Dragon Heir (5e Class)
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- 1 Dragon Heir (Variant Monk Class)
- 1.1 Creating a Dragon Heir
- 1.2 Class Features
- 1.2.1 Table: The Dragon Heir
- 1.2.2 Draconic Resilience
- 1.2.3 Natural Combat
- 1.2.4 Draconic Heritage
- 1.2.5 Ki
- 1.2.6 Sprouting Wings
- 1.2.7 Devour Energy
- 1.2.8 Draconic Senses
- 1.2.9 Dragon Heir Style
- 1.2.10 Slow Fall
- 1.2.11 Ability Score Improvement
- 1.2.12 Extra Attack
- 1.2.13 Ki-Empowered Strikes
- 1.2.14 Elemental Mastery
- 1.2.15 Evasion
- 1.2.16 Stillness of Mind
- 1.2.17 Dragon Presence
- 1.2.18 Dragon Soul
- 1.2.19 Timeless Body
- 1.2.20 Dragon Force
- 1.2.21 Draconic Might
- 1.3 Dragon Spirit
- 1.4 Dragon Aspect
- 1.5 Woken Heritage
- 1.6 Natural Predator
- 1.7 Multiclassing
Dragon Heir (Variant Monk Class)
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Her fist engulfed in lightning, she charges into a horde of kobolds. striking them down until she's the last one standing. An elf stands in front of a wyvern, he takes a battle stance, and unleashes a torrent of poison gas from his hands.
Dragon heirs, or dragon monks, are a unique type of monk. They are taught by dragons elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their element from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their “type” is fixed. However, they can be given a material manifestation. Due to their draconian mentors, they possess keener senses such as sight, hearing, and smell. They also have some defining physical characteristics such as reptilian pupils, sharper canines, or dragon scales in various places.
Creating a Dragon Heir
A dragon heir is a master of 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 dragons, which is where they draw their namesake.
As a Dragon Heir you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- A gift from the dragon that raised and taught you (trinket of choice)
At 1st level, you are trained in a style of combat that combines your natural weapons and simple weapons in a mortal fashion. You can use your unarmed strikes and natural weapons and simple weapons that don't have the two-handed or heavy property in this style.
You gain the following benefits while you are unarmed or wielding only the aforementioned simple weapons and you aren't wearing armor or wielding a shield:
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Dragon Heir levels, as shown in the Martial Arts column of the Dragon Heir table.
- 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 club, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
You can also attack with your natural weapons. Treat them as simple weapons you are proficient with, and they are the following: claws (1d6, slashing damage, light), bite (1d8, piercing), wings (at 2nd-level, 1d8 bludgeoning). Your natural weapons only show when you summon then, as a bonus action. You can hide your natural weapons as a bonus action.
At 1st level, As dragon blood flows through your body, it causes physical traits of your dragon parent to emerge. Part of your skin is covered by a thin sheen of dragon-like scales, you choose one type of element that was of your dragon parent. The damage type associated with each dragon is used by features you gain later.
Choose from one of the following damage types: Acid, Poison, Cold, Fire, Lightning, Necrotic, or Radiant. The chosen type will affect your Dragon Heir features.
In addition, you can read, write, and speak Draconic.
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Dragon Heir level determines the number of points you have, as shown in the Ki Points column of the Dragon Heir table.
You can spend these points to fuel various ki features. You start knowing four such features: Dragon's Roar, Devour Element, Step of the Wind and Steel Punch Spree. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Charisma modifier
- Dragon's Roar
As an action, at the cost of 1 ki points, you can exhale destructive energy. Your draconic heritage damage type that you chose determines the damage type of the exhalation. When you use your breath weapon, you can choose the shape it takes: either a 30-foot line or a 15-foot cone. Any creature in the area must succeed on a Dexterity saving throw. A creature takes damage equal to your martial arts die for each proficiency bonus point you have on a failed save, or half as much damage on a successful one.
- Strengthening Wings
- Steel Punch Spree
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Starting at 2nd level, you start to learn how to manifest your dragon wings. As a bonus action, you can summon those wings to fly up to 10 feet to any direction. You need to end your movement on the ground, or else you fall. You can fly for more time as you gain levels in this class, as shown in the sprouting wings table on the Dragon Heir table.
