Dragon Hunter (5e Subclass)
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Dragon Hunter[edit]
Ranger Conclave
“ | Never laugh at a live dragon. | ” |
—J.R.R. Tolkien |
It takes a lot of guts to become a hunter of Dragons, but like in many journeys there is the first step, and that is surviving your first encounter. Whether for fame or fortune, or for personal reasons such as vengeance, some fighters decide to dedicate their lives to tracking down and slaying dragons. Such individuals become dragon hunters. It is well known that dragons have more wealth accumulated than any other single creature, on average. Further, their bodies can be used to forge magnificent armor. These two facts alone are enough to spur many adventurers into becoming dragon hunters. When you factor in the number of evil dragons whose favorite pastime is decimating villages, revenge becomes another powerful motivator.
- Conclave Spells
You gain conclave spells at the ranger levels listed below. In addition, when you cast find greater steed , you can summon a dragon with a CR 2 or lower, that has the same alignment as yours.
Paladin Level | Spells |
---|---|
3rd | absorb elements |
5th | earthbind |
9th | protection from energy |
13th | find greater steed |
17th | hold monster |
- Slayer of Dragons
Starting at 3rd level, you have survived an encounter with a dragon, which is enough to boost your resolve and determination while facing such beasts. You have advantage on saving throws against the frightening condition, and is immune to the frightened condition provoked by a dragon.
In addition, you can deceive the senses of even the most aware of creatures. You can't be detected by blindsight.
- Hunting Method
At 3rd level, you must choose your weapon of choice to deal with dragons. You have the following options:
- Defender. Whenever a creature other than you, within 5 feet is target of an attack roll or forced to make a Dexterity saving throw, you can use your reaction to be the target of that attack or effect instead. The creature suffer none of the effect or attack, and if you take damage by becoming its target, it is reduced by 1d10 + your Dexterity bonus + your Ranger level.
- Slayer. Once per turn, when you make an attack with a weapon you wield in two hands, you have Advantage on the attack.
- Evasion
Starting at 7th level, you become able to evade the breath of the fiercest of dragons. 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.
- Elemental Weakening
Upon reaching the 11th level, you’ve gained the knowledge to bypass your foes resistances, making them vulnerable to strikes. Once per turn when you hit a creature that is resistant or immune to fire, cold, lightning, acid or poison damage, that creature loses the resistance and immunity until the start of your next turn.
In addition, once per turn when you hit a creature under the effects of elemental weakening with a weapon attack, you cause additional 2d8 damage.
- Legendary Hunter
Starting at 15th level, you learn how to nullify your targets attacks and pierce trough their resistances. Whenever a creature within 60 feet uses a Legendary Action or Resistance, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or the legendary action or resistance is wasted.
You can use this feature at will against Legendary Actions, and once between rests for Legendary Resistances.
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