Dragon Sage (5e Class)

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Dragon Sages[edit]

The Dragon Sages are mostly dragonborn that tap deeper into their dragon heritage, and use what they call draconic augmentations to increase their power. They strongly enhance their ability to use their breath weapon, and combined with augmentations and magic, they are a force to be reconned with on the battlefield. Some even gain the ability to heal with their dragon breath. Becoming a Dragon Sage takes at least a decade of intense studying. Those who are not dragonborn have to undergo a month long ritual which includes eating a dragon's heart raw, to gain the power of the breath weapon explained in the dragon born race.

Creating a Dragon Sage[edit]


Quick Build

You can make a Dragon Sage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Acolyte background. Third, choose the Priest's Pack

Class Features

As a Dragon Sage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dragon Sage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dragon Sage level after 1st

Proficiencies

Armor: Light, Medium, Shield
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Medicine, Perception

Equipment

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

  • (a) Leather armor or (b) Scale mail
  • (a) Any simple weapon or (b) Longsword
  • (a) A wooden shield or (b) Any two simple weapons
  • (a) Explorer's Pack or (b) Priest's Pack

Table: The Dragon Sage

Level Proficiency
Bonus
Features Cantrips known Spells known Spell slots Slot level Augmentations Known
1st +2 Dragon Warrior, Draconic magic 2 2 1 1st -
2nd +2 Augmentations 2 3 2 1st 2
3rd +2 Draconic discipline 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Draconic discipline feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Draconic discipline feature 4 10 2 5th 5
11th +4 Arcanis Draconis (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Arcanis Draconis (7th level) 4 12 3 5th 6
14th +5 Draconic discipline feature 4 12 3 5th 6
15th +5 Arcanis Draconis (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Arcanis Draconis (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Draconic Cataclysm 4 15 4 5th 8

Draconic Magic[edit]

Your study and worship of the dragon gods and your dragon ancestors have given you facility with spells.


Cantrips: You know two cantrips of your choice from the dragon sage spell list. You learn additional dragon sage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Sage table.


Spell Slots: The Dragon Sage table shows how many spell slots you have to cast your dragon sage spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your dragon sage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Healing word, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the dragon sage spell list.

The Spells Known column of the Dragon Sage table shows when you learn more dragon sage spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new dragon sage spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the dragon sage spells you know and replace it with another spell from the dragon sage spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability: Intelligence is your spellcasting ability for your dragon sage spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dragon sage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your dragon sage spells.

Dragon Warrior[edit]

At 1st level, your combat training pays off, and you are able to use the power of your bloodline in tandem with martial arts and magic. You gain a fighting style, chosen from the fighter list, as well as one of the following benefits:

  • You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or the form of a psudodragon. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

  • Your scales grows stronger granting you another +2 to AC as long as you're not wearing heavy armor
  • You can use your teeth natural weapons, dealing 1d6 + str piercing damage
  • You gain a burrow speed of 10 feet, but not through solid rock.
  • You can use your breath weapon one aditional time per rest.

Augmentations[edit]

Through study and meditation, you have managed to harness powers from your draconic ancestory, know as augmentations.

At 2nd level, you gain two augmentations of your choice. When you gain certain dragon sage levels, you gain additional augmentations of your choice, as shown in the Augmentations Known column of the Dragon Sage table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the augmentations you know and replace it with another augmentation that you could learn at that level.

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.

Draconic Discipline[edit]

 At 3rd level, you chose a discipline. Choose between Discipline of the Hardscales, Discipline of the Soothsayers or Discipline of Elemental Fury, all detailed at the end of the class description. Your choice grants you features at 1st and again at 1st level and again at 6th, 10th, and 14th level.

Arcanis draconis[edit]

At 11th level, your dragon blood grants you more powerfull magic called arcanis draconis. Choose one 6th-level spell from the dragon sage spell list as this arcanis.

You can cast your arcanis spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more dragon sage spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Arcanis Draconis when you finish a long rest.

Draconic Cataclysm[edit]

At 20th level, your mastery over your draconic breath weapon reaches its peak, allowing you to unleash a devastating blast of elemental power that echoes the might of the ancient dragons.

