Dracotheurge (Scales of Fate Supplement)
Dracotheurge[edit]
“ | Within me burns the echo of ancient thunder, the breath of lost ages and the strength of forgotten gods. I do not merely carry the blood of dragons — I awaken it. | ” |
Heirs of dragon gods or great divine wyrms (like Bahamut or Tiamat), or even of powerful dragons, the Dracotheurge walk among mortals as living echoes of ancient legend. They are mystical warriors who channel their draconic essence through their bodies and spirits, shaping it with unwavering discipline and iron will. They do not rely on magics learned from tomes or priestly blessings — their power is innate, forged deep within their souls by bloodlines as old as the world itself.
With their bodies as conductors and their souls as catalysts, these fighters master unique techniques fueled by their ancient energy: an elemental breath that sweeps away enemies, scales that resist steel and fire, wings that cut through the skies, and a presence as majestic as it is terrifying.
Some are honorable warriors guided by draconic codes of justice and protection. Others are relentless tests, driven by pride and the fire that pulses through their veins. All, however, are living forces of a legacy greater than any kingdom — and with each step, they awaken a little more of the dragon god they may one day become.
Note:
Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression. 1>1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.
Creating a Dracotheurge[edit]
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A representation of Tiamat, the Goddess of the Evil Dragons, by Dracolisco |
A Dracotheurge is a master of their magic type as well as using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural power with elemental magic. Their power is that of a dragon's, which is where they draw their namesake. You can make a Dracotheurge quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Demigod, outlander, or hermit background. Third, choose the Theodracos.
Class Features
As a Dracotheurge you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dracotheurge level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dracotheurge level after 1st
- Proficiencies
Armor: none
Weapons: simple weapons, shortswords
Tools: one of your choice
Saving Throws: strength or dexterity, and constitution
Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) one simple weapon and one shortsword
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Natural Combat | Mana points | Draconic Agility |
---|---|---|---|---|---|
1st | +2 | Awakened Heritage, Natural Combat, Senses of the Dragon | 1d6 | — | +10 |
2nd | +2 | Mana, Devour Element | 1d6 | 4+con | +10 |
3rd | +2 | Draconic Archetype, Breath Weapon, Draconic Evolution | 1d6 | 6+con | +10 |
4th | +2 | Ability Score Improvement, Mana Resources | 1d6 | 8+con | +10 |
5th | +3 | Extra Attack | 1d8 | 10+con | +15 |
6th | +3 | Mana-Infused Strikes | 1d8 | 12+con | +15 |
7th | +3 | Draconic Mind, Resistant | 1d8 | 14+con | +15 |
8th | +3 | Ability Score Improvement, Mana-Enhanced Critical | 1d8 | 16+con | +15 |
9th | +4 | Mana Recovery | 1d10 | 18+con | +20 |
10th | +4 | Limit Break, Purity of Body | 1d10 | 20+con | +20 |
11th | +4 | Dragon Force | 1d10 | 22+con | +20 |
12th | +4 | Ability Score Improvement, Draconic Magic | 1d10 | 24+con | +20 |
13th | +5 | Comprehend Language | 1d12 | 26+con | +25 |
14th | +5 | Dragon Soul | 1d12 | 28+con | +25 |
15th | +5 | Timeless Body | 2d6 | 30+con | +25 |
16th | +5 | Ability Score Improvement, Draconic Form | 2d6 | 32+con | +25 |
17th | +6 | — | 2d8 | 34+con | +30 |
18th | +6 | Ability Score Improvement | 2d8 | 36+con | +30 |
19th | +6 | Ability Score Improvement | 2d8 | 38+con | +30 |
20th | +6 | Draconic Might | 2d8 | 40+con | +30 |
Awakened Heritage[edit]
Starting at 1st level, as dragon blood flows through your body, it causes physical traits of your dragon parent to emerge. As they learn and grow, Dracotheurges develop unique characteristics.
- Draconic Ancestry
You choose one of the following damage types of your dragon parent: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing and Thunder. You gain resistance to the chosen damage type and it will be used on features you gain later. If you are descendant of two types of dragons you can choose one additional damage type from your another dragon parent.
At 3rd level, when you gain your Breath Weapon, you follow the following table to know which modifier will be used to its saving throw, depending on your Draconic Ancestry damage type:
Damage Type | Breath Weapon Save Modifier |
---|---|
Acid | Dex. save |
Bludgeoning (magical) | Con. save |
Cold | Con. save |
Fire | Dex. save |
Force | Con. save |
Lightning | Dex. save |
Necrotic | Con. save |
Piercing (magical) | Dex. save |
Poison | Con. save |
Psychic | Con. save |
Radiant | Dex. save |
Slashing (magical) | Con. save |
Thunder | Con. save |
At 11th level, you gain immunity to the chosen damage type. Your Draconic Ancestry feature also benefits from your Mana-Infused Strikes when you gain it at 6th level.
- Draconic Resilience
Parts of your skin is covered by a thin sheen of dragon-like scales. When you aren't wearing armor and not wielding a shield, your AC equals to 11 + Dexterity modifier + Constitution modifier. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Draconic Movement
Your speed increases by 10 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. This bonus increases when you reach certain levels in this class, as shown in the Dracotheurge table.
At 7th level, you have learned to manifest your draconic wings, gaining a flying speed equal to your walking speed of which you fall at the end of your turn if you are still in flight. You may manifest your wings as a bonus action and may hide it as a free action.
