https://www.dandwiki.com/w/api.php?action=feedcontributions&user=2405%3A9800%3ABC10%3AE86B%3AF5A6%3ABD8%3A5A36%3A991C&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T05:51:32ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Solar_Knight_(5e_Class)&diff=1246842Solar Knight (5e Class)2019-12-02T16:33:55Z<p>2405:9800:BC10:E86B:F5A6:BD8:5A36:991C: /* Sun Strike */</p>
<hr />
<div><br />
{{5e Image|float:top|http://i.imgur.com/BrZi1uc.png|Praise The Sun!}}<br />
===Solar knight===<br />
<br />
The Solar knights are a very jolly group of happy go-getters ready for life. They have the sun on their side after all!<br />
<br />
===Creating a Solar knight===<br />
{{5e Image|float:right|http://i.imgur.com/hbY4NV3.jpg|A solar knight praising his beloved sun}}<br />
<br />
Solar Knights are often jolly, happy-go-lucky, and friendly people. They are willing to help any one who is in trouble and fill them with radiance as if from the sun itself. They ignore the broods and hatreds of life and focus on what's good. They are always looking for a reason to be happy on the Earth while the sun shines on.<br />
<br />
As a solar knight, you were taught to use very specific weapons. Ones that the sun can shine upon properly.<br />
<br />
*All Solar Knights worship [[The Sun (5e Deity)|the Sun]]<br />
*All Solar Knights count as Paladins.<br />
<br />
{{5e Class Features<br />
|name= Solar Knight<br />
|summary= "Praise The Sun!"<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor, medium armor, shields<br />
|weapons= Simple weapons, martial weapons<br />
|tools= Pick one af any artisan tool<br />
|saves= Strength, Wisdom<br />
|skills= {{5s|Persuasion}}, {{5s|Religion}}, and two other skills<br />
|item1a= A longsword and Flail<br />
|item1b= Any martial melee weapon<br />
|item2a= A breastplate<br />
|item2b= Chain shirt and 10GP<br />
|item3a= A heavy crossbow and 10 bolts<br />
|item3b= A light crossbow and 30 bolts<br />
|item4a= A shield, a sun symbol, a set of common clothes, and an explorers pack<br />
|item4b=<br />
|classfeatures1= Solar Charges, Power of the Glow, Sun Strike<br />
|classfeatures2= Radiance<br />
|classfeatures3= Solar Way<br />
|classfeatures4= <br />
|classfeatures5= Solar Blessing, Extra Attack<br />
|classfeatures6= Sun Strike (2), Solar Seal<br />
|classfeatures7= Solar Way Feature<br />
|classfeatures8= Sun Rays<br />
|classfeatures9= Solar Blessing (2)<br />
|classfeatures10= Solar Seal (2), Power of the glow (2)<br />
|classfeatures11= Solar Way Feature<br />
|classfeatures12= <br />
|classfeatures13= Sun Strike(3)<br />
|classfeatures14= Sun Shield<br />
|classfeatures15= Estus Soup, Solar Seal (3)<br />
|classfeatures16= <br />
|classfeatures17= Solar Way Feature<br />
|classfeatures18= Sun Strike (4), Solar Blessing (3)<br />
|classfeatures19= Solar Blessing (4), Solar Seal (4)<br />
|classfeatures20= Sun Strike, Solar Way Feature<br />
<br />
|extrasonleft=1<br />
|extra1_name= Solar Charges<br />
|extra1_1= 2<br />
|extra1_2= 4<br />
|extra1_3= 5<br />
|extra1_4= 6<br />
|extra1_5= 7<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 11<br />
|extra1_10= 12<br />
|extra1_11= 13<br />
|extra1_12= 14<br />
|extra1_13= 15<br />
|extra1_14= 16<br />
|extra1_15= 17<br />
|extra1_16= 18<br />
|extra1_17= 19<br />
|extra1_18= 20<br />
|extra1_19= 21<br />
|extra1_20= 22<br />
}}<br />
<br />
The power of the sun fills you with determination and the ability to smite your foes!<br />
==== Solar Charges====<br />
The Solar Knight draws power from the sun to fuel its special features. Your abilities will cost varying amounts of Solar Charge depending on their difficulty. As your devotion to the sun grows, you will be able to focus your Solar Charges into more powerful effects. Solar Charges are regained by taking a short rest in direct sunlight. <br />
<br />
While you have Solar Charge available, you will emit a radiant glow of a luminosity depending on the amount of Solar Charges. At two solar charges or less you glow lightly. At three to five solar charges you illuminate a 5 foot cube in dim light. At five or more solar charges you illuminate a 10 foot cube in dim light.<br />
<br />
At first level, you have 2 charges<br />
<br />
==== Power of the Glow====<br />
When in direct sunlight, you have advantage on Strength, Constitution, and Wisdom checks and saving throws.<br />
<br />
==== Sun Strike====<br />
When you make a melee weapon attack you can choose to make it a Sun Strike. If the Sun Strike hits, you deal 2d4 radiant damage in addition to the weapon's damage. you may spend 1 solar charge to activate this power. <br />
.<br />
<br />
==== Radiance====<br />
At 2nd level, You may emit a white, yellow, or red light from your body.<br />
This effect lasts 1 hour and gives off the same light as a torch. You may end this effect immediately if you wish to. You must wait until you complete a short rest in direct sunlight to use this again, or consume a Solar Charge. Requires concentration to maintain.<br />
<br />
==== Solar Way====<br />
You have traveled and destroyed many a' foe. It is time for you to take an aspect of the sun and focus on it. Beginning at 3rd level choose one Solar way, and gain the appropriate features. May your choice reflect your true love for the sun.<br />
<br />
==== Ability Score Increase====<br />
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.<br />
<br />
==== Solar Blessing====<br />
When you reach 5th level, by using a bonus action on your turn you can call upon the sun to enchant you or two allies with a blessing. Activate this feature by using the gesture "Praising The Sun"(see The Sun page). This blessing grants +1 AC. You must wait until you complete a short rest in direct sunlight to use this again, or consume two solar charges. This effect lasts for 1 minute. You may only use this feature on an ally that you can see or is using the "Praise The Sun" gesture at the same time as you.<br />
<br />
==== Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Sun Strike (2)====<br />
At the 6th level, The sun smiles upon you and your Sun Strike now deals 4d4 extra damage.<br />
<br />
==== Solar Seal====<br />
At the 6th level, with an action on your turn, you seal a creature you have in direct line of sight in a circle of radiant light. Activate this feature by using the gesture, "Praise The Sun!" (see The Sun deity page). The creature must make a dexterity saving throw. On a failed save it takes 4d6 radiant damage and it is blinded until your next turn. On a successful save it takes half damage and isn't blinded. You must complete a short rest in direct sunlight to use this again, or consume two Solar Charges. <br />
<br />
'''Solar Seal Save DC'''= 8 + your wisdom modifier + proficiency<br />
<br />
==== Solar Blessing (2)====<br />
At the 9th level, Your solar blessing has gained in power, and may now effect you and one ally, or three allies.<br />
<br />
==== Solar Seal (2)====<br />
At the 10th level,Your solar seal has gained a considerable amount of power. You may now treat 1s and 2s as if they were 3s.<br />
<br />
==== Suns Rays====<br />
You can cause solar light to radiate from any place. A spot that you can see radiates with sunlight for 1 hour. This light spreads evenly over a 60 by 60 by 60 foot cube. This light is not blinding, nor is it heated. This light is considered sunlight. If the spot chosen for the light to radiate from is covered, this effect ends. You must wait until you complete a short rest in direct sunlight to use this again.<br />
<br />
==== Power of the Glow (2)====<br />
At the 10th level,When in direct sunlight, add half your proficiency bonus to your proficiency bonus.<br />
<br />
==== Sun Strike (3)====<br />
At the 13th level,The sun smiles upon you once again, and your sun strike now deals 4d6 extra damage.<br />
<br />
==== Sun Shield====<br />
At the 14th level,You reinforce yourself with the power of radiance. You gain +2 ac and resistance to a damage type of your choice. This effect lasts 3 minutes. Costs two Solar Charges.<br />
<br />
==== Estus Soup====<br />
