Drakeheart v1 (5e Class)
Drakeheart v1 (5e Class)
Drakeheart v1 (5e Class)
The Drakeheart
Hit Points
Hit Dice: 1d10 per Drakeheart level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Drakeheart level
after 1st
Proficiencies
Armor: none
Weapons: simple weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Arcana, Athletics, Intimidation, Perception, Stealth and
Survival
Draconic Element
Starting at 1st level, the fragment of draconic energy stored within you manifests as pure
energy.
Your Draconic Element determines the type of damage your Drakeheart features deal.
Choose between fire, cold, lightning, thunder, acid, poison, necrotic or radiant.
Your Drakeheart features ignore resistance to damage of the chosen type.
Additionally you can speak, read, and write Draconic.
Draconic Obsession
Also at 1st level, you learn to enhance your physical capabilities with draconic magic.
Whenever you hit a creature with an unnamed attack or with a simple weapon, you can mark
the target as your Draconic Obsession as a free action. A marked target takes an additional
1d4 damage of your chosen Draconic Element type. The target stays marked for 1 hour. This
increases to 4 hours at 5th level, 8 hours at 11th level and an unlimited amount of time at
20th level.
You can use this feature a number of times equal to your proficiency bonus, and regain all
spent uses after you finish a short or long rest.
Unarmored Defense
Finally at 1st level, a Drakeheart's innate physical prowess and artificial scales often leads to
many forgoing armor for flexibility.
While you are wearing no armor and not wielding a shield, your AC equals 10 + your
Strength modifier + your Wisdom modifier.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of
the following options. You can't take a Fighting Style option more than once, even if you later
get to choose again.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature
successfully hides from you.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you
gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you
with an attack, you can use your reaction to reduce the damage the target takes by 1d10 +
your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a
simple or martial weapon to use this reaction.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 +
your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you
make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature
grappled by you.
Drake's Sense
Also at 2nd level, often known for their sense of smell and hearing, Drakehearts are
particularly adept at locating creatures.
You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. You also
gain advantage in any skills checks made to track your Draconic Obsession.
Drake's Style
Most Drakehearts have a particular aura to them, many choosing a particular way of life that
only they follow while traveling.
At 3rd level, choose between the draconic Brute or Twin Drakeheart style. Your style grants
you features at 3rd level and again at 6th, 11th, and 17th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
Devour Element
Also at 5th level, you become so attuned to your element that you can easily consume
sources of it.
Whenever you are the target of an attack or feature that deals damage of your chosen
Draconic Element, you can use your reaction to consume the attack or feature. The attack
automatically misses, and a feature automatically fails. You gain a number of temporary hit
points equal to half the attack's or feature's damage.
You can use this feature a number of times equal to your proficiency bonus. You regain all
spent uses after you finish a long rest.
Dragon's Roar
Starting at 6th level, as an action, you can exhale powerful destructive force.
Choose a 15 foot long, 5 feet wide line or a 15 foot cone. Each creature inside that area
must make a Dexterity saving throw against a DC equal to 8 + your Proficiency bonus + your
Strength modifier, taking damage equal to four rolls of your Dragon's Claw Die on a failure,
and half damage on a success.
At 12th level this damage increases by one die (five rolls), and does so again at 18th level
(six rolls).
You can use this feature a number of times equal to your Wisdom modifier, and regain all
spent uses at the end of a long rest
Unbound Willpower
At 9th level, you develop an extreme source of confidence and determination within yourself,
at the cost of your own body.
As a bonus action during your turn, you can spend one of your hit dice to heal an amount
equal to the roll + your Constitution modifier. The die is considered spent as if you used it
during a short rest.
You can use this feature a number of times equal to your proficiency bonus, and regain all
spent uses at the end of a long rest.
Dragon Force
Starting at 10th level, you develop the ability to channel a dragon's soul and power,
temporarily rivaling its strength.
As a bonus action you can activate your dragon force, gaining the following benefits:
● Whenever you hit a marked creature with an unarmed attack or simple weapon, you
deal damage equal to two rolls of your Draconic Obsession Die.
● You can use your Devour Element feature an unlimited number of times.
● Your walking speed is increased by 10 feet.
● You gain a flying speed equal to your walking speed.
Your dragon force lasts for 1 minute. Once you've used this feature, you can only do it again
after you finish a long rest.
At 18th level, you can use this feature whenever you finish a short or long rest.
Elemental Tongue
Starting at 13th level your deep understanding of magic leads you to find words in the very
structure of elements.
You can speak, read, and write Primordial and any of its dialects.