At 9th level, you have learned to glide with your wings, avoiding falling at the end of your turn if you are still flying. Additionally, you no longer fall over liquid and vertical surfaces if you have at least 1 mana point.
Natural Combat[edit]
At 1st level, you are trained in a fighting style that combines your unarmed strikes, natural weapons, simple weapons and shortswords into a deadly form. You can use your unarmed strikes and draconic weapons, which are any natural weapon, simple weapon and shortswords, in this style.
You gain the following benefits while you are not wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for your attack and damage rolls with unarmed strikes and draconic weapons.
- You can roll a d6 in place of the normal damage of your unarmed strikes and draconic weapons. This die changes as you gain Dracotheurge levels, as shown in the Natural Combat column of the Dracotheurge table.
- When you take the Attack action with an unarmed strike or draconic weapon on your turn, you can make one additional attack with your unarmed strike or natural weapon as a bonus action.
- You have natural weapons, wich you are proficient in, and they are: claws (deals slashing damage), bite (deals piercing damage) and tail (deals bludgeoning damage). You may manifest and hide your natural weapons as a free action on your turn. Additionally, you may also grab creatures and objects up to 10 feet of you with medium or less size with your tail.
Senses of the Dragon[edit]
At 1st level, You become more in tune with your Draconic side, and your senses become more acute. You gain one the followings benefits:
- Enhanced Senses
- Your superior instincts warn you of imminent danger. You gain proficiency in Perception checks. If you are already proficient in this skill, you gain expertise instead. At 5th level, you gain a bonus to your Passive Perception equal to half your proficiency bonus (rounded down) and advantage in all your Wisdom (Perception) checks that rely on smell or hearing.
- Special Senses
- You gain sensorial capabilities beyond normal. You gain proficiency in Insight checks. If you are already proficient in this skill, you gain expertise instead. At 5th level, you gain advantage in all your Wisdom (Insight) checks and you can't be surprised.
- Eye of the Dragon
- You are able to perceive even the smallest details. You gain proficiency in Investigation checks. If you are already proficient in this skill, you gain expertise instead. At 5th level, you gain advantage on Intelligence checks when using smell or hearing and in checks to recall information about dragons.
At 9th level and 13th level, you can choose another Sense of the Dragon.
Additionally, at 3rd level, you gain Blindsight within a range of 10 feet. The range increase to 30 feet, at 11th level, and to 60 feet, at 18th level. At 15th level, your Darkvision's range increase to 120 feet.
Mana[edit]
At 2nd level, your Draconic Magic awakens. Your access to this Magic is represented by a number of Mana Points. You have a number of mana points equal to twice your Dracotheurge level + your Constitution modifier, as shown in the Mana points column of the Dragon Slayer table.
You can spend these points to fuel various Mana features. You start knowing four such features: Flurry of Blows, Patient Defense, Step of the Wind and Enhanced Strike. You learn more Mana features as you gain levels in this class.
When you spend a Mana point, it is unavailable until you finish a short or long rest, at the end of which you draw all of you expended Mana points into yourself. You must spend at least 30 minutes of rest meditating to recover your Mana points.
Some of your Mana features require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows:
Mana Save DC = 8 + your Proficiency Bonus + your Constitution modifier. Mana Attack Roll = Proficiency Bonus + Constitution modifier.
- Flurry of Blows
- Immediately after you take the Attack action on your turn, you can spend 1 mana point to make two attacks with unarmed strikes or natural weapons as a bonus action.
- Patient Defense
- You can spend 1 mana point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
- You can spend 1 mana point to take the Dash action as a bonus action on your turn, of which you don't provoke opportunity attacks and your jump distance is doubled for the rest of the turn.
- Enhanced Strike
- Before you make an unarmed strike or natural weapon attack, you may spend up to your proficiency bonus in mana points to empower your next strike. This enhancement lasts until you hit a creature with your unarmed strike, or until a minute passes. On a hit, you deal additional damage equal to 1d8 per point spent. This additional damage type depends on your Draconic Ancestry feature. You can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike or natural weapon. You can only use this enhancement again after it has ended. If you do not hit any attack until the end of the duration of this enhancement, you recover all points spent on it.
- Scales Armor
- On your or another creature's turn, and for an amount of mana points up to your Wisdom modifier (no action required), you can surround yourself with draconic scales for one minute. You gain temporary hit points equal to the amount of mana points spent times 5 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. If you cannot take actions due to a condition or effect you cannot use this feature.
- The temporary hit point value becomes 10 instead of 5 at 11th level.
Devour Element[edit]
At 2nd level, you become able to literally devour the same element of your Draconic Ancestry. When you are targeted by an feature or spell that deals the same damage of your chosen Draconic Ancestry, as a reaction, you may use Devour Element to consume that element. Due to you having resistance to its damage, you regain hit points equal to half of the damage absorbed by you (rounded up) and also recover a number of Mana points equal to half your Constitution modifier (rounded down, minimum 1). You gain temporary hit points and Mana points if you still have them at the maximum amount or if the damage absorbed exceeds your maximum. When you gain immunity to your Draconic Ancestry damage type, you now regain hit points equal to all damage dealt and recovers Mana points equal to your Constitution modifier.
You may also use Devour Element in common objects or elements as a bonus action, if you find it nearby. For example, if your Draconic Ancestry damage is fire, you may eat anything that has fire on it (like torches). Bludgeoning, Piercing and Slashing means you can eat metal, Cold means you can eat ice, Fire means you can eat fire, Force and Thunder means you can eat air, Lightning means you can eat electricity, Poison means you can eat poison, Acid means you can eat acid, Radiant means you can eat anything that is white and Necrotic means you can eat shadows. When using you Devour Element this way, you restore hit points equal to twice your Constitution modifier and Mana points equal to your proficiency bonus.
Draconic Archetype[edit]
Starting at 3rd level, you choose an archetype. You can choose between the Dragon Spirit and the Dragon Aspect. Your choice grant you features at 3rd level, and again at 6th, 11th and 17th levels.
Breath Weapon[edit]
At 3rd level, you have learned to use a dragon’s iconic weapon: the Breath Weapon. As an action, by spending mana points up to your Constitution modifier, you exhale a wave of energy that deals damage of the same type as your Draconic Ancestry. When using your Breath Weapon, you can choose the shape it takes (between a line or cone) and you may increase and decrease its range (a minimum of 10-foot line or 5-foot cone to a maximum of 30-foot line or 15-foot cone). Any creature in the area must succeed on a specific ability (depending on your Draconic Ancestry) saving throw, taking damage equal to 1d12 + a number of additional dice for each point spent on a failed save, or half as many on a successful one. It deals twice as much damage to objects and structures.
At 7th level, the initial damage becomes 2d12 and it deals thrice as much damage to objects and structures. At 11th level, the initial damage becomes 3d12 and it deals four times as much damage to objects and structures. At 15th level, the initial damage becomes 4d12 and it deals five times as much damage to objects and structures. At 18th level, the initial damage becomes 5d12 and it deals six times as much damage to objects and structures.
At 11th level, your Breath Weapon's range may also increase up to 60-foot line and 30-foot cone. At 18th level, your Breath Weapon's range may increase to 90-foot line and 60-foot.
Draconic Evolution[edit]
At 3rd level, as you grow in power, you also improve your overall abilities through natural progression and training. You gain one Draconic Enhancement of your choice that meets the prerequisites. You can choose another Draconic Enhancement at 6th, 9th, 15th, and 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, 18th 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. You may increase an ability score above 20 using this feature, up to a maximum of 22.
You may instead take a Draconic Enhancement or feats of your choice that you meet the prerequisites.
Mana Resources[edit]
At 4th Level, your prolonged use of your Mana has granted expanded knowledge in its use. You gain the following Mana features: Quickened Healing, Focused Aim and Reactive Defense.
- Quickened Healing
- As a bonus action, you may spend mana points up to your Constitution modifier and roll 1d8 per point spent. You regain a number of hit points equal to the result + your proficiency bonus. At 11th level, you may spend mana points up to twice your Constitution modifier.
- Focused Target
- When you miss with an attack roll, you may spend 1 to 3 mana points to increase your attack roll by 2 for each of these mana points you spent, potentially turning the miss into a hit. If you turn a miss into a hit in this way, you learn the target's exact AC.
- Reactive Defense
- You can spend 1 mana point to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
At 8th level, you know four more mana features, which are the followings: Iron Fist, Revenge Strike and Draconic Presence.
- Iron Fist
- When you hit a creature with an unarmed strike or natural weapon, you can spend 1 mana point to roll your Natural Combat die twice and choose the highest one. You deal damage equal to twice the result on that damage die.
- Revenge Strike
- When a creature hit you with an melee attack, you can spend 1 mana point to make an unarmed strike or natural weapon attack against your attacker as a reaction.
- Draconic Presence
- You can channel the dread presence of your dragon parent, causing those around you to become awestruck or frightened. As an action, you can spend 2 Mana points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. While Draconic Presence is active, you also exude an aura of the damage type of your Draconic Parent (if you have two or more, choose one of them). Any hostile creature that ends its turn within a 10ft radius of you must succeed on a Constitution saving throw or take damage equal to thrice your Constitution modifier in a fail. On a success, they take no damage.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times. At 18th level, you can attack four times.
Mana-Infused Strikes[edit]
Starting at 6th level, your unarmed strikes and natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also add an extra damage dice to the total damage of your choice depending on your Constitution modifier.
Mana-Infused Strikes | Damage Dice |
---|---|
If you have a +1 in Constitution | d4 |
If you have a +2 in Constitution | d6 |
If you have a +3 in Constitution | d8 |
If you have a +4 in Constitution | d10 |
If you have a +5 in Constitution | d12 |
Depending on your Draconic Ancestry, your extra damage die changes to a specific damage type. At 11th level, the attacks with simple weapons and shortswords are now considered magical.
- Elemental Mastery
- Additionally, whenever you deal damage of your Draconic Ancestry, you ignore resistance to its damage type. At 17th level, you treat immunity to its damage type as resistance.
Draconic Mind[edit]
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
At 15th level, you can also use this feature to end an ongoing effect that allow multiple Intelligence, Wisdom or Charisma saving throw to end the effect.
Resistant[edit]
At 7th level, your strength as a Dragon allows you to resist certain area effects, such as a blue dragon’s lightning breath or a "fireball" spell. Choose one of the following ability scores:
- Brawn - Strength.
- Evasion - Dexterity.
- Endurance - Constitution.
