Dragon Warrior (5e Class)

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Dragon Warrior[edit]

Class Features

As a Dragon Warrior you gain the following class features.

Hit Points

Hit Dice: d8 per Dragon Warrior level
Hit Points at 1st Level: d8 + Constitution modifier
Hit Points at Higher Levels: d8 (or Expression error: Unrecognized word "d".) + Constitution modifier per Dragon Warrior level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Athletics, Intimidation, Perception, Survival

Equipment

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

  • (a) None or (b) None
  • (a) None or (b) None
  • (a) None or (b) None
  • (a) None or (b) None
  • (a) None or (b) None

Table: The Dragon Warrior

Level Proficiency
Bonus
Improved Unarmed Strike Features —Spell Slots per Spell Level—
1st +2 1d6 Roar of the Dragon, Improved Unarmed Strike, Thanks for the Meal!
2nd +2 1d6 Talons of the Dragon
3rd +2 1d6 Claws of the Dragon
4th +2 1d6 Ability Score Improvement, Scales of the Dragon
5th +3 1d8 Wings of the Dragon
6th +3 1d8 Scent
7th +3 1d8 Half Dragon Traits
8th +3 1d8 Ability Score Improvement, Immortality
9th +4 1d8 Dragon's Rage
10th +4 1d8 Dragon Rising
11th +4 1d10 Epic Dragon Warrior
12th +4 1d10 Ability Score Improvement, All Dragon Warriors have access to the same base abilities, with variations based on their elemental type (Air, Fire, Iron, Lightning).
13th +5 1d10 At 20th level, Dragon Warriors become full dragons, gaining physical and elemental enhancements.
14th +5 1d10 Elemental type customization (Air, Fire, Lightning, Iron) influences abilities such as Roar of the Dragon and Talons of the Dragon.
15th +5 1d10 Dragon Warriors can transform into true dragons in combat, gaining physical benefits and dragon-like traits.
16th +5 1d10 Ability Score Improvement
17th +6 1d12 Action Surge (two uses), Indomitable (three uses)
18th +6 1d12 Martial Archetype feature
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Extra Attack (3)

Dragon Type[edit]

At 1st level, you choose a type. Your type grants you features again at 3rd, 7th, 13th and 17th level. You can choose Air, Fire, Iron or Lightning as types.

Damage Type

Each dragon type have a particular damage type correlated to it: Air (Thunder), Fire (Fire), Iron (Fire), Lightning (Lightning).

Improved Unarmed Strike[edit]

At 1st level, you cause 1d6 bludgeoning damage with your unarmed strikes (instead of the normal damage). In addition, your unarmed strikes score a critical hit on a roll of 19 or 20.

Dragon’s Roar[edit]

At 2nd level, you can release a line of energy or elemental force as an Action. All creatures in a 30 feet by 5 feet line must succeed on a save DC of 8 + your proficiency bonus + your Constitution modifier, or suffer 2d6 damage from that type, or half as much on a success.

In addition to damage, each Roar have a specific effect. The effect depends on your dragon type:

Air
You project forward a gust of loud wind. Creatures that fail the save are pushed 10 feet back and knocked prone.
Fire
You blast flames. Creatures that fail the save catch fire, taking 1d4 damage at the start of each turn, unless a creature uses its Action to put out the flames.
Iron
You expel molten iron. The molten iron hardens, causing creatures that fail the save to have their movement speed reduced to 0 until the end of their next turn.
Lightning
A lighting bolt is fired from your mouth. Creatures that fail the save are stunned until the start of their turns.

Talons of the Dragon[edit]

At 3rd level, you gain enhanced jumping ability. As a bonus action, you can make a high-powered leap, moving up to 20 feet in a straight line. You deal 1d8 + your Strength modifier elemental damage to creatures within a 10-foot radius at the end of your jump. Creatures within the area must make a DC 8 + your Strength modifier + your proficiency bonus or take the full damage and become stunned until the end of their next turn.

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.

Claws of the Dragon[edit]

At 6th level, you gain resistance to the damage type related to your dragon type. You also can cause damage with your unarmed strikes from that type, rather than bludgeoning. This damage bypasses resistances to that damage type.

