The Book of Dragons - Subclasses

Yunru

Banned
Banned
So this is a pet project I'm working on, based around, you guessed it, dragons.

As you can see, not all the subclasses are complete, and any suggestions would be most welcome along side any regular feedback.

[Sblock="Circle of the Dragon"]
Dragon Eyes:
When you choose this circle at 2nd level, your eyes alter and take on draconic characteristics. You gain darkvision of 60 feet and you have both proficiency and expertise in Perception.

Dragonform:
Starting at 2nd level, you can use your Wild Shape to turn into to a dragon with CR equal or less than half of your level.
If you do, you can only remain in dragon form for a number of minutes equal to your Druid level.

Draconic Resilience:
Starting at 6th level, you gain proficiency in two saving throws of your choice from Dexterity, Constitution, Wisdom, or Charisma.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Empowered Dragonform:
When you reach 10th level, you can expend two uses of your Wildshape to turn into a dragon with CR equal or less than your level.

Dragon Wings:
When you reach 14th 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 until you dismiss them as a Bonus Action on your turn.

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.
[/Sblock]

[Sblock="Way of the Dragon"]
Claw of the Dragon:
Starting when you choose this tradition at 3rd level, you can manipulate your ki to mirror that of a dragon's. You may have your unarmed strikes deal 1d6 damage of your choice of Acid, Cold, Fire, Lightning, or Poison.

Mighty Presence:
At 6th level, you can enhance your presence with your ki. As a bonus action, you can spend 3 ki points to unsettle your enemies. Each hostile creature within 30 feet of you must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Draconic Flight:
Beginning at 11th level, you learn to harness ki to enable you to fly as a dragon does. You may spend a ki point each turn. If you do, you gain a fly speed equal to your walking speed until the start of your next turn.

Placeholder:
At 17th level, [/Sblock]

[Sblock="Oath of the Dragon"]
Restriction: Requires Draconic

The Oath of the Dragon binds a paladin to the whims and machinations of a dragon. Sometimes called dragoons, dragon knights, or dragon riders, these paladins hold themselves to the same ideals as their chosen master. They hold dragons as their ideals, and incorporate images of draconic wings into their helmets or coats of arms.

Tenets of Devotion:
Though the exact words and structures of the Oath of the Dragon vary, paladins of this oath share these tenets.
Gather Treasure. When treasure presents itself you must try to obtain it. A portion of this treasure should go towards your dragon master.
My Word is Law. When your dragon master gives a decree, you must follow it.
You Are My Claws. You must pursue any who oppose your dragon sponsor, and protect those who's interests align.

Oath Spells:
You gain oath spells at the paladin levels listed.
Paladin Level| Spells
3rdChromatic Orb, Mage Armour
5thEnthral, Levitate
9thFly, Haste
13thDominate Beast, Polymorph
17thControl Winds, Hallow

Channel Devotion:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Draconic Fury. As a bonus action, you give vent to a primal roar that increases your aggression and augments your fighting spirit.
For 1 minute, you deal extra damage equal to your Charisma modifier on a hit. The extra damage is of the type associated with your dragon master.
Wrathful Shout. As an action, you present your holy symbol and give vent to a shout that unsettles the enemies of your dragon master. Each hostile creature within 30 feet of you must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Draconic Steed:
Starting at 7th level, you gain a Young Dragon companion, who's colour is the same as your dragon master. The dragon can move and take reactions freely, but can't use an action unless use your action to instruct it to. The Young Dragon can't use multiattack until you reach level 15.
While mounted upon it, the dragon's movement counts as your own for the purposes of feats, abilities and other effects.

Honorary Dragon:
Beginning at 15th level, you and your Draconic Steed have learnt how each other acts. You can communicate non-verbally and your Draconic Steed can take actions without you having to first spend an action of your own.

Soul of a Dragon:
At 20th level, you gain the soul of a dragon. As an action, you can magically manifest your dragon soul, gaining the following benefits for 1 minute:
• Wings sprout from your back and grant you a flying speed of 60 feet.
• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.
[/Sblock]

[Sblock="Draconic Bloodline"]
Unique Metamagic - Elemental Conversion:
When you make an attack or cast a spell that deals Acid, Cold, Fire, Lightning, or Poison damage, you can convert that damage to the type associated with your draconic ancestry.

Dragon Ancestor:
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon | Damage Type
Black | Acid
Blue | Lightning
Brass | Fire
Bronze | Lightning
Copper | Acid
Gold | Fire
Green | Poison
Red | Fire
Silver | Cold
White | Cold

Draconic Resilience:
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, you gain proficiency in a saving throw of your choice from Dexterity, Constitution, Wisdom, or Charisma. When you reach 6th level, you gain proficiency in another saving throw of your choice.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity:
Starting at 6th level, when you cast a spell that causes a creature to take damage of the type associated with your draconic ancestry each turn, you can add your Charisma modifier to the damage dealt. A creature can only be dealt extra damage this way once per turn.

Dragon Wings:
At 14th 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 until you dismiss them as a Bonus Action on your turn.

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.

Draconic Presence:
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or Frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your Concentration (as if you were casting a Concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.[/Sblock]

Aside: Can't wait to see how the formatting gets butchered this time.
 
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I think the modifications to Draconic Resilience make it too powerful.
Other than that, I like it a lot.
I found it kind of thematic. They're squishier, but more resistant to magic and environmental factors. Due to their dragon ancestors the best way to deal with them is to hit something (be it arrow, sword or spell).

There's also the nice touch of their saving throw proficiencies matching dragons come level 6.
 


Yunru, A nice set of subclasses.

Circle of the Dragon, doesn't a Druid already have proficiently with Wisdom saving throws?
Yup. I kept it the same because it's also the feature Dragon Sorcerers get, and for those that multiclassed into Druid.
 

Glad to see a Dragon Paladin! Originally just ran a fighter/warlock cross-class and flavored the Infernal as dragon. But this is much better next time I decide to play one.

Only question is, is a young dragon as a steed at 7th level not a little powerful? I don't have my Monster Manual with me to look it up, but i feel like they have more kick than intended. But I may just have the juvenile and young dragons mixed up in my head...
 

Glad to see a Dragon Paladin! Originally just ran a fighter/warlock cross-class and flavored the Infernal as dragon. But this is much better next time I decide to play one.

Only question is, is a young dragon as a steed at 7th level not a little powerful? I don't have my Monster Manual with me to look it up, but i feel like they have more kick than intended. But I may just have the juvenile and young dragons mixed up in my head...
Don't worry that's one of the areas I did the most maths in. Removing multiattack and making it cost an action for it to take an action (at least, until later levels) brings it in line with what would be expected.
 

lol okay that sounds appropriate. You may want to word that part about Multiattack better. I kinda skipped over that process, and just thought I couldn't order it to multiattack. But its natural reaction would still allow it too. If that is still the intention then all the better. But if not, people like my table will try find a way to make it happen unless flat out told "no".

Still good work. Too bad i discovered it the day after we started a new campaign lol.
 

lol okay that sounds appropriate. You may want to word that part about Multiattack better. I kinda skipped over that process, and just thought I couldn't order it to multiattack. But its natural reaction would still allow it too. If that is still the intention then all the better. But if not, people like my table will try find a way to make it happen unless flat out told "no".

Still good work. Too bad i discovered it the day after we started a new campaign lol.

I tried rewording it. Better?
 


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