Dragon Mage (5e Class)

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Recycle.png This page was proposed for deletion on 16:24, 4 February 2018 (MST) because: This has had the needsbalance message put up several times before, and each time it has been removed with no improvements made. This class is really bad. It wants to do all things: good spellcasting with good melee with healing support. Almost all the the features can be duplicated using the PHB by taking, for example, a sorcerer with the dragon bloodline, taking matching spells (counterspell, time stop, etc) and multiclassing. (discuss).

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Dragon Mage[edit]

A group of powerful mages that gained their abilities and power from drinking dragon's blood. With the two bloods infused in one body this allows the mage to cast powerful spells and even gain a dragon companion, if they wish. With the blood inside you don't need a staff or wand to cast any spells.The mixture is a dangerous one most of the mages did not survive but yet you did and you have been gifted with power how will you use it

Creating a Dragon Mage[edit]

A Dragon Mage is a class that requires the user to cast spells and even wield different types of weapons throughout their journey. To make a Dragon Mage you would want to make Intelligence the highest. Spell Save DC = 8 + Proficiency Bonus + Intelligence Modifier

Spell Damage Bonus = Proficiency Bonus + Intelligence Modifier

Class Features

As a Dragon Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light & Medium
Weapons: Any one or two handed melee weapon
Tools: None
Saving Throws: Intelligence and Constitution
Skills: Choose 2 from the following: Arcana, Insight, Perception, Persuasion, Nature, Animal Handling, and Intimidation.

Equipment

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

  • (a) A single handed weapon or (b) A single two handed weapon
  • (a) Padded Armor or (b) Scale Mail Armor
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Table: The Dragon Mage

Level Proficiency
Bonus
Features Mana —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Dragon's Blood,Dragon's Scale,Dragon's Magic Same number as your Intelligence skill
2nd +2 Elemental Shout,Elemental Breath +3 to your total mana 2
3rd +2 Dragon's Blood Fusion +3 to your total mana 3
4th +2 Ability Score Improvement +3 to your total mana 3
5th +3 Elemental Stomach +3 to your total mana 4 2
6th +3 Scaly Skin +3 to your total mana 4 2
7th +3 +3 to your total mana 4 3
8th +3 Ability Score Improvement +3 to your total mana 4 3
9th +4 Bending Elements +3 to your total mana 4 3 2
10th +4 +5 to your total mana 4 3 2
11th +4 Missing Element +3 to your total mana 4 3 3
12th +4 Ability Score Improvement +3 to your total mana 4 3 3
13th +5 Dragonic Healing +3 to your total mana 4 3 3 1
14th +5 Dragonic Arts +3 to your total mana 4 3 3 1
15th +5 +3 to your total mana 4 3 3 2
16th +5 Ability Score Improvement +3 to your total mana 4 3 3 2
17th +6 +3 to your total mana 4 3 3 3 1
18th +6 +3 to your total mana 4 3 3 3 1
19th +6 Ability Score Improvement +3 to your total mana 4 3 3 3 2
20th +6 +10 to your total mana 4 3 3 3 2

Dragon's Blood[edit]

The Dragon Blood you drank gave you resistance to its type. At 1st level you must choose a type of damage to become resistant to from the Dragon Ancestry table. You also have Mana; a source of your magical power whose total is your Intelligence score.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Dragon's Scale[edit]

At 2nd level you grow a set of dragon scales, making your base AC equal to 13 + your Dexterity Modifier

Dragon's Magic[edit]

At 1st level The Dragons Blood flows in you, allowing you boost your spells when ever you cast a spell. The damage type is the same as your dragon ancestor. For every mana point spent you can add 1d4 extra damage.

Ex. Cast a fireball that would do 8d6 fire damage. By spending 1 mana you add an extra 1d4 to the damage.

Elemental Breath[edit]

At level 2, you gain the ability to exhale a damaging breath attack consistent with the elemental damage type of the dragon's blood you picked. (See the Dragonborn breath attack and table for specifics.)

You can use this breath attack once per day; after using it you must complete a long rest to regain this ability.

Dragon's Blood Fusion[edit]

At level 3, as blood flows within your body you unlock deeper secrets. You now have to pick between two magic styles: Dragon's Dogma or Dragon's Companion.

Your choice grants you new features at the 3rd level and again at 7th, 15th, and 18th level.

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. You may ignore the score increase and instead take a feat (The Player's Handbook has a list of feats).

Primal Stance[edit]

At level 5,You dragon instincts kick in when you take the attack action you can attack twice per turn as long as your second attack is a unarmed attack.You can also use 1 mana do deal an extra 1d4 damage to your second attack.

