Dragonslayer (5e Class)

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Dragonslayer[edit]

The Story of a Dragonslayer[edit]

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[edit]

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.

Class Features

As a Dragonslayer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Dragonslayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dragonslayer level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, History, Investigation, Intimidation, Perception, Survival

Equipment

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.

Table: The Dragonslayer

Level Proficiency
Bonus
Features
1st +2 Dragon’s Curse, Dragonslaying
2nd +2 Curse Reset
3rd +2 Dragonslayer Path, Tactician
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Weak-Point Analysis
7th +3 Path Feature
8th +3 Ability Score Improvement
9th +4 Path Feature
10th +4 Dragon's Curse(2)
11th +4 Path Feature
12th +4 Ability Score Improvement
13th +5 Dragon's Curse(3)
14th +5 Path Feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Path Feature
19th +6 Ability Score Improvement
20th +6 Dragon-Slaying Mastery

Dragon's Curse[edit]

By bathing in dragon’s blood, you have effectively become cursed and marked by a glowing sigil on your chest. This is the mark of a dragonslayer, and whenever you enter a fight, you can feel it coursing through your veins. Starting at 1st level, during the start of each of your turns (without requiring an action), you can reduce your maximum number of hit points by an amount equal to your dragonslayer level x 2. For each hit points of reduction, your Strength ability score is increased by 1, up to a maximum of 25.

If your maximum number of hit points are reduced to 0 by this feature, you become unconscious, and the effect of this feature end. If your maximum number of hit points are brought to 0, you roll death saving throws with advantage. If you succeed consecutively in three death saving throws, you are stabilized and with half your total number of hit points.

Starting at 10th level, the curse strengthens and binds more to your body. Now, the maximum number of hit points you can reduce is equal to your dragonslayer level x 3. For each hit points of reduction, both your Strength and Dexterity scores are increased by 1, up to a maximum of 25.

As you grow stronger, so does the curse that binds you as a dragonslayer. Starting at 13th level, it strengthens once more, the maximum number of hit points you can reduce is equal to your dragonslayer level x 4. For each hit point of reduction, both your Strength and Dexterity scores are increased by 2, up to a maximum of 27.

Dragonslaying[edit]

As a dragonslayer, you are adept in fighting creatures that are not human in nature. Starting at 1st level, if you attack a creature that is not humanoid, you may add 1d4 to your damage roll. This additional damage becomes 2d4 at 5th, 3d4 at 9th, 4d4 at 13th, and 5d4 at 17th level.

Curse Reset[edit]

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 and regaining up to half your maximum number of hit points.

At 13th level, you regain your maximum number of hit points.

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.

Dragonslayer Paths[edit]

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.

Tactician[edit]

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[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]

At 5th level, when you make the attack action, you make an additional attack as part of that action.

Weak-Point Analysis[edit]

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.

Dragon-Slaying Mastery[edit]

With the time you’ve spent slaying creatures and dragons, you now know the most effective way to slay them with little to no resistance. At 20th level, you gain advantage whenever you attack a creature that is not humanoid.

In addition, you can add twice your Strength modifier to your attack rolls, and you add your proficiency bonus and twice your Strength Ability Modifier to your damage rolls.

Path of the Draconic Slayer[edit]

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 Fury

Starting at 3rd level, while you are wielding a two-handed martial weapon, before you make an attack, you can Subtract 4 from your Attack roll, and if your attack hits, add +8 to your damage bonus. You cannot make another attack after your attack hits if you used this feature. You can use this feature a number of times, equal to your Strength Modifier per long rest.

Draconic Strike

Starting at 7th level, you can imbue your curse into a single strike, aimed at the heart. You can use an action to imbue the curse into a single strike. Make a melee weapon attack. This attack scores a critical hit on a roll of 19-20 and your Attack and Hit Bonus is increased by your Strength Ability Modifier. At the end of your turn, the effects of Dragon’s Curse are nullified. You cannot attack again the same turn if you have used this feature this turn. You can use this feature a number of times, equal to half of your Strength Modifier, rounded down, per long rest.

Rip and Tear

Starting at 9th 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. At the start of your turn, you can decrease your Maximum Hit Points by 15 to enhance your capabilities. For the rest of your turn, your Speed is doubled, and if you kill an enemy with an attack, you can attack again as a free action.

You can use this feature twice per short or long rest. Starting at 18th level, you can use it 3 times before a 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. During combat, if you deal the last attack on an enemy, you can heal equal to the defeated creature’s CR, and create a shield of their blood around you, granting Temporary Hit Points equal to half of the defeated creature's CR. You can use this feature a number of times, equal to your Strength Modifier, per Long Rest. Starting at 17th level, you regain uses of this feature on a short rest, as well as a long rest.

