Dragalia Shifter (5e Class)
Dragalia Shifter
A lone swordsman emerges form the forest with a new air of power, a spritely healer awaits her chance to end a bloody conflict, a dark clad knight chuckles to himself as he braces against what he knows to be his opponents final blow. A passerby feels the energy in the air as in the distance he hears a deafening roar, the flapping of wings, and finally silence.
All of these heroes are dragalia shifters a diverse group of warriors descended from the Kingdom of Alberia. Diverse in fighting prowess but all the same in their ability to forge pacts with dragons and harness their power. Rumor holds that the first dragalia shifter Alberius was born of the union of a dragonborn and a shapeshifter and later went on to rule a vast empire. This empire was said to be backed by the strength of seven great dragons who promised their power to Alberius in the form of pactstones forged from their bond of trust and friendship.
Keeper of Promises
Unlike a warlock’s pact with a deity or force of divine strength, dragalia shifters draw their power from making pacts with dragons, which allows them to borrow strength and even the form of a dragon for limited periods of time. When a dragon agrees to enter a pact with a dragalia shifter a new pactstone is forged from the power of their bonds of friendship and respect. This bond was long ago referred to as dragalia or the trust between shifter and dragon.
Wielders of Mana
Dragons are powerful creatures that each exhibit a powerful connection with a particular elemental plane. While in possession of a pactstone a dragalia shifter can siphon energy from these planes to call upon the form of the dragon with which their pact was formed. This borrowed energy is referred to as mana.
Creating a Dragalia Shifter
When making a dragalia shifter consider when and how your character discovered their ancestry and how they feel about the blood that runs through their veins. Also consider how many generations removed from the original dragalia shifter your character is, are you a direct relative who knows his story well or a distant descendant who isn’t even aware of his existence.
- Quick Build
You can make a dragalia shifter quickly by following these suggestions. First make Charisma your highest ability score. Your next highest score should be your Constitution. Second choose the outlander background. Third, choose chain mail, any martial melee weapon, a shield, and a dungeoneer's pack as your starting equipment.
Class Features
As a Dragalia Shifter you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Dragalia Shifter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dragalia Shifter level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Persuasion, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) chain shirt or (c) chain mail
- (a) A longbow and a quiver with 20 arrows or (b) two daggers or (c) any martial melee weapon
- (a) A shield or (b) any simple melee weapon or (c) a component pouch
- (a) A dungeoneer’s pack or (b) an explorer’s pack
- If you are using starting wealth, you have 4d4 × 10 in funds.
Level | Proficiency Bonus | Features | Mana Capacity |
---|---|---|---|
1st | +2 | Dragon's Blood, Blood Emblem, Breath Weapon | — |
2nd | +2 | Mana Reservoir, Minor Augmentation | 2 |
3rd | +2 | Dragonshifting, Pactstones | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Pactkeeper's Bond, Extra Attack | 5 |
6th | +3 | Emblem Feature | 6 |
7th | +3 | Refined Pactstone (10) | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Force Strike | 9 |
10th | +4 | Pactkeeper's Bond (2) | 10 |
11th | +4 | Emblem Feature, Extra Attack (2) | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Refined Pactstone (15) | 13 |
14th | +5 | Pactkeeper's Bond (3) | 14 |
15th | +5 | Major Augmentation | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Refined Pactstone (20) | 17 |
18th | +6 | Pactkeeper's Bond (4) | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Dragon Master | 20 |
Dragon's Blood
At 1st level the dragon’s blood that lay dormant in your veins begins to stir giving you an affinity for a particular element. Choose one type of dragon from the Draconic Ancestry table. You gain resistance determined by the dragon type, as show in the table. Additionally as a bonus action you can apply a small quantity of your blood to a weapon changing the damage type to match your ancestral element for 10 minutes.
Metallic | Chromatic | Element |
Copper | Black | Acid |
Silver | White | Cold |
Brass, Gold | Red | Fire |
Bronze | Blue | Lightning |
— | Green | Poison |
Blood Emblem
At 1st level, you choose one of five dragon emblems to carve into your skin, which allows you to temporarily gather and channel the inherent magical energy of your dragon blood. If an emblem feature prompts an enemy to make a saving throw the DC can be calculated as show below.