At 15th level you learn the fine art of cooking estus. Once per long rest, at a rest you may cook up a batch of invigorating soup that grants up to 5 people 1d10+ your WIS modifier temporary hit points each.<br />
<br />
==== Solar Seal (3)====<br />
At the 15th level, Your solar seal has been honed to near perfection. You may now cast solar seal on two creatures you can see if they are within 15feet of each other.<br />
<br />
==== Sun Strike (4)====<br />
At the 18th level, You have nearly mastered the art of channeling the sun and your sun strike now deals 4d8 radiant damage.<br />
<br />
==== Solar Blessing (3)====<br />
At the 16th level, Your solar blessing has been honed to near perfection. Solar blessing now gives +2 AC rather than +1.<br />
<br />
==== Solar Blessing (4)====<br />
At the 19th level, You have perfected your Solar blessing. It now can effect you, and 3 other willing creatures.<br />
<br />
==== Solar Seal (4)====<br />
At the 19th level, Your have perfected your Solar seal. It now deals 8d6 radiant damage. And stuns (instead of blinding) targets that fail the saving throw until the beginning of your next turn.<br />
<br />
==== Sun Strike (5)====<br />
At the 20th level, the Sun has fully submitted its power to you. When a creature takes radiant damage from your Sun Strike, if the damage is over or equal to 30, the creature makes a Constitution saving throw. If the creature fails this throw, it becomes petrified. This effect costs an additional two solar charges.<br />
<br />
*Sun strike (5) save DC: 8 + your wisdom modifier + proficiency.<br />
<br />
== Order of the Burning Sun==<br />
You have chosen to be the fire and flame that the sun glows with harshly. Fire and flames of the sun will smite your enemies and awe your allies.<br />
<br />
=== Burning Glow===<br />
Beginning when you choose this solar way at 3rd level, all radiant or fire damage now does an extra 1d4 fire damage. This damage is increased to 1d8 in direct sunlight. At 12th level this damage increases to 2d4 and 2d8.<br />
<br />
=== Extra Proficiency===<br />
Starting at 3rd level when you choose this Solar way, you gain proficiency with heavy armor and land vehicles<br />
<br />
=== Burning armor===<br />
Starting at 7th level, you may set your armor ablaze and cause damage to those risking an attack against you. This fire does not harm you or your armor. All creatures that make an attack against you have disadvantage, and take 2d4 fire damage on a successful hit, and 1d4 fire damage in a failed one. This effect lasts 1 minute. You must wait until you complete a short rest in direct sunlight to use this again, or consume two Solar Charges.<br />
<br />
=== Sun at Hand===<br />
Starting at 11th level, with an action, you can summon a line of The Sun's flame at any location. You deal 8d6 fire damage to a creature within a 30 foot wide by 50 foot long line. The flame stays in place for 1 minute or you can dissipate, ending this effect. Any creature other than the Solar Knight which moves into this fire for the first time or starts its turn in this fire will be inflicted with 8d6 fire damage. You must complete a short rest in direct sunlight to use this again, or consume three Solar Charges.<br />
<br />
=== Embrace Flame===<br />
Starting at 17th level, when you take fire damage, you only take damage equal to 1d4 radiant damage and gain 2d4 temporary hit points.<br />
<br />
=== The Fire Champion===<br />
Starting at 20th level, you may channel the sun straight through your body and fibers of being. Activate this feature with an action. All of your attacks will be enabled with Sun Strike, though they will not petrify and now deal fire damage instead. You also gain the effects of Burning Armor in addition to becoming immune to fire damage and heal for half of the would be fire damage. This effect lasts for 1 minute and consumes 7 Solar Charges. You have to finish a long rest before you can use this feature again.<br />
<br />
==Way of the Healing Sun==<br />
<br />
===Gentle Glow===<br />
Beginning at 3rd level when you choose this Solar way, when you activate radiance it now causes all friendly creatures within a 30-foot circle to gain temorary hit points equal to the numbers rolled on 2d4 + your wisdom modifier for 1d4 hours. This amount increases to 2d6 at level 6, 2d8 at level 9, 2d10 at level 12, and 2d12 at level 15.<br />
<br />
=== Benign Aura===<br />
Starting at 3rd level when you choose this Solar way, if the glow from Solar Charges is active on you, all humanoids with an intelligence below 6 will assume you're of the good alignment. You also gain proficiency in medicine if you do not have it, or double proficiency if you already do. Also when taking a short rest if you or others with you roll a 1 on their hit die they may reroll it and take the second result.<br />
<br />
=== Healing Light===<br />
Beginning at 7th level, you can call upon The Sun to heal an ally greatly. An ally you can see that is also in direct sunlight Gains your wisdom modifier + (solar knight level) d4 hit points. This feature is activated by using the gesture, "Praise The Sun!" (see The Sun page). You must wait until you complete a short rest in direct sunlight to use this again, or consume two Solar Charges.<br />
<br />
=== Soothing Lights===<br />
Beginning at 11th level, the light cast by Radiance will heal you and friendly targets for 2d4 + your wisdom modifier per turn after its first use. You also become immune to all radiant damage.<br />
<br />
=== Link with The Sun===<br />
Starting at 17th level, as a bonus action you may link a willing creature you can touch with the sun. This creature gains one of the following features for 1 minute.<br />
*advantage on all saving throws<br />
*+2 Ac<br />
*deals an extra 1d6 radiant damage on melee attack rolls per solar charge spent on this (max3)<br />
<br />
Any of these effects require a solar charge to activate.<br />
<br />
=== The Suns Eternal Rise===<br />
Starting at 20th level, as an action you can nullify the effects of all conditions currently effecting a creature you can see, and restore it to full hit points. This feature is activated by using the gesture, "Praise The Sun!" (See The Sun page). This feature consumes 7 Solar Charges. You have to finish a long rest before you can use this feature again.<br />
<br />
== Way of the True Sun==<br />
=== Heir of The Sun===<br />
Beginning at 3rd level when you choose this solar way, you can directly speak to The Sun at a shrine of The Sun(see The Sun deity page). Make a wisdom saving throw, if you succeed you may speak directly with The Sun without fail. If you fail, you cannot attempt to speak to The Sun again for 24 hours this is reduced to 12 hours at level 15. The Sun can give knowledge, blessings, and gifts, but does so sparingly. (see The Sun deity page for exact stats)<br />
<br />
=== Extra Proficiency===<br />
Starting at 3rd level when you choose this solar way, you gain proficiency in two of the following: arcana, heavy armor, and history.<br />
<br />
=== The Sun's Own Determination===<br />
Starting at 7th level, The Sun can fill you with determination. When you drop to 0 hit points, you can immediately go back to one hit point and take a movement action. You may use this feature again after finishing a long rest.<br />
<br />
=== Greater Sun Strike===<br />
Starting at 11th level, your Sun strike can be filled with even more energy than usual. You may now use up two Sun strikes and roll the damage done by one of your sun strikes twice. For example, a 2d4 sun strike can take up two of your Sun strikes and deal 4d4 instead.<br />
=== Solar Flare===<br />
Starting at 17th level, you can cause The Sun to flare down on a single opponent. An enemy creature you can see must make a Wisdom saving throw. If it fails this throw, takes 5d6 radiant damage and is stunned for 2 rounds. If it succeeds it takes half damage and is not stunned.<br />
*Solar flare save DC: 14 + wisdom modifier.<br />
<br />
=== Ultimate Sun Heir===<br />
Beginning at 20th level, you can speak with The Sun at any time and in any place and is much more likely to aid you. While in direct sunlight you gain advantage on all saving throws. You may also regain all Solar Charges by taking no actions on your turn. You may only regain Solar Charges in this way once per short rest in direct sunlight.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!--class name--> class, you must meet these prerequisites:STR 13 WIS 13<br />
