Dragonslayer (5e Class)
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- 1 Dragonslayer
- 1.1 The Story of a Dragonslayer
- 1.2 Creating a Dragonslayer
- 1.3 Class Features
- 1.3.1 Table: The Dragonslayer
- 1.3.2 Dragonslayer Instinct
- 1.3.3 Bloodclad
- 1.3.4 Dragon's Curse
- 1.3.5 Curse Reset
- 1.3.6 Dragonslayer Paths
- 1.3.7 Tactician
- 1.3.8 Ability Score Improvement
- 1.3.9 Extra Attack
- 1.3.10 Weak-Point Analysis
- 1.3.11 Hunter's Resolve
- 1.3.12 Energy Resistance
- 1.3.13 Slayer Dodge
- 1.3.14 Draconic Longevity
- 1.3.15 Legendary Resistance
- 1.3.16 Dragon-Slaying Mastery
- 1.4 Path of the Draconic Slayer
- 1.5 Path of the Draconic Knight
- 1.6 Path of the Draconic Hunter
- 1.7 Multiclassing
The Story of a Dragonslayer
In the records of Dragonslayers, most remain as myths of Knights with glowing sigils on their chest, known for hunting and slaying Dragons and other creatures known for destroying villages for no benefit of coin. Many lie as Legends of warriors bearing a large sword and bringing down these great mythical creatures with ease, and then drinking the blood to become stronger. This knight would know in particular...he is one. He has been traveling mountains and caves to rid the world of Dragons and other dangerous creatures...Basilisks, Tarasques, Cockatrices, they have all fallen to his blade. A veteran, he has entered the cave of what he believes is a dragon, being careful of any traps the dungeon might have. Sure enough, on a mountain of gold, lies a dragon sleeping in front of a cave entrance. This will be the resting place for one of them, the Dragonslayer, or the Dragon. A great battle commences, with large flame breath attacks and powerful, sharp claws that can tear men like him apart with ease. But this Dragonslayer is no common man, and does not go down without a fight. After the last blow is dealt, the dragon falls, creating a loud crash as the cave starts to crumble. Knowing the nest in the cave will be destroyed by the cave-in, the Dragonslayer claims his prize and leaves the cave, not caring for the gold or treasure within. With it, the Dragonslayer has survived, unlike his trophy. After the cave collapsed, the Dragonslayer went back to where he had set up camp, to rest and prepare for tomorrow's battle.
Creating a Dragonslayer
Dragonslayers are warriors who have bathed in dragon’s blood and have developed a curse of strength that slowly drains their life force, but greatly increases their physical capabilities. Why did your character bathe in the blood of a dragon? Was it for power? Was it to challenge your strength? Or was it a sacrifice you bore to protect the people you care for and defeat the powerful beasts known for destroying villages and kingdoms with ease? Whatever path you take, it is your story, and your path you took
- Quick Build
You can make a Dragonslayer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom or Constitution, depending if you want to track the creatures or take more damage. Second, choose the Outlander background.
As a Dragonslayer you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, History, Investigation, Intimidation, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon and a shield or (b) Two martial weapons
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Leather armor or (b) Chainmail
- If you are using starting wealth, you have 3d4x10 gp in funds.
|Features||Dragon's Curse Dice|
|1st||+2||Bloodclad, Dragonslayer Instinct||-|
|2nd||+2||Dragon’s Curse, Curse Reset||2d4|
|3rd||+2||Dragonslayer Path, Tactician||3d4|
|4th||+2||Ability Score Improvement||4d4|
|6th||+3||Path Feature, Weak-Point Analysis||6d6|
|8th||+3||Ability Score Improvement||8d6|
|10th||+4||Dragon’s Curse Improvement||10d6|
|12th||+4||Ability Score Improvement||12d8|
|16th||+5||Ability Score Improvement||16d8|
|19th||+6||Ability Score Improvement||19d10|
Starting at 1st level, you can use your action to focus your awareness on the area around you. Until the end of your next turn, you know the location of any dragons within 120 feet of you that isn't behind total cover and that isn't protected from divination magic. You know the type, age and color of any dragon whose presence you sense, but not its identity or capabilities.
You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
In addition, you have advantage on all your Wisdom checks to track dragons, and on Intelligence checks to recall information about dragons.
By bathing in dragon’s blood, you have effectively become cursed and marked by a glowing sigil, which protects you from harm. While not wearing armor, your AC 13 + your Dexterity modifier. You can use a shield and still keep this benefit.
