CLASS: Dragon Mage
Dragon Mages are a class of spellcasters who wield the ancestral magic of all dragon bloodlines.
LEVEL Proficiency Bonus Features
1 +2 Call Dragonic Weapon
2 +2 Dark Gift
3 +2 Vampiric Bloodline
4 +2 Ability Score Improvement
5 +3 Vampiric Fury, Extra Dark Gift
6 +3 Bloodline Feature
7 +3 Extra Dark Gift
8 +3 Ability Score Improvement
9 +4 Extra Dark Gift
10 +4 Unholy Strikes
11 +4 Bloodline Feature, Extra Dark Gift
12 +4 Ability Score Improvement
13 +5 Extra Dark Gift
14 +5 Regeneration
15 +5 Extra Dark Gift
16 +5 Ability Score Improvement
17 +6 Extra Dark Gift
18 +6 Bloodline Feature
19 +6 Ability Score Improvement
20 +6 Methuselah’s Blood
As a dragon mage, you gain the following class features.
Hit Dice: d6
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (6) + your Constitution modifier per dragon mage level after 1st.
Armor: Light Armor
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Arcana, Deception, Insight, Investigation, Perception, History, and Nature
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) any simple ranged weapon.
(a) a dungeoneer’s pack or (b) an explorer’s pack
You have been imbued with the strength of dragons.
You are a wielder of elemental might.. As such, you gain the following immunities and vulnerabilities:
Immunities. Wisdom-based spells. While using one element, you are resistant to it’s counterpart.
Benefits. You gain magical resistance. You gain advantage on all saving throws against spells and other magical effects.
Vulnerability. You are vulnerable to physical attacks and have disadvantage on all saving throws against them.
If in low visibility, the target gets an extra 30 feet to his/her vision.
Artificial Gem Glands
You have been given a gem of high value and it has been implanted into your chest. This is considered a holy spellcasting focus for the purpose of spellcasting.
The dragon mage senses magic within 120 feet of them at will. This trait works like the detect magic spell but isn’t itself a spell.
Unlike most spellcasters, you have a pool of energy you must draw from. To refill this pool, you must meditate outside for four hours each day. Your base for this pool is 10.
The dragon mage can sense an adult dragon or higher within 250 kilometers. This does not allow you to detect where the dragon is.
The mystical powers fueled by dragon essence are known as ‘Draconic Gifts’, said to be gifts from the original dragon who made all the others. You gain your first Draconic Gift at 2nd level. You gain an additional Draconic Gift at 5th, 7th, 9th, 11th, 13th, 15th, and 17th level.
Whenever one of your Draconic Gifts forces a creature to make a saving throw, the DC equals 8 + your Wisdom modifier + your proficiency bonus.
Ability Score Improvement
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.
At 5th level, you can choose a draconic bloodline path to follow.
Keen Dragon Sense
At 10th level, your dragon sense is reduced to 100 kilometers, but you can now sense the general direction of the dragon.
When you reach 14th level, at the start of your turn you regain 1d4 essence points. If you receive a physical attack to your chest, your regeneration does not function on your next turn.
Resistance to Weapons
At 15th level, you gain resistance to non-magical weapons (except those made of cold-forged iron).
At 20th level, your draconic essence grows thick and potent, you gain 4 ‘phantom’ draconic essence points that you can use to power healing, or abilities, but do not fill your pool, and are not counted in any other way. You regain these 4 points after a short rest or long rest.
11 Alluring Glare
17 Perfect Mind, Blood Rain
At 6th level, you sacrifice some of the energy you’ve stolen to make yourself more alluring to the opposite sex. By spending two vitae, you can gain +5 to Charisma until the end of the encounter.
At 11th level, You can also spend four vitae to permanently entrance a humanoid or goblinoid target with a DR of 2 or lower automatically, and can ask them to do anything for five turns.
At 17th level, you are no longer vulnerable to illusions, persuasion, intimidation, or Turn Undead.
If you can grapple with an opponent, you can spend 4 vitae to force a geyser of blood from the victim’s mouth, dealing 55 (10d10) necrotic damage. In addition, you gain a temporary +2 to every Intimidation roll for duration of the encounter, and gain 1d20 hit points from drinking or bathing in the blood.
6 Blood Shield
11 Blood Bond
17 Perfect Form, Eternal Death
At 6th level, you sacrifice some of the energy you’ve stolen to make yourself more resistant to oncoming attacks. By spending two vitae, you can cast shield.