Emblem Feature DC = 8 + your proficiency bonus + your Charisma modifier
Your choice grants you features at 1st level and again at 6th and 11th level
Breath Weapon
At 1st level, you gain a breath weapon related to the type of dragon blood flowing through your veins the damage is equal to 2d6 + your charisma modifier and you shoot this breath in a 20ft cone the opponents must make a dex save equal to 8 + your charisma modifier half damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest, You may use this ability twice per long rest at 11th level and at 20th level you may roll to regain the power as per the ancient dragon, in addition the damage increases to 6d6.
Mana Reservoir
Beginning at 2nd level your shapeshifter ancestry begins to manifest itself granting you the ability to store points of mana equal to your dragalia shifter level. A number of mana points equal to half of the foe's challenge rating rounded down (minimum of 1 for CR of 2+) can be gained by landing a strike on an enemy within the same round that they are defeated. One mana point can be gained from multiple creatures whose challenge rating add up to 2 provided that they are defeated in the same encounter.
At 13th level your mana reservoir increases by a number of points equal to your Charisma modifier and you can gain double the usual mana points from dealing a finishing blow to an enemy.
Minor Augmentation
At 2nd level your dragon and shapeshifter blood begin to integrate granting you the ability to alter your physical form is subtle ways. By expending one mana point on a bonus action you can gain one of the following attributes for up to 1 minute per Proficiency bonus.
- Claws
On a successful melee attack you deal 1d6 + your Strength modifier of slashing damage, as a bonus action, you can make 1 attack.
- Tail
On a successful melee attack you deal 1d8 + your Strength modifier of bludgeoning damage but also reduces your walking speed by 10ft. You deal damage to all opponents in a 10ft cone.
- Resistance
You may borrow one damage resistance from one of your pactbound dragons, and reduce damage taken by 2d6 + your Strength.
Dragonshifting
At 3rd level the reawakened dragon and shapeshifter blood in your veins coalesces granting you the ability to shape shift into the form of a dragon. The first form you can take is that of the wyrmling of the same type of dragon that you chose for your dragon’s blood feature.
As a bonus action you can expend a number of mana points equal to the challenge rating of the dragon to take its form. For every additional turn you remain in shifted form you expend a number of mana points equal to half of the challenge rating of the chosen form rounded up.
When your dragon form takes damage your mana is reduced by one point for every 5 damage taken. Once your number of mana points reaches zero you are reverted back to your normal form. When using this feature you cannot revert your transformation until your mana reservoir is emptied completely or until after you have expended an amount of mana equal to half of your total reservoir capacity.
Mana points gained in shifted form are halved and are not added to the reservoir until after your form has been reverted.
Pactstones
At 3rd level you learn how to forge pacts with dragons to form pactstones, additional forms for dragonshifting can be gained through this feature. Additionally, your mana reservoir’s capacity increases by one point for every pactstone you posess. Dragalia shifters are not limited to the number of dragons with which they can forge pacts however a pact bound dragon can opt to break the pact provided the dragalia shifter does not honor their responsibilities as outlined in their initial agreement.
Ability Score Increase
When you reach 4th level, and again at 8th, 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.
Pactkeeper's Bond
When you reach 5th level you gain the ability to utilize you bond with your comrades to gather mana and lend you allies strength. On a long or short rest you may choose one ally to apply this feature to. When this ally defeats an enemy it will contribute to your mana reservoir. In addition as a reaction you may will this ally to shapeshift in your stead upon their request. (Note: Only one party member may be in dragon form at a time)
At 10th, 14th, and 18th, level you may apply this feature to an additional ally.
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 11th level in this class.
Refined Pactstone
At 7th level your bond with your pactbound dragons has strengthened affording you greater durability in dragon form. Mana is now reduced by 1 for every 10 points of damage.
At 13th level it becomes 15 points of damage and at 17th level it becomes 20 points of damage.
Force Strike
At 9th level you have learned to concentrate mana into your strikes. By using a bonus action to focus and expending a mana point you can unleash a strike the following turn which deals an additional 2d12 force damage to your target.
Damage increases by 2d12 at 16th level.
Major Augmentation
Starting at 15th level your mix of shapeshifter and dragon blood is enhanced by the pacts you have formed allowing you to borrow an attribute from one of your pactbound dragons in exchange for 2 mana points. Available attributes include: an immunity, a sense, or a movement type other than walking. The effect of your augmentation lasts for 10 minutes or less if you choose to revert back sooner. Any augmentation you are using is lost if you dragon shift before its duration is over.
