Manakete (5e Class)

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What is a Manakete ?

~After a long battle against an insane group of bandit, the tall male halfling decides to look out for his dear village, fangs and claws of a dragon covered in blood. He hopes his village is not burned down by his now twisted, drake mentor. Discovering the carnage, a flow of raw power start pumping into his body, he decide to let it all out, wings sprouting of his back, tail growing of his lower back, a burning fire starts rising is his throat as rage start to take over.~

A Manakete is a gifted individual capable of shifting is body, passing from a "simple" being, to advanced drakeïde in no time,in the mid/endgame you can also transform into a drake depending your archetype


Creating a Manakete

Quick Build

You can make a Manakete quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Sailor background.

Class Features

As a Manakete you gain the following class features.

Hit Points

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


Armor: None
Weapons: Simple Weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: choose two from Animal Handling, Athletics, Arcana, Deception, Intimidation, Nature, Perception, History, and Survival


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

  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • (a) Simple Weapon or (b) Light Crossbow and 10 Bolts
  • A Dragonstone
  • If you are using starting wealth, you have 3d4 X 10 in funds.

Table: The Manakete

Level Proficiency
Features Dragon Claws Dragon Fang Curse Threshold
1st +2 Draconic Ancestry, Dragon's Curse, Dragon Claws 1d4 - 1+ CON Mod
2nd +2 Dragon Fang, Dragon Breath 1d4 1d8 2+ CON Mod
3rd +2 Draconic Focus 1d4 1d8 3+ CON Mod
4th +2 Ability Score Improvement, Ability Score Increase 1d4 1d8 4+ CON Mod
5th +3 Extra Attack 1d4 1d8 5+ CON Mod
6th +3 Bloodied Claws 1d4 1d8 6+ CON Mod
7th +3 Draconic Prowess feature 1d4 1d8 7+ CON Mod
8th +3 Ability Score Improvement, Ability Score Increase 1d6 1d10 8+ CON Mod
9th +4 Element Infused Strikes 1d6 1d10 9+ CON Mod
10th +4 Draconic Prowess feature 1d6 1d10 10+ CON Mod
11th +4 Draconic Wings 1d6 1d10 11+ CON Mod
12th +4 Ability Score Improvement, Ability Score Increase 1d6 1d10 12+ CON Mod
13th +5 Draconic Domain 1d6 1d10 13+ CON Mod
14th +5 1d6 1d10 14+ CON Mod
15th +5 Draconic Focus feature 1d6 1d12 15+ CON Mod
16th +5 Ability Score Improvement, Ability Score Increase 1d8 1d12 16+ CON Mod
17th +6 Draconic Body 1d8 1d12 17+ CON Mod
18th +6 Draconic Focus feature 1d8 1d12 18+ CON Mod
19th +6 Ability Score Improvement, Ability Score Increase 1d8 1d12 19+ CON Mod
20th +6 1d8 1d12 20+ CON Mod

Draconic Ancestry

Starting at level 1 you can change your body to be more like that of an Dragon. You have the scales of an Dragon; your AC when not wearing armor is 10 + your Dexterity Modifier + your Constitution modifier. At 1st level you also choose a draconic ancestor. You gain resistance to the damage type of that dragon type and the damage type associated with each dragon is used by features gained later. You also gain advantage use to your skill bonuses roll in a category corresponding your draconic ancestry specific skills(nature or animal handling for green, persuasion or insight for gold...)a number of Time equal to 1+CHA modifier per long rest.Some skills can be common between dragon types.

Dragon's Curse

While a Manakete inherits great power from their ancestors they also inherit a curse. With the draconic blood in their veins Manakete's risk being taken over by draconic greed and fury if they use their powers too much without rest. The grip of the Dragon Curse on a Manakete is represented by curse points. The more curse points a Manakete has the more draconic their form becomes. The threshold under which a Manakete can maintain control of themselves is equal to your Manakete level + your Consitution Modifier (minimum of 2).

If you ever exceed the curse threshold you no longer can recognize allies. At your and your DM's discretion you must attack what you perceive to be the greatest threat to you each turn, or whatever will yield you the greatest reward. When the draconic curse takes hold your Strength and Dexterity Modifiers each increase by 4 and can go above 20. You also gain wings if you do not already have them and a flying speed of 60 feet. Additionally, any damage you deal gains an additional die equal to the lowest die being rolled, and you can make a claw attack on your turn once as a free action.

Dragon Claws

Starting at level 1 you can manifest the claws of a dragon. As a bonus action you can gain 1 curse point and transform your hands and arms for 10 minutes into claws that deal 1d4 + your Strength Modifier or Dexterity Modifier (whichever is higher) damage. The damage die increases to 1d6 at 8th level, and to 1d8 at 16th level.