Improved Draconic Strike

Starting at 14th level, you have honed the Draconic Strike to its full potential, maximizing its damage and ability to kill. Your Draconic Strike scores a critical hit on a roll of 18-20, and the Attack and Damage bonuses are multiplied by 1.5x your Strength Modifier, rounded down. At 17th level, it scores a critical hit on a roll of 17-20, and the Attack and Damage bonuses are double your Strength Modifier. At 20th Level, it scores a critical hit on a roll of 16-20, and the Attack and Damage bonuses are multiplied by 2.5x your Strength Modifier, rounded down.

Raze Hell and Earth

Starting at 18th level, your curse has adapted to seeing any enemy as a threat to the people you care about. You extend your Dragonslaying techniques to any humanlike creature as well. If a feature would only affect creatures that are not human in nature, it now affects all creatures instead.

Path of the Draconic Knight[edit]

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, while you are wearing Medium or Heavy Armor, you gain an additional +2 to your AC, gain resistance to 1 damage type of your choice, and you gain proficiency in Constitution saving throws.

Draconic Bash

Starting at 7th level, you can imbue your curse into your shield, making it tougher and packing a stronger punch. While in combat, you can attack with your shield as a bonus action, that adds your Strength Ability Modifier to your Attack Bonus and deals 1d8 Bludgeoning damage. If the attack hits, the hit creature must make a Constitution Saving Throw against your attack. On a fail, the hit creature is stunned. On a success, the hit creature takes damage as normal, but is not stunned. You can use this feature a number of times, equal to your Constitution Modifier, per short or long rest. A creature stunned by this effect cannot be stunned again by this effect for the rest of combat.

Draconic Taunt

Starting at 9th 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 you make a DC15 Charisma Check with advantage. On a successful check, Creatures have disadvantage on ability checks, attack rolls, and saves when you are not the source of the check or save, or the attack target. You can use this feature a number of times, equal to your Charisma Modifier, per long rest.

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. In combat, when you take damage from an attack with a weapon, after you reduce your Hit Points, you can restore half of the lost Hit Points as Temporary Hit Points.

Once you use this feature, you must finish a long rest before you can use it again. Starting at 19th level, you can use it twice before 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, the hit creature must make a Constitution Saving Throw against your attack. On a fail, the creature is knocked prone and stunned. On a success, they take damage as normal, but are not knocked prone or stunned.

Everchanging Hide

At 18th level, as your curse settles, you feel your body develop a strength against attacks. While in combat, if you take damage, you may choose to become resistant to that damage type. If you take damage from another damage type while you are resistant to a damage type with this feature, you may choose to gain weakness to the first damage type, and gain resistance to the second damage type instead.

Path of the Draconic Hunter[edit]

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 7th level, your curse enables you to pin an enemy to the ground and keep them from moving. On your next attack with a ranged weapon, you can add your Wisdom Modifier to your Attack Bonus, and if your attack hits, the creature must make a Dexterity Saving Throw contested with your Attack total. On a fail, they become prone, and cannot move on its next turn. On a success, they take damage as normal, but do not fall prone. You can use this feature a number of times, equal to your Wisdom Modifier, per long rest. Starting at 17th level, you regain uses of this feature on a short or long rest.

Draconic Gratitude

Starting at 9th level, your curse starts to treat your allies as such, giving them slight increases to their strength as well. When you use the effect of your Draconic Curse during your turn, up to 5 creatures in sight of your choice gain the benefits as well as yourself. If a creature affected by this feature would fall unconscious, they instead heal for 15 Hit Points.

A creature healed by this feature cannot be healed by this feature again until you finish a long rest. A healed creature cannot gain the benefits of Draconic Curse again for the rest of combat.

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 reduce your Maximum Hit Points by 5 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 Saves for up to 12 hours. You can dismiss this feature as a bonus action. A creature affected by this feature no longer has the need to eat, drink, or sleep for the duration.

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 the next 4 rounds, the creature can only move half its movement speed.

Draconic Entrapment

Starting at 18th level, you cause your curse to expand in an area around you and your party, creating an inescapable barrier. You can nullify the effects of your Draconic Curse for the rest of combat, and make it to where no creature can escape an area of 60 ft around you for 5 rounds. Up to 9 creatures in sight of your choice, while in the arena, gain advantage on Attack rolls against creatures trapped in the arena, and can enter and leave the arena as if it wasn't there.

Once you use this feature, you must finish a long rest before you can use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragonslayer class, you must meet these prerequisites: Drink or bathe in a dragon's blood, Strength 13, Constitution 13, Wisdom 13

Proficiencies. When you multiclass into the Dragonslayer class, you gain the following proficiencies: Light, Medium, Heavy Armor, Shields, and Simple and Martial Weapons.

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