Dragon King (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Dragon King[edit]

In a far-off land, there lived a warrior loved by all. He was known throughout the kingdom for his bravery and his unwavering determination. This warrior was a man who never let anything get in his way. He faced every challenge with a brave demeanor that was unmatched by any other warrior in the land.He had many adventures throughout his life. He had fought off hordes of trolls, battled against powerful sorcerers, and even bested a fierce giant who had been terrorizing a nearby village. In each of these battles, he had emerged victorious, his courage and strength carrying him through even the most difficult of situations. But the most legendary tale of the warrior’s heroism was the story of how he defeated a fearsome dragon. The dragon had been wreaking havoc throughout the kingdom for months, burning down entire towns and hoarding vast amounts of treasure. Many brave warriors had tried and failed to defeat the dragon, but none had been successful.

The warrior knew that he could not stand by while innocent people were being killed and their homes destroyed. He decided to take on the dragon himself. Armed with only his sword and his shield, he set out to confront the beast. The dragon was waiting for him in a large cave at the foot of a mountain. The warrior approached the dragon cautiously, his heart racing with fear and excitement. The dragon let out a deafening roar, and the warrior charged forward, his sword glinting in the dim light.For hours, the warrior and the dragon fought, each landing blows on the other. But in the end, it was the warrior who emerged victorious. With one final blow, he struck the dragon's heart, and the beast let out a mighty roar before collapsing to the ground. But the story does not end there. As the warrior stood over the fallen dragon, he suddenly felt a strange sensation coursing through his body. An aura emanated from the heart of the dragon, that aura eventually transferring to him. New strength invigorated him, giving him powers like no other. With the defeat of the dragon, he himself had inherited its powers– becoming known as the Dragon King.

Creating a Dragon King[edit]

maxresdefault_1_1.jpg
Screenshot from Chinese Anime, The King's Avatar.

What happened to your character that caused them to inherit the power of dragons? Which inheritance do they resonate with most? These are questions that should be considered when creating a Dragon King.

Quick Build

You can make a Dragon King quickly by following these suggestions. Firstly, Dexterity, Strength or Constitution should be your highest ability score. Choose between one of the three.

Class Features

As a Dragon King you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, Martial weapons
Tools: one type of artisan’s tools of your choice
Saving Throws: Dexterity, Constitution
Skills: Choose 3 from Acrobatics, Athletics, Intimidation, Initiative, Perception, Survival

Equipment

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

  • (a) Chainmail or or (b) Leather, long bow and 20 arrows
  • (a) A martial weapon and a shield or or (b) Two martial weapons
  • (a) A hand crossbow and 20 bolts or or (b) Two daggers
  • (a) a dungeoneer’s pack or or (b) An explorer’s pack

Table: The Dragon King

Level Proficiency
Bonus
Features Wyrmbreath
1st +2 Dragon State, Draconic Endurance, Draco Fury -
2nd +2 Wyrmbreath, Scarred Scales 2d6
3rd +2 Inheritance, Shed Scales, Elemental Art 3d8
4th +2 Ability Score Improvement 3d8
5th +3 Dragon Claw, Bulk Up, Draconic Channeling 4d10
6th +3 Inheritance Feature, Dragon Eye 4d10
7th +3 Clanging Scales, Drake Resilience 5d12
8th +3 Ability Score Improvement, The Dragon Within, Push Onwards! 5d12
9th +4 Inheritance Feature 6d12
10th +4 Draco unity 6d12
11th +4 Draco Pulse 7d12
12th +4 Ability Score Improvement, Inheritance Feature 7d12
13th +5 7d12
14th +5 Dragon Devastation 7d12
15th +5 Inheritance Feature 8d12
16th +5 Ability Score Improvement 8d12
17th +6 9d12
18th +6 Inheritance Feature 9d12
19th +6 Ability Score Improvement 10d12
20th +6 Inheritance Feature 10d12

Dragon State[edit]

Through circumstances that you decide, you have inherited the strength of a dragon and gained the ability to naturally assume their traits and become a full dragon. This state is powerful and invigorates you with the strength of ancient dragons, it scales with your level and increases in power as you gain more Inheritance features. You can choose while rolling initiative or as a bonus action to enter your Dragon State which persists until you deactivate it (no action required) or are knocked unconscious. Your dragon state takes any form that you wish and the base benefits are listed below:

• You gain temporary hit points equal to (your Dexterity Modifier x your Constitution Modifier).

• You gain advantage on Dexterity saving throws and (Dexterity) Acrobatics checks.

• You gain a flight speed equal to your base form's movement speed.

• You gain several abilities based on which Inheritance you pick at 3rd level, and gain more at 6th, 9th, 12th, 15th, 18th and 20th level.

