Dragon Fighter, 2nd Variant (5e Class)
From D&D Wiki
- 1 Dragon Fighter
- 1.1 Introduction
- 1.2 Creating a Dragon Fighter
- 1.3 Class Features
- 1.3.1 Table: The Dragon Fighter
- 1.3.2 Unarmored Defense
- 1.3.3 Rage
- 1.3.4 Reckless Attack
- 1.3.5 Draconic Style Feature
- 1.3.6 Ability Score Increase
- 1.3.7 Extra Attack
- 1.3.8 Evasion
- 1.3.9 Fast Movement
- 1.3.10 Dragon's Gifts
- 1.3.11 Athletics Master
- 1.3.12 Precise Strike
- 1.3.13 Draconic Fury
- 1.3.14 Draconic Champion
- 1.4 Draconic Healing Style
- 1.5 Draconic Power Style
- 1.6 Multiclassing
A powerful warrior who have been chosen by dragon to become its champion. The reason why a dragon has chosen its champion is always a mystery. The only people who truly know are the champions themselves. Some people say they do it for no reason, others say that they have a quest or journey that they want their champion to do in their place and some say they just want to have some fun. Dragon Blade are powerful warriors that are not very well-known. Dragons are very selective when choosing a champion and because of this not many are around. There is also a rule for dragons about choosing champions, and it's only the powerful dragons may have a champion. Its a symbol of pride and power to them. The longer a champion remains loyal the more draconic they become.
Creating a Dragon Fighter
Why did the dragon choose you, why did you accept it's offer? Why did you decide to travel? Do you fight for your dragon's honor or for yourself? What is your mission given to you by your dragon?
- Quick Build
You can make a Dragon fighter quickly by following these suggestions. Strength should be your highest ability score, followed by Constitution. Then choose between the noble, soldier, folk hero, outlander, far traveler backgrounds.
As a Dragon Fighter you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Insight, Perception, Survival, Medicine, Animal Handling, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword (finesse) or (b) two shortswords
- (a) Chain shirt or (b) traveler's clothes
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) A fishing tackle or (b) a musical instrument of your choice
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|1st||+2||2||+1||Rage, Unarmored Defense|
|3rd||+2||3||+2||Draconic Style Feature|
|4th||+2||3||+2||Ability Score Improvement|
|6th||+3||4||+2||Draconic Style Feature|
|8th||+3||4||+3||Ability Score Improvement|
|10th||+4||4||+3||Draconic Style Feature|
|12th||+4||5||+4||Ability Score Improvement|
|15th||+5||5||+4||Draconic Style Feature|
|16th||+5||5||+4||Ability Score Improvement|
|18th||+6||6||+5||Draconic Style Feature|
|19th||+6||6||+5||Ability Score Improvement|
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on all Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage rolls that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minutes. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your Dragon Fighter level in the Rages column of the Dragon Fighter table, you must finish a long rest before you can rage again.
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.
Draconic Style Feature
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Healing Style or the Power Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 15th, and 18th 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 9th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.
Beginning at 11th level, while you're raging you gain scales, fangs, slit-eyes and wings. Because of these features your AC is increased by 2. Whenever you take the attack action, you can make a bite attack (1d12) and two claw attacks (1d8) if you are not wielding any weapons or shields. These attacks count as magical in case of overcoming resistances. You now also have darkvision at a range of 60 feet and can fly at a speed of 30 feet with your wings. These features end when your rage ends.
Beginning at 14th level your weapon attacks score a critical hit on a roll of 19 or 20.
At 17th level you have mastered the ability to channel energy into your melee attack. Once per long rest, you deal 5d10 force damage in addition to your weapon damage.
Draconic Healing Style
The Style of the Dragons Who Support Their Comrades
- Healing Touch
Beginning at 3rd level, As an action you may heal a comrade that is within range for 2d4. You can use this ability a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest. This ability improves at level 10 (4d4) and level 18 (6d4)
Beginning at 6th level, you may heal yourself for 2d4 as a bonus action a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest. This ability increases at level 10 (4d4) and level 18 (3d10)
Beginning at 10th level, you can use your reaction to move up to half your movement speed while not provoking opportunity attacks and intercept an attack within your range that would be aimed at your ally (you will take the attack instead of them). You must use this before the attack is rolled. You cannot do this again until you finish a short or long rest.
- Healing Aura
Beginning at 15th level, You can now create a 10 ft. healing aura that lasts for a minute. An ally heals for 5 + your Charisma modifier hp when they start their turn in the aura. You cannot do this again until you finish a short or long rest.
- Sacrificing Stab
Beginning at 18th level, you can sacrifice yourself to allow any ally to regain all of their hit points. This action will put you at 1 hit point.
Draconic Power Style
The Style of Dragons Who Want Power.
- Draconic Strike
Beginning at 3rd level, choose a damage type between fire and cold. Beginning at 3rd level, you add 1d4 damage of the chosen type to your attacks. The damage increases by one die at 7th level (1d6), at 12th level (1d8) and at 17th (1d10).
- Master of the Elements
Beginning at 6th level, while raging you have resistance to all damage except psychic.
- Breath of the Dragon
Beginning at 10th level, as an action you can make an Draconic breath attack of the chosen type. The breath weapon is a 15-foot cone (fire or cold) The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 8d6 damage on a failed save and half as much damage on a successful save. You can use this ability once after which you need to finish a short rest before you can use this feature again. The damage increases to 10d6 at 14th level, and to 12d6 at 19th level.
- Draconic Guidance
Beginning at 15th level, you learn to channel your power to provide guidance to others. As a bonus action, you unleash a battle cry infused with draconic energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
- Draconic Resilience
Beginning at 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Proficiencies. When you multiclass into the Dragon Fighter class, you gain the following proficiencies: Martial Weapons