Dragon Scion (5e Class)

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Dragon Scion[edit]

<!-Introduction Leader->[edit]

Creating a Dragon Scion[edit]


Quick Build

You can make a Dragon Scion quickly by following these suggestions. First, Strength should be your highest ability score, followed by either Charisma (Chromatic heir), Intelligence (Metallic heir) or Wisdom (Gem heir). second choose the Outlander background. Third, choose the light crossbow and shield.

Class Features

As a Dragon Scion you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium, shields
Weapons: simple weapons
Tools:
Saving Throws: Charisma and Constitution
Skills: 2 from History, Nature, Religion, Survival, Intimidation, Insight

Equipment

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

  • (a) 2 simple melee Weapons or (b) Light Crossbow and 10 Bolts
  • Shield
  • Leather Armor
  • Holy symbol of a Dragon God

Table: The Dragon Scion

Level Proficiency
Bonus
Claw Attack Features Natural Armor
1st +2 1d6 Dragon Claws, Resilient Scales, Draconic Perception 10
2nd +2 1d6 Dragon Heir, Dragon Tongue 10
3rd +2 1d6 Dragon Morph(Wyrmling) 10
4th +2 1d6 Ability Score Improvement 10
5th +3 1d6 Dragon Wings, Extra Claw attack 10
6th +3 1d8 Dragon Heir feature, Enhanced Claws 10
7th +3 1d8 Draconic Lifetime, Draconic Sense 11
8th +3 1d8 Ability Score Improvement 11
9th +4 1d8 Draconic Aura 11
10th +4 1d10 Dragon Morph(Young) 11
11th +4 1d10 Dragon Heir feature 11
12th +4 1d10 Ability Score Improvement 12
13th +5 1d10 Extra Claw Attack, Powerful Wings 12
14th +5 1d10 12
15th +5 1d10 Legendary Resistance 12
16th +5 1d12 Ability Score Improvement, Dragon Morph(Adult) 13
17th +6 1d12 Mighty Wings, Dragon Heir Feature 13
18th +6 1d12 13
19th +6 1d12 Ability Score Improvement, Dragon Morph(Ancient) 14
20th +6 1d12 True form 14

Dragon Claws[edit]

At 1st level you manage to retain a aspect of your dragon form, forming powerful dragon claws to attack with. You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain dragon scion levels, as shown in the Dragon Claw column of the dragon scion table.

In addition your unarmed strikes cause slashing damage instead of bludgeoning, when you attack with the claws.

Resilient Scales[edit]

At 1st level your connection to your Dragon Form caused patches of Scales to grow on your skin, giving you an extra layer of Protection. When you are wearing no armor your AC equals 10 + your Dexterity modifier + your Constitution modifier. The Base Number increases as you gain dragon scion levels, as shown in the Natural Aura column of the dragon scion table.

Draconic Perception[edit]

Starting at 1st level your innate draconic senses grant you proficiency in Perception and gain advantage on Wisdom (Perception) checks that rely on sense of sight or smell.

Dragon Tongue[edit]

Starting at 2nd level you harness the natural persuasive powers of your dragon heritage. You are able to speak draconic and gain proficiency in Persuasion or Deception (choose one).

Dragon Heir[edit]

At 2nd level, you discover your Origin. Choose between Metallic, Chromatic and Gem Heir, detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 11th and 17th level

Dragon Morph[edit]

At 3rd level, you learn to transform in an aspect of your ancient self. 2 times per long rest, you can take an action to transform into a dragon, the stats of which are listed bellow. Depending on your level your dragon form increases in strength aswell and you can use the higher statblock. Level 3: Wyrmling Level 10: Young Level 16: Adult Level 19: Ancient

Dragon wyrmling-3.png
Young dragon (level 10)-2.png
Adult dragon (level 16)-1.png
Ancient dragon (level 19).png

You can stay in your dragon for a number of hours equal to half your dragon scion level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon's bonus instead of yours.
  • When you transform, you assume the dragon's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in dragon form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can cast spells, and you can speak freely the languages you know. Your abilities to take any action that requires hands is limited to the capabilities of your dragon's form. Transforming does break your concentration on a spell you've already cast however.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

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.

