Herald of the Dragon (5e Class)

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Herald of the Dragon[edit]

You are warrior with the pure essence of a dragon. The power, aura, and the intense gaze flows within you. A mark resides on your body either it be a tattoo or a scar, that mark shows your Heraldry. For guidance you praise the dragons and you look to them for your strength

Caption text
Class Features
Primary Ability Strength and Constitution
Saving Throw Proficiency Strength and Dexterity
Hit point Die 10 + Constitution modifier at 1st level. 1d10 per level.
Skill Proficiency Choose 3: Acrobatics, Athletics, Intimidation, Survival, Perception, Insight, Investigation
Weapon Proficiency Simple and Martial Weapons
Armor Training Light, Medium, and Heavy Armor
Starting equipment Choose A, B, or C: (A) Longsword, 2 daggers, Breastplate armor, explorer's pack, and 12 GP. (B) Greataxe, 2 handaxes, half plate armor, Dungeoneer's pack, and 12 GP. (C) 70 GP.




Before you start:[edit]

If you choose to be Dragonborn, you will already have the mark of the dragon. If you choose any color other than red, blue, or white, you instantly get Necrotic Breath, but you can still choose what mark you want to go down.


Level 1: Noble Protection[edit]

Your noble power flows through you and your allies, hardening your soul. As a bonus action, you produce a 10ft aura of your noble power; you and your allies gain a +1 to their AC. This effect ends when your allies leave the aura or when you're done with the battle. Friendly NPCs are also affected by this.

Level 2: Dragons' Strike[edit]

When you land a successful attack, you may add an extra 1d4 force damage to your attack. You must attack with a weapon to gain this feature; you may not use it with a ranged attack.

Level 2: Taking Advantage[edit]

You have an advantage on your physical attacks against any frightened, charmed enemies and opportunity attacks.

Level 3 Subclass: Mark of the Dragon[edit]

You may pick a subclass of your choice—Mark of the Red, Blue, White, or Black Dragon. If you attack the dragon that you have a mark of, you lose all of your noble and magical properties, and you must be marked with another dragon or pick another class.

Level 3: Breath of the Dragon[edit]

You now know the Dragon Breaths spell. According to the dragon you picked, you also gain resistance to the element. Red dragon: Fire breath, Blue dragon: Lightning breath, White dragon: Cold breath, Black dragon: Acid breath.

Level 4: Ability Score Improvement[edit]

You gain this again at levels 8, 12, 16, and 19

Level 5: Intense Dragon Strike[edit]

Your Dragons strike becomes much stronger; instead of it being a 1d4, it turns into 2d6, and you can now use it with an unarmed strike. You can also attempt to shove an enemy 15ft away from you. The save DC is your 8+ your strength modifier + your Proficiency bonus, You may use this once per short rest.

Level 6: Dragons’ Protection[edit]

Your aura grows, and so does your protection. Your aura now extends +5ft every level from this level forward, and now you can use half your proficiency bonus (round down) as the temporary added AC.

Level 9: Extra Attack[edit]

You can now attempt two attacks per turn.

Level 11: Two Minds, One Body[edit]

You can connect your mind with another ally, becoming more intelligent than your enemy. You and your connected ally have an advantage on any attacks for 3 turns, you regain this skill after a long rest.

Level 13: Crippling Dragons Strike[edit]

You now deal an extra 2d8 to your bonus damage, and you can attempt to knock an enemy prone. 8+ your strength modifier + your proficiency bonus. On success, the enemy is prone for half your proficiency bonus (round down). You can use this up to two times per long rest, but you can only knock one enemy down at a time.

Level 14: Dragon Scale Protection[edit]

Your skin starts to harden, you have the durability of a dragon. You can now do unarmored protection. 10+ your strength and constitution modifier for your new armor class. If this effect doesn't add more than your current AC, then you may add +2 to it as Dragon Scales form on your armor. (Max 25 AC)

Level 17: True Dragon Strike[edit]

Your extra damage now deals 3d8 damage of one of the following: bludgeoning, slashing, or piercing.

Level 19: Epic Boon:[edit]

You may choose an epic boon of your choice

Level 20: True Herald[edit]

You can now summon the dragon you have a mark of. To do so, you must have over half of your maximum HP, your strength must be above 15, and you must sacrifice 10d10 of your health to summon your dragon. Your dragons' alignment is Neutral. You summon the adult version of your dragon, and the dragon lasts for 5 turns. Use the stat block for the adult version of your dragon to fight with. The dragon still fully uses its stat block; for example, if you decide to have it breathe fire, everyone in the way still must roll their saving throw. You can use this again once you finish a long rest.

Level 20: Supreme Dragon Strike[edit]

Your Dragon strike now does 4d8 instead of 3d8, you may also add your proficiency bonus for more damage.

Subclasses[edit]

Mark of the Red Dragon[edit]

The fire of the Red Dragon roars within you

Level 3: Fire Breath[edit]

You know the Dragon's Breath spell, but you can only use fire. As a bonus action, you can imbue your weapon with this element, and you do an extra 1d6 of this element on a hit. This lasts up to a minute. You also have resistance to fire attacks.

