Draconic Descendant (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 (Requires Dragonborn)
- 1.2.2 Draconic Figure
- 1.2.3 Dragon Claws
- 1.2.4 Dragon Breath Proficient
- 1.2.5 Draconic Prowess
- 1.2.6 Ability Score Increase
- 1.2.7 Extra Attack
- 1.2.8 Draconic Vitality
- 1.2.9 Draconic Senses
- 1.2.10 Draconic Skin
- 1.2.11 Draconic Wings
- 1.2.12 Draconic Fear
- 1.2.13 Draconic Body
- 1.2.14 Dragon Legacy
- 1.3 Draconic Leader
- 1.4 Draconic Warrior
- 1.5 Draconic Sage
- 1.6 Multiclassing
|"An honorable and rare group with exceptional physique"|
As the night sky shone down on the Dragonborn heir to the mighty House Abraxas 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 scales grew thicker, his horns longer, his claws seemed as sword and his fangs as daggers in a vice. Thrax was no longer a mere Dragonborn, he had unlocked his birthright.
Whether the heir of a mighty house or the bastard born son or daughter of a common brick layer; each Dragonborn has within them the ability to unlock their Draconic Descendant power if they search within themselves and quiet the noise that of 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, Strength should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose two handaxes.
As a Draconic Descendant (Requires Dragonborn) you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Draconic Descendant (Requires Dragonborn) level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Draconic Descendant (Requires Dragonborn) 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, Dragon Claws||1d6|
|3rd||+2||Draconic Prowess, Dragon Breath Proficency||1d6|
|4th||+2||Ability Score Improvement||1d6|
|5th||+3||Extra Attack, Draconic Vitality||1d6|
|7th||+3||Draconic Prowess feature||1d8|
|8th||+3||Ability Score Improvement||1d8|
|10th||+4||Draconic Prowess feature||1d8|
|12th||+4||Ability Score Improvement||1d8|
|15th||+5||Draconic Prowess feature||1d10|
|16th||+5||Ability Score Improvement||1d10|
|18th||+6||Draconic Prowess feature||1d12|
|19th||+6||Ability Score Improvement||1d12|
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; your AC without armor is 10 + your Dexterity modifier + your Constitution modifier.
Starting at level 1 you gain the claws of the dragon. Your unarmed attacks now deal slashing damage and deal 1d6 + your strength. These claws do not inhibit your manual dexterity, nor are they long enough to gain advantage on athletics checks to climb and hold your self. They deal 1d6+(your strength or dexterity mod) damage. The damage dice increases to 1d8 at 7th level, to 1d10 at 13th level, and to 1d12 at 18th level.
Dragon Breath Proficient
At level 3 you master the use of the breath weapon of your ancestor. The reach of your breath weapon doubles (from 15’ cone to 30’ cone and from a 30’ line to a 60’ 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 Dragonborn 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 proficiency bonus before regaining all uses during a short rest.
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.
At level 6 you get advantage on perception checks relying on smell, taste, and hearing. And can detect any living being within 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, at GM 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 inherit the legendary dodging ability of your draconic ancestor. You now have the ability to use the Legendary Resistance feature twice. After the second time, you must take a long rest before using this feature again.
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 Charisma modifier, rounded up, times a day and the effect lasts for 10 minutes. The target can attempt a saving throw each turn to no longer be frightened. 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. 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 must before the DM confirms if the attack hits.
At level 15 if you succeed in frightening an enemy you can make an attack with your claws or weapon as a bonus action. The enemy will then have advantage on their saving throws against being frightened.
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 Charisma Modifier, rounded down (minimum of 1), times per long rest and the effect lasts for 10 minutes. Unwilling participants can continue to make their saving throws as a bonus action each turn.
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 based damage rolls.
Armor Sundering Enhancement
At level 7, when you succeed on an attack roll with a bite or a claw attack, you can reduce the target's AC, up to 1d4 for the attack until the end of your next turn. On a critical hit, the target permanently loses AC equal to the AC reduced.
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 Strength Modifier, rounded down (minimum of 1), times before a long rest. All uses come back after a long rest.
At level 15, you can channel your draconic blood to fuel your strength. For an amount of turns equal to half your level, rounded down, you have advantage on strength based checks and saving throws. For every two turns that this feature is used, you gain one point of exhaustion.
At level 18, you can make an extra attack as a bonus action each turn. However, every consecutive turn that this is used gives the user a point of exhaustion.
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 1. At level 10 it goes up by 1 again and at level 15 it goes up by 1 one more time.
At level 10 you can allow your draconic ancestor to possess your body for 1 minute. During this minute 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 have advantage on all attack rolls for this minute, 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 persuasion, deception, and intimidation checks against them to counter the disadvantage of fighting them.
At level 18 the bond between you and your ancestor is increased to the fullest. You gain the Natural Explorer ability that Rangers have when you are in the terrain that your ancestor has lived in previously. (Ex. The user gains the Natural Explorer ability in the mountains if their Ancestor was a Silver or White dragon.)
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.