Dragon Slayer, Fairy Tail Variant (5e Class)

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The Dragon Slayer[edit]

Dragon slayers are a unique type of people. They are taught by dragons on how to use magic when they are young. They become a master of whatever element they are taught. They can produce and control their element from any part of their body, which can be used both in melee or as a ranged form of offense. The generated element can be manipulated in a wide variety of ways, but their “type” is fixed. However, they can be given a material manifestation. Due to their draconic mentors, they possess keener senses such as sight, hearing, and smell. They also have some defining physical characteristics such as reptilian pupils, sharper canines, or dragon scales in various places.

Creating a Dragon Slayer[edit]

A dragon slayer is a master of their magic type as well as using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural power with elemental magic. Their power is that of a dragon's, which is where they draw their namesake.

To quickly build a dragon slayer, make Dexterity your highest. Followed by Constitution. Take the Outlander or Hermit background.

Class Features

As a Dragon Slayer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Dragon Slayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dragon Slayer level after 1st

Proficiencies

Armor: none
Weapons: simple weapons, shortswords
Tools: none
Saving Throws: Constitution, Dexterity
Skills: Choose three from Acrobatics, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A gift from the dragon that raised and taught you (trinket of choice)
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Dragon Slayer

Level Proficiency
Bonus
Features Martial arts Mana points Draconic Agility
1st +2 Dragon Slayer Magic, Dragon Slayer Martial Arts, Slayer Senses 1d4
2nd +2 Mana, Draconic Agility 1d4 4+con +10
3rd +2 Dragon Slayer Archetype 1d4 6+con +10
4th +2 Ability Score Improvement, Ability Score Improvement 1d4 8+con +10
5th +3 Extra Attack 1d6 10+con +10
6th +3 Archetype feature, Elemental Mastery 1d6 12+con +15
7th +3 Draconic Mind, Evasion 1d6 14+con +15
8th +3 Ability Score Improvement, Ability Score Improvement 1d6 16+con +15
9th +4 Draconic Agility Improvement, Focused Target 1d8 18+con +15
10th +4 Dragon Slayer's Secret Art 1d8 20+con +20
11th +4 Archetype feature 1d8 22+con +20
12th +4 Ability Score Improvement, Ability Score Improvement 1d8 24+con +20
13th +5 Dragon Force 1d10 26+con +20
14th +5 Elemental Mastery Improvement, Dragon Soul 1d10 28+con +25
15th +5 Timeless Body 1d10 30+con +25
16th +5 Ability Score Improvement, Ability Score Improvement 1d10 32+con +25
17th +6 Archetype feature 1d12 34+con +25
18th +6 Draconic Presence 1d12 36+con +30
19th +6 Ability Score Improvement, Ability Score Improvement, Draconic Form 1d12 38+con +30
20th +6 Draconic Might 1d12 40+con +30

Dragon Slayer Magic[edit]

A dragon slayer's lost magic gives them the power of a dragon, and in turn the power to defeat them. As they learn and grow, dragon slayers develop unique characteristics.

Draconic Parent

As dragon blood flows through your body, it causes physical traits of your dragon parent to emerge, parts of your skin is covered by a thin sheen of dragon-like scales.

At 1st level, you choose one type of element that was of your dragon parent. The damage type associated with each dragon is used by features you gain later. If you are descendant of two types of dragons you can choose one additional damage type of your another dragon parent.

Choose from one of the following damage types:

  • Bludgeoning (Magical): 5 by 30 ft. line (Dex. save for half)
  • Cold: 15 ft. cone (Con. save for half)
  • Fire: 15 ft. cone (Dex. save for half)
  • Force: 15 ft. cone (Con. save for half)
  • Lightning: 5 by 30 ft. line (Dex. save for half)
  • Poison: 15 ft. cone (Con. save for half)
  • Acid: 5 by 30 ft. line (Dex. save for half)
  • Radiant: 5 by 30 ft. line (Dex. save for half)
  • Necrotic: 15 ft. cone (Con. save for half)

In addition, you learn how to read, write, and speak in Draconic.

