Wyrm-Dragonborn Class (5e Class)
From D&D Wiki
- 1 Wyrm
- 1.1 <!-Introduction Leader->
- 1.2 Creating a
- 1.3 Class Features
- 1.4 Draconic Focus
- 1.5 Dragon Assault
- 1.6 Multiclassing
This is the path that Dragonborn take to awaken their ancient heritage.
Racial Requirement: This class is only available to Dragonborn As a Wyrm, you gain the following class features.
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
As a Wyrm-Dragonborn you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- Explorer’s pack
- 2d4*10 gold
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Dragon Flight|
|8th||+3||Ability Score Improvement|
|9th||+4||Might of the Wyrm|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
The birthright of your draconic heritage begins to emerge. At 1st level, you gain a fanged maw as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You also gain a set of claws as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When using the attack action to attack with a bite or claw, you may use a bonus action to attack with a claw. Additionally, your draconic blood now strengthens your scales. When you aren’t wearing armor, your AC equals 14 + your Dexterity modifier.
At 2nd level you can use your breath weapon more often in between rests. You are able to use your breath weapon twice in between short rests. This improves to 3 times at 7th level, and caps out at 4 times at 14th level.
At 3rd level a Wyrm chooses to focus on an aspect of their draconic bloodline. The aspects are located at the end of the main class description.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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 5th level, you gain the ability to sprout a pair of dragon wings from your back gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last for 1 minute. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. You can use this ability once per a short rest at 5th level. This improves the fly speed to 60 feet and the uses to twice per a short rest at 11th.
Might of the Wyrm
By 17th level, your very presence can strike awe and fear to those around you. When the improved size traits is active, you may frighten or charm any number of creatures you can see within 60 feet as an action. Each creature chosen must then succeed on a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency or be charmed (if you chose awe) or frightened (if you chose fear) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this ability once per a long rest.
- Focused Breath
A wyrm that focuses on their breath cultivates the attachment their blood has to a specific element. All the abilities are tied to the element used for the dragonborn damage resistance and breath weapon. Focused Breath Features Level Feature 3rd Elemental Fangs, Elemental Mantle 7th Elemental Furnace, Deep Breath 10th Elemental Favor 15th Elemental Dominance 18th Elemental Wrath
- Elemental Fangs
When you choose this archetype at 3rd level, your bite unarmed attack does an additional 1d6 damage of the same element as your breath weapon.
- Elemental Mantle
At 3rd level, whenever you use your breath weapon you may wreath yourself in an elemental aura. Whenever something within 10 feet attacks you, you can use your reaction to deal a 1d6 damage of the breath weapons damage type. This effect lasts until the start of your next turn.
- Elemental Furnace
At 7th level, you add your Constitution modifier to all damage you do that matches your breath weapon’s damage type.
- Deep Breath
At 7th level, you gain the ability to tap the depths of your elemental reserves, you breath weapon damage dice become d10s, so if you were 3d6 for your breath weapon before, you would roll 3d10 now. Also, once per long rest you may increase your breath weapon to 5ft wide by 60ft long for a line and 30ft for a cone and add an additional d10 of the same damage type to the roll.
- Elemental Favor
At 10th level you have advantage on saves for effects with a damage type that matches your breath weapon. If you succeed on those saves, you take no damage from the effect.
- Elemental Dominance
At 15th you can strip resistance and immunity to your elemental damage. Once per a short rest you can use an action to force a creature within 60 feet of you to make a constitution save with a DC equal to 8 + Constitution modifier + proficiency bonus. On a failed save they lose their resistance and/or immunity to damage you deal that matches your breath weapon type for 1 minute. At the end of each of the affected creature’s turns they may make a save against the initial DC, and on a success they regain their resistance and/or immunity.
- Elemental Wrath
At 18th you are suffused with the element of your breath weapon, your eyes might resemble openings to a blazing furnace, or snowflakes may form in the air around you. This lets your breath weapon linger on the battlefield as an area of chaotic destructive energy. Whenever you use your breath weapon you may have the area it affected deal damage to anyone who enters or starts their turn in this area. This damage is the same type as the breath weapon and requires the same save as the breath weapon for the type of save and the save’s DC. The damage is equal to half the damage of the breath weapon. The effect lasts until the beginning of the wyrm’s next turn.
- Focused Strength
A wyrm that focuses on their physical strength seeks to unleash all the potential for brute force they possibly can. Focused Breath Features
|3rd||Dragon Talons, Draconic Assault|
|7th||Armor of the Wyrm, Piercing Attacks|
|10th||Flurry of Scales|
|18th||Roar of the Wyrm|
When you choose this archetype at 3rd level, both your claws and bite damage improve to 1d8 + your Strength modifier. You also gain a tail attack, and a tail if you didn’t have one before, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. Whenever you use your claw attack as a bonus action you may attack with your tail as part of that bonus action. The tail attack may only be against a target you haven’t attacked during your turn.
- Armor of the Wyrm
At 7th level, you have tapped your ancient birthright to strengthen your scales. When you aren’t wearing armor, your AC equals 16 + your Dexterity modifier.
- Piercing Attacks
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
- Flurry of Scales
- Overwhelming Strength
- Roar of the Wyrm
At 18th your strength has reached the point that your shouts can deal damage. Once per a short rest you can roar so loud that it cuts flesh and shatters bones. You roar is a 30ft cone that deals 10d8 thunder damage and pushes everyone in it 20ft back. Those in the cone must make a Constitution save equal to 8 + the wyrm’s Constitution modifier + the wyrm’s proficiency. A successful save halves the damage and removes the knockback.
Prerequisites. To qualify for multiclassing into the Wyrm-Dragonborn class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Wyrm-Dragonborn class, you gain the following proficiencies: