Dragon Lord (5e Class)
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Dragon Lord
The dragon lords are kings, commanders and occupants from positions of great power, that have this authority granted by them by the dragons. They have a majestic presence in the battlefield, that can both boasts the morale of allies or inspire dread in the hearts of enemies. The nature of this draconic power varies from lord to lord. Some are dragon descendants, being heirs of a draconic dynasty, and have the dragon blood coursing through their veins or are the reincarnation of a ancient dragon's soul, awakening over time, growing stronger and reclaiming its former glory. Others, however, have a more indirect access to this power, being protegees of ancient dragons or dragon gods, being representative of this powerful dragon.
Creating a Dragon Lord
When creating a dragon lord, ask yourself at first, from where you draw your powers? Are you an heir of a dragon, either by bloodline or reincarnation? Did you learned from a ancient dragon master? Are you a chosen of a dragon god?
What's your history, how and why did you became a dragon lord? You are only one from a long lineage of draconic nobles? Have you implored for knowledge and patronage of a dragon? Have you survived an savage attack of a dragon, and have its power imprinted on you after the trauma?
- Quick Build
You can make a Dragon Lord quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the noble background.
Class Features
As a Dragon Lord you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dragon Lord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Lord level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception, and Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- any simple melee weapon
- an explorer's pack
- Chain mail
- If you are using starting wealth, you have 4d4 X 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Scalespeaker, Archetype, Draconic Aura |
2nd | +2 | Frightening Gaze, Archetype Feature |
3rd | +2 | Draconic Power |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Dragonkin, Dreadful Strike |
7th | +3 | Archetype Feature, Lordly Dominance |
8th | +3 | Ability Score Improvement |
9th | +4 | Additional Draconic Aura |
10th | +4 | Archetype Feature |
11th | +4 | Flexible Resistance |
12th | +4 | Ability Score Improvement |
13th | +5 | Dragon Call |
14th | +5 | Borrowing Treasure |
15th | +5 | Additional Draconic Aura |
16th | +5 | Ability Score Improvement |
17th | +6 | Flexible Resistance |
18th | +6 | Frightening Gaze Improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Archetype Feature |
Scalespeaker
Beginning at 1st level, you have become the ambassador between dragons and other creatures. You know how to speak, read and write Draconic. Also, you can use your action to grant the ability to speak and understand draconic to a number of creatures equal to your Charisma modifier, for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.
In addition, you gain advantage in all Charisma checks made to interact with dragons and on all Intelligence checks made to recall information about them.
Archetype
Starting at 1st level, you adopt a archetype you strive to emulate. You can select from the archetypes which are detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 2nd, 7th, 10th, and 20th level.
Draconic Aura
Starting at 1st 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.
You have one aura known at 1st level, and gain one additional one at 9th level and one more at 15th level.
The aura is centered on you and have 10-foot radius. This radius increases to 30-foot at 18th level.
- Energy
This aura grants to the creatures inside it a bonus equal to your Charisma modifier to all saving throws made to avoid effects that deal acid, cold, lighting or fire damage.
- Insight
This aura grants a bonus equal to your Charisma modifier to all Intelligence (Arcana), (Nature), (Religion), (Investigation) and (History) checks.
- Power
This aura allow creatures in the aura area to ignore resistance against one damage type. The damage type must be chosen when you activate this aura, after a rest.
- Presence
This aura grants a bonus equal to your Charisma modifier to all Charisma (Deception), (Intimidation), and (Persuasion) checks.
- Resistance
Choose one damage type from the following: acid, cold, fire, lighting or poison. The damage type must be chosen when you activate this aura after a rest. All damage taken from the chosen type is reduced by an amount equal to your Charisma modifier.
- Resolve
This aura grants a bonus equal to your Charisma modifier to concentration checks and saving throws to avoid the frightened, paralyzed and charmed conditions.
- Senses
This aura grants a bonus equal to your Charisma modifier to all Wisdom (Perception) and (Insight) and to the passive Perception.
- Stamina
This aura grants a bonus equal to your Charisma modifier to all Constitution checks and saving throws not related to magical effects or spells.
- Swiftness
This aura grants a bonus equal to your Charisma modifier to all Strength checks. In addition, it increases the movement speed in the area by an amount equal to 5 feet per point of Charisma modifier you have.
- Toughness
This aura grant's to all creatures of your choice within range 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.
Frightening Gaze
Starting at 2nd level, you can use the blessing of the dragon lords to exude an aura of fear. As a bonus action, you can cause one creature you can see within 30 feet to make a Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. The creature can make another saving throw on the end of each of its turns to end the effect. You can't have more than one creature affected by your frightening gaze at the same time.
You can use this feature a number of times equal to your Charisma modifier, being unable to do so until you finish a short or a long rest.
Starting at 18th level, you can use this feature without limitations.
