Dragonkin (5e Class)
From D&D Wiki
- 1 Dragonkin
- 1.1 Creating a Dragonkin
- 1.2 Class Features
- 1.2.1 Table: The Dragonkin
- 1.2.2 Draconic Figure
- 1.2.3 Dragon Claws
- 1.2.4 Dragon Fang
- 1.2.5 Dragon Breath
- 1.2.6 Draconic Prowess
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 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 Soul
- 1.3 Draconic Leader
- 1.4 Draconic Warrior
- 1.5 Draconic Sage
- 1.6 Multiclassing
Creating a Dragonkin
- Quick Build
You can make a Dragonkin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Sailor background. Third, choose two handaxes.
As a Dragonkin you gain the following class features.
- Hit Points
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||1d4|
|2nd||+2||Dragon Fang, Dragon Breath||1d4|
|4th||+2||Ability Score Improvement||1d4|
|7th||+3||Draconic Prowess feature||1d4|
|8th||+3||Ability Score Improvement||1d6|
|10th||+4||Draconic Prowess feature||1d6|
|12th||+4||Ability Score Improvement||1d6|
|15th||+5||Draconic Prowess feature||1d6|
|16th||+5||Ability Score Improvement||1d8|
|18th||+6||Draconic Prowess feature||1d8|
|19th||+6||Ability Score Improvement||1d8|
Starting at level 1 you can change your body to be more like that of an Dragon. You have the scales of an Dragon; your AC w/o armor is 13 + Constitution modifier. You must pick a draconic ancestor from among the chromatic (red, blue, green, white, black, etc.) dragons or the metallic dragons(brass, bronze, copper, gold, and silver), and you have resistance to their elemental damage and if you already have resistance to the element you gain immunity. You also know Draconic.
Starting at level 1 you gain the claws of the dragon. You can multi-attack with them as an action. They deal 1d4+(your strength mod/dexterity mod) damage. The damage die increases to 1d6 at 8th level, and to 1d8 at 16th level.
Starting at level 2 you can make a bite attack as a bonus action. At level 2 the damage is 1d6+(strength mod), at level 8 it becomes 1d8+(strength mod), and then at level 16 it becomes 1d10+(strength mod)
At level 2 you get to use the very same breath weapons your ancestor used. The save DC for this is 8 + Your Constitution Mod + Your Proficiency Bonus. On a failed saving through they take 2d6 damage, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can choose your firebreath type from a dragon of your choice.
Note: If you are a playing as a dragonborn, or already have a fire breath otherwise, then anyone in the range of your breath attack has disadvantage on the saving throw and can add your con mod to the damage.
At level 3 you get to pick your draconic prowess. You can either pick the Draconic Leader, The Draconic Warrior, or the Draconic Sage.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At level 6 you get advantage on perception checks relying on smell, taste, and hearing. And can detect an living being withing 30 Ft. This increses to 45ft at level 8 and 60 Ft at level 12.
At level 9 your skin gets thicker and scalier much like your ancestor. Your AC goes up by 1.
At level 11 you can sprout wings and gain a fly speed of 30 feet. You can do this for half your level, rounded down, times a day. You regain all uses of this feature after a long rest.
At level 13 you have advantage on all intimidation checks you make.
At level 17 you begin to age similar to your draconic ancestor. For every ten years you only age one year. You still need to eat, sleep, and drink though.
At level 20 you can summon the soul of your ancestor to help you in battle for one minute. Your ancestor takes the form of an adult dragon that you are descended from. The DM controls this dragon as an npc and regardless of the alignment of the dragon they cannot attack the person who summoned them. You can only do this once a per long rest and regain this feature after a long rest.
Those who hold dragon blood within them are destined for greatness and great power. They are the ones who lead kingdoms into prosperity or rule with an iron fist. You are a beacon of power for all those to worship, whether you get this from fear or love is up to you.
At level 3 you gain proficiency with intimidation, persuasion, and Charisma Saving Throws. You know these to be the tools of a true leader and you know how to work around them.