<br />
'''Proficiency.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies: Religion and Persuasion<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2405:9800:BC10:E86B:F5A6:BD8:5A36:991Chttps://www.dandwiki.com/w/index.php?title=Solar_Knight_(5e_Class)&diff=1246841Solar Knight (5e Class)2019-12-02T16:33:25Z<p>2405:9800:BC10:E86B:F5A6:BD8:5A36:991C: /* Sun Strike */</p>
<hr />
<div><br />
{{5e Image|float:top|http://i.imgur.com/BrZi1uc.png|Praise The Sun!}}<br />
===Solar knight===<br />
<br />
The Solar knights are a very jolly group of happy go-getters ready for life. They have the sun on their side after all!<br />
<br />
===Creating a Solar knight===<br />
{{5e Image|float:right|http://i.imgur.com/hbY4NV3.jpg|A solar knight praising his beloved sun}}<br />
<br />
Solar Knights are often jolly, happy-go-lucky, and friendly people. They are willing to help any one who is in trouble and fill them with radiance as if from the sun itself. They ignore the broods and hatreds of life and focus on what's good. They are always looking for a reason to be happy on the Earth while the sun shines on.<br />
<br />
As a solar knight, you were taught to use very specific weapons. Ones that the sun can shine upon properly.<br />
<br />
*All Solar Knights worship [[The Sun (5e Deity)|the Sun]]<br />
*All Solar Knights count as Paladins.<br />
<br />
{{5e Class Features<br />
|name= Solar Knight<br />
|summary= "Praise The Sun!"<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor, medium armor, shields<br />
|weapons= Simple weapons, martial weapons<br />
|tools= Pick one af any artisan tool<br />
|saves= Strength, Wisdom<br />
|skills= {{5s|Persuasion}}, {{5s|Religion}}, and two other skills<br />
|item1a= A longsword and Flail<br />
|item1b= Any martial melee weapon<br />
|item2a= A breastplate<br />
|item2b= Chain shirt and 10GP<br />
|item3a= A heavy crossbow and 10 bolts<br />
|item3b= A light crossbow and 30 bolts<br />
|item4a= A shield, a sun symbol, a set of common clothes, and an explorers pack<br />
|item4b=<br />
|classfeatures1= Solar Charges, Power of the Glow, Sun Strike<br />
|classfeatures2= Radiance<br />
|classfeatures3= Solar Way<br />
|classfeatures4= <br />
|classfeatures5= Solar Blessing, Extra Attack<br />
|classfeatures6= Sun Strike (2), Solar Seal<br />
|classfeatures7= Solar Way Feature<br />
|classfeatures8= Sun Rays<br />
|classfeatures9= Solar Blessing (2)<br />
|classfeatures10= Solar Seal (2), Power of the glow (2)<br />
|classfeatures11= Solar Way Feature<br />
|classfeatures12= <br />
|classfeatures13= Sun Strike(3)<br />
|classfeatures14= Sun Shield<br />
|classfeatures15= Estus Soup, Solar Seal (3)<br />
|classfeatures16= <br />
|classfeatures17= Solar Way Feature<br />
|classfeatures18= Sun Strike (4), Solar Blessing (3)<br />
|classfeatures19= Solar Blessing (4), Solar Seal (4)<br />
|classfeatures20= Sun Strike, Solar Way Feature<br />
<br />
|extrasonleft=1<br />
|extra1_name= Solar Charges<br />
|extra1_1= 2<br />
|extra1_2= 4<br />
|extra1_3= 5<br />
|extra1_4= 6<br />
|extra1_5= 7<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 11<br />
|extra1_10= 12<br />
|extra1_11= 13<br />
|extra1_12= 14<br />
|extra1_13= 15<br />
|extra1_14= 16<br />
|extra1_15= 17<br />
|extra1_16= 18<br />
|extra1_17= 19<br />
|extra1_18= 20<br />
|extra1_19= 21<br />
|extra1_20= 22<br />
}}<br />
<br />
The power of the sun fills you with determination and the ability to smite your foes!<br />
==== Solar Charges====<br />
The Solar Knight draws power from the sun to fuel its special features. Your abilities will cost varying amounts of Solar Charge depending on their difficulty. As your devotion to the sun grows, you will be able to focus your Solar Charges into more powerful effects. Solar Charges are regained by taking a short rest in direct sunlight. <br />
<br />
While you have Solar Charge available, you will emit a radiant glow of a luminosity depending on the amount of Solar Charges. At two solar charges or less you glow lightly. At three to five solar charges you illuminate a 5 foot cube in dim light. At five or more solar charges you illuminate a 10 foot cube in dim light.<br />
<br />
At first level, you have 2 charges<br />
<br />
==== Power of the Glow====<br />
When in direct sunlight, you have advantage on Strength, Constitution, and Wisdom checks and saving throws.<br />
<br />
==== Sun Strike====<br />
When you make a melee weapon attack you can choose to make it a Sun Strike. If the Sun Strike hits, you deal 2d4 radiant damage in addition to the weapon's damage. You may only use this once. Activate this feature after a successful attack roll. You regain uses after a short rest in direct sun light, a long rest, or you may spend a solar charge to activate this power. <br />
.<br />
<br />
==== Radiance====<br />
At 2nd level, You may emit a white, yellow, or red light from your body.<br />
This effect lasts 1 hour and gives off the same light as a torch. You may end this effect immediately if you wish to. You must wait until you complete a short rest in direct sunlight to use this again, or consume a Solar Charge. Requires concentration to maintain.<br />
<br />
==== Solar Way====<br />
You have traveled and destroyed many a' foe. It is time for you to take an aspect of the sun and focus on it. Beginning at 3rd level choose one Solar way, and gain the appropriate features. May your choice reflect your true love for the sun.<br />
<br />
==== Ability Score Increase====<br />
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.<br />
<br />
==== Solar Blessing====<br />
When you reach 5th level, by using a bonus action on your turn you can call upon the sun to enchant you or two allies with a blessing. Activate this feature by using the gesture "Praising The Sun"(see The Sun page). This blessing grants +1 AC. You must wait until you complete a short rest in direct sunlight to use this again, or consume two solar charges. This effect lasts for 1 minute. You may only use this feature on an ally that you can see or is using the "Praise The Sun" gesture at the same time as you.<br />
<br />
==== Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Sun Strike (2)====<br />
At the 6th level, The sun smiles upon you and your Sun Strike now deals 4d4 extra damage.<br />
<br />
==== Solar Seal====<br />
At the 6th level, with an action on your turn, you seal a creature you have in direct line of sight in a circle of radiant light. Activate this feature by using the gesture, "Praise The Sun!" (see The Sun deity page). The creature must make a dexterity saving throw. On a failed save it takes 4d6 radiant damage and it is blinded until your next turn. On a successful save it takes half damage and isn't blinded. You must complete a short rest in direct sunlight to use this again, or consume two Solar Charges. <br />
<br />
'''Solar Seal Save DC'''= 8 + your wisdom modifier + proficiency<br />
<br />
==== Solar Blessing (2)====<br />
At the 9th level, Your solar blessing has gained in power, and may now effect you and one ally, or three allies.<br />
<br />
==== Solar Seal (2)====<br />
At the 10th level,Your solar seal has gained a considerable amount of power. You may now treat 1s and 2s as if they were 3s.<br />
<br />
==== Suns Rays====<br />
You can cause solar light to radiate from any place. A spot that you can see radiates with sunlight for 1 hour. This light spreads evenly over a 60 by 60 by 60 foot cube. This light is not blinding, nor is it heated. This light is considered sunlight. If the spot chosen for the light to radiate from is covered, this effect ends. You must wait until you complete a short rest in direct sunlight to use this again.<br />
<br />
==== Power of the Glow (2)====<br />
At the 10th level,When in direct sunlight, add half your proficiency bonus to your proficiency bonus.<br />
<br />
==== Sun Strike (3)====<br />
At the 13th level,The sun smiles upon you once again, and your sun strike now deals 4d6 extra damage.<br />
