Dragonsoul Warrior (5e Class)
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Dragonsoul Warrior
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free.
The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves.
To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran.
A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.
A Forgotten Tradition
Dragonsoul Warriors are followers of a long forgotten tradition because of the difficulty in bonding with draconic spirits. Those desiring to be Dragonsoul Warriors seek out a deceased and powerful dragon to grace them with its power. They are tested by the dragon in an incredibly difficult trial. If the prospective warrior succeeds and the dragon approves of them and they bond with the dragon soul.
This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.
Creating a Dragonsoul Warrior
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?
- Quick Build
You can make a dragonsoul warrior quickly by following these suggestions. First, Strength and Constitution should be your highest ability scores. Second, choose the Outlander or Soldier background. Third, choose a long sword and shield and the explorers pack.
Class Features
As a Dragonsoul Warrior you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dragonsoul Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragonsoul Warrior level after 1st
- Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Chose two from Animal Handling, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chainmail or (b) Scale mail
- (a) one martial weapon and a shield or (b) two martial weapons
- (a) explorer's pack or (b) dungeoneer's pack
- A relic from your dragon patron (roll a d10, the chart is just below the class features chart)
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Draconic Magic, Spiritual Armor |
2nd | +2 | Dragon's Blood |
3rd | +2 | Dragon Totem, Dragon Soul Power |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Dragon Totem Feature |
7th | +3 | Dragon Strike |
8th | +3 | Ability Score Improvement |
9th | +4 | Dragon Power Improvement |
10th | +4 | Draconic Armor Improvement |
11th | +4 | Ethereal Formation |
12th | +4 | Ability Score Improvement |
13th | +5 | Dragon Strike Improvement |
14th | +5 | Dragon Totem Feature |
15th | +5 | Dragon Power Improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Dragon's Blood Improvement |
18th | +6 | Draconic Armor Improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Ultimate Dragon Strike |
d10 | Relic |
---|---|
1 | One of the dragon’s teeth. |
2 | A petrified dragon egg. |
3 | A beautiful but worthless dragon scale. |
4 | A necklace with a glass dragon eye. |
5 | The dragon's banner. |
6 | One of the dragon's talons. |
7 | An abnormally soft piece of fine silk. |
8 | An ornamental urn. |
9 | A small globe with a breath storm raging in it. |
10 | Roll twice and omit 10 until you get two relics. |
Draconic Magic
When you infuse your body with the dragon soul, you learn how to manifest some draconic powers. Whenever a class feature requires a saving throw to avoid the effects, the save DC equals 8 + your proficiency bonus + your Constitution modifier.
Spiritual Armor
Starting at 1st level, as a bonus action on your turn, you can summon translucent and ethereal dragon scales, enveloping your body with the spirit of a dragon. If you are not wearing armor, your AC equals 13 + your Dexterity modifier. The armor lasts for 1 minute, until you dismiss it with a bonus action, or until you use this feature again. If you are able to cast spells, you can't concentrate on them while your armor is active. In addition, you gain one special property, depending on the color of the summoned dragon spirit. You can chose two of the following spiritual armors. You gain one additional spiritual armor at 10th level and one more at 18th level.
You can use this feature twice, being unable to use it again until you complete a long rest. Starting at 10th level, you can use it four times before a long rest.
At 18th level, when you activate your spiritual armor, you gain resistance to the damage type associated to the dragon type, as shown in Damage Type column on the table bellow.
Color | Effect | Damage Type |
---|---|---|
Black | When you are hit by a melee attack from a creature within 5 feet, the creature must make a Dexterity saving throw or take 1d8 acid damage. | Acid |
Blue | When you are hit by a melee attack from a creature within 5 feet, you can use a reaction to force the creature to make a Constitution saving throw. On a failed save, the target takes 1d4 lighting damage for 1 minute and is forced to drop any object it is wielding. At the beginning of each of its turns, the creature can make another saving throw to try to end the effect. | Lighting |
Green | When you are hit by a melee attack from a creature within 5 feet, the creature must make a Constitution saving throw or take 1d8 poison damage. | Poison |
Red | As a bonus action, you can make your armor begins to smoke, imposing disadvantage on attacks against you until the beginning of your next turn. | Fire |
White | Your armor frosts over and provides a +2 bonus to your AC. | Cold |
Brass | On the beginning of each of your turns, one creature of your choice, within 10 feet of you is exposed to an energy-sapping smell. On a failed Wisdom saving throw, the creature falls unconscious until the beginning of your next turn, or until someone spend an action to wake the target up. | Fire |
Bronze | When you are hit by a melee attack from a creature within 5 feet, the creature must make a Strength saving throw or is forced back 5 feet by a strong gust of wind. In addition, non-magical ranged attacks are made with disadvantage. | Lighting |
Copper | Any creature of your choice that comes within 20 feet of you must make a Constitution saving throw, or have its movement speed reduced to half. | Poison |
Gold | At the beginning of each of your turns, when the armor is active, any creature of your choice within 30 feet of you must make a Strength saving throw or have disadvantage on attack rolls not targeted against you | Fire |
Silver | When you are hit by a melee attack from a creature within 5 feet, the creature must make a Constitution saving throw or is paralyzed until the end of its next turn. | Cold |
Dragons Spirit
Having bonded with the soul of an ancient dragon, you gain their legendary resistance. At 2nd level, whenever you would 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. Starting at 9th level, you can use it twice before a long rest and three times between long rests starting at 17th level, but only once in each round.
