Dragonmarked - Class

by Kovaud

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Dragonmarked

Standing tall and proud atop a plateau armored in ornate half-plate armor is an elf with red glowing eyes. In a flash, the elf unfurls previously unseen wings and flies high into the air.

A human is suddenly interrupted from their slumber by a sudden bout of terror. On the streets outside their home an orc stands surrounded by the terrifying visage of a great dragon, while a band of criminals flees.

A bandit jumps out to rob a traveling dragonborn. The dragonborn grins, and unleashes a bout of crimson energy from their maw.

These three examples are each Dragonmarked. Within them they house the foundation of draconic power that normally only dragons would call their own. This foundation is what dragons harness to call upon their breath weapon, and is sometimes found among others.

Gift of Old

The power that the Dragonmarked call their own was originally reserved only for those of dragonkind. This power was however gifted to a select few many years ago by a dragon who feared for the safety of the weaker races. These first few were charged with protecting the weaker races from the ire that they drew from dragons in the older days. This gift went on and was passed onto the descendants of those first few. This gift was also given to others throughout the years when it was needed.

Foundation of Dragonkind

This is the foundation upon which all dragonkind fuel themselves. From their innate breath weapon all the way to the terrifying presence they can exude. Dragonmarked are unique in that they manage to shape this power into different forms to suit their needs. Some harness it to call upon the arcane, other use it to control the elements. The source is the same, while the results are various. It is much like the Weave, in that even though the source of power is the same, it is used in a variety of ways.

Art Credit goes to Wikimedia and Leynok

Dragonmarked
Level Proficiency Bonus Features Draconic Deeds Mark Point
1st +2 Dragonblooded, Draconic Focus 2 2
2nd +2 Wyrmspeech 2 2
3rd +2 Dragon's Mark Feature, Elemental Manifestation 2 3
4th +2 Ability Score Increase 2 3
5th +3 Extra Attack 3 3
6th +3 Dragon's Mark Feature 3 4
7th +3 Ability Score Increase 3 4
8th +3 Font of Energy 3 4
9th +4 Dragon's Mark Feature 4 5
10th +4 4 5
11th +4 Ability Score Increase 4 5
12th +4 Rending Claws, Swift Flight 4 6
13th +5 Extra Attack (2) 5 6
14th +5 Dragon's Mark Feature 5 6
15th +5 Ability Score Increase 5 7
16th +5 5 7
17th +6 Dragon's Mark Feature 6 7
18th +6 Ability Score Increase 6 8
19th +6 6 8
20th +6 Draconic Evocation 7 8

Creating a Dragonmarked

When making a dragonmarked, consider how they came to possess this power? Are they descended from those who the power was originally gifted to? Or possibly they found themselves in peril and were shown pity by a dragon and were saved and then gifted the power in order to protect themselves in the future?

If the power was gifted, are you considered in debt? Are you tasked with a quest? How do draconic beings feel about your existence? Do they despise you or simply not care?

Quick Build

You can make a dragonmarked quickly by following these suggestions. First, make Charisma your highest score. Your next highest score should be Constitution. Second, choose the Outlander background.

Class Features

As a Dragonmarked, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Dragonmarked level
  • Hit Points at 1st Level: 8 + your Constitution modifer
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragonmarked level after 1st

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple Weapons, shortswords
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Insight, Perception, History, Nature, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • a draconic focus (details later on)
  • (a) a dungeoneers pack or (b) an explorers pack
  • Hide armor, any simple weapon, and a handaxe

Dragonblooded

At 1st level, the blood of a dragon awakens within you granting you great power. You begin to gain an understanding of how to channel that draconic power into draconic deeds. You know 2 draconic deeds at 1st level. To perform a draconic deed you must spend a mark point.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Draconic Focus

Also at 1st level, you gain a draconic focus. This focus could be glowing orb, a gold coin from a dragons hoard, or possibly a dragons fang. This focus is what you use to channel the more magical draconic deeds. It also grants you one cantrip of your choice from the wizard spell list.

Wyrmspeech

When you reach 2nd level, your draconic power allows you to understand the language of dragons. You can speak, read, and write Draconic.

Dragon's Mark

Upon reaching 3rd level, you must choose a dragon's mark that defines how your draconic power has manifested. Choose the Blood Mark, the Metallic Mark, the Arcane Mark, or the Tempest Mark, all detailed at the end of the class description. The dragon's mark you choose grants you features at 3rd level and again at 6th, 9th, 14th, and 17th level.

Elemental Manifestation

Starting at 3rd level, you gain an elemental affinity based on your Dragon's Mark.

You gain resistance to the damage type and can change a damaging spells damage type to the marks damage type.

Dragon's Mark Damage Type
Blood Mark Necrotic
Metallic Mark Radiant
Arcane Mark Force
Tempest Mark Lightning
Glacial Mark Cold
Wraith Mark Psychic
Huntsman Mark Poison

Ability Score Increase

When you reach 4th level, and again at 7th, 11th, 15th, and 18th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.

Font of Energy

When you reach 8th level, you are able to further channel the draconic energy within. Once per long rest you can as a bonus action regain one expended mark point.

Rending Claws

At 12th level, when you make a melee weapon attack roll against a creature with an armor class equal to or lower than 9 + your Charisma modifier + half of your proficiency bonus rounded down you deal an additional die of damage.

Swift Flight

Also at 12th level, you increase your movement speed by 10 feet. This bonus also applies if you have a fly speed.

Draconic Evocation

Finally when you reach 20th level, when you roll initiative and have no mark points remaining, you regain 1 mark point.

Dragon's Mark

Many dragonmarked harness the magical foundation of draconic power within themselves differently. For some they utilize the power of their blood, for others they use it to enhance their martial abilities, some learn how to call upon the innate power to cast spells, and others embody sky which the dragons themselves claim to rule.

Arcane Mark

These dragonmarked harness their connection to the weave to cast spells. They are commonly mistake for sorcerers of a dragon blood lineage. This is true in concept, but in practice they are quite different.

Spellcasting

When you choose this mark at 3rd level, you tap into the magical foundation of power that resides within you to cast spells.

Spell Slots. The Arcane mark 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.

Spells known of 1st-Level or Higher. You know two 1st-level wizard spells of your choice, two of which you must choose from the enchantment and evocation spells on the wizard spell list.

The Spells Known column of the Arcane Mark Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a enchantment or evocation spell of your choice, except for the spells learned at 8th, and 14th level, and must be of a level for which you have spell slots.

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 a enchantment or evocation spell, unless you’re replacing the spell you gained at 8th or 14th level.

Knowledge of the Ancients

When choosing this subclass at 3rd level, you may learn one cantrip of your choice from the wizard spell list.

Draconic Secrets

At 6th level, the draconic power that grants you your arcane mastery allows you a greater understanding of the arcane. You gain proficiency in the Arcana skill and your proficiency bonus is doubled when using this skill.

Wyrmling Assistant

At 9th level, you can cast the Find Familar spell once per long rest without expending a spell slot. When doing so the familiar must take the form of a Pseudodragon and has the dragon creature type.

Rending Spells

At 14th level, when you make spell attack roll against a creature your Rending Claws feature now applies.

Arcane Mark Spellcasting
Dragonmarked Level Spells Known 1st 2nd 3rd 4th
3 2 2
4 2 2
5 3 3
6 3 3
7 3 3 2
8 4 4 2
9 5 4 2
10 5 4 3
11 5 4 3
12 6 4 3
13 7 4 3 2
14 7 4 3 2
15 7 4 3 2
16 8 4 3 3
17 9 4 3 3
18 9 4 3 3
19 9 4 3 3 1
20 10 4 3 3 1

Eldritch Wyrm

Finally when you reach 17th level, you can choose a 5th level spell of your choice from the wizard spell list. You can cast the chosen spell once per long rest.

Blood Mark

The grim path these dragonmarked trek is frowned upon by most as it is seen as a profane and accursed practice. The power they pursue is not for the weak willed.

Blood Sacrifice

When choosing this subclass at 3rd level, when performing a draconic deed rather than expending mark points, you may expend a hit die and take 8 + your level in necrotic damage. This damage cannot be reduced through resistance or by any other means.

Profane Art

At 6th level, you gain the ability to cast the spell Speak with Dead once per long rest.

Bloodletting

At 9th level, when using your Font of Energy feature you can restore hit points to yourself or another creature you're touching equal to 8 + your level, rather than regaining a mark point.

Paralytic Strike

At 14th level, you can cause a creatures blood to work against it and cause it to lock up. When you make a melee weapon attack and succeed, you can choose for that creature to make a Constitution saving throw. On a failed save the target is paralyzed for 1 minute. The paralyzed target can repeat this saving throw at the beginning of each of its turns. You cannot do this again until you take a long rest.

Force of Life and Death

Finally when you reach 17th level, when you make a melee weapon attack you can expend a mark point to deal an additional amount of necrotic damage equal to your level.

If you are healing yourself or a creature, you can instead spend a mark point to heal an additional amount equal to your level. Once you either you cannot do so again until you take a long rest.

Glacial Mark

Dragonmarked of this mark harness the harsh and uncaring power of winter and frost. They are commonly found far to the north as their power is stronger and easier to channel there.

Heart of Winter

When you choose this mark at 3rd level, you have learned to channel the icy jaws of winter. You may add the Chill of Ymir deed to your list of deeds known. It does not count against your number of deeds known.

Additionally, you know the Ray of Frost cantrip. You can cast the False Life spell once per long rest.

Sheer Cold

Starting at 6th level, you are able to instill an unearthly form of cold into your magic. Whenever you deal cold damage, it ignores resistance and treats immunity as resistance.

Frostfell Aura

Starting at 9th level, you exude the primal force of winter. As an action, you can summon forth this power and cause a 10 foot aura of winter centered on you to come forth. All enemy creatures that enter this aura or start their turn in this aura take cold damage equal to 2 + your Constitution modifier. Minimum of

Axe of Ymir

Upon reaching 14th level, whenever you use your Chill of Ymir deed, you can choose to deal 2d12 cold damage instead of double your Constitution.

Dragon of the North

Finally when you reach 17th level, you command the full power of winter and can call it to yourself on a whim. Once per long rest you can instill the very essence of winter into one target that you can see within 120 feet of you. The target must make a Constitution saving throw, on a failed save taking 5d12 cold damage and half as much on a successful save.

Huntsman Mark

Dragonmarked of this sort find themselves drawn towards the hunt and the rush of blood it brings. They seek to to feel prey beneath their talons. These dragonmarked make excellent archers.

Huntsman's Arrow

When you choose this subclass at 3rd level, you may add the Dragon Piercer deed to your list of deeds known. It does not count against your number of deeds known.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in short bows, longbows, hand crossbows, and heavy crossbows.

The Hunt Begins

At 6th level, you can expend a mark point to cast Hunter's Mark.

Hail of Arrows

When you reach 9th level, whenever you use your Dragon Piercer deed, you can choose for the additional 3d4 poison damage to be divided amongst all creatures within 5 feet of the target instead.

Landstrider

Upon reaching 14th level, your many hunts have taught you how to track prey through any environment. You are unimpeded by nonmagical rough terrain.

Dead Shot

Finally when you reach 17th level, you are deadly accurate and almost never miss. As a reaction whenever you miss with an attack, you can expend a mark point and choose to hit instead. Once you use this feature you cannot do so again until you take a long rest.

Metallic Mark

Metallic dragonmarked make use of their innate power to enhance their martial abilities. They see the scales and claws of a dragon and seek to embody that through armor and weaponry. They wish to embody the nobility and honor of metallic dragons and use their power to defend their allies and destroy their enemies.

Bonus Proficiencies

When you choose this subclass at 3rd level, you gain proficiency with heavy armor and shields.

Draconic Arsenal

Additionally at 3rd level, you may add the Drakeblade deed to your list of deeds known. It does not count against your number of deeds known.

Keen Senses

At 6th level, you have advantage on initiative rolls and Perception checks.

Dragonwrought

At 9th level, when an ally within 5 feet of you takes damage, you can as a reaction reduce the damage by an amount equal to your level + your Charisma modifier. You can do this three times per long rest.