Dragon Fang

Starting at level 2 you can manifest the fangs of a dragon. When you manifest your draconic claws you can gain an additional curse point to transform your mouth for 10 minutes. As a bonus action you can make a bite attack that deals 1d8 + your Strength Modifier piercing damage. The damage die increases to 1d10 at 8th level, and to 1d12 at 15th level.

Dragon Breath

At level 2 your inner organs begin to develop draconic traits granting you the ability to perform a breath attack. Your Draconic ancestry determines the damage type of the exhalation. {See Dragonborn race for measurements}

As an action, you can gain 2 curse points and use your breath weapon in a 15 foot cone. 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. The base damage a creature takes equals 2d8 damage on a failed save, and half as much damage on a successful one. The base damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.

You can gain additional curse points whenever you use this ability to increase the range of the cone by 10 feet for each extra curse point gained.

Draconic Focus

At level 3 you get to pick your draconic focus. You can either pick the Draconic Ravager, The Draconic Arcanist, or the Draconic Channeler.

Ability Score Increase

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 Attack

At level 5 you get to attack twice when you take the attack action.

Bloodied Claws

At level 6 your draconic claws and fangs become infused with your magical heritage. Your claw and bite attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Element Infused Strikes

At level 9 your claw and fang attacks deal additional damage equal to your constitution modifier. The damage type is dependednt on your draconic ancestry.

Draconic Wings

At level 11 your draconic blood allows you to gain the ability of flight. As a bonus action you can gain 3 curse points and sprout wings giving you a flying speed of 30 feet.

Draconic Domain

At level 13 you feel the need to assure yourself a domain (hidden or not) to expand your noble power and influence. When finding a place that suits you, you can infuse the environment with your aura, creatures with an intelligence of 6 or higher must succeed a charisma saving throw DC 10+manakete level to avoid being scared by this place knowing a beast of great power lives here by seeing the flora and fauna marked by your passages, unless being invited to enter.

Draconic Body

At level 17 you begin to age similar to your draconic ancestor. For every twenty years you only age one year. You still need to eat, sleep, and drink though.

Draconic Ravager

The ravager is embraces the bestial aspect of the dragon becoming an effective hunter and destroyer of its prey.

Heightened Senses

At level 3 you gain proficiency in the perception skill or expertise if you already have proficiency with it. You also gain advantage on survival checks to track anything you have interacted with in the past 7 days.

Tail Attack

At level 3 as an action on your turn you can gain 2 curse points and grow a tail for 10 minutes. While your tail is manifested you can make a contested athletics check as a bonus action against the targets athletics or acrobatics. If you succeed the target is knocked prone.


At level 7 when you are next to a prone target you can use the ravage action that at 7th level allows you to make 2 claw and 1 bite attack. At level 11 you can make 3 claw attacks and at level 15 you can make 4 claw attacks.

Terrifying Transformation

At level 10 on your turn if you manifest your claws, fangs, and tail in one round all creatures of your choice within 30 feet that can see you must make a wisdom saving throw equal to your breath attack DC. If they fail they are frightened of you for 1 minute and spend their next turn moving as far away from you as possible without endangering themselves.

Draconic Arcanist

Dragons are known for their desire of knowledge and ability to learn arcane Magic’s. The Arcanist Manakete represents this aspect of the dragon.


See chapter 10 for the general rules of spellcasting.

Spell Slots

The Manakete table shows how many spell slots you have to cast your spells of 3rd level and higher. To cast one of these Manakete 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.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Sorcerer spell list. The Spells Known column of the Manakete table shows when you learn more Sorcerer spells of your choice Each of these spells must be of a level for which you have spell slots.

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

Spellcasting Ability

Intelligence is the spellcasting ability modifier for your spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability modifier. In addition, you use your Intelligence modifier when setting the Spell Saving DC and Spell attack bonus of your abilities.

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

Spell attack modifier= your proficiency bonus + your Intelligence modifier

Projectile Elemency

At level 3 you gain a new attack ability. Whenever you make a claw attack you can instead make a ranged melee attack with range 30 foot that does damage equal to your claw dice plus your intelligence modifier. The damage type for this attack is determined by your draconic heritage.

Draconic Channeler

Draconian channelers focus and manifesting their ancient heritage and calling about their ancestors to aid them.

Patron of Wyrms

As a symbol of your tie to the ancient ways you gain an animal companion wyrmling at level 3. (See variant ranger rules)

Ancestral Bond

At level 18 you can gain 15 curse points and transform yourself into an adult dragon of your ancestry type gaining their stats,hit points and abilities. You retain you mental abilities along with your wisdom, intelligent, and charisma scores. If you go above your curse threshold while in this form you must take a long rest before losing curse points.


Prerequisites. To qualify for multiclassing into the Manakete class, you must meet these prerequisites: 13 Strength, 13 Constitution

Proficiencies. When you multiclass into the Manakete class, you gain the following proficiencies: Simple weapons.

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