Dragon Mage (5e Class)

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Dragon Mage[edit]

The dragon mages are a relative recent phenomena in the circles of spellcasters , eliciting suspicion and sometimes animosity from other arcane practitioners. The reason for this is related to the power source of this group of magicians: in order to become a dragon mage, all neophytes are required to have their bodies infused with dragon blood, in a lengthy and painful process for both the future mage and for the dragon.

As expected, find a dragon wiling to 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 blood drained by force for a group of soon to become dragon mages. For this reason, dragons often hate dragon mage, and the most aggressive of their kind will often attack them without warning, considering dragon mages a threat. Good aligned dragons will proceed with more care, but will be no less uncomfortable in the presence of a dragon mage, and will use every opportunity to inquiry the mage about the means in which he had achieved such power.

In other occasions, however, some particularly powerful dragons will create their own dragon mage cabals to serve their purposes. This is often done by good aligned dragons whose try to limit the evil spreading by expanding their influence, using leaders of humanoid communities as representatives, and giving these representatives the magic blood. Evil dragons are more hesitant in doing this, since the type of individual with the disposition to align himself with the evil dragon for power, can later become a menace for the same dragon.

Creating a Dragon Mage[edit]

triper7-dragonmage-low.jpg
Dragon Mage

by Triper7

As you create a dragon mage, ask yourself why your character would put himself in such a risk for arcane power, risking its life in a dangerous procedure and becoming a possible target for the more powerful monsters in existence? Did you have grown with relatives that are dragon mages themselves, or part of a dragon mage cabal? Do you seek power, without being restricted by pacts, servitude or years and years of study? Have you found a willing dragon, who trusted you with power? Were you a student of magic who have your studies interrupted, and was driven to seek arcane power by other means? Or maybe have you discovered the process of draconic blood infusion by yourself, and just bought the resources from the hands of black market dealers and dragon slayers?

In what ways your new arcane powers further your goals, how and why you use them? You found a sense of proud and respect for this power, ancient and mysterious, using it with care and only when necessary, to help others? You use your power to lift yourself above others, seeking domination and control? Do you use this dragon's blood against dragons, in a quest for revenge or in a mission for an dragon or cabal? Or you seek knowledge and understanding of your dragon blood, perfecting your spellcraft as an artist seeking his masterpiece?

Some dragon mages are part of a cabal, and some questions related to it may clarify your role in the world. Why have you joined the your dragon mage cabal? What's the relations of your cabal with the dragons from where they draw their power? They are servants, enslavers or friends of dragons? What's the agenda of the cabal, if some agenda at all exists? Why have you joined an adventures party, and how this affect your relation with the cabal?

Quick Build

You can make a dragon mage quickly by following these suggestions. First, make Charisma your highest ability score, which empowers your magic. Constitution your next highest, if you to increase your hit points and chance to maintain concentration in spells. Choose a higher Dexterity next, as you want to have higher AC with your proficiency in light armors. Finally, select the noble or sage background.

Class Features

As a Dragon Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple Weapons
Tools: Alchemist supplies
Saving Throws: Charisma and Constitution
Skills: Choose two from Animal Handling, Arcana, Insight, Intimidation, Medicine, Nature, Perception, and Persuasion.

Equipment

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

Table: The Dragon Mage

Level Proficiency
Bonus
Features Cantrips Known Spell Known Mana Power Limit
1st +2 Dragon Blood, Dragon's Scale 2 2 4 2
2nd +2 Draconic Spellcasting, Elemental Breath 2 3 4 2
3rd +2 Dragon Mage Cabal, Vision Manipulation 2 4 6 2
4th +2 Ability Score Improvement 3 5 6 2
5th +3 Primal Stance, Dragon's Weakness 3 6 14 3
6th +3 Dragonic Senses 3 7 14 3
7th +3 Cabal Feature 3 8 17 3
8th +3 Ability Score Improvement 3 9 17 3
9th +4 3 10 27 5
10th +4 Cabal Feature 4 11 27 5
11th +4 Dragon's Blessing 4 12 32 5
12th +4 Ability Score Improvement 4 12 32 5
13th +5 4 13 38 6
14th +5 Dragon Wings 4 13 38 6
15th +5 Cabal Feature 4 14 44 6
16th +5 Ability Score Improvement 4 14 44 6
17th +6 4 15 57 7
18th +6 Cabal Feature 4 15 57 7
19th +6 Ability Score Improvement 4 15 64 7
20th +6 Dragon's Perfection 4 15 64 7

Draconic Spellcasting[edit]

Dragons are rumored to be the source of the magic they are probably the ones who invented it. At 1st level you learn how to cast spells, drawing the power from your blood.

