Lost Dragon (5e Class)

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This page is of questionable balance. Reason: Features need to list how many times they can be used each rest. This class is very underpowered or very overpowered at different levels. These and other balance concerns have been brought up on the talk page, but remain unresolved.


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This page needs grammatical help. Reason: The description specifically describes a race. If this is intended to be a race-exclusive class, or a hybrid of race and class, it should be treated primarily as a race and include details like racial traits. Other homebrew examples of this include barbed devil and goron. If it doesn't make any sense to multiclass into "lost dragon," then it probably shouldn't be primarily a class.

Class features and race features should generally be written from a second person perspective ("you"), but many of this class's features use a third-person perspective ("the Dragon") or switch between them. Many words are capitalized in an odd way. Even "For" is capitalized in the middle of a sentence. Class and race names are common nouns and usually should not be capitalized. More on this subject can be found in Help:When to Italicize and Capitalize.
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Lost Dragon

Metallic Dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Metallic Dragons covet treasure as do their evil chromatic kin, but they are not driven to greed in their pursuit of wealth. Metallic Dragons gain the magical ability to assume the form of humanoids, using this ability to immerse themselves in other cultures for a time. Adventuring dragons act as high level allies to the forces of good. Lost Dragons have amnesia from an injury attained from a powerful foe or great emotional trauma. The dragon must then quest to regain its lost memories and its lost abilities.

Class Features

As a Lost Dragon you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, Deception, History, 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, Longbow and 20 arrows or (b) Scale Mail, Longsword
  • Dungeoneer's Pack
  • Explorer's Pack

Table: The Lost Dragon

LevelProficiency
Bonus
Features
1st+2Bite, Fighting Style
2nd+2Bestial Rage
3rd+2Claw
4th+2Ability Score Improvement
5th+3Extra Attack, Dragon Aura
6th+3Tail Attack
7th+3Dragon Scales
8th+3Ability Score Improvement
9th+4Wing Attack, Change Shape
10th+4Breath Weapon
11th+4Extra Attack
12th+4Ability Score Improvement
13th+5
14th+5Disguise Self
15th+5Status Breath Weapon
16th+5Ability Score Improvement
17th+6Commune with Nature
18th+6Extra Attack, Dragon Aura improvement
19th+6Ability Score Improvement
20th+6True Dragon, Frightful Presence, Legendary Resistance

Bite Attack

At 1st level, for a moment you can transform your mouth into a huge deadly maw filled with razor sharp teeth. You can use your action to make a melee weapon attack against a creature within 5 feet of you. The attack bonus is your Strength modifier + your proficiency bonus. On a hit, you deal 1d10 piercing damage + your Strength modifier. At 8th level in this class, this improves to 2d10, and at 15th level in this class it improves to 3d10.

=Fighting Style

At 1st level, choose a fighting style from the Fighter class.

Bestial Rage

At 2nd level, in battle you fight with bestial ferocity. On your turn you can enter Bestial Rage as a bonus action. While in Bestial Rage you have advantage on all strength checks and saving throws, when you make a strength melee attack you gain advantage on the attack roll, and you have resistance to bludgeoning, piercing, and slashing damage. Bestial Rage lasts for one minute. You can use this feature twice. You regain expended uses when you finish a long rest.

Claw Attack

At 3rd level, For a moment you can transform your hand into huge claws with the ability to shred even the toughest armor. You can use your action to make a melee weapon attack against a creature within 10 feet of you. The attack bonus is your Strength modifier + your proficiency bonus. On a hit, you deals 2d6 slashing damage + your Strength modifier. At 10th level this improves to 4d6, at 16th level it improves to 6d6.


Extra Attack

At 5th level, the Dragon can attack twice, instead of once, whenever it takes the Attack action on your turn.


Dragon Aura

At 5th level, You start having strong aura around you. for 30 feet x your level you have Aura in this range, creatures can feel your aura and must roll Charisma save DC 10+ prof+ Your Charisma modifier. If creature fails this you have advantage on all Charisma actions against it. At 18th level, creatures that fail this save fall under a Charm spell, as long as creature is in your aura's range, they feel inclined to obey you, for you are a Mighty Dragon with unlimited potential and power.

At 20th level, choose from Domination or Supremacy Aura. Domination aura makes all Creatures who fail saving throw fall under your Dominion, making them obedient to you. Supremacy Aura makes all Creatures who fail saving throw fall under your Supremacy, making them see you as the Supreme being who they must follow.

