Zmajrojen-Dragonborn Racial Class

Zmajdusa

First Post
Zmajrojen
This is the path that Dragonborn take to awaken their ancient heritage.
The Zmajrojen Table
LevelProficiency
Bonus
Features
1st+2Draconic Armaments, Dragon Wings
2nd+2Draconic Wellspring
3rd+2Draconic Focus, Gift of the Zmaj
4th+2Ability Score Improvement
5th+3Gift of the Zmaj, Dragon Senses
6th+3Draconic Wellspring Improvement
7th+3Draconic Focus Feature, Heart of the Zmaj
8th+3Ability Score Improvement
9th+4Might of the Zmaj, Gift of the Zmaj
10th+4Ability Score Improvement
11th+4Draconic Focus Feature, Draconic Wellspring Improvement
12th+4Ability Score Improvement
13th+5Charismatic Strength, Gift of the Zmaj
14th+5Dragon Senses Improvement
15th+5Draconic Focus Feature, Gift of the Zmaj
16th+5Ability Score Improvement
17th+6Draconic Majesty, Draconic Wellspring Improvement
18th+6Draconic Focus Feature
19th+6Ability Score Improvement, Gift of the Zmaj
20th+6Great Zmaj

Class Features
Racial Requirement: This class is only available to Dragonborn
As a Zmajrojen, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Zmajrojen level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Zmajrojen level after 1st
Proficiencies
Armor: none
Weapons: Simple
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Athletics, History, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Explorer’s pack and 2d4*10 gold
Draconic Armaments
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, and you gain a tail attack, and a tail, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

When using the attack action to attack with a bite, tauil, 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 8 + Constitution modifier + proficiency bonus.
Dragon Wings
At 1st level, you sprout a pair of dragon wings from your back, and you may choose to glide, only falling 60 feet per round and moving 30 feet horizontally while falling.
Draconic Wellspring
At 2nd level you can use your breath weapon more often in between rests. You are able to use your breath weapon an twice in between short rests. This improves to 3 times at 6th level, 4 at 11th, and caps out at 5 times at 17th level. You also increase the breath weapon’s damage by 1d6. This improves to 2d6 at 6th, 3d6 at 11th, and 4d6 at 17th level.
Draconic Focus
At 3rd level a Zmajrojen chooses to focus on an aspect of their draconic bloodline. The aspects are located at the end of the main class description.
Gift of the Zmaj
You have begun to bring forth the more obscure features of your draconic heritage. At 3rd level you may choose two Draconic Expressions of your choice. Your Draconic Expression options are detailed at the end of the class description. You gain an additional Draconic Expressions at 5th, 9th, 13th, 15th, and 19th levels.
You may only use one Draconic Expression that modifies your breath weapon by expending breath weapon uses each time you use your breath weapon.
Additionally, when you gain a level in this class, you can choose one of the Draconic Expressions you know and replace it with another Draconic Expression that you could learn at that level.
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.
Dragon Sense
At 5th level you gain darkvision out to 120 feet. At 14th level this ability also grants you blindsight out to 60 feet.
Heart of the Zmaj
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Might of the Zmaj
At 9th level, you blood matures, and you may spend a bonus action to gain the effects of the enlarge portion of the Enlarge/Reduce spell for 1 minute. You may use this ability once per a short rest.
Charismatic Strength
At 13th level you gain proficiency in Strength saving throws, and you now gain a bonus to all saving throws equal to your Charisma modifier.
Draconic Majesty
By 17th level, the pressure from your majestic heritage can deflect blows and magic. You add a bonus you your AC equal to your Charisma modifier, and once per a short rest you can use a bonus action to gain resistance to slashing, piercing, and bludgeoning damage for 3 rounds.
Great Zmaj
At 20th level, your birthright fully manifests. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.
Draconic Focus
Elemental Heart
A Zmajrojen that chooses this path cultivates the attachment their blood has to the elements.
Elemental Heart Features
Level Feature
3rd Elemental Soul, Elemental Mantle
7th Deep Breath
11th Elemental Favor
15th Elemental Devourer
18th Elemental Wrath
Elemental Soul
When you choose this archetype at 3rd level, your breath weapon does an additional d6 of damage.
Elemental Mantle
At 3rd level, whenever you use your breath weapon you may wreath yourself in an elemental aura. The aura lasts until you unleash it after which it dissipates. Whenever something damages you, you can use your reaction to deal unleash the aura, doing 2d6 damage of the breath weapons damage type to every creature within 10 feet of you. Affected creatures can make a dexterity save with a DC equal to that of the breath weapon’s.
Deep Breath
At 7th level, you gain the ability to tap the depths of your elemental reserves, you breath weapon damage dice become d8s, so if you were 3d6 for your breath weapon before, you would roll 3d8 now.
Elemental Favor
At 11th level you have advantage on saves for effects with a damage type that you are resistant to. If you succeed on those saves, you take no damage from the effect. Also, once per a short rest, when you succeed on a saving throw against an effect that matches the damage type you are resistant to, you gain an additional use of your breath weapon until your next short or long rest.
Elemental Devourer
At 15th you can counter the abilities of other creatures and spells that match your breath weapon’s damage type. Once per a short rest, when you would be forced to make a save against a spell, ability, or an attack that would deal the same damage type you are resistant to, you may use a reaction to consume and counter the effect. The Zmajrojen makes a Constitution save with a DC equal to spell or ability DC, or the total to hit of the attack roll. On a successful save the spell, ability or attack is negated though the damage is still rolled. The Zmajrojen then gains half the damage rolled as temporary hit points.
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. Once per a short rest, 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 Zmajrojen’s next turn.

