Dragon Fighter (5e Class)
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- 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 Dragon Form
- 1.3.4 Fighting Stance
- 1.3.5 Dominating Presence
- 1.3.6 Draconic Style
- 1.3.7 Ability Score Increase
- 1.3.8 Extra Attack
- 1.3.9 Ancient Claws
- 1.3.10 Scaled Wings
- 1.3.11 Legendary Resistance
- 1.3.12 Draconic Aspects
- 1.3.13 Winged Tyrant
- 1.3.14 Dragon's Gift
- 1.4 Metallic Style
- 1.5 Chromatic Style
- 1.6 Multiclassing
Dragon Fighters are warriors who learn how to fight by observing and studying dragons. Some are taken by a ancient dragon as apprentices, and others observe dragons at distance, researching its powers and how to manifest them and use them in fights.
The core of the dragon fighters ability is in the control of a specific form of transmutation magic, based on the power of the dragons in assume the human form, but in reverse, using this magical power to become dragons themselves.
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?
- Quick Build
You can make a Dragon fighter quickly by following these suggestions. Strength or Dexterity should be your highest ability score, followed by Constitution and finally Charisma. Then choose between the Soldier background.
As a Dragon fighter you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: musical instrument of your choice
Saving Throws: Constitution and Charisma
Skills: Choose two from Animal Handling, Arcana, Deception, History, Insight, Intimidation, Perception and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) chain shirt and a shield or (b) leather armor
- (a) dungeoneer's pack or (b) explorer's pack
- (a) fishing tackle or (b) musical instrument of your choice
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Dragon Form||Elemental Damage||Features|
|1st||+2||2||1d4||Unarmored Defense, Dragon Form|
|2nd||+2||2||1d4||Fighting Stance, Dominating Presence|
|4th||+2||3||1d4||Ability Score Improvement|
|6th||+3||4||1d4||Ancient Claws, Style Improvement|
|8th||+3||4||1d4||Ability Score Improvement|
|12th||+4||5||1d6||Ability Score Improvement|
|13th||+5||5||1d6||Legendary Resistance (2)|
|16th||+5||5||1d8||Ability Score Improvement|
|17th||+6||6||1d8||Legendary Resistance (3)|
|19th||+6||6||1d8||Ability Score Improvement|
Your body is covered with a thin layer of scales. While you are not wearing any armor, your AC equals 10 + your Constitution modifier + your Dexterity modifier. You can use a shield and still gain this benefit.
Starting at 1st level, you can take the aspects of your draconic lineage as a bonus action, morphing your hand into vicious claws, sprouting powerful fangs from your maw and growing a muscular tail. These natural weapons are considered have the following properties:
- Claws, 1d6 slashing, light
- Tail, 1d8 bludgeoning, reach
- Bite, 1d10 piercing
In addition, chose one of the following damage types: acid, lighting, poison, fire or cold. Your choice give the following benefits:
- You gain immunity to the chosen damage type
- Once, while transformed, as an action, you can unleash a powerful blast of energy. All creatures in a 15-foot cone must make a Dexterity saving throw DC 8 + your proficiency bonus + your Constitution modifier or take damage equal to 2d6 of the chosen type. The damage increases to 4d6 at 7th level, 6d6 at 11th level, 8d6 at 15th level and 10d6 at 20th level.
- Once in each of your turns, you can infuse your attacks with elemental energy. When you make a melee attack, you can add 1d4 damage of the chosen type. This damage increases as you gain levels on this class, as shown on the Elemental Damage column on the dragon fighter table.
The transformation lasts for 1 minute. 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 transformation on your turn as a bonus action.
Once you have transformed the number of times shown for your dragon fighter level in the Dragon Form column of the Dragon Fighter table, you must finish a long rest before you can transform again.
Starting at 2nd level you learn to assume fighting stances based on your observation of dragon movements. As a bonus action, you can assume one posture, that lasts until the beginning of your next turn. You can assume the following postures:
- Iron Scale Stance: When you assume this posture, all attacks against you are made with disadvantage. Additionally, you gain resistance against the next attack that hits you before your next turn.
- Flying Wyrm Stance: When you assume this stance, you gain the effects of Dash and Disengage actions until the end of your turn, and you gain advantage on saving throws against effects that reduce your movement speed.
- Draconic Assault: You summon your claws by a brief moment, allowing you to make an additional attack with it as a bonus action. On a hit, you deal additional damage of the damage type you are associated with equal to your Constitution modifier (minimum one).
You can this feature a number of times equal to your Constitution modifier (minimum once). You regain all your expended uses after complete a short or a long rest
At 2nd level, you gain proficiency in Intimidation or Persuasion. If you are already proficient with these skills, then add double your proficiency bonus to one of them.
Your choice grants you features at 3rd level and again at 6th, 11th, 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.
At 6th level, your draconic natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
At 7th level, you grow wings from your back, that you can protract or retract as a bonus action. While protracted, the wings are not strong enough to carry you on flight, but your jump height is doubled.
In addition, while using your Flying Wyrm stance, you can use the Dash effect to fly the double of your movement speed, instead of walk. You must end your movement on the ground.
Beginning at 9th level you gain the resistance of the great wyrms. While on your Dragon Form, if you fail a saving throw, you can chose to succeed instead. Once you use this feature, you can't use it again until you complete a long rest.
You can use this feature twice at 13th level and three times at 17th level.
Beginning at 10th level, your normal appearance begins to merge with your transformed form, and you now gain some draconic feature such as scales, fangs and slit-eyes, granting you the following benefits:
- Your scales grant you resistance to the damage type you are immune when you are transformed.
