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Dragon Player Class


Hit Points

Hit Dice: d12 per Dragon Player Class level
Hit Points at first Level: 12+CON
Hit Points at Higher Levels: 1d12+CON

Proficiences

Armor: Dragon Armor
Weapons: Bite, Claw
Tools: none
Saving Throws: Any 2
Skills: Pick any 4.

Overview & Creation

For whatever reason, you have chosen a rider. For many years, the lands of Veramor have been protected by the Dragon Riders. It is now up to you and your rider to determine what mark you shall leave on the face of history. Shall you be a force for good or evil? Law or chaos? Much is riding on your shoulders.
 


Class Features

Race Features:

Ability Scores:

As a dragon, you get 3 ability score points to put wherever you want.

Natural Weapons:

Bite: finesse, 1d10+mod piercing damage   Claw: finesse, 1d8+mod slashing damage   Breath: 30ft line or arced in a 15ft cone, DEX save (DC=8+CON+proficiency), 3d6 type damage, 2 uses/long rest +1d6 every odd level +10ft (line)/5ft (cone) range at levels 6, 13, and 20

Natural Armor:

Because of your tough scales, you have an AC of 14 + your DEX modifier.

Damage Immunities:

Breath type damage

Movement:

You have a movement of 40ft

Senses:

You have dark vision within 60ft

Subrace/Background:

Bloodline Dragon Egg

Your egg was laid to be bonded. Your parents were mighty and fearsome warriors, devoted to protecting the land of Veramor and you shall follow in their footsteps.   You gain proficiencies in Persuasuon and History

Wild Dragon Egg

You egg was laid in the wilderness. Your parents before you did not partake in the life of the Dragons and their Riders, but you have been given to the Riders for some reason. Perhaps your parents wanted a better life for you. Perhaps you were just one more mouth to feed. Whatever the reason, you have been taken in to be paired with a rider of your choosing.   You gain proficiencies in Survival and Intimidation.

1) Vitality transference:

Your bond with your rider can allow you to heal their wounds. Your Hit Points count as a pool of Healing power for your rider. As an action, you can touch your rider and draw from your own Hit Points to restore that number of Hit Points to your rider, up to your amount of remaining Hit Points.

1) Mind’s eye:

You can use your action to perceive through your rider’s senses until the end of your next turn. As long as your rider is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through their senses, you benefit from any special senses possessed by them, and you are blinded and deafened to your own surroundings.

2) Unburdened Flight:

You have begun your journey of mastering the art of flying. You have a flying speed of 40ft when unburdened.

3) Draconic Archetype:

When you reach 3rd level, you choose the path of draconic specialization you will continue to train in. You will receive Archetype features at 3rd, 7th, 10th, and 17th level.

4) Ability Score Improvement:

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.

5) Limited Flight:

Your mastery of flight is improving with your size. You are considered a Medium creature and you have a flying speed of 40ft. You can fly for a total of 1 minute when carrying 1 medium creature once per short rest.

6) Extra Attack:

Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases by one when you reach 13th level in this class and by another one when you reach 20th level in this class.

9) Intimidating Presence:

You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

11) Flight Endurance:

Working with your rider, and growing in size, you have built your endurance enough to fly comfortably with them. You are considered a Large creature and you have a flying speed of 60ft, and can carry 1 medium creature indefinitely.

14) Bite Reach:

As you grow, so does your reach. Your bite Attack now has a 10ft reach.

15) Collector’s Cunning:

Your ancestral love of treasure begins to come through, allowing you to sense the monetary and, occasionally, the sentimental value of certain items. You can ritually cast the spell, Legend Lore, over 10 minutes with no material components.

18) Carrying capacity:

As you mature into a fully adult dragon you have grown to an immense size and your strength and endurance have increased greatly. You are considered a Huge creature, you have a flying speed of 80ft, and can carry 2 medium creatures indefinitely  

Dragon rider feats:

1) Elemental resistance:

Through your bond with your dragon, you are resistant to their elemental breath damage type.

1) Vitality transference:

Your bond with your dragon can allow you to heal their wounds. Your Hit Points count as a pool of Healing power for your dragon. As an action, you can touch your dragon and draw from your own Hit Points to restore that number of Hit Points to your dragon , up to your amount of remaining Hit Points.

