Dragon Slayer, Variant 2 (5e Class)

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Dragon Slayer[edit]

Dragon Slayer[edit]

A combination of childlike curiosity and wonder mixed with a blackened nature from a creature born from a pot of true evil creates a being with the makings of a monkey king. Based on the Chinese legend ‘Journey to the west’, you play as Wukong with powers deriving from the story adapted by the creator of the fictitious web series ‘The God of Highschool’ main character Jin Mori.

This is a class based on the main character of God of Highschool. God of Highschool belongs to Yongje Park and can be viewed on Crunchyroll and Webtoon.

Creating a Dragon Slayer[edit]

Quick Build

You can make a Dragon Slayer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Dragon Slayer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon Slayer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Slayer level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, and Shield
Weapons: Simple Weapons and Martial Weapons
Tools: Choose one Artisan's Tools
Saving Throws: Dexterity and Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, and Sleight of Hand

Equipment

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

  • (a) Scale Mail or (b) Leather Armor
  • (a) Longsword or (b) Martial Weapon
  • (a) Longbow with a quiver of 20 Arrows or (b) Martial Weapon
  • If you are using starting wealth, you have 4d4*10 gp in funds.

Table: The Dragon Slayer

Level Proficiency
Bonus
Features Draconic Energy
1st +2 Slayer's Blade, Unarmoured Defense 5+Charisma Modifier
2nd +2 Draconic Energy, Fighting Style 5+Charisma Modifier
3rd +2 Slayer's Path, Enhanced Senses 5+Charisma Modifier
4th +2 Ability Score Improvement, Action Surge I 10+Charisma Modifier
5th +3 Extra Attack I 10+Charisma Modifier
6th +3 Slayer's Path 10+Charisma Modifier
7th +3 Martial Mastery I,Draconic Visage 15+Charisma Modifier
8th +3 Ability Score Improvement 15+Charisma Modifier
9th +4 Draconic Recovery 15+Charisma Modifier
10th +4 Slayer's Path 20+Charisma Modifier
11th +4 Draconic Might 20+Charisma Modifier
12th +4 Ability Score Improvement, Slayer's Blade 20+Charisma Modifier
13th +5 Draconic Vigor 25+Charisma Modifier
14th +5 Extra Attack II 25+Charisma Modifier
15th +5 Slayer's Path 25+Charisma Modifier
16th +5 Ability Score Improvement, ? 30+Charisma Modifier
17th +6 Martial Mastery II, Action Surge II 30+Charisma Modifier
18th +6 Slayer's Path 30+Charisma Modifier
19th +6 Ability Score Improvement, Slayer's Blade 35+Charisma Modifier
20th +6 ? 35+Charisma Modifier

Slayer's Blade[edit]

Starting at 1st level, you have been given a special katana made to slay dragons. This is a magical melee weapon that deals 1d8 slashing damage and has the finesse property. As this weapon was made to slay the Dragon's the blade deals an additional 1d6 slashing damage to the Draconic species. If this weapon is destroyed, lost, or wielded by another creature for more than 6 seconds, it will burst into flames, and reappear in the slayer's hand. At 12th level the 1d8 increases to 1d10 slashing damage and the additional 1d6 slashing increases to 1d8 slashing. At 17th level the 1d10 slashing damage increases to 1d12 and the additional 1d8 slashing damage increases to 1d10.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Draconic Energy[edit]

Starting at 2nd level, you gain access to a Dragon's power. This power comes in the form of Draconic Energy which is necessary to perform certain class actions or features. You have a number of Draconic Energy equal to the number demonstrated in the Draconic Energy column of the Dragon Slayer table. You regain all Draconic Energy after a short or long rest. All abilities that use Draconic Energy share the same Save DC.

Save DC = 10 + your proficiency bonus + your Charisma modifier

Fighting Style[edit]

Starting at 2nd level, 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.

Blind Fighting (TCE)

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling (PHB)

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 (PHB)

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting (PHB)

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting (TCE)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Mariner (UA)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Tunnel Fighter (UA)

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 within your reach.

