Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Dragonborn racial class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zmajdusa" data-source="post: 7252349" data-attributes="member: 6914015"><p>This is an attempt at making the Dragonborn race feel more like a dragon through a class. Just wanted to hear thoughts on it and if this class is balanced compared to the other classes. Mostly I want to get an idea of what abilities should be tweaked to be more or less useful/powerful, and get an idea of how to effectively spread the abilities accross the class.<strong></strong></p><p><strong></strong></p><p><strong>Wyrm</strong></p><p>This is the path that Dragonborn take to awaken their ancient heritage.</p><p>The Wyrm Table</p><p>[TABLE="width: 0"]</p><p>[TR]</p><p>[TH]<strong>Level</strong>[/TH]</p><p>[TH]<strong>Proficiency</strong></p><p><strong>Bonus</strong>[/TH]</p><p>[TH]<strong>Features</strong>[/TH]</p><p>[/TR]</p><p>[TR]</p><p>[TD]1st[/TD]</p><p>[TD]+2[/TD]</p><p>[TD]<u>Draconic Armaments</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]2nd[/TD]</p><p>[TD]+2[/TD]</p><p>[TD]<u>Draconic Wellspring</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]3rd[/TD]</p><p>[TD]+2[/TD]</p><p>[TD]<u>Draconic Focus</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]4th[/TD]</p><p>[TD]+2[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]5th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#ExtraAttack" target="_blank">Extra Attack</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]6th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD]<u>Dragon Senses</u>, <u>Dragon Flight</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]7th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD]<u>Draconic Focus Feature</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]8th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]9th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD]<u>Might of the Wyrm</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]10th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD]<u>Draconic Focus Feature,</u> <a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]11th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD]<u>Dragon Flight Improvement</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]12th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]13th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD]<u>Stubborn Dragon</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]14th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD]<u>Dragon Senses</u><a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank"> Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]15th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD]<u>Draconic Focus Feature</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]16th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]17th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD]<u>Draconic Presence</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]18th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD]<u>Draconic Focus Feature</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]19th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]20th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD]<u>Great Wyrm</u>[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p> </p><p>Class Features</p><p><strong>Racial Requirement: </strong>This class is only available to Dragonborn</p><p>As a Wyrm, you gain the following class features.</p><p><strong>Hit Points</strong></p><p><strong>Hit Dice: </strong>1d10 per wyrm level</p><p><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels: </strong>1d10 (or 6) + your Constitution modifier per wyrm level after 1st</p><p><strong>Proficiencies</strong></p><p><strong>Armor: </strong>none</p><p><strong>Weapons: </strong>none</p><p><strong>Tools: </strong>None</p><p><strong>Saving Throws: </strong>Constitution, Charisma</p><p><strong>Skills: </strong>Choose two from Arcana, Athletics, History, Perception, Stealth, and Survival</p><p><strong>Equipment</strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p> Explorer’s pack and 2d4*10 gold</p><p><strong>Draconic Armaments</strong></p><p>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.</p><p>When using the attack action to attack with a bite or claw, you may use a bonus action to attack with a claw.</p><p> </p><p>Additionally, your draconic blood now strengthens your scales. When you aren’t wearing armor, your AC equals 10 + Constitution modifier + proficiency bonus.</p><p><strong>Draconic Wellspring</strong></p><p>At 2[SUP]nd[/SUP] 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 7[SUP]th[/SUP] level, and caps out at 4 times at 14[SUP]th[/SUP] level. You also increase the breath weapon’s damage by 1d6, and an additional 1d6 at 7[SUP]th[/SUP] and 14[SUP]th[/SUP] level.</p><p><strong>Draconic Focus</strong></p><p>At 3[SUP]rd[/SUP] 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.