<br />
==== Sun Shield====<br />
At the 14th level,You reinforce yourself with the power of radiance. You gain +2 ac and resistance to a damage type of your choice. This effect lasts 3 minutes. Costs two Solar Charges.<br />
<br />
==== Estus Soup====<br />
At 15th level you learn the fine art of cooking estus. Once per long rest, at a rest you may cook up a batch of invigorating soup that grants up to 5 people 1d10+ your WIS modifier temporary hit points each.<br />
<br />
==== Solar Seal (3)====<br />
At the 15th level, Your solar seal has been honed to near perfection. You may now cast solar seal on two creatures you can see if they are within 15feet of each other.<br />
<br />
==== Sun Strike (4)====<br />
At the 18th level, You have nearly mastered the art of channeling the sun and your sun strike now deals 4d8 radiant damage.<br />
<br />
==== Solar Blessing (3)====<br />
At the 16th level, Your solar blessing has been honed to near perfection. Solar blessing now gives +2 AC rather than +1.<br />
<br />
==== Solar Blessing (4)====<br />
At the 19th level, You have perfected your Solar blessing. It now can effect you, and 3 other willing creatures.<br />
<br />
==== Solar Seal (4)====<br />
At the 19th level, Your have perfected your Solar seal. It now deals 8d6 radiant damage. And stuns (instead of blinding) targets that fail the saving throw until the beginning of your next turn.<br />
<br />
==== Sun Strike (5)====<br />
At the 20th level, the Sun has fully submitted its power to you. When a creature takes radiant damage from your Sun Strike, if the damage is over or equal to 30, the creature makes a Constitution saving throw. If the creature fails this throw, it becomes petrified. This effect costs an additional two solar charges.<br />
<br />
*Sun strike (5) save DC: 8 + your wisdom modifier + proficiency.<br />
<br />
== Order of the Burning Sun==<br />
You have chosen to be the fire and flame that the sun glows with harshly. Fire and flames of the sun will smite your enemies and awe your allies.<br />
<br />
=== Burning Glow===<br />
Beginning when you choose this solar way at 3rd level, all radiant or fire damage now does an extra 1d4 fire damage. This damage is increased to 1d8 in direct sunlight. At 12th level this damage increases to 2d4 and 2d8.<br />
<br />
=== Extra Proficiency===<br />
Starting at 3rd level when you choose this Solar way, you gain proficiency with heavy armor and land vehicles<br />
<br />
=== Burning armor===<br />
Starting at 7th level, you may set your armor ablaze and cause damage to those risking an attack against you. This fire does not harm you or your armor. All creatures that make an attack against you have disadvantage, and take 2d4 fire damage on a successful hit, and 1d4 fire damage in a failed one. This effect lasts 1 minute. You must wait until you complete a short rest in direct sunlight to use this again, or consume two Solar Charges.<br />
<br />
=== Sun at Hand===<br />
Starting at 11th level, with an action, you can summon a line of The Sun's flame at any location. You deal 8d6 fire damage to a creature within a 30 foot wide by 50 foot long line. The flame stays in place for 1 minute or you can dissipate, ending this effect. Any creature other than the Solar Knight which moves into this fire for the first time or starts its turn in this fire will be inflicted with 8d6 fire damage. You must complete a short rest in direct sunlight to use this again, or consume three Solar Charges.<br />
<br />
=== Embrace Flame===<br />
Starting at 17th level, when you take fire damage, you only take damage equal to 1d4 radiant damage and gain 2d4 temporary hit points.<br />
<br />
=== The Fire Champion===<br />
Starting at 20th level, you may channel the sun straight through your body and fibers of being. Activate this feature with an action. All of your attacks will be enabled with Sun Strike, though they will not petrify and now deal fire damage instead. You also gain the effects of Burning Armor in addition to becoming immune to fire damage and heal for half of the would be fire damage. This effect lasts for 1 minute and consumes 7 Solar Charges. You have to finish a long rest before you can use this feature again.<br />
<br />
==Way of the Healing Sun==<br />
<br />
===Gentle Glow===<br />
Beginning at 3rd level when you choose this Solar way, when you activate radiance it now causes all friendly creatures within a 30-foot circle to gain temorary hit points equal to the numbers rolled on 2d4 + your wisdom modifier for 1d4 hours. This amount increases to 2d6 at level 6, 2d8 at level 9, 2d10 at level 12, and 2d12 at level 15.<br />
<br />
=== Benign Aura===<br />
Starting at 3rd level when you choose this Solar way, if the glow from Solar Charges is active on you, all humanoids with an intelligence below 6 will assume you're of the good alignment. You also gain proficiency in medicine if you do not have it, or double proficiency if you already do. Also when taking a short rest if you or others with you roll a 1 on their hit die they may reroll it and take the second result.<br />
<br />
=== Healing Light===<br />
Beginning at 7th level, you can call upon The Sun to heal an ally greatly. An ally you can see that is also in direct sunlight Gains your wisdom modifier + (solar knight level) d4 hit points. This feature is activated by using the gesture, "Praise The Sun!" (see The Sun page). You must wait until you complete a short rest in direct sunlight to use this again, or consume two Solar Charges.<br />
<br />
=== Soothing Lights===<br />
Beginning at 11th level, the light cast by Radiance will heal you and friendly targets for 2d4 + your wisdom modifier per turn after its first use. You also become immune to all radiant damage.<br />
<br />
=== Link with The Sun===<br />
Starting at 17th level, as a bonus action you may link a willing creature you can touch with the sun. This creature gains one of the following features for 1 minute.<br />
*advantage on all saving throws<br />
*+2 Ac<br />
*deals an extra 1d6 radiant damage on melee attack rolls per solar charge spent on this (max3)<br />
<br />
Any of these effects require a solar charge to activate.<br />
<br />
=== The Suns Eternal Rise===<br />
Starting at 20th level, as an action you can nullify the effects of all conditions currently effecting a creature you can see, and restore it to full hit points. This feature is activated by using the gesture, "Praise The Sun!" (See The Sun page). This feature consumes 7 Solar Charges. You have to finish a long rest before you can use this feature again.<br />
<br />
== Way of the True Sun==<br />
=== Heir of The Sun===<br />
Beginning at 3rd level when you choose this solar way, you can directly speak to The Sun at a shrine of The Sun(see The Sun deity page). Make a wisdom saving throw, if you succeed you may speak directly with The Sun without fail. If you fail, you cannot attempt to speak to The Sun again for 24 hours this is reduced to 12 hours at level 15. The Sun can give knowledge, blessings, and gifts, but does so sparingly. (see The Sun deity page for exact stats)<br />
<br />
=== Extra Proficiency===<br />
Starting at 3rd level when you choose this solar way, you gain proficiency in two of the following: arcana, heavy armor, and history.<br />
<br />
=== The Sun's Own Determination===<br />
Starting at 7th level, The Sun can fill you with determination. When you drop to 0 hit points, you can immediately go back to one hit point and take a movement action. You may use this feature again after finishing a long rest.<br />
<br />
=== Greater Sun Strike===<br />
Starting at 11th level, your Sun strike can be filled with even more energy than usual. You may now use up two Sun strikes and roll the damage done by one of your sun strikes twice. For example, a 2d4 sun strike can take up two of your Sun strikes and deal 4d4 instead.<br />
=== Solar Flare===<br />
Starting at 17th level, you can cause The Sun to flare down on a single opponent. An enemy creature you can see must make a Wisdom saving throw. If it fails this throw, takes 5d6 radiant damage and is stunned for 2 rounds. If it succeeds it takes half damage and is not stunned.<br />
