Draconic Descendant, Variant (5e Class)
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- 1 Draconic Descendant
- 1.1 Creating a Draconic Descendant
- 1.2 Class Features
- 1.2.1 Table: The Draconic Descendant
- 1.2.2 Draconic Figure
- 1.2.3 Draconic Martial Arts
- 1.2.4 Dragon Breath
- 1.2.5 Dragon Fang
- 1.2.6 Draconic Prowess
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 1.2.9 Draconic Vitality
- 1.2.10 Dragon Breath Proficient
- 1.2.11 Draconic Senses
- 1.2.12 Draconic Skin
- 1.2.13 Draconic Wings
- 1.2.14 Draconic Fear
- 1.2.15 Draconic Body
- 1.2.16 Dragon Soul
- 2 Draconic Leader
- 3 Draconic Warrior
- 4 Draconic Sage
- 5 Multiclassing
As the night sky shone down on the heir of the mighty House Lartixa a grin spread across his lips, peeling back to reveal a maw of merciless finality. He had found deep within himself the quiet whisper of his Black Dragon ancestor and had coaxed that nigh undetectable voice into a roar so loud it had changed him forever, body and soul. His flesh grew thicker, horns pierced the crown of his skull, his fingernails seemed as swords and his teeth gnashed as daggers in a vice. Thorin was no longer a mere mortal, he had unlocked the bloodline of a long-forgotten lineage.
Whether the heir of a mighty house, a sorcerer's pet, or the bastard born child of a common brick layer; those with Draconic bloodlines can access their dormant Descendant powers (Allowed at your DM's discretion. Dragonborns automatically gain access to this class) if they search within themselves and quiet the noise that is their mortal blood, allowing the voice of their dragon ancestor to speak to them.
Creating a Draconic Descendant
- Quick Build
You can make a Draconic Descendant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom, then Constitution. Second, choose the Hermit background. Third, choose two handaxes.
As a Draconic Descendant you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Draconic Descendant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Draconic Descendant level after 1st
Armor: light armor, medium armor, shields.
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Constitution, Wisdom
Skills: choose two from Athletics, Intimidation, 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) Two Handaxes or (b) Light Crossbow and 10 Bolts
- (a) Any Martial Weapon and Shield or (b) Two Martial Weapons
- If you are using starting wealth, you have 3d4 X 10 in funds.
|1st||+2||Draconic Figure, Draconic Martial Arts, Dragon Breath||1d4|
|4th||+2||Ability Score Improvement||1d4|
|5th||+3||Extra Attack, Draconic Vitality, Dragon Breath Proficency||1d4|
|7th||+3||Draconic Prowess feature||1d6|
|8th||+3||Ability Score Improvement||1d6|
|10th||+4||Draconic Prowess feature||1d6|
|12th||+4||Ability Score Improvement||2d4|
|15th||+5||Draconic Prowess feature||2d4|
|16th||+5||Ability Score Improvement||2d6|
|18th||+6||Draconic Prowess feature||2d6|
|19th||+6||Ability Score Improvement||2d6|
Starting at level 1 your body begins to change to be more like that of a Dragon. Your skin molts over before growing itchcy and tight, before falling off altogether, revealing tough chitionous dragonscale. At the player's discretion they may add other draconic features such as a tail, pseudo-draconic legs, or any other aspect not already listed in the class' skills list (these do not add different attacks unless approved by your DM). You may also choose to use this at will as a bonus action if you are not already transformed. You may use another bonus action to deactivate the effects of Draconic Figure or to dispel certain effects of your transformation (Strictly to assist with the RP elements of DnD). Your AC without armor is 12 + your Dexterity modifier + your Wisdom modifier and you gain resistance to the energy damage associated with your Draconic Ancestor. If you already have resistance you instead gain immunity. If gestalting this and the Monk class together Draconic Figure will overrule the Unarmored Defense bonus.