- Once in each of your turns, you can manifest one of your natural weapons without transforming, and without requiring an action. You cannot have more than one natural weapon manifested at the same time.
- Your draconic eyes grant you darkvision 60 feet.
At 14th level, when you are transformed, your dragon wings become bigger and stronger. While not wearing heavy armor, you gain a flying speed equal to your current movement speed.
At 20th level, your practice empowers your body and soul. Your Constitution and Strength scores increase by 4. Your maximum for those scores is now 24
Dragon Fighter from the metallic style are trained by good aligned dragons or in temples devoted to good aligned dragon-gods, like Bahamut. They often are devoted to protect weaker creatures and fight evil anywhere, in particular evil caused by chromatic dragons.
- Peaceful Alternatives
Beginning at 3rd level, you learn how to subdue your oponents without killing them, much like the metallic dragons. As a bonus action, you can generate an non letal breath weapon. The DC and area of this breath weapon is equal to your breath weapon on your Dragon Form.
You must chose one of the following nonletal breath weapons:
- Sleep. Each creature in the area must make a Constitution saving throw or fall unconscious for 5 minutes. The effect ends for a creature if the creature takes damage or someone uses an action to wake it.
- Repulsion. Every creature in the area must make a Strength saving throw. On a failed save, the creature is pushed 15 feet of you.
- Slowing. Every creature within the area must make a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved and it can't make more than one attack on this turn. In addition, the creature can use either an action, or a bonus action on its turn, but not both. The effect lasts for 1 minute. The creature can repeat the saving throw at each of its turns to end the effect.
- Weakening. Each creature within the area must succeed on a Strength saving throw or have disadvantage on Strength based attack rolls, checks and saving throws for 1 minute. The creature can repeat the saving throw at each of its turns to end the effect.
- Paralyzing. Each creature within the area must succeed on a Constitution saving throw, or be paralyzed for 1 minute. The creature can repeat the saving throw at each of its turns to end the effect.
Once you use this breath weapon, you can't do it again until you complete a short or a long rest. You can also use your Peaceful Alternative breath weapon instead of the breath weapon you get from your Dragon Form.
- Platinum Blessing
Beginning at 6th level, you can channel the power of the platinum dragon to restore the vitality of creatures. You can cast healing word a number of times equal to your Charisma modifier (minimum once). You regain all uses of this feature after a short or a long rest.
In addition, you can chose another breath weapon of the Peaceful Alternatives feature (for a total of 2).
- Metallic Revenge
At 11th level, you have been trained to oppose evil and to battle chromatic dragon, emulating the ferocity of silver dragons. Your melee weapon attacks now deal additional damage equal to 1d8. The damage is radiant.
In addition, you can chose another breath weapon of the Peaceful Alternatives feature (for a total of 3).
- Change Shapes
Beginning in the 15th level, you learn the ability of alter your form with natural to metallic dragons. You can cast polymorph on yourself. Charisma is your spellcasting ability for this spell. When you use this feature, you retain your alignment, ability to speak, proficiency, and Intelligence, Wisdom and Charisma scores. Once you use this feature, you can't use it again until you complete a long rest or until you spend one use of your Dragon Form.
In addition, you can chose another breath weapon of the Peaceful Alternatives feature (for a total of 4).
- Metallic Champion
Beginning at 18th level, when you start a combat without your Peaceful Alternatives breath weapon, you gain another one.
In addition, you can chose another breath weapon of the Peaceful Alternatives feature (for a total of 5).
The Chromatic Style emulate the ruthlessness and wrath of the chromatic dragons. Usually these dragon fighters share some traits with the dragons they are inspired by, being greedy, terriorialists and cruel. Is not uncommon temples devoted to the dragon queen Tiamat use this fighters for their nefarious purposes.
- Elemental Attunement
At 3rd level, you learn how to channel the power of the chromatic dragons. Chose a new damage type from the Dragon Form options. You can, at the end of a short or long rest, or when you assume your Dragon Form, change the damage type you are attuned too, affecting all features of your Dragon Form related to the damage type. You can chose a new damage type at 7th, 11th, 15th and 19th level.
- Draconic Strike
At 3rd level, as a bonus action, you can summon one of the damage types you are attuned to, for 1 minute, dealing additional damage on a hit, once in each of your turns, equal to the dice on the Elemental Damage column. Once you use this ability, you can't use it again until you complete a short or a long rest.
- Frightening Gaze
Beginning at the 6th level, you learn how to inspire fear like a dragon. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Breath of the Dragon
At 11th level, you can use your breath weapons a second time when you are on your Dragon Form. In addition, you can spend one of your breath weapons to use a quicker and lesser version of the attack. You use your bonus action and deal half the damage (rounded down).
- Improved Draconic Strike
At 15th level, when you roll initiative and you have no more uses of Draconic Strike, you gain another one.
- Dragon Queen Wrath
When you reach the 18th level, while on your Dragon Form, you can summon all the power of Tiamat delivering a powerful blast of energy. As an action, all creature on a 60-foot cone must make a Dexterity saving throw, or take damage 3d6 of each damage type you are attuned too.
Once you use this feature, you can't do it again until you complete a long rest.
Prerequisites. To qualify for multiclassing into the dragon fighter class, you must meet these prerequisites: 13 Constitution, 13 Charisma, 13 in Strength or Dexterity
Proficiencies. When you multiclass into the dragon fighter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.