Dragonsmith (5e Class)
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- 1 Dragonsmith
- 1.1 Not quite a Rider Per Se
- 1.2 Creating a Dragonsmith
- 1.3 Class Features
- 1.3.1 Table: The Dragonsmith
- 1.3.2 Dragon Companion
- 1.3.3 Keen Blade
- 1.3.4 Adept with Armor
- 1.3.5 Rookie Dragonsmith
- 1.3.6 Spellcasting
- 1.3.7 Ability Score Increase
- 1.3.8 Greater Smithy
- 1.3.9 Smith On The Go
- 1.3.10 Synergy
- 1.3.11 Tosser
- 1.3.12 Craftsmanship
- 1.3.13 Reputation
- 1.3.14 Partners
- 1.3.15 Forge
- 1.3.16 Not Astray
- 1.3.17 True Dragonsmith
- 2 Dragon
A female warrior with a tiny dragon perched on her shoulder and a sword slung around her waist comes upon a mass of black agglutination. At her command, her dragon suddenly grows in size to a large beast, bearing fangs like knives and howling breath. She in turn draws her blade and the two rush to battle.
Not quite a Rider Per Se
A Dragonsmith is a warrior whose two best weapons are their dragon and their sword. A dull sword dampens dragonfire and a weak dragon leads the sword astray. A unique feature of the dragon is that it has a convenient travel package size and can morph into a large, battle-ready size in a blink. They are not to be ridden for long periods and must recharge in their smaller state. These warriors are also special in that they often craft their own dragon's shed scales into their armor and weapons, making them pretty good craftsmen as well as fighters. Many go to the Dracademy to properly hone their skills before setting off to fight impending perils, though a fair amount do train alongside Dragon Riders and other warriors.
Creating a Dragonsmith
|A young Dragonsmith and her dragon|
Establish a good story about your character's past with their dragon. How did they meet? Did your character hatch the dragon themselves? How long have they been comrades? Did your character attend training at the Dracademy or were they trained in unorthodox settings? Why are they adventuring now?
- Quick Build
You can make a Dragonsmith quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma and lastly, Strength. Second, choose the City Watch background. Third, choose Acrobatics and Perception for your class skills.
As a Dragonsmith you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers and a shortsword or (b) one martial melee weapon of your choice
- Scale mail
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- Smith's tools
- If you are using starting wealth, you have 5d4 X 10 gp in funds.
|Features||—Spell Slots per Spell Level—|
|1st||+2||Dragon Companion, Keen Blade||—||—||—||—|
|2nd||+2||Adept with Armor, Rookie Dragonsmith||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—|
|6th||+3||Smith On The Go||3||—||—||—|
|8th||+3||Ability Score Improvement||4||2||—||—|
|12th||+4||Ability Score Improvement||4||3||—||—|
|16th||+5||Ability Score Improvement||4||3||3||—|
|19th||+6||Ability Score Improvement||4||3||3||1|
Starting 1st level, a dragon is your companion. It will fight for you with all of it's might. If it is slain, the bond you share allows you to return it to life. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic and bond to create a new body for it. You must have either the shell of its original egg, or a part of its body to complete this ritual.
The companion obeys your commands as best it can. In battle, it rolls its own initiative and acts on its own turn but you determine its actions, decisions, attitudes, and so on, playing like another character. If you are incapacitated or absent, your companion acts on its own.
Your dragon has abilities and game statistics determined in part by your level. It starts with the stats provided at the end of the class description. Your dragon uses your proficiency modifier. It gains proficiency in the same skills and saving throws as the Dragonsmith. Your companion gains hit points and hit dice together with your character level. Whenever you gain the Ability Score Improvement class feature, your partner’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. More on the dragon's features are given at the end of the class description.
You also gain the benefit of learning to speak, read and write draconic.
You are one with your weapon. It can be wielded with ease, like an extension of yourself. Starting 1st level, when you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Adept with Armor
Starting 2nd level, whenever you are wearing armor, you get a +1 bonus to AC.
You have the power to channel some of the power of your dragon into your attacks. Starting 2nd level, you gain advantage in attack rolls as long as your dragon is within 5 feet of the target.
