5e Class: the Draconic Adventurer

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5e Class: the Draconic Adventurer

A black dragonborn in ornate plate armour swings a massive greatsword with unnatural precision. Grabbing her next opponent by the scruff, she throws him with far more strength than her form would suggest, before letting out a deafening bellow to rally her allies.

A young brass dragon snarls at the assembled slavers, who only have a split-second to wonder how the city magistrates were able to hire such a beast, before they are turned to ash.

Scholars rush to the courtyard of their archives after seeing a sapphire dragon fly overhead, but when they arrive all they find is a smiling blue-haired half-elf carrying a spellbook, asking permission to peruse their library.

The draconic adventurer is quite literally a dragon, which uses its ability to polymorph into humanoid form to go adventuring alongside mortals. They walk the line between both worlds, employing the physical strength of their true forms to guard their allies in battle, and the versatility of their mortal guises to access opportunities many dragons can only dream of.

Curious Beginnings

Dragons often develop the ability to polymorph into Beasts or Humanoids as they age, and do so for numerous reasons. This ability manifests earlier the more of an interest the dragon takes in the affairs of mortals; draconic adventurers are especially young dragons who make use of it to walk among the objects of their interest.

Hidden in Plain Sight

Many dragons pursue this lifestyle in their infancy as a means of making mortal connections, travelling under the radar of hunters or rivals, or artificially increasing their power. It’s not the traditional draconic path of establishing lairs and hoards, but adventurers do seem to rake in the gold regardless.

Creating a Draconic Adventurer

The most important question to consider when creating your draconic adventurer is the nature of dragons in the world you’re playing in. Are you a typical example of your species? How will people who learn your secret react to you, and you to them?

Quick Build

You can make a draconic adventurer quickly by following these suggestions. Strength should be your highest ability score, followed by Constitution; if you instead plan on taking the Wyrm Mage adaptation, Intelligence should be one of your main stats instead. Second, choose the Outlander background.

Draconic Adventurer
Level Proficiency Bonus Features Natural Weapons Breath Weapon
1st +2 Draconic Visage (Medium), Draconic Heritage d4 2d10
2nd +2 Dragonsense d4 2d10
3rd +2 Mortal Adaptation d4 2d10
4th +2 Ability Score Improvement d4 2d10
5th +3 Extra Attack (2) d6 3d10
6th +3 Mortal Adaptation feature d6 3d10
7th +3 Draconic Visage (Large) d6 3d10
8th +3 Ability Score Improvement d6 3d10
9th +4 Master of Forms d6 3d10
10th +4 Draconic Heritage - Damage Immunity d6 3d10
11th +4 Seamless Transition d8 4d10
12th +4 Ability Score Improvment d8 4d10
13th +5 Mortal Adaptation feature, Dragonsense improvement d8 4d10
14th +5 Draconic Visage (Huge) d8 4d10
15th +5 Extra Attack (3) d8 4d10
16th +5 Ability Score Improvement d8 4d10
17th +6 A Dragon is a Dragon d10 5d10
18th +6 Mortal Adaptation feature d10 5d10
19th +6 Ability Score Improvement d10 5d10
20th +6 Archdragon d10 5d10
Design by Lexi Abbey | Made with GM Binder
Multiclassing

To multiclass as a draconic adventurer, you must have a Constitution score of at least 13. You should also work with your GM to figure out how exactly your character being revealed as a dragon can be worked into the story. Multiclassing away from this class does not stunt your growth as a dragon, it simply represents a diverging of interest. Those who dedicate themselves fully to this class simply develop a lot faster than other dragons, which some choose to use to their advantage.

Class Features

As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Draconic Adventurer level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifer per Draconic Adventurer level after 1st

Proficiencies


  • Armor: none
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Arcana, Deception, History, Intimidation, Perception, Persuasion, Survival

Equipment

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

  • (a) two daggers or (b) simple weapon
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer's pack or (b) a scholar's pack or (c) a diplomat's pack

Alternatively, you may start with 3d4 x 10 gp and purchase your own equipment.

Optional: Racial Overwrite

Dragons are powerful creatures, both physically and historically. At your GM’s discretion, they may declare that you lose access to some or all of your chosen racial traits when you begin taking levels in this class, to reflect the racial traits of being a dragon.

Draconic Visage

1st-level Draconic Adventurer feature

Your character’s race is merely how you have chosen to comport yourself among mortals; your true self is that of a dragon. You have the following racial traits.

Creature Type. Your creature type is Dragon. You also have the Shapechanger tag, pertinent to abilities that perceive or reveal your true form. This trait overwrites the creature type of your original racial choice.

Age. Dragons become little tyrants shortly after hatching, and can live for thousands of years – most draconic adventurers are very young, usually only a few decades. This trait overwrites the age range of your original racial choice.

Natural Armour. Your armour class is equal to 13 + your proficiency bonus. You may wield a shield (if proficient) and still gain this benefit, and you may use this benefit in place of your currently equipped armour (if proficient).

Shape Change. As an action, you may polymorph into your humanoid guise, or back into your true form. Your game statistics are unchanged in either form, except by features or traits that specifically affect one form or the other. You revert to your true form when you die. You choose whether any equipment you are wearing or carrying is dropped to the ground, or melds into your new form; melded equipment is dropped in your space if you die.

True Form. Your true form is that of a dragon, which is typically a quadrupedal reptilian form with two forelegs, two hindlegs, and two wings. Certain features and traits will state that you can only use them while in your true form – you must first assume this form to use them.

Humanoid Guise. Your humanoid guise is the form you assume to walk among mortals without raising suspicion, and is the form of your original choice of race. At your GM’s discretion, you likely cannot perform certain tasks unless you are in your humanoid guise; for instance, draconic claws are ill-suited for wielding a sword or using thieves’ tools, and most armour sets are not built for draconic physiologies.

Size (True Form). Your size is Medium. Your size increases to Large at 7th level, and Huge at 14th level.

Unnatural Strength (Humanoid Form). You count as the size of your true form when calculating the maximum weight you can carry, push, drag, and lift.

Speed (True Form). Your walking speed is 30 feet, and you have a flying speed equal to your walking speed.

Natural Weapons. Your unarmed strikes deal 1d4 damage instead of 1; this damage die increases as shown in the Natural Weapons column of the Draconic Adventurer table. When you take the Attack action to make an unarmed strike attack, you may make one additional unarmed strike attack as a bonus action. While in your true form, you may choose whether the damage type of your unarmed strikes is bludgeoning (tail), piercing (bite), or slashing (claws).

Draconic Heritage

1st-level Draconic Adventurer feature

You must choose the type of dragon you are. Draconic lineages are chronicled by dragons and mortals alike, with allegiances and rivalries spanning generations and continents. You gain the following features.

Dragon Tongue. You learn to speak, read, and write Draconic. You have advantage on Charisma checks directed at Dragons.

Damage Resistance. You are resistant to the damage type of your chosen ancestry below. At 10th level, you become immune to this damage type instead.

Design by Lexi Abbey | Made with GM Binder

Breath Weapon (True Form). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy; choose now whether the area of your breath weapon is a line that is 30-feet long and 5-feet wide, or a 15-foot cone, this choice cannot be changed. Each creature in the affected area must make a Dexterity saving throw, taking 2d10 damage on a failed save or half as much on a success; the damage type is the type of your chosen ancestry below. The damage increases at certain levels as shown in the Breath Weapon column of the Draconic Adventurer table. The DC of your breath weapon is 8 + your proficiency bonus + your Constitution modifier. You may use your breath weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Ancestry. Choose either the Chromatic, Gem, or Metallic ancestry below. This choice grants an additional feature as well as the damage type for your Breath Weapon and Damage Resistance.

Chromatic Ancestry

Chromatic dragons have historically been regarded as evil in the histories of the Material Plane, thanks to the influence of agents like Tiamat. Their colourful scales denote powerful ties to primal elemental forces.

Elemental Infusion. Once per turn, when you roll damage for an unarmed strike, you may roll one additional die and add it to the damage dealt. This extra damage is of the type associated with your ancestry.

Chromatic Lineage Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Gem Ancestry

Gem dragons may have duller scales than other dragons, but their most striking feature is that they are surrounded by levitating gemstones which denote their lineage and focus their psionic power.

Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but it must be able to understand at least one language.

Gem Lineage Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

Metallic Ancestry

Metallic dragons are historically reclusive, and the most likely of all dragons to disguise themselves as mortals. Their shining scales are indicative of esoteric magics.