*Solar flare save DC: 14 + wisdom modifier.<br />
<br />
=== Ultimate Sun Heir===<br />
Beginning at 20th level, you can speak with The Sun at any time and in any place and is much more likely to aid you. While in direct sunlight you gain advantage on all saving throws. You may also regain all Solar Charges by taking no actions on your turn. You may only regain Solar Charges in this way once per short rest in direct sunlight.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!--class name--> class, you must meet these prerequisites:STR 13 WIS 13<br />
<br />
'''Proficiency.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies: Religion and Persuasion<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2405:9800:BC10:E86B:F5A6:BD8:5A36:991Chttps://www.dandwiki.com/w/index.php?title=Force_Master_(5e_Class)&diff=1246834Force Master (5e Class)2019-12-02T15:49:16Z<p>2405:9800:BC10:E86B:F5A6:BD8:5A36:991C: /* Unarmored Defence */</p>
<hr />
<div>== Force Master ==<br />
<br />
=== Creating a Force Master ===<br />
{{5e Image|float:right| |}}<br />
<br />
Extending her aura she locks the bandits in place as she slowly works towards them. This is their end they were caught in her field and now must pay the price. Before then can even make a sound a weight of 10 tons crushes them leaving nothing but blood splatter.<br />
<br />
Standing at the vanguard of his group he starts to draw the gravity towards him. Stopping the archers that had ambushed his party from injuring his allies. He is a tower of impenetrable might and will stop all who hurt the ones he is trying to protect.<br />
<br />
Moving weightlessly from building to building, sometimes on the tops other running up the sides. His prey below doesn't see or her him. He moves without a sound and finds his mark, draws his short sword that could be mistaken for a feather upon holding it. Waits and makes his move slashing the through and before his prey can even recognize there was a threat the second strike has already come.<br />
<br />
====Quick Build====<br />
<br />
You can make a Force Master quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. <br />
<br />
{{5e Class Features<br />
|name=Force Master<br />
|summary=A powerful warrior who can use the force.<br />
|hd=10 <br />
|armor=Light and medium armors, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose three from Acrobatics, Athletics, History, Intimidation, Insight, Perception, and Survival<br />
|item1a=Leather Armor and a Longbow with 20 arrows<br />
|item1b=Chain mail and a simple weapon<br />
|item2a=martial weapons and a shield<br />
|item2b=two martial weapons<br />
|item3a=light crossbow and 20 bolts<br />
|item3b=two handaxes<br />
|item4a=dungeoneer's pack<br />
|item4b=burgler's pack<br />
|classfeatures1=Save DC, Force Points, Weightless Touch, Unarmored Defence<br />
|classfeatures2=Fighting Style, Force Infusion<br />
|classfeatures3=Force Archetype, Force Aura<br />
|classfeatures4=Force Pull<br />
|classfeatures5=Fighting Style,Force Action, Extra Attack<br />
|classfeatures6=<br />
|classfeatures7=Force Archetype Feature, Improved Force Infusion <br />
|classfeatures8=Force Action<br />
|classfeatures9=Force Options<br />
|classfeatures10=Force Archetype Feature, Force Action<br />
|classfeatures11=Force Aura Improvement<br />
|classfeatures12=<br />
|classfeatures13=Force Action<br />
|classfeatures14=<br />
|classfeatures15=Force Archetype feature, Force Action<br />
|classfeatures16=Force Resistance <br />
|classfeatures17= Improved Force Strike<br />
|classfeatures18=Force Archetype Feature, Force Action<br />
|classfeatures19=<br />
|classfeatures20=Force Surge<br />
<br />
|extrasonleft=<br />
|extra1_name=Force Pool<br />
|extra1_1=-<br />
|extra1_2=10<br />
|extra1_3=20<br />
|extra1_4=20<br />
|extra1_5=35<br />
|extra1_6=35<br />
|extra1_7=45<br />
|extra1_8=45<br />
|extra1_9=60<br />
|extra1_10=60<br />
|extra1_11=65<br />
|extra1_12=65<br />
|extra1_13=70<br />
|extra1_14=70<br />
|extra1_15=80<br />
|extra1_16=80<br />
|extra1_17=90<br />
|extra1_18=90<br />
|extra1_19=100<br />
|extra1_20=110<br />
}}<br />
<br />
=== Force Save DC ===<br />
<br />
Some of the effects of this class result in a need for your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:<br />
<br />
'''Effect save DC''' = 8 + your proficiency bonus + your Constitution modifier. <br />
<br />
Furthermore, all abilities of the Force Master are considered non-magical and are purely ability based. The Force Master's abilities are not affected by spells or abilities like Counterspell, Dispel Magic, antimagic cones, ect.<br />
<br />
=== Unarmored Defend ===<br />
<br />
Beginning at 1st level, while you are wearing no armor your AC is 10 + your Dexility modifier + your Constitution modifier.<br />
<br />
=== Force Points ===<br />
<br />
Your training has taught you how to harness the force of gravity. In order to do this, you spend what are called force points. You have a number of force points determined by your character level on the Table: The Force Master. You regain all expended gravity points at the end of a short or long rest.<br />
<br />
=== Weightless Touch ===<br />
<br />
Your manipulation of gravity makes things you wear feel almost weightless. You suffer no weight penalties from your equipment and you cannot become encumbered by your equipment. You can wield a two-handed weapon as though it were a one-handed weapon. Additionally, you can dual wield weapons that don't have the light property.<br />
<br />
=== Force Cantrip ===<br />
<br />
At 1st level you gain the Gravity Force[https://www.dandwiki.com/wiki/Gravity_Force_(5e_Spell)] cantrip.<br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level and then again at level 5, you adopt a special fighting style, called a Force Wave, as your specialty. Choose one of the following options. You can't take a force wave option more than once, even if you later get to choose again.<br />
<br />
;Continuous Force Wave<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Stochastic Force Wave<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Burst Force Wave<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Compact Binary Inspiral Force Wave<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with one hand, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.<br />
<br />
;Linearly Polarised Force Wave<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
;Bipolar Force Wave<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also, you do not take penalties from dual wielding.<br />
<br />
=== Force Infusion ===<br />
<br />
At 2nd level, you may enhance your strikes on your foes with the force. Once per turn you may expend 1 or more force points to add 1d6 force damage to your next weapon attack and one extra d6 for every extra point spent. You can add a number of damage die this way to a maximum of your proficiency bonus.<br />
<br />
=== Force Pull ===<br />
<br />
At 4th level, you can use an action on your turn and expend 1 force point to use your force to pull or push objects at a distance. You can move your target up to 30 feet towards or away from you in a straight line as long as the target is within 60 feet of you. If your target is an object being worn or carried by an unwilling creature or a creature itself, the target must succeed in a strength saving throw against your force save DC.<br />
If the target weighs more than your carry weight, nothing happens. If the creature or object impacts a solid surface as result of being pushed or pulled, it takes 1d6 points of bludgeoning damage for every 5 feet after 10.<br />
<br />
=== Force Actions ===<br />
<br />
You may use your force aura to directly attack a creature.<br />
When applicable add your Strength modifier + Proficiency Bonus to your Force attacks.<br />
<br />
'''Cutting Wave.''' As an action, you can expand 1 force point to project your force in a way that allows it to cut through matter from a distance causing 2d6 force damage in a 10ft line. Additionally, you can expand an additional number of gravity points up to your proficiency bonus increasing the damage by 2d6 and extending the line by 5 ft. per additional point spent.<br />