Whether to be feared or loved
At level 3 you can make an action to make a charisma check to either frighten or charm up to three creatures your size or smaller within 10 feet of you. The save DC for this is 8 + your charisma modifier + your proficiency bonus. You can do this for half your level, rounded down, times a day and the effect lasts for, 1d6+ Your Charisma Modifier, rounds. The uses replenish after a long rest. At level 10 you can do this to large creatures. At level 15 you can do this to huge creatures and the rounds increase from 1d6 + Your Charisma Modifier to 2d6 + Your Charisma Modifier. At level 19 you can do this to all creatures regardless of size.
Benevolent or Malevolent
At level 7 you gain double proficiency in either persuasion OR intimidation. Depending on what you pick you can now add double your proficiency bonus to either frighten OR charm someone when using Whether to be feared or loved.
At level 10, if you are within 5 feet of an ally and an enemy targets that ally you can jump in the way of the attack and take the hit. This can be done either before or after the DM says whether or not the attack will hit.
At level 15 if you succeed in frightening an enemy you can make an attack with your claws or weapon as a bonus action.
At level 18 you can take 10 creatures, of any size, within 20 feet of you, under your control with either a persuasion or intimidation check. If the creatures are either frightened or charmed they suffer disadvantage on the saving throw. The Save DC is 8 + Proficiency Bonus + Your Charisma Modifier. You can do this for your half your level, rounded down, times per long rest and the effect lasts for half your level, rounded up, rounds.
These are the strongest of the strong, the toughest of the tough, and the mightiest of the mighty. They improve upon themselves by enhancing the gifts they already have. This leads them to becoming brutal warriors in combat, to the point where they may be even more brutal than their draconic ancestors. They wish to show the world just how strong they are.
At level 3 your body has begun to grow into a more powerful, draconic build. Your muscles grow as hard and dense as stone, making your body more difficult to damage and giving you extra impact in the blows you land. You gain +1 to your AC and you now add your proficiency bonus to your strength based damage rolls.
Armor Sundering Enhancement
At level 7, when you make an attack roll with a bite or a claw attack, you can reduce the target's AC, up to 1d4 plus half your strength modifier rounded down, for the attack. On a critical hit, the target permanently loses AC equal to the AC reduced. At level 15, you gain an additional 1d4.
At level 10 you can roll an extra damage dice for one of your attacks on your turn. You can do this for half of your level, rounded down, times before a long rest. All uses come back after a long rest.
At level 15 you gain advantage on all strength checks and strength saving throws. You also deal 1d4+(strength modifier) damage when grappling and opponent due to your claws.
At level 18 if you make an attack with your claws you can make a breath or a weapon attack as a bonus action. The opponent has disadvantage on the saving throw for the breath attack and you have advantage on the weapon or bite attack.
Rather than use your draconic blood for strength or leadership, you use it for the insight and wisdom associated with such old beings. You lead not through fear or love but from the guidance and experience of your draconic ancestor. Regardless of their former alignment in life they will do their best to guide you in the right path for you.
At level 3 you gain proficiency with the perception and insight skills. Your ancestor knew that you needed to know as much as you can about someone by the way they look, act, and speak.
At level 3 you can commune with your ancestor to gain advantage on either your perception or insight checks. You can only do this once a day, but it lasts for an hour. You regain this feature after every long rest.
At level 7 your passive perception increases by 2. At level 10 it goes up by 2 again and at level 15 it goes up by 4.
At level 10 you can allow your draconic ancestor to possess your body for an hour. During this hour you and your ancestor have control over your body and you can ask your ancestor anything they would know about. On top of that your AC goes up by 10 for this hour and add 10 to your attack rolls. You can only do this once a day. You regain this feature after every long rest.
At level 15 you think more like a dragon. When fighting any draconic enemy, such as dragons, half-dragons, kobolds, or lizardfolk, you get advantage on all attack and saving throws against these creatures.
At level 18 the bond between you and your ancestor is increased to the fullest. You have access to any memories of your ancestor. Depending on the situation you can use these memories to gain advantage on a skill roll, you can navigate a place your ancestor has been to flawlessly, you can use your ancestor's perception as your own, etc. You can only do this for half of your level, rounded down, times a day.
Prerequisites. To qualify for multiclassing into the Dragonkin class, you must meet these prerequisites: 13 Constitution
Proficiencies. When you multiclass into the Dragonkin class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, simple weapons, martial weapons.