Draconic Resilience

When you aren't wearing armor and not wielding a shield, your AC equals 11 + Dexterity modifier + Constitution modifier. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Dragon Slayer Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Dragon Slayer levels, as shown in the Martial Arts column of the Dragon Slayer table.
  • When you use the Attack action with an unarmed strike, you can make one additional unarmed strike as a bonus action.

Slayer Senses[edit]

At 1st level, your superior dragon instincts alert you to incoming danger. You gain proficiency in Perception. If you are already proficient in this skill, you add twice your proficiency bonus on checks made with this skill.

You also gain advantage in all your Wisdom (Perception) checks that rely on smell or hearing and on your Intelligence checks to recall information about dragons.

Additionally, you gain a blindsight of 30 feet.

Mana[edit]

At 2nd level, your Dragon Slayer Magic awakens. Your access to this Magic is represented by a number of Mana Points. Your Dragon Slayer level + Constitution modifier determines the number of Mana points you have, as shown in the Mana points column of the Dragon Slayer table.

You can spend these points to fuel various Mana features. You start knowing four such features: Dragon's Roar, Devour Element, Elemental Strike and Steel Punch Strike. You learn more Mana features as you gain levels in this class.

When you spend a Mana point, it is unavailable until you finish a short or long rest, at the end of which you draw all of you expended Mana points into yourself. You must spend at least 30 minutes of rest meditating to recover your Mana points.

Some of your Mana features require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows:

Mana save DC = 8 + your proficiency bonus + your constitution modifier
Dragon's Roar

As a bonus action, you can spend 1 Mana point to unleash a roar of elemental energy. The size, shape, and damage type are all connected to your Draconic Parent. The damage is your Martial Arts die x your Constitution modifier.

Devour Element

When you are targeted by a damaging ability or spell that uses your chosen Dragon Parent element(s), as a reaction, you can consume the element of your Dragon Parent, reducing the damage by your Constitution modifier x5 and restoring half of the damage you absorbed as HP(rounded up) and gain half of your Mana(rounded down). You gain temporary HP and Mana points if you still have them full or if the amount you gained exceeds your limit. You can devour your element if you find it nearby, for example, if you see a fire like a fire dragon slayer, you can eat it and restore hit points equal to your Constitution modifier x5 and gain half your Mana(rounded down). This can be done as a bonus action on your turn.(Bludgeoning means you can eat metal, cold means you can eat ice, fire means you can eat fire, force means you can eat air, lightning means you can eat electricity, poison means you can eat poison, acid means you can eat acid, radiant means you can eat anything that is white and necrotic means you can eat shadows).

Elemental Strike

When you hit an opponent with an unarmed strike, you can spend 1 Mana point to add 1 Martial Arts die of elemental damage.

Steel Punch Strike

Immediately, after you use an Attack action, you can spend 1 Mana point to make two unarmed strikes as a bonus action.

Draconic Agility[edit]

Starting at 2nd level, your movement speed increases by 10 ft while not wearing armor or wielding a shield. This bonus increases when you reach certain Dragon Slayer levels, shown in the Dragon Slayer table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dragon Slayer Archetype[edit]

Starting at 3rd level, you choose an archetype. You can choose between the Dragon Spirit and the Dragon Aspect. Your choice grant you features at 3rd level, and again at 6th, 11th and 17th levels.

Ability Score Improvement[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. You may increase an ability score above 20 using this feature, up to a maximum of 22.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You also gain the Dragon Attack ability. As a bonus action, you can spend 2 Mana points to unleash a flurry of Dragon Attacks. Two tendrils lash out from your arms targeting one or two creatures 15ft away from you. Make an attack roll for each tendril, the attack roll is 1d20 + Dexterity modifier + Proficiency bonus, each tendril deals 4 Martial Arts die + dexterity modifier of the damage type linked to your Draconic Parent. If you have two types of damage, choose one for each attack.

