Dragon Shaman A Martial Class Inspired by 3.5e
Dragon Shaman A Martial Class Inspired by 3.5e
A
halfling struggles to pull herself up a jagged cliff Most dragon shamans worship dragons in the abstract,
face. Above her, the wind howls, but she pushes honoring them in much the same way a cleric might honor
on. Once at the top she pauses, as if awe-struck light as a symbol of purity. For many, dragons are simply awe-
by the heavy, rhythmic breathing issuing from a inspiring, though they do not apply any special treatment do
cavern opening in the mountainside. Gathering them. Other dragon shamans worship dragons directly, from
herself, she withdraws a beautiful gem from her the race as a whole to a specific individual.
bag and carefully makes her way inside.
A goliath opens his arms wide and takes the blow from an Creating a Dragon Shaman
orc’s greatsword. The sword pierces through metal and When creating a dragon shaman character, think about your
leather, but rebounds against hard scales hidden beneath the character's connection to dragons. What set them on this
armor. The goliath smiles, then belches forth a stream of path of draconic influence? What relatinship do they have
dragon fire from his open mouth. with dragons? Are the habits and mannerisms of the dragon
As a horde of skeletons descend upon a group of they are attempting to emulate reflected in their personality?
adventurers, the human among them raises his sword to the
sky and shouts out a battlecry. His companions feel a surge of Quick Build
empowering energy and shake off their fear, then rush You can make a dragon shaman quickly by following these
forward with renewed vigor. suggestions. First, make Constitution your highest ability
To some, the passing shadow of a dragon overhead isn't a score, followed by Charisma or Strength. Second, choose the
sign that invokes fear; it's a blessing that reveals you to be in outlander background.
the presence of greatness. Those who become Dragon
Shamans respect dragons as power incarnate. Some worship
dragons, but most simply aspire to gain dragon powers for
themselves. In assuming the abilities and the likeness of a
Class Features
dragon, one seeks to emulate that might and embody that As a dragon shaman, you gain the following class features.
power within themselves.
Hit Points
Power for Power’s Sake Hit Dice: 1d10 per dragon shaman level
Hit Points at 1st Level: 10 + your Constitution modifier
Power is the ultimate goal for any dragon shaman; it allows Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
one to effect their will in the world, whether that be to the modifier per dragon shaman level after 1st
benefit of others or for malicious purposes. Dragons, with
their might and size, are the ultimate embodiment of power Proficiencies
and the will to use it, and thus natural targets of emulation Armor: Light armor, medium armor, shields
for those with the same drive. Weapons: Simple weapons, martial weapons
While dragons gain power naturally by living and aging, a Tools: None
dragon shaman must constantly seek it out. Every quest a Saving Throws: Constitution, Charisma
dragon shaman takes underlies the desire to grow stronger Skills: Choose two from Athletics, Deception, History,
and prove their worth. Many gather followers or allies, and Insight, Intimidation, Nature, Perception, Persuasion, and
leading is in itself a display of power. Survival
Over time, the dragon shaman’s body will become more
dragon-like. Hard scales grow out from beneath their skin, Equipment
and they learn how to use a breath weapon much like their You start with the following equipment, in addition to the
totem dragon’s. With time the dragon shaman will even gain equipment granted by your background:
large leathery wings, allowing them to soar in the sky as any (a) a martial weapon and a shield or (b) two melee
true dragon should. weapons
Draconic Influence (a) two handaxes or (b) any simple weapon
(a) scale mail or (b) leather armor
Every dragon shaman has a totem dragon. This may be a An explorer's pack
living dragon that interacted with the dragon shaman in the
past, the lingering spirit of a dragon, or even the Dragon Lore
manifestation of some part of the dragon shaman's own Your fascination with dragons has pushed you to understand
psyche, hidden within their soul and only now realized. everything you can about them. You have advantage on
Dragon shamans are similar to warlocks in some respects, Intelligence checks made to recall information about
but where warlocks receive power directly from their patron, dragons, and advantage on Charisma checks made while
dragon shamans are capable of gathering power without ever interacting with dragons.
interacting with a dragon. In addition, you can speak, read, and write Draconic in
addition to your other languages.
