dragon shamen

by LegendarySenna

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Dragon Shaman (5e)

Class Features

Hit Points

  • Hit Dice: 1d10 per Dragon Shaman level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dragon Shaman level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Bluff (Deception), Disguise (Deception), Gather Information (Investigation), Heal (Medicine), Hide (Stealth), Intimidate, Jump (Athletics), Listen (Perception), Move Silently (Stealth), Spot (Perception), Spellcraft (Arcana), Survival, Swim (Athletics)

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

  • (a) a simple weapon and a shield or (b) two simple weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows

Draconic Auras

Starting at 1st level, you can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a bonus action, and you can only project one draconic aura at a time. An aura remains in effect until you use a bonus action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.

Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.

The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. At 1st level, you know how to project three auras chosen from the list below. At every odd-numbered level after that, you learn one additional draconic aura of your choice, until all seven auras are known at 9th level. Each time you activate a draconic aura, you can choose from any of the auras that you know.

  • Energy Shield: Any creature striking you or your ally with a natural attack or a non-reach melee weapon takes damage equal to 2 × your aura bonus. The damage type matches your totem dragon’s breath weapon.
  • Power: Bonus on melee damage rolls equal to your aura bonus.
  • Presence: Bonus on Charisma (Deception), Charisma (Persuasion), and Charisma (Intimidation) checks equal to your aura bonus.
  • Resistance: Resistance to your totem dragon’s energy type equal to 5 × your aura bonus.
  • Senses: Bonus on Wisdom (Perception) checks and initiative checks equal to your aura bonus.
  • Toughness: You and your allies gain DR 1/magic for each point of your aura bonus (up to DR 5/magic at 20th level).
  • Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.

Totem Dragon

At 1st level, you must choose a totem dragon from among the true dragons (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You gain additional class skills and a particular sort of breath weapon based on the dragon you select as your totem. Your alignment must be within one step of your totem dragon's alignment.

Skill Focus

At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three class skills granted by your chosen totem dragon. At 8th and 16th levels, you gain Skill Focus in another of the class skills granted by your chosen totem dragon. If you already have Skill Focus in all three of the skills associated with your totem dragon, you gain Skill Focus in any other dragon shaman class skill.

Draconic Adaptation

At 3rd level, you take on an aspect of your totem dragon. Some adaptations are extraordinary abilities that are always active; others are spell-like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier.

Totem Dragon Adaptation
Black Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue Ventriloquism (Sp): As the spell (at will).
Brass Endure Elements (Sp): As the spell, except you can only target yourself (at will).
Bronze Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper Spider Climb (Sp): As the spell, except you can only target yourself (at will).
Gold Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red Treasure Seeker (Ex): You gain a +5 competence bonus on Intelligence (Investigation) and Wisdom (Perception) checks (always active).
Silver Feather Fall (Sp): As the spell, except you can only target yourself (at will).
White Icewalker (Ex): You can walk across icy surfaces without reducing your speed or making Dexterity (Acrobatics) checks (always active).

At 13th level, you can choose as a swift action to share the effect of your draconic adaptation with any or all allies within 30 feet. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) the effect ends, whichever comes first.

Breath Weapon

Starting at 4th level, you gain a breath weapon corresponding to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Dexterity saving throw halves the damage dealt; the save DC is equal to 8 + your proficiency bonus + your Constitution modifier. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again.

Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.

Draconic Resolve

At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

Touch of Vitality

At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level times your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is an action. It has no effect on undead.

Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.

For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.

For every 10 points of your healing ability you expend, you can remove the exhausted, poisoned, or stunned condition from one individual.

For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.

You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

Natural Armor

At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by 1. At 12th level, this improvement increases to +2, and at 17th level to +3.

Energy Immunity

At 9th level, you gain immunity to the energy type of the breath weapon you gained at 4th level.

Commune with Dragon Spirit

At 14th level, you gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.

Draconic Wings

At 19th level, you grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drops to 40 feet in this case. If you already have wings, you can choose whether these draconic wings replace your own.

Example Totem Dragon: Red Dragon Shaman

Skills: Bluff, Jump, Appraise
Breath Weapon: Cone of Fire
Draconic Adaptation: Treasure Seeker (Ex): You gain a +5 competence bonus on Intelligence (Investigation) and Wisdom (Perception) checks (always active).

Dragon Shaman Class Table

Level Proficiency Bonus Features Breath Weapon Draconic Auras Known
1st +2 Draconic Aura, Totem Dragon - 3
2nd +2 Skill Focus - 3
3rd +2 Draconic Adaptation - 4
4th +2 Ability Score Improvement 2d6 4
5th +3 Draconic Aura Improvement (+2) 2d6 5
6th +3 Touch of Vitality (Heal Wounds) 3d6 5
7th +3 Natural Armor +1 3d6 6
8th +3 Ability Score Improvement 4d6 6
9th +4 Energy Immunity 4d6 7
10th +4 Draconic Aura Improvement (+3) 5d6 7
11th +4 Touch of Vitality (Remove Conditions) 5d6 7
12th +4 Ability Score Improvement 6d6 7
13th +5 Draconic Adaptation (Share with Allies) 6d6 7
14th +5 Commune with Dragon Spirit 7d6 7
15th +5 Draconic Aura Improvement (+4) 7d6 7
16th +5 Ability Score Improvement 8d6 7
17th +6 Natural Armor +2 8d6 7
18th +6 Breath Weapon Improvement 9d6 7
19th +6 Draconic Wings 9d6 7
20th +6 Draconic Aura Improvement (+5) 10d6 7
 

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