Extra Claw attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action and use your claws on your turn.

The number of attacks increases to three when you reach 13th level in this class.

Dragon Wings[edit]

Starting at 5th level, you can sharpen your connections to your ancestors, allowing you to sprout wings from your back. When using your bonus action to sprout wings, you gain 30 ft of flying speed for 1 minute. You can use this feature 3 times per long rest.

Enhanced Claws[edit]

When reaching 6th level, your claws get imbued with your innate draconic energy. When making an attack, your claws are considered magical for the sake of bypassing resistances and immunities.

Draconic Lifetime[edit]

Starting at 7th Level your connection with your ancestors causes you to age much slower than before. No matter your race you live for 100 thousand years and are unaffected by the signs of aging. In addition you are immune to diseases of any kind. (doesn't include poisoning)

Draconic Senses[edit]

When reaching 7th level, your senses sharpen to the point of matching those of your Dragonkin. You gain 60ft of Darkvision and 20ft of Blindvision.

Dragon Aura[edit]

Starting at 9th level, you can use a bonus action to generate an Aura in a 30ft radius from you. Your aura lasts for 1 minute and you have 2 uses per long rest. You can only choose 1 aura from the list below, however you can switch your aura out when you gain a level in this class. You get an additional aura at level 18. Only 1 aura can be active at the time. If your aura requires a target to make a save, the Dc for it is 8 + your Charisma modifier + your proficiency bonus

At 18th level, your uses increase by 2 and your radius increases to 120 ft.

Frightful Aura

Whenever a Creature starts or enters your aura at their turn, they have to make a Wisdom save. On a fail save they are frightened for 1 minute. On a success, they are immune to your frightful Aura for 24 hours unless you transform into a dragon in that time

Soothing Aura

For the duration of the aura whenever you or an ally uses a spell to heal anyone within the aura, everyone gets additional hp according to your Level+CHA modifier.

Aura of Encouragement

For the duration of the aura any ally within the Aura can add a d4 to any check they make. Does not apply to damage rolls.

Charming presence

For the duration of the aura you have advantage on any charisma check against someone in the aura. Attacks made against you have disadvantage.

Protective Aura

Anyone that attempts to attack an ally in this aura has disadvantage on their Attack role.

Resilient Aura

Every ally including you within the aura gains temporary Hit points equal to your level. At the start of their turn, if they lost any of their temporary Hp, they regain the lost amount.

Power Aura

Whenever an ally hits with an attack against a target within this aura, they take extra damage, equal to your charisma modifier+level

Slowing Aura

When a foe enters this aura, they can not take reactions and spend twice their movement to traverse.

Elemental Aura (Prerequisite
Chromatic heir)

Any Foe entering or starting their turn in your aura takes 2d8 damage according to your draconic elemental type. They also have disadvantage on saving throws made against your Breath Weapon.

Magicians Aura (Prerequisite
Metallic heir)

You can use your reaction to cast a spell as a opportunity attack against anyone within the aura. Saving throws made against your spells are made with disadvantage within the aura.

Psionic Aura (Prerequisite
Gem heir)

Powerful Wings[edit]

Starting at 13th level, your flying speed becomes 60 feet. You can always use your wings now.

Legendary Resistance[edit]

Reaching 15th level, tales are told of your might. Once per Short rest, when you fail a saving throw, ability check, or attack role, you can choose to succeed instead.

Mighty Wings[edit]

When you reach 17th level, your wings grow in size, becoming even more powerful. As a reaction you can use your wings as an opportunity attack. Anyone within a 15ft radius of you has to succeed on a Dexterity save according to 10+STR+Prof or take 2d6 + your strength modifier bludgeoning damage and be knocked prone. You then can fly for half your flying speed.

