, thanks to your ancestor knowledge, you gain proficiency with the Perception and Insight skills.
- Ancestral Guidance
At 3rd level, you can commune with your ancestor to gain advantage on either your Wisdom (Perception) or (Insight) checks for 1 hour. Once you use this feature, you can't use it again until you complete a long rest.
- Draconic Eyes
At 7th level, your passive Perception increases by 2. At 10th level it goes up by 2 again and at 15th level it goes up by 4.
- Ancestral Possession
At 10th level, you can allow your draconic ancestor to possess your body for an hour. During this hour, you and your ancestor have control over your body and you can ask your ancestor anything they would know about. During that time, l attacks against you are made at disadvantage and you have advantage on all your attack rolls. Once you use this feature, you can't use it again until you complete a long rest.
- Ancestral Mind
At 15th level, you think more like a dragon. When fighting any draconic enemy, such as dragons, dragonborns, kobolds, or lizardfolk, you get advantage on all attack and saving throws against these creatures.
- Ancestral Bond
At 18th level, the bond between you and your ancestor is increased to the fullest. You have access to any memories of your ancestor. Depending on the situation you can use these memories to gain advantage on a skill roll, you can navigate a place your ancestor has been to flawlessly, you can use your ancestor's perception as your own, etc. You can only do this for half of your level, rounded down, times a day.
Prerequisites. To qualify for multiclassing into the Dragonkin class, you must meet these prerequisites: 13 Constitution and 13 Charisma.
Proficiencies. When you multiclass into the Dragonkin class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons.