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Half-Dragon

This acts as an additional class representing a creatures draconic abilities. You cannot take levels in this class, instead if you are a half dragon you are considered to have equal levels in this class as your player character level or Challenge Rating.
hit dice: 1d4
hit points at 1st level: +4
hit points at higher levels: 1d4 (or 3) for each level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: Constitution, Charisma
skills: None
starting equipment:
None
spellcasting:
None
class features:
Draconic Lineage. At 1st level, you choose one type of dragon as your ancestor. Gold, Red, Bronze, Black, Copper, Green, Brass, Blue, Silver, Blue   Natural Armor. At 1st level, while you aren't wearing armour, you can add your Constitution modifier to your AC. You can use a shield and still gain this benefit.   Natural Weapons. Starting 2nd level, you can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. When you reach 9th level, your fangs have grown long enough to use as natural weapons, you can make a unarmed strike with them. If you hit with them, you deal piercing damage equal to 1d10 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. When you reach 21st level, you have become adept at the use of natural weapons, when you take the attack action you can immediately make an attack with a natural weapon as a bonus action.   Unbound Form. Starting 4th level, you are unbound by the constraints of a normal mortal form, Ability Score Improvements can take your total for an ability score beyond 20.   Ability Score Improvement. When you reach 4th level, and again at 6th, 8th, 12th,, 16th, 20th, 23rd and 28th 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 30 using this feature.   Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Extra Skill Proficiencies. When you reach 11th level, you gain proficiency in the Perception and Stealth skills.   Darkvision. When you reach 13th level, you gain Darkvision out to 60ft. When you reach 19th level, you gain Darkvision out to 120ft.   Blindsight. When you reach 14th level, you gain Blindsight out to 10ft. When you reach 19th level, you gain Blindsight out to 30ft. When you reach 27th level, you gain Blindsight out to 60ft.   Legendary Resistance. When you reach 25th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 27th level and three times between long rests starting at 29th level.   Tail. When you reach 26th level, you have become adept at the use of your tail to use it as a natural weapon, you can make a unarmed strike with it. If you hit with it, you deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.   Legendary Action. When you reach 26th level, you can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn. Starting at 28th level you can take 2 legendary actions and starting at 30th level you can take 3 legendary actions.   Detect. You make a Wisdom (Perception) check.   Tail Attack. You make an attack with your tail.   Frightful Presence. When you reach 26th level, you can as an action or before an attack action (no action required), cause each creature of the your choice that is within 120 feet of you and aware of you must succeed on a DC (8 + Prof + Cha) Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Frightful Presence for the next 24 hours.
subclass options:
Gold, Red, Bronze, Black, Copper, Green, Brass, Blue, Silver, Blue
LevelProficiency BonusAbilities
1+2Draconic Lineage, Natural Armor
2+2Natural Weapons
3+2Draconic Lineage feature
4+2Unbound Form, Ability Score Improvement
5+3Extra Attack
6+3Ability Score Improvement
7+3Draconic Lineage feature
8+3Ability Score Improvement
9+4Natural Weapons improvement
10+4Draconic Lineage feature
11+4Extra Skill Proficiencies
12+4Ability Score Improvement
13+5Darkvision
14+5Blindsight
15+5Draconic Lineage feature
16+5Ability Score Improvement
17+6Extra Skill Proficiency
18+6Draconic Lineage feature
19+6Blindsight improvement, Darkvision improvement
20+6Ability Score Improvement
21+7Natural Weapons improvement
22+7Draconic Lineage feature
23+7Ability Score Improvement
24+7Extra Skill Proficiency
25+8Draconic Lineage feature, Legendary Resistance (x1)
26+8Legendary Action (x1), Tail
27+8Blindsight improvement, Legendary Resistance (x2)
28+8Ability Score Improvement, Legendary Action (x2)
29+9Draconic Lineage feature, Legendary Resistance (x3)
30+9Legendary Action (x3), Frightful Presence

Created by

Noble 7.

Statblock Type

Class Features

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