Metallic Magic. Choose a 1st-level spell from the Cleric or Wizard spell list. You may cast this spell once with this trait, using Constitution as your spellcasting ability, and you regain the ability to do so again when you complete a short or long rest. If you later gain the Spellcasting or Pact Magic traits, you may also add this spell to your spell list(s) and cast it normally using spell slots.

Metallic Lineage Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Dragonsense

2nd-level Draconic Adventurer feature

Your draconic senses fully develop, allowing you to perceive beyond mortal ken. You gain darkvision out to 60 feet, and blindsight out to 5 feet. If you already had darkvision from another source, you may instead increase your current range by 30 feet.

At 13th level, your darkvision increases by an additional 30 feet, and your blindsight extends to 15 feet.

Mortal Adaptation

3rd-level Draconic Adventurer feature

You choose a specialisation which reflects how your time among mortals is changing you. Some dragons learn magic, others try their hand at mortal armaments, while others stubbornly cling to what it means to be a true dragon.

Choose a Mortal Adaptation from the list at the end of this class description. Your choice grants you features at 3rd level, and again at 6th, 13th, and 18th levels.

Extra Attack

5th-level Draconic Adventurer feature

You may attack twice, instead of once, whenever you take the Attack action on your turn. At 15th level, you may attack three times instead.

Seamless Transition

11th-level Draconic Adventurer feature

When you attempt to use a feature in either your true form or your humanoid guise, which requires the other form to use, you may instantaneously switch to the correct form as part of the same action.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Design by Lexi Abbey | Made with GM Binder

A Dragon is a Dragon

17th-level Draconic Adventurer feature

You may use your Breath Weapon while within your humanoid guise.

Archdragon

20th-level Draconic Adventurer feature

Though you may not be fully grown, your mastery of your draconic self rivals that of your ancient kin. Your Breath Weapon uses are now recovered on a short rest, and their range is increased; if you chose the line area, its length becomes 60 feet, while if you chose the cone area, it becomes a 30-foot cone.

Mortal Adaptations

As a young dragon adventures alongside mortals and experiences their culture, they are likely to adapt their approaches to life to reflect or reject their experiences.

Dragon Knight

It is no surprise that a draconic adventurer, having fought and looted alongside their mortal compatriots, may develop a desire to forego their scales and talons in favour of magic swords and gleaming shields. Dragon knights combine their natural strength with martial techniques and training, becoming fearsome warriors.

Martial Training

3rd-level Dragon Knight feature

You gain proficiency with martial weapons, light armour, medium armour, and shields.

Remember that most standard weapons and armour can only be used in your humanoid guise.

Battlefield Presence

3rd-level Dragon Knight feature

When you take the Attack action on your turn, you can replace one of the attacks and expend a use of your Breath Weapon trait to unleash a draconic roar. When you do so, choose a number of creatures within 30 feet of you that can hear you, up to your Constitution modifier (minimum of 1 creature).

Hostile creatures you designate must succeed on a Wisdom saving throw (DC is the same as that of your breath weapon) or become frightened of you for 1 minute. It may repeat the saving throw each time it takes damage, ending the effect on a success. Once a creature has succeeded on its saving throw, it is immune to this effect for 24 hours.

Allied creatures you designate gain temporary hit points equal to your draconic adventurer level + your Constitution modifier. While these temporary hit points persist, the creature is immune to the frightened condition. If the creature was frightened when it gained those temporary hit points, the effects of the condition are suppressed until the temporary hit points are depleted.

Scaled Interdiction

6th-level Dragon Knight feature

When you or an allied creature within 5 feet of you is hit with an attack roll, you can use your reaction to increase the target’s armour class against the attack by your proficiency bonus, potentially turning the hit into a miss.

Iron Storm (Humanoid Guise)

13th-level Dragon Knight feature

You are at one with your weapons both natural and manufactured. Once per turn, when you hit a creature with a weapon attack, you may choose one of the following options:

  • Disarm. The target must succeed on a Strength saving throw or drop one item of your choice that it is holding. The item lands in an unoccupied space of your choice within 10 feet of the target.
  • Repel. The target must succeed on a Dexterity saving throw or be pushed 5 feet away from you and fall prone.

The DC for these effects is equal to 8 + your proficiency bonus + your Strength modifier.

