Dragonbound (5e Class)

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This class is now updated! Please use it and comment your expiriences


  • A human in vibrant blue armor stabs an orc through the chest with two blades, and as it falls to the ground lifeless something twinkles in his eye. He sidesteps, and with an inhuman speed, slashes another in a massive cross.
  • A tiefling stabs her sword into the ground. Enemies around her tremble at a roar emanating from her, without ever having to open her mouth
  • An orc sits atop a pile of treasure. Not because of its size, ferocity, or cunning-- but because of its ambition, backed with a silver tongue.
  • A human in deep red splits a goblin down the middle with her axe. She glares menacingly around her, feeling her magical capacity restore from a feast on the fear of its fleeing allies

Internal ally[edit]

Dragonbound are created by the soul of a dragon being somehow linked to the soul of a humanoid, and serve as the source of their powers. Dragonbound are an ambitious class. They sport many thematic features, all based around the concept of bound soul. This draconic soul takes a shape, can show itself in parts, manifests itself in different ways based on the user's personality and desires.

Creating a Dragonbound[edit]

How did your character gain their bound dragon, or were they born with one? What did their friends and family think? How did it drive them to adventure? What sort of relation do they have to their bound dragon?

Quick Build

You can make a Dragonbound quickly by following these suggestions. First, Strength or dexterity should be your highest ability score, followed by Constitution or charisma. Second, choose the noble background. Third, choose A longsword and shield, hide armor, and 5 daggers

Class Features

As a Dragonbound you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragonbound level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragonbound level after 1st


Armor: Light, Medium, shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Constitution, Charisma
Skills: Two from Acrobatics, Athletics, Arcana, Insight, History, Intimidation, Investigation, and Perception


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

  • (a) 2 martial weapons or (b) A martial weapon and a shield
  • (a) Leather armor or (b) Hide armor or (c) Padded armor
  • (a) 10 darts or (b) a light crossbow and 20 bolts or (c) 5 daggers
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • If you are using starting wealth, you have 4d4x10 gp (average 50) in funds.

Table: The Dragonbound

Level Proficiency
Features Ego Points
1st +2 Soul Scales, Illusory bite, Draconic soul -
2nd +2 Ego points, breath weapon 2
3rd +2 Manifestations 3
4th +2 Ability Score Improvement 4
5th +3 Draconic soul feature 5
6th +3 Gold Stomach 6
7th +3 Manifestationsimprovement 7
8th +3 Ability Score Improvement 8
9th +4 Draconic soul feature 9
10th +4 Shimmering Scales 10
11th +4 Soul archetype Feature 11
12th +4 Ability Score Improvement 12
13th +5 Draconic soul feature 13
14th +5 Manifestationsimprovement 14
15th +5 Draconic Wings 15
16th +5 Ability Score Improvement 16
17th +6 Draconic soul feature 18
18th +6 Manifestationsimprovement 18
19th +6 Ability Score Improvement 19
20th +6 Legendary Action 20

Illusory bite[edit]

At 1st level, Your draconic soul tries to fight alongside you. You may spend your action to command it to bite as a weapon attack based on your charisma, dealing 1d6 peircing damage plus your charisma modifier.

Soul Scales[edit]

When not wearing armor, your draconic soul tries to block incoming strikes with its own plating. Armor class is 10+your dexterity modifier+your charisma modifier. To anyone with the capacity to see souls, you register as both a dragon and your race's creature type

Draconic soul[edit]

At first level, you choose the shape of your draconic soul. Choose from Ambitious, Sorcerous, and Towering, as detailed below

Ego points[edit]

Starting at 2nd level, your draconic soul channels its power through you. Its ability to do this is represented by a pool of ego points equal to your dragonbound level.

