Dragon Slayer, Variant (5e Class)
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Dragon slayers are a unique type of people. They are taught by dragons, or learnd how to use magic against dragons. 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 draconian 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
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.
As a Dragon Slayer you gain the following class features.
- Hit Points
Armor: natural armor
Weapons: Simple Melee Weapons
Tools: One artisan's tool or musical instrument
Saving Throws: Strength, Wisdom
Skills: Choose two from: Athletics, Intimidation, Nature, Perception, Persuasion, and Survival
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, or dragon hunting trophy (trinket of choice)
- (a) a dungeoneer's pack or (b) an explorer's pack
- a belt pouch containing 4d4 x10 gold
|Features||Dragon Energy Points||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Dragon Slayer Magic, Spellcasting,||0 +WIS modifier||2||-||—||—||—||—||—|
|2nd||+2||Dragon Slayer Senses, Dragon Energy||2 +WIS modifier||2||2||2||—||—||—||—|
|3rd||+2||Dragon Slayer Style||3 +WIS modifier||3||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||4 +WIS modifier||3||3||3||—||—||—||—|
|5th||+3||Extra Attack||5 +WIS modifier||3||4||4||2||—||—||—|
|6th||+3||Dragon Slayer Style,||6 +WIS modifier||4||4||4||2||—||—||—|
|7th||+3||Draconic Inhalation,||7 +WIS modifier||4||5||4||3||—||—||—|
|8th||+3||Ability Score Improvement||8 +WIS modifier||4||5||4||3||—||—||—|
|9th||+4||Dragon Slayer Secret Arts||9 +WIS modifier||4||6||4||3||2||—||—|
|10th||+4||Dragon Slayer Style||10 +WIS modifier||5||6||4||3||2||—||—|
|11th||+4||Second Element,||11 +WIS modifier||5||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement||12 +WIS modifier||5||7||4||3||3||—||—|
|13th||+5||Draconic Immunity,||13 +WIS modifier||5||8||4||3||3||1||—|
|14th||+5||Dragon Slayer Style||14 +WIS modifier||5||8||4||3||3||1||—|
|15th||+5||Dragon Slayer Secret Arts(2)||15 +WIS modifier||6||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement||16 +WIS modifier||6||9||4||3||3||2||—|
|17th||+6||Draconic Wisdom,||17 +WIS modifier||6||10||4||3||3||3||1|
|18th||+6||Dragon Force,||18 +WIS modifier||6||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||19 +WIS modifier||6||11||4||3||3||3||2|
|20th||+6||Draconic Strength, Master of Elements||20 +WIS modifier||6||11||4||3||3||3||2|
Dragon Slayer Magic
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, part 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. Choose from one of the following elements/damage types:
- Acid: 5 by 30 ft. line (Dex. save)
- Cold: 15 ft. cone (Dex. save)
- Fire: 15 ft. cone (Dex. save)
- Lightning : 5 by 30 ft. line (Dex. save)
- Poison: 15 ft. cone (Dex. save)
You are also resistant to the chosen element. Another benefit to being raised by dragons is learning their language. You can read, write, and speak draconic and celestial.
- Draconic Resilience
When you aren't wearing armor or wielding a shield, your AC equals 10 + Dexterity or Strength modifier + Wisdom or Constitution modifier. In addition, you treat yourself as one size larger when it comes to carrying capacity.
- Dragon's Roar
You can use your action and one Dragon Energy Point to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. The normal Dragon's Roar Attack deals 1d10 elemental damage. In addition you can charge your Breath Attack with additional element by usind additional Dragon Energy Points up to your proficiency modifier. The damage increases by 1d10 per used Dragon Energy Point
When you use your breath weapon, each creature within a 30ft cone or line must make a Dexterity saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 1d10 damage (plus additional element damage per used Dragon Energy Point) on a failed save, and half as much damage on a successful one.
- Spellcasting Ability
Wisdom is your spellcasting ability for your sorcerer spells, as the raw power of draconic magic can only be instilled with proper training. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use your dragon parent's gift or hunting trophy as a spellcasting focus for your dragon slayer spells, but this is not required and you yourself may act as a focus.
At 2nd level your superior dragon instincts alert you to incoming danger. You gain proficiency in Perception. You also gain a +2 to your Passive Wisdom (Perception). To gain these benefits you can't be blinded, deafened, paralyzed or incapacitated.
Starting at 2nd level, you can access draconic energy inside yourselfe and is represented by Dragon Energy Points. Your Dragon Slayer level determines the number of points you have, as shown in the Draconic Points column of the table, plus your Wisdom modifier. You can use these Points for different attacks and you regain all used points after you finish a long rest and you can never have more points than shown on the table for your level.
You can use your Dragon Energy Points to gain additional spell slots, or sacrifice spell slots to gain additional Dragon Energy Points. Its possible to transform unexpended Dragon Energy Points into one spell slot (Dragon Energy Points = Spell Slot Level) as a bonus action on your turn. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Dragon Slayer Style
At 3rd level, you choose a dragon slayer style that you strive to emulate in your combat styles and techniques. Choose one of the following fighting styles: Dragon Martial Arts, Draconic Weaponry, or Draconic Endurance, all detailed in the following class description.