Quick Fortitude
At 14th level, your dragon like endurance leads you to easily resist the harshest of
conditions.
You gain proficiency in Constitution saving throws. If you already have this proficiency, you
instead gain immunity to poison.
Sixth Sense
At 17th level, your heightened senses develop into an unreliable asset. You gain blindsight
up to 30ft.
Blindsight. A creature with blindsight can perceive its surroundings without relying on sight,
within a specific radius. Creatures without eyes, such as oozes, and creatures with
echolocation or heightened senses, such as bats and true dragons, have this sense.
Draconic Resilience
Starting at 18th level, an even stronger sense of determination and unwillingness to give up
fuels your being, to an obsessive degree.
Whenever you would fail a saving throw, as a reaction, you spend half of your hit dice to
instead succeed. The dice are considered spent as if you used them during a short rest.
You can use this feature as long as you have unspent hit dice.
Dragon Form
Finally at 20th level, you manipulate the essence of magic to transform into a dragon.
As an action you can transform into a young dragon of your choice. The dragon's Strength,
Dexterity and Constitution statics replace yours, and you are considered as being under the
effects of polymorph for any relevant effects.
This transformation lasts a number of minutes equal to your Drakeheart level.
Once you use this feature, you must finish a long rest before you can use it again.
Drake's Styles
Dragon's Grip Strike. When you take the Attack action on your turn, you can quickly grasp
your target. Make an Athletics check against the target's Athletics or Acrobatics check (it's
choice).
On a success you grapple the creature and deal damage equal to your Dragon's Claw. On a
failure nothing happens.
Dragon's Sword Horn. When you take the Attack action on your turn, you can make a
headbutt infused with draconic power.
On a hit, the creature must make a Strength saving throw. On a failure, the creature is
knocked prone. On a failure nothing happens.
Dragon's Wing Attack. When you take the Attack action on your turn, you can make wide
sweeps against the target. Instead of making an attack roll, the creature makes a Dexterity
saving throw.
On a failure you deal damage as usual. On a success nothing happens.
Dragon's Presence
Additionally at 3rd level, you become proficient in either Persuasion or Intimidation.
Terrifying Resistance
At 6th level, whenever you succeed in a saving throw, you can force a target marked by your
Draconic Obsession to make a Wisdom saving throw against your Style's Saving Throw DC.
On a failure the creature becomes frightened for 1 minute. The creature can make this
saving throw again at the start of its turn, ending the effect on a succes. On a success the
creature becomes temporarily immune to this feature for 24 hours.
Advanced Techniques
At 11th level, you can use the following techniques whenever you hit a target marked by your
Draconic Obsession.
Dragon's Crushing Fang. When you take the Attack action on your turn, you can make an
overhead kick. On a hit, the creature must make a Constitution saving throw.
On a failure, the creature has disadvantage on all attacks it makes until the end of its turn.
On a success nothing happens.
Dragon's Iron Fist. When you take the Attack action on your turn, you can make a straight
powerful elemental punch. On a hit, the creature must make a Dexterity saving throw.
On a failure, the creature takes additional damage equal to one roll of your Draconic
Obsession Die. On a success the target takes damage equal to your Strength modifier.
Brute's Charisma
Also at 6th, you can add half your Strength modifier (rounded up, minimum of 2) to any
Charisma skill check you make.
Brute's Dragonforce
Finally at 17th level, you add the following features to your dragonforce:
● Whenever you hit a creature with a technique, the target takes additional damage
equal to your Draconic Obsession Die.
● When you use your Dragon's Roar, you can add your proficiency bonus to one roll of
the feature.
● You have advantage on Charisma skill checks.
Style of the Twin Dragon
Twin Element
Starting when you choose this style at 3rd level, choose another element from the Draconic
Element feature. You gain all benefits from the feature, and can choose your second element
whenever you deal damage with your Draconic Obsession Die.
Dragon Ray
At 3rd level, as an Attack you can fire a portion of your draconic energy at a target whitin 30
feet of you. Make an attack roll using your Strength modifier. On a hit, the target takes
damage equal to one roll your Draconic Obsession Die.
Draconic Improvement
At 11th level, your Twin Element feature extends to your Dragonforce.
Additionally, you can deal damage equal to two rolls of your Draconic Obsession when you
hit a marked target, once per turn.
Twin's Dragonforce
Finally at 17th level, you add the following features to your dragonforce:
● Your Dragon Ray deals damage equal to two rolls of your Draconic Obsession Die.
● You have resistance to both of your chosen Draconic Elements.