When augmenting your movement your physical attributes change slightly to reflect the change (ex: growing wings if borrowing a flying speed). All movement types borrowed give you a speed equal to that of the dragon's.
Dragon Master
At 20th level your bond with your pactbound dragons has reached its full potential. Transformations now cost half as much mana and mana is now reduced by 1 point if the shifted form takes 25 points of damage.
Emblem of the Sword
The emblem of the sword focuses on physical strength and dealing heavy damage to nearby foes. With the emblem of the sword carved on the back of your hands you can better imbue your strikes with energy to deal devastating blows to your enemies. (Note: Does not require player to wield a sword to be used)
Elemental Smash
Beginning at 1st level you can concentrate the elemental energy in your blood into a powerful smash attack that ripples off in front of you dealing 2d10 + your Charisma modifier points of damage to all creatures in a 15ft cone failing a Dexterity saving throw against your emblem feature DC. Damage type is the same as that of your dragon’s blood.
Damage increases by 1d10 at 5th, 9th, 13th, and 17th level
Once used, this feature can only be regained after making 2 successful attack rolls against an enemy of challenge rating greater than 1/8th
Dragon Surge
Starting at 6th level, you can gather the power from your dragon blood to push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once used, this feature can only be regained after making 4 successful attack rolls against an enemy of challenge rating greater than 1/8th
Blood Rush
At 11th level as a bonus action you can activate the power of your dragon blood to boost all damage that you deal by your dragalia shifter level for 1 minute with concentration.
Once used, this feature can only be regained after making 7 successful attack rolls against an enemy of challenge rating greater than 1/8th
Emblem of the Shield
The emblem of the shield focuses on resilience and gathering enemies around them to deal damage to many foes at once. With the emblem of the shield carved into your chest you can channel the power or your dragon blood to withstand even the strongest of enemy attacks.
Dragon's Hide
Starting at 1st level you can use the power of your draconic blood as a bonus action to increase your armor class by +1 until the end of your next action.
This bonus increases to +2 at 10th level
Once used, this feature can only be regained after making 2 successful attack rolls against an enemy of challenge rating greater than 1/8th
Spin Attack
Beginning at 6th level as an action you can concentrate the elemental energy in your blood into your weapon to deal 2d6 + your Charisma modifier points of damage to all creatures within 5ft of you that fail a Dexterity saving throw against your emblem feature DC. Damage is of the same type as your dragon’s blood.
Damage increases by 1d6 at 9th, 13th, and 17th level
Once used, this feature can only be regained after making 4 successful attack rolls against an enemy of challenge rating greater than 1/8th
Breath of Life
At 11th level as a bonus action you can activate this skill to gain temporary hit points equal to your dragalia shifter level. Remaining temporary hit points are lost after 10 minutes. The amount of temporary hit points gained from this feature cannot exceed double your dragalia shifter level.
Once used, this feature can only be regained after making 5 successful attack rolls against an enemy of challenge rating greater than 1/8th
Emblem of the Staff
The emblem of the staff focuses on avoiding direct combat with foes and maintaining the vitality of your allies. With the emblem of the staff carves onto your forearm you can project your power as healing energy to your allies or as other powerful arcane magic spells.
Elemental Bolt
Dragalia shifters marked by the emblem of the staff gain the ability to manifest their elemental energy as a damaging projectile and cast it as a cantrip. On a successful ranged spell attack the bolt deals damage equal to 1d4 + your Charisma modifier of the same type as your dragon’s blood.
Spellcasting
At 1st level, you have learned to focus the magic in your blood to cast arcane spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the *spell list.
- Spell Slots
The table below 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. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
- Spells Known at 1st and Higher Levels
You know two 1st-level spells of your choice from the *spell list. The Spells Known column of the table below shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the *spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your dragalia shifter spells, since your magic draws on your connection to sentient beings. You use your Charisma whenever a spell refers to your spellcasting ability.
Your saving throw DC is equal to that of the DC for your emblem features.