Dragon Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and the element of your draconic parent. 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. The damage increases when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
At 3rd level, your training in martial arts gives you mastery of combat styles that use lethal, unarmed strikes in combination with magic. When you use the Attack action with an unarmed strike on your turn, you can activate your draconic power by using one Dragon Energy Point as a bonus action and deal an extra 1d10 elemental damage. Your magic infused strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Dragon Wings
Starting at 6th level, your draconic energies grant you wings. For the coast of one Dragon Energy Point, you can reveal or hide your wings. While your wings are revealed, you have a flying speed of 30 ft. At the beginning of your turn you can choose to keep your wings activated for one Dragon Energy Point or hide them again. If you are still in the air you glide 30 ft. down and you do not get fall damage, any additional height difference gets calculated normally.
At 10th level, you have a flying speed of 60 ft. If you are still in the air you glide 60 ft. down and you do not get fall damage.
At 14th level, now you have wings with fire, which deal 2d8 damage when someone is hit.
Your training with weapons gives you proficiencies with all Simple Weapons and Martial Weapons.
At 3rd level, your training with different weapons in combination with magic gives you a unique fighting style. As a bonus action you can infuse your melee, martial or the ammunition of ranged weapons with your draconic parent element. When you make an attack against a creature, you use your bonus action deal an extra 1d10 elemental damage by using one Dragon Energy Point. Your magic infused weapon attack count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Dragon Movement
Starting at 6th level, you gain the ability to activate your draconic Movement. At the beginning of your turn you can choose to activate this ability for the coast of one Dragon Energy Point. The ability lasts for the duration of your turn.
- You gain 15ft. movement speed on top of your normal movement,
- For the duration of the ability you can move normal on rough terrain.
Your training with weapons gives you proficiencies with all Shields and gain the Shield Master Feat or Shield Master, Variant Feat In addition your AC increases while you are wielding a shield on top of your Draconic Resilience.
At 3rd level, your training with shields an in defense gives you the option to strike with your shield in combination with magic. As a bonus action you can infuse your shield with your draconic parent element by using one Dragon Energy Point. When you attack or shove a creature, you deal an extra 1d10 elemental damage from your shieldattack. Your magic infused shield attack count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Dragon Skin
Starting at 6th level, your draconic energies turns your skin to elemental and draconic skin. As a reaktion you can choose to use one Dragon Energy Point to cover yourself with Draconic Skin untill the start of your next turn. Every creature making a melee attack against you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a fail the creature takes 1d10 damage, on a on a successful saving throw the damage ist halfed. The original attack of the creature still deals damage to you.
Ability Score Improvement
When you reach 4th level, 8th level, 12th level, 16th level, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores 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 use your reaction to inhale a spell that is targetting you or the area you are standing in. You must use one Dragon Energy Point plus one extra Dragon Energy Point per Spell Level to use Draconic Inhalation. When you do, targeted spells deal half damage if they are not your type of element, if it is your type of energy ou gain temporary hit points equal to 1d10 + your Wisdom modifier.
You can also inhale 5 cubic feet of your element for one Dragon Energy Point to gain temporary hit points equal to 1d10 + your Wisdom modifier.
These temporary hit points last for up to 1 hour and you can only have one temporary hit point roll at a time. You can not consume flames that you created with your Dragon Energy, Dragon Parenty or with your magic.
Dragon Slayer Secret Arts
Beginning at 9th level, you have finally mastered a secret technique that was taught to you by your Dragon parent or Dragon Slaying. You add your Wisdom modifier to the damage rolls of your elemental attacks from Dragon Slayer Style.
At 15th level, your draconic magic gets even more potent. You can add your Wisdom modifier to the damage rolls of your cantrips an spells that are using spellslots.
You have learned how to infuse your magic with the element of other dragons. Starting at 11th level, you choose one element to permanently become your second element. All of your attacks deal an extra 2d8 damage of the chosen element. You also gain immunity to that element.
Starting at 13th level, you gain immunity to one of your chosen elements.
Starting at 17th level, you may add your Wisdom modifier twice to: the damage droconic magic you cast (this does include your Dragon Slayer Secret Arts), in roll of Wisdom, in your Armor Class and in your Passive Wisdom (Perception).
Starting at 18th level, you have learned to embrace the full magical power of your Dragon parent and enter the Dragon Force as a bonus action for ten minutes. When you enter the Dragon Force, you gain a +5 bonus to your Armor Class and +5 bonus to your Strength modifier. Additionaly, you gain advantage on Strength and Wisdom checks and saving throws. Enemies also gain disadvantage on Dexterity saving throw caused by you. When using the Dragon Force, your speed, carrying capacity, and jump distance is all doubled. After the transformation is over, you gain one level of exhaustion. You regain use of this feature after you finish a short rest.
Master of Elements
By 20th level, you have practiced enough to the point of having mastered your use of the elements. You have all 1st level spells that deal the same elemental damage as Control Elements prepared. You can cast these spells without expending a spell slot.