Dragon Lord (5e Class)

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Dragon Lord[edit]

The blood rushing through your veins sings with draconic power as you start to grow. Your flesh tears, and your bones snap, as you start to turn into an adult red dragon. You spew forth fire, consuming all the foes in front of you, and leaving you with a true feast.

Creating a Dragon Lord[edit]

Where did your draconic blood come from? What awakened your draconic blood? Are you okay with the blood feast, or not? What made you choose to adventure?

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 Constitution. Second, choose the Outlander background.

Class Features

As a Dragonlord you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Strength or Dexterity, Constitution
Skills: choose two from Athletics, Arcana, Nature, History

Equipment

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

  • (a) Quarterstaff or (b) Mace
  • light crossbow and 20 bolts
  • dungeoneer's pack
  • If you are using starting wealth, you have 3d4 X 10 in funds.

Table: The Dragonlord

Level Proficiency
Bonus
Max Blood Marks Features
1st +2 0 Draconic Ancestry
2nd +2 3 Blood Marks, Dragon Shape, Breath Weapon
3rd +2 3 Dragon Shape(fighting stile)
4th +2 3 Ability Score Improvement, Ability Score Improvement
5th +3 6 Dragon's Fury
6th +3 6 Dragon Shape (wyrmling)
7th +3 9
8th +3 9 Ability Score Improvement, Ability Score Improvement
9th +4 18
10th +4 18 Blood Feast
11th +4 18 Draconic Presence
12th +4 22 Ability Score Improvement, Ability Score Improvement
13th +5 22 Dragon Shape(young)
14th +5 22 Blood Harvest
15th +5 36
16th +5 36 Ability Score Improvement, Ability Score Improvement
17th +6 36 Dragon Shape (adult)
18th +6 48
19th +6 48 Ability Score Improvement, Ability Score Improvement
20th +6 _48 Dragon Shape (ancient)

Draconic Ancestry[edit]

Pick a dragon type as your ancestor. This will affect the way abilities work in this class. You also have resistance to your dragon ancestor's damage type.

Dragon Types

___________________________________________________________________________________________

Chromatics Metallics Red, White, Black, Blue, Green... Gold, Brass, Copper, Bronze, Silver...

Your draconic ancestry causes changes in your body. You have, at level 1, a small pair of horns. You have a small amount of scales covering your body; your AC is 10 + dexterity mod + proficiency bonus. Your nails grow slightly sharp, and your teeth are all pointed.

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.

Blood Marks[edit]

For the draconic blood in your veins, living is not enough. You or your enemies must pay in blood for your abilities. You have a maximum number of blood marks based on level, as stated in class table. You gain 2 blood marks by slaying an enemy. Also you may take 1d8 damage for each blood mark you wish to gain.

When a blood mark is consumed to activate a Dragon shape ability, it can't be regenerated until after the ability is over.

Dragon Shape[edit]

Your draconic ancestry grants you the ability to change yourself in ways few others can dream of for short periods of time. On your turn as a bonus action you may activate a draconic shape feature for an amount of time specified on the feature. To use a draconic shape future you must expend the listed amount of blood makes and meet the required level requirement.

Dragon's Claws (0 Blood Marks to activate for the attack)

At 2nd level you gain the ability to change your hands into a more draconic form. You grow claws on both hands, that you are proficient in. They are finesse weapons, that you may duel-wield, and they deal 1d6 slashing damage each.

Battle Form (3 Blood Marks to activate for 1 minute)

At 3rd level you gain the ability to shift more of your body into a more draconic form. Your horns and teeth grow, and you sprout wings and a tail. You have a fly speed of 20 ft, and you have a walking speed of 40 ft. You have the ability to bite for 1d10 of your draconic ancestor's damage type, and your claws now deal 1d8 slashing damage. You are able to take 2 attacks with your claws, and or 1 with your bite.

Wyrmling (4 Blood Marks to activate & 1 Blood Marks/round after 3 rounds active)

At 6th level you gain the ability to shift into a dragon wyrmling, with the tearing of flesh and cracking of bone.. You have the stats of your draconic ancestor's wyrmling stage, and you have all of it's attacks, features, and abilities and you can use it as you wish (check dragon wyrmling stats of your ancestor's color page). When you leave this form (by loss of all Hit Points, or not being able to pay blood mark cost), you have only 1 hit point left, and must finish a long rest to use this feature again.