- Discernment - Intelligence.
- Intuition - Wisdom.
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores except constitution are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 17th level, you can choose one additional saving throw.
Mana-Enhanced Critical[edit]
At 8th level, while you have at least 1 mana point, your unarmed strikes and weapon attacks with draconic weapons score a critical hit on a roll of 19-20. At 16th level, you may score a critical hit on a roll of 18-20.
Mana Recovery[edit]
Starting at 9th level, you learn how to fastly recharge your pool of mana. As a bonus action, you may try to force your Mana to recharge, forcing you to make a DC20 constitution saving throw. On a failure, you will gain 1 level of exhaustion, which can be reduced upon taking a short or long rest instead of just upon taking a long rest. On a success, you regain half your maximum amount of Mana.
You can use this feature a number of times equal to half your proficiency bonus (rounded down), regaining all uses at the end of a short or long rest.
At 17th level, you can recover energy and fight at the same time, regaining 1 mana point per turn, while in a combat where your life is at risk (half or below of your maximum hit points). Additionally, the number of times you can use the Mana Recovery feature is now equal to your proficiency bonus and the DC to the saving throw becomes 15.
Limit Break[edit]
At 10th level, due to the constant use of mana, your body, mind and soul become stronger than ever. All your ability scores increase by +2. In addition, the maximum for your ability scores increase to 24. This maximum increase to 26 at 20th level.
Resilience of Body[edit]
At 10th level, your mastery of the mana flowing through you makes you immune to disease and poison.
Dragon Force[edit]
Starting at 11th level, you have learned to embrace the full magical power of your Draconic Ancestry. During this form, your have a Half-Dragon-like appearance. As a bonus action, by spending 5 Mana points, you enter in Dragon Force for 1 minute, gaining the following benefits:
- Dragon Scales. Parts of your body is covered by dragon scales of the same color of your Draconic Ancestry (if you have more than one, you may mix all or choose one). You gain a bonus to your AC equal to half your proficiency bonus (rounded down).
- Sharpened Senses. Your senses sharpen even further. Your Blindsight increase by 10ft. and your Darkvision by 20ft. Also, once per round, you may reroll a failed Investigation or Perception check.
- Reinforced Mind. The Mana flowing through you also affects your mind. You can't be charmed or frightened and you gain resistance to psychic damage.
- Draconic Agility. You gain an additional action on each of your turns. That action can be used to take the Dash, Disengage, Dodge, Attack or Use an Object actions. If you choose the Attack action, you can only make one attack.
- Half-Dragon Form. Due to this form, your natural weapons and your wings are constantly manifested. Additionally, your Breath Weapon deals one additional damage dice.
- Elemental Flow. Due to your element constantly flowing out, your unarmed strikes and natural weapons attacks deals an additional damage equal to twice your Constitution modifier. This damage type depends on your Draconic Ancestry feature. If you have two or more damage types you may choose which damage you deal at the moment of each the attack you make.
You may deactivate it with no action required. When Dragon Force ends, you must make a Constitution saving throw. On a failed save, you are incapacitated until the end of your next turn, as a wave of lethargy sweeps over you. On a success, nothing happens. At 14th level you no longer need to make this saving throw.
Draconic Magic[edit]
At 12th level, you learn a magic that use the element of your dragon parent. Choose four spells of 6th level or lower (if lower than 6th level, up cast it to 6th level). The spell must deal the same damage type as your dragon parent. You must spend Mana points equal to the spell's level to cast it (without material components if the spell requires them).
Comprehend Languages[edit]
Starting at 13th level, you can understand the literal meaning of any spoken language you hear. You also understand any written language you see, but you must touch the surface of the words as you read them. It takes about 5 rounds to read a page of text. Any symbol that is not part of a language cannot be read in this manner.
Dragon Soul[edit]
Beginning at 14th level, your mastery of Mana grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 Mana point to reroll it and take the second result.
Timeless Body[edit]
At 15th level, your Mana sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need to breath, eat, drink, or sleep, and you can't be put to sleep by magic.
Draconic Form[edit]
At 16th level, the constant use of draconic powers allows you to assume a full Draconic Form. As a bonus action, by spending 10 Mana, you grow into a full dragon form. On an elemental burst caused by the transformation, all creatures within 10 feet of you take damage of your Draconic Ancestry equal to your Constitution modifier added twice. If you have two or more elements, you must choose one damage to deal. You gain the following benefits for 1 minute, while you are in Draconic Form:
- Full Dragon Scales. Your dragon scales now fully covers your body. The bonus to your AC becomes your proficiency bonus.
- Sharpened Senses. Your senses sharpen even further than when you are in a Half-Dragon form. Your Blindsight increase by 20ft. and your Darkvision by 30ft. Also, once per round, you may reroll a failed Investigation or Perception check and you may perform checks with these skills as a bonus action.
- Reinforced Mind. The Mana flowing through you also affects your mind. You can't be charmed or frightened and you gain resistance to psychic damage.
- Draconic Agility. You gain an additional action on each of your turns. That action can be used to take the Dash, Disengage, Dodge, Attack or Use an Object actions. If you choose the Attack action, you can only make up to two attacks.
- Dragon Form. Due to this form, your natural weapons and your wings are constantly manifested. Additionally, your Breath Weapon deals two additional damage dice, you have advantage on attacks made with your natural weapons and your flying speed becomes equal to twice your walking speed.