Heart of the Fang
A Zmajrojen that chooses this path focuses on their physical strength to unleash all the potential for brute force they possibly can.
Heart of the Fang Features
Level Feature
3rd Draconic Assault
7th Wings of the Zmaj
11th Fury of Scales
15th Overwhelming Strength
18th Roar of the Zmaj
Dragon Assault
When you choose this archetype at 3rd level, both your claws and bite damage improve to 1d8 + your Strength modifier.
When someone within 5 feet of you damages you with an attack or an ability, you may use your reaction to attack once with your tail.
Wings of the Zmaj
At 7th level, once per a short rest you may beat you wings so strongly that all creatures within 5 feet of you must make a dexterity save equal to 8 + the Zmajrojen’s constitution modifier+ the Zmajrojen’s proficiency as a bonus action. If they fail they take 2d6 + strength modifier bludgeoning damage and are knocked prone.
Fury of Scales
At 11th level you’ve mastered your fortitude to improve the weight of your blows. You deal additional damage equal to your constitution modifier with your attacks.
Overwhelming Strength
At 15th, once per a short rest you call forth all your strength to beat through your opponents defenses. You can use this ability as part of an attack action to gain advantage to all your attacks for 3 rounds.
Roar of the Zmajrojen
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 Zmajrojen’s constitution modifier+ the Zmajrojen’s proficiency. A successful save halves the damage and removes the knockback.

Heart of Shadow
A Zmajrojen that chooses this path creates a draconic connection to the Shadowfell.
Heart of Shadow Features
Level Feature
3rd Shadowy Resistance, Breath of Shadow
7th Cloak of Darkness
11th Defended by Darkness
15th Hunger of the Shadows
18th Devouring Darkness
Shadowy Resistance
When you choose this archetype at 3rd level, you gain resistance to necrotic damage.
Breath of Shadow
At 3rd level, whenever you use your breath weapon you may choose to change the damage to necrotic.
Cloak of Darkness
At 7th level while in dim light or darkness, you gain double your proficiency bonus to Dexterity (Stealth) checks and the ability to use the Hide action while being observed as a bonus action.
Defended by Darkness
At 11th level while in dim light or darkness, you have resistance to damage that isn’t force, psychic, or radiant.
Hunger of the Shadows
At 15th when you deal necrotic damage with your breath weapon or attacks. you regain hit points equal to half the damage rolled.
Devouring Darkness
At 18th your breath weapon can cling to those affected by it, enveloping them in a sphere of hungry darkness. Once per a short rest, when you use your breath weapon to deal necrotic damage, you may choose to have the effect linger on everyone that failed their save against it. Each creature that failed its save emits magical darkness you can see through in a 10 foot radius and takes 4d6 necrotic damage at the beginning of its turn. This damage is affected by Hunger of the Shadows, and the affected creatures can attempt the same save as the breath weapon for the type of save and the save’s DC at the end of their turns to end the effect. Otherwise it lasts a minute.