<br />
'''Force Spikes.''' As an action, you can expand 1 force point to create and project spikes of force in a 10-foot radius centered on a point that you can see within 60 feet of you. The spikes impale targets within range dealing 2d6 force damage. Additionally, any creature that ends its turn in the spikes takes 1d6 force damage. These spikes can be projected in mid-air or generated from the ground.<br />
<br />
'''Force Vortex.''' As an action, you can expand 1 force point to generate a vortex composed of force in a single spot within 60ft that you can see. The vortex has a 10ft radius causing 3d6 force damage.All creatures within the vortex have their speed reduced by 10 ft to a minimum of 5 ft. Additionally, you can choose to expend force points not exceeding your proficiency bonus extending the radius by 5 ft and reducing the affected creatures walking speed by 10 ft per additional point expended to a minimum of 5 ft.<br />
<br />
'''Force Bullet.''' As an action, you can expand 1 force point to fire bullets of force from your own body outside your gravity aura. The amount of bullets is equal to points spent. Each bullet auto hits a creature of your choice that you can see within 90ft. Each bullet Deals 1d8 Force damage. After the first bullet, you can use your bonus action to fire 2 more without spending more points.<br />
<br />
=== Force Aura ===<br />
<br />
At 3rd level, you may spend 2 force points as a bonus action to surround yourself in a sphere of force with a 10 ft radius centered on you and you may choose any creatures within the aura to be immune to its effects. This aura can last up to one minute. Additionally, when you choose to activate it, you can decide to spend any number of extra force points to expand the Aura by 10ft per force point. When you activate this feature, and at the start of your following turns choose one of these effects:<br />
<br />
'''Push.''' Creatures within your aura must make a Strength Save at the start of their turn. If they fail they are flung outside the aura's radius.<br />
<br />
'''Pull.''' Creatures within your aura must make a Strength Save at the start of their turn. If they fail they are shoved next to you.<br />
<br />
'''Wave Warp.''' Requires 7th level. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
=== Force Archetype ===<br />
<br />
At 3rd level, you choose an archetype that you strive to emulate in your ways of gravity manipulation. Choosing between ''Collision Soldier, Force Knight, Weightless Assassin, & Flux Sentinel''. The archetype you choose grants you feats at 3rd level and again at 7th, 10th, 15th, and 18th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
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.<br />
<br />
=== Extra Attack ===<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
===Improved Force Infusion===<br />
<br />
At 7th level, force infusion now deals 1d8 force damage for each 1 gravity point spent. Again at 17th level, force infusion deals 1d10 force damage and additional 1d10 damage for each 1 force point spent. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.<br />
<br />
=== Force Options ===<br />
<br />
Beginning at 9th level, While a creature is within your force aura, you may choose to apply one of the following effects as a bonus action:<br />
<br />
;Topple<br />
You may spend 2 force points to force a targeted creature within your aura to make a strength saving throw or be knocked prone. Creatures knocked prone in this way have disadvantage on saving throws against your auras effects.<br />
<br />
;Fling<br />
You may expend any number of gravity points to fling a targeted creature. The target must make a Dexterity saving throw, on a failed save, the creature is thrown 10 feet up in the air per point spent.<br />
<br />
;Restrain<br />
You may spend 3 force points to force a targeted creature to make a Strength saving throw. On a failed save the creature is restrained by the force around it for 1 Minute. It cannot move or take any actions, except to remake the saving throw at the end of its turns.<br />
<br />
=== Force Aura Improvement ===<br />
<br />
Starting at 11th level, Whenever applying the gravity options to your gravity Aura, you can activate one of the following by expending an additional 3 gravity points:<br />
<br />
'''Heavy Force''' Creatures within the aura must make a Strength saving throw whenever they move or attack. On a failed save, the creature is knocked prone and must use its next turn to stand. Ranged attacks are made at disadvantage and have half normal range.<br />
<br />
'''Light Force''' Creatures within the aura have their jump height and distance doubled, their speed is doubled and may take 1 extra action, reaction, and bonus action per turn. Creatures have advantage on ranged attack rolls. Objects and creatures within the aura weigh half as much as they would normally. <br />
<br />
'''Floaty Force''' Creatures within the aura float in place, unable to move without jumping or pushing off of something. Melee attacks are rolled at disadvantage and ranged attacks have advantage.<br />
<br />
=== Forceful Resistance ===<br />
<br />
At 16th level all attacks made against you or allies inside your aura are made with disadvantage. Additionally attacks made by you and your allies have advantage.<br />
<br />
=== Force Surge ===<br />
<br />
At 20th Level you can use your action to regain half your Force point Maximum. You can't use this feature again until you take a long rest.<br />
<br />
==Archetypes==<br />
<br />
=== Collision Soldier ===<br />
<br />
Those who choose the Archetypal Collision Soldier have extensively studied the effects of their force auras and the objects that interact with them. These Collision Soldiers have undergone extensive research and desire to see the extent of what the force auras can grow and become.<br />
<br />
;{{#anc:Force Aura Mastery}}<br />
At 3rd level, you can now place your force aura at a location that is within 60 feet of you, instead of it being centered on yourself. In addition you can move the force aura 30 feet each turn.<br />
<br />
;{{#anc:Impetus}}<br />
At 7th level, your movement is increased by an additional 10 feet, and you have advantage on grapple checks.<br />
<br />
;{{#anc:Force Zone}}<br />
At 10th level, you can spend 10 force points to have your force aura create a whirlpool effect, sucking any creature caught in it towards its center. The creature must make a Strength save and if it fails it takes 3d6 force damage.<br />
<br />
;{{#anc:Orbiting Strike}}<br />
At 15th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you. You must make a separate attack roll for each attack made.<br />
<br />
;{{#anc:Impact Joule}}<br />
At 18th level, you can spend up to 25 force points as a bonus action to make your gravity aura become electrically charged. Creatures in your force aura take 1d8 for every 2 points spent. The creature must make a Constitution Saving throw, on a success they take half damage.<br />
<br />
=== Force Knight ===<br />
<br />
Those who choose the archetypal Force Knight wish to protect their allies. They become a force of unstoppable might to ensure that whatever they are facing won't budge them. Force Knights focus on the principle of shifting the force to prevent their allies from taking a hit.<br />
<br />
;{{#anc:Force Endurance}}<br />
Starting at 3rd level, your hit point maximum increases by 2 hit points and continues to increase by 2 additional hit points per level of Force Master. You also become proficient in Heavy Armor.<br />
<br />
;{{#anc:Vector Shift}}<br />
At 3rd level, when a creature makes a attack against a creature, including you, you can spend 1 gravity point to make the creature's attack hit you instead of its target as a reaction. The inverse is also possible. This ability can only be used once per turn.<br />
<br />
;{{#anc:G-Force}}<br />
At 7th level, you can spend 2 force points to gain the ability to increase the force in your aura. Allowing you to use your reaction to make a creature attacking you to do half-STR modifier damage.<br />