- Dragon Body. You have the shape of a real dragon. Your size is large and you can attack with unarmed strikes and natural weapons or grab creatures up to 10ft. of you or 15ft., if you use your tail. You also gain advantage on Intimidation checks. Due to your body being of a dragon, you cannot wield weapons, shields or wear armor, unless it is made to your actual size.
- Elemental Flow. Due to your element constantly flowing out, your unarmed strikes and natural weapons attacks deals an additional damage equal to thrice your Constitution modifier. This damage type depends on your Draconic Ancestry feature. If you have two or more damage types you may choose which damage you deal at the moment of each attack you make.
- Draconic Resistance. Whenever you take nonmagical bludgeoning, piercing or slashing damage, you can reduce the damage taken by an amount equal to half your Dracotheurge level + your Constitution modifier.
You may deactivate it with no action required. When Draconic Form ends, you must make a Constitution saving throw. On a failed save, you are incapacitated until the end of your next turn, as a wave of lethargy sweeps over you. On a success, nothing happens. At 20th level you no longer need to make this saving throw.
Draconic Might[edit]
At 20th level, all your ability scores increases by +4. Once on each of your turns you can use a mana feature that costs 1 mana point without spending any mana point. Additionally, you may take one Draconic Enhancement of your choice.
Draconic Archetype[edit]
Dragon Spirit[edit]
Focusing the magic of your Draconic Ancestry into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your Mana into specialized techniques.
- Affinity with Mana
Starting at 3rd level, you have a deeper connection and affinity with your mana. Every time you use a feature where you can spend an amount of mana points, you may spend 1 additional mana point. In addition, you gain the Powerful Descendant feat.
At 10th level, everytime you spend an amount of mana points in a feature that you can spend an amount of mana, it will count as if you spent twice as much, however the maximum amount you can reach remains the same. In addition, you reduce the amount you spend on any features that use mana points by half of your proficiency bonus (rounded down, to a minimum of 1). At 17th level, you now reduce the cost by your proficiency bonus.
Additionally, when you gain a Draconic Enhancement through your Draconic Evolution feature, you may choose one additional Draconic Enhancement. You also may ignore one prerequisite when taking a Draconic Enhancement, that cannot be a level requirement.
- Dragon's Drive
At 3rd level, you have learned how to use your Mana to boost your physical prowess, as a bonus action you can spend 2 Mana point to gain the following benefits for 1 minute:
- Your Strength, Dexterity and Constitution scores increase by +2.
- Any kind of speed you have is increased by 30ft.
- You gain advantage on strength, dexterity and constitution saving throws.
You cannot use this feature while your Dragon Force or Draconic Form are active. At 18th level, you may use it while your Dragon Force or Draconic Form are active.
- Mana Manipulator
At 6th level, your control over mana becomes greater. You gain the following benefits to your features:
- Enhanced Strike. Whenever you use a Enhanced Strike, its damage tier will be increased by one tier.
- Scales Armor. While your Scales Armor is active, you regain temporary hit points equal to your proficiency bonus at the beginning of your turns. These temporary hit points cannot go above the maximum amount of armor you can have.
- Breath Weapon. When you use your Breath Weapon you may choose to target a single creature. You make a Mana Attack Roll against one creature, on a hit it deals damage as normal.
- Draconic Resonance
At 11th level, you have learned to draw upon the spirits of other dragons. Choose two another damage types from the Draconic Ancestry feature, they also benefits from your features in this class.
In addition, your efficiency, your potency, and your versatility is beyond of any dragon that has ever seen. When you use any features that uses mana you may choose for their action cost to be reduced by 1 (full turn action->action->bonus action->free action->you gain one additional free action just for using said feature). If this would reduce the action cost of a reaction you gain 1 additional reaction only for using said feature. You may only gain an additional Reaction once per round per feature. Additionally, you can spend up to your Constitution modifier whenever you're using a mana feature to increase its DC by the amount spent.
- Divine Blood
Starting at 17th level, you have learned to draw on the power of dragon divinity, increasing your own power. Your Dragon Force now lasts for 10 minutes. At 20th level, your Draconic Form now lasts for 10 minutes and your Dragon Force has no time limit.
In addition, whenever you would activate your Dragon Force or Draconic Form features, you may spend 5 additional Mana points to activate them as a free action. This additional mana points cannot be reduced by any feature.
Finally, you may take one Draconic Enhancement of your choice, ignoring its prerequisites.
Draconic Fighter[edit]
You become specialized to use your Mana to improve your body and your combat prowess.
- Natural Combatant
Starting at 3rd level, you are an adept of fighting styles that uses your own body. Your Natural Combat damage die when using unarmed strikes and natural weapons increase by one tier, and whenever you spend mana into the Enhanced Strike feature, it will count as if you spent double the amount. This still cannot add more dice than your proficiency bonus.
At 14th level, whenever you use a Enhanced Strike, any mana spent into them, will count as if you spent quadruple the amount. This still cannot add more dice than your proficiency bonus.
Additionally, you gain either Natural Strength or Natural Speedster Draconic Enhancements, ignoring its prerequisites.
- Improved Scales
Also at 3rd level, while your Scales Armor is active, you regain temporary hit points equal to your proficiency bonus at the beginning of your turns. These temporary hit points cannot go above the maximum amount of armor you can have. Additionally, while it is active, you also gain a bonus to your AC equal to half your proficiency bonus (rounded down).