At 8th level you can attack three times. The number of tendrils increase to four, the damage increase to 6 Martial Arts die and now you can target four creatures 20 feet away from you.

Elemental Mastery[edit]

Starting at 6th level, you have resistance to your chosen damage type (two, if you have a additional damage type of your another dragon parent), and your chosen damage type ignores resistance to it.

At 14th level, you gain immunity to your chosen damage type, and your damage type ignores immunity to it.

Draconic Mind[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. You gain advantage on Intimidation checks while any of your Dragon Slayer features are active.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.

Focused Target[edit]

At 9th level, when you fail an attack roll, you can spend 1 to 5 mana points to increase the result of your attack roll by 2 for each point you spend, potentially turning your fail into a success.

Dragon Slayer's Secret Art[edit]

At 10th level, you learn an advanced technique of your dragon parent. Choose one spell, or two if you have two dragon parents, of 5th level or lower (if lower than 5th level, up cast it to 5th level). The spell must deal the same damage type as your dragon parent. You use 3 Mana points to cast it (without material components if the spell requires them). You can use this feature 2 time at 10th level, 4 times at 14th, and 6 times at 17th, per long rest.

Dragon Force[edit]

Starting at 13th level, you have learned to embrace the full magical power of your Dragon Parent. You can take a bonus action and spend 4 Mana Points to enter Dragon Force for 1 minute. When you enter Dragon Force, you gain the following benefits:

  • Due to dragon scales appearing on various places on your skin, you gain a +4 bonus to your AC, and Constitution and Dexterity saving throws.
  • Your senses sharpen even further. If you are subjected to an effect that allows you to make a 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.
  • You gain an additional action on each of your turns. That action can be used to take the Dash, Disengage, Dodge, Attack or Use an Object actions.
  • Due to your element constantly flowing out, your unarmed strikes deal an additional Martial Arts die of elemental damage. If you have two types then your unarmed strikes deals one additional Martial Arts die for each elemental damage.

When Dragon Force ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. At 14th level you don't suffer that consequences.

Dragon Soul[edit]

Beginning at 14th level, your mastery of Mana grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 Mana point to reroll it and take the second result.

Timeless Body[edit]

At 15th level, your Mana sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Draconic Presence[edit]

Beginning at 18th level, you can channel the dread presence of your dragon parent, causing those around you to become awestruck or frightened. As an action, you can spend 4 Mana points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. While Draconic Presence is active, you also exude an aura of the elemental type of your Draconic Parent (if you have two, choose one of them). Any hostile creature that ends its turn within a 10ft radius of you takes 1 Martial Arts die x your Constitution modifier in damage.

Draconic Form[edit]

At 19th level, constant use of Dragon Slayer magic allows you to assume a full Draconic Form. As a bonus action, you can spend 8 Mana points to grow into dragon form, your size is large. On an elemental burst caused by the transformation, all creatures within 15 feet of you take damage of your elemental type equal to your Martial Arts die + your Constitution modifier. If you have two elements or choose the Dragon Spirit archetype, you deal one die of Martial Arts damage for each element. You gain the following benefits for 1 minute while you are transformed:

  • You gain +5 to your AC and all saving throws. It also has advantage on unarmed attacks.
  • Your Dragon's Roar has double the size and damage (but only if you choose the Aspect of the Dragon archetype).
  • You have draconic wings with a speed equal to your walking speed. As an action, you can flap your wings, each creature within 10 feet of you must succeed on a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take force damage equals your Martial Arts die and will be pushed up to 30 feet, dropping to the ground.
  • Whenever you take slashing, bludgeoning, or piercing damage, you can reduce the damage taken by an amount equal to your Dragon Slayer level + your Constitution modifier.
  • Your senses have sharpened even further, you have blindsight out to 60 feet and darkvision out to 120 feet. In addition, you can make Wisdom (Perception) checks as a bonus action and gain advantage on Charisma (Intimidation) checks.
  • You gain Natural Weapons claw (slashing damage, ranges up to 10 feet), bite (piercing damage, ranges up to 15 feet), and tail (bludgeoning damage, ranges up to 20 feet). Your unarmed attacks deal two dice of your Martial Arts + your Dexterity modifier. In addition, if you spend 1 Mana, your claw or bite strikes deal an additional element of your element damage equal to your Martial Arts die (1 for each element you have). Its tail can be used to attack, grapple, or trip as an action.