True Form[edit]

Once you reach 20th level, you harness the true power of your draconic form. Once you used Dragon morph, for its duration, or until you drop it, you can switch between your forms as a bonus action or reaction without needing to spend another use. You do however retain your hp for your dragon form, unless you use Dragon Morph as a Bonus action again. You can also now Morph as a reaction.

Chromatic Heir[edit]

Chromatic Dragons are vicious and brutal. As a heir of a Chromatic Dragon, you focus a lot on the dragon's natural weapons, with powerful claws and a mighty breath weapon. While your ancestors generally tend to be of the more evil spectrum, you may be a outsider, a good hearted warrior that aims to protect his allies.

You choose your Heritage from the list bellow. Whenever a ability refers to your elemental damage, use the one listed next to your choice. Your Heritage also defines your Breath Weapon as written in its description.

Chromatic Heir
Heritage Elemental type Breath Weapon
Red Dragon Fire Fire, 15ft Cone
Blue Dragon Lightning Lightning, 20ft, 5ft wide line
Green Dragon Poison Poison, 15ft Cone
Black Dragon Acid Acid, 20ft, 5ft wide line
White Dragon Cold Cold, 15ft cone
Orange Dragon Poison Piercing, 60ft range, 10ft sphere
Yellow Dragon Fire Bludgeoning, 20ft, 5ft wide line
Gray Dragon Acid Acid, 60ft range, 10ft sphere


Chromatic Breath Weapon

When you choose this subclass at 2nd level, you unlock your innate breath weapon, granted by your dragon ancestor.

You have 2 uses of your Breath Weapon per short rest. Your amount increases by one at level 7,13 and 17. The save dc for these Breath attacks is 8+CHA+Prof

As an action you exhale your breath weapon. Each creature within its area must make a Dexterity saving throw, taking 3d6 damage on a failed save, or half as much damage on a successful one. The damage and area of effect is determined by your Chromatic Heritage

At higher levels: For each level after 2nd that you gain in this class, your breath weapon damage increases by 1d6.

When transforming the area and range of the Breath weapon changes:

Dragon form Breath Weapon
Dragon Form Cone area Line area Sphere area/range
Wyrmling 15ft 20ft,5ft wide 10ft, 60ft range
Young 30ft 35ft,5ft wide 15ft, 60ft range
Adult 60ft 70ft,5ft wide 30ft, 80ft range
Ancient 90ft 100ft,10ft wide 45ft, 100ft range
Elemental Claws

When you choose this subclass at 2nd level, you strengthen your claws with your innate elemental focus.

When making a Claw attack you add 1d6 elemental damage. This increases by 1d6 at level 6,11 and 17.

You can now also make Claw attacks as a bonus action.

Draconic Fangs

Starting at 6th level, your fangs grow to unusual size. As a action you can use your bite attack instead of your claw attacks.

It is considered an unarmed strike and deals 2d10 + STR piercing damage +2d6 Elemental Damage.

When you hit a target with this attack, until the start of your next turn, the target is vulnerable to your elemental damage type.

Draconic Endurance

Starting at level 11, whenever you used all your breath weapon uses, you can regain uses according to 1d4 + your charisma modifier. Any breath weapon used this way however only deals half damage rounded down.

In addition you gain immunity to your elemental type.

Dragonmaster

Starting at level 17, you master your innate draconic energy.

When in Dragon form, you ignore the recharge and can use your Breath weapon every turn.

Metallic heir[edit]

Metallic dragons have a much deeper connection to the essence of magic,making it easier for you to learn the arcane mysteries. Most metallic dragons generally avoid conflict, but you might be a outsider, facing the enemey head on with your debuffs, or protecting your allies with various kinds of buffs and healing.