Starting 3rd level, you have a bit of magic to aid you in your endeavors. This magic comes as a result of the synergy you have with the magic creature that is your dragon and will aid you both greatly as you grow in strength together.
- Spellcasting ability
Spell save DC = 8 + Proficiency bonus + Charisma Modifier
Spell attack modifier = Proficiency bonus + Charisma Modifier
- Spellcasting slots
The Dragonsmith table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Each time you gain access to a new level of spell, you learn a single spell chosen from the warlock spell list of the appropriate level.
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.
Starting 5th level, you can double your proficiency bonus in smith's tools.
Smith On The Go
As a growing smith, you have the abilities to properly upkeep weapons and polish them to their finest, almost like you're a portable blacksmith for you and your allies. Starting 6th level, if you have Smith tools to use, you may expend one hour during a short or long rest to repair weapons or armor to their default quality. You also may spend a minute during a long or short rest to sharpen a weapon, having the same potency as if you had a whetstone.
You and your dragon, though different entities, share information and thus grow in expertise together. Starting 9th level, you can double up to two of any of your skill proficiencies. In addition, your bond with your weapon also grows. You may spend one hour to bond with a weapon of your choice. You may only have one bonded weapon at a time. This weapon can be summoned back to your hand with a bonus action so long as it is within 600 feet of you.
Starting 10th level, you can't be a lame duck just because your sword is still in the smith's. You gain proficiency in improvised weapons.
Starting 11th level, weapons you sharpen as a Smith On The Go double in bonuses from your deft hand. You also now craft items with half the time required.
Starting 14th level, you are quite an impressive builder for your name. This reflects in your confidence in your weapons. When you make a melee weapon attack, you may add your Charisma modifier to the attack roll, in addition to your Strength modifier and proficiency bonus.
Starting 15th level, when your dragon isn't all that large, it's still your very useful companion! And it's even better when it's big too! While your dragon is in its normal size, you both have a base passive Perception of 15. You also have advantages in Insight and Intimidation checks.
Starting 17th level, you can make a lot of things more efficacious thanks to your impressive skill as a smith. You may spend an hour on an improvised weapon to double its damage die. You may also spend an hour on a regular weapon and add an extra damage die. You must complete a long rest before using this feature again.
Starting 18th level, sometimes things feel desperate and you just want to throw your sword at a far flung enemy. Well, good thing you're an expert at making sure your sword does not fly astray. You can now throw all sword weapons up to 60 feet with advantage in attack rolls, no penalties, and have it deal its damage die equal in piercing damage.
Starting 20th level, your blade does not go astray and your dragon's fire does not dampen. When you are within 5ft of your dragon, you may expend an action and have your dragon expend its reaction. Your dragon coats your blade in its aura, strengthened by the bond you share. You then fling this weapon at a creature up to 60 feet away by making a ranged weapon attack. Upon a successful hit, if the target has less than 100 hit points, it dies instantly. If not, it takes 5d8 magical piercing damage and your weapon remains stuck there. You may use this feature once, regaining use after a long rest.
You dragon is your greatest partner. Here are it's stats:
tiny dragon, same as the rider (or really close, must have at least one in common)
Travel Sized. Your dragon is considered tiny until it uses Metamorph. It can occupy the same space as you. While it is tiny, all damage die of its attacks are halved.
Metamorph (3/day). By having your dragon expend an action, it can change its size from tiny to Large for 3d10 turns, during which various features can be used. You may dismiss this effect with a bonus action.
Bite. Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier piercing damage
Claws.Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 2d4 + Strength modifier slashing damage.
Tail.Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier bludgeoning damage.
Starting 1st level your dragon gains a breath weapon. Your dragon makes a ranged magical attack on a target, forcing them to make a saving throw. The type of save throw and type of damage depend on the type of dragon. The DC is 8 + its Constitution modifier. The damage is 1d6, and it gains +1d6 every 3 levels after 1st level. The range starts with a 15 ft cone or a 5 by 30 ft line, and it increases by 5 ft every 3 levels after 3rd level.