Cantrips

At 1st level, you know two cantrips of your choice from the dragon mage spell list. You learn additional dragon mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Mage table.

Mana Points

You have an internal reservoir of energy that can be devoted to the spells you know. This energy is represented by mana points. The number of mana points you have is based on your dragon mage level, as shown in the Mana column of the Dragon Mage table. The number shown for your level is your mana point maximum. Your mana point total returns to its maximum when you finish a long rest. The number of mana points you have can’t go below 0 or over your maximum.

Each spell cost an amount of mana points, depending on its level, as shown in the Mana Cost table bellow:

Mana Cost Table
Spell Level Mana Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Power Limit

Though you have access to the power of the dragon blood coursing through your veins, it takes training and practice to channel that energy. There is a limit on the number of mana points you can spend to cast a spell. The limit is based on your dragon mage level, as shown in the Power Limit column of the Dragon Mage table. For example, as a 3rd-level dragon mage, you can't cast spells higher than 1st-level spells, no matter how many spell points you have.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the dragon mage spell list.

The Spells Known column of the Dragon Mage table shows when you learn more dragon mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellscasting ability for your dragon mage spells. You use your Charisma modifier when setting the saving throw DC for a spell or when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your dragon mage spells.

Dragon Blood[edit]

At 1st level, you awaken powers due to the infusion of draconic blood into your body. The Dragon Blood table bellow is refereed by some of your class features.

Dragon Blood
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)

In addition, you can use your draconic blood to regenerate your wounds. As a bonus action, you can regain 5 hit points for each 2 mana points spent. The maximum of mana points you can spend for turn with this feature is shown on the Power Limit column on the Dragon Mage table.

Dragon Scales[edit]

At 1st level, you can use your mana to manifest scales on your body. As a bonus action, you can spend 1 mana 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.

Elemental Breath[edit]

At 2nd 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 mana points. You can cause 1d6 additional damage for each 2 mana points spent, up to 10 mana points.

You can use this breath attack once, being unable to do it again until you complete a short or a long rest.

Dragon Mage Cabal[edit]

At 3rd level, you chose to join how to control the draconic blood inside your body, joining a cabal. You must chose between one of the following: Dogma Cabal, Companion Cabal, Woken Heritage Cabal, and Sage Cabal.

Your choice grants you new features at the 7th level and again at 10th, 15th, and 18th level.

Vision Manipulation[edit]

At 3rd level, you learn how to control your blood to activate some aspects of your draconic vision. As a bonus action, you can spend 2 mana points to gain darkvision up to a range of 120 feet for 8 hours.

Ability Score Increase[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.

Primal Stance[edit]

At 5th level, whenever you cast a spell that deals acid, cold, fire, lighting, or poison damage, you can chose to change the damage type for the one your dragon blood is associated with. In addition, when you cast a spell that deals damage from the type related to your dragon blood, you can add your Charisma modifier to the damage roll.

Dragon's Weakness[edit]

At 5th level, you have achieved a deeper knowledge of a dragon's anatomy, being able to pinpoint weak spots on their scales and telegraphed moves in their attacks. When fighting dragons, you add your Charisma modifier to your attack rolls. In addition, when any dragon causes damage to you, you can use your reaction to reduce the damage caused by an amount equal to 1d10 + your Charisma modifier.

Draconic Senses[edit]

At 6th level, you start to develop a keener sense. You can add the double of your proficiency modifier to Wisdom (Perception) checks.

In addition, you can use your bonus action to gain blindsight up to a range of 30 feet, and advantage on your Wisdom (Perception) checks, lasting for 1 minute. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you complete a long rest.

Dragon's Blessing[edit]

At 11th 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.

Dragon Wings[edit]

At 14th level, you gain the ability of sprout a pair of wings from your back, as a bonus action. You can fly with these wings, flying with a speed equal to your movement speed.

Dragon's Perfection[edit]

At 20th level, your body has finally fully acclimated to the dragon's blood coursing in your veins. You gain the following benefits:

  • Your Charisma score increases by 4. Your maximum for this score is now 24.
  • As a bonus action, you can activate your frightful presence. Each creature of your choice that is within 60 feet and aware of your presence must succeed on a Wisdom saving throw against your spell save DC or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Dogma Cabal[edit]

Members of the Dogma Cabal seek the mastery of channeling the dragon blood in their bodies to use magic. They are often very educated in the more intricate aspects of arcane spellcasting, spending many years studying and perfecting their spellcraft, and learning how to transform the innate blood casting into a carefully crafted science.