</p><p><strong>Ability Score Improvement</strong></p><p>When you reach 4th level, and again at 8th, 10[SUP]th[/SUP], 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.</p><p><strong>Extra Attack</strong></p><p>Beginning at 5th level, you can attack twice, instead of once, whenever you take the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Attack" target="_blank">Attack</a> action on your turn.</p><p><strong>Dragon Flight</strong></p><p>At 6th 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. Once per a long rest you may gain a flying speed equal to your movement for 1 minute. You can’t fly or glide while wearing armor or encumbered. Dragon Flight improves at 11[SUP]th[/SUP], and gives you a permanent flight speed of 60 feet.</p><p><strong>Dragon Sense</strong></p><p>At 6[SUP]th[/SUP] level you gain darkvision out to 60 feet and blindsight out to 30 feet. At 14[SUP]th[/SUP] level this improves to darkvision out to 120 feet and blindsight out to 60 feet.</p><p><strong>Might of the Wyrm</strong></p><p>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.</p><p><strong>Stubborn Dragon</strong></p><p>At 13[SUP]th[/SUP] level you gain proficiency in Strength and Wisdom saving throws, and once per a short rest you can gain advantage when you make a saving throw.</p><p><strong>Draconic Presence</strong></p><p>By 17th level, your very presence can strike awe and fear to those around you. When the Might of the Wyrm trait 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 <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> (if you chose awe) or <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened" target="_blank">frightened</a> (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.</p><p><strong>Great Wyrm</strong></p><p>At 20th level, your birthright fully manifests. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.</p><p><strong> <u>Draconic Focus</u></strong></p><p><strong>Focused Breath</strong></p><p>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.</p><p><strong>Focused Breath Features</strong></p><p><strong>Level Feature</strong></p><p>3rd Elemental Fangs, Elemental Mantle</p><p>7[SUP]th[/SUP] Elemental Furnace, Deep Breath</p><p>10[SUP]th[/SUP] Elemental Favor</p><p>15[SUP]th[/SUP] Elemental Dominance</p><p>18[SUP]th[/SUP] Elemental Wrath</p><p><u>Elemental Fangs</u></p><p>When you choose this archetype at 3rd level, your bite unarmed attack does an additional d6 damage of the same element as your breath weapon.</p><p><u>Elemental Mantle</u></p><p>At 3rd level, whenever you use your breath weapon you may wreath yourself in an elemental aura. Whenever something within 5 feet attacks you, you can use your reaction to deal a d6 damage of the breath weapons damage type. It also adds a d6 damage of the same type to the Wyrm’s claw attacks. This effect lasts until the end of your next turn.</p><p><u>Elemental Furnace</u></p><p>At 7th level, you add your constitution modifier to all damage you do that matches your breath weapon’s damage type.</p><p><u>Deep Breath</u></p><p>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 short rest you may choose to improve your breath weapon by either increasing the breath weapon to 5ft wide by 60ft long for a line and 30ft for a cone, adding an additional d10 of the same damage type to the roll, or give disadvantage to the saving throws of the creatures affected by the breath weapon.</p><p><u>Elemental Favor</u></p><p>At 10[SUP]th[/SUP] 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. Also, once per a short rest, when you succeed on a saving throw against an effect that matches the damage type of your breath weapon you gain an additional use of your breath weapon until your next short or long rest.</p><p><u>Elemental Dominance</u></p><p>At 15[SUP]th[/SUP] 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. 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.</p><p><u>Elemental Wrath</u></p><p>At 18[SUP]th[/SUP] 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.</p><p><strong>Focused Strength</strong></p><p>A wyrm that focuses on their physical strength seeks to unleash all the potential for brute force they possibly can.</p><p><strong>Focused Strength Features</strong></p><p><strong>Level Feature</strong></p><p>3rd Draconic Assault</p><p>7[SUP]th[/SUP] Armor of the Wyrm, Piercing Attacks</p><p>10[SUP]th[/SUP] Fury of Scales</p><p>15[SUP]th[/SUP] Overwhelming Strength</p><p>18[SUP]th[/SUP] Roar of the Wyrm</p><p><u>Dragon Assault</u></p><p>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.</p><p>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.</p><p>Once per turn you may add your Constitution modifier to the damage of a successful attack.</p><p><u>Armaments of the Wyrm</u></p><p>At 7th level, you have tapped your ancient birthright to strengthen your scales and wings. You receive +3 armor bonus to the AC granted by the Draconic Armaments class feature. Also, 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 wyrm’s constitution modifier+ the wyrm’s proficiencyas a bonus action. If they fail they take 2d4 + strength modifier + constitution modifier bludgeoning damage and are knocked prone.