Dragon Type Features
Since not all dragons are alike, there are a few types to consider for your choice of a partner.
Purple dragons can appear black when their scales are actually a dark indigo. This type of dragon specializes in psychic power and has three red eyes. It is a rare variety of dragon seen around in former human civilizations. This dragon has resistance against psychic damage, and its breath deals psychic damage.
Starting at 1st level, this dragon can communicate with only it's Dragonsmith telepathically.
- Third Eye
The third eye isn't just for enhanced ocular looks. Starting at 3rd level, you and your dragon have advantage in initiative rolls.
- Psi Seek
Starting at 5th level, your dragon grants you the ability to look into the thoughts of others. The effects mimic that of Detect Thoughts but is considered non magical. You may cast this a number of times equal to half it's Charisma modifier (rounded up), regaining use after you finish a long rest.
- Cleansing Blood
Starting from 7th level your dragon's blood can cleanse it's body from toxins. It becomes immune to even magical diseases and the poisoned condition.
- Mind Melt
Starting at 14th level, your dragon grants you the ability to cast Modify Memory as bonus spell without expending any spell slots. This version of the spell is modified, forcing your opponent to make a Charisma saving throw instead of Wisdom. You may cast this a number of times equal to half it's Charisma modifier (rounded up), regaining use after you finish a long rest.
- Psy Blast
Starting at 18th level, your dragon gains the ability to emit a psionic blast in a 90 foot radius around itself in its metamorphed form. Hostile creatures within that area must make an Charisma saving throw equal to 10 + your Charisma modifier + your proficiency bonus. Hostile creatures take (4d10 + your Intelligence modifier) psychic damage and are stunned for 1 minute, if they fail a Charisma saving throw. The creatures may repeat their save at the end of each of their turns. On a successful save, the creature is no longer stunned. Those who succeed on the initial saving throw take half as much damage and are not stunned. This feature can be used twice, regaining all uses when you finish a long rest. This feature requires your dragon to be in its metamorphed form to use it.
Dark dragons are considered omens of bad luck. Their glittering black scales and varied eye colors still make them quite the eye candy. This dragon lurks in the abandoned structures of yore, like ruined castles. It has resistance to necrotic damage and its breath deals necrotic damage.
- Eyes in Darkness
Starting from 1st level, this dragon has 30 feet blindsight.
- Fluid Darkness
Starting 3rd level, while in darkness, you both have advantage to stealth checks and initiative rolls.
- Eyes of Hades
Starting at 5th level, you are considered permanently under the effects of Detect Secrets (5e Spell).
- Dark Metal Scales
Starting at 7th level, your dragon gains resistance against non magical slashing damage. This feature is shared with you.
Starting at 14th level, your dragon grants you the ability to cast Darkness as bonus spell without expending any spell slots. You may cast this a number of times equal to half it's Charisma modifier (rounded up), regaining use after you finish a long rest.
Starting at 18th level if your dragon is near death, it can try to shrug it off. When your dragon is at less than a quarter of its maximum hit dice and it is hit by an attack, it can use its reaction to make it so no damage was dealt. This can only be used once per long rest.
Turquoise dragons call the desert their home, finding comfort in the shifting sands. Their scales mirror the sky on clear days. Their breath deals acid damage and they are resistant against acid damage.
Your dragon has a body that does not require a lot of nourishment. Starting from 1st level, your dragon only requires half its usual requirement of food a day and does not require drink. This feature is extended to you.
- Inner Eyelid
Your dragon has an inner eyelid that protects it's eyes. Starting at 3rd level it's immune to nonmagical blindness. And it gives you advantage on checks against nonmagical blindness.
Starting at 5th level, when soaked, you and your dragon double movement speed.
Beginning at 7th level, your dragon can discharge the voluminous acidic liquids coursing under its scales when a creature attacks it in its metamorphed form. As a reaction, your dragon forces the creature that just hit it with a melee attack to make a Constitution saving throw, with the same DC as its breath. On a failure the target is doused with the liquid and takes 2d10 acid damage. On a success, the damage is halved, but still considered wet. You must complete a long rest before using this feature again. This feature requires your dragon to be in its metamorphed form to use it.