You can't be wearing armor or wielding a shield to be able to use your wings.
At 9th level, you learn how to use these wings to glide. When you fall, you can move 10 feet forward for each 5 feet of descent.
Starting at 3rd level, when you are targeted by an effect of the same damage type as your draconic heritage's element, as a reaction, you can consume the damage of an attack, becoming immune to that effect.
In addition, you can spend 1 ki point to release that energy on an attack. If you do so, your next successful attack until the end of your next turn deal additional damage equal to your martial arts die. This additional damage ignore resistance and immunity to damage.
At 3rd level, you become more in tune with your Draconic side, your senses become more keen. Particularly your senses of smell and hearing. You gain a +2 to your Passive Wisdom (Perception), you also gain advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks when using hearing and scent.
Dragon Heir Style
Choose a Focus Style, which describes how you trained your innate draconian power: Dragon Spirit, Dragon Aspect, Woken Heritage, or Natural Predator. All of these are detailed at the end of the class description.
Your choice grants you features when you choose it at 3rd level and again at 6th, 11th, and 17th level.
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your dragon heir level.
Ability Score Improvement
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.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. this also applies to your elemental strikes.
Starting at 6th level, you have resistance to your chosen damage type. In addition, the damage type related to your Draconic Heritage ignores resistance.
At 10th level, you have immunity to your chosen element , and your elemental damage ignores Immunity
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Beginning at 13th level, you can spend 4 ki points to channel the dread presence of your dragon parent, causing those around you to become charmed or frightened. As an action, you can 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 charm) 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.
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. However, you can still die of old age. In addition, you no longer need food or water.
At 18th level, you are able to draw on the full power of a dragon. As a bonus action, you may spend 4 ki points to enter into Dragon Force. This effect lasts for 1 minute, or until you dismiss it and grants you the following benefits:
- You gain resistance to all damage types, except psychic, due to dragon scales forming on your body. The color of the scales are the same as your dragon parent's scale color.
- You may use your Dragon's Roar feature as a bonus action.
- Your unarmed strikes deal additional 1d6 damage of your draconic heritage type on a hit.
- You have advantage on your attacks with unarmed strikes
- You don't fall if you end your flying movement outside the ground.
In addition, you can also spend 1 ki point to become able to fly freely, without needing to end your movement on the ground, for 10 minutes.
Additionally when you roll for initiative and have no Ki points remaining, you may gain 4 ki points.
Focusing the magic of your parent dragon into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your magic along with your parent's into specialized techniques.
- Draconic Uproar
At 3rd level, you have learned how to attack your opponents at great distances. You can make an elemental attack that deals damage equal to your natural combat die. The damage type is the same of your draconic heritage. In addition, you can use two other versions of this feature:
Overcharged. You can use your bonus action to overcharge this elemental attack. On a hit, your first successful hit with the Draconic Uproar deal additional damage equal to twice your natural combat die. If you spend 1 ki point, you can deal additional damage equal to four times your natural combat die.
- Draconic Resonance
At 6th level, you have learned to draw upon the spirits of other dragons. You may choose 1 other damage type from the draconic heritage list. As a bonus action, you can spend 1 ki point and deal additional 2d8 damage of chosen element. You can spent one additional point to increase the damage
- Overcharged Breath
Starting at 11th level, you can fully manifest the power of your dragon's breath. As an action, you can exude a cone of 60-foot or 100-foot per 5-foot line, dealing 2d6 damage to all creatures in the area on a failed Dexterity saving throw. You can spend up to ki points to increase the damage in 2d6, up to 8d6. You can also spend 1 additional ki point to deal maximum damage with this breath weapon.
- Royalty Mode
Starting at 17th level, you have learned to draw on the power of dragon royalty, increasing your own attack power. When you deal damage from your draconic heritage type, you can use your reaction to enhance the elemental power of that strike. When you do so, you add 2d10 damage with that attack.
You have been practicing every day, and through your rigorous training, the magic power of the dragons flows through you and has brought change to your body, making you stronger and tougher.
