Dragon (5e Class)
From D&D Wiki
- 1 Dragon
- 1.1 Creating a dragon
- 1.2 Class Features
- 1.2.1 Table: The Dragon
- 1.2.2 Scales
- 1.2.3 Multiattack
- 1.2.4 Dragon Breath
- 1.2.5 Dragon's Expertise
- 1.2.6 Lethal Strikes
- 1.2.7 Ability Score Improvement
- 1.2.8 Flight
- 1.2.9 Infused Strikes
- 1.2.10 Frightful Presence
- 1.2.11 Enhanced Breath
- 1.2.12 Draconic Vigor
- 1.2.13 Large Size
- 1.2.14 Alternate Form
- 1.2.15 Tail Sweep
- 1.2.16 Enhanced Senses
- 1.2.17 Comprehend Languages
- 1.2.18 Enhanced Breath
Creating a dragon
When creating a dragon think about your origin and history. Also, when creating a dragon ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, gain immense wealth, be at peace with nature or something else?
- Quick Build
You can make a dragon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution then Dexterity then Charisma. Second, you do not choose a background.
As a Dragon you gain the following class features.
- Hit Points
Weapons: Simple weapons
Saving Throws: Strength, Constitution
Skills: Choose four from Athletics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- no starting equipment, you start with gold
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Features||Breath Damage||Bite Damage||Claw Damage|
|1st||+2||Dragon Racial Traits, Scales, Multiattack||—||1d8||1d4|
|3rd||+2||Draconic Expertise, Lethal Strikes||2d10||1d10||1d4|
|4th||+2||Ability Score Improvement||2d10||1d10||1d4|
|5th||+3||Flight, Multiattack (2)||3d10||1d10||1d6|
|6th||+3||Ability Score Improvement, Infused Strikes||3d10||1d10||1d6|
|8th||+3||Ability Score Improvement||3d10||1d10||1d6|
|11th||+4||Large Size, Alternate Form||5d10||2d6||1d8|
|12th||+4||Ability Score Improvement||5d10||2d6||1d8|
|14th||+5||Ability Score Improvement||6d10||2d6||1d8|
|16th||+5||Ability Score Improvement||6d10||2d6||1d8|
|19th||+6||Ability Score Improvement||7d10||2d8||1d10|
Beginning at 1st level, whenever you take the Attack action on your turn, you may make a bite attack and a claw attack. You are proficient with these natural weapons. Your claws deal 1d4 + your Strength modifier slashing damage and your bite deals 1d8 + your Strength modifier piercing damage damage. The die for your claw attack and bite attack changes as you gain dragon levels, as shown in the Claw Damage and Bite Damage columns of the Dragon table.
The number of attacks increases to two claw attacks and one bite attack when you reach 5th level in this class and to two claw attacks and two bite attacks when you reach 17th level in this class.
At 2nd level, you gain access to the fabled breath attack of dragons. You can use your action to unleash this breath upon your enemies. Your Dragon Type determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Dragon Type. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d10 damage on a failed save, and half as much damage on a successful one. This die changes as you gain dragon levels, as shown in the Breath Damage column of the Dragon table. You may use your breath weapon twice, and you regain all uses of this feature when you finish a short or long rest.
Starting at 3rd level, you have started to master your draconic powers. You may gain proficiency in the Athletics, Deception, Intimidation, Investigation, Persuasion, or Stealth skill. If you already have proficiency in the skill, your proficiency bonus is doubled for any check you make with that skill.
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
At 5th level, from repeated practice, your wings finally work. You gain a flying speed equal to your walking speed.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 7th level, you can destabilize enemies with your mere presence. Whenever a enemy creature starts their turn within 30 feet of you, they must make a DC 8 + your proficiency bonus + your Charisma modifier Wisdom saving throw. On a failure, they are frightened of you until the start their next turn. If they succeed, they are immune to your Frightful Presence for 24 hours.
Starting at 9th level, your Dragon Breath doubles in range, ignores creature's resistance to the damage type dealt and immunity to the damage type dealt becomes resistance.
Starting at 10th level, the raw power of dragon's run's through your veins, allowing you to outlast all but the most stalwart of foes in battle. Whenever you kill a creature or get a critical hit, you gain temporary hit points equal to your dragon level + your Constitution modifier for 1 minute.
Starting at 11th level, your size becomes Large. You can carry, push, drag, or lift double the amount of a Medium sized creature.
Your flying speed is now equal to your proficiency bonus multiplied by 10 and your reach for your bite and claw attacks increases by 5 feet.
Starting at 11th level, you can assume the form of any humanoid of Medium size or smaller with a CR equal to 1/4 your level or lower as an action. This ability functions as a polymorph spell but does not require concentration to maintain and lasts until you either reuse the feature as an action to revert to your dragon form, drop to 0 hit points, or the spell is dispelled via antimagic zone, dispel magic, etc. You retain your proficiency bonus, ability scores, saving throws, and skill proficiencies of your dragon form and do not gain any skills or features of your new humanoid form. Upon dropping to 0 hit points in your humanoid form you revert to your dragon form and fall unconscious with 0 hit points and begin making death saving throws as normal. You lose all features of your Dragon class while in this form.
Starting at 13th level, you can use your tail to perform a disabling maneuver. As a bonus action, you can attempt to knock up to two Medium size creatures, or one Large creature prone, so long as they are within 5 feet of you and aligned appropriately. The targets of this feature must make either a Strength or Dexterity saving throw, with a DC equal to 8 + your proficiency bonus + your Strength modifier. A creature falls prone on a failed save, and remains standing on a successful one. If your targets are in front of you, you must turn your back to them to use this feature. You can use this feature a number of times equal to your Strength modifier. You regain all uses of this feature when you finish a short or long rest.
Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Also, as an action, you can focus your sight to perceive the hidden truths of the world. For 1 minute you have truesight within a 30 foot radius. Once you use this feature, you can not use it again until you finish a short or long rest.
Starting at 18th level, you can now understand the literal meaning of any spoken language you hear. You also understand any written language that you see, but you must touch the surface of the words as you read them. It takes around 1 minute to read a text page. Any symbol not part of a language cannot be read in this way.
Starting at 20th level, the power of your breath has reached new heights. You may now use your breath weapon 4 times, regaining all uses at the end of a short or long rest. However, if you use all four breath weapon usages and attempt to use your breath weapon for a fifth time before finishing a short or long rest, roll a percentile die. A roll of 25 or lower allows for a fifth and final unabated use of the breath weapon. A roll of 26-50 allows for a fifth and final breath weapon usage and two levels of exhaustion. A roll of 51-99 means a failure to use the breath weapon another time. A roll of 100 results in a backfire and you deal your full breath weapon damage to yourself.