Tail Attack

At 6th level, for a moment a huge tail temporarily grows from your entire back with the ability to crush the largest boulders. You can use your action to make a melee weapon attack against a creature within 20 feet of you. The attack bonus is your Strength modifier + your proficiency bonus. On a hit, you deals 1d8 bludgeoning damage + your Strength modifier. At 11th level this improves to 2d8, at 17th level this improves to 3d8.

Dragon Scales

At 7th level, your skin begins to feel strange and you can no longer stand the feeling of wearing armor. You notice that your skin is now covered in tiny diamond hard scales. With this transformation your natural armor becomes AC 18 + Dexterity modifier. You lose this natural AC and always have disadvantage on stealth when you wear humanoid armor.

Wing Attack

At 9th level, for a moment huge wings temporarily grows from your back with the ability to create typhoon level winds. After beating your wings, each creature within 15 feet must succeed on a DC 10+ your prof+ your dexterity saving throw or take 6d6 bludgeoning damage plus your strength modifier and be knocked prone on a failed save or half damage and remain standing on a successful one. You can then fly your entire movement speed without triggering attacks of opportunity. Allies gain advantage on all attack rolls against prone enemies.

Breath Weapon

At 10th level, you can make a breath attack of the the Metallic Dragon type you are. Brass/Red - Fire, Bronze/Blue - Lighting, Copper/black - Acid, Gold/Red - Fire, or Silver/White - Frost. You exhale an elemental blast in a 90 - foot cone. Each creature in the area must make a DC 18 save and take 16d6 full damage on a failed save or half damage on successful one. This ability can be used the amount your level per long rest.

Extra Attack

At 11th level, the Dragon can attack three times, instead of twice, whenever it takes the Attack action on your turn.

Change Shape

At 9th level, you remember you are a mighty Dragon! However, your memories and all abilities have yet to return. You have the ability to morph into your true form with a challenge rating no higher than your character level for a one hour. This ability can be used for the amount of your constitution modifier. You regain this ability after a long rest

Disguise Self

At 14th level, you gain the feature Disguise Self. You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner that you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in mid air. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed a DC 18 intelligence (Investigation). Once you've used this feature, you can't use it again until you've finished a long rest.

Status Breath Weapon

At 15th level, your Breath attack gains power depending on your Color, Fire= Hellfire, Lighting= Arc Lighting, Poison= Disease poison, Acid= Burning Acid, Cold= White flame.

Hellfire= Ignores Resistance and makes Immunity Resistance to Fire damage, inflicts Fire damage every turn, 1D6+ your Level

Arc Lighting= Ignores Resistance and makes Immunity Resistance to Lighting damage, Paralyses enemies for Rounds x your level

Disease poison= Ignores Resistance and makes Immunity Resistance to Poison damage, Inflicts disease to enemy, giving them Disadvantage on all Constitution throws until cured.

Burning Acid= Ignores Resistance and makes Immunity Resistance to Acid Damage, Reduces AC by 5, non natural armor melts away.

White Flame= Ignores Resistance and makes Immunity Resistance to Cold Damage, Inflicts 5D6 + level fire damage too.

Commune with Nature

At 17th level, you gain the feature Commune with Nature. You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: 1. terrain and bodies of water, 2. prevalent plants, minerals, animals, or peoples, 3. powerful celestials, fey, fiends, elementals, or undead, 4. influence from other planes of existence, 5. buildings.

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. Once you've used this feature, you can't use it again until you've finished a long rest.

Extra Attack

At 18th level, the Dragon can attack four times, instead of three, whenever it takes the Attack action on your turn.

Frightful Presence

At 20th level, each creature of your choice that is within 120 feet and is aware of you must succeed on a DC 24 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of it's turn, ending the effect on a success. After a sucessful saving throw the creature becomes immune to your Frightful Presence for 24 hours.

Legendary Resistance

At 20th level, if the you fail a saving throw, you can choose to succeed instead. You may use this ability an amount of times equal to your charisma modifier then must finish a long rest to use it again.

True Dragon

At 20th level, Through long battles and with the help of your party you have regained all your memories. You can know transform into the most powerful version of yourself permanently. You gain such power as a dragon, you gain another breath weapon of your choice


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gollark: I just sort anything pjals does into the "probably broken horribly" bucket.
gollark: That's the maximum *ID*, because it increases monotonically™ or something.
gollark: Actually, no.
gollark: no.
gollark: > credintals
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