Touch of Vitality
Totem Dragon
At 3rd level, your touch can heal wounds. You have a pool of
You choose a type of true dragon to emulate. Choose the healing power that replenishes when you take a long rest.
Chromatic Totem Dragon or Metallic Totem Dragon, both With that pool, you can restore a total number of hit points
detailed at the end of this class description. Your choice equal to your dragon shaman level x 5.
grants you features at 1st level and again at 6th, 10th, and As an action, you can touch a creature and draw power
15th level. Those features include skill proficiencies and the from the pool to restore a number of hit points to that
Draconic Adaptation feature. creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of
Draconic Aura healing to cure the target of one disease or neutralize one
Starting at 2nd level, you can channel the mighty powers of poison affecting it. You can cure multiple diseases and
dragonkind, projecting an aura that grants you and nearby neutralize multiple poisons with a single use of Touch of
allies a special benefit. You gain three auras of your choice, Vitality, expending hit points separately for each one.
which are detailed at the end of this class description. This feature has no effect on undead and constructs.
As a bonus action on your turn, you can project one of your
known auras. Your aura ends only when you are knocked
unconscious, you use a bonus action on your turn to end your
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Extra Attack Draconic Mastery
Beginning at 5th level, you can attack twice, instead of once, At 20th level, you gain even greater control over your powers.
whenever you take the Attack action on your turn. After you use your Draconic Breath, you may roll a d6 at the
start of each of your turns. You regain the use of your
Dragon Scales Draconic Breath if the result is a 5 or a 6.
At 7th level, your skin begins to thicken and develop faint
scales the same color as your chosen totem dragon. You gain
a +1 bonus to your AC while wearing armor. When you aren't
Totem Dragons
wearing armor, your AC equals 13 + your Dexterity modifier. The relationship between a dragon shaman and their totem
You can use a shield and still gain this benefit (using a shield dragon is often determined by the nature of the dragon itself.
itself does not count as wearing armor). Good-aligned metallic dragons, like gold or silver dragons,
may have a positive relationship with the dragon shaman,
offering aid or patronage onto their beneficiary. Evil
Draconic Resolve chromatic dragons, like red or black dragons, are less likely
Beginning at 9th level, you cannot be charmed or frightened. to tolerate the desires of a mortal. However, even the most
evil of dragons may humor a mortal who seeks to emulate a
Energy Resistance small fraction of their power.
At 10th level, you have resistance to the damage type Chromatic Totem Dragon
associated with your chosen totem dragon.
Greedy, malicious, and hungering for the dominion of others,
Share Draconic Adaptation chromatic dragons are rightly feared. All chromatics are
At 11th level, you can use a bonus action on your turn to united by the belief that they are superior to all other
share the Draconic Adaptation you gained from your chosen creatures. Their vanity is not without reason; few creatures
totem dragon with any number of creatures you can see (save for another dragon) can stand up to a fully grown
within 30 feet of you. The affected creatures retain the chromatic and live to tell the tale.
adaptation for 1 hour. Some dragon shamans who aspire to gain the strength of a
chromatic dragon are themselves evil, but this is not a strict
requirement. Even good-aligned individuals can emulate a
Commune with Dragon Spirit chromatic dragon's power without adhering to evil ideals.
At 13th level, you gain the ability to contact your Totem
Dragon directly to ask questions of it. You can cast the Chromatic Dragon
commune spell as a ritual without spending material When you choose this Totem Dragon at 1st level, you pick a
components, using the spell to speak with your Totem true dragon to emulate. Your choice determines the damage
Dragon. Your Totem Dragon might be an actual living dragon type associated with your totem dragon and some of the
you know, or a more metaphysical source of knowledge. After features you gain at later levels.
using this feature, you can't do so again for 7 days. Chromatic Dragon Type
Dragon Damage Type Skill Proficiencies
Dragon Wings
Black Acid Intimidation, Stealth
At 14th level, you gain the ability to sprout a pair of dragon
wings resembling your Totem Dragon's from your back, Blue Lightning Athletics, Perception
gaining a flying speed equal to your current speed. You can Green Poison Deception, Insight
create these wings as a bonus action on your turn. They last
until you dismiss them as a bonus action on your turn. Red Fire Intimidation, Perception
You can't manifest your wings while wearing armor unless White Cold Athletics, Stealth
the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when Skill Proficiencies
you manifest them. At 1st level, you gain proficiency in two skills determined by
the dragon you've chosen to emulate. If you are already
Dual Aura proficient in either of these skills, your proficiency bonus for
Starting at 17th level, you gain the ability to project two of that skill is instead doubled.
your draconic auras at a time instead of just one. You can
only activate or change one aura at a time with your bonus Draconic Adaptation
action, but can choose to end both auras at once with a single At 6th level, you take on an aspect of your chosen dragon.
bonus action. These adaptations are always active, unless otherwise stated.
