Manakete (5e Class)

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What is a Manakete ?[edit]

~After a long battle against an insane group of bandit, the tall male halfling decides to look out for his dear village, fangs and claws of a dragon covered in blood. He hopes his village is not burned down by his now twisted, drake mentor. Discovering the carnage, a flow of raw power start pumping into his body, he decide to let it all out, wings sprouting of his back, tail growing of his lower back, a burning fire starts rising is his throat as rage start to take over.~

A Manakete is a gifted individual capable of shifting is body, passing from an average humanoid to a fierce Draconic Warrior.

Manakete[edit]

Creating a Manakete[edit]

Quick Build

You can make a Manakete quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Outlander or the Haunted One background.

Class Features

As a Manakete you gain the following class features.

Hit Points

Hit Dice: 1d10 per Manakete level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Manakete level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: choose two from Athletics, Arcana, Deception, Intimidation, Nature, Perception, History, and Survival

Equipment

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) Simple Weapon or (b) Light Crossbow and 10 Bolts
  • If you are using starting wealth, you have 3d4 X 10 in funds.

Table: The Manakete

Level Proficiency
Bonus
Features Dragon Claws Dragon Fang Curse Threshold
1st +2 Draconic Ancestry, Dragon's Curse, Dragon Claws 1d4 - 1+ CON Mod
2nd +2 Dragon Fang, Dragon Breath 1d4 1d8 2+ CON Mod
3rd +2 Draconic Focus 1d4 1d8 3+ CON Mod
4th +2 Ability Score Improvement 1d4 1d8 4+ CON Mod
5th +3 Extra Attack 1d4 1d8 5+ CON Mod
6th +3 DragonStone, Draconic Focus feature 1d6 1d10 6+ CON Mod
7th +3 Elemental Claws 1d6 1d10 7+ CON Mod
8th +3 Ability Score Improvement 1d6 1d10 8+ CON Mod
9th +4 Dragon Wings 1d6 1d10 9+ CON Mod
10th +4 Draconic Focus feature 1d6 1d10 10+ CON Mod
11th +4 Cursed Fortitude 1d6 1d10 11+ CON Mod
12th +4 Ability Score Improvement 1d6 1d10 12+ CON Mod
13th +5 True Breath Weapon 1d6 1d12 13+ CON Mod
14th +5 Draconic Focus feature 1d8 1d12 14+ CON Mod
15th +5 Draconic Body 1d8 1d12 15+ CON Mod
16th +5 Ability Score Improvement 1d8 1d12 16+ CON Mod
17th +6 1d8 1d12 17+ CON Mod
18th +6 Draconic Focus feature 1d8 1d12 18+ CON Mod
19th +6 Ability Score Improvement 1d10 1d12 19+ CON Mod
20th +6 Curse Relief 1d10 1d12 20+ CON Mod

Draconic Ancestry[edit]

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 when not wearing armor is 10 + your Dexterity Modifier + your Constitution modifier. At 1st level you also choose a draconic ancestor. You gain resistance to the damage type of that dragon type and the damage type associated with each dragon is used by features gained later. You learn Draconic, and have advantage on nature and history checks relating to dragons. You also gain advantage use to your skill corresponding to your ancestry a number of Time equal to 2+CHA modifier per long rest.

Dragon Ancestry Table[edit]

Dragon type Breath/energy type Skills
Red Fire (Dex. save) Intimidate Survival
Blue Lightning (Dex. save) Deception Intimidate
Green Poison (Con. save) Sleight of hand Deception
Black Acid (Dex. save) Intimidate Deception
White Cold (Con. save) Stealth Survival
Gold Fire (Dex. save) Persuasion Insight
Silver Cold (Con. save) Insight History
Bronze Lightning (Dex. save) Insight Invesigation
Copper Acid (Dex. save) Performance Deception
Brass Fire (Dex. save) Persuation Insight



Dragon's Curse[edit]

While a Manakete inherits great power from their ancestors they also inherit a curse. With the draconic blood in their veins Manakete's risk being taken over by the draconic power if they use their powers too much without rest. As the power they gain can corrupt their minds when they consume too much of it and can lose control. The grip of the Dragon Curse on a Manakete is represented by curse points. The more curse points a Manakete has the more draconic their form becomes. The threshold under which a Manakete can maintain control of themselves is equal to your Manakete level + your Constitution Modifier (minimum of 2). You use Curse Points to access your draconic abilities. If an ability were to end you may spend the required Curse Points as a reaction to extend the duration of the ability. You lose all earned curse Points at the end of a long rest, and Constitution modifier at the end of a short rest.