Breath weapon[edit]

At 2nd level, you can use your action and one ego point to exhale destructive energy. Your Dormant Soul determines the damage type of the exhalation. When you first gain this feature, choose a 15 ft cone, a 30 ft line, or a 10ft by 10ft square, centered on any one point within 60 feet of you. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, chosen when you gain this feature. dexterity for fire, lightning, and acid constitution for cold, poison, and thunder wisdom for psychic, radiant, and necrotic The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, A creature takes a d6 damage plus another d6 for every ego point you spent. When you reach level 5, 9, 13, and 17, you may choose to spend an additional ego point on your breath weapon to further increase its damage


At 3rd level, you may choose two manifestations from the list, detailed lower on this page. These manifestations improve when your level reaches 7, 14, and 18. Optionally, your DM may allow you to trade out one manifestation for another.

Gold Stomach[edit]

At 6th level, treasure gains its own scent. Your senses replicate the effects of the locate object spell, which can only be used on coins, precious metal, gems, and other treasures. In addition, you may consume up to 50 pounds (250 gold pieces) per dragonbound level of such treasure. treasure stored within you does not count towards encumbrance and is much more difficult to steal. You may use an action to cough up as much of this treasure as you like.

Shimmering Scales[edit]

At 10th level, You resist the type of elemental damage you deal with your breath weapon.

Boundless Ego[edit]

At 11th level, your confidence surges when the enemy crumbles. Whenever you score a critical hit, reduce a creature to 0 hit points, or a hostile creature that you can see flees from you or your allies, you gain 1 ego point. If a creature has fled from you once, future attempts to flee do not grant additional ego points

Draconic Wings[edit]

At 15th level, you gain a flight speed equal to your walking speed. In heavy armor, this flight speed is halved.

Legendary Action[edit]

At 20th level, you gain a legendary action. At any point when another creature ends its turn, you may use your reaction to spend 1 ego point to move half your speed or use an interact with object action, 2 to move your full speed or make a weapon attack, and 4 to use another action-- from defending to casting a spell to using one of your class features.

Soul Archtype[edit]


Illusory claws

at 1st level, you are never without a weapon. Draconic claws float behind or overlap your hands, and while they may appear illusory; their fightting power is real. You can roll a d4 in place of the normal damage of your unarmed strike When you use the Attack action, you may use your bonus action to make an unarmed strike.

Rapid strikes

At 5th level, choose one feature from the list below. You can attack twice, instead of once, whenever you take the Attack action on your turn. Or: You can spend 1 ego point to make two unarmed strikes as a bonus action. Whenever you gain a dragonbound level, you may switch it out for the other


At 9th level, whenever you succeed on a dexterity saving throw, you may spend your reaction and one ego point to teleport up to 30 feet in any direction to a point you can see. If you are within 5 feet of a creature, you may spend another 2 ego points as part of the same reaction to make one attack.

Keen claws

At 13th level, Your unarmed strikes critically hit on a roll of 19 or 20. In addition, they deal bonus damage equal to twice your charisma modifier, of your breath weapon's type.

Dance of Outrage

At 17th level, You may make a special attack action. Spend 1 ego point, Make an attack roll, and if you hit with this attack you may move 10 feet and make another of the same attack. This action does not end until you miss a number of times equal to your charisma modifier. Once you use Dance of Outrage, you cannot use it again until you complete a long rest.



You know three first-level spells from the sorcerer spell list. At odd-numbered dragonbound levels, (3, 5, 7, 9, 11, 13, 15, 17, 19), you may add another spell from its list to yours. Whenever you gain a new feature from this subclass, your maximum spell level rises by 1 You may spend ego points equal to the level of a spell to cast it. You may cast spells at higher level, so long as the level at which you cast it does not exceed your spell level limit

Spell Payload

At 1st level, When using your breath weapon, you may spend a number of ego points equal to one and half times the spell's level (rounded up) to cast it on any creature or point your breath weapon hit. The benefits of spell payload may only occur once per breath weapon attack

Sorcerous Sharpness

At 5th level, When you deal damage with a spell of your breath weapon's element, you may add your charisma modifier to a number of damage rolls equal to the spell's level

Elemental Versatility

At 9th level, you may choose another element for your breath weapon. All effects based on your breath weapon's element are compatible with this new choice.