Additionally, your temporary hit points value becomes 10 instead of 5. At 11th level, it becomes 15 instead of 10.
- Specialized Natural Combat
At 6th level, you learn how to use your Natural Combat in different forms. You can use the Flurry of Blows, Patient Defense or Step of the Wind without expending Mana, once per turn. In addition, once per round for 3 mana points, you can raise the limit of one Enhanced Strike to double your proficiency bonus.
Additionally, your unarmed strikes and natural weapons gain a bonus to their attack and damage rolls. This bonus is half of your proficiency bonus, rounded down.
You gain either Colossal Physique or Untraceable Speed Draconic Enhancements, ignoring one prerequisites that cannot be a level requirement.
- Rain of Blows
At 11th level, your experience in your combat prowess shines through. As a free action after you have taken Flurry of Blows on this turn, you may spend mana up to half of your proficiency bonus, rounded down, making a number of unarmed strikes or natural weapon attacks equal to the amount spent to a maximum of 3.
Additionally, your Mana-Infused Strikes may scale with your Strength or Dexterity modifier instead of your Constitution.
- Refined Natural Combat
At 17th level, Your mana use to natural combat is more refined than the average Dracotheurge's. You will gain the followings:
- Flurry of Blows. When you use this feature, you can now make three unarmed strikes instead of two.
- Patient Defense. You gain advantage on constitution and strength saving throws when you use the Dodge action granted by this feature, as long as you benefit from the Dodge.
- Step of the Wind. When you take the Dash action granted by this feature, you instead gain extra movement equal to twice your speed. Additionally, when you take the Disengage action granted by this feature, you gain extra movement equal to your speed for the current turn.
Additionally, you gain either Sweeping Tail Attack or Wing Attack feat, ignoring its prerequisites. If you already have both, you may choose another feat of your choice, ignoring its prerequisites.
Draconic Enhancement[edit]
Powerful Descendant[edit]
Prerequisites: 2nd level.
Whether through your ancestry or through simply being born that way, your mana reserves are naturally immense. You will add your Dracotheurge level added twice + your proficiency bonus added twice when calculating your Mana maximum.
Movement Versatility[edit]
Prerequisites: a Dexterity of 13 or higher.
Whether through pure talent or because of your draconic heritage, you have learned new ways to move. You gain the following benefits:
- Your Dexterity score increases by 1, up to its maximum.
- You choose a speed from either the following: swimming, climbing, or burrowing. This speed is equal to your walking speed.
If you choose swimming as your speed, you also gain the Amphibian feature, which grants you the ability to breathe air and water.
This enhancement can be taken multiple times, each time selecting a different type of movement.
Sweeping Tail Attack[edit]
Prerequisite: 11th level, Strength or Dexterity score 15 or higher.
You can use your tail to perform a incapacitating maneuver. You gain the following benefits:
- Your Strength or Dexterity increase by 1, up to its maximum.
- As a bonus action, you can attempt to trip up to three Medium or smaller creatures, or one Large creature, prone, as long as they are within the reach of grab and attacks with your tail and aligned appropriately. Targets of this feature must make a Strength or Dexterity saving throw (their choice) against your Mana Save DC. On a failed save, they take bludgeoning damage equal to your Natural Combat damage die added three times and are knocked prone. On a successful one, they take half as much damage and are not knocked prone. If your targets are in front of you, you must turn your back to them to use this feature. If you are in your Draconic Form, the number of Medium or smaller creatures you can knock prone increases to six, and you can knock prone up to three Large creatures even if they are not already prone.
Wing Attack[edit]
Prerequisite: 9th level, Strength or Dexterity score 14 or higher.
You learn that your wings can make more than only grant you flying. You gain the following benefits:
- Your Strength or Dexterity increase by 1, up to its maximum.
- As an action, you can flap your wings. Each creature within 10 feet of you must succeed on a Dexterity saving throw against your Mana Save DC or take bludgeoning damage equal to three times your Natural Combat damage die and are knocked prone. on a success, they take half as much damage and are not knocked prone. You can move up to half your flying speed when making this attack. If you are in your Draconic Form, you can strike creatures within 20 feet of you.
Shapechange[edit]
Prerequisite: 5th level, a Charisma of 14 or higher.
As an action, you can magically polymorph into a humanoid or beast with a challenge rating no higher than your level divided by four (rounded down). While in this form, you retain your alignment, hit points, hit dice, ability to speak, proficiencies, lair actions, and uses of legendary resistance (if any), and your Intelligence, Wisdom, and Charisma scores. Otherwise, your statistics and capabilities are replaced entirely by those of the new form, with the exception of this ability, which you retain, and any class features or legendary actions of the new form, which you do not gain.
Any equipment you are wearing or carrying is absorbed or supported by the new form (your choice). If you die while in this form, your form reverts to its true nature. You can use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.
All-Seeing Wyrm[edit]
Prerequisites: 13th level, Wisdom score of 16 or higher.
Your senses are especially keen. You gain the following benefits:
- Your Wisdom score increases by 1, up to its maximum.
- As a bonus action, you can gain truesight out to the radius of your blindsight. This lasts for 1 minute or until you end it early (no action required). You can use this feature a number of times equal to half your proficiency bonus (rounded down) and regain all uses as soon as you finish a long rest. At 20th level, your truesight lasts indefinitely.