</p><p><u>Piercing Attacks</u></p><p>Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.</p><p><u>Fury of Scales</u></p><p>At 10[SUP]th[/SUP] level you’ve mastered your fortitude to improve the weight of your blows. Once per short rest you may use the constitution modifier to damage from Draconic Assault on all your attacks until the beginning of your next turn. While under the effects of this ability you also gain your constitution modifier as a bonus to all of your attacks.</p><p><u>Overwhelming Strength </u></p><p>At 15[SUP]th[/SUP], once per a short rest you call forth all your strength to beat through your opponents defenses. You can use this ability as a bonus action to gain advantage to all your attacks for 3 rounds.</p><p><u>Roar of the Wyrm </u></p><p>At 18[SUP]th[/SUP] 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.</p></blockquote><p></p>
[QUOTE="Zmajdusa, post: 7252349, member: 6914015"] This is an attempt at making the Dragonborn race feel more like a dragon through a class. Just wanted to hear thoughts on it and if this class is balanced compared to the other classes. Mostly I want to get an idea of what abilities should be tweaked to be more or less useful/powerful, and get an idea of how to effectively spread the abilities accross the class.[B] Wyrm[/B] This is the path that Dragonborn take to awaken their ancient heritage. The Wyrm Table [TABLE="width: 0"] [TR] [TH][B]Level[/B][/TH] [TH][B]Proficiency Bonus[/B][/TH] [TH][B]Features[/B][/TH] [/TR] [TR] [TD]1st[/TD] [TD]+2[/TD] [TD][U]Draconic Armaments[/U][/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD][U]Draconic Wellspring[/U][/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD][U]Draconic Focus[/U][/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#ExtraAttack"]Extra Attack[/URL][/TD] [/TR] [TR] [TD]6th[/TD] [TD]+3[/TD] [TD][U]Dragon Senses[/U], [U]Dragon Flight[/U][/TD] [/TR] [TR] [TD]7th[/TD] [TD]+3[/TD] [TD][U]Draconic Focus Feature[/U][/TD] [/TR] [TR] [TD]8th[/TD] [TD]+3[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD]+4[/TD] [TD][U]Might of the Wyrm[/U][/TD] [/TR] [TR] [TD]10th[/TD] [TD]+4[/TD] [TD][U]Draconic Focus Feature,[/U] [URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]11th[/TD] [TD]+4[/TD] [TD][U]Dragon Flight Improvement[/U][/TD] [/TR] [TR] [TD]12th[/TD] [TD]+4[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]13th[/TD] [TD]+5[/TD] [TD][U]Stubborn Dragon[/U][/TD] [/TR] [TR] [TD]14th[/TD] [TD]+5[/TD] [TD][U]Dragon Senses[/U][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"] Improvement[/URL][/TD] [/TR] [TR] [TD]15th[/TD] [TD]+5[/TD] [TD][U]Draconic Focus Feature[/U][/TD] [/TR] [TR] [TD]16th[/TD] [TD]+5[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]17th[/TD] [TD]+6[/TD] [TD][U]Draconic Presence[/U][/TD] [/TR] [TR] [TD]18th[/TD] [TD]+6[/TD] [TD][U]Draconic Focus Feature[/U][/TD] [/TR] [TR] [TD]19th[/TD] [TD]+6[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]20th[/TD] [TD]+6[/TD] [TD][U]Great Wyrm[/U][/TD] [/TR] [/TABLE] Class Features [B]Racial Requirement: [/B]This class is only available to Dragonborn As a Wyrm, you gain the following class features. [B]Hit Points[/B] [B]Hit Dice: [/B]1d10 per wyrm level [B]Hit Points at 1st Level: [/B]10 + your Constitution modifier [B]Hit Points at Higher Levels: [/B]1d10 (or 6) + your Constitution modifier per wyrm level after 1st [B]Proficiencies[/B] [B]Armor: [/B]none [B]Weapons: [/B]none [B]Tools: [/B]None [B]Saving Throws: [/B]Constitution, Charisma [B]Skills: [/B]Choose two from Arcana, Athletics, History, Perception, Stealth, and Survival [B]Equipment[/B] You start with the following equipment, in addition to the equipment granted by your background: Explorer’s pack and 2d4*10 gold [B]Draconic Armaments[/B] 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 10 + Constitution modifier + proficiency bonus. [B]Draconic Wellspring[/B] At 2[SUP]nd[/SUP] 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 7[SUP]th[/SUP] level, and caps out at 4 times at 14[SUP]th[/SUP] level. You also increase the breath weapon’s damage by 1d6, and an additional 1d6 at 7[SUP]th[/SUP] and 14[SUP]th[/SUP] level. [B]Draconic Focus[/B] At 3[SUP]rd[/SUP] 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. [B]Ability Score Improvement[/B] When you reach 4th level, and again at 8th, 10[SUP]th[/SUP], 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. [B]Extra Attack[/B] Beginning at 5th level, you can attack twice, instead of once, whenever you take the [URL="https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Attack"]Attack[/URL] action on your turn. [B]Dragon Flight[/B] At 6th 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. Once per a long rest you may gain a flying speed equal to your