Dragon Cohort
At 3rd level, you have authority enough to gain the service of a dragon cohort. You must spend 8 hours convoking this dragon to serve you. If your dragon cohort dies, you can call for another by spending 8 hours claiming by your dragon patron interference
Your cohort is one or multiple dragons with a combined CR equal to 1/4 or lower. The highest level increases to 1/2 at 5th level, 1 at 7th level, 2 at 9th, 3 at 11th level, 4 at 13th level and 5 at 15th.
Your cohort obey your commands as best as it can. It takes its turn on your initiative count, but unless commanded to take hostile action, it will only Dodge.
You can use a bonus action on your turn to verbally command one of your cohorts to take an action, and can command it to move without spending an action. You can command two cohorts at the same time at 15th level.
You can use your action to give a complex command, such as "defend this room" or "defeat that creature". The creature will keep repeating this action until you give a new command or until it is concluded.
In addition, your cohorts gain the following benefits:
- The cohort gain a bonus equal to your proficiency bonus to its AC, attack and damage rolls. In addition, it also gain this bonus in all skill checks and saving throws it is proficient in.
- Your cohort hit points maximum increases by an amount equal to twice your Dragon Lord level.
- Your dragon cohort can use your Frightening Gaze by spending one of your uses.
Ability Score Improvement
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
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dragonkin
Starting at 6th level, you gain darkvision up to a range of 60 feet. If you already have darkvision, it is increased in 30 feet. Also, you gain proficiency in the Intimidation skill, if you already aren't.
In addition, choose one of the following damage types: acid, cold, fire, lightning or poison. You gain resistance to the chosen type.
Dreadful Strike
Starting at 6th level, you can use your frightening presence to awaken a sense of dread inside your target. When you hit a creature with a melee weapon attack, you can use your bonus action, you can force the creature to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. You can't have more than one creature affected by this feature at the same time. Targeting a new creature will end the effect on the previous one.
On a failed save, the creature is frightened by you for the next 24 hours. You can use this feature a number of times equal to your Charisma modifier, being unable to do it again until you finish a long rest.
Lordly Dominance
At 7th level, you can control your enemies through fear. Whenever you impose the frightened condition to a creature with your dragon lord class features, you can control that creature using your action. This functions exactly as the spell command, and Charisma is your spellcasting ability for this spell.
You can use this feature a number of times equal to your Charisma modifier, regaining your uses after complete a long rest.
Flexible Resistance
At 11th level, whenever you finish a short or a long rest, you can choose one of the following damage types: acid, cold, fire, poison and lighting. You gain resistance to the chosen damage type until your next rest.
Starting at 17th level, you can choose two damage types to become resistant against, or one to become immune against.
Dragon Call
Starting at 13th level, you can call a dragon from the nearby area to come to your aid, using your connection to the dragon gods to convince them to fight on your behalf. The DM chooses the dragon appropriate to the terrain to come to your aid from among those that could sense your call and that are within 1 mile of you.
The dragon has a CR equal to your proficiency bonus, and approach you from their current location. The dragon will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for him, which takes its own turns. The DM has the dragon’s statistics.
After 1 hour, the dragon return to its previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same dragon will not repeatedly heed your call.
Borrowing Treasure
At 14th level, when you use your dragon call feature, you can also choose to ask for a magic item in its possession to borrow. The dragon lends you the item while it remains besides you. You can't have more than one borrowed treasure at the same time, and the item can be any common or uncommon magic item. The dragon takes the item back after 1 hour.
Draconic Monarch
The draconic monarch embodies the presence of the dragons, channeling the imposing aura and majesty of the wyrms to reign over other creatures.
- Imposing Presence
Starting at 1st level, you can use your action to cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
You must complete a short or a long rest before using this feature again.
- Dominating Aura
At 2nd level, you can exude an aura of awe around you. As an action, you can give yourself advantage on all Charisma checks you make for 1 hour.
In addition, any creature that try to attack you or cause any harmful spell towards you within 10 feet must first make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature must choose a new target or lose the attack or spell. On a success, the creature is immune to this effect for the next 24 hours.
You must complete a short or a long rest before using this feature again.
- Aura of Fear
At 7th level, when you take the Attack on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.
- Dreadful Authority
Starting at 10th level, when a creature is frightened by you, you can use your Lordly Dominance feature for the duration of the frightened effect on that creature. A failed save allow you to use your Lordly Dominance for the duration, without a need for subsequent saving throws.
Whenever a creature is frightened by you, you can use your action to cause that creature to be charmed instead, if the creature fail another saving throws against the save DC the creature failed against the frightened effect.
- Draconic Majesty
At 20th level, your Charisma score increase by 6, to a maximum of 26.
Scalemaster
Scalemasters channel the shapeshifting abilities of dragons to morph their own bodies, aiming to become physically closer to dragons.
- Dragon Skin
When you first choose this archetype at 1st level, you gain a faint cover of dragon skin over your body. Your AC equals 10 + your Charisma modifier + your Constitution modifier. You can use a shield an retain this benefit.