Wyrm Mimicry[edit]
Prerequisites: Charisma score of 14 or higher.
You have the gift of replicating sounds and voices you have heard almost flawlessly. You gain the following benefits:
- Your Charisma increase by 1, up to its maximum.
- A creature that hears the sounds you make using this feature can tell if they are imitations only with a successful Wisdom (Insight) check against your Mana Save DC. On a failed save, your sound is considered real.
Improved Forms[edit]
Prerequisites: Must have a Constitution of 22 or higher, Dragon Force and Draconic Form features and must have used each of them at least 5 times, 17th level.
Your constant use of your transformations has allowed you to learn how to make the most of your potential in combat. You gain the following benefits:
- Your Constitution score increases by 1, up to its maximum.
- While in your Dragon Force or Draconic Form, you gain advantage on Constitution saving throws. If a class feature, feat, or another Draconic Enhancement gives you advantage on Constitution saving throws, you can add a bonus equal to half your Constitution modifier to its saves.
- When you take the additional action granted by Dragon Force or Draconic Form, you can make the full number of attacks you can make per turn.
- Your Breath Weapon while in Dragon Force or Draconic Form deals an additional damage die, and your unarmed strikes or natural weapons damage die in these forms increases by one tier.
- While in those forms, others creatures have disadvantage in their unarmed strikes or weapon attacks against you due to your element constantly flowing out.
Natural Strength[edit]
Prerequisites: Must have at least Strength of 15 or more.
You have been born unnaturally strong, capable of destroying walls with just sheer brute force. You will gain the following benefits:
- Your Strength score increases by 1, up to its maximum.
- Your unarmed strike and natural weapons damage die increases by 2 tiers (1->d4->d6->d8->Etc.).
- You may use your Strength modifier instead of your Dexterity modifier when calculating your AC through Draconic Resilience.
Colossal Physique[edit]
Prerequisites: Must have a Strength of 17 or more, Natural Strength.
The strength you now possess is capable of matching experts at mana reinforcement or massive and strong enemies. You gain the following benefits:
- You will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
- Your unarmed strike and natural weapons damage die increases by 1 tier (d8->d10->d12->Etc).
- You become proficient in the Athletics skill if you were not already proficient. If you were proficient in Athletics, you gain expertise instead. Lastly, if you already possess expertise in Athletics then you can add your proficiency to all Strength checks you make.
- Any attack roll you make which uses Strength deals twice as much damage to objects and structures. This may use Constitution if you have Mana Reinforcement.
- You have learned to put your weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee weapon attack, you can force the creature hit to make a Strength saving throw (DC8 + your proficiency bonus + your Strength modifier). On a failure, they are knocked directly back a number of feet equal to your Strength modifier times 10. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of your damage roll (rounded down). If your attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
- Whenever you make a Strength check or saving throw, you can give yourself advantage on the roll. You can do this a number of times equal to your Strength modifier, regaining all uses after taking a long rest. This may use Constitution if you have Mana Reinforcement.
Natural Speedster[edit]
Prerequisites: Must have at least Dexterity of 15 or more.
You have an innate speed advantage over others of your kind or have trained intensely on your agility. You will gain the following benefits:
- Your Dexterity score increased by 1, up to its maximum.
- Your movement speed increases by 15 feet.
- You have two reactions instead of one in each round of combat.
- A number of times equal to your Dexterity modifier you can use Patient Defense as a free action.
Untraceable Speed[edit]
Prerequisites: Must have a Dexterity of 17 or more, Natural Speedster.
Even by the supernatural standards of the draconic beings, your agility is a trait that makes you just as fearsome as any other. You will gain the following benefits:
- If an action or feature increases any of your speeds, it is further increased by a number of feet equal to 5 times your Dexterity modifier (A minimum of 5ft). This may use Constitution if you have Mana Reinforcement.
- You gain proficiency in one Dexterity skill of your choice or expertise if you were already proficient in the chosen skill. You can also add half of your proficiency bonus to all Dexterity checks you make that you weren't already proficient in.
- You may perform the Dash action or make a Skill Check you are proficient in as a bonus action.
- As a reaction to passing a saving throw or an attack roll being made against you, you may move up to half of your speed in a direction of your choice. This movement cannot be used to exit domains. If this movement would cause you to leave the area targeted by an attack roll you’re reacting to you may roll a Acrobatics check to attempt to fully dodge. You roll against the attack roll, causing the attack to miss regardless of your armor class if your Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though you still move as normal. This roll automatically fails if the attack was a critical hit, unless you’re 10 or more levels above the attacker’s level, or CR if they don’t have a level. If you fail this roll by no more than 3 against an attack targeting one of your limbs with the Limb System then though you can’t fully dodge you may change which limb is targeted. In the case of a saving throw you are unaffected by the saving throw if you move out of the area of effect.
- You can make one melee attack as a reaction if you moved into range of a creature or a creature enters your range. You can only do this once per creature per round.
Strong Body[edit]
Prerequisite: Must have 15 Constitution or more.
You have proven yourself to be very durable, making taking you down a very hard task. You will gain the following benefits:
- Your Constitution score increases by 1, up to its maximum.
- You will now add your Constitution modifier twice when calculating hit points gained per level.
- You will reduce all damage you take but psychic or thunder by your Constitution modifier. Attacks using Mana or magic can bypass this, unless you're under the effects of Scales Armor.