|Dragon||Damage Type||Breath Weapon||*||Dragon||Damage Type||Breath Weapon|
|Chaos||Force||5 by 30 ft. line (Dex. save)||*||Prismatic||Radiant||15 ft. cone (Dex. save)|
|Bronze||Electric||5 by 30 ft. line (Dex. save)||*||Blue||Eletric||5 by 30 ft. line (Dex. save)|
|Copper||Acid||5 by 30 ft. line (Dex. save)||*||Black||Acid||5 by 30 ft. line (Dex. save)|
|Brass||Fire||5 by 30 ft. line (Dex. save)||*||Red||Fire||15 ft. cone (Dex. save)|
|Gold||Fire||15 ft. cone (Dex. save)||*||Green||Poison||15 ft. cone (Con. save)|
|Silver||Cold||15 ft. cone (Con. save)||*||White||Cold||15 ft. cone (Con. save)|
|Cobalt||Cold||5 by 30 ft. line (Con. save)||*||Yellow||Lightning||5 by 30 ft. line (Dex. save)|
|Iron||Lightning||5 by 30 ft. line (Dex. save)||*||Brown||Steam||15 ft. cone (Con. save)|
|Lead||Poison||5 by 30 ft. line (Con. save)||*||Grey||Cold||15 ft. cone (Con. save)|
|Mercury||Poison||15 ft. cone (Con. save)||*||Orange||Acid||5 by 30 ft. line (Con. save)|
|Mithral||Radiant||5 by 30 ft. line (Dex. save)||*||Purple||Acid||5 by 30 ft. line (Dex. save)|
Draconic Martial Arts
Due to the nature of the Draconic Descendants many have taken to forming their own monasteries, adopting similar principles and tenets akin to those of the various Monk orders. As such the usage of the body as a weapon is shared in great similarity to their Monk counterparts. Your practice of your newly reformed body grants you the mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.
Starting at level 1 you gain the claws of the dragon. You can multi-attack with them as an action making one claw attack per free hand. These claws do not inhibit your manual dexterity, nor are they long enough to gain advantage on athletics checks. Furthermore these claws count as unarmed strikes. They deal 1d4 +(your strength or dexterity mod) slashing damage. The damage dice increases to 1d6 at 6th level, to 2d4 at 11th, 2d6 at 16th level, and 3d6 at 20th level.
You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and Monk Weapons.
You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon.
When you use the Attack action with an Unarmed Strike or a monk 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.
Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon.
At 1st level, you gain a breath weapon related to the type of dragon blood flowing through your veins. The damage is equal to 2d6 + your constitution modifier and you shoot this breath in a 15ft cone or 30ft line. The opponents must make a dexterity or constitution save equal to 8 + your constitution (or dexterity) modifier + your proficiency half damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You may use this ability a number of times equal to your constitution before regaining all uses during a short rest.
Starting at level 2 you can make a bite attack as a bonus action. At level 2 the damage is 1d8 plus your strength or dexterity modifier. At 8th level, it becomes 1d10, and then at 16th level it becomes 1d12. At 3rd level, your natural weapons are considered magical in order to overcome resistance or immunity to non-magical attacks and damage.
At level 3 you get to pick your draconic prowess. You can either pick The Draconic Leader, The Draconic Warrior, or The Draconic Sage.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, your body continues changing to be much more durable like that of a Dragon. Your hit point maximum increases by an amount equal to twice your constitution modifier multiplied by your Draconic Descendant level. Whenever you gain a level in Draconic Descendant thereafter, your hit point maximum increases by an additional amount of hit points equal to twice your constitution modifier.
Dragon Breath Proficient
At level 5 you master the use of the breath weapon of your ancestor. The reach of your breath weapon doubles (from 15 ft. cone to 30 ft. cone and from a 30 ft. line to a 60 ft. line). The save DC for this is 8 + Your Constitution Mod + Your Proficiency Bonus. On a failed saving throw they take damage equal to your Breath weapon + your constitution modifier + 1d6, on a successful save they take half damage. Enemies adjacent to you caught in the breath attack make their save at disadvantage. You may use this ability a number of times equal to your constitution modifier + your proficiency bonus before regaining all uses during a short rest.
At level 6 you get advantage on perception checks relying on smell, taste, and hearing. And can detect an living being withing 30 Ft. This increses to 45ft at level 8 and 60 Ft at level 12.
At level 9 your skin gets thicker and scalier much like your ancestor. Your AC goes up by 1.
At level 11 you can sprout wings and gain a fly speed equal to your base movement speed. Flight uses athletics or acrobatics (Player discretion). You can only fly while carrying no more than a light load. You can glide while carrying a medium load, taking no damage from the fall and can travel horizontally at a ratio of two feet for every one you “fall”.
At level 13 you have advantage on all Intimidation checks you make.
At level 17 you begin to age similar to your draconic ancestor. For every ten years you only age one year. You still need to eat, sleep, and drink though.
At level 20 you can summon the soul of your ancestor to help you in battle for one minute. Your ancestor takes the form of an adult dragon that you are descended from. The DM controls this dragon as an npc and regardless of the alignment of the dragon they cannot attack the person who summoned them and its allies. You can only do this once a per long rest and regain this feature after a long rest.