Draconic Cataclysm: As an action, you can unleash a cataclysmic breath weapon attack. Choose a 60-foot cone or a 90-foot line that is 10 feet wide. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 16d6 damage of the type associated with your draconic ancestry (fire, cold, lightning, acid, or poison) On a successful save, a creature takes half as much damage.

In addition, when you use Draconic Cataclysm, the terrain in the affected area becomes hazardous until the start of your next turn. For example, a fire breath weapon sets the ground ablaze, creating an area of burning terrain, while a cold breath weapon creates an area of icy, difficult terrain.

Once you use this feature, you can't use it again until you finish a long rest.

Discipline of the Hardscales[edit]

The dragon sages of this discipline specialize in defence of both self and others. The following spells are added to the dragon sage spell list for you, and does not count against spells known:

Hardscales Expanded Spells


Level - Spell

3rd - Blur, Magic weapon

5th - Elemental weapon, Protection from energy

7th - Fire shield, Stoneskin

9th - Destructive wave, Dispel evil and good


Bolstering Roar

Starting at 3rd level, you can unleash a roar that bolsters your vitality. You gain a number of temporary hit points equal to 5 times your level in this class. Allies within 30 feet that can hear you, gain temporary hit points equal to your level. You can use this feature once per long rest.

Disruptive Tail

At 6th level your dragon blood grants you an extra long tail, that can be used to disrupt enemy attacks. If a creature you can see hits you, or an ally within 5 feet of you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to the targets AC equal to the number rolled, potentially causing the attack to miss.

Frightfull presence

At level 10 you can once per short rest you can channel a dragons intimmidating presence. For 1 minute any creature within 10 feet of you, or that enters the radius must make a wisdom saving throw or be frightened by you for 1 minute. The creature can repeat the saving throw at the end of their turn. A creature that succeeds the saving throw is immune to this feature for 24 hours.

Adamantine scale

At 14th level your scales grow stronger than ever, making you immune to being critically hit by weapon attack. The critical attack then counts as a normal hit.

Discipline of the Soothsayers[edit]

The Soothsayer focuses their draconic powers to heal their allies in combat. Even their breath powers can heal.

Soothsayer Expanded Spells


Level - Spell

3rd - Lesser restoration, Aid

5th - Aura of vitality, Revivify

7th - Death ward, Freedom of movement

9th - Greater restoration, Mass cure wounds


Fire of life

Starting at 3rd level you can choose to use your breat weapon for healing instead of dealing damage. As an action you spew a 15 feet cone of pale white-green flames, healing any creature in it for the same amount as the damage of your breath weapon. Does not affect constructs or undead.

Breathe in, breathe out

At level 6, your Fire of life also heals yourself.

Burn the corruption

At level 10, your Fire of life will also remove any poison or disease the affected creatures are suffering from.

Guardian angel

At level 14 you can use your action to grap a willing creature (no larger than medium) and make a great leap, as massive spectral dragon wings appear on your back, pulling them with you up to 20 feet away. This counts as forced movement for the both of you, thereby not triggering opporotunity attacks. You can use this feature a number of times equal to your intelligance modifier. Expended uses are restored on a long rest.

Disipline of Elemental Fury[edit]

Those who focus on Elemental Fury uses the power of breath attack on top of their combat and magic training, to become a destructive force.

Elemental fury Expanded Spells


Level - Spell

3rd - Melf's acid arrow, Flame blade

5th - Call lightning, Fireball

7th - Wall of fire, Ice storm

9th - Cloudkill, Maelstrom


Elemental bolt

Starting at 3rd level you can spit a consentrated bolt of your breath weapon dealing 1d10 of that element's damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Elemental change

At level 6, after a long rest, you can change which type of breath weapon you have. This changes the damage type of your breath weapon, the elemental bolt, and the element you're resistant to.

Furious combatant

At level 10, after using your breath weapon you can make one weapon attack as a bonus action.

Master of the elements

Finally at level 14 you have become a master of the breath weapons. You can now ready 2 types of breath weapons after every long rest. This also gives you 2 elemental bolts, and resistance to both elements.

Augmentations[edit]

Drawing out the power of ones draconic to permanently enhance oneself is called augmentation. This is one of the cores of the dragon sages power. You gain augmentations as shown in the Augmentation collumn in the Dragon Sage table.