In addition, you gain darkvision out to a range of 60 feet if
you don't already have it. If you already have darkvision from
your race, its range increases by 30 feet.
Black -- Amphibious. You can breathe air and water.
Additionally, you gain a swim speed equal to your current
speed.
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Blue -- Desert Dweller. You are considered naturally Skill Proficiencies
adapted to hot climates. Additionally, you gain a At 1st level, you gain proficiency in two skills determined by
burrowing speed equal to your current speed. the dragon you've chosen to emulate. If you are already
Green -- Amphibious. You can breathe air and water. proficient in either of these skills, your proficiency bonus for
Additionally, you gain a swim speed equal to your current that skill is instead doubled.
speed.
Red -- Strong Climber. You gain the ability to move up, Draconic Adaptation
down, and across vertical surfaces and upside down along At 6th level, you take on an aspect of your chosen dragon.
ceilings, while leaving your hands free. You also gain a These adaptations are always active, unless otherwise stated.
climbing speed equal to your walking speed. In addition, you gain darkvision out to a range of 60 feet if
White -- Ice Walker. You can move across and climb icy you don't already have it. If you already have darkvision from
surfaces without needing to make an ability check, and your race, its range increases by 30 feet.
difficult terrain composed of ice or snow doesn’t cost you
extra movement. Brass -- Desert Dweller. You are considered naturally
adapted to hot climates. Additionally, you gain a
Frightful Presence burrowing speed equal to your current speed.
At 10th level, as an action on your turn you can use your Bronze -- Amphibious. You can breathe air and water.
draconic presence to strike fear into your enemies. Each Additionally, you gain a swim speed equal to your current
creature of your choice within 30 feet of you and aware of you speed.
must succeed on a Wisdom saving throw. The DC is 8 + your Copper -- Strong Climber. You gain the ability to move
proficiency bonus + your Charisma modifier. On a failed save up, down, and across vertical surfaces and upside down
the creature is frightened of you for 1 minute. A creature can along ceilings, while leaving your hands free. You also
repeat the saving throw at the end of each of its turns, ending gain a climbing speed equal to your walking speed.
the effect on itself on a success. If a creature's saving throw is Gold -- Amphibious. You can breathe air and water.
successful or the effect ends for it, the creature is immune to Additionally, you gain a swim speed equal to your current
your Frightful Presence for the next 24 hours. speed.
Once you use this feature, you can't use it again until you Silver -- Slow Fall. When you fall, you can choose to make
finish a long rest. your rate of descent 60 feet per round. If you land while
slow-falling in this way, you take no falling damage and
Bloodied Breath can land on your feet
Starting at 15th level, when you are reduced to half of your hit
points or less you regain the use of your Draconic Breath if Alter Appearance
you've already expended it. You can then immediately use Starting at 10th level, you can magically change your
your reaction to use your Draconic Breath. Once you use this appearance. You can cast the alter self spell on yourself at
feature, you can't do so again until you finish a long rest. will with this feature, using only the spell's change
appearance option.
Second Draconic Breath
Metallic Totem Dragon At 15th level, you gain a second Draconic Breath determined
Metallic dragons are generally noble, and altruistic. Wise by your chosen dragon. You can only use one of your
beyond most other creatures, they acknowledge their own Draconic Breaths during each rest, and regaining the use of
strength as one powerful race among the many races that your Draconic Breath allows you to use either of them.
have a place in the world. They fight for justice, defending and Brass -- Sleep Breath. You exhale sleep gas in a 15-foot
protecting those creatures unable to do so themselves. cone. Each creature in the area must succeed on a
Constitution saving throw versus your Draconic Breath
Metallic Dragon DC or fall unconscious for 1 minute. This effect ends for a
When you choose this Totem Dragon at 1st level, you pick a creature if the creature takes damage or someone uses an
true dragon to emulate. Your choice determines the damage action to wake it.
type associated with your totem dragon and some of the Bronze -- Repulsion Breath. You exhale repulsion energy
features you gain at later levels. in a 15-foot cone. Each creature in the area must succeed
on a Constitution saving throw versus your Draconic
Metallic Dragon Type Breath DC or be pushed 30 feet away from you.