Scales of the Dragon[edit]

At 9th level, your scales harden, granting you natural armor. While not wearing armor, your AC is 14 + your Constitution modifier. Alternatively, when using armor, you gain a bonus of +1 to your AC.

Finally, you can choose to add your Constitution modifier instead of Dexterity modifier (whichever is higher) to your AC when using light or medium armor.

Draconic Longevity[edit]

Thanks for the Meal[edit]

Dragon Warrior's have the ability to devour things made up from there parents elemental aspects. So a Fire type would eat flames, Iron.... Iron... And an Air would eat air. However! Due to the nature of Dragon Warrior's magic, they are not able to consume there own abilities and eat them. So no matter how much a you want to. Your Character CANNOT eat his own flames.


Note: This is made considering the possibility that a DM may throw a Dragon Warrior of the same type as you at the group and to ensure you don't just blast yourself for healing.

That aside. Eating objects/Materials/energy of your type will allow you to regain 2d4 Health points. Which increases each 5th level and adds 1d4 each time it increases. So at 20th level you would regain 6d4 Health Points.

Scent[edit]

Scent:

This extraordinary ability lets a Dragon Warrior detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Dragon Warrior's can with the scent ability detect opponents by sense of smell, generally within 60 feet. If the opponent is upwind, the range is 120 feet. If it is downwind, the range is 30 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The Dragon Warrior detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 10 feet of the scent’s source, the creature can pinpoint that source.

Dragon Warrior's with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Dragon Warrior's tracking by scent ignore the effects of surface conditions and poor visibility.

Dragon Warrior's with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


Half-Dragon Transformation[edit]

At 10th level, you undergo a transformation, becoming a half-dragon, gaining the following benefits:

  • You no longer age and are immune to aging effects.
  • You gain resistance to an energy type depending on your Dragon parent.
  • You gain darkvision with a range of 60 feet.

Dragon’s Rage[edit]

At 11th level, when your hit points drop to half your maximum or lower, you can enter a rage as a Reaction. While raging, you gain the following attributes:

  • Your Strength and Constitution scores become 24 if they are lower.
  • You have Advantage on Wisdom saving throws.
  • All attacks made against you have Advantage.

After the rage ends, you can't Dash and have Disadvantage on all checks, saves and rolls for Strength and Dexterity for 1 minute. You can't enter this rage again for 1 minute.

Wings of the Dragon[edit]

At 14th level, you gain the ability to sprout wings and fly. You gain a flight speed equal to your movement speed. At 18th level, your flight speed increases to twice your movement speed and you can hover.

Dragon’s Rising[edit]

At 20th level, your powers grow as you ascend to a true Dragon-like form. You gain the following ability score increases based on your Dragon parent:

Air
Your Dexterity and Wisdom increase in 4, up to a maximum of 24.
Fire
Your Strength and Charisma increase in 4, up to a maximum of 24.
Lightning
Your Dexterity and Intelligence increase in 4, up to a maximum of 24.
Iron
Your Strength and Constitution increase in 4, up to a maximum of 24.

Dragon Types[edit]

Dragon Warrior: Air[edit]

The Winds of the Sky

Airborne Combat

At 1st level, you gain proficiency in Acrobatics. When you take the Dash action, you can move through the space of any creature that is Large or smaller without provoking opportunity attacks.

Gale Shield

At 3rd level, you can use your reaction to deflect incoming ranged attacks. When you are hit by a ranged attack, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your Dragon Warrior level.

Windstep

At 7th level, you can move without touching the ground. As a bonus action, you can levitate, allowing you to float 10 feet above the ground for 1 minute. For the duration you also have a flying speed of 10 feet. You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a long rest.

When you gain your wings, this flying speed is added to your winged speed, and you can hover for the duration.

Tempest Fury

At 13th level, you can unleash a powerful tornado blast. All creatures in a 20-foot radius must make a Strength saving throw against the Roar save DC or be knocked prone and pushed 30 feet away from you. Strong winds also make the area around you difficult terrain for 1 minute. Once you use this feature, you can't do it again until you finish a long rest, unless you spend a use of your Roar feature.