Dragonic Endurance[edit]

At 1st level, your draconic traits allow for you to use your dragon claws as unarmed strikes to deal an increased amount of damage to foes.

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons, you may also use Dexterity in place of Strength and Constitution saving throws as a result of your claws and scales.

• You may add claw damage to the result of all your melee attack rolls. This damage will count as the same type as whatever damage you are doing. Claw damage is 2d6 at base, it increases to 3d8 at Level 8 and at Level 16, it becomes 4d10.

Draco Fury[edit]

At 1st level, when you take the Attack action and make an attack, you can make another attack as part of the same Action.

Wyrmbreath[edit]

At 1st level, you have inherited the power to breathe elements from your mouth. When you gain this feature you choose between three different types of breaths to expel from your mouth. As a bonus action you can exhale the chosen element from your mouth in a 30ft cone dealin your Wyrmbreath die as shown in the class table.

DC to avoid the conditions placed by Wyrmbreath: 8 + your proficiency bonus + your Constitution modifier.

Flame Breath: Choosing this breath type allows you to expel an inferno of flames from your throat over a widespread area, incinerating foes and setting them ablaze. This breath results in targets being set ablaze, forcing them to take 4d4 fire damage at the start of their turn until they succeed on a Constitution saving throw, ending the effect.

Lightning Breath: Choosing this breath allows you to expel a stream of lightning from your throat, shocking any enemy who finds themselves in the path of this breath. This breath results in targets being stunned until the end of your next turn, unless they succeed on a Constitution saving throw at the start of their turn.

Ice Breath: Choosing this breath allows you to expel a draft of cold air and ice from your throat, freezing anyone in their tracks. This breath results in targets' movement speed being reduced to 0 and they have disadvantage on attack rolls and physical saving throws until the end of your next turn, unless they succeed on a Constitution saving throw at the start of their turn.

Recharge: After you use this ability, roll a d6 at the end of your turn. On a roll of 5 or 6, Wyrmbreath recharges and you can use it again.

Scarred Scales[edit]

At 2nd level, the heavy scarring and regrowth of new tissue cause your flesh to grow thick and enduring. Whenever you take damage from an attack that causes slashing, piercing or bludgeoning damage, you gain temporary hit points equal to half the damage taken. You can do this a number of times equal to your proficiency bonus. These uses are restored after a short or long rest.

Inheritance[edit]

At 3rd level, you gain abilities that are tailored to specific dragons. These dragons are detailed at the end of the class description, you get a feature at this level and gain more at 6th, 9th, 12th, 15th, 18th and 20th level.

Elemental Art[edit]

At 3rd level, you gain different bonuses to your damage whenever people are subjected to different elemental conditions. You may choose one out of these three bonuses, which each correlate to the breath chosen with the Wyrmbreath class feature.

Blazing Inferno: Choosing this Elemental Art will turn the ‘On fire’ condition into ‘Blaze’, where fire damage continually builds up every turn.

Fire damage is buffed to 2d8, and for every turn enemies are under this condition– the damage dice goes up by 1, to a maximum of 16d8.

Lightning Rod: Choosing this Elemental Art will allow you to stream lightning through multiple enemies at once. If you stun one target with lightning damage, anyone within 5 meters of the target is also stunned.

Eternal Frost: Choosing this Elemental Art will allow for ice to be much more lethal. You may freeze opponents in place with the ‘frozen’ condition, setting their movement speed to 0 and giving them disadvantage on attack rolls and physical saving throws. Opportunity attacks can now be provoked against frozen opponents.

Shed Scales[edit]

At 3rd level, you learn to shed your scales, exchanging defense and tankiness for speed and precision. By shedding your scales you lose a massive amount of weight, lowering your armor to increase both your speed and attack bonus. You also gain double proficiency in acrobatics when shedding. If you already have double, add your proficiency bonus.

For every scale shed, your armor class decreases by 1. In exchange, you gain:

  • A speed multiplier that gains .1 for every scale shed. This can be done up to 10 times.
  • A +1 to your attack bonus. This can be done up to 10 times.

Dragon Claw[edit]

At 5th level, your dragon claws are sharp and deal grievous wounds to your foes. You may deal criticals on 19-20.

Bulk Up[edit]

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you by bulking up your scales. If you wish, you can roll a dexterity save during this reaction. If the dexterity save is greater than the hit roll then take no damage. If you fail the dexterity save, lose one of your reactions and take full damage.

Draconic Channeling[edit]

At 5th level, you learn more draconic abilities. You may channel the element of your Wyrmbreath into your dragon claws and weaponry, allowing for you to add conditions onto your strikes as well as buff the damage dice by 1 (1d2>>2d4).