Young (8 Blood Marks to activate & 2 Blood Marks/round after 5 rounds active)

At 12th level you gain the ability to shift further than ever before. You shift into a young dragon, of your ancestor's color, with all of it's stats and abilities (Aside from legendary Actions) and you can use it as you wish (check young dragon stats page of your ancestor's color). When you leave this form (by loss of all Hit Points, or not being able to pay blood mark cost), you have only 1 hit point left, and must finish a long rest to use this feature again.

Adult (20 Blood Marks to activate & 3 Blood Marks/round after 3 rounds active)

At 16th level you gain the ability to shift even further into your draconic form. You shift into a Adult dragon, of your ancestor's color, with all of it's stats and abilities (Aside from legendary Actions) and you can use it as you wish (check adult dragon stats page of your ancestor's color). When you leave this form (by loss of all Hit Points, or not being able to pay blood mark cost), you have only 1 hit point left, and must finish a long rest to use this feature again.

Ancient (25 Blood Marks to activate & 5 Blood Marks/round after 3 rounds active)

At 20th level you gain the ability to shift further once more; into your best form. You shift into an ancient dragon, of your ancestor's color, with all of it's stats and abilities (Aside from legendary Actions) and you can use it as you wish (check Ancient dragon stats page of your ancestor's color). When you leave this form (by loss of all Hit Points, or not being able to pay blood mark cost), you have only 1 hit point left, and must finish a long rest to use this feature again.

Breath Weapon[edit]

You gain the ability to exhale magical energies. You can now use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes full damage on a failed save, and half as much damage on a successful one.

The amount of damage on a failed save is determined by how many blood marks are spent, increasing the more blood marks are spent.

3 BM - 3d6, 6 BM - 6d6, 12 BM - 3d12, 18 BM - 2d20

Dragon, Damage Type, Breath Weapon

Black, Acid, 5 by 30 ft. line (Dex. save)

Blue, Lightning, 5 by 30 ft. line (Dex. save)

Brass, Fire, 5 by 30 ft. line (Dex. save)

Bronze, Lightning, 5 by 30 ft. line (Dex. save)

Copper, Acid, 5 by 30 ft. line (Dex. save)

Gold, Fire, 15 ft. cone (Dex. save)

Green, Poison, 15 ft. cone (Con. save)

Red, Fire, 15 ft. cone (Dex. save)

Silver, Cold, 15 ft. cone (Con. save)

White, Cold, 15 ft. cone (Con. save)

Dragon's Fury[edit]

You are filled with a blood lust, and a fury. Whenever you kill, you deal double damage on your next turn, also after level 10, whenever you kill, feast upon that enemy to gain even more blood marks (Amount is based on enemy size; small is 1, medium is 2, large is 5, huge is 12, gargantuan is 20).

Draconic Presence[edit]

At level 11 you gain the ability to use a dragons frightful/awful presence as an action. Enemies within 30 ft of you must make a wisdom saving throw (DC 8 + Wis mod + proficiency bonus). On a fail they are either afraid of you or in awe of you (fear or charm) and on a successful save they are immune to it for 24 hours.

Blood Feast[edit]

At level 10, you may spend a bonus action to consume an enemies blood and/or flesh to gain even more blood marks (Amount is based on enemy size; small is 1, medium is 2, large is 5, huge is 12, gargantuan is 20).

You no longer need to eat or drink for 24 hours after consuming an enemy, and don't need to sleep for 12 hours afterwards...

Blood Harvest[edit]

Starting at level 14, as a reaction whenever you take more than 30 damage by an attack, you're able to pull all of the blood from those around you. You gain the proper amount of blood marks for all dead enemies within 100 ft, (even if you've already taken the blood marks of them). Once per long rest, you can also use this ability to pull the blood from the life around you to feed your hunger, all living creatures in the area must roll 1d20 and take the effect depending on the result of the roll:

- 20: it is totally unharmed.

- 15-19: it falls prone.

- 7-14: it's paralyzed for 1d4 rounds and take 2d6 damage.

- 2-6: it's blood is pulled from the body causing to take 2d20 damage.

- 1: it's blood rushes from every pore and it take 1d100 damage.

By using this ability you regen 1d20 hit points, and gain 1d12 blood marks.



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