When Draconic Form ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.

Draconic Might[edit]

Starting at 20th level, your Dexterity and Constitution scores increase by 4. Your maximum for those scores also increase by 24. Additionally, you no longer suffer the wave of lethargy caused by Dragon Form and its size is now huge. Your Dragon's Roar in Dragon Form now deals triple damage (to both archetypes).

Dragon Slayer Archetype[edit]

Dragon Spirit[edit]

Focusing the magic of your Dragon Parent into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your Mana into specialized techniques.

Draconic Uproar

At 3rd level, you have learned how to attack your opponents at great distances. Your Dragon's Roar range has doubled.

Dragon's Drive

At 3rd level, you have learned how to use your Mana to boost your physical prowess, as a bonus action you can spend 1 Mana point to gain the following benefits for one minute:

  • All of your attacks gain additional damage equal to your Constitution modifier + proficiency bonus.
  • You gain a +2 bonus to your AC.
  • You gain a +2 bonus to Dexterity and Constitution saving throws.
Mana Infused strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Draconic Resonance

At 11th level, you have learned to draw upon the spirits of other dragons. You may choose 3 other damage type from the Dragon Parent list, the element you choose cannot be changed. When you use Elemental Strike or Dragon' Roar, you can spend 1 more Mana point and deal an additional Martial arts die of damage for each chosen elements. These elements are also affected by the elemental mastery feature.

  • You can add the elements to your Secret Art, spending 1 more Mana point to add an additional damage die for each chosen damage type. At 14th level, the other elements also treat immunity as resistance.
  • As an action, you can spend 4 Mana points to wreathe yourself in the 4 elements you have chosen (5 if you had two elements from the beginning). You gain the following benefits for 1 minute: Your Elemental Strike deal 4 martial arts die of damage, and your Dragon’s Roar deals double damage.
Royal Blood

Starting at 17th level, you have learned to draw on the power of dragon royalty, increasing your own attack power. You gain a bonus to your Mana total equal to your Constitution modifier + your proficiency bonus. As a bonus action, you can spend 5 Mana points to enter this mode, which lasts for 1 minute. When you do so, you gain the following benefits:

  • Your Elemental Strike deals 8 (2 for for each element) martial arts die of damage, and your Dragon’s Roar deals triple damage.
  • You can't be surprised.
  • You have advantage on all attack rolls, ability checks, and saving throws.
  • Additionally, other creatures have disadvantage on attack rolls on you.

Dragon Aspect[edit]

As you used your Mana, your body started to change in likeness of a dragon to better utilize the Mana.

Dragon Claws

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 10th level; and a d12 at 14th level.

Dragon Scales

At 3rd level, as an action, you may spend 1 mana to cover every inch of your body in scales, gaining the following benefits:

  • You gain temporary HP equal to your constitution modifier x double of your Dragon Slayer level.
  • You gain a +2 bonus to your AC.

These benefits last for 1 minute.

Mana Infused strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dragon Wings

At 11th level, you are able to sprout a pair of wings as a bonus action, giving you a flight speed equal to your walking speed. You can retract the wings without spending an action.

Dragon Body

At 17th level, you gain resistance to bludgeoning, slashing and piercing damage and 8 hit points per Dragon Slayer level, whenever you level up in this class your hit point maximum increases by an additional 8 hit points.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the dragon slayer class, you must meet these prerequisites: Dexterity of 13, Wisdom of 13 and must have been taught by a dragon parent.

Proficiencies. Simple weapons, one skill


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