Starting at 2nd level, you can use your sigil to channel the power of the draconic curse contained into the blood, which you use to activate your dragonslayer features. This curse is represented by a special die called curse die, and it is a d4. You have one curse die at 1st level, and gain more as you gain levels on this class, as shown on the Dragon's Curse Dice column on the Dragonslayer table.
You can use the curse die to activate some of your dragonslayer feature. You know three of such features, the Dragon Strength, Dragonslaying and Draconic Senses, and learn more as you gain levels in this class. Each one of these features have a enhancement at higher levels. When you spend a curse die, it is unavailable until you finish a short or long rest.
- Dragon Strength
You can spend 1 curse die to increase your Strength. Roll the die, and your hit point maximum decrease by an amount equal to the number rolled. You Strength or Dexterity score increase by the same amount. This improvement lasts until your next short rest or until you become incapacitated or unconscious.
You can't use this ability more than once on the same ability score, and your ability score can't be higher than 20 + your proficiency bonus by using this feature.
- Enhancement. At 10th level, you can also increase your Wisdom with this feature.
You can use your bonus action and spend 1 curse die to make a powerful attack. On a hit, this attack deal additional damage equal to the number rolled on the curse die. This damage is force. In addition, on a hit, you can force the creature to make a Strength saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or be pushed 10 feet away from you.
- Enhancement. At 10th level, when you use this feature, you deal double damage on a hit.
- Draconic Senses
You can use a bonus action and spend 1 curse die and add the number rolled to any Wisdom check you make. When doing so, you can make a Wisdom check as a bonus action on your turn. In addition, you can sense any creatures without relying on your senses, within 30 feet, until the end of your turn.
- Enhancement. At 10th level, you can reduce any damage you take by the number rolled on the curse die until the start of your next turn.
At 2nd level, you recognize that you need to remain alive to continue fighting, and you can't let the curse lead you to your own demise. During combat, as a bonus action, you can cancel the effects of Dragon's Curse, restoring your maximum number of hit points, and regaining a number of hit points equal to the increase on your ability score.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a short or long rest.
At 3rd level, you find your path and make it your own. dragonslayers, you recognize don’t only come in one shape or size, they find a way to battle dragons in their own way, shape or fashion. While most dragonslayers focus only on power, there are other ways dragonslayers have embraced the curse. There are records of dragonslayers embracing their curse to make their bodies as hard as scales, as well as records of dragonslayers strengthening their instincts and senses to become master trackers. Choose between the Path of the Draconic Slayer, the Path of the Draconic Knight, or the Path of the Draconic Tracker, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 9th, 11th, 14th, and 18th level.
The greatest dragonslayers are also the best strategists. It takes more than brawn to defeat such a mighty foe as a dragon. Starting at 3rd Level, you can use an action to study your opponent’s movements and their attacks. Make an Intelligence (Investigation) check against the creature’s CR Rating. On a success, you can learn one of the enemy’s resistances and one of their immunities. If the creature has no immunity, you learn two of its resistances instead. If you are attacked on the same round after you studied your opponent, the attack is made with advantage against you.
Ability Score Improvement
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.
At 5th level, when you make the attack action, you make an additional attack as part of that action.
Skewer their heart and make sure to end the fight as soon as possible! Do not even leave a chance at them surviving! Starting at 6th level, you can reduce your maximum number of hit points by 10, and analyze your opponent as a bonus action. Whenever you attack that opponent, you gain a bonus to your attack rolls equal to your Wisdom modifier (minimum 1). Any attack roll you make against the target is a critical hit on a roll of 19 or 20 on the d20. You can use this feature a number of times, equal to your Wisdom modifier (minimum once).
You regain all expended uses after completing a long rest.
Starting at 7th level, your draconic blood protects you from death. You can add your proficiency bonus to your death saving throws. In addition, on a roll of 20 on your death saving throw, you regain 1 hit point.
At 15th level, you regain 1 hit point on a roll of 19-20 on the d20.
At 9th level, you can use the magical power of the dragon blood to protect you from elemental attacks. When you finish a long rest, choose one of the following damage types: acid, cold, fire, lighting or poison.
Until your next rest, you can use your reaction to reduce the damage taken from the chosen type to half.
At 13th level, your practice in avoiding breath weapons have honed your reflexes. You gain proficiency in Dexterity saving throws.
At 15th level, the dragon's curse give you the longevity of your prey. You now age 1 year for each 10 years passed, and you no longer suffer any negative effects from aging.
At 17th level, whenever you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest.