- You are proficient in death saving throws.
Draconic Wall[edit]
Prerequisites: You must have 17 Constitution or more, Strong Body.
Your endurance is from out of this world, no matter what you're not going down in the battlefield. You will gain the following benefits:
- You have advantage on Constitution saving throws.
- Your hit point maximum increases by your level times 3, and whenever you gain a level thereafter, you will gain an additional 3 hit points toward your hit point maximum.
- As a reaction upon hitting 0 hit points, you can spend a hit die to fall to the amount rolled in hit points. This can be used as much as your Constitution modifier. All uses are restored on a long rest.
Resilient[edit]
Prerequisites: You must have at least 15 on your Constitution score.
Your resilience is no joke, enabling you to survive much more than normal Dracotheurges during long periods of fighting. All of your Hit Dice increase in size by one step, and as a result, your hit points increase by an amount equal to your level + 1. Whenever you gain Hit Die and hit points after you have acquired this feat, your newly gained Hit Die is treated as though it was one size larger. You can take this feat any number of times, but you cannot increase a Hit Die above d12.
Design Note: The calculation should be as if you had that hit die from level 1 onwards. If you calculate it and you have more hit points than you would if you had the increased hit die from level 1, then you did it wrong(such as increasing the initial increase of hp for each level, or increasing your hp by level*2+2 to “account” for the hit die increase itself.
Normal HD |
Enhanced HD |
---|---|
d4 | d6 |
d6 | d8 |
d8 | d10 |
d10 | d12 |
d12 | d12 |
Immense Mana[edit]
Prerequisites: Must have a Constitution of 16 or higher.
Your Mana has massive reserves, making you become a Mana powerhouse. You gain the following benefits:
- Your Constitution score increases by 1, up to its maximum.
- You will add your proficiency bonus and you can add your Constitution modifier one additional time when determining your Mana points maximum.
Overflowing Mana[edit]
Prerequisites: Must have Constitution of 18 or higher, Immense Mana.
Your Mana reserves are so absurdly massive that they seem practically endless at times even allowing you to perform great feats of Draconic beings when others run out of Mana.
You gain the following benefits:
- Your Constitution score increases by 1, up to its maximum.
- You will add half of your character level (rounded up) + your proficiency bonus when calculating your Mana points maximum.
Dense Mana[edit]
Prerequisites: Must have a Constitution of 22 or higher, Overflowing Mana or Powerful Descendant, at least 6th level.
Your Mana is far more dense than a normal Dracotheurges, allowing your applications to be more powerful. You can choose one of the following options:
- Dense Strikes. Your Enhanced Strike damage dice tier is now a d12.
- Durable Scales. Your Scales Armor temporary hit point amount is now the amount of Mana points spent times 15, times 20 at 11th level.
- Destructive Breath Weapon. Whenever you use your Breath Weapon, it deals an extra damage equal to thrice your Constitution modifier. If you have spent the maximum amount of Mana in your Breath Weapon, the extra damage becomes six times your Constitution instead of thrice.
- Mistical Enhancement. Whenever you use a damage dealing feature that utilizes Mana its damage dice will be increased by one tier,(d6->d8->d10). This feature does not apply to Enhanced Strikes if you have the Dense Strikes option as that counts as an increase already for this improvement. It also doesn't apply to Enhanced Strikes of your Mana feature.
Mana Enhanced Body[edit]
Prerequisites: Must have one Physical Ability Score (Strength, Dexterity or Constitution) of 16 or higher, must have an 18 or higher of Wisdom score, 12th level.
Your entire body is enhanced by the mistical energy of Mana, making you excel in tasks people who train their bodies all their lives can't. You gain the following benefits:
- Whenever you make a Strength, Dexterity, Intelligence, Wisdom or Charisma saving throw, you may spend Mana points up to your Constitution modifier as a reaction to add the number of mana spent as a bonus to the saving throw.
- When attacking with your unarmed strikes or weapons you are proficient with, you may add half of your Constitution modifier (rounded down) to your attack and damage rolls. This only applies if you currently have 1 mana or more.
Mana Reinforcement[edit]
Prerequisites: Must have two Physical Ability Scores (Strength, Dexterity or Constitution) of 16 or higher, Mana Enhanced Body, 16th level.
Having been continuously running mana through your body at such an efficient rate, you are capable of dynamically reinforcing it at an unconscious level. You gain the following benefits so long as you have at least 1 mana:
- When you make a Strength, Dexterity or Constitution ability check, you may add your Constitution modifier to it.
- When calculating your jump distance and height, you may add your Constitution score when calculating distance and modifier when calculating height. Additionally your jump distance and height are doubled.
- You may add your Constitution score when determining your carrying capacity. Your carrying capacity (including maximum load and maximum lift) is also doubled.
- Whenever you are calculating your AC through Draconic Resilience, you may add half of your Constitution modifier to the final result. This second instance of adding your Constitution score counts as if you were using two separate ability scores for the purposes of other features and rules.
- The Mana-Infused Strikes feature now inflicts an additional die of damage.
- You gain an extra reaction. This extra reaction can only be used to provide a bonus to your saving throws from the feature found in the Mana Enhanced Body feat.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dracotheurge class, you must meet these prerequisites: Strength or Dexterity of 14, Constitution of 14 and must be a draconic being.
Proficiencies. one skill in this class.
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