Trapped Dragon (5e Class)
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Dragons are perhaps the most fearsome creatures to walk the Material Plane, sporting mighty strength, vast intelligence, and massive size. Different peoples throughout the ages have tried to best the raw might of the dragons, some with pure strength, others with magic. Few succeeded, and even fewer did so unscathed. But one magical method of dragon-dominating proved most effective: A spell that permanently transformed a dragon into the form of a humanoid. Known as "trapped dragons," the now-humanoid victims of this force hold some of their draconic abilities unsuppressed via their innate magics. Whether or not they seek to return to their true form, trapped dragons must live their lives with only their strong innate magic connecting them to dragonkind. Many seek out powerful spells to dispel their transformation, wishing to return to their old strength.
Creating a Trapped Dragon
When creating a trapped dragon character, ask yourself, why were you transformed into a humanoid? Was it a punishment from a spellcaster who raided your lair to ensure you didn't come looking for your stolen hoard? Did another dragon seek to exact revenge on you for some deed? What is your opinion of your current form? Do you despise being forced to live amongst humanoids you deem puny, or do you see your transformation as an opportunity to meet new faces? If so, do you try to live amongst humanoids, or rule the lair you once controlled, assuming it wasn't taken over?
- Quick Build
You can make a trapped dragon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
As a Trapped Dragon you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Trapped Dragon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Trapped Dragon level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, shortswords
Saving Throws: Constitution, Charisma
Skills: Choose any 2: Arcana, Athletics, Deception, Insight, Intimidation, Persuasion, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortsword or (b) Any simple weapon
- (a) 5 javelins or (b) Any simple melee weapon
- (a) Leather armor and a shield or (b) Scale mail
- (a) A dungeoneer's pack or (b) An explorer's pack
|Ferocious Attacks||Breath Weapon Damage||Features|
|1st||+2||1d4||—||Dragon's Reminiscence, Ferocious Attacks, Former Dragon|
|3rd||+2||1d4||3d6||Former Dragon feature|
|4th||+2||1d6||3d6||Ability Score Improvement|
|6th||+3||1d6||4d6||Former Dragon feature|
|8th||+3||1d6||4d6||Ability Score Improvement|
|9th||+4||1d6||5d6||Legendary Resistance (one use)|
|10th||+4||1d6||5d6||Former Dragon feature|
|12th||+4||1d8||5d6||Ability Score Improvement|
|13th||+5||1d8||6d6||Legendary Resistance (two uses)|
|14th||+5||1d8||6d6||Former Dragon feature|
|15th||+5||1d8||6d6||True Form improvement|
|16th||+5||1d8||6d6||Ability Score Improvement|
|17th||+6||1d10||7d6||Legendary Resistance (three uses)|
|18th||+6||1d10||7d6||Former Dragon feature|
|19th||+6||1d10||7d6||Ability Score Improvement|
You retain some aspects of your life as a dragon. Starting at 1st level, you can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Some vestige of your primal natural weaponry has been preserved in your new form. Starting at 1st level, you gain the following benefits whenever you are unarmed or wielding only trapped dragon weapons, which are shortswords and simple melee weapons that don't have the heavy or two-handed property:
- You can roll a d4 in place of the normal damage of an unarmed strike or trapped dragon weapon. This die changes as you gain trapped dragon levels, as shown in the Ferocious Attacks column of the Trapped Dragon table.
- When you use the Attack action with an unarmed strike or a trapped dragon weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
- Whenever you make an unarmed strike and use your ferocious attacks die instead of the normal damage, you can choose to change the damage type to slashing, if it wasn't already.