Level 7: Fury of the Dragon[edit]

You now know the spells: Command, Detect Magic, and Scorching Ray

Level 10: Hellish Breath[edit]

You can now cast Dragon's Breath without using a spell slot.

Level 15: Crushing Strength[edit]

You can double your strength modifier to attack or use for a saving throw once per short rest.

Level 18: True Scorching Breath[edit]

You can now cast a level 9 dragon's breath without expending a spell slot.

Mark of the Blue Dragon[edit]

The shocking grasp of the Blue Dragon spirals within you

Level 3: Lightning Breath[edit]

You know the Dragon's Breath spell, but you can only use lightning. As a bonus action, you can imbue your weapon with this element, and you do an extra 1d6 of this element on a hit. This lasts up to a minute. You also have resistance to lightning attacks.

Level 7: Arc Chain[edit]

Using your lighting breath can chain through multiple other creatures within a 10-ft radius of the main enemy hit. Each creature hit with the chained lightning gets dealt the same damage as the main one hit.

Level 7: One with the Clouds[edit]

You know the spells: Detect Magic, Invisibility, Mage Hand, and Shatter

Level 10: Crackling Breath[edit]

You can now cast Dragon's Breath without using a spell slot.

Level 15: Aura of Flow[edit]

You emit an aura of constant flow, keeping you and your allies calm; as a bonus action, you can give two of your allies have advantage on any throw. You can use this again after a long rest. This lasts up to 8 hours if not used right away.

Level 18: True Smite Breath[edit]

You can cast a level 9 dragon's breath without expending a spell.


Mark of the White Dragon[edit]

The cold bite of the White Dragon stirs within you.

Level 3: Cold Breath[edit]

You know the Dragon’s Breath spell, but you can only use Cold. As a bonus action, you can imbue your weapon with this element, and you do an extra 1d6 of this element on a hit. This lasts up to 1 minute. You also have resistance to cold damage.

Level 7: Frostbitten[edit]

If you touch an enemy with your hands or your weapon (Weapon must be imbued), they must make a constitution saving throw, 8+ your constitution modifier + proficiency bonus. If they fail, -2 to their AC. You can do this once per short rest.

Level 10: Subzero Breath[edit]

You can now cast Dragon's Breath without expending a spell slot.

Level 15: Blizzard Aura[edit]

You emit a freezing aura, making enemies freeze to death. You can make the enemy roll a constitution savings throw: 8+ your constitution modifier + proficiency bonus. If the creature fails, it is frozen in place and can't make a bonus action, and its speed is halved for one turn. You can use this every short rest.

Level 18: True Snapping Cold Breath[edit]

You can now cast a level 9 Dragon's Breath without expending a spell slot.

Mark of the Black Dragon[edit]

The deadly power of the Black Dragon consumes your soul.

Level 3: Acid Breath[edit]

You know the Dragon Breath spell, but you can only use Acid. As a bonus action, you can imbue your weapon with this element, and you do an extra 1d6 of this element on a hit. This lasts up to 1 minute. You also have resistance to acid attacks.

Level 7: Blackened Connection[edit]

You know the spells: Detect Magic, Fear, and Melf’s Acid Arrow, as your connection grows stronger with this dragon.

Level 10: Potent breath[edit]

You can now cast your Dragon's Breath without taking up a spell slot.

Level 15: Deadly Aura[edit]

You now emit a terrifying Aura. You can now cast Fear without expending a spell slot. To save, your enemy must succeed a constitution-saving throw, 8+ constitution modifier + proficiency bonus.

Level 18: True Melting Breath[edit]

You can now cast a level 9 dragon's breath without expending a spell slot.


Caption text
Level Proficiency Bonus Features Aura of Protection Dragon Strike
1 +2 Noble Protection (10ft) +1AC -----
2 +2 Dragons Strike (10ft) +1AC 1d4 Force
3 +2 Subclass, Breath of the Dragon (10ft) +1AC 1d4 Force
4 +2 Ability Score Improvement (10ft) +1AC 1d4 Force
5 +3 Intense Dragon Strike (10ft) +1AC 2d6 Force
6 +3 Dragons Protection (15ft) +1AC 2d6 Force
7 +3 Subclass Feature (20ft) +1AC 2d6 Force
8 +3 Ability Score Improvement (25ft) +1AC 2d6 Force
9 +4 Extra Attack (30ft) +2AC 2d6 Force
10 +4 Subclass Feature (35ft) +2AC 2d6 Force
11 +4 Two Minds, One Body (40ft) +2AC 2d6 Force
12 +4 Ability Score Improvement (45ft) +2AC 2d6 Force
13 +5 Crippling Dragons Strike (50ft) +2AC 2d8 Force
14 +5 Dragons Scale Protection (55ft) +2AC 2d8 Force
15 +5 Subclass Feature (60ft) +2AC 2d8 Force
16 +5 Ability Score Improvement (65ft) +2AC 2d8 Force
17 +6 True Dragon Strike (70ft) +3AC 3d8 Choice
18 +6 Subclass Feature (75ft) +3AC 3d8 Choice
19 +6 Epic Boon (80ft) +3AC 3d8 Choice
20 +6 True Herald, Supreme Dragon Strike (85ft) +3AC 4d8 Choice + Proficiency Bonus

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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