Dragon Eye[edit]

At 6th level, you have gained the eyes of a dragon. Your sight is inescapable and your awareness is naturally higher. You may add another stack of proficiency to your perception checks.

Clanging Scales[edit]

At 7th level, your dragon scales have reached a point where attacks that are too weak simply bounce off, even back at the attacker. Whenever you mitigate damage, you can roll to-hit the sender. On a hit, the mitigated damage is returned to the sender. You DO NOT roll the damage for an attack. This has an amount of uses equal to your proficiency bonus, uses being restored after a short or long rest.

E.g, if you were to use resistance to mitigate half of 100 damage, the 50 damage would be sent back at the attacker provided it actually hits.

Drake Resilience[edit]

At 7th level, your dragon scales have developed to such a point to where you gain resistance to the physical forms of damage, those being slashing, piercing and bludgeoning. On top of this resistance, you gain immunity to the damage type that correlates with the element that you chose in “Elemental Direction”.

The Dragon Within[edit]

At 8th level, your traits begin to resemble that of a dragon more and more as you harness their power further. You gain multiple draconic traits, which all provide the benefits listed below:

  • Dragon Wings. You sprout dragon wings in your base form that give you a speed bonus of 20 feet.
  • Acrobatics Master. Your wings refine your movement. You gain proficiency in the Acrobatics skill.
  • Draconic Eyes. You gain darkvision up to a range of 30 feet. If you already have darkvision, yours increases by 30 feet.
  • Draconic Presence. You gain proficiency in Intimidation. If you already have proficiency, gain double. If you have double, add your proficiency bonus.

Push Onwards![edit]

Starting at 8th level, you can invigorate yourself with the strength of dragons to push yourself beyond your normal limits for just 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 short or 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.

Draco unity[edit]

At 10th level, you have learned to channel your dragonic powers and how to share it with another. As a reaction, when an ally makes a melee attack you may channel your inheritance element into their attack allowing them to deal one extra of their weapons damage die as your inheritance element as damage on top of their base damage.

Draco Pulse[edit]

At 11th level, your draconic form increases the consequences of being hit with a critical attack. Enemies hit with your criticals will be disoriented, granting them disadvantage on all rolls for two turns after. This class feature may only be used if Dragon State is active.

Dragon Devastation[edit]

At 14th level, you learn to use your power to devastate your foes. Whenever someone makes an attempt to reduce your damage using class features– you may use a reaction to make their attempt futile. This does not apply to immunities or resistances. This has a number of uses equal to your proficiency bonus.

Dragon Inheritance[edit]

Lord of Cinders[edit]

The Lord of Cinders is a mighty dragon, known for their power to destroy and burn. Those who do not yield to this dragon are simply incinerated by their flames and reduced to ashes. By unknown circumstances, you have inherited the strength of the Lord of Cinders and become capable of creating infernos like no other. You dawn red scales, sharp claws and gigantic crimson wings, which you use to carry out the will of the Lord of Cinders.

Crimson Dragon

Beginning at 3rd level, your Dragon State is enhanced by your Inheritance, granting you a variety of new capabilities while you are in your form. All of these benefits are listed below:

  • You may add your half your dexterity bonus to your attack bonus while in Dragon State.
  • You may add your proficiency bonus to Dexterity saving throws while in Dragon State.
Flame King

Beginning at 6th level, any and all fire damage you do is enhanced greatly. You may add your proficiency bonus to the DC of your Wyrmbreath. If you chose the Flame Breath as your Wyrmbreath and Blazing Inferno as your Elemental Art, you may add a 2d4 to all attacks that do fire damage.

At 12th level, this becomes a 4d10. At 20th, it becomes a 6d12.

Scorching Scales

At 9th level, your scales have flaming properties. Whenever you take a hit, you may force enemies into a Dexterity saving throw against your Wyrmbreath DC. Upon failure, they are either set on fire or gain the ‘Blaze’ condition.

Flare Blitz

Beginning at 12th level, whenever an enemy is on fire or under the ‘Blaze’ condition, you may choose to expand the flames around them in order to incinerate them in a matter of seconds. With this, you may force enemies within a 20 meter radius of you under the specified conditions to roll a Con save. On a failure, they take 12d12 damage. On a success, they take half of the damage done by the 12d12.

Doing this ends the condition that was placed on them completely.

Heat Invocation

Beginning at 15th level, you turn attempts to attack your being into a fiery blaze. Whenever someone tries making a melee attack, regardless of hit or no-hit, they are forced to roll a Dexterity saving throw against your Wyrmbreath DC with disadvantage. Upon failure, they are either set on fire and they gain the ‘Blaze’ condition.

Infernal Absorption

Beginning at 18th level, your immunity to fire becomes absorption. Any fire damage that you take is instead converted to temporary hit points.