Expanded Spell List

The Dragon's Dogma lets you choose from an expanded list of spells when you learn a Dragon Mage spell. The following spells are added to the dragon mage spell list for you.

Dragon's Dogma Spell List
Spell Level Spell
1st magic missile, shield
2nd levitate, mirror image
3rd tongues, clairvoyance
4th banishment, elemental bane[1]
5th animate objects, synaptic static[2]
Scribe Training

At 3rd level, you gain proficiency with the Calligrapher's Tools, if you don't already have it. If you already have it, you can chose another artisan tool or language of your choice.

Magician's Teaching

Starting at 3rd level, you start to write your magic knowledge into an spellbook. This spellbook contains three 1st-level spells from your spell list in it. Each time you gain a level in this class, you can change one 1st-level spell you know from another in your spell list. If one of the spells written on your book is a ritual, you can cast that spell as a ritual.

You gain a 1st-level spell slot, that you can only use to cast the spells written on your spellbook. Once you spend your spell slot, you regain it after completing a long rest.

You can create additional 1st-level spell slots, by expending mana points and converting it into spell slots of the appropriated level, as shown in the Mana Cost table. When you do so, use your action to write down one spell from your spell list. When you cast a spell created by mana conversion, the writing on the spellbook magically vanishes.

As you gain levels in this class, you gain access to more spell slots: two 1st-level spell slots at 6th level and three at 15th level.

Hidden Wisdom

At 7th level, thanks to your continued study and practice of the arcane arts, your knowledge have deepen. You add your Charisma modifier to any Intelligence (Arcana) check you make.

In addition, you gain proficiency in Intelligence saving throws.

Elemental Enchantment

Starting at 10th level, you learn how to draw the elemental power from your blood and infusing it into creatures and spells. Whenever you cast a spell prepared on your spellbook, you can add 2d10 additional damage, from the type associated with your dragon blood.

In addition, you can chose to infuse the elemental energy into a creature. As an action, you chose an creature within 5 feet. For 1 minute, all melee attacks made by this creature cause additional 1d10 damage, from the type associated with your dragon blood. You can do this a number of times equal to your Charisma modifier (minimum once), being unable to do it again until you complete a short or a long rest.

Ancient Magic

At 15th level, you can control the draconic magic coursing through your veins using only your pure will. You no longer need to use any components to cast your Dragon Magic spells.

In addition, when you finish a long rest, chose two spells from your spell list you can cast with the casting time of one action. The chosen spells cannot be from the same level. You can cast these spells without spending a spell slot. You can change one of chosen spells when you gain a new level in this class. Once you cast either of these spells, you can't do it again until you finish a long rest.

Dragon's Brain

At 18th level, you learn the internal workings of a dragon's mind and magic, and can hinder it. Your blood boils with magical power and allows you to unleash a powerful magic. You can now cast a special magic nullification spell. As an action, you can spend 10 mana points and chose one target within 60 feet. The target must make a Intelligence saving throw against your spell save DC. On a failed save, it is unable to cast spells for 1 hour. For the duration, you must concentrate on maintaining this feature active (as if you were concentrating on a spell).

You can use this feature a number of times equal to your Charisma modifier (minimum once), being unable to use it again until you complete a long rest.

Sage Cabal[edit]

Rather than use your draconic blood for strength or leadership, you use it for the insight and wisdom associated with such old beings. You lead not through fear or love but from the guidance and experience of your draconic ancestor. Regardless of their former alignment in life they will do their best to guide you in the right path for you.

Ancestral Guidance

At 3rd level, you can commune with your ancestor to gain advantage on either your Wisdom (Perception) or (Insight) checks for 1 hour. Once you use this feature, you can't use it again until you complete a long rest.

Draconic Eyes

At 7th level, your passive Perception increases by 2. At 10th level it goes up by 2 again and at 15th level it goes up by 4.

Ancestral Possession

At 10th level, you can allow your draconic ancestor to possess your body for an hour. During this hour, you and your ancestor have control over your body and you can ask your ancestor anything they would know about. During that time, l attacks against you are made at disadvantage and you have advantage on all your attack rolls. Once you use this feature, you can't use it again until you complete a long rest.

Ancestral Mind

At 15th level, you think more like a dragon. When fighting any draconic enemy, such as dragons, dragonborns, kobolds, or lizardfolk, you get advantage on all attack and saving throws against these creatures.

Ancestral Bond

At 18th level, the bond between you and your ancestor is increased to the fullest. You have access to any memories of your ancestor. Depending on the situation you can use these memories to gain advantage on a skill roll, you can navigate a place your ancestor has been to flawlessly, you can use your ancestor's perception as your own, etc. You can only do this for half of your level, rounded down, times a day.