Dragon scion spellcasting table
Scion level Cantrips known Spells known 1st 2nd 3rd 4th 5th
2nd 1 2 1 - - - -
3rd 2 3 2 - - - -
4th 2 4 3 1 - - -
5th 2 4 3 1 - - -
6th 2 5 3 2 - - -
7th 2 6 4 2 - - -
8th 2 6 4 2 - - -
9th 2 7 4 2 1 - -
10th 3 8 4 3 1 - -
11th 3 8 4 3 1 - -
12th 3 9 5 3 1 - -
13th 3 10 5 3 2 1 -
14th 3 10 5 3 2 1 -
15th 3 11 5 4 2 1 -
16th 3 11 5 4 3 2 -
17th 4 11 5 4 3 2 -
18th 4 12 5 4 3 2 1
19th 4 13 5 4 3 2 1
20th 4 14 6 5 4 3 2
Spellcasting

Starting at level 2 you harness your innate powers to focus on the study of magic.

Cantrips: You learn 1 Cantrip from your Dragon Heir Spellist. You learn an additonal Cantrip at level 3, 10 and 17

Spell Slots: The Metallic Heritage Spellcasting table shows how many spell slots you have to cast your dragon heir spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells known of 1st Level and Higher: You know two 1st-level dragon heir spells of your choice

The Spells Known column of the Dragon Heir Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability: Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. 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 scion 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

Ritual Casting: You can cast a dragon heir spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Breath Weapon

When you choose this subclass at 2nd level you choose your Heritage from the list bellow. Your heritage defines the dragon you turn to, aswell as your Breath Weapon.

I You have 2 uses of your Breath Weapon per short rest. Your amount increases by one at level 7,13 and 17.

Any breath weapon that deals damage, has a base damage of 3d6. This damage increases by 3d6 at level 5,10,15 and 20.

Your DC for saving throws is 8 + your Intelligence modifier + your proficiency

When you transform with your Dragonmorph ability, the range of the breath weapon changes as following:

Dragon form Breath Weapon
Dragonform Cone area Line area
Wyrmling 15ft 20ft,5ft wide
Young 30ft 35ft,5ft wide
Adult 60ft 70ft,5ft wide
Ancient 90ft 100ft,10ft wide
Caption text
Dragonkin Breath weapon Enhanced
Brass Dragon Exhale sleep gas in a 15ft cone. Constitution save. On fail target falls unconcius for one minute, or until attacked. The target can retry the save at the end of their turn Level 2+, attacking does not wake the target up. As long as it is asleep it takes 2d6 poison damage at the start of their turn. For each level above 2nd it increases by 2d6 each.
Copper Exhales a booming roar in a 15t cone. Constitution save. Deals thunder damage Level 1+,deafens targets until the end of your next turn. deals another 1d6 damage. For each level above 1st it deals another 2d6 damage
Bronze Exhales compressed air in a 20ft long, 5ft wide line. Strength save. Deals bludgeoning damage Level 1+, knocks targets prone and deals 1d6 more damage. For each beyond 1st it deals another 2d6 damage.
Steel Exhales shards of steel in a 20ft, 5ft wide line. Dexterity save. Deals pircing damage Level 1+ deals 2d6 more damage. For each beyond 1st it deals another 3d6 damage.
Mercury Exhales liquid mercury in a 20ft, 5ft wide line. Dexterity save. Deals poison damage Level 1+, Blinds target. Deals 1d6 more damage. For each beyond 1st it deals another 2d6 damage.
Electrum Exhales a confusing gas in a 15ft cone. Wisdom save. On fail, targets are confused until the end of your next round. On their turn roll a d8 an asses before which number corrosponeds to which direction. The spend their full movement to walk in that direction. Level 2+, The target can no longer take reactions or bonus actions while confused. In additon targets that are confused take 2d6 For each beyond 2nd level the duration increases by 1 round.
Silver Exhales a cold paralyzing gas in a 15ft cone. Constitution save. Deals cold damage. Level 1+, Paralyzes at a failed save until the end of your next turn. For each above 1st it increases by 1 round.
Gold Exhales a fiery weakening gas in a 15ft cone. Dex save. Deals fire damage. Level 1+, At a failed save the target hast disadvantage on all attack roles and checks related to strength. For each above 1st level it increase by 1 round each.
Enhanced Breath Weapon

Once you reach 6th level in this class you can can infuse your natural abilites with your magical powers. You can as part of your action, when using a breath weapon enhance it by expending a spell slot. The effect is listed bellow the description of each Breath Weapon. Some breath weapon may require a higher level to have any effect. You can enhance the attack as soon as you use it, but before saves are rolled.