Metallic Enhancement

When you reach 14th level, you must choose one of the following metallic enhancements:

  • Weakening Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Strength saving throw. On a failed save the target has disadvantage on Strength saving throws and any damage they do on a Strength-based attack is reduced by 1d4 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.

  • Slowing Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Constitution saving throw. On a failed save the targets movement speed is halved and they have disadvantage on Dexterity saving throws 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.

  • Repelling Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Strength saving throw. On a failed save the target is pushed 30 feet away from you.

You can only use your chosen metallic enhancement once per short or long rest.

Aegis

Finally when you reach 17th level, you can as a bonus action change the armor class of an ally within 60 feet of you to equal your own if it is lower. If the allies armor class is higher, then your armor class changes to match theirs. If their armor class is equal to yours then you both gain +1 to AC. This effect last for 1 minute, and cannot be used again until you take a long rest.

Tempest Mark

Dragonmarked of this sort seek to embody the wrath of a storm. They seek the freedom and power that the dragons receive from the sky itself.

Volt Whip

When you choose this subclass at 3rd level, you may add the Lightning Lash to your list of deeds known. It does not count against your number of deeds known.

Caught in the Storm

Also at 3rd level, when you make a successful attack with your Lightning Lash you can as a reaction try to grapple the target with it.

Touching the Sky

At 6th level, the distances you can jump for your long and high jumps are doubled.

Fast as Lightning

At 9th level, your movement speed increases by 5 feet. Also when you take damage from a source you can see, you can use your reaction to halve the damage. You cannot do this again until you take a long rest.

Stormcaller

At 14th level, you can spend a mark point to cast Call Lightning. You can do this 3 times before needing to take a long rest to do so again.

Typhoon Ascent

At 17th level, you can spend a mark point to form a tempestuous aura around you. All enemy creatures that start their turn within 15 feet of you or move into this range must make a Dexterity saving throw. Taking lightning damage equal to 5 + your Charsima modifier on a failed save. This aura remains active for 1 minute. Once this minute is up the aura disperses and you cannot use it against until you take a long rest.

Wraith Mark

Dragonmarked that bear this mark draw their power from the soul of a dragon that has bound itself to them. This shapes the way the power of the dragonmarked manifests in a way no other mark does.

Spirit Strike

When you choose this subclass at 3rd level, you may add the Wraith's Fury deed to your list of deeds known. It does not count against your number of deeds known.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in short bows, longbows, and longswords.

Otherworldly Claws

At 6th level, all your weapon attacks are considered magical for the purposes of overcoming resistance and immunity.

Draconic Flurry

When you reach 9th level, you are able to call forth a fragment of the spirit dragon whom you share a bond with to send a flurry of attacks against a a target. As a reaction when you make a melee weapon attack against a creature within 5 feet of you, you can as a reaction make two additional attacks against that target. These additional attacks do not add your ability score modifier to their damage rolls. Once you use this feature you must take a long rest to do so again.

Soul Rend

Upon reaching 14th level, your bond with the dragons spirit allows you to sink your claws into the very soul of your foe. Whenever you make an attack that Rending Claws applies to, that attack deals an additional amount of psychic damage equal to half of your level.

Wraith Master

Finally when you reach 17th level, your bond with the spirit of the dragon that marks your soul has reached its pinnacle. As an action you can assume the mantle of a spectral dragon and partially shift yourself into the ethereal plane for 1 minute. For the duration you gain the following benefits:

  • Your size category increases by 1.
  • Your unarmed attacks deal 2d6 psychic damage.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing.

Draconic Deeds

If a draconic deed has prerequisites, you must meet them to learn it. You can learn the draconic deed at the same time that you meet its prerequisites.

Elders Visage

Prerequisite: 15th level

You cast the spell Illusory Dragon without expending a spell slot. You cannot do so again until you take a long rest.

Wyrms Breath

Prerequisite: 3rd level

You can as an action exhale energy corresponding to your Elemental Manifestation in a 15 foot cone. Each creature in that area must make a Dexterity save, taking 3d6 damage on a failed save, or half as much on a success. The damage increases by 1d6 for every additional mark point spent.

