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 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[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 Strength 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: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: One artisan's tool or musical instrument
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, 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
  • a belt pouch containing 4d4 x10 gold

Table: The Dragon Slayer

Level Proficiency
Bonus
Features Slayer Magic
1st +2 Dragon Slayer Magic, Slayer Senses, 1d6
2nd +2 Dragon's Roar, Dragon Movement 1d6
3rd +2 Dragon Slayer Archetype 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack, Draconic Wisdom 1d8
6th +3 Archetype Feature, Elemental Mastery 1d8
7th +3 Dragon Movement Improvement 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Draconic Inhalation 1d8
10th +4 Draconic Immunity, Second Element 1d8
11th +4 Infused Strikes 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Archetype Feature 1d10
14th +5 Elemental Mastery Improvement 1d10
15th +5 Dragon Movement Improvement 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Archetype Feature 1d12
18th +6 Dragon Force 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Draconic Strength 1d12

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, 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 damage types:

  • Wind (bludgeoning): 15 ft. cone (Dex. save)
  • 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)
  • Radiant: 15 ft. come (Dex. save)
  • Necrotic: 5 by 30 ft. line (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 + Constitution modifier. In addition, you treat yourself as one size larger when it comes to carrying capacity.

Dragon’s Claw

As an action, you wrap your hand in your element, dealing 1d6 damage from your chosen type on a hit. The number of attacks and damage dealt increases as you gain levels in this class, as shown on the Slayer Magic Die column on the Dragon Slayer table. You make two attacks at 5th level, three at 11th level, and four at 17th level.

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.

Dragon's Roar[edit]

Starting at 2nd level, you can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature within your breath weapon area of effect, determined by the chosen element or damage type, must make a 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 damage equal to your Slayer Magic die x your proficiency bonus on a failed save, and half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus, and you regain all uses of this feature after you finish a long rest.

Dragon Movement[edit]

Starting at 3rd level, your movement increases by an amount equal to half your proficiency bonus (rounded up) x 5 feet, and choose one of the following movement speeds: swimming, burrowing or climbing. You gain the chosen movement speed equal to your walking speed.

At 7th level you can choose another movement speed and one additional movement type, and a third one at 15th level.

Dragon Slayer Archetype[edit]

Starting at 3rd level, you choose an archetype. You can choose between the Arcane Slayer and the Elemental Adept. Your choice grant you features at 3rd level, and again at 6th, 13th 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.

In addition, if you use your Dragon's Claw or Dragon's Roar as an action, you can make a single attack as a bonus action.

Draconic Wisdom[edit]

Starting at 5th level, you can add your Wisdom modifier as a bonus to your Dragon's Claws and Dragon's Roar features.

In addition, you can add your Wisdom modifier twice as a bonus to your Wisdom (Perception checks and in your Passive Wisdom (Perception).

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, whenever you deal damage from the type of your Dragon Slayer Magic, you ignore resistance to the damage, and treat immunity as resistance.

Dragon Inhalation[edit]

Beginning at 9th level, when a creature use an effect or cast a spell that deals damage from your chosen type within 30 feet of you, or against a target in this range, you can use your reaction to inhale the elemental damage. When you do so, you reduce the damage taken by any target of the chosen spell by half. If the spell or effect target multiple creatures, you must choose one to reduce the damage.

You also gain a number of temporary hit points equal to 1d6 + your Constitution modifier, plus 1d6 for 10 points of damage you absorb. You only consider the total damage of the spell, not the damage that would be taken by all targets. To gain temporary hit points, the spell must be cast by a hostile creature.

Second Element[edit]

You have learned how to infuse your magic with the element of other dragons. Starting at 10th level, you can choose a new element to master. You can choose another of the damage types on the Dragon Magic list. You gain resistance to that damage and whenever a class feature deals damage from the type you are associated with, you can choose this new damage type instead.

Draconic Immunity[edit]

Starting at 10th level, you gain immunity to one of your chosen damage types.

Infused Strikes[edit]

Starting at 11th level, your strikes are infused with the magical power of dragons. Whenever you hit a creature with a melee weapon attack or ranged weapon attack, that creature takes additional 1d6 damage (if it is a ranged attack) or 1d8 damage (on a melee attack). The damage type is the same of your Dragon Magic Slayer type.

Dragon Force[edit]

Starting at 18th level, you have learned to embrace the full magical power of your Dragon parent and enter the Dragon Force for 1 minute. When you enter the Dragon Force, you gain the following benefits:

  • All attacks against you are made at disadvantage.
  • Enemies also gain disadvantage on Dexterity saving throw caused by you.
  • Your carrying capacity and jump distance are doubled.