In addition, you gain 1 additional hit point, and 1 more each time you gain a level in this class.
- Change Shape
Starting at 2nd level, you can magically polymorph, assuming the form of a humanoid, beast or dragon humanoid hybrid of your size or lower, though none of your statistics change. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any.
If you assume the form of a winged animal, you are unable to fly, but your aquatic form give you the ability to breathe underwater and grants you a swimming speed equal to your walking speed.
Assuming the dragon humanoid hybrid form grant you natural weapons, like fangs, claws or tails, and you can use them to make attacks. Using them is a unarmed strike that deals 1d6 of bludgeoning, piercing or slashing damage (as appropriated). Starting at 6th level, this attack is considered magical for the purposes of overcoming resistance to nonmagical damage.
You remain in this form for 1 hour, but the transformation ends earlier if you are incapacitated or reduced to 0 hit points.
You must complete a short or a long rest before using this feature again.
- Dragon Link
Starting at 7th level, you build a powerful link with your dragon cohort. You can use your dragon cohort as a familiar, gaining all the benefits of the spell.
In addition, as a bonus action when you are within 5 feet of your dragon, your body merges with your dragon’s form. While merged, your size changes for the dragon's size, you replace your speed with the dragon’s, and you can use your action to perform any action on the dragon's statblock, and Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your dragon's senses, resistances and immunities. As an action, you and your cohort return to normal.
- Dragon Heart
Starting at 10th level, you gain the longevity of the dragons. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
In addition, you increase your control over the shifting draconic powers. You can, after complete a short or a long rest}, use one of the following abilities:
Wings. When using your Change Shape feature, you can grow a pair of draconic wings, that last 10 minutes. You can't use this ability if you are wearing medium or heavy armor. You gain a movement speed equal to your walking movement speed. In addition, you can use your action to beat your wings and Shove all creatures in a 15-foot cone, while the wings are active.
Improved Shapeshifting. When using your Change Shape feature, you can use your action to assume the form of a beast. This works as polymorph spell, but lasting for 10 minutes. Also, you retain your Intelligence, Wisdom and Charisma scores. When the duration ends, you can maintain your Change Shape feature active for the remainder of the duration.
- Armored Hide
When you reach the 20th level, you become resistant as a dragon. You gain immunity to the same damage type your dragon cohort is, and gain blindsight up to a range of 60 feet. Also, your AC can't be lower than 22.
In addition, if you fail a saving throw, you can choose to succeed instead. Once you do so, you can't do it again until you finish a long rest.
Elemental Master
You channel the power of the mystical dragonbreath, using this elemental energy to empower you and your allies, and to smite your enemies with primordial breath power.
- Elemental Magic
Starting at 1st level, you learn three cantrips, which you can cast at will, from the sorcerer's spell list. The cantrips must deal damage from the following types: acid, cold, fire, lighting or poison. Charisma is your spellcasting ability for the chosen cantrips.
- Dragonbreath Infusion
Starting at 2nd level, you can use your action to channel the power of the dragon breath to infuse a creature you touch with this energy. Choose one of the following damage types: acid, cold, fire, lighting or poison. The chosen creature gain the following benefits:
- The melee attacks of the target deal additional 1d4 damage from the chosen type. This additional damage is considered magical, for the purposes of overcoming resistance to non-magical damage.
- The creature become resistant to that damage type for the duration
The draconic power remains infused into the creature for 1 minute. You must complete a short or a long rest before using this feature again.
- Dragonbreath Strike
At 7th level, you can smite your enemies with pure dragon's breath energy. Once in each of your turns, after you use your Dragonbreath Infusion feature, you can deal extra damage with your next successful attack until the start of your next turn. You deal additional damage equal to 1d8 + your level in this class. The damage type is the same of the chosen for your dragonbreath infusion.
- Breath Magic
At 10th level, you can infuse the magical effects from dragons breath onto your strikes. Whenever you use your dragonbreath strike, you can add one effect, depending on the chosen damage type. The target must succeed on a Constitution saving throw, or suffer the effects of the chosen breath type until the end of your next turn.
Acid. The creature fall unconscious. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Cold. The creature is paralyzed until the end of your next turn.
Fire. The creature have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the end of your next turn.
Lighting. The creature is pushed 30 feet away from you.
Poison. The creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. This effect lasts until the end of your next turn.
- Dragon Smite
At 20th level, your Dragonbreath Strike deal damage equal to 1d8 + twice your level in this class.
In addition, the effects of your Breath Magic feature last for 1 minute (lighting stunned the target for 1 minute, allowing one saving throw each turn to end the effect).
Multiclassing
Prerequisites. To qualify for multiclassing into the dragon lord class, you must meet these prerequisites: 13 Strength and 13 Charisma.
Proficiencies. When you multiclass into the dragon lord class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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