Legendary Reaction

18th-level Dragon Knight feature

Your combat reflexes are honed by your heightened draconic senses, allowing you to position yourself better at the start of battle. When you roll Initiative, you may immediately choose to transform as per your Shape Change trait, move up to your speed, and/or make a single weapon or unarmed strike attack.

Primal Drake

Primal drakes retain their independent streak, choosing to hone the ways of fang and claw. They eschew the tactics of mortals and instead dive into the combat potential of their true draconic forms.

Ferocious Strikes

3rd-level Primal Drake feature

The damage die of the Natural Weapons column of the Draconic Adventurer table is stepped up by one value: a d4 becomes a d6, d6s become d8s, etc.

Savage Technique

3rd-level Primal Drake feature

You score a critical hit on your unarmed strike attacks when you roll a 19 or 20 on the die.

Dragon Bone

6th-level Primal Drake feature

Your unarmed strikes are considered magical.

At 13th level, you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. This bonus increases to +2 at 18th level.

Design by Lexi Abbey | Made with GM Binder

Primal Vigour (True Form)

6th-level Primal Drake feature

Your movement speed(s) increase by 10 feet.

Your speed(s) increase by 10 feet again at 13th and 18th levels.

Territorial Reach (True Form)

13th-level Primal Drake feature

The reach of your unarmed strikes increases by 5 feet.

Toughened Hide

18th-level Primal Drake feature

You are resistant to bludgeoning, piercing, and slashing damage.

Wyrm Mage

Dragons are inherently magical creatures; their body parts are highly sought-after spell components, and their blessings upon (or offspring with) mortals are well known to produce sorcerous bloodlines. Wyrm mages study hard to harness this nature and emulate the mortal spellcasters they encounter on their travels.

Wyrm Mage Spellcasting
Level Cantrips Known 1st 2nd 3rd 4th 5th
3rd 2 3
4th 2 3
5th 2 4 2
6th 2 4 2
7th 2 4 3
8th 2 4 3
9th 2 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 3 1
18th 4 4 3 3 3 1
19th 4 4 3 3 3 2
20th 4 4 3 3 3 2

Spellcasting

3rd-level Wyrm Mage feature

You know how to channel the magic within you to cast spells.

Cantrips

At 3rd level, you know two cantrips of your choice from the Sorcerer spell list. At higher levels, you learn additional cantrips, as shown in the Cantrips Known column of the Wyrm Mage table.

When you gain a level in this class, you may replace one cantrip you know with another cantrip from the Sorcerer spell list.

Preparing and Casting Spells

The Wyrm Mage table shows how many spell slots you have to cast your wyrm mage spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wyrm mage spells that are available for you to cast, choosing from the Sorcerer spell list. When you do so, choose a number of spells equal to your Intelligence modifier + half your draconic adventurer level, rounded down (minimum of 1 spell). These spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wyrm mage spells requires time spent meditating on the nature of your magic: at least 1 minute per spell level for each spell on your list.

Spellcasting Focus

You may use an arcane focus as your spellcasting focus when casting wyrm mage spells.

Spellcasting Ability

Intelligence is your spellcasting ability for your wyrm mage spells; while sorcerers with draconic magic might use Charisma, your ability to cast spells requires creative manipulation of your magical nature. You use your Intelligence whenever a wyrm mage spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wyrm mage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Spellcasting as a Dragon

Spells require some or all of the following: verbal components, somatic components, and material components.

Design by Lexi Abbey | Made with GM Binder

In your true form, you can still provide verbal components, however your claws are not yet dexterous enough to provide somatic components. Your ability to provide material components in your true form will depend on the component in question, and you cannot provide components currently melded into your form.

Internalise Power

6th-level Wyrm Mage feature

As a bonus action, you may expend a use of your Breath Weapon to regain an expended spell slot. The level of this spell slot cannot be higher than your draconic adventurer level divided by four, rounded down.

Spellwarded Hide

6th-level Wyrm Mage feature

Magic has saturated your being. You have resistance to the damage dealt by spells.

Motor Control

13th-level Wyrm Mage feature

You can provide somatic components for your spells while in your true form.

Magic Begets Magic

18th-level Wyrm Mage feature

Creatures you damage using your Breath Weapon have disadvantage on saving throws against your spells until the end of your next turn.

 

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