Stormlord's Grace

At 17th level, you can cast control winds once, without expending a spell slot. You can't do it again until you finish a long rest, unless you spend a use of your Roar feature.

Additionally, your movement speed increases by 10 feet, and you gain resistance to all falling damage.

Dragon Warrior: Fire[edit]

The Wrath of the Flame

Fire's Embrace

At 1st level, you gain proficiency in Survival. Additionally, you have advantage on saving throws against fire-based spells or effects that deal fire damage.

Flameborn Fury

At 3rd level, you can release a fiery aura as a bonus action. For 1 minute, creatures within 10 feet of you take fire damage equal to your Constitution modifier (minimum 1) at the start of each of their turns. You can use this ability once per long rest.

Blazing Steps

At 7th level, your movement speed increases by 10 feet. Additionally, when you use your Talons of the Dragon leap, you can deal an additional 1d6 fire damage to creatures within the area of effect.

Inferno Torrent

At 13th level, as an action, you can unleash a cone of fire in a 30-foot cone. Each creature within the area must make a Dexterity saving throw (DC 10 + ½ your level + your Charisma modifier). On a failed save, creatures take 6d6 fire damage, or half as much on a successful save.

Phoenix's Resurgence

At 17th level, when you drop to 0 hit points, you can use your reaction to explode in a burst of flame. All creatures within 10 feet of you must make a Dexterity saving throw (DC 10 + ½ your level + your Charisma modifier), taking 8d6 fire damage on a failed save, or half as much on a success. After using this ability, you can’t do so again until you finish a long rest.

Dragon Warrior: Iron[edit]

The Unyielding Bastion

Molten Toughness

At 1st level, you gain proficiency in Athletics. Your hit point maximum increases by 1 per level (for the first time), and your AC increases by 1 when wearing heavy armor.

Metallic Fortitude

At 3rd level, you gain resistance to fire and bludgeoning damage. Additionally, you can use your bonus action to reinforce your armor with molten energy. For the next minute, your AC increases by 2.

Titan’s Strike

At 7th level, your unarmed strikes count as magical and deal an additional 1d6 bludgeoning damage. When you hit a creature with an unarmed strike, you can knock it back 5 feet. If the creature is Large or smaller, it must make a Strength saving throw (DC 10 + ½ your level + your Strength modifier) or be knocked prone.

Living Armor

At 13th level, your natural armor becomes stronger, granting you resistance to slashing damage. Additionally, you can use your reaction to absorb 10 damage from an attack once per short rest, reducing the damage dealt to you to 0.

Titanic Form

At 17th level, your body is now imbued with molten power, granting you immunity to fire damage. Additionally, when you are hit with an attack, you can use your reaction to cause the attacker to take fire damage equal to half your level.

Dragon Warrior: Lightning[edit]

The Storm of Destruction

Charged Strikes

At 1st level, you can channel lightning energy into your unarmed strikes. On a hit, you deal an additional 1d4 lightning damage. This damage increases to 1d6 at 5th level and 1d8 at 11th level.

Shockwave

At 3rd level, once per short rest, you can unleash a wave of electricity in a 10-foot radius around you. Creatures within range must make a Constitution saving throw (DC 10 + ½ your level + your Constitution modifier) or take 2d6 lightning damage and become stunned until the end of their next turn.

Lightning Reflexes

At 7th level, your Dexterity score increases by 2, and you gain advantage on Dexterity saving throws. Additionally, you can take the Dash or Disengage action as a bonus action.

Thunderstrike

At 13th level, once per long rest, you can call down a bolt of lightning to strike a target you can see within 120 feet of you. The target must make a Dexterity saving throw (DC 10 + ½ your level + your Dexterity modifier) or take 8d6 lightning damage, or half as much on a success.

Storm Herald

At 17th level, you can cast Call Lightning at will, without expending a spell slot. Additionally, your movement speed increases by 20 feet, and you gain the ability to teleport up to 30 feet as a bonus action once per turn.

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