Scaled redirection

At 13th level, whenever you succeed on a saving throw against any magical effect, you may spend 2 ego points and a reaction to have one target within 30 feet make the same saving throw or suffer the same effect

Claw Channeling

At 17th level, magic dances between your claws. Whenever you cast a spell, you may spend up to 3 ego points and a bonus action to make one claw attack per ego point spent. If the spell you cast dealt damage, your claw attacks deal that spell's damage type instead of their own


Improvised Recovery

At 1st level, as an action, you can spend an ego point and dragonbound a hit dice. You regain a number of hit points equal to the number rolled plus your constitution modifier. In addition, you have advantage on constitution saving throws against bleeding

Imposing Might

At 5th level, your entire weight fuels every blow. The first time in a turn you deal damage with melee attack, it deals 2d6 additional damage.

Instant Healing

At 9th level, you can force your vitals to heal themselves first. When you are reduced to 0 hit points, you can expend 1 ego point to fall to 1 hit point instead.

Iron rend

At 13th level, the second time you deal damage to a creature in the same turn with melee attacks, You may spend 3 ego points to have it make a constitution save (DC equal to 8+ your strength modifier + your proficiency bonus) or take 4d6 slashing damage. Critically striking counts as two instances of damage, allowing Iron Rend with no prior hits.

Impossible regeneration

At 17th level, your natural regeneration is unparalleled. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. In addition, the d6's from Imposing might and Iron Rend become d8s

Manifestation list[edit]

Aquatic form[edit]

Like the serpentine dragons of the faraway lands, you feel at home in the water

At 3rd level, You gain a swim speed equal to your walking speed.

At 7th level, you gain the ability to breathe under water.

At 14th level, you suffer no penalty from being underwater

At 18th level, your swim speed doubles.

Draconic Sight[edit]

Illusory senses overlay with yours as you borrow your soul's sight.

At 3rd level, You gain darkvision out to 30 feet, and can see colour perfectly in that range.

At 7th level, You gain darkvision out to 60 feet, and you can identify other dragonbound by sight

At 14th level, the first time an illusion is seen by you, its caster must make a deception or arcana check against your passive insight. Failure reveals the illusion to you as what it is.

At 18th level, you gain truesight out tto 60 feet

Evolved Breath Weapon[edit]

A simple gout of flame, frost, or fulgerous power is not enough for you

At 3rd level, If your breath weapon is a line, it becomes a 60 ft line. If it is a cone, it becomes a 30 ft cone. If it is a burst, it becomes 20x20ft.

At 7th level, your breath weapon lingers. When you start your turn, any creature in the area that your breath weapon hit must make the same save or take half your breath weapon's damage.

At 14th level, you gain a secondary breath weapon. Choose an element, saving throw, and shape as if you would when choosing your breath weapon. It does not benefit from this manifestation. When you use your primary breath weapon, you may choose to breathe out both at once. You cannot do this on the same turn on which you take a move action. When you use your combined breath weapon, you may reroll each dice and take the higher result. The damage you deal is equally split between your two chosen elements. Once you use this feature, you cannot use any breath weapon you have for 6 rounds.

At 18th level, you may use your breath weapon as a bonus action. When you do, its final damage is halved

Flying form[edit]

Even while landbound, flight was a dream. Now it is within your scaled grasp.

At 3rd level, falls count as half distance and your movement speed increases by 10 feet on a turn when you use your action to dash

At 7th level, When in the air, you may choose to only fall up to 5 feet. if you do, you must move half your movement speed in any horizontal direction. This does not function while you are incapacated

At 14th level, you may move up to half your movement when you use your action to attack

At 18th level, you have advantage on all dexterity saves when in the air

Massive Build[edit]

Your soul dreams of being as large as your confidence.