If you exceed your Curse Threshold you must roll a d100 and gain the effect shown on the Curse Aftermath chart.

Curse Aftermath[edit]

Name Description Percentage Duration
Draconic Rampage You are overcome by the sheer force of your curse and are transformed into a dragon, and attack nearby creatures. You gain a level of exhaustion when leaving this form. 1-34 1 minute
Draconic Rage Your curse flares consuming you with rage. You activate your Dragon Claws, Dragon Fang, and when you are high enough level Dragon Wings. Then attack nearby creatures. You gain a level of exhaustion when this effect ends. 35-66 1 minute
Greedy Obsession You gain an uncontrollable obsession over wealth. You must do everything in your power to take anything of worth, such as gold, magic items, materials. 67-80 1 hour
Draconic Personality You are suddenly over whelmed with the instincts an personality traits of your chosesn Dracanic Ancestry. You shift in alignment to match your dragon type and act in similar manner to a dragon of that type. 81-100 10 minutes
  • Draconic Form

If you roll poorly on your Curse Aftermath roll you may turn into a dragon. The rules for that form are as follows.

The effects you gain when transformed by Draconic Form are as follows.

  • You change shape to that of a dragon the same type as your ancestry.
  • You turn into a dragon wyrmling.
  • You keep your mental stats.
  • Your Strength and Dexterity Modifiers each increase by 4 and can go above 20.
  • You have advantage on claw attacks you make.


At later levels your Draconic form assumes older forms of dragon becoming young at level 8 and adult at level 14. If you transform in an area without enough room to compensate you transform into a dragon of a size that would fit down to wyrmling with a size of medium.

  • Note for dragon form. When you become a dragon using curse points this way the features you gain from your changed shape are movement type and speeds, stats, attack types and damages, and immunities. This dragon shape does not gain the multiattack ability, legendary actions, or legendary resistances. Claw and bite attacks while transformed are identical to using the attack option with Dragon Claws orDragon Fang except the damage increases to match the dragon's attack. You also must wait a minimum of three turns between breath attacks as a dragon before using the recharge dice to determine when the ability refreshes.


If you attempt to gain any curse points after you have gone over your Curse Threshold you take 4 necrotic damage per point spent that cannot be healed except by a long rest. You must make a wisdom saving throw with a dc of 14 to take half this damage.


Dragon Claws[edit]

Starting at level 1 you can manifest the claws of a dragon. As a bonus action you can gain 1 curse point and transform your hands and arms into claws that deal 1d4 + your Strength Modifier or Dexterity Modifier (whichever is higher) damage for 1 hour. You may freely unshift your hands as a reaction and as long as the duration hasn't run out reshift your claws again without taking anymore curse points. then This attack scores a critical on a 19 or 20. The damage die increases to 1d6 at 6th level, and to 1d8 at 14th level. If you take the attack action with your claw attack you may make a free additional claw attack as a bonus action.

Dragon Fang[edit]

Starting at level 2 you can manifest the fangs of a dragon. When you manifest your draconic claws you can gain an additional curse point to transform your mouth for 1 hour. As an action you can make a bite attack that deals 1d8 + your Strength Modifier piercing damage. On a successful hit with your bite attack the target suffers half the damage dealt on the start of their next turn. The damage die increases to 1d10 at 6th level, and to 1d12 at 13th level. If you hit a target with your bite attack you may make one claw attack as a bonus action

Dragon Breath[edit]

At level 2 your inner organs begin to develop draconic traits granting you the ability to perform a breath attack. Your Draconic ancestry determines the damage type of the exhalation. {See Dragonborn race for measurements}

As an action, you can gain 2 curse points and use your breath weapon. This is either a 30ft cone or a 40ft line. Each creature in the area of the exhalation must make a saving throw, the type and range of which is determined by your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The base damage a creature takes equals 2d10 damage on a failed save, and half as much damage on a successful one. The base damage increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 16th level.

You can gain additional curse points to increases damage dealt with a breath weapon by 1d10 per point. You can only gain up to your proficiency bonus points.

Draconic Focus[edit]

At level 3 you get to pick your draconic focus. You can either pick the Draconic Shifter, or The Draconic Arcanist.


Ability Score Increase[edit]

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.

Extra Attack[edit]

At level 5 you get to attack twice when you take the attack action.