Gift of the Zmaj Draconic Expressions
Bulwark of the Savant- prerequisites: - Elemental Savant Draconic Expression and 13th level - Your extended use of an additional element has allowed you to extend your resistance to it. You are resistant to each damage type that you chose for your Elemental Savant Draconic Expressions.
Charm of the Zmaj - prerequisites: - You gain proficiency in either Deception, Intimidation or Persuasion. Once per a short rest you may gain advantage on any Charisma check or save.
Charm of Quicksilver - prerequisites: 5th level – Initiative is now a Charisma check for you.
Climbing Claws - prerequisites: - You gain a climb speed equal to your walking speed. Once per a short rest, you can ignore the first 10 feet you might be forcibly moved while you are standing or climbing on a solid surface.
Draconic Presence - prerequisites: 5th level- Your very presence can strike awe and fear to those around you. You may frighten or charm a number of creaures equal to your charisma modifier that 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 round. You may use this ability once per a short rest.
Dual Breath- prerequisites: 15th level- You can add an additional affect to your breath weapon. You can expend a use of your breath weapon as a bonus action to add an additional affect depending on the breath weapon damage type. A breath weapon that deals acid or fire damage blinds on a failed save for the affected creatures. For cold, lightning, thunder, necrotic, and poison damage affected creatures that fail their save are stunned. Blind or stunned creatures get a save at the end of each of their turns to end the effect. The effect lasts a minute otherwise
Elemental Furnace - prerequisites: Elemental Heart or Heart of Shadow Draconic Focus- Your vitality empowers your breath. Add your constitution modifier to your breath weapon’s damage.
Elemental Savant - prerequisites: 5th level- You have learned how to expand your elemental repertoire. Choose choose one of the following damage types: acid, cold, fire, lightning, or thunder when you select this Draconic Expression. By expending 1 use of your breath weapon as part of the action using your breath weapon, your next breath weapon’s damage is changed to the damage type you chose when you selected this ability. You may choose this Draconic Expression multiple times, choosing a different damage type each time. The DC remains the same though the type of save might change. Acid, lightning, and fire require dexterity saves while cold and thunder require constitution saves.
Elemental Shield - prerequisites:- You draw upon the strength of your breath to defend yourself. When you are hit, you may expend a use of your breath weapon as a reaction to cast the Shield spell, possibly avoiding the hit.
Endless Breath - prerequisites: Elemental Heart or Heart of Shadow Draconic Focus and 9th level- You can bring forth the power of your breath in a massive surge. You may expend 2 uses of your breath weapon as a bonus action to improve your breath weapon that round. This increases the breath weapon to 5ft wide by 60ft long for a line and 30ft for a cone and gives disadvantage to the saving throws of the creatures affected by the breath weapon.
Endless Forms- prerequisites: 15th level- You can cast the Polymorph spell twice per short rest.
Flight of the Dragon - prerequisites: 9th level- Your wings become strong enough to lift you into the air. You gain a flight speed of 60 feet.
Gift of the Delver prerequisites: - You gain a burrowing speed of 15 feet.
Gift of the Leviathan - prerequisites: 5th level- You can breathe underwater, and you gain a swimming speed equal to your walking speed. When you are in a body of water your blindsight distance is considered double to detect things in the same body of water.. Water, magical or otherwise, can’t block or affect your breath weapon in any way, and you have advantage for your attacks against others in the same body of water.
Hunger of the Elements - prerequisites: 5th level – The elemental energies in your breath weapon now linger in your claws, fangs, and tail. When you use your breath weapon, your bite, claw, and tail attacks now deal an additional 2d6 damage of the same type dealt by the breath weapon until the end of your next turn.
Lingering Shadows - prerequisites: Heart of Shadow Draconic Focus and 9th level – Your claws and fangs are now coated in living shadows. Your bite and claw attacks deal an additional 2d6 necrotic damage, and whenever you are in dim light or shadow, you gain advantage on your bite and claw attacks.
Mutability of the Breath - prerequisites: 13th level- You can control what shape you breath weapon takes. Twice per a short rest you may change your breath weapon from a cone to a line and vice versa as a bonus action. You may also expend a breath weapon use to exclude a number of targets equal to your constitution modifier from the effects of your breath weapon.
Quicksilver Zmaj - prerequisites: 9th level- You can expend a breath weapon use to take Dash, Dodge, or Disengage as a bonus action, when you do your movement speeds are doubled for your turn.
Thundering Strikes- prerequisites: - Elemental Savant Draconic Expression, chose thunder damage type, and 13th level- Once per a turn you may expend a breath weapon use when you hit with an attack to deal an additional 6d8 thunder damage.
Zmaj Tail - prerequisites: 9th level- Your tail attack’s damage is increased to 1d8 + your Strength modifier, and when you attack with your bite you may attack with your tail in the same action.
 