Woken Heritage Cabal[edit]

Members from the woken heritage cabal are able to awaken the true power of the draconic blood inside their veins, becoming able to attain the likeness of dragons. They can enhance their senses, minds and even bodies, achieving a power close to those of the dragons themselves.

Sharp Mind

At 3rd level, thanks to your ancestor knowledge, you gain proficiency with the Perception and Insight skills.

Dragon Growth

At 7th level, you can draw from your heritage, assuming the form of a dragon. As a bonus action, you can spend 1 Mana point to grow into the dragon form in a elemental explosion. All creatures within 10 feet of you take damage equal to 1d6 + your Charisma modifier, from your heritage's type. This damage increases to 1d8 at 10th level, 1d10 at 15th level, and 2d10 at 18th level. This form lasts for 1 minute.

You gain the following benefits, for 10 minutes or until you become incapacitated:

  • You have advantage on all your Strength checks and saving throws.
  • Your size becomes large.
  • You can choose to deal damage equal to your elemental explosion damage from the chosen type when you make a unarmed strike. You are proficient in unarmed strikes whilst in this form.
Dragon Senses

When you reach 10th level, you can awake your senses. As part of the bonus action you take to activate your Dragon Growth, you can instead spend 5 Mana points to awake your senses for 10 minutes. For the duration, you gain the additional following benefits:

  • You gain darkvision up to a range of 120 feet.
  • You gain blindsight up to a range of 10 feet. This increases to 30 at level 18.
  • You have advantage on Wisdom (Perception) and Charisma (Intimidation) checks.
  • You can make a Wisdom (Perception) check as a bonus action on your turn.
Draconic Body

Starting at 15th level, when you awake your draconic growth and senses, you can assume the full form of a dragon by instead spending 10 mana points, gaining the following benefits:

  • Whenever you take slashing, bludgeoning or piercing damage, you can reduce the damage taken by an amount equal to your Charisma + your Constitution modifier.
  • Once on each of your turns when you hit a target with unarmed strike, you add your Charisma modifier to the damage roll.
True Nature

Starting at 18th level, you can finally unleash your true draconic self. As a bonus action, you can instead spend 15 Mana points to transform yourself for 10 minutes. You gain the benefits of the earlier features, and the additional ones:

  • You gain a +2 bonus to Armor Class.
  • Once per each of your turns, you deal additional damage with your unarmed strikes equal to 1d6. The damage type is the same of your draconic heritage.

Companion Cabal[edit]

Some dragon mages seek to take control over dragons. To do that, they steal a dragon egg, and start to infusing the non hatched egg with its own blood, creating a powerful blood link with the creature. When the creature finally emerges, it is not a dragon of its former kind anymore, but a loyal servant of the mage who have created it. Hated and feared by dragons, their so called companions are usually slaves, bind to the magical blood of their masters.

Expanded Spell List

The Dragon's Companion lets you choose from an expanded list of spells when you learn a Dragon Mage spell. The following spells are added to the dragon mage spell list for you.

Dragon's Companion Spell List
Spell Level Spell
1st cure wounds, heroism
2nd enlarge/reduce, alter self
3rd vampiric touch, life transference[3]
4th giant insect, polymorph
5th negative energy flood[4], raise dead
Dragon's Blood Egg

At 3rd level, you hatch a dragon's egg, infused with your blood, using this bloodlink to mantain control over the newborn dragon. Your dragon have the statistics of a Blood Dragon (Wyrmling). The wyrmling its loyal to you and friendly towards your companions. Alternatively, the bite attack of the dragon deal additional damage equal to your proficiency modifier. The damage type is the same your dragon blood is associated with.

Your dragon has abilities and game statistics determined in part by your level. Your dragon uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an dragon also adds its proficiency bonus to its AC. For each level you gain after 5th, your dragon gains an additional hit die and increases its hit points accordingly.

In combat, the dragon shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block (except the breath attack) or the Dash, Disengage, Help, Hide or Search action.

You must constantly drip fed your blood dragon with your own blood. When you finish a short or a long rest, roll a d8. You lose the same amount of hit points, while your dragon gain this number as temporary hit points.

If the dragon dies, you can resurrect it at the end of a long rest, if you have its body. Without the body, you can form another one using your own vitality. At the end of a long rest, the dragon comes back, and you lose any Hit Dices you have.

Dragon Evolution

At 7th level, your dragon grows stronger, as you keep feeding it with your magical blood. Your dragon can now uses its breath weapon, dealing the same damage shown in the Blood Dragon (Wyrmling) statblock. The damage type is the same you are associated with. You can use the dragon breath once, being unable to do it again until you complete a short or a long rest.