At 20th level, whenever you roll initiative and have no curse dies left, you regain 2 dice.
Path of the Draconic Slayer
With your curse, you feel a large surge of strength flow through your body, and you have learned to strike true and end a fight as quickly as possible. This path focuses on increasing your damage and critical hit chance, in order to slay any creatures, including creatures that are human in nature.
- Draconic Strike
Starting at 3rd level, when you finish a long rest, choose one of the following damage types: acid, cold, fire, lighting or poison. Once in each of your turns, when you make an attack with a melee weapon with the two-handed property, you can use your bonus action to deal additional damage from the chosen damage type equal to one curse die (without spending the die).
You can also use your reaction and spend 1 curse die to reduce the damage form the chosen type by the number rolled on the curse die.
You can spend 1 curse die and use your bonus action to change the damage type.
- Draconic Fury
Starting at 3rd level, you can imbue your curse into a single strike, aimed at the heart. You can spend one curse die to gain the following benefits:
- For 1 minute, your melee attack rolls score a critical hit on a roll of 19-20 on the d20.
- Once, before the fury ends, you can use the number rolled on the curse die and add the number rolled to the attack roo
- Rip and Tear
Starting at 6th level, the curse begins to cause you to enrage. As a true slayer, you are designed to Rip and Tear your way through enemies until no one is left standing. On your turn, as a bonus action, you can give yourself the following benefits for 1 minute:
- Your movement increases in 10 feet.
- You can make one additional attack on each of your turns, as a bonus action on your turn.
- You gain a pool of necrotic damage equal to your level. Whenever a creature hit you with a melee attack, you can choose to spend any amount of points from that pool to cause damage to the attacker.
Your rip and tear lasts for 10 minutes, ending earlier if you are incapacitated or unconscious. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
- Bathe in Blood
Starting at 11th level, your curse has adapted to absorbing the blood of your defeated enemies, regaining your own life force from it. You can spend 2 uses of your Rip and Tear to gain, in addition, to the former feature benefits, the following:
- When Bathe in Blood is active, Rip and Tear feature is active, when you hit a creature, you can use your bonus action to create a shield of the target's blood around you, granting temporary hit points equal to the damage caused, for the duration.
- You can make two attacks, instead of one, on your turns while this feature is active, as a bonus action on your turn.
- Your movement speed bonus increase to 30 feet, and you can fly for the same distance, as long as you end your movement on the ground.
Once you use this feature, you can't use it again until you finish a long rest.
- Improved Draconic Strike
Starting at 14th level, whenever you roll a die to deal additional damage or reduce damage with your Draconic Strike feature, you can roll one additional die and choose the highest result between the two.
- Raze Hell and Earth
Starting at 18th level, when you hit a creature with two melee weapon attacks with your Attack action on the same turn, you can gain the benefits of your Rip and Tear feature until the start of your next turn.
You can use this feature twice, and regain your uses after completing a short or a long rest.
Path of the Draconic Knight
With your curse, you dedicate yourself to being able to take as much damage as possible. You strengthen your body to become more resilient, like the scales of the mighty dragons you hunt.
- Draconic Build
Starting at 3rd level, when wielding an medium or heavy armor and wielding a shield, you can use a bonus action to reduce the next damage you take until the start of your next turn by an amount equal to the size of your curse die + your Charisma modifier.
- Draconic Taunt
Starting at 3rd level, you can use a bonus action to taunt nearby enemies to attack you instead. Until the start of your next turn, Your AC is increased by 2, and all creatures within 30 feet must succeed on a Wisdom saving throw. On a failed save, creatures have disadvantage on contested ability checks and attack rolls and targets have advantage on saving throws from abilities used by this creature, when you are not the target.
You can use this feature a number of times, equal to your Charisma modifier, and you regain all uses of this feature when you finish a long rest.
- Draconic Bash
Starting at 6th level, you can imbue your curse into your shield weapons, making it tougher and packing a stronger punch. When you hit a creature, you can spend up a number of curse dices equal to your Charisma modifier to bash the target, dealing additional 1d8 force damage plus 1d8 for each curse die spent. Alternatively, you can forgo 1 curse die and try to stun the target, that must succeed on a Wisdom saving throw against 8 + proficiency bonus + your Charisma modifier to avoid the effect.
- Thick Skin
Starting at 11th level, you feel as though the curse is thickening your blood and making your skin thicker, to make it more resilient to weapons. You can even see scales forming on your body. As a bonus action, you gain the following benefits, for 10 minutes:
- As a reaction to take damage, you can spend a number of curse dices equal to your proficiency bonus to reduce the damage taken by an amount equal to the maximum result possible on the roll of those dices.