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Zmajdusa

First Post
Made this class as an attempt to turn the Dragonborn race into something that plays like a dragon. I also added a few things in to keep the class interesting as the PC leveled while staying dragon themed
 

Wednesday Boy

The Nerd WhoFell to Earth
I like it. Since it's heavily combat oriented I would try to give it more features for the social and exploration challenges. In line with that I would move Draconic Presence way up so it sees more use throughout the character's career rather than only towards the end.

Consider making some sort of mechanic that encourages the dragonborn to play to their draconic ancestry. That could be as simple as giving a bonus to certain skills (If your draconic ancestry is red, you get expertise in Intimadation.) or tied to ideals, bonds, and flaws (If your draconic ancestry is red, whenever you succumb to overwhelming greed, gain Inspiration.). Or you could make it more complex than that (I don't have a good example.)

It also might be interesting to tie the dragonborn's draconic ancestry to their ancestor's Regional Effects or possibly Lair Actions (If a dragonborn with red dragon ancestry resides in a local area for continuously, small earthquakes become common within 6 miles of the dragonborn’s dwelling.)
 

Zmajdusa

First Post
Made Draconic Presence a Draconic Expression with a 5th level requirement, also created a Draconic Expression that gives proficiency in a social skill and advantage to charisma checks and saves. Made a new ability to replace Draconic Presence, named Draconic Majesty that makes heavy use of charisma modifiers.
 


Coroc

Hero
I like it especially the first Levels do not seem to be overpowered, also the breath weapon scaling is ok as well as the unarmored ac.

But some things need to be reconsidered evetnually:
1. It has 2 good saves already (Con, Cha) another 2 at the 13th Level (Str, Wis) are a bit over the top for a fighter type.
2. Making the natural attack magical at 7th Level normally does not break anything but it Needs to be on par with the Monks capabilities.
3. The superior infravision is to strong. It should have no better infravision than drow, better give it true sight at say 17th Level e.g.
 

Zmajdusa

First Post
Iincreased the options in the Gift of the Zmaj Draconic Expressions section to give more damage options. Changed Stubborn Dragon to Charismatic Strength.
 


Zmajdusa

First Post
So I've considered dropping the hit die to a d8 from where it now sits which is a d10. Any suggestions on the Gift of Zmaj Draconic Expression abilities, are they good at the level they are available. Also would they be overpowered/underpowered for the level they are available?
 

Zmajdusa

First Post
Also does the abilities of the Heart of the Fang give too much melee damage. Reason I ask is that a friend of mine thinks the class can do too much. My thoughts are that the class does about as much as a paladin, ranger or an Eldritch Knight does. Any thoughts on the matter?
 

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