-Firepower: You can add your constitution modifier to your breat weapon (including Soothsayer's "Fire of life")

-Extra attack: Prerequisite lvl 5: You can attack twice instead of once when taking the attack action.

-Iron jaws: Prerequisite lvl 7, Bite attack from "Dragon warrior": Your bite attack counts as magical for the purpose of overcomming resistances and immunities to nonmagical attacks.

-Wings: Prerequisite lvl 7: You grow a pair of dragon wings, granting you a fly speed of 30 feet.

-Long breath: The range of your breath weapon is extended by 10 feet (including Soothsayer's "Fire of life")

-Dragon's eyes: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

-Intimidating: Your draconic appearance makes you very intimidating. You gan proficiency in the Intimidation skill.

-Amphibious: You gain a swimming speed equal to your walking speed, and you can breathe underwater.

-Elemental weapon: Prerequisite lvl 5: As a bonus action you can enhance your melee weapon attacks to deal 1d6 damage of the same element as your breath weapon for 1 minute. If you later gain "master of elements", choose one of your chosen damage types.

-Draconic shield: The spell Shield is added to your list, and you can cast it once per long rest without spending a spell slot.

-Dragon's insight: You can cast detect magic at will.

-Feral instincts: You can add you intelligence modifier to your initiative roll.

-Destructive breath: Prerequisite Discipline of elemental fury, level 11: The damage dice of your breath weapon is now d8's

-Tail swipe: Prerequisite Disipline of the hardscales, level 7: When taking the attack action, you can forgo one of your attacks to sweep your tail, attempting to trip a large or smaller creature. Make an athletics check, contested by the teargets athletics or acrobatics (it's choice). On a sucess you trip the creature, making it fall prone. Does not work against creatures that are levitating or actively flying.

-Medic's adrenaline: Prerequisite discipline of the soothsayers, level 7: When moving towards an friendly creature with 50% or less HP, your movement speed increases by 10 feet.

-No mercy: Prerequisite level 14: Your breath weapon ignores resistances to your breath weapon's damage type (but not immunities).

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Acid splash, Control flames, Fire bolt, Frostbite, Gust, Mold earth, Poison spray, Ray of frost, Shape water, Shocking grasp

1st Level

Absorb elements, Chromatic orb, Command, Create or destroy water, Cure wounds, Entangle, Fog cloud, Healing word, Ice knife, Jump, Longstrider, Purify food and drink, Shield, Thunderwave, Witch bolt

2nd Level

Aganazzar's scorcher, Beast sense, Continual flame, Earthbind, Enhance ability, Enlarge/reduce, Flaming sphere, Gust of wind, Heat metal, Melf's acid arrow, Mirror image, Moonbeam, Scorching ray, Spider climb.

3rd Level

Call lightning, Daylight, Elemental bane, Erupting earth, Fireball, Haste, Lightning bolt, Meld into stone, Protection from energy, Revivify, Sleet storm, Stinking cloud, Tidal wave, Water walk, Wind wall

4th Level

Blight, Dominate beast, Fire shield, Freedom of movement, Ice storm, Polymorph, Stone shape, Storm sphere, Vitriolic sphere, Wall of fire

5th Level

Antilife shell, Cloudkill, Cone of cold, Conjure elemantal, Control winds, Greater restoration, Immolation, Maelstrom, Scrying, Wall of stone

6th Level

Bones of the earth, Chain lightning, Find the path. Flesh to stone, Heal, Investiture of Flame, Investiture of Ice, Investiture of stone, Investiture of Wind, True seeing, Wall of ice

7th Level

Delayed blast fireball, Fire storm, Mirage arcane, Plane shift, Regenerate, Whirlwind

8th Level

Control weather, Dominate monster, Earthquake, Incendiary cloud, Tsunami

9th Level

Mass heal, Meteor swarm, Shapechange, Storm of vengeance, True polymorph

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragon Sage class, you must meet these prerequisites: 13 Constitution and 13 Intelligence

Proficiencies. When you multiclass into the Dragon Sage class, you gain the following proficiencies: Simple weapons, Martial weapons, Light armor, Medium armor, Shields

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