movement for 1 minute. You can’t fly or glide while wearing armor or encumbered. Dragon Flight improves at 11[SUP]th[/SUP], and gives you a permanent flight speed of 60 feet. [B]Dragon Sense[/B] At 6[SUP]th[/SUP] level you gain darkvision out to 60 feet and blindsight out to 30 feet. At 14[SUP]th[/SUP] level this improves to darkvision out to 120 feet and blindsight out to 60 feet. [B]Might of the Wyrm[/B] 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. [B]Stubborn Dragon[/B] At 13[SUP]th[/SUP] level you gain proficiency in Strength and Wisdom saving throws, and once per a short rest you can gain advantage when you make a saving throw. [B]Draconic Presence[/B] By 17th level, your very presence can strike awe and fear to those around you. When the Might of the Wyrm trait 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 [URL="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed"]charmed[/URL] (if you chose awe) or [URL="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened"]frightened[/URL] (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. [B]Great Wyrm[/B] At 20th level, your birthright fully manifests. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24. [B] [U]Draconic Focus[/U][/B] [B]Focused Breath[/B] 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. [B]Focused Breath Features[/B] [B]Level Feature[/B] 3rd Elemental Fangs, Elemental Mantle 7[SUP]th[/SUP] Elemental Furnace, Deep Breath 10[SUP]th[/SUP] Elemental Favor 15[SUP]th[/SUP] Elemental Dominance 18[SUP]th[/SUP] Elemental Wrath [U]Elemental Fangs[/U] When you choose this archetype at 3rd level, your bite unarmed attack does an additional d6 damage of the same element as your breath weapon. [U]Elemental Mantle[/U] At 3rd level, whenever you use your breath weapon you may wreath yourself in an elemental aura. Whenever something within 5 feet attacks you, you can use your reaction to deal a d6 damage of the breath weapons damage type. It also adds a d6 damage of the same type to the Wyrm’s claw attacks. This effect lasts until the end of your next turn. [U]Elemental Furnace[/U] At 7th level, you add your constitution modifier to all damage you do that matches your breath weapon’s damage type. [U]Deep Breath[/U] 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 short rest you may choose to improve your breath weapon by either increasing the breath weapon to 5ft wide by 60ft long for a line and 30ft for a cone, adding an additional d10 of the same damage type to the roll, or give disadvantage to the saving throws of the creatures affected by the breath weapon. [U]Elemental Favor[/U] At 10[SUP]th[/SUP] 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. Also, once per a short rest, when you succeed on a saving throw against an effect that matches the damage type of your breath weapon you gain an additional use of your breath weapon until your next short or long rest. [U]Elemental Dominance[/U] At 15[SUP]th[/SUP] 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. 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. [U]Elemental Wrath[/U] At 18[SUP]th[/SUP] 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. [B]Focused Strength[/B] A wyrm that focuses on their physical strength seeks to unleash all the potential for brute force they possibly can. [B]Focused Strength Features[/B] [B]Level Feature[/B] 3rd Draconic Assault 7[SUP]th[/SUP] Armor of the Wyrm, Piercing Attacks 10[SUP]th[/SUP] Fury of Scales 15[SUP]th[/SUP] Overwhelming Strength 18[SUP]th[/SUP] Roar of the Wyrm [U]Dragon Assault[/U] 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. Once per turn you may add your Constitution modifier to the damage of a successful attack. [U]Armaments of the Wyrm[/U] At 7th level, you have tapped your ancient birthright to strengthen your scales and wings. You receive +3 armor bonus to the AC granted by the Draconic Armaments class feature. Also, 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 wyrm’s constitution modifier+ the wyrm’s proficiencyas a bonus action. If they fail they take 2d4 + strength modifier + constitution modifier bludgeoning damage and are knocked prone. [U]Piercing Attacks[/U] Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. [U]Fury of Scales[/U] At 10[SUP]th[/SUP] level you’ve mastered your fortitude to improve the weight of your blows. Once per short rest you may use the constitution modifier to damage from Draconic Assault on all your attacks until the beginning of your next turn. While under the effects of this ability you also gain your constitution modifier as a bonus to all of your attacks. [U]Overwhelming Strength [/U] At 15[SUP]th[/SUP], once per a short rest you call forth all your strength to beat through your opponents defenses. You can use this ability as a bonus action to gain advantage to all your attacks for 3 rounds. [U]Roar of the Wyrm [/U] At 18[SUP]th[/SUP] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dragonborn racial class
Top