Dragon's Mind[edit]

At level 6, you can spend one turn meditating to gain a better focus on the battle at hand. For the duration of the encounter your AC goes up by one and you can increase your speed by 10ft. This effect only work if you are not wearing any armor.

Elemental Manipulation[edit]

At level 7, you gain an additional element to control. You can now control light and dark. You can manipulate the light in a cave or how dark a room would be. You can even surround yourself in darkness or light if you want. Like any element you manipulate, your DM will be in charge of what your limit is and how much mana it will cost.

You may also pick another of the base elements to manipulate from the list of basics; Fire, Air, Earth, Lightning, or Cold. You may only pick one and using the element costs mana.

Improved Elemental Manipulation[edit]

At level 10, you can now pick another element you wish to manipulate from the list: Earth, Water, Lightning, Cold, or Fire. You may only pick one and using the element costs mana.

Missing Element[edit]

At level 11 you can pick the final element you wish to manipulate; Fire, Water, Earth, Air, Cold, or Lightning.

You may only pick one element to control and using it requires mana

Dragonic Healing[edit]

At level 13, You now gain the ability to heal yourself or an ally. It needs to be by touch. You can heal 1d10 hit points by spending 5 mana. More mana means stronger healing.

Dragonic Arts[edit]

At level 14, you start to develop a keener sense. You gain advantage to any skills involving sight, smell, or hearing.

Dragon's Weakness[edit]

At level 17, when fighting dragon enemies such as dragon or wyverns, you now deal double damage. This does not work if they are immune to the attack. You also take half damage from any attack done by dragon type creatures.

Ancient Magic[edit]

At level 18, you can now stop time. You can slow time, turn back time, even grant yourself extra turns. (Effects like these would cost anywhere from 7 to 10 mana)

Mana may change per costs depending on DM.

Dragon's Perfection[edit]

At level 20, your body has finally fully acclimated to the dragon's blood coursing in your veins. Any element (that you control) damage you take is now halved. For example, if you control the water element and a foe does cold damage to you then the damage you take is halved.

You also gain an increase to your Intelligence by 5. The max limit of your intelligence is 29.

The blood flows through you and you unlock a new power, a dragon's frightful presence. This makes you immune to all other frightful presences as well. The frightful presence works with creatures you pick that are up to 120 ft away from you. The creatures must make a DC 20 Wisdom saving throw to escape. If the creature succeeds then it is immune from your frightful presence for the next 24 hours. If the creature fails then it is frightened for 1 hour.

Dragon's Dogma[edit]

Embracing the blood that flows through you makes you a stronger mage. Your body stops fighting the new blood and fully accepts the dragon within you.

Magician's Teaching

Starting at level 3, all spells you would cast now cost 1 less mana. Spells that would cost 1 mana do not get reduced by this ability.

Elemental Enchantment

Starting at level 7, once per turn you can spend an action enchanting your own or an ally's weapon to do to elemental damage.

The ally must be next to you in order for you to enchant their weapon.

The enchantment must be of an element you currently control using mana. The enchantment lasts up to 5 turns and adds 1d6 damage of the element you chose.

As you level up the damage increases: 10th level is 1d8, 15th level is 1d10, 18th level is 2d8, and 20th level is 2d10.

Hidden Wisdom

At level 10, you add 4 to your Intelligence skill. This cannot exceed 24. You can now re-roll for any Arcana check. After using this feature, you cannot use it again until you finish a short or long rest.

Dragon's Brain

At level 15, you now can draw upon the blood within your body. Your blood boils with magical power and allows you to unleash a powerful magic. You can now cast a special magic nullification spell. For 10 mana you can cast a single target nullification that stops the target and only the target from casting spells as long as you concentrate on the spell, to a time limit of 1 hour or until the target succeeds on an Intelligence save against your Spell Save DC.

Dragon's Blessing

At level 18, your blood fusion is complete. You now have more dragon's blood inside of you than your original blood. This grants you darkvision for 30 ft. If you already have darkvision, this advancement adds 30 additional feet.

You now also gain a pair of dragon wings. The wings grant a flying speed of up to 60 ft. You can grow the wings from your body and when you don't desire them they go back inside your back. However, any armor you have will be destroyed unless it was made to accommodate the wings. The wings are half the size(height) of your character and if the room is too small then you can't summon them.

You gain additional + 2 to your AC due to your thicker dragon scales.

Once per long rest, you can use an Elemental Shout to call forth an Ancient or Adult dragon of your choice. The dragon stays with you until the end of the encounter. The shout will not work in enclosed spaces such as buildings or caves with no way in or out.