At 11th level, You can also spend four vitae to permanently dominate a victim by feeding him your blood; this process takes 1 hour each day for 3 days to complete and your victim retains all its statistics. Once this process is complete, you cannot use it again. You have to spend 1 vitae weekly to maintain this Blood Bond. This target must be a Beast, Humanoid, or Undead, and must have a CR of 2 or lower.
At 17th level, you are no longer vulnerable to sunlight or radiant damage.
If you ever die, your remains can be collected and placed in a coffin filled with blood for at least 24 hours. You return to life at the next sundown as if you had been resurrected with True Resurrection.
6 Blood Beast
17 Warrior’s Durability, Creature of the Night
At 6th level, you sacrifice some of the energy you’ve stolen to make yourself more powerful. By spending two vitae, you gain +2 to attack rolls.
At 11th level, You can also spend four vitae to prepare your body for a showdown. You gain +3 to Strength saving throws.
At 17th level, you gain advantage on all rolls in dim lighting or less. This includes magical darkness.
Creature of the Night
You can spend half of your vitae to completely paralyze your opponent with fear for three turns. During this, they cannot dodge any attack made by you, and when the paralysis ends, they will always have a disadvantage against you when rolling. You must make a long rest before using this ability again.
Tongue of the Nosferatu
You gain the ability to sense the willpower in your victims and use it to your advantage. By spending one vitae, you can give yourself advantage on your next Charisma check. You can also communicate with any rat, wolf, bat, vermin, or undead creature regardless of language or intelligence, as if using speak with animals.
You can climb on smooth walls and upside down on horizontal surfaces. You don’t have to make any acrobatics or athletics checks to do so, and you move at your normal speed while doing so.
Your new, cursed existence awakens some potential in you, you gain the ability to communicate telepathically with any creature within 30 feet of you. You don’t need to share a language with the creature for it to understand you, but the creature must speak at least one language.
You can spend our vitae to take the form of a swarm of rats, a bat or a wolf. This ability costs one vitae. You can spend a number of hours in your animal shape equal to half your vampire levels. At 8th level, the vampire learns how to transform into a swarm of bats, and a dire wolf.
Shape the Mortal Clay
Prerequisite: 4th level, Protean Form
Spend 1 vitae and cast alter self, without using components. However, the vampire can spend 1 extra vitae and use alter self on another target as a ritual. This requires the vampire to spread his mutagenic blood over the target.
Strength of the Damned
Prerequisite: 4th level
By spending 1 vitae you can lift and carry up to three times your normal amount of, and gain advantage on Strength checks. This lasts for 1 round per 2 vampire levels.
Prerequisite: 4th level
You gain the mage hand cantrip, except for the following changes: their range is increased to 60 feet, they are invisible, you can make attacks with them, you can control them using the same action you used to conjure them, and you can sustain up to two at a time.
You have two attack modes with Psychokinesis, the first attack is using Psychokinesis to throw objects, you must use them to lift actual, physical objects, which will move within a 60 ft. range at high speeds to strike your targets. They are considered ranged weapon attacks, allowing for feats like Sharpshooter.
The objects can be loose stones, books, weapons, or anything else within 60 feet of you so long as they are non-living, not being held by anyone other than yourself, and under 10 lbs. You can target different things with each mage hand attack or have them target the same creature. You can dispel a Mage Hand at any time. You can also combine mage hand attacks, which will be described a bit later.
You use your Charisma modifier to determine your Psychokinesis attack modifier.
Psychokinesis attack modifier = your proficiency bonus + your charisma modifier
The damage die for each of the two mage hand attacks is 1d4. This damage die increases at certain levels. The damage type changes depending on the objects you use. For example, a stone or book would deal bludgeoning, whereas a shortsword would deal piercing and a longsword would deal slashing. Alternatively, you can combine a number of mage hands to lift heavier objects and deal more damage with a single strike. Combined mage hands can lift up to a weight equal to the combined weight each individual mage hand can lift, and any attack made with it, no matter the actual weight of the object it is moving, will deal their combined damage dice in damage. Combined Mage Hand attacks use a single attack roll.
At 5th level, each mage hand can lift up to 30 lbs, their damage die increases to 1d6, and you can conjure a third mage hand.
At 11th level, each mage hand can lift up to 60 lbs and their damage dice increase to 2d4.
At 17th level, each mage hand can lift up to 100 lbs and their damage dice increase to 2d6.