<br />
;{{#anc:Friction}}<br />
At 10th level, you may spend 3 force points to create a field of forceful friction around a creature within 60 feet of you. That creature must make a strength saving throw or have its movement speed halved for 1 minute.<br />
<br />
;{{#anc:Positive-Negative Attraction}}<br />
At 15th level, when a creature within 30 feet of you is hit by a weapon attack, you can spend 4 force points as a reaction to push or pull the creature 10 feet, causing the attack to miss. The creature targeted must make a dexterity save or it is knocked prone after being moved.<br />
<br />
;{{#anc:Seismic Slam}}<br />
At 18th level you can spend up to Half of your current force points to slam the earth, creating an earthquake. All creatures in a 200-foot radius of you must make a Dexterity saving throw, if they fail they take 1d8 force damage for every 1 force point spent. Usable once per long rest.<br />
<br />
=== Weightless Assassin ===<br />
<br />
Those who have chosen the path of the Weightless Assassin have become in tune with the force to the point that they will create quick executions of their enemies. They go about doing this by striking fast and hard before the enemy has a chance to react.<br />
<br />
;{{#anc:Defy Gravity}}<br />
At 3rd level, you have mastered the ability to manipulate the gravity around you. You may use a bonus action to spend 5 gravity points to gain a fly speed of 80 feet for one minute. <br />
<br />
;{{#anc:Weightless Strikes}}<br />
At 7th level, you can spend 2 force points to remove the gravitational pressure on your weapon allowing you to make an extra attack. You can do this a number of times equal to half your Force Master level (rounded down) + strength modifier. You can make one additional attack at 7th level, two at 11th, and three at 15th level. You regain all expended uses after a long rest.<br />
<br />
;{{#anc:Wrest}}<br />
At 10th level, you have mastered the ability to push or pull an object or creature. You use a bonus action to spend 5 gravity points to cast the [[5e SRD:Telekinesis|Telekinesis]] spell.<br />
<br />
;{{#anc:Accelerate}}<br />
At 15th level, once per round as a free action, you can spend 5 force points to double your speed until the end of the round.<br />
<br />
;{{#anc:Collapsing Star}}<br />
At 18th level, as an action, you can spend all of your remaining gravity points to attempt to destroy the core of a creature. The creature must make a constitution save and upon failing is crushed by the force upon them, killing them instantly.If the creature succeeds the target takes 10d8 force damage and is knocked prone.<br />
<br />
=== Flux Sentinel ===<br />
<br />
The path of the Flux Sentinel are hard working and complex individuals who have been through many trials transforming them into true wielders of the force. A Flux Sentinel although difficult to use, can be one of the most powerful as their unique control over the force makes them a Force Master in every right.<br />
<br />
;{{#anc:Freedom of Gravitation}}<br />
At 3rd level, you have mastered the ability to manipulate your own personal force field. You may use a bonus action to spend 5 gravity points to gain a fly speed of 30 feet as well as for the duration, your movement is unaffected by difficult terrain; Water, spells, and other magical effects can neither reduce your speed nor cause you be paralyzed or restrained. This ability lasts for one minute. <br />
<br />
;{{#anc:Fundamental Forces - Push & Pull}}<br />
At 7th level, you can now harness your force field and the force fields of other creatures and objects. By spending 1 or more gravity points as an Action or Bonus Action to remove the gravitational limits of your Gravity Aura abilities, you may use these enhanced aura abilities without the actual activation of your aura.<br />
<br />
'''Repuslive Force:''' Creatures or objects within your sight must make a Constitution Save when targeted by this ability (maximum targets is equal to your Proficiency Bonus + Constitution Modifier). If they fail, they are pushed 5-ft per force point expended in any direction (the creature or object receives the appropriate damage based on the amount of feet they fall or pushed into an opposing object as if they fell. If the creature or object is pushed into something they can be held in place through sheer gravimetric force by making a Concentration check against (DC: HD of creature + creature's Constitution modifier). Each round, the creature can make a Constitution saving throw to attempt to break free of being held in place. If the creature or objects succeed on their saving throw they instead resist having their gravity manipulated.<br />
<br />
'''Attractive Force:''' Creatures or objects within your sight must make a Constitution Save when targeted by this ability (maximum targets is equal to your Proficiency Bonus + Constitution Modifier). If they fail, while you are wielding a weapon or if you are proficient in unarmed attacks, they receive force damage from the weapon as if you had landed a critical hit + an additional d6 per 10ft pulled. If the creature or object succeeds, they resist having their gravity manipulated. <br />
<br />
'''Almighty Force:''' By using a Bonus Action to spend 5 force points per creature or object within your sight, it must make a Constitution Save when targeted by this ability (maximum targets is equal to your Proficiency Bonus + Constitution Modifier). If they fail, they are under the effects of the [[5e SRD:Telekinesis|Telekinesis]] spell.<br />
<br />
;{{#anc:Almighty Push}}<br />
At 10th level, you have mastered the ability to push not only force but energy as well. As a Bonus Action, you may use up to 15 force points to increase the strength of your repulsive field. By expending 3 force points you gain resistance to all physical damage types, by expending 7 force points all ranged attacks have disadvantage against you and you gain resistance to energy based attacks, and lastly, by expending 15 force points you gain all the aforementioned abilities as well as advantage on saving throws against spells. In addition, as an Action, you can spend 1/2 of your remaining force points to attempt to blow up every object and creature in a massive radius of up to 25 miles through a buildup of a massive amount of repulsive force which gathers above the target, crushing everything beneath in an enormous explosion. All creatures must make a Constitution saving throw. On a failed saving throw, the creature is crushed by the force of gravity upon them, killing them instantly and mutilating its body so severely that nothing (save a wish spell or divine intervention) can restore it. Any creature or object that makes a successful saving throw instead take 12d8 force damage and are knocked prone for 30 seconds. All treasure and weapons dropped by the creatures in the radius are left in tact. This last ability can only be used once per long rest. <br />
<br />
;{{#anc:Fundamental Force}}<br />
At 15th level, all abilities that are described having a range become limitless. However, the force of a creature or object becomes increasingly weaker at farther distances. If a Flux Sentinel uses a Gravitonic ability farther than its intended range the Gravitonic Master must make concentration checks periodically (every 20-ft x Constitution Modifier) or the ability is lost.<br />
<br />
;{{#anc:Catastrophic Planetary Devestation}}<br />
At 18th level, the Flux Sentinel has learned to create force spheres, a powerful technique which emerges from his hands and acts as a center of gravity drawing in everything in its surroundings to create an enormous satellite over a period of turns equal to your Constitution Modifier +5. The Flux Sentinel creates one of these spheres that has a radius of 50 feet and can be sent to any point the user can see. You may move the sphere up to 60 feet per turn as a bonus action. All objects make no saving throw and are drawn in. Creatures must make a Dexterity saving throw or be drawn into the satellite. If a creature fails their initial Dexterity saving throw they receive 2x the damage from this ability. When using this ability for damage, refer to the [[5E SRD:Meteor Swarm|Meteor Swarm]] spell, however, the fire damage is instead treated as force damage. This ability can only be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Force Master class, you must meet these prerequisites: Have an ability score minimum of 13 Strength and 13 Constitution.<br />