You belong to one of two types of dragons, or at least, you did. At 1st level, choose between chromatic dragon or metallic dragon. Your chosen type grants you features at 3rd, 6th, 10th, 14th, and 18th level. Additionally, you must choose one specific type of dragon from your chosen type, which is associated with a certain damage type:
|Black (Chromatic)||Acid (5 by 30 ft. line, Dexterity save)|
|Blue (Chromatic)||Lightning (5 by 30 ft. line, Dexterity save)|
|Brass (Metallic)||Fire (5 by 30 ft. line, Dexterity save)|
|Bronze (Metallic)||Lightning (5 by 30 ft. line, Dexterity save)|
|Copper (Metallic)||Acid (5 by 30 ft. line, Dexterity save)|
|Gold (Metallic)||Fire (15 ft. cone, Dexterity save)|
|Green (Chromatic)||Poison (15 ft. cone, Constitution save)|
|Red (Chromatic)||Fire (15 ft. cone, Dexterity save)|
|Silver (Metallic)||Cold (15 ft. cone, Constitution save)|
|White (Chromatic)||Cold (15 ft. cone, Constitution save)|
Your chosen dragon (and the associated damage type) determines the nature of some of your features in this class.
You have begun to resist your transformation, and you can use a weaker form of your once-mighty breath weapon. Starting at 2nd level, you can exhale destructive energy in a certain radius. Your former dragon determines the size, shape, and damage type of your breath weapon (see above). Every creature in the designated area must succeed on a saving throw determined by your former dragon. The DC is calculated as follows:
Breath weapon save DC = 8 + your proficiency bonus + your Constitution modifier
On a failed save, a creature takes 3d6 damage, or half as much on a successful one. The amount of damage increases as you gain trapped dragon levels, as shown in the Breath Weapon Damage column of the Trapped Dragon table.
You can activate this feature a number of times equal to your proficiency bonus, regaining expended uses once you complete a long rest.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dragon's Resistance =
Your regression into your dragon form has granted you partial resilience against the elements. Starting at 7th level, you are resistant to the damage type associated with your former dragon. If you were already resistant, you become immune.
You can call upon the resistance you once possessed to overcome harsh effects. Starting at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Your innate magic has grown stronger than the magic that transformed you, and for a short period of time, you can shrug off your transformation almost altogether. Starting at 11th level, as a bonus action, you can transform into a weaker true dragon. For 1 minute, or until you dismiss the transformation as a bonus action, you gain the following benefits:
- Your size increases to Large, and your carrying capacity doubles.
- Your movement speed increases by 10 ft., and you gain a flying speed equal to your current walking speed.
- You have a +1 to your AC. If you were wearing armor or carrying a shield before the transformation, the equipment's bonuses apply as normal.
- Whenever you make an unarmed strike as a bonus action with your ferocious attacks, you can make two unarmed strikes instead of one.
Any equipment you are wearing or carrying merges with the new form. If you choose, items you are carrying fall to the nearest unoccupied space instead.
Once you activate this feature, you cannot use it again until you complete a long rest.
At 15th level, this feature improves. During your transformation, you gain these additional benefits:
- At the start of your transformation, creatures you choose within 30 ft. of you must succeed on a Wisdom saving throw against your breath weapon save DC or become frightened of you for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.
- You gain 1 additional use of your breath weapon, which is lost when your transformation ends.
- Whenever you use your breath weapon, you can make two unarmed strikes as a bonus action, provided there are creatures within range.
The transformation binding you to humanoid form is but a loose tether; your inner magic fights strongly to be free. Starting at 20th level, your Strength and Constitution scores both increase by 4. Your maximum for these ability scores is now 24. Additionally, whenever you use your breath weapon, you can make an unarmed strike as a bonus action, provided there are creatures within range.
Chromatic dragons include blue, black, white, green, and red. They are selfish, violent, and malevolent by nature. They utilize particularly potent breath weapons, as well as the energies their weapons are made of, in combat. Trapped chromatic dragons can use these tactics as well, to some extent.