- Draconic Restoration
You have learned to draw upon your draconic power to cure yourself. Starting at 3rd level, you can use a bonus action and spend 1 ki point to regain 1d8 + Constitution modifier hit points. You can spend a number of ki points up to half your level in this class on the same turn to roll 1 additional d8 per ki point spent.
- Unyielding Body
Starting from 3rd level, your Strength score, your Constitution score, and your hit point maximum cannot be reduced and anytime you come under the effect of exhaustion you can treat it as one level less then it actually is.
- Dragon Fist
Starting at 6th level, you have learned how to draw on the strength of dragon's to hone your Iron Strike. On your turn, the first creature you hit with an unarmed strike or natural weapon takes an additional 1d6 points of damage of that type.
- Scales of Immunity
at 17th level you have learned to bring out your inner dragon to protect yourself from attacks. When you are hit by an attack, you can use your reaction to add your Charisma modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn.
- Dragon Growth
At 3rd level, you can draw from your heritage, assuming the form of a dragon. As a bonus action, you can spend 1 ki point to grow into the dragon form in a elemental explosion. All creatures within 10 feet of you take damage equal to your natural combat die + your Charisma modifier, from your heritage's type.
You gain the following benefits, for 10 minutes or until you become incapacitated:
- You have advantage on all your Strength checks and saving throws.
- Your size becomes large.
- You can choose to deal damage from the chosen type, instead of the natural combat damage die, when you make a unarmed strike.
- Dragon Senses
When you reach 6th level, you can awake your senses. As a bonus action, or as part of the bonus action you take to activate your Dragon Growth, you can spend 1 ki point to awake your senses for 10 minutes. For the duration, you gain the following benefits:
- You gain darkvision up to a range of 120 feet.
- You gain blindsight up to a range of 30 feet.
- You have advantage on Wisdom (Perception) and Charisma (Intimidation) checks.
- You can make a Wisdom (Perception) check as a bonus action on your turn.
- Draconic Body
Starting at 11th level, when you awake your draconic growth and senses, you can assume the full form of a dragon, gaining the following benefits:
- Whenever you take slashing, bludgeoning or piercing damage, you can reduce the damage taken by an amount equal to your Charisma + your Constitution modifier.
- Once on each of your turns when you hit a target with unarmed strike, you add your Charisma modifier to the damage roll.
- True Nature
Starting at 17th level, you can finally unleash your true draconic self. As a bonus action, you can spend 5 ki points to transform yourself for 10 minutes. You gain the benefits of the earlier features, and the additional ones:
- You gain a +2 bonus to Armor Class.
- Once in each of your turns, you deal additional damage with your unarmed strikes equal to your natural combat die. The damage type is the same of your draconic heritage.
- Savage Destroyer
When you choose this subclass at 3rd level, you start to gain more control over your draconic natural weapons. You can either develop a natural weapon you already have, or develop a new one, from the options bellow:
- Tail: Your tail deals damage equal to your natural combat die, and have the reach property.
- Bite: Your bite deals 1d10 piercing damage on a hit.
- Elemental Spit: Your elemental spit deals 1d8 damage + your natural combat die, from your chosen type, and has a range of 60 feet. It requires a ranged weapon attack to hit.
- Winged Parry
Starting at 3rd level, you can use your wings to block incoming attacks. As a bonus action, you can give yourself +2 to your AC until the end of your next turn.
- Elemental Destruction
Starting at 6th level, when you hit a target with your natural attack, you can spend 1 ki point to deal additional damage equal to your natural combat die. The damage type is the same from your draconic heritage.
- Sharp Claws
At 11th level, you add +1 to your attacks and damage rolls with your unarmed strikes and natural attacks. This bonus is not cumulative with magical bonuses of any nature. This bonus increase to +2 at 17th level.
- Glancing Blow
When you reach the 17th level, you never fully miss your attacks. Once in each of your turns when you miss an unarmed strike or an attack with a natural weapon with a roll of 2 or higher, you deal damage to that target equal to a roll of your natural combat die, without adding any bonuses or modifiers.