Dragon Soul Power
Starting at 3rd level, you can invoke the soul of a dragon, to generate one of the effects bellow. You can invoke the power from the same colors as the draconic armors you have access to.
You cannot use your dragon power to generate one effect, while another is still active. If you do it, the other effect is dissipated immediately. If you are able to concentrate in spell, you cannot do it while dragon power is active.
You can use this feature once, being unable to use it again until you complete a short or a long rest. You can use this feature twice at 9th level and three times at 15th level.
- Dragon Soul
As a bonus action, you can summon a spiritual dragon, made of pure elemental energy, from the chosen color on the Draconic Soul table bellow. The dragon soul occupies an area of 30-foot high and 20-foot wide around you, erupting dragon's breath energy for 1 minute. Any creature except you that moves to the area or begin its turn in the dragon soul area must make a Constitution saving throw or take 1d8 damage, from the type associated with the dragon type. As an action on your turn, you can move the dragon soul 30 feet in any direction.
At 9th level, the damage increases to 2d8. At 15th level, the damage increases to 3d8.
- Elemental Strikes
As a bonus action on your turn, you infuse your strikes with draconic power, giving them the effect of a dragon's breath. A creature hit by the empowered weapon must make a Constitution saving throw, or suffer the effects described on the table bellow. The draconic power vanishes from your weapon after 1 minute or after you release this power by hitting a creature.
Color | Elemental Strikes effect | Dragon Soul damage type |
---|---|---|
Black | Acid drips from your weapon and coats your target, dealing 3d8 acid damage on a failed Constitution saving throw. The damage increases to 4d8 at 9th level and 6d8 at 15th level. | Acid |
Blue | The target must make a Dexterity saving throw. On a failed save, sparks fly from your weapon and electrocute your target, dealing 2d8 lighting damage and making the target to drop any objects it is holding. On a success, the target takes half damage and don't suffer any additional effect. The damage increases to 3d8 at 9th level and to 4d8 at 15th level. | Lighting |
Green | A poisonous mist forms around your weapon and creates a short-lived cloud around your target. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and the target is poisoned until the end of its next turn. On a success, the target takes half damage and don't suffer any additional effect. The damage increases to 3d6 at 9th level and 4d6 at 15th level. | Poison |
Red | Your weapon ignites into flames but does not burn. Your target is licked by the flames. The target must make a Dexterity saving throw. On a failed save, the target takes 2d10 fire damage, or half as much on a successful one. The damage increases to 3d10 at 9th level and 5d10 at 15th level. | Fire |
White | A cold mist radiates from your weapon and chills your target. The target must make a Constitution saving throw. On a failed save, the target takes 3d8 cold damage. The damage increases to 4d8 at 9th level and to 6d8 at 15th level. | Cold |
Brass | A purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet. The target must make a Constitution saving throw. On a failed save, the target is unconscious for 1 minute, until takes damage, or until a creature spend one action to wake him up. | Fire |
Bronze | The creature hit by this attack and all creatures within a 10-foot radius of you must make a Strength saving throw, or are pushed back to the edge of the area of effect and knocked prone. The radius of the area increases to in 20-foot radius at 9th level and to 30-foot radius at 15th level. | Lighting |
Copper | Begins to vibrate, and attacks the leg muscles of the target. The target and all creatures within a 10-foot radius must make a Constitution saving throw, or have the movement speed reduced to half for 1 minute. In each of its turns, the creature can make another saving throw to end the effect. The radius of the area increases to in 20-foot radius at 9th level and to 30-foot radius at 15th level. | Poison |
Gold | Your weapon sends a shock into the muscular system targeting the arms. The creature and all creatures within a 10-foot radius must make a Strength saving throw. On a failed save, the creatures have disadvantage on attack rolls using Strength and on Strength checks or saving throws for 1 minute. On the beginning of each of its turns, the creature can make another saving throw to end the effect. The radius of the area increases to in 20-foot radius at 9th level and to 30-foot radius at 15th level. | Fire |
Silver | Your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system. The creature must make a Constitution saving throw. On a failed save, The creature and all creatures within a 10-foot radius are paralyzed until the beginning of your next turn. On the beginning of each of its turns, the creature can make another saving throw to end the effect. The radius of the area increases to in 20-foot radius at 9th level and to 30-foot radius at 15th level. | Cold |
Dragon Totem
At the 3rd level, you chose a Dragon Ability. Choose between Noble Soul, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 3rd level and again at 6th and 14th levels.