Ancients Sight

Prerequisite: 11th level

You can as an action grant yourself truesight out to 30 feet for 1 minute. You cannot do so again until you take a long rest.

Hoard Seeker

You can as a bonus action grant yourself the ability to sense the location of any gold pieces within 120 feet. This effect lasts for 1 minute.

Marked Strike

Prerequisite: 3rd level

As a bonus action you can mark a creature within 60 feet of you. This mark lasts for 1 minute and for the duration you deal an additional 1d6 of the damage associated with your Elemental Manifestation against the marked creature.

Sanguine Claws

Prerequisite: 3rd level, Blood Mark

As a bonus action you form draconic claws formed by blood magic. You can as an action make a melee weapon attack that deals 1d8 necrotic damage. These claws disappear after 1 minute.

Dragons Hide

As a bonus action you manifest the scaly hide of a dragon around you. For 1 hour your armor class becomes 12 + your Dexterity Modifier.

Esoteric Hoard

Prerequisite: 3rd level, Arcane Mark

As an action, you summon forth the ancient knowledge of mages past. The next spell attack you make is made with advantage.

Wyvern Heritage

As an action, you spit forth a ball of acid at a point within 60 feet of you. All targets within a 15-feet radius of this point must make a Constitution saving throw. On a failed save the target takes 2d4 acid damage, and half as much on a successful one. The damage increases by 1d4 for every additional mark point expended.

Dread Wyrm

Prerequisite: 5th level

As an action, you invoke the fearful presence of an ancient dragon. Each creature of your choice that are within 60 feet of you and are aware of you must succeed on a Wisdom saving throw or become Frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Drakeblade

Prerequisite: 3rd level, Metallic Mark

As a bonus action, you manifest a blade from the draconic energy within. You can as an action make a melee weapon attack that deals 2d4 radiant damage. The blade disappears after 1 minute or if it leaves your hand.

Draconic Wings

Prerequisite: 5th level

As an action, you manifest the wings of a dragon upon your back for 1 minute. For the duration you have a fly speed equal to your movement speed.

Lightning Lash

Prerequisite: 3rd level, Tempest Mark

As a bonus action, you conjure a line of lightning into a free hand. You can as an action make a melee weapon attack that deals 1d8 lightning damage. The lash has the reach property and disappears after 1 minute or of it leaves your hand.

Jaws of Fire

Prerequisite: 3rd level

As an action, you summon forth the fiery visage of a dragons maw. Choose a target within 60 feet, that target must make a Dexterity saving throw. On a failed save the target takes 3d8 damage according to your Elemental Manifestation, and half as much on a failed save. The damage increases by 1d6 for each additional mark point spent.

Wrath of Tiamat

Prerequisite: 17th level

As an action, you spend 3 mark point and summon forth the visage of each head of the dragon queen Tiamat. All creatures within 30 feet of you must make a Dexterity saving throw. On a failed save they take 1d8 fire, 1d8 cold, 1d8 lightning, 1d8 acid and, 1d8 poison damage, and on a successful save they take half as much damage.

Smite of Bahamut

Prerequisite: 17th level

As an action, you spend 3 mark points and call down a mighty blow upon a single creature you can see within 60 feet of you. The target must make a Constitution saving throw. On a failed save they take 4d12 radiant damage and are knocked prone, and on a successful save they take half as much damage and are not knocked prone.

Chill of Ymir

Prerequisite: 3rd level, Glacial Mark

You can as a bonus action instill chilling cold into your next attack. The next attack you make deals an additional cold damage equal to double your Constitution modifier.

Glacial Presence

You summon forth a short burst of cold air. All creatures within 5 feet of you must make a Constitution saving throw, on a failed save taking 2d4 cold damage and half as much on a successful save.

Wraith's Fury

Prerequisite: 3rd level, Wraith Mark

You can as a bonus action strike a targets very soul. The target must succeed on a Constitution saving throw or have their armor class reduced by 1d4 until the end of your next turn.

Dragon Piercer

Prerequisite: 3rd level, Huntsman Mark

You can as a reaction whenever you make a ranged weapon attack and empower the attack. On a hit the attack deals an additional 3d4 poison damage.