Those who hold dragon blood within them are destined for greatness and great power. They are the ones who lead kingdoms into prosperity or rule with an iron fist. You are a beacon of power for all those to worship, whether you get this from fear or love is up to you.
At level 3 you gain proficiency with intimidation, persuasion, and Charisma Saving Throws. You know these to be the tools of a true leader and you know how to work around them.
Whether to be feared or loved
At level 3 you can make an action to make a charisma check to either frighten or charm up to three creatures your size or smaller within 10 feet of you. The save DC for this is 8 + your charisma modifier + your proficiency bonus. You can do this for half your level, rounded down, times a day and the effect lasts for, 1d6+ Your Charisma Modifier, rounds. The uses replenish after a long rest. At level 10 you can do this to large creatures. At level 15 you can do this to huge creatures and the rounds increase from 1d6 + Your Charisma Modifier to 2d6 + Your Charisma Modifier. At level 19 you can do this to all creatures regardless of size.
Benevolent or Malevolent
At level 7 you gain double proficiency in either persuasion OR intimidation. Depending on what you pick you can now add double your proficiency bonus to either frighten OR charm someone when using Whether to be feared or loved.
At level 10, if you are within 5 feet of an ally and an enemy targets that ally you can jump in the way of the attack and take the hit. This can be done either before or after the DM says whether or not the attack will hit.
At level 15 if you succeed in frightening an enemy you can make an attack with your claws or weapon as a bonus action.
At level 18 you can take 10 creatures, of any size, within 20 feet of you, under your control with either a persuasion or intimidation check. If the creatures are either frightened or charmed they suffer disadvantage on the saving throw. The Save DC is 8 + Proficiency Bonus + Your Charisma Modifier. You can do this for your half your level, rounded down, times per long rest and the effect lasts for half your level, rounded up, rounds.
These are the strongest of the strong, the toughest of the tough, and the mightiest of the mighty. They improve upon themselves by enhancing the gifts they already have. This leads them to becoming brutal warriors in combat, to the point where they may be even more brutal than their draconic ancestors. They wish to show the world just how strong they are.
At level 3 your body has begun to grow into a more powerful, draconic build. Your muscles grow as hard and dense as stone, making your body more difficult to damage and giving you extra impact in the blows you land. You gain +1 to your AC and you now add your proficiency bonus to your strength and dexterity based damage rolls.
Armor Sundering Enhancement
At level 7, when you make an attack roll with a bite or a claw attack, you can reduce the target's AC, up to 1d4 for the attack. On a critical hit, the target permanently loses AC equal to the AC reduced. At level 15, you gain an additional 1d4.
At level 10 you can roll an extra damage dice for one of your attacks on your turn. You can do this for half of your level, rounded down, times before a long rest. All uses come back after a long rest.
At level 15 you gain advantage on all strength checks and strength saving throws. You also deal 1d4+(strength modifier) damage when grappling and opponent due to your claws.
At level 18 if you make an attack with your claws you can make a breath or a weapon attack as a bonus action. The opponent has disadvantage on the saving throw for the breath attack and you have advantage on the weapon or bite attack.
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.
At level 3 you gain proficiency with the perception and insight skills. Your ancestor knew that you needed to know as much as you can about someone by the way they look, act, and speak.
At level 3 you can commune with your ancestor to gain advantage on either your perception or insight checks. You can only do this once a day, but it lasts for an hour. You regain this feature after every long rest.
At level 7 your passive perception increases by 2. At level 10 it goes up by 2 again and at level 15 it goes up by 4.
At level 10 you can allow your draconic ancestor to possess your body for an hour. During this hour you and your ancestor share control over your body and you are able to speak to them within the confines of your own mind. You gain a +1 to AC and have advantage on all attack rolls for this hour, so long as your ancestor is pleased with your actions. If your ancestor finds your actions distasteful it can choose to sever the connection at will, or even impose disadvantage on your actions. You can only do this once a day. You regain this feature after every long rest.
At level 15 you think more like a dragon. When fighting any draconic enemy, such as dragons, half-dragons, kobolds, or lizardfolk, you get advantage on all attack and saving throws against these creatures.
At level 18 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.
Prerequisites. To qualify for multiclassing into the Dragonkin class, you must meet these prerequisites: 13 Constitution, must speak Draconic.
Proficiencies. When you multiclass into the Dragonkin class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, martial weapons.