Slayer's Path[edit]

Starting at 3rd level, you choose a path that decides what sort of Slayer you will be. Choose between and all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 15th and 19th level.

Enhanced Senses[edit]

Starting at 3rd level, Your precision training have gifted you with an incredible eyesight and a steady hand. Whenever you make a Wisdom (Perception) or Intelligence (Investigation) check you can treat a d20 roll of 7 or lower as an 8. Additionally starting at 15th level the slayer may expend 4 Draconic Energy to give themselves advantage on Wisdom (Perception) or Intelligence (Investigation) checks.

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.

Action Surge I[edit]

Starting at 4th level, you can push yourself beyond your normal limits for a moment. On your turn, you can expend 5 Draconic Energy to take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you may attack a 3rd time on lv 14.

Martial Mastery I[edit]

At 7th level, you score critical hits on a roll of 19-20 on the d20. This improves to 18-20 at 17th level.

Draconic Visage[edit]

Starting at 7th level, You gain the visage of the very thing you seek to destroy. By spending 3 Draconic Energy you can instill fear into the hearts of your enemies with your mere presence. Whenever an enemy creature starts their turn within 20 feet of you, they must make a Wisdom saving throw. On a failure, they are frightened of you until the start their next turn. If they succeed, they are immune to your Draconic Frightful Presence for 24 hours. This feature lasts for one hour after usage and must be used as an action in combat.

Draconic Recovery[edit]

Starting at 9th level, The slayer may begin to call upon their Draconic Energy to enhance their recovery for 3 Draconic Energy. As a bonus action the slayer can recover 1D10 + Slayer Level HP and can do this up to their proficiency bonus before needed to complete a short or long rest.

Draconic Might[edit]

Starting at 11th level, the slayer's body begins to passively channel Draconic Energy bolstering the muscles and hardening the bone structure. Because of this the slayer benefits from +2 to AC and damage rolls. Additionally, the slayer may spend 4 Draconic Energy to even further bolster themselves increasing the bonus from +2 to +4. The additional bonus lasts for one minute before the slayer must spend an additional 4 Draconic Energy.

Draconic Vigor[edit]

Starting at 13th level, utilizing Draconic Energy the slayer may channel it through the very outer layer of their body enabling the slayer to convert incoming damage to their resistance. Whenever you take damage from an attack that causes slashing, piercing, or bludgeoning damage, you gain temporary hit points equal to half the damage taken. Channeling the Draconic Energy in this way requires the slayer to expend 8 Draconic Energy. This feature lasts for 5 minutes before it is deactivated and the slayer must take a short or long rest before using it again.

Martial Mastery II[edit]

Starting at 17th level, you score critical hits on a roll of 18-20 on the d20.

Action Surge II[edit]

Beginning at 17th level, you can push yourself even further beyond your limits increasing the amount of uses to 2 before a short or long rest.

Draconic Transformation[edit]

Starting at 20th level, The slayer can use 15 Draconic Energy to transform themselves into the very beast they are designed to destroy. Gaining a humanoid demi-dragon form the slayer becomes immensely more powerful now utilizing the very essence of the dragons to slaughter them. This form lasts for 10 Minutes after activation and while under this transformation the slayer gains the benefit below.

- +4 AC

- +45 ft. Flying Speed

- Resistance to all non-magical and physical sources

Paths[edit]

?[edit]

?

Starting at 3rd level,

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Starting at 6th level,

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Starting at 10th level,

?

At 15th level,

?

At 18th level,

?[edit]

?

When taking this path at 3rd level,

?

When taking this path at 3rd level,

?

Starting at 6th level,

?

Beginning at 10th level,

Starting at 15th level,

[edit]

Starting at 1th level,

[edit]

Starting at 17th level,

?

Starting at 18th level,

?[edit]

?

Upon following this path at 3rd level,

?

At 6th level,

?

At 10th level,

?

At 15th level,

?

At 18th level,

Multiclassing[edit]

You must have 16 Strength and 14 Constitution


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