Dragonstone[edit]

At level 6 you gain a stone that resonates with your draconic blood. This can be something your find or create yourself. When it is on your person it allows you to tap into the wrath of your blood without losing your mind. You can change into a dragon following the same rules as your Draconic form ability as a bonus action. To activate this ability you would gain 5 curse points, and the form would last 1 hour or until you dismiss it as a bonus action.

You do NOT gain the following features you normally would gain from Draconic form due to the lack of overwhelming emotions due to your curse.

  • Advantage on claw attacks
  • The strength and dexterity stat increases
  • Exhaustion when leaving the form

You can end the effects as a bonus action on your turn. As well you gain advantage on wisdom saving throws to resist your Draconic form. It also grants a passive +2 damage bonus to natural attacks you make. All bonuses and features of this ability are lost if you lose the item itself. If you lose your dragonstone or it is broken you may perform a ritual to fix or create a new one. This would take 5 hours and cost 75 gold coins worth of supplies to complete.

Elemental Claws[edit]

At level 7 your draconic claws and fangs become infused with your magical heritage. Your claw and bite attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and deal an additional 1d6 damage that is the same as their draconic ancestry. The type is the same of your draconic ancestry.

Dragon Wings[edit]

At level 9 your draconic blood allows you to gain the ability of flight. As a bonus action you can gain 3 curse points and sprout wings giving you a flying speed of 40 feet. This speed becomes 60ft at level 13. This lasts for Constitution modifier hours, or until you dismiss them as a bonus action.

Dragon's Age[edit]

At level 10 you begin to age similar to your draconic ancestor. For every fifty years you only age one year. You still need to eat, sleep, and drink though.

Cursed Fortitude[edit]

Starting at 11th level You can force yourself to withstand more of your bloodlines cursed power without losing your mind. Your body is barely able to withstand this much of your curses power so you siphon off some of it to your life for the potential for more power. You can choose to add double your proficiency modifier to your Curse Threshold. Curse Points Gained in this way deal two necrotic damage per point spent.

True Breath Weapon[edit]

At level 13 you can choose when making a breath attack to take three additional Curse Points to enhance the breath weapon with more potency. the effects that are gained are as follows.

  • Cone attacks become a 60ft cone
  • Line attacks become a 60ft. line
  • The dc for the saving throws increase by +2
  • You add your level to damage
  • Increase the damage die rolled to d12s

Draconic Body[edit]

At level 15 your body starts to become more naturally attuned to your draconic side you gain a +2 to either Strength or Constitution. From this level on your these stats can be raised to 24. You also gain the dragon subtype even when not transformed. As well you gain immunity to your Draconic Ancestry damage type.

Cursed Relief[edit]

Starting at level 20 You learn a better way to channel your cure's power. This allows you to expand your Curse Threshold by 6 and reduce the amount of Curse Points you gain from abilities by 1. If an ability cost only 1 Curse Point you may activate it with out gaining any Curse Points.

Draconic Shifter[edit]

The Shifter is embraces the transformation aspect of their abilities to use them to the fullest. Allowing them greater ability to grant themselves draconic qualities.

Shifters Prowess[edit]

You use your shifting power to expand your abilities and options for your transformations. At 3rd level you may select two options from the shifter table. You gain access to two more choices at 6th, 10th, 14th, and 18th level