Dragon's Companion[edit]

You have dragon's blood flowing inside of you. You feel different from everyone else. No one can understand how the fusion is affecting you or the changes your body goes through. So why not make a friend that already has dragon's blood inside of it.

When the dragon is resting and gaining strength from you you may roll 1d20. If you land a 19 or 20 then you can skip the resting phase of your dragon and it can immediately hatch.

Dragon's Blood Egg

At level 3, you focus your heart and soul to conjure a dragon's egg. You fail. Then you decided to use your blood. You now have succesfully summoned a dragon's egg of your choice but with a twist. The egg is different from a normal dragon's egg; it's covered in blood and on top of that it feeds off your blood and you cannot put it down. During this phase, one of your hands is occupied holding the egg. You can only use one handed weapons and switch between using mana magic or your weapon. In addition, you have -2 to any of your charisma skills unless it is intimidation, which will have a +2 effect.

At level 4, the dragon egg hatches. You can only pick a Dragon Wyrmling from the 5e Monster Manual. Since the dragon came from your blood you can communicate with it using telepathy from up to a mile away. No one can control your dragon unless they take control of your mind first.

Dragon Evolution

At level 7, your dragon grows stronger. It needs to rest. The dragon claws you across the chest and goes inside your body. It feeds off the dragon blood inside of you to gain more strength. During this your dragon is unavailable and you have -5 to your total Hit Points.

At level 8, the wound gets bigger going across your entire chest from your neck to your waist. The wound explodes open allowing you see a dragon head coming out. Your dragon is now a Young Dragon; the wound vanishes and you go back to your original Hit Points.

Dragon's Rise

At level 10, your dragon gets more powerful. It needs more blood to grow. It bites off your arm and enters your body once again (Your dragon is now unavailable until it hatches). During this time you feel a new power inside of you. The dragon stops the circulation from going to your arm so you don't lose any more blood. However, you are one handed now. (If the DM allows, you can replace it with a prosthetic arm) In this level you gain +5 to your AC regardless of armor and you gain +5 to your mana. This also allows you to cast mana spells without needing an arm.

At level 11, the Dragon comes out in a blood form from the arm. (If any prosthetic is there the Dragon destroys it on the way out.) The dragon is now an Adult Dragon and it regrows your arm but in a new form. It is now a dragon's arm. You gain +2 strength but only when you use that arm. If you are doing something that requires both arms then the effect still stands. You arm now has claws and scales. This increases your AC by 1 and the claws do 1d4 piercing damage.

Dragon's Final Re-Birth

At level 15, your dragon rips off your head and turns into blood in order to return to your body from the neck down. On the way down your dragon uses its tail to put your head back into your body (Your dragon is now unavailable until it hatches).

At level 16, your dragon comes back through the way it came out. Your head explodes and an Ancient Dragon is seen flying out of your neck. Your head regenerates and you suffer no ill effects despite the rather... Aggressive re-emergence of your dragon. You now gain 30 feet of darkvision, and if you already had it then it increases by 30 ft.

Dragon's Bond

At level 18, 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.

Once per long rest, you and your dragon become one. When this is done you keep the highest stats of both of you and any trait gets passed on. You additionally gain +3 AC and +7 mana; as well as an additional die of damage for any attack made. This effect lasts for 1 hour. If you were to die then you would once again split into two separate beings with your dragon and both of you would have 10 hit points remaining.

Dragon Mage's Spell List[edit]

Since the Dragon's blood flows through you it makes spells easier for you to remember and cast. This allows you to cast spells from the Wizard Spell list which can be found here: https://roll20.net/compendium/dnd5e/Wizard%20Spells%20by%20Level#content

Gaining Access to Higher-Level Spells

You gain access to the ability to cast spells of a certain level at the same rate as Wizards; ex. to cast Fireball, you have to be a level 5 Dragon Mage (level 5 is when Wizards gain access to 3rd-level spell slots).

Cantrip

You gain cantrips to cast in a similar manner to Wizards; see the Wizard spell slot table to know how many cantrips you have at each level. Cantrips cost no mana to cast.

Mana Costs per Spell Level

Each spell costs an amount of mana equal to double the spell's level, provided you have the required level and ability to cast the spell in question. For example, a 1st-level spell would cost 2 mana, and a 5th-level spell would cost 10 mana. You can spend an amount of mana to cast a lower level spell at a higher level provided you have the ability to cast that level of spell; for example as a 5th-level Dragon Mage you can cast the 1st-level spell Magic Missile for 6 mana in order to cast it as a 3rd-level spell. Spells cast at a higher level gain effects or damage as detailed in the spell description, just as it would for Wizards.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragon Mage class, you must have a 17 intelligence and 15 wisdom.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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