At 3rd level, You count as one size category larger for the purposes of determining weight you can push or carry, as well as for the purpose of grappling.

At 7th level, you add your proficiency bonus to strength checks

At 14th level, you count as two sizes larger.

At 18th level, you add double your proficiency bonus to strength checks

Metallic Tongue[edit]

Creatures bend to your will, as your soul's voice amplifies yours

At 3rd level, You speak draconic if you did not already know it, but this feature does not grant you the ability to read or write it. In addition, you gain proficiency in persuasion or intimidation. Your voice becomes deeper and more imposing, drawing more attention to you.

At 7th level, you gain the ability to read and write draconic. Dragons treat you as one of their own, and you suffer no penalty for being a non-dragon when communicating with them, and anyone trying to hear you speak has advantage

At 14th level, you gain expertise in persuasion or intimidation. anyone who hears will react to you as if you were a dragon.

Sharp Soul[edit]

Your bound dragon is determined to fight alongside you, sharpening its skills and its claws for the occasion

At 3rd level, Any unarmed strikes you make as part of this class count as magical, and deal an additional d4 of your breath weapon's damage on a hit.

At 7th level, said unarmed strikes have +1 to hit and damage, and the d4 becomes a d6. If you have a swim or climb speed, they increase by 10 feet. If you have a burow speed, it increases by 5 feet.

At 14th level, said unarmed strikes have +2 to hit and damage, and the d6 becomes a d8. They deal double damage to objects and structures

At 18th level, said unarmed strikes have +3 to hit and damage, and the d8 becomes a d10. Their damage cannot be resisted.

Stronger Breath[edit]

At 3rd level, Your breath weapon's dice is a d8 of damage instead of a d6.

At 7th level, creatures who save against your breath weapon take half its damage instead of none

At 14th level, your breath weapon's dice is a d10 of damage instead of a d8.

At 18th level, you add your constitution modifier to your breath's save DC

Terran form[edit]

Most who fear dragons look up. You know how to approach from below.

At 3rd level, You do not count rough ground as difficult terrain

At 7th level, You gain a burrow speed equal to half of your walking speed and tremorsense out to 10 feet

At 14th level, You may spend a minute to dig a pit. While burrowed, the ground over you looks exactly like normal terrain. You may use your bouns action to breach, exiting your pit and attacking. All attacks made on the turn you breach count as critical hits While attacking a creature from below, your attacks count as critical hits.

At 18th level, your burrow speed increases to your walking speed, and you gain resistance to nonmagical peircing, slashing, and bludgeoning damage

Toughened Soul Scales[edit]

Your bound soul tries even harder to keep you alive.

At 3rd level, Your armor class when wearing no armor increases by 1, to 14 + your dexterity modifier

At 7th level, you reduce an instance of nonmagical peircing, slashing, or bludgeoning damage by your proficiency bonus plus your constitution modifier. Damage reduced in this way can go to 0, but not below it. This recharges at the start of your turn

At 14th level, your armor class when wearing no armor becomes 15 + your dexterity modifier

At 18th level, you reduce all incoming damage by your constitution modifier. This does not stack with the 7th level ability

Versatile Apprentice[edit]

The magical nature of dragons calls to you

At 3rd level, You learn one cantrip from any spell list. Charisma is your casting modifier.

At 7th level, 14th, and 18th level, you learn another

Prerequisites. To qualify for multiclassing into the Dragonbound class, you must meet these prerequisites: 13 strength, 13 charisma, the soul of a dragon somehow connected to yours Proficiencies: When you multiclass into the Dragonbound class, you gain the following proficiencies: light armor, medium weapons


Prerequisites. To qualify for multiclassing into the Dragonbound class, you must meet these prerequisites: 13 strength, 13 charisma, the soul of a dragon somehow connected to yours. Proficiencies. When you multiclass into the Dragonbound class, you gain the following proficiencies: Medium armor, light and medium weapons

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