Shifting Option Level requirement Description Duration Curse Point Cost
Tail 3 You can grow a tail. You may make an athletics check against an opponents athletics or acrobatics check to knock an opponent prone. You may make a natural attack with your tail dealing 1d8 bludgeoning damage as a bonus action when you take the attack action with your claws or an action. Your tail has the reach property. 10 minutes 2 Curse Points
Heightened senses 3 You gain advantage on survival checks to track anything you have interacted with in the past 7 days and gain darkvison up to 120 ft. Con modifier minutes 1 Curse Point
Keen Senses 3 You gain advantage on perception checks using sight smell or hearing, 1 minute 2 Curse Points
Draconic Endurance 6 You can grow thick scales on your body to increase your defenses. This gives you Con Modifier x 3 temporary Hp that regains your proficiency modifier at the start of your turn. Level Minutes 3 Curse Points
Terrifying Presence 10 You may frighten creatures of your choice within 30 feet. They must make a wisdom saving throw equal to your breath attack DC. If they fail they are frightened of you for 1 minute and spend their next turn moving as far away from you as possible without endangering themselves. Instant 3 Curse Points
Blindsense 10 You may focus your senses sharply allowing you to perceive your surroundings without your eyes in a 30ft radius. Proficiency modifier minutes. 3 Curse Points
Draconic Strength 3 You can focus your shifting abilities to transform just your muscles for an increase in power. Gain a +4 Strength. This can allow the stat to go over 20 but only to 22. You also gain advantage on Strength saving throws checks, and athletics checks Ten minutes 2 Curse Points
Draconic Constitution 6 You can focus your shifting abilities to transform your durability. Gain a +4 Constitution. This can allow the stat to go over 20 but only to 22. You gain 2d10 temporary Hp which is lost after the duration of the effect. You also gain advantage on Constitution saving throws Ten minutes 3 Curse Points
Draconic Dexterity 6 You can focus your shifting abilities to transform your speed and balance. Gain a +4 Dexterity. This can allow the stat to go over 20 but only to 22. You also gain a +10 movement speed, and advantage on acrobatics checks and Dexterity saving throws Ten minutes 3 Curse Points
Amphibious Dragon 3 You can shift yourself to have Amphibious qualities. Gain a swim speed of 40ft. and can breathe underwater. 1 hour 1 Curse Point
Climbing Claws 3 You can focus your claws to sharpen and become slightly hooked shape allowing you to easily climb surfaces. Gain a climb speed of 30 ft. and also gain advantage on grapple checks. Ten minutes. 1 Curse Point
Dragon Immunity 6 You shift yourself to incorporate a dragon's damage immunities. Gain Immunity to the damage type of your breath weapon. Constitution modifier minutes 4 Curse Points
Scaly Armor 6 You grow hard scales all over your body protecting yourself from attacks. Gain resistance to non magical slashing piercing, and bludgeoning damage. Constitution modifier minutes 4 Curse Points
Spiky Spines 6 You grow spines on your body causing melee attackers to harm themselves. If you are hit by a melee attack deal your level damage to them. 1 minute 4 Curse Points
Magical Resistance 10 You alter your body to take on a minor aspect of a dragon's legendary resistance allowing you to resist magical effects. Gain resistance to magic effects and spells 1 minute 5 Curse Points
Dragon Hide 3 You alter your skin to take on further the scales of a dragon gaining a +2 to ac. This bonus becomes a +4 at 12th level. 1 Hour 4 Curse Points
Wing Flare 10 You grow your wings larger so you can use them for more purposes. As an action you may beat your wings causing winds to buffet creatures in a 15 ft. cone. This would require them to make a Strength saving throw or be knocked backwards 10 ft. and take 2d6 bludgeoning damage. 1 minute 2 Curse Points


On a level up you may swap out 2 shifters prowess abilities for 2 other ones.


Flexible Shifting[edit]

Starting at 10th level you can choose any combination of 3 known shifters prowess abilities you know, dragon claws, dragon fang, dragon wings, or dragonstone to give them one of the following abilities. You can apply one extra option to each ability at 16th level.

  • If the ability costs 1 Curse Point you may activate it without spending any curse points.
  • Decrease the Curse Point cost by 2
  • Double the duration of the ability

You may swap out these choices on a level up, and get a free choice to change this if you change what shifter prowess ability you have and no longer have that ability.

True Shifting[edit]

Starting at 14th level when you use your dragonstone to turn into a dragon form you may keep all bonuses from Draconic Form you otherwise wouldn't gain. As well you can can freely shift in and out of your dragon form once per turn as a bonus action without ending the ability. The same goes for all shifters prowess abilities, claws, wings, and fangs. Your transformation using your dragonstone now can last up to Constitution modifier hours use.

Great Wryms Wrath[edit]

You can channel your bloods anger to its upmost limit without losing control. Starting at 18th level when you use your dragonstone to transform you can choose to not gain the bonus to your Constitution to gain +6 to natural attacks you deal.


Draconic Arcanist[edit]

Dragons are known for their desire of knowledge and ability to learn arcane Magic’s. The Arcanist Manakete represents this aspect of the dragon. Using their bloodlines innate magic to cast spells themselves.