Hell Incarnate

Finally, at 20th level, you inherit all of the abilities of the Lord of Cinders. All fire damage you do is multiplied by 1.5x naturally, including conditions you set on foes.

Frost Legion[edit]

The Frost Legion is a dragon recognized for its solitude. Despite its seclusion, do not underestimate this beast for it may freeze over an entire town in a matter of seconds. Though, It tends to stray away from people, which begs the question– why did it choose you? By unknown circumstances, you have inherited the strength of the Frost Legion. You dawn white scales and frozen claws, with large white wings that are almost double your own size.

Ivory Dragon

Beginning at 3rd level, your Dragon State is enhanced by your Inheritance, granting you a variety of new capabilities while you are in your form. All of these benefits are listed below:

  • You may add your constitution modifier to your attack bonus while in Dragon State.
  • You may add your proficiency bonus to Constitution saving throws while in Dragon State.
Infinite Ice

Beginning at 6th level, any and all cold damage you do is enhanced greatly. You may add your proficiency bonus to the DC of your Wyrmbreath. If you chose the Ice Breath as your Wyrmbreath and Eternal Frost as your Elemental Art, you may add a 2d4 to all attacks that do cold damage.

At 12th level, this becomes a 4d8. At 20th, it becomes a 6d12.

Frozen Scales

At 9th level, your scales have freezing properties. Whenever you take a hit, you may force enemies into a Constitution saving throw against your Wyrmbreath DC. Upon failure, they are frozen and have their movement reduced to 0.

Ice Fissure

Beginning at 12th level, whenever there is a frozen enemy you may choose to extend the ice at their feet further in an attempt to freeze anyone around them. Anyone within 20ft of a frozen enemy is forced into a Constitution saving throw (including allies) as the ice creeps over their feet. Upon failure, they are also frozen.

Frostbite

At 15th level, the temperature of your ice begins to affect those who are frozen. Anyone who is frozen must take 4d4 damage on each of their turns.

Glacial Armor

Beginning at 18th level, you may place a layer of ice over your own body that acts as armor. Creating Glacial Armor increases your armor class by your proficiency bonus and lasts only a minute. This takes an action to use typically, but alternatively may be used as a reaction to an attack in order to make it possibly miss.

Frozen Earth

Finally, at 20th level, you inherit all of the abilities of the Frost Legion. All cold damage you do is doubled naturally, including conditions you set on foes.

Lightning Commander[edit]

The Lightning Commander is a dragon recognized for its aggressiveness and raw power. This beast goes out of its way to cause harm, summoning destructive thunderstorms to strike down entire kingdoms. By unknown circumstances, you have inherited the strength of the Lightning Commander. You dawn purple scales and electrified claws, with smaller violet wings built for speed.

Storm Dragon

Beginning at 3rd level, your Dragon State is enhanced by your Inheritance, granting you a variety of new capabilities while you are in your form. All of these benefits are listed below:

  • You may add your strength modifier to your attack bonus while in Dragon State.
  • You may add your proficiency bonus to Strength saving throws while in Dragon State.
Treacherous Storm

Beginning at 6th level, any and all lightning damage you do is enhanced greatly. You may add your proficiency bonus to the DC of your Wyrmbreath. If you chose the Lightning Breath as your Wyrmbreath and Lightning Rod as your Elemental Art, you may add a 2d4 to all attacks that do lightning damage.

At 12th level, this becomes a 4d8. At 20th, it becomes a 6d12.

Electric Scales

At 9th level, your scales have electric properties. Whenever you take a hit, you may force enemies into a Strength saving throw against your Wyrmbreath DC. Upon failure, they are stunned on their next turn.

Thunder Stream

Beginning at 12th level, you may stream electricity through the weapons of your opponents. As a reaction to an attack, you may force any foe who is holding a weapon to be shocked by your lightning, dealing 4d6 damage and possibly interrupting their attack upon failure of a Strength saving throw against your Wyrmbreath DC.

Electric Current

At 15th level, electricity courses through the body of your enemies even after their stun ends. For two turns after a stun ends, foes will have their movement speed halved and receive disadvantage on Dexterity saving throws.

Lightning Cloak

Beginning at 18th level, you may coat yourself in lightning in order to teleport across short distances and move at a speed that most can’t even perceive. The cloak requires an action to place over yourself and lasts for one minute. While active, you may teleport up to 60ft. However much you teleport, it will only cost you 10 of your speed. Opportunity attacks cannot be done against you while Lightning Cloak is active.

Grand Storm

Finally, at 20th level, you inherit all of the abilities of the Lightning Commander. All lightning damage you do is doubled naturally, including conditions you set on foes.


Back to Main Page5e HomebrewClasses