Dragonheart Mage (5e Subclass)
Dragonheart Mage[edit]
Sorcerer Subclass
Dragonheart mages are a group of sorcerers that aren't born with power, but infused with it: in order to become a dragonheart mage, an individual undergoes a surgery where his heart is replaced with that of a dragon wyrmling and his body is infused with dragon blood.
As expected, find a dragon willingly volunteer himself to this ritual is hard, and although is not unheard of dragons offering their bloods to particularly loyal and useful servants, in most cases, a dragon is captured and have his heart ripped out and blood drained by force for a group of soon to become dragonheart mages.
For this reason, dragons often hate the dragonheart mages, and the most aggressive of their kind will often attack them without warning, considering dragon mages a threat.
- Dragon Blood
At 1st level, you awaken powers due to the infusion of draconic blood into your body. The Dragon Blood table below is referred by some of your class features.
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dexterity save) |
Blue | Lightning | 5 by 30 ft. line (Dexterity save) |
Brass | Fire | 5 by 30 ft. line (Dexterity save) |
Bronze | Lightning | 5 by 30 ft. line (Dexterity save) |
Copper | Acid | 5 by 30 ft. line (Dexterity save) |
Gold | Fire | 15 ft. cone (Dexterity save) |
Green | Poison | 15 ft. cone (Constitution save) |
Red | Fire | 15 ft. cone (Dexterity save) |
Silver | Cold | 15 ft. cone (Constitution save) |
White | Cold | 15 ft. cone (Constitution save) |
- Elemental Breath
At 1st level you gain the ability to exhale a damaging breath attack consistent with the elemental damage type of the dragon blood you have chosen. As an action, 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 dragon blood. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. You can increase the damage dealt by spending spell slots. You can cause 2d6 additional damage per level of the spell slot spent when using this feature.
In addition, the area covered by the breath weapon increases with the slot used: 30-foot cone or 5 by 60-foot line (3rd-level or higher); 60-foot cone or 5 by 120-foot line (5th level or higher).
The dragon breath is considered an Evocation Spell with the cast time instantaneous and without verbal components for the purposes of being affected with metamagic. It is considered a cantrip, unless you spend spell slots to enhance it, in which case the dragon breath is considered a spell with the level equal to that slot.
You can use this breath attack once, being unable to do it again until you complete a short or a long rest.
- Dragon Scales
At 6th level, you can use your mana to manifest scales on your body. As a bonus action, you can spend 1 sorcery point to grow a set of dragon scales, giving you a AC equal to 13 + your Dexterity modifier, lasting for 1 hour. You may use a shield and still gain these benefits if you are proficient.
In addition, your dragon scales give you resistance to the damage type your dragon blood is associated with, as shown in the Damage Type column on the Dragon Blood table.
- Bloodline Essence
At 14th level, your blood fusion is almost complete. You now have more dragon's blood inside of you than your original blood. Your body becomes hardened, and you become immune to the damage type associated with your dragon blood.
In addition, your magic becomes more violent, and you are now able to ignore resistance to the damage type you are associated with. If a creature within 60 feet is immune to this damage type, you can use your bonus action to cancel that immunity until the end of your turn.
- Manifest Dragon
At 18th level, you learn how to use your draconic heart to become one with your dragon essence. As a bonus action, your body assumes your dragon's form. While in a dragon form, you replace use its stat block, but retain your Intelligence, Wisdom, Charisma, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, Search or the actions listed on the "Dragon Form" stat block.
In addition, you become immune to the damage type your blood have affinity with. When you take damage while merged, you can use your reaction and spend spell slots to absorb the damage. You reduce 1d8 of the damage taken, plus 1d8 for each mana point spent, up to 5 sorcery points points.
Finally, while in the dragon form, the Breath Weapon can be used at will, not spending your uses of it. It still uses spell slots if you spend them to enhance it.
You return to your form after 1 minute or if your dragon form is reduced to 0 hit points. If the dragon form is reduced to 0 hit points, any remaining damage is transferred towards you.
Once you use this feature, you can't do it again until you finish a long rest.
Dragon Form[edit]
Large dragon
Armor Class 14 + your proficiency bonus (natural armor)
Hit Points 5 + Constitution modifier per level of the sorcerer
Speed 30 ft., fly 60 ft.
STR 18 (+4) DEX 10 (+0) CON 18 (+4)
Saving Throws Strength , Constitution (use your proficiency bonus).
Skills Athletics, Intimidation, Perception.
Damage Immunities The dragon form is immune to the damage type associated with it.
Senses blindsight 20 ft., darkvision 120 ft., passive Perception 10 + your proficiency bonus
Languages draconic.
ACTIONS
Dragon's Attacks. The dragon attacks use your proficiency bonus and the dragon Strength modifier. While in the Dragon Form, you make two attacks: one with the Bite and one with the Claw.
Bite. Reach 5ft., one target you can see. Hit: 2d8 + 4 plus your proficiency modifier damage (type you are associated with).
Claw. Reach 5ft., two targets you can see. Hit: 1d10 + 2 plus your proficiency modifier damage (type you are associated with).
Breath Weapon. Same shape and damage as your breath weapon.
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