Also when you are enhancing your breath weapon that way, you can choose one of the following benefits:

-The range doubles

-It deals an additonal 5d6 + Dragon scion level force damage

-Targets gain disadvantage on the save

Draconic Focus

When reaching 11th level, your mind sharpens to otherwordly levels.

When transforming into or out of your dragonfrorm, you do not loose concentration.

You can remember everything clearly when it happend no in the last 100 years.

In additon, when in dragon form you have advantage on constituation saves to maintane concentration.

Dracomancer

Starting at 17th level, you regain half your spell slots at a short rest. When casting a spell its always considerd 1 level higher then what you cast it. So if you would cast Counterspell at 3rd level, it would be 4th level instead.

In addition Rituals only cost you 1 minute to cast.

Spell List[edit]

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

Cantrip

Blade Ward,Control Flames, Dancing Lights, Freinds, Guidance, Gust, Light, Message, Silver Mind, Mold Earth, Primal Savagery, Prestidigitation, Resistance, Shape Water, Thaumaturgy, Spare the dying, Word of Radiance

1st Level

Absorb Elements, Alarm, Animal Freindship, Beast Bond, Bless, Charm Person, Ceremony, Chaos Bolt, Color spray, Command, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison, Disguise self, Dissonate Whisper, Expeditious Retreat, Feather fall, Find Familiar, Fog cloud, Goodberry, Guiding Bolt, Healing Word, Heroism, Identify, Illusory script, Jump, Longstrider, Mage Armor, Magic Missile, Magnify Gravity, Protection from good and evil, Purify food and water, Sanctuary, Shield, Silent Image, Sleep, Speak with animals,

2nd Level

Aid, Air Bubble, Alter self, Animal messenger, Arcane Lock, Barkskin, Beast sense, Blur, Borrowed Knowledge, Darkness Darkvision, Detect Thoughts, Enhance Abilities, Enlarge/reduce, Find traps, Healing Spirit, Hold Person, Immovable object, Invisibility, Knock, Lesser Restoration, Locate animal, Locate Object, Magic Mouth, Mirror Image, Misty Step, Pass without Trace, Protection from Poison, Rope Trick, See Invisiblity, Shatter, Silence, Sky write, Spider Climb, Spike Growth, Suggestion, Summon Beast, Warding Bond, Zone of Truth

3rd Level

Aura of Vitality, Blink, Conjure Animals, Counterspell, Create food and water, Daylight, Dispel Magic, Fast Freinds, Glyph of Warding, Haste, Magic Circle, Major Image, Mass Healing Word, Melt into stone, Motival Speech, Nondetection, Remove Curse, Revivify, Sending, Slow, Speak with Plants, Summon fey, Tiny Hut, Tounges, Water breathing, Water walk

4th Level

Arcane Eye, Aura of life, Aura of Purity, Charm Monster, Confusion, Conjure Woodland creature, Control Water, Death Ward, Dimension door, Dominate Beast, Freedom of movment, Greater invisibility, Locate Creature, Polymorph, Resiliant Sphere, Stoneskin, Summon Elemental, Animate Object, Telepathic Bond, Teleportation Circle,

5th Level

Awaken, Conjure Elemental, Dawn, Dispel Evil and Good, Far step, Greater Restoration, Hold Monster, Legend lore, Mislead,Mass Cure Wounds, Reincarnate, Skill Empowerment, Summon Draconic Spirit, Telekinises, Wall of Force

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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(one vote)

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