Starting at level 14 your dragon can create a sandstorm in its metamorphed form. As long as there is a large amount of sand or dirt around it, your dragon can expend an action to start concentrating while flapping it's wings and create a cylinder of 15 feet radius and 40 feet of height, centered on it. Creatures inside the cylinder must make Constitution saving throws, becoming blinded on a failure. The DC is the same as its breath. Creatures also take 1d4 of damage while inside the sandstorm. The sandstorm has a duration of 10 minutes, but your dragon must maintain concentration. You can make a sandstorm once, regaining use after you complete a long rest. This feature requires your dragon to be in its metamorphed form to use it.
- Aqua Jet
When you reach 18th level, your dragon can surround itself in its discharges and ram an enemy in its metamorphed form. When you have used Discharge, you can have your dragon expend its action in the same round to make a melee weapon attack on a target up to 10 feet from its position. On hit, the target takes 3d10 bludgeoning damage and 1d10 additional acid damage. This feature requires your dragon to be in its metamorphed form to use it.
Emerald dragons have possibly the most varied tones of scale color, from a lime green, chartreuse, to mossy, to juniper, and even pistachio. They often reside in caves within a similarly colored setting. They bear red eyes. They are resistant to poison damage, and their breath deals same.
- Poison Gas
Starting at 1st level, your dragon has the ability to spew a volatile poison onto enemies in its metamorphed form. By expending an action, the dragon exhales a 10 foot radius instantaneous sphere of green, toxic fumes gathered at a point within 20 feet in front of its position. Each creature that is completely within the cloud must make a Constitution saving throw against poison, with a DC equal to its breath weapon. On failure, the target is poisoned. This feature requires your dragon to be in its metamorphed form to use it.
- Silver Tongue
Starting at 3rd level, you gain the cunning mind that was supposed to grow in your dragon. While within 15 feet of it. You have proficiency on Persuasion checks, and you double the proficiency bonus.
- Of Nature
- Natural Camouflage
Starting at 7th level, your dragon is able to easily hide itself, you and your party while in forests. While you and your party are within 10 feet of your dragon, it can grant you it's advantage to stealth checks in forests.
Starting at 14th level, if you or your dragon kill a creature, your dragon can try and scare it's allies. Any allies of the slain creature that are within 60 ft of your dragon, and can see it, must make a Wisdom saving throw, against a DC of 8 + Your dragon's Charisma modifier + your proficiency bonus. On a failure they become frightened of your dragon. On a success, they become immune to this feature for the next 24 hours.
Starting at 18th level, Your dragon has become able to take notice of the enemies that escape it in its metamorphed form. And much like any other green dragon, it'll try it's best to never let it escape again. When your dragon hits a creature that it had already fought before, but didn't kill, it gains 2d6 of extra damage every time it hits the creature. This feature requires your dragon to be in its metamorphed form to use it.
Crimson dragons breathe breath of flame, and dwell in places of like environment, preferring habitats near volcanoes, like caves. Despite being land lovers, they have a most excellent skill with their wings. Their scales render them resistant to fire damage.
- Tempered Scales
Starting at 1st level, your dragon's scales have been burnished by intense heat and pressure. It gains +1 to AC.
- Eruption Backlash
Starting at 3rd level, your dragon can increase the heat of its body immensely, creatures of it's choice take 1d4 fire damage when they touch it in its metamorphed form, or hit it with a melee attack. At 9th level the damage die increases to a d6, and at 15th level it becomes a d8. This feature requires your dragon to be in its metamorphed form to use it.
- Fire Attribute
Starting 5th level, your dragon wreaths its attacks in a film of flame. All melee weapon attacks your dragon makes get an extra 1d6 of fire damage.
- Aerial Ace
Starting at 7th level, your dragon is incredibly fast in the air. It gains 10 extra feet of flight, and while dashing in the air it doesn't trigger attacks of opportunity.
- Wing Attack
When you reach 14th level, your dragon can beat its wings to create a gust of wind in one direction for up to 40 feet in it's metamorphed form. Any creature caught in this gust must succeed in a Constitution saving throw with a DC of 8 + your dragon's Strength modifier + your proficiency bonus. This feature requires your dragon to be in its metamorphed form to use it.