Ability Score Increase
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dragon Strike
At 7th level, you will have fully bonded with your dragon’s soul, granting you unimaginable strength. You’ll now be able to channel your draconic energy to generate the effects bellow.
You can use this feature once, being unable to do it again until you complete a short or a long rest. At 13th level, you can use it twice between rests.
Use the Dragon Power column on the Dragon Power table for damage, damage types, and effects.
- Dragon Queen's Rage
You place pure draconic energy in the air around you and cause it to rush forwards towards one foe within 60 feet. The creature must make a Dexterity saving throw, or take damage equal to 2d8 + your Constitution modifier.
At 13th level, you can target two creatures with the torrent, and deal damage equal to 4d8 + your Constitution modifier.
- Justice of the Platinum Dragon
"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"-Lakia Redexus, a powerful dragonsoul warrior.
A Dragonsoul Warrior that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it.
As a reaction when you or an ally within 30 feet take damage from an attack, you can make that creature, if within 30 feet, make a Dexterity saving throw, or take damage equal to your level in this class, or half as much on a successful saving throw. The damage type is radiant.
At 13th level, you can chose two targets within 30 feet to take the damage, as a reaction.
- Breath Burst
This will be the closest a dragonsoul warrior will come to having dragon's breath without being a dragonborn. As an action, all creatures in a 15-foot cone must make a Dexterity saving throw. On a failed save, you deal damage equal to 2d6 to all creatures in the area, or half as much on a successful one.
On a failed save, if the dragon color you chose on the Dragon Power table to draw the breath has some additional effect, you can sacrifice 1d6 damage to affect all creatures in the area with the effect.
At 13th level, the damage increases to 4d6, and the area increases to 30-foot cone.
Ethereal Formation
At the 11th level, as a dragonsoul warrior it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You can chose one of the following
You can manifest wings of pure draconic energy as a bonus action, gaining a flying speed equal to your current speed. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise
Your eyes can see through illusions and darkness. Your eyes look like a dragon's eye, but retains their natural color. You can see trough natural and magical darkness up to a range of 120 feet, and you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Ultimate Dragon Strike
At the 20th level, you have perfected the ability to channel the dragon energy flowing into your veins in a powerful draconic strike. You learn one of the following abilities, replacing one of the dragon strikes you know:
- Dragon's Queen Wrath (replaces Dragon's Queen Rage)
You condense a giant ball of draconic energy, applying two types of dragon color. You can chose two damage types from the Dragon Power list, dealing 4d8 damage of each source. Alternatively, if the chosen dragon type has some effect besides damage, you can chose to apply the effect to the targets instead.
You can chose up to five targets for this feature.
- Platinum Dragon Judgment (replaces Platinum Dragon Justice)
A part of you has grown to hate those who do harm to those which are close to you. Your soul boils at just the thought, so you now deliver a dragon's judgment unto them.
As reaction to a damage roll made against you or an ally, you can chose up to 10 creatures within 60 feet that you can see. All creatures must make a Constitution saving throw, or take damage equal to the damage caused, up to 20 points of damage, or half as much on a success. In addition, all creatures that fail a saving throw take an additional 4d6 damage of one of the damage types described on the Dragon Power feature.
- Breath Flair (replaces Breath Burst)
This will give you more control over your breath weapon. Chose one of the dragon types on the Dragon Power table. For 1 minute, you can deliver a breath weapon as a bonus action on your turn.
Chose two dragon types. For the duration of the feature, you deal 4d6 damage of each type chosen. Alternatively, you can chose two trade 1d6 of damage for an effect instead.
You can end the breath weapon as a bonus action. The effects also ends if your fall unconscious or if you use a Dragon Power feature or Dragon Strike feature.
If you are able to cast spells, you cannot concentrate on them while under the effects of Breath Flair.
Archetypes
Noble Soul
A dragon's soul is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's soul.
- Noble Scale
At the 3rd level, when you activate your dragon armor, you gain resistance to nonmagical damage for the duration.
In addition, whenever your dragon armor is active, roll a d4 after a creature makes the first melee attack of its turn against you. On a 4, you can make an melee attack against that creature.
- Iron Guard
At the 6th level, you can make an additional attack whenever you roll a 4 on the d4 with your Noble Scale feature.
- Savage Counter
At the 14th level, you strike back against the fools who dare touch you twice as hard Whenever you hit a counter, the creature must make a saving throw against a DC equal 8 + your proficiency bonus + your Strength modifier, or is knocked prone.