- Dragon's Wrath
You can imbue your strikes with energy. Starting at 3rd level, as a bonus action, you can expend 1 use of your breath weapon. For the next minute, or until you loose concentration (as if concentrating on a spell), any unarmed strikes or weapon attacks made with trapped dragon weapons deal an extra 1d6 damage. The damage type is the same type associated with your former dragon (see above).
- Potent Breath Weapon
Your breath weapons grow stronger as a result of your chromatic blood. Starting at 6th level, you can add your Constitution modifier to damage rolls made with your breath weapons.
- Mauling Hit
You can lay your foes low with the right strike. Starting at 10th level, you can roll one additional ferocious attack die when determining the extra damage for a critical hit made with a ferocious attack.
When you reach 14th level, you can roll two additional dice.
- Overwhelming Power
Your innate magic extends to your attacks. Starting at 14th level, whenever you make an unarmed strike or weapon attack made with a trapped dragon weapon and use your ferocious attacks die instead of the normal damage, the damage is considered magical for the purposes of overcoming resistances and immunities. Additionally, whenever you deal extra damage on an attack with dragon's wrath, you can add your Constitution modifier to the damage roll for the extra damage.
- Chromatic Might
You have re-unlocked your evil strength as a chromatic dragon. Starting at 18th level, whenever you transform into your true form, you gain the following benefits:
- The range of your breath weapon is doubled. If it was a 15-ft. cone, it becomes a 30 ft. cone while the transformation lasts. If it was a 5-by-30 ft. line, it becomes a 10-by-60 ft. line while the transformation lasts.
- You are immune to the damage type that is associated with your former dragon.
- At the start of your transformation, creatures you choose within 45 ft. of you, rather than 30 ft., must make a Wisdom saving throw to avoid being frightened of you.
Metallic dragons include brass, bronze, silver, copper, and gold. Courageous, righteous, and wise, they are known for their good hearts. They have magical abilities beyond the scope of the more barbaric chromatic dragons, such as breath weapons that vex the foe rather than harm them, and this magic shines through their transformation.
- Alternate Breath Weapon
You can release debilitating gasses in addition to your deadly breath weapons. Starting at 3rd level, as an action, you can expend 1 use of your breath weapon. Every creature in the area specified by your former dragon must make a saving throw against your breath weapon save DC or suffer one of the following effects. The effects and the saving throw are determined by your former dragon:
- The affected creatures must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
- The affected creatures must succeed on a Strength saving throw or be pushed 30 ft. away from you.
- The affected creatures must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
- The affected creatures must succeed on a Constitution saving throw or become paralyzed for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- The affected creatures must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Dragon of Many Virtues
Starting at 6th level, you gain proficiency in three additional skills of your choice. Additionally, you can choose 2 skills you are proficient with. Your proficiency bonus is doubled whenever you make checks using those skills.
- Change Shape
Your innate magic can now be used to change your form. Starting at 10th level, as an action, you can alter your form as per the polymorph spell. Once you do so, you cannot use this feature again until you complete a long rest.
- Foggy Retribution
Misty apparitions swirl around you as you unleash your inner magic. Starting at 14th level, whenever you use your breath weapon or alternate breath weapon, thick fog forms around your body and lasts until the start of your next turn. The fog accumulates within a 5-ft. radius sphere centered on yourself and the area inside it is heavily obscured. You ignore vision restrictions caused by this fog.
- Metallic Might
You have re-unlocked your righteous power as a metallic dragon. Starting at 18th level, whenever you transform into your true form, you gain the following benefits:
- You have a +2 to AC, rather than +1.
- The radius of your foggy retribution increases to 10 ft. Whenever it materializes, every creature in the area except you takes 1d8 psychic damage.
- Your breath save DC increases by 3. Creatures that fail their saving throw against your breath weapon take an extra 1d6 damage.
Prerequisites. To qualify for multiclassing into the trapped dragon class, you must meet these prerequisites: Strength 13 or Constitution 13
Proficiencies. When you multiclass into the trapped dragon class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, shortswords
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