1) Mind’s eye:

You can use your action to perceive through your dragon’s senses until the end of your next turn. As long as your dragon is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through their senses, you benefit from any special senses possessed by them, and you are blinded and deafened to your own surroundings.  

Mechanics:

Movement in Battle:

Dragon and rider share 1 initiative roll (higher of the two initiative bonuses)

Multi-attack:

Unless said prior to the rolls, Attack order is assumed to be Bite first and then all claw should
 


Starting Equipment

none
 


Spellcasting

 
 


Subclass Options

Draconic Archetypes:

Bond (WIS)

3) Quickened Transfer:

Vitality transference is a bonus action for you.

7) Empowered Healer:

You may add your WIS+prof to the amount of Hit Points given.

10) Constant Connection:

You may transfer your Hit Points within a range of 60 feet.

17) Communal Sacrifices:

You may transfer your Hit Points to any ally within range.

Battle (STR/DEX)

3) Vicious Attacker:

1s rolled for melee damage are treated as 2s.

7) Increased Critical Range:

You now crit on a 19 or 20.

10) Wing Attack:

As an action, you may beat your wings and cause each creature of your size or smaller, excluding your rider, within 10 ft. of you to make a Dexterity saving throw or take 3d6 bludgeoning damage and be pushed back 10 ft. and be knocked prone. The dragon can then fly up to half its flying speed. The DC for this attack is 8 + proficiency + STR.

17) Increased Critical Range:

You now crit on an 18, 19, or 20

Breath (CON)

3) Element Attunement:

1s rolled for breath damage treated as 2s

7) Improved Lungs:

Your breath weapon now regains all uses on a short rest.

10) Targeted Spray:

When included in the area of effect of your breath weapon, your allies have advantage on their saves and resistance to damage from your breath. Your rider is immune to the effects of your breath weapon.

17) Ancestral Breath:

You may now access the alternative breath weapon of the metallic equivalent of your dragon type.

Brains (INT/CHA)

3) Spellcasting:

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips:
You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots:
The Arcane Trickster Spellcasting 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 slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st Level and Higher:
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability:
Either Intelligence or Charisma is your spellcasting ability for your wizard spells. You use this score whenever a spell refers to your spellcasting ability. In addition, you use this modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence/Charisma modifier   Spell attack modifier = your proficiency bonus + your Intelligence/Charisma modifier

7) Logical Argument:

You may add your INT to persuasion and deception rolls. If you are within telepathic range of your rider, they may also add your INT as you communicate with them what to say.

10) Combat Casting:

You have advantage on concentration checks to maintain spells.

17) Skinwalker:

You may polymorph into a Medium humanoid form and back at will. As a humanoid, you appear elf-like, with some slight differences: more angular features, longer pointed ears, and bright irises the color of your scales in dragon form. When in your humanoid form, you maintain your Ability Scores and Class Features, but you are considered unarmored and you have no weapon proficiencies. You may still cast spells according to the spellcasting subclass feature. You may begin to take levels in any class as a humanoid, starting as a level 0 commoner, but they do not translate to your dragon form.
Dragon Level Cantrips Known Spells Known 1st Lv. Slots 2nd 3rd 4th
3 3 3 2 - - -
4 3 4 3 - - -
5 3 4 3 - - -
6 3 4 3 - - -
7 3 5 4 2 - -
8 3 6 4 2 - -
9 3 6 4 2 - -
10 4 7 4 3 - -
11 4 8 4 3 - -
12 4 8 4 3 - -
13 4 9 4 3 2 -
14 4 10 4 3 2 -
15 4 10 4 3 2 -
16 4 11 4 3 3 -
17 4 11 4 3 3 -
18 4 11 4 3 3 -
19 4 12 4 3 3 1
20 4 13 4 3 3 1

 


LevelBonusesBreath (d8)Poficiency bonus
1Vitality transference, mind’s eye32
2Unburdened flight32
3Archetype42
4Ability score increase42
5Medium, Limited Flight53
6Extra attack, breath range+10ft53
7Archetype63
8Ability score increase63
9Intimidating Presence74
10Archetype74
11Large, Flight Endurance84
12Ability score increase84
13Extra attack, breath range+10ft95
14Bite reach95
15Collector's Cunning105
16Ability score increase105
17Archetype116
18Huge, Carrying capacity116
19Ability score increase126
20Extra attack, breath range+10ft126

Created by

danjostrander95.

Statblock Type

Class Features

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