Dragon Fighter (5e Class)

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Dragon Fighter[edit]

(Dragon Blade Variant)

Introduction[edit]

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[edit]

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. Dexterity should be your highest ability score, followed by Charisma. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.

Class Features

As a Dragon fighter you gain the following class features.

Hit Points

Hit Dice: 1d12 per Dragon fighter level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dragon fighter level after 1st

Proficiencies

Armor: Light, medium armor and shields
Weapons: All weapons
Tools: Pick one of your choice
Saving Throws: Strength and Constitution
Skills: Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth

Equipment

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.

Table: The Dragon fighter

Level Proficiency
Bonus
Rages Rage Damage Features
1st +2 2 +1 Sword Dancer, Unarmored Defense, Fighting Style
2nd +2 2 +1 Fighting Posture, Expertise, Fighter of Ether
3rd +2 3 +2 Sword Style
4th +2 3 +2 Ability Score Improvement
5th +3 3 +2 Extra Attack
6th +3 4 +3 Style Improvement
7th +3 4 +3 Acrobatics Master
8th +3 4 +3 Ability Score Improvement, Expertise
9th +4 4 +3 One With The Blade, Style Improvement, Indomitable
10th +4 4 +4 Extra Attack
11th +4 4 +4 Style Improvement, Evasion, Style Improvement
12th +4 5 +4 Ability Score Improvement, Posture Improvement
13th +5 5 +4 Precise Strike, Indomitable
14th +5 5 +4 Evasion
15th +5 5 +5 Style Improvement
16th +5 5 +5 Ability Score Improvement
17th +6 6 +5 Last Efforts, Indomitable
18th +6 6 +5 Precise Strike, Wind Rider
19th +6 6 +5 Ability Score Improvement, Style Improvement
20th +6 Unlimited +6 Dragon's Gift


Unarmored Defense[edit]

While you are not wearing any armor your Armor Class equals 10 + your Constitution modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Rage[edit]

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 roll 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 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 rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Obstruction
Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must be wielding a shield.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while with

Fighting Posture[edit]

Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +2 AC, or aggressively to gain +2 on damage and attack rolls. You can change your posture again after 3 turns.

Expertise[edit]

At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.

Reckless Attack[edit]

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.

Sword Style[edit]

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, 11th, 15th, and 19th levels.

Ability Score Increase[edit]

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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three at 10th level.

Acrobatics master[edit]

At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally, you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.


One With The Blade[edit]

At 9th level, your sword becomes an extension of your body and soul. You can now add half your dexterity modifier to your attack and damage rolls.

Indomitable[edit]

Beginning at 9th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice starting at 13th level and three times starting at 17th level.

Draconic Features[edit]

Beginning at 10th level you now gain some draconic feature such as scales, fangs, slit-eyes, wings, and increased strength. Because of these features your AC is now increased by 5, you can make a bite attack (2d10) and a claw attack (1d8). You now also have darkvision for 120 ft, and your strength is increased by 2(with a maximum of 22). You can fly at a speed of 60ft with your wings.

Stance Improvement[edit]

At 12th level, you have mastered the fighting postures. Defensive posture grants +4 AC, and aggressive posture grants +4 damage.

Precise Strike[edit]

Beginning at 13th level your crit dice count as 19 and 20. At the 16th and the following levels, your crit dice count as 18, 19 and 20.

Evasion[edit]

Beginning at 14th 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Last Efforts[edit]

At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You need to finish a long rest before you can use this feature again.

Wind Rider[edit]

At 18th level, you gain 10 feet of movement speed and the first time you move more than 20 feet in a line towards your target on your turn, you deal 2d6 additional damage to the target.

Dragon's Gift[edit]

At 20th level, your practice empowers your body and soul. Your Strength and Charisma scores increase by 4. Your maximum for those scores is now 26

Draconic Healing Style[edit]

The Style of the Dragons Who Support Their Comrades

Healing Blade

Beginning at 3rd level, As an action you may heal a comrade that is within range for 2d4.

Rejuvenation

Beginning at 6th level, once a every 3 turns you may heal yourself for 2d4 as a bonus action, this ability increases at level 10 (4d4) and level 18 (3d10)

Damage Halve/ Damage Block

Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack, or you may jump into a attack within your range that would be aimed at your ally (you will take the hit instead of them. You cannot do this again until you finish a short or long rest.

Healing Aura

Beginning at 15th level, You can now create a healing aura for 10 ft. An ally in the aura heals for 5 hp per round while inside, once they leave the aura the effect is no longer with them.

Sacrificing Stab

Beginning at 19th 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 and you become unconsious.

Draconic Power Style[edit]

The Style of Dragons Who Want Power

Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.

Draconic Strike

Choose a damage type between acid, fire, cold or lightning. Beginning at 3rd level, you add 1d4 damage of the chosen type to your attacks. The damage increases by one die at 6th level (2d4), at 11th (3d4), and at 15th (4d4).

Master of the Element

Beginning at the 6th level, while raging you have resistance to all damage except psychic damage.

Breath of the Dragon

Beginning at 11th level, you can make an Draconic breath attack of the chosen type. The breath weapon is either a 15' cone (fire or cold) or a 5 by 30 ft line (lightning or acid). The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save and half as much damage on a successful save. You can use this ability twice after which you need to finish a short rest before you can use this feature again.

Improved Draconic Strike

Beginning at 15th level, increase the damage die of your Elemental Strikes from d4 to d8.

Draconic Fury

Beginning at 19th level, you have mastered the ability to channel your chosen element into your weapon. Once per turn, you deal 10d10 damage of the chosen element in addition to your weapon damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragon Blade class, you must meet these prerequisites: 14 Strength, 13 Charisma

Proficiencies. When you multiclass into the Dragon Blade class, you gain the following proficiencies: Martial Weapons



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