The second attack mode is using your Psychokinesis to directly drain the blood from a living target. You target a living creature with blood, within 60 foot range. The target makes a Constitution saving throw, on a failed save you do Blood Drain damage to each foe, and gain one vitae. On a successful saving throw, the target takes half damage and you gain no vitae.
You can use your Psychokinesis to hold creatures from a distance and move your own body.
Whenever you make a Strength (Athletics) check, you can substitute the Strength modifier with your Charisma modifier. Whenever you attempt to Shove or Grapple a target, you can choose to use your Psychokinesis to do so. If you do, you make an Athletics check with your Charisma modifier + proficiency bonus, i.e. Charisma (Athletics), contested by their strength check. In this way, you can Shove or Grapple a target up to 30 ft. away from you, and shoving and grappling in this way uses your entire Action rather than using an attack from the Attack action.
When grappling in this way, your speed is reduced to 0, you must maintain concentration, and you can sustain the grapple by using your action on subsequent turns to repeat the contest. Targets one size category larger than you have advantage on their rolls to resist and escape your Shove and Grapple attempts, and targets larger than that are unaffected by your Shove and Grapple attempts.
Cloak of Shadows
Prerequisite: 4th level
When you are in an area of dim light, or darkness, you can use your action to become invisible until you move or take an action or reaction.
Children of the Night
Prerequisite: 6th level, Tongue of the Nosferatu
You can spend 2 vitae to summon 1d4 swarms of bats or rats, provided the sun isn’t up. When outside the vampire can, instead, call 1d6 wolves. The called creatures last for 1d4 rounds, acting as allies to the vampire, the beasts remain for 1 hour, or until they die. You can only use this ability once per long rest.
Prerequisite: 6th level, Protean Form
You have gained the ability to transform into a dark mist. You can spend a vitae to transform at anytime you wish. Also, if you are reduced to 0 hit points while not in your coffin, you polymorph into your mist form. While in mist form, you do not regenerate, cannot take actions, and cannot be damaged (but are destroyed instantly by natural sunlight). You gain a fly speed of 20 feet and can squeeze through tiny cracks and openings. If in mist form you start your turn in your coffin, you return to your normal form with 1 hit point (see Tools above).
Lay Open the Mind
Prerequisite: Awakened Mind, 6th level
You can spend 1 vitae to cast detect thought without using any spell components.
Prerequisite: 6th level
Spend 1 vitae, and make a Dash action as a bonus action, you also ignore attacks of opportunity during this movement.
Prerequisite: 6th level
You may cast jump on yourself at will, without expending any material components.
Prerequisite: 6th level
You choose one living humanoid you can see within 10 feet of you. The target must make a Wisdom saving throw. Failed Save: The target is charmed for 1 day, until it takes damage, or until you drop to 0 hit points. While the target is charmed, you can decide the target’s action and how it moves. On the target’s next turn, it does as you command. A creature charmed by you in this way receives the commands even if you cannot see it. The charmed creature cannot take reactions.
You can have only one creature charmed in this way at a time. If the charmed creature takes any damage, it can make a Wisdom saving throw to end the effect.
A creature charmed by this effect remembers being charmed. A creature that succeeds on its saving throw against this effect is immune to your domination effect for 24 hours.
Sculptor of Flesh
Prerequisite: 6th level, Shape the Mortal Clay
You can spend 2 vitae to cast polymorph. You can’t do so again until you finish a long rest.
Prerequisite: 14th level, Strength of the Damned
Your vampiric form evolves, getting stronger. Your Strength score increases by 2. Your maximum for this score is now 22.
Prerequisite: 14th level, Celerity
Your vampiric form evolves, getting stronger, you can move faster than any mortal should. Your Dexterity score increases by 2. Your maximum for this score is now 22.
Prerequisite: 14th level
Your vampiric form evolves, getting stronger, your body is hardier than any mortal creature. Your Constitution score increases by 2. Your maximum for this score is now 22.
Prerequisite: 14th level
You can use your action to spend 4 vitae to emit an aura of dim light with a radius of 15 feet for 1 minute.
Creatures who end their turn in this aura must make a Constitution saving throw or take 5d6 necrotic damage. Shrubs and insignificant creatures (insects, etc) cannot make this save; they wither and die automatically. If you are in direct sunlight, you take 5 radiant damage instead of 10.
Subsume the Lesser Mind
Prerequisite: 14th level, Domination, Awakened Mind
You can spend 4 vitae to cast dominate monster, dominate humanoid, or dominate beast without any material cost. You can only use dominate monster once per long rest.