In addition, you dragon can fly with double of its movement speed.

Dragon's Bond

At 10th level, the dragon is at max level. This allows you to focus the bond you two share and make it even stronger. You can now summon your dragon next to you if it is up to a mile away.

In addition, you now gain 30 feet of darkvision, and if you already had it then it increases by 30 ft.

Dragon Fusion

At 15th level, you learn how to use your blood link with your dragon to become one with it. As a bonus action, while your dragon is within 5 feet, your body merges with your dragon's form. While merged, you replace your speed with the dragon’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. You can still use your bonus action to activate any attack on your dragon 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 absorb the damage. You reduce 1d8 of the damage taken, plus 1d8 for each mana point spent, up to 5 mana points.

As an action, you and the dragon return to normal.

Dragon's Final Re-Birth

At 18th level, your dragon grows one more time. You now use the statistics of a Blood Dragon (Adult).

Blood Dragon (Wyrmling)[edit]

Medium dragon

Armor Class 12 + your proficiency bonus (natural armor)

Hit Points 1d8 + Constitution modifier per level on this class

Speed 30 ft., fly 30 ft.

STR 14 (+2) DEX 10 (+0) CON 14 (+2) INT 5 (-3) WIS 10 (+0) CHA 11 (+0)

Saving Throws Constitution, Charisma(use your proficiency bonus).

Skills Athletics, Intimidation, Perception.

Damage Immunities The dragon is immune to the damage type associated with it.

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 + your proficiency bonus

Languages draconic.

Telepathy. The dragon can communicate with you telepathically, up to a range of 1000 feet.

ACTIONS (Require your Bonus Action)

Dragon's Attacks. The dragon is able to perform actions based on your commands. The attacks use the dragon mage proficiency bonus and the dragon Strength modifier:

Bite. Reach 5ft., one target you can see. Hit: 1d8 + 2 plus your proficiency modifier damage (type you are associated with).

7th. Breath Weapon. Same shape and damage as your breath weapon.

Blood Dragon (Adult)[edit]

Large dragon

Armor Class 14 + your proficiency bonus (natural armor)

Hit Points 1d10 + Constitution modifier per level of the dragon mage

Speed 30 ft., fly 60 ft.

STR 18 (+4) DEX 10 (+0) CON 18 (+4) INT 6 (-2) WIS 11 (+0) CHA 12 (+0)

Saving Throws Constitution , Charisma (use your proficiency bonus).

Skills Athletics, Intimidation, Perception.

Damage Immunities The dragon is immune to the damage type associated with it.

Senses blindsight 20 ft., darkvision 120 ft., passive Perception 10 + your proficiency bonus

Languages draconic.

Telepathy. The dragon can communicate with you telepathically, up to a range of 1000 feet.

ACTIONS (Require your Bonus Action)

Dragon's Attacks. The dragon is able to perform actions based on your commands. The attacks use the dragon mage proficiency bonus and the dragon Strength modifier:

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.

Spell List[edit]

Cantrips

acid splash, create bonfire[5], dancing lights,friends, fire bolt, message, minor illusion,poison spray, primal savagery[6], shocking grasp, prestidigitation, ray of frost

1st

absorb elements[7], burning hands, cause fear[8], charm person, chromatic orb, comprehend languages, detect magic, disguise self, false life, feather fall,jump, identify, sleep

2nd

blur, dragon's breath[9], darkvision, gust of wind, hold person,spider climb, enhance ability, scorching ray, see invisibility, suggestion,

3rd

clairvoyance, counterspell, dispel magic, fear, fireball, fly, haste, lightning bolt, protection from energy, stinking cloud, tongues, water breathing

4th

confusion, dominate beast, dimension door, ice storm, greater invisibility, stoneskin, wall of fire

5th

cone of cold, dominate person, hold monster, skill empowerment[10], telekinesis, wall of stone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragon Mage class, you must have a 13 Charisma and 13 Constitution.

Proficiencies. When you multiclass into the dragon mage class, you gain the following proficiencies: light armor, simple weapons, alchemist supplies.

References
  1. D&D 5e XGtE p.155
  2. D&D 5e XGtE p.167
  3. D&D 5e XGtE p.160
  4. D&D 5e XGtE p.163
  5. D&D 5e XGtE p.152
  6. D&D 5e XGtE p.163
  7. D&D 5e XGtE p.150
  8. D&D 5e XGtE p.151
  9. D&D 5e XGtE p.154
  10. D&D 5e XGtE p.165

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