Dragon Slayer (5e Class)

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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 Wisdom, then Constitution. Take the Outlander or Hermit background.

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:
Weapons: simple weapons, shortswords
Tools:
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Intimidation, Nature, Perception, Persuasion, 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 1d6
2nd +2 Mana, Draconic Agility 1d6 4 +10
3rd +2 Dragon Slayer Archetype 1d6 5 +10
4th +2 Ability Score Improvement 1d6 6 +10
5th +3 Extra Attack 1d8 7 +10
6th +3 Archetype feature, Elemental Mastery 1d8 8 +15
7th +3 Draconic Mind 1d8 9 +15
8th +3 Ability Score Improvement 1d8 10 +15
9th +4 Draconic Agility Improvement 1d8 11 +15
10th +4 Dragon Slayer's Secret Art 1d8 12 +20
11th +4 Archetype feature 1d10 13 +20
12th +4 Ability Score Improvement 1d10 14 +20
13th +5 Dragon Force 1d10 15 +20
14th +5 Elemental Mastery Improvement, Dragon Soul 1d10 16 +25
15th +5 Timeless Body 1d10 17 +25
16th +5 Ability Score Improvement 1d10 18 +25
17th +6 Archetype feature 1d12 19 +25
18th +6 Draconic Presence 1d12 20 +30
19th +6 Ability Score Improvement 1d12 21 +30
20th +6 Draconic Might 1d12 22 +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.

Choose from one of the following damage types:

  • Acid: 30 ft. line or 15 ft. cone (Dex. save)
  • Cold: 15 ft. cone or 30 ft. line (Dex. save)
  • Fire: 15 ft. cone or 30 ft. line (Dex. save)
  • Lightning : 30 ft. line or 15 ft. cone (Dex. save)
  • Poison: 15 ft. cone or 15 ft. line (Dex. save)
  • Radiant: 30 ft. line or 15 ft. cone (Dex. save)
  • Necrotic: 15 ft. cone or 15 ft. cone (Dex. save)
  • Slashing, Piercing, or Bludgeoning: 30 ft. line or 15 ft. cone (Dex. save)

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

Draconic Resilience

When you aren't wearing armor or wielding a shield, your AC equals 10 + Dexterity modifier + Wisdom 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 d6 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 to track dragons and on your Intelligence checks to recall information about dragons.

Additionally, you gain a blindsight of 10 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 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 three such features: Dragon's Roar, Devour element, and Elemental 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.

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 Wisdom 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 Wisdom modifier.

Devour Element

When you are targeted by a damaging ability or spell that uses your chosen Dragon Parent element, as a reaction, you can consume the element of your Dragon Parent, reducing the damage by your Wisdom modifier + dragon slayer level x 5 and restoring half of the damage you absorbed as HP(rounded up) and gain half of your Mana rounded down.

Devour Element Alt. (Optional)

This devour Element is for those who choose slashing, piercing, or bludgeoning as their parent element. Instead of using a reaction to consume an attack that deals your parent element damage, you must consume physical matter with whatever your parent element is associated with, examples are iron, wood, steel, glass, sand, etc. As an action, you can consume up to your prof. mod in pounds of this material or a single item you can hold in your hands you regain your wisdom mod X pounds of material half goes to HP and half goes to mana.

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.

Draconic Agility[edit]

Starting at 2rd level, your movement speed increases by 10 ft while not wearing armor or holding 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. 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. You also gain the Dragon Wing Attack ability. As an attack action, you can spend 2 Mana points to unleash a flurry of wing attacks. Two tendrils lash out from your arms targeting one or two creatures 15ft away from you. Each tendril deals 4 Martial Arts die of the damage linked to your Draconic Parent.

Elemental Mastery[edit]

Starting at 6th level, you have resistance to your chosen damage type, 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.

Dragon Slayer's Secret Art[edit]

At 10th level, you learn an advanced technique of your dragon parent. Choose one spell 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 1 time at 10th level, 2 times at 14th, and 3 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. as a bonus action, you can 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 +2 bonus to your AC and Dexterity saving throws.
  • Your senses sharpen even further. If you are subjected to an effect that allows you to make a Dexterity saving throw to take 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 only to take the Dash, Disengage, Dodge or Use an Object actions.
  • Due to your element constantly flowing out, your unarmed strikes deal an additional Martial Arts die of 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.

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. 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. Any hostile creature that ends its turn within a 10ft radius of you takes 1 Martial Arts die plus your Wisdom modifier damage.

Draconic Might[edit]

Starting at 20th level, your Dexterity and Wisdom scores increase by 4. Your maximum for those scores also increase by 4.

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.

Draconic Affinity

At 3rd level, you have learned how to amplify your elemental strikes, increasing the additional damage to 2 extra rolls of your martial arts die

Dragon's Drive

At 6th level, you have learned how to use your Mana to boost your physical prowess, you can spend 2 Mana point to gain the following benefits for one minute:

  • You gain a +1 bonus to your AC.
  • You gain a +2 bonus to Dexterity saving throws.
Draconic Resonance

At 11th level, you have learned to draw upon the spirits of other dragons. You may choose 1 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 from the chosen element.

  • You can add the element to your Secret Art, adding an additional damage die. At 14th level, the second element treats immunity as resistance (this feature replaces the ignore immunity feature of Elemental Mastery for the second element).
  • As an action, you can spend 3 Mana points to wreathe yourself in the 2 elements you have chosen. You gain the following benefits for 1 minute: Your Elemental Strike deals 3 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. As an 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 3 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 d8 in place of the normal damage for your unarmed strike. This die changes to a d10 at 8th 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 Wisdom modifier x 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 4 hp per Dragon Slayer level and resistance to non magical bludgeoning, slashing and piercing damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the dragon slayer class, you must meet these prerequisites: Dexterity of 13 and Wisdom of 13.

Proficiencies. Simple weapons, one skill


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