A failed saving throw causes the creature to be pushed backwards a number of feet equal to 5 x your dragon's Strength modifier and be knocked prone, taking 1d8 bludgeoning per 10 feet that they are thrown. You can use this feature once, regaining use after you complete a long rest.
At 18th level, your dragon has mastered the ground on which it walks in its metamorphed form. It can create an earthquake with its feet and the magic within once, regaining use after you complete a long rest. This earthquake deals 5d8 force damage and causes anyone within its 30 feet radius, centered on your dragon, to be knocked prone on a failed Constitution saving throw. The DC for this saving throw is 8 + your dragon's Strength modifier + your proficiency bonus. This feature requires your dragon to be in its metamorphed form to use it.
Brass dragons are believed to be an alchemical wonder. They are strangely mechanical in appearance. Their breath deals radiant damage, and they are resistant against radiant damage.
Beginning from 1st level, your dragon only requires half its usual requirement of food a day and does not require drink. This feature is extended to you.
- Brilliant Eyes
Beginning at 5th level, your dragon gains the power to emit magical light from its body in a 30 foot radius, centered around itself, by expending an action. This light can dispel magical darkness and non magical darkness alike. You can dismiss this light with a bonus action.
- Holy Claws
Beginning at 7th level, your dragon's claws gain a glittering energy. In it's metamorphed form, your dragon's claw attacks now deal an additional 1d10 radiant damage.
- Tinkered Being
Beginning at 14th level, you have a better understanding of your odd dragon's properties. You gain proficiency in Tinker's Tools and Investigation. Your proficiency bonus doubles for any ability check you make that uses Investigation.
- Sleep Breath
Starting at 18th level your dragon can exhale a breath of sleeping gas in a 60 feet cone in its metamorphed form. Each creature in the area must make a Constitution saving throw against a DC of 10 + your dragon's Charisma modifier + your proficiency. On a failure the creature is asleep for 10 minutes. This effect does not end for a creature even if the creature takes damage, but will wake if someone uses an action to wake it. Your dragon's sleep breath can only be used once, regaining use after you finish a long rest. This feature requires your dragon to be in its metamorphed form to use it.
Ivory dragons have an affinity for the storm and live near stormy waters where thunder claps and ships sink. The scale of an ivory dragon, despite its thick, enamel-looking appearance, is actually quite metallic in property. Their breath deals thunder damage, to which they are resistant.
Starting from 1st level, your dragon grants you advantage in all checks involving Charisma.
Your dragon can breathe both air and water. Beginning at 3rd level it's shares this feature with you. Also you both gain proficiency in stealth.
- Heavy Scales
Your dragon's heavy scales grant it both better offense and defense. Beginning at 5th level, your dragon gains +1 to AC and an extra damage die to attacks that deal bludgeoning damage.
- Lightning Rod
Starting at 7th level, your dragon can harness a bit of lightning in addition to sonorous thunder. Your dragon's breath attack now deals an additional 1d8 lightning damage. You both also gain resistance to lightning damage.
Starting at level 14 your dragon becomes able to create a thunderclap at a point it can see within 120 feet of itself in its metamorphed form. Each creature in a 20-foot radius centered on that point, must make a Constitution saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save creatures take 3d10 thunder damage and are deafened until the end of its next turn. This feature can only be used once, regaining use after you complete a long rest. This feature requires your dragon to be in its metamorphed form to use it.
- Repulsion Breath
Starting at 18th level, your dragon exhales repulsion energy in a 30-foot cone while in its metamorphed form. Each creature in that are must succeed on a Constitution saving throw with a DC of 8 + your dragon's Charisma modifier + your proficiency bonus. Otherwise the creature is pushed 60 feet away from you and recieve 6d8 force damage. You can use this feature once, regaining use after a long rest. This feature requires your dragon to be in its metamorphed form to use it.
Proficiencies. When you multiclass into the Dragonsmith class, you gain the following proficiencies: Animal Handling