- Whenever you spend curse die to cause damage, you gain temporary hit points equal to the number rolled on the die.
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Improved Draconic Bash
Starting at 14th level, you have excelled in attacking with your shield without any problem, and have even learned to throw enemies to the ground with the weight of attack. If you hit an enemy with Draconic Bash, you can spend 1 additional curse die to move that creature back. The target must succeed on a Strength saving throw against a DC equal 8 + your proficiency bonus + your Strength modifier, or be pushed back 60 feet, -10 feet for each size category above medium.
- Everchanging Hide
At 18th level, as your curse settles, you feel your body develop a strength against attacks. At the start of each of your turns, you gain 1d8 temporary hit points. This temporary hit points are not cumulative. You can spend your curse die to increase the number of temporary hit points you gain.
Additionally, you gain resistance to one of the following damage types: acid, cold, fire, lighting or poison.
Path of the Draconic Hunter
With your curse, you dedicate yourself to the hunting and tracking of dragons and devastating creatures, making sure you can find each one without letting them escape your grasp. You are a hunter, and with range on your side, as well as your senses, which are enhanced by the curse, no dragon shall be able to flee from your sight or your arrows.
- Draconic Senses
Starting at 3rd level, your eyes become that of dragons, bettering your sight and tracking, as well as your focus in combat. Bows you use gain the Finesse Effect, you gain proficiency in Survival and Investigation Checks, and if you are following tracks of a creature that is not human in nature, you roll with advantage. While you are in combat with a creature that is not human in nature, you can add half of your Wisdom Modifier to the Damage Bonus.
- Pinning Shot
Starting at 3rd level, your curse enables you to pin an enemy to the ground and keep them from moving. You can use your Dragonslaying feature with ranged weapons.
In addition, when you make an attack with a raged weapon, you can spend one curse die and add the result to the attack roll. On a hit, the creature must succeed on a Dexterity saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is prone and it is unable to move until the end of its next turn.
- Draconic Gratitude
Starting at 6th level, your curse starts to treat your allies as such, giving them slight increases to their strength as well. As a bonus action, you can activate the draconic gratitude, gaining the following benefits for the next 10 minutes:
- When you activate this feature, you gain a pool of healing equal to your level in this class, that you can use to restore hit points of any creature within 30 feet.
- You can spend your curse die as a bonus action to allow one creature within 30 feet to benefit from your Dragon's curse feature.
- Once in each of your turns, you can forgo one of your Attacks to allow one creature within 30 feet to make one attack as a reaction. This attack is made at advantage.
You can use this feature twice, regaining all your uses once you finish a short or a long rest.
- Blessings of the Hunter
Starting at 11th level, your curse has developed more into finding and following tracks and locating fleeing creatures. Outside of combat, you can spend two uses of your Draconic Gratitude and select up to 3 creatures in sight of your choice. Those creatures gain proficiency in Survival and Investigation checks that involve following or finding tracks, and Dexterity checks and saving throws for the next hour. A creature affected by this feature no longer has the need to eat, drink, or sleep for the duration.
In addition, all creatures regain a number of hit points equal to your level when you use this feature, an for the next hour they gain a bonus to their damage rolls with weapon attacks equal to 1d4, and their movement speed increases in 5 feet.
You can dismiss this feature as a bonus action.
- Improved Pinning Shot
Starting at 14th level, your curse enhances the ability of entrapment, creating an aura of slowing and immobilizing your opponents. If your Pinning Shot hits, the creature is automatically knocked prone and cannot move on its next turn. For a number of rounds equal to your proficiency bonus, the creature can only move half its movement speed.
You can use this feature a number of times equal to your Charisma modifier.
- Draconic Entrapment
Starting at 18th level, you cause your curse to expand in an area around you and your party, creating an inescapable barrier. For 1 minute, all creatures of your choice within 60-foot radius of you are considered to be in difficult terrain.
Also, in each of your turns, you can choose one creature that needs to succeed on a Strength saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or it is restrained for 1 minute. The creature can repeat the saving throw on the start of each of its turns.
In addition, any creatures of your choice in the area have advantage on all attack rolls made against hostile creatures within the area.
You can use this feature once, being unable to do it again until you finish a long rest.
Proficiencies. When you multiclass into the Dragonslayer class, you gain the following proficiencies: Light, Medium, Heavy Armor, Shields, and Simple and Martial Weapons.