Spellcasting[edit]

Spell Slots

The Manakete table shows how many spell slots you have to cast your spells. To cast one of these Manakete spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Player
Level
Cantrips Known Spells Known Spells Slots Per Spell Level
1st 2nd 3rd 4th
3rd 3 3 3
4th 3 3 3 2
5th 3 4 3 2
6th 3 4 3 2 1
7th 4 5 3 2 1
8th 4 5 3 2 1 1
9th 4 6 3 2 1 1
10th 4 6 3 2 1 1
11th 5 7 4 3 1 1
12th 5 7 4 3 2 1
13th 5 8 4 3 2 1
14th 5 8 4 3 2 1
15th 5 9 4 3 2 1
16th 6 9 4 3 2 1
17th 6 10 4 3 2 1
18th 6 10 4 3 2 1
19th 6 10 4 3 2 1
20th 6 10 4 3 2 1


Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Sorcerer spell list. The Spells Known column of the Manakete table shows when you learn more Sorcerer spells of your choice Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the Sorcerer spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability modifier. In addition, you use your Charisma modifier when setting the Spell Saving DC and Spell attack bonus of your abilities.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier= your proficiency bonus + your Charisma modifier

Projectile Elemency[edit]

At level 3 you gain a new attack ability. Whenever you make a claw attack you can instead make a ranged spell attack with range 60 feet that does damage equal to your claw dice plus your Charisma modifier. The damage type for this attack is determined by your draconic heritage.

Cursed Spells[edit]

Starting at 3rd level you learn the intricacies of your curse so well that you can turn curse points into spell slots so you can cast more spells. You cannot turn already gathered curse points into spell slots you must gain the curse points at the time of conversion. The cost for these conversions are below.

  • 1st 2 Curse Points
  • 2nd 3 Curse Points
  • 3rd 5 Curse Points
  • 4th 6 Curse Points

Expanded Breath[edit]

Starting at 6th level you start to elongate your use your breath weapons. When you gain curse points to make a breath attack you can spend two additional curse points to be able to make a breath attack once per turn for a minuite.

Signature Spell[edit]

Starting at 6th level you can select 2 3rd level spell of lower to become your signature spells. You gain one extra spell slot to cast one of these spells at the lowest level. As well when you spend Curse Points to gain a spell slot use half as many rounded up for these spells. At level 12 select 2 more spells to become signature spells and gain a second extra spell slot. When you gain a level you can swap out 2 signature spells with any other spell you know to become signature spells.

Changing Forms[edit]

Starting at 10th level you begin to master your ability to alter your shape, though not necessarily draconic forms. You gain the ability to change your shape to become any Beast you have seen with a challenge rating of no more than half your level.

Draconic Lair[edit]

You have studied the magic of a dragon's lair and have managed to create a similar ability yourself. Starting at 14th level you can select an area to temporarily gain an effect due to your presence being imbued into it. This area is a 70ft radius sphere centered on the area you target within 10 ft of you. This effect takes 1 minute to activate. When the lair is in effect you may choose 2 of the following options to effect the area in your lair. All creatures within your lair gain the benefits of the lair effect unless stated that you can choose how many creatures benefit from it. This would cost you 6 Curse Points to activate. This ability lasts for 1 hour unless you dismiss it as a free action, or you drop to 0 hp.

Lair Ability Description
Elemental Empowerment You Infuse the area within your lair with potent elemental energy. All spells that are the same element as your Draconic Ancestry deal an additional +5 damage and have a +4 to the dc of saving throws.
Ferocity Ward You imbue the ferocity of a dragon into the area possibly frightening creatures who you try to enter it. Any creature who try to enter the area with an intelligence of 3 or higher must make a wisdom saving throw with a dc of 15 or be frightened and can not enter the area.
Tough Hide You infuse the area with the endurance of dragons granting those inside with a +2 ac.
Might of a Dragon You can imbue the area with the physical prowess of dragons. Choose up to Charisma modifier creatures to give advantage on one type of saving throw from {{5a|Str} }Dexterity Constitution
Endurance of Wryms You infuse creatures with the endurance of dragons. You can give up to Charisma modifier creatures in the area gain temporary Hp equal to 3d8+ Charisma. This immediately ends if the effected creatures leaves the area and does not return even if they reenter the area.

Bloodline Shifting[edit]

You push your bloodlines magical potential to the limit. Starting at 18th level you can spend 5 curse points to shift your bloodline around. Once per round you may temporarily change your draconic ancestry to another type. Any ability that relies on your draconic ancestry including transformation and lair effects change with you when you shift your bloodline. This effect lasts for proficiency modifier minuities.



Prerequisites. To qualify for multiclassing into the Manakete class, you must meet these prerequisites: 13 Strength, 13 Constitution

Proficiencies. When you multiclass into the Manakete class, you gain the following proficiencies: Simple weapons.



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