Dragon Damage Type Skill Proficiencies Copper -- Slowing Breath. You exhale slowing gas in a
Brass Fire History, Perception 15-foot cone. Each creature in the area must succeed on a
Bronze Lightning Insight, Stealth
Constitution saving throw versus your Draconic Breath
DC. On a failed save the creature can't use reactions, its
Copper Acid Perception, Stealth speed is halved, and it can't make more than one attack on
Gold Fire Insight, Persuasion its turn. In addition, the creature can use either an action
or a bonus action on its turn, but not both. These effects
Silver Cold Arcana, History last for one minute. The creature can repeat the saving
throw at the end of each of its turns, ending the effects on
itself with a successful save.
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Gold -- Weakening Breath. You exhale a strength-sapping Alternate Starting Equipment
gas in a 15-foot cone. Each creature in the area must
succeed on a Strength saving throw versus your Draconic When you create a Dragon Shaman, you receive equipment
Breath DC. On a failed save the creature has disadvantage based on a combination of those available to Dragon
on Strength-based attack rolls, Strength checks, and Shamans (as detailed at the beginning of this class
Strength saving throws. These effects last for 1 minute. description) and your background. Alternatively, you can start
The creature can repeat the saving throw at the end of with a number of gold pieces, shown below, and spend them
each of its turns, ending the effects on itself with a on items from the lists in Chapter 5 of the Player's
successful save. Handbook.
Silver -- Paralyzing Breath. You exhale paralyzing gas in Starting Wealth for Dragon Shamans
a 15-foot cone. Each creature in the area must succeed on
a Constitution saving throw versus your Draconic Breath Funds
DC. On a failed save the creature is paralyzed for one 3d4 x 10 gp
minute, but a creature can repeat the saving throw at the
end of each of its turns, ending the paralysis with a
successful save.
Multiclassing
When you advance in level, and at your DM's discretion, you
Draconic Auras may take the option to multiclass into a Dragon Shaman. You
These auras are presented in alphabetical order. must meet the following prerequisites to qualify for a Dragon
Shaman.
Energy Shield. Whenever a creature hits you or an ally with Multiclassing Prerequisites
a melee attack, your aura erupts with energy. The attacker
takes damage equal to your Charisma modifier, the type of Ability Score Minimum
which is determined by your Totem Dragon. Strength 13 and Charisma 13
Fortune. You and your allies gain a bonus to saving throws Proficiences
equal to your Charisma modifier. When you first multiclass into Dragon Shaman, you gain only
Magic Resistance. When you and your allies suffer damage some of the class's starting proficiences as shown below.
from a spell or other magical effect, the damage is reduced by Proficiences Gained
an amount equal to your Charisma modifier.
Light armor, medium armor, shields, simple weapons,
Power. You and your allies gain a bonus to melee damage martial weapons, one skill from the class's skill list
rolls equal to your Charisma modifier.
Presence. You and your allies gain a bonus to Deception,
Intimidation, and Persuasion checks equal to your Charisma
modifier.
Resistance. You and your allies have resistance to your
Totem Dragon’s damage type.
Resolve. You and your allies cannot be frightened. If you or
an ally are frightened when activating or entering the aura,
the effect is suspended for the duration of the aura and while
the ally remains within it.
Senses. You and your allies gain a bonus to Perception
checks and Initiative equal to your Charisma modifier.
Toughness. When you and your allies suffer nonmagical
bludgeoning, piercing, or slashing damage, the damage is
reduced by an amount equal to your Charisma modifier.
Vigor. Allied creatures (including yourself) gain temporary
hitpoints equal to your Charisma modifier at the start of their
turn or the first time they enter the aura on their turn. These
temporary hit points last until they’re depleted or you finish a
long rest.
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