After the transformation is over, you gain one level of exhaustion.

You regain use of this feature after you finish a short or a long rest.

Draconic Strength[edit]

Starting at 20th level, your Constitution Strength and Wisdom scores increase by 2. Your maximum for those scores is now 22.

Arcane Slayer[edit]

Spellcasting
Arcane Slayer Spellcasting
Arcane Slayer
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips
You learn two cantrips of your choice from the arcane slayer spell list. You learn an additional arcane slayer cantrip of your choice at 10th level.
Spell Slots
The Arcane Slayer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level Arcane Slayer spells of your choice. The Spells Known column of the Arcane Slayer spellcasting table shows when you learn more war caster spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the arcane slayer spells he know with another spell of your choice from the arcane slayer spell list. The new spell must be of a level for which you have spell slots.
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. Arcane Slayer Spell List:

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 as a spellcasting focus for your dragon slayer spells, but this is not required and you yourself may act as a focus.

Magical Recovery

At 6th level, whenever you take the attack action, you can replace one of your attacks for a cantrip or for an attack with your Dragon's Claw.

Dragon Slayer Secret Arts

Beginning at 13th level, you have finally mastered a secret technique that was taught to you by your Dragon parent. You learn one 3rd-level spell from the sorcerer spell list. You can use this spell once, without spending a spell slot.

Secret Arts Mastery

When you reach the 17th level, you learn one 5th-level spell from the sorcerer spell list. You can cast the chosen spell once, without spending a spell slot, and regain the ability to do so after finishing a long rest.

At 19th level, you can replace your Dragon Slayer Secret Arts for any 5th level spell from the sorcerer spell list

Arcane Slayer Spell List[edit]

Cantrips. Acid Splash, Chill Touch, Control Flames, Create Bonfire, Fire Bolt, Frostbite, Green Flame blade, Produce Flame.

Level 1. Burning Hands, Chaos Bolt, Chromatic Orb, Earth Tremor, False Life, Shield, Sleep, Thunderwave.

Level 2. Darkness, Dust Devil, Earthbind, Gust of wind, Enhance ability, Invisibility, Pyrotechnics, Scorching ray, Flame Blade.

Level 3. Blink, Counter Spell, Daylight, Dispel magic, Enemies Abound, Erupting Earth, Fireball, Lightning bolt, Wall of Water.

Level 4. Banishment, Blight, Confusion, Conjure Barlgura, Conjure Shadow Demon, Dimension Door, Dominate Beast, Greater Invisibility, Ice Storm, Wall of Fire.

Elemental Adept[edit]

Dragon Martial Arts

At 3rd level, your training in martial arts gives you mastery of combat styles that use lethal, unarmed strikes in combination with magic.

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

  • You can roll 1d6 in place of the normal damage of your unarmed strike. Your unarmed attacks are unusually heavy and damaging and are infused with your dragon parent essence. This damage increases to 2d4 at 5th level, 2d6 at 11th level and 2d8 at 17th level.
  • If you roll a 1 or a 2 on this damage roll, you can rerol the die. You must use your new result.
  • Once in each of your turns, when you make a unarmed strike as part of your Attack action, you can add your Slayer Magic damage to your damage roll. The damage type is the same of your Draconic Affinity. You can do this a number of times equal to your proficiency bonus, and regain your uses after finishing a short or a long rest.

You can't use this unarmed strike damage die together with any other feature that changes your unarmed strikes (like monk Martial Arts).

Elemental Master

Starting at 6th level, you can choose one of the damage types from the Dragon Slayer Magic list. Once in each of your turns, when you hit a creature with a unarmed strike, you deal additional damage equal to 1d6.

Magical Fist

Starting at 6th level, your unarmed strikes are considered magical for the purposes of overcoming resistances to nonmagical attacks and damage.

Dragon Flight

At 13th level, you can sprout dragon wings made out of pure elemental energy. While are not wearing armor, you can fly up to a range equal to your movement speed.

Frightening Strike

Starting at 17th level, when you hit a creature with your unarmed strike, you can awaken in the target the sense of dread from your dragon master. The creature takes additional psychic damage equal to your Wisdom modifier, and must succeed on a Wisdom saving throw against your Dragon Slayer Magic DC or be frightened until the end of its next turn.

Multiclassing[edit]

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

Proficiencies. Simple weapons, martial weapons, light armor, medium armor, one musical instrument.


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