Flow
The purest dragon soul flows through your body, endowing you with incredible resistance and resilience through regenerative abilities.
- Regeneration
At the 3rd level gain a minor regeneration effect. While your dragon armor is active, you regain a number of hit points equal to your Constitution modifier (minimum 1), as long as you have at least 1 hit point. The number of hit points regained increases to 1d4 + your Constitution modifier (minimum 2) at 9th level.
In addition, you regain 1 hit point each hour, regardless of your dragon armor.
- Protective Flow
At the 6th level, you can extend the effects of your draconic armor to a creature within 30 feet. The effect will last for 1 minute, and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.
- Pure Flow
At the 14th level can grant the minor rejuvenation effect to two creatures within 60 feet of you.
In addition, while your dragon armor is active, you gain advantage on any saving throw you don't have disadvantage
Eye of the Storm
Your dragons's soul grants you the volatility of a primal storm, seemingly slowing friend and foe alike.
- Speed of the Storm
At the 3rd level when you're on the battlefield, no one can top your speed. When you roll initiative, you can chose to activate your draconic armor. If you do so, you will act first in the initiative order, unless you roll a 1 on the d20.
- Winds of the Storm
At 6th level, the wind seemingly carries you. Your movement speed is doubled.
- Lighting Strikes
At the 14th level, when you make an opportunity attack, the target must succeed a Constitution saving throw, with a DC of 8 + your proficiency bonus + your Strength modifier, or have his movement speed reduced to half, until the end of its next turn.
In addition, you can use your bonus action to take the Disengage or the Dash action on your turn.
Kings Rage
You were infused with royal dragon soul, whether it be knowingly or unknowingly. As a dragonsoul warrior of royal soul protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power.
- Royal Rage
At 3rd level, while your draconic armor is active, you gain access to a pool of dice called rage die, which is a d4. Whenever you or a friendly creature you can see within 30 feet is hit by an attack, you can use your reaction to gain one rage die.
You can add this rage die on a damage roll with a melee weapon attack.
At 6th level, your rage die become a d6 and a d8 at 14th level.
- Royal Rearguard
At the 6th level, you reduce the damage dealt to allies within 30 feet by an amount equal your Strength modifier (minimum 1).
- Royal Charge
At 14th level, you learn how to perform a charge attack, that requires a 10 feet of movement. On a hit, the target takes the weapon damage and must make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Strength modifier, or take 3d12 force damage, or half as much on a failed save. In addition, on a failed save the target is pushed back 10 feet and is knocked prone.
Tooth and Nail
"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"-Alexandrea, the Draconic War Maiden.
A dragonsoul warrior that takes this ability knows that they will be given no chance, so they make their own.
- Initiative Boost
When taking this ability, at the 3rd level, while your draconic armor is active, you can use your reaction to get an initiative increase of 1 every time you or an allied takes damage, effectively changing your position on the initiative order.
If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.
- Sharing Initiative
At the 6th level, when you gain a initiative increase from your Initiative Boost feature, you can give this increase to an ally you can see within 30 feet instead, giving to him the same benefits.
- Acting Together
14th level, whenever you gain an initiative increase from your Initiative Boost feature, you can chose an ally within 30 feet to gain an increase too.
In addition, you gain a bonus to your initiative rolls equal to your Strength modifier.
Burning Will
A will to fight is the most dangerous, this is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies.
- Iron Will
As if by sheer will power, at the 3rd level, while your dragon armor is active and you are above 0 hit points, at the beginning of each of your turns, you regain a number of hit points equal to your Constitution modifier.
- Unyielding
At the 6th level, whenever you are under half your hit points, you can add double of your Strength modifier on your damage rolls from melee attacks.
- Unstoppable force
At the 14th level, when you are reduced to 0 hit points, you can spend one use of your draconic armor to gain 1 hit point.
Flesh and Bone
"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before falling to the temptation of un-death.
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.
- Vicious Wounds
At 3rd level, once in each of your turns while your draconic armor is active, when you deal damage against a creature, this creature has disadvantage on all attack rolls against you until the beginning of your next turn.
- Bloodthirsty
At 6th level, while your draconic armor is active, when your reduce a creature to 0 hit points, you gain a number of temporary hit points equal to 1d10 + your Constitution modifier.
- Bloody Rage
At the 14th level, when you reduce a creature to 0 hit points, you gain advantage on all your attack rolls until the beginning of your next turn.
Multiclassing
Prerequisites. To qualify for multiclassing into the dragonsoul warrior class, you must meet these prerequisites: Have or find a dragon as a patron, a Strength 13 and Constitution 13.
Proficiencies. When you multiclass into the dragonsoul warrior class, you gain the following proficiencies: proficiency with light armor, medium armor, simple weapons, martial weapons.
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