Spell attack modifier = your proficiency bonus + your Charisma modifier
Level | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1st | — | — | — | — | — | — |
2nd | 2 | 2 | — | — | — | — |
3rd | 3 | 3 | — | — | — | — |
4th | 3 | 3 | — | — | — | — |
5th | 4 | 4 | 2 | — | — | — |
6th | 4 | 4 | 2 | — | — | — |
7th | 5 | 4 | 3 | — | — | — |
8th | 5 | 4 | 3 | — | — | — |
9th | 6 | 4 | 3 | 2 | — | — |
10th | 6 | 4 | 3 | 2 | — | — |
11th | 7 | 4 | 3 | 3 | — | — |
12th | 7 | 4 | 3 | 3 | — | — |
13th | 8 | 4 | 3 | 3 | 1 | — |
14th | 8 | 4 | 3 | 3 | 1 | — |
15th | 9 | 4 | 3 | 3 | 2 | — |
16th | 9 | 4 | 3 | 3 | 2 | — |
17th | 10 | 4 | 3 | 3 | 2 | 1 |
18th | 10 | 4 | 3 | 3 | 2 | 1 |
19th | 11 | 4 | 3 | 3 | 2 | 2 |
20th | 11 | 4 | 3 | 3 | 2 | 2 |
Mass Recovery
Beginning at 6th level you can use your action to project your energy outwards to heal all allies within a 100ft radius by 1d6 + your Charisma modifier hit points.
Damage increases to a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level
Once used, this feature can only be regained after making 4 successful attack rolls against an enemy of challenge rating greater than 1/8th
Healing Aura
Beginning at 11th level you learn to shroud your allies in a magical aura that heals them over time. By expending your action you can apply this aura to all visible allies for 1 minute healing 1d4 hit points each turn.
Once used, this feature can only be regained after making 6 successful attack rolls against an enemy of challenge rating greater than 1/8th
Emblem of the Crossed Daggers
The emblem of the crossed daggers focuses on dealing quick damage to enemies and then quickly retreating out of their reach. With the emblem of the crossed daggers carved on the back of your calves you can project your power into your daggers and legs to deal quick and deadly blows.
Hit and Run
Beginning at 1st level, you know how deal a decisive strike and then retreat beyond an enemy’s reach. On a successful attack roll you expend an action and all of your movement to close the distance and strike an enemy within 30ft of you and then return to your original position.
Once used, this feature can only be regained after making 3 successful attack rolls against an enemy of challenge rating greater than 1/8th
Flurry
At 6th level you can use your action to temporarily imbue your weapon with your ancestral element and make three separate weapon strikes against the same creature or another creature within 5ft. Damage dealt by this feature is of the type as your dragon’s blood.
Number of strikes increases at 9th, 13th, and 17th level
Once used, this feature can only be regained after making 5 successful attack rolls against an enemy of challenge rating greater than 1/8th excluding strikes made with this feature
Swift of Foot
At 11th level as a bonus action you can activate this skill to apply the haste spell effect to yourself or one of your allies for 1 minute
Once used, this feature can only be regained after making 7 successful attack rolls against an enemy of challenge rating greater than 1/8th
Emblem of the Bow and Arrow
The emblem of the bow and arrow focuses primarily on dealing damage to enemies from far away and watching your allies’ backs. With the emblem of the bow carved on one palm and the arrows carved onto the fingers of your drawing hand you can project your power into your bow or arrows to improve accuracy or damage done.
Deadeye
Beginning at 1st level, you learn how to concentrate the power of your blood into your bow hand and steady your aim. You gain +1 to ranged attack rolls when using this feature.
Once used, this feature can only be regained after making 3 successful attack rolls against an enemy of challenge rating greater than 1/8th
Death from Above
At 6th level you can use your action to imbue an arrow with your ancestral element which when fired at an arc at a point within 60ft of you will burst apart and deal 2d10 + your Charisma modifier point of damage to all creatures failing a Dexterity saving throw within a 10ft radius. Damage type is the same as the type of your dragon’s blood.
Damage increases by 1d10 at 9th, 13th, and 17th level
Once used, this feature can only be regained after making 5 successful attack rolls against an enemy of challenge rating greater than 1/8th
Switcheroo
Starting at 11th level, as an action you can imbue some of your power into an arrow making it a anchor for your draconic blood and then fire it to a point that you can see. Then when you choose to you may expend a bonus action to teleport yourself to this arrow. The arrow loses its power after use.
Once used, this feature can only be regained after making 7 successful attack rolls against an enemy of challenge rating greater than 1/8th
Multiclassing
Prerequisites. To qualify for multiclassing into the Dragalia Shifter class, you must meet these prerequisites: Constitution 13 and Charisma 13.
Proficiencies. When you multiclass into the Dragalia Shifter class, you gain the following proficiencies: Languages: Draconic
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