<br />
'''Proficiencies.''' When you multiclass into the Force Master class, you gain the following proficiencies: All armor and Athletics.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2405:9800:BC10:E86B:F5A6:BD8:5A36:991Chttps://www.dandwiki.com/w/index.php?title=Dragon_Fighter_(5e_Class)&diff=1246811Dragon Fighter (5e Class)2019-12-02T15:07:13Z<p>2405:9800:BC10:E86B:F5A6:BD8:5A36:991C: /* Dragon Fighter */</p>
<hr />
<div>== Dragon Fighter ==<br />
<br />
(Dragon Blade Variant)<br />
<br />
=== Introduction ===<br />
<br />
A powerful warrior who have been chosen by dragon to become its champion. The reason why a dragon has chosen its champion is always a mystery. The only people who truly know are the champions themselves. Some people say they do it for no reason, others say that they have a quest or journey that they want their champion to do in their place and some say they just want to have some fun. Dragon Blade are powerful warriors that are not very well-known. Dragons are very selective when choosing a champion and because of this not many are around. There is also a rule for dragons about choosing champions, and it's only the powerful dragons may have a champion. Its a symbol of pride and power to them. The longer a champion remains loyal the more draconic they become.<br />
<br />
=== Creating a Dragon Fighter ===<br />
<br />
Why did the dragon choose you, why did you accept it's offer? Why did you decide to travel? Do you fight for your dragon's honor or for yourself?<br />
<br />
;Quick Build<br />
You can make a Dragon fighter quickly by following these suggestions. Dexterity should be your highest ability score, followed by Charisma. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Dragon fighter<br />
|summary= A swordmaster that fights with deadly grace, skill, and power<br />
|hd=1d12<br />
|armor=Light, medium armor and shields<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Strength and Constitution<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (finesse)<br />
|item1b=two shortswords <br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Unarmored Defense, Fighting Style<br />
|classfeatures2=Fighting Posture, Expertise, Fighter of Ether<br />
|classfeatures3=Sword Style<br />
|classfeatures4= Ability Score Improvement <br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement<br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise ,Ability Score Improvement <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion, Style Improvement<br />
|classfeatures12=Posture Improvement Ability Score Improvement <br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike, Wind Rider<br />
|classfeatures19=Style Improvement<br />
|classfeatures20=Dragon's Gift<br />
<br />
|extra1_name=Rages<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=Unlimited<br />
<br />
|extrasonleft=2<br />
|extra2_name=Rage Damage<br />
|extra2_1=+1<br />
|extra2_2=+1<br />
|extra2_3=+2<br />
|extra2_4=+2<br />
|extra2_5=+2<br />
|extra2_6=+3<br />
|extra2_7=+3<br />
|extra2_8=+3<br />
|extra2_9=+3<br />
|extra2_10=+4<br />
|extra2_11=+4<br />
|extra2_12=+4<br />
|extra2_13=+4<br />
|extra2_14=+4<br />
|extra2_15=+5<br />
|extra2_16=+5<br />
|extra2_17=+5<br />
|extra2_18=+5<br />
|extra2_19=+5<br />
|extra2_20=+6<br />
}}<br />
<br />
<br />
==== Unarmored Defense ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your {{5a|con}} modifier + your {{5a|cha}} modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Rage ====<br />
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
You have advantage on all Strength checks and Strength saving throws.<br />
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.<br />
You have resistance to bludgeoning, piercing, and slashing damage.<br />
If you are able to cast spells, you can't cast them or concentrate on them while raging.<br />
<br />
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.<br />
<br />
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense: While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Obstruction: Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must be wielding a shield.<br />
<br />
;Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
;Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.<br />
<br />
;Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while with<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +2 AC, or aggressively to gain +2 on damage and attack rolls. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Reckless Attack ====<br />
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Healing Style or the Power Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|attack}} action on your turn. The number of attacks increases to three at 10th level.<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally, you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level, your sword becomes an extension of your body and soul. You can now add half your dexterity modifier to your attack and damage rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice starting at 13th level and three times starting at 17th level.<br />
<br />
==== Draconic Features ====<br />
<br />
Beginning at 10th level you now gain some draconic feature such as scales, fangs, slit-eyes, wings, and increased strength. Because of these features your AC is now increased by 5, you can make a bite attack (2d10) and a claw attack (1d8). You now also have darkvision for 120 ft, and your strength is increased by 2(with a maximum of 22). You can fly at a speed of 60ft with your wings.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +4 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 16th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You need to finish a long rest before you can use this feature again.<br />
<br />
==== Wind Rider ====<br />
<br />
At 18th level, you gain 10 feet of movement speed and the first time you move more than 20 feet in a line towards your target on your turn, you deal 2d6 additional damage to the target. <br />
<br />
==== Dragon's Gift ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Strength and Charisma scores increase by 4. Your maximum for those scores is now 26<br />
<br />
=== Draconic Healing Style ===<br />
<br />
The Style of the Dragons Who Support Their Comrades<br />
<br />
;{{#anc:Healing Blade}}<br />
Beginning at 3rd level, As an action you may heal a comrade that is within range for 2d4.<br />
<br />
;{{#anc:Rejuvenation}}<br />
Beginning at 6th level, once a every 3 turns you may heal yourself for 2d4 as a bonus action, this ability increases at level 10 (4d4) and level 18 (3d10)<br />
<br />
;{{#anc:Damage Halve/ Damage Block}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack, or you may jump into a attack within your range that would be aimed at your ally (you will take the hit instead of them. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Healing Aura}}<br />
Beginning at 15th level, You can now create a healing aura for 10 ft. An ally in the aura heals for 5 hp per round while inside, once they leave the aura the effect is no longer with them.<br />
<br />
;{{#anc:Sacrificing Stab}}<br />
Beginning at 19th level, you can sacrifice yourself to allow any ally to regain all of their hit points. This action will put you at 1 hit point and you become unconsious.<br />
<br />
=== Draconic Power Style ===<br />
<br />
The Style of Dragons Who Want Power<br />
<br />
Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.<br />
<br />
;{{#anc:Draconic Strike}}<br />
Choose a damage type between acid, fire, cold or lightning. Beginning at 3rd level, you add 1d4 damage of the chosen type to your attacks. The damage increases by one die at 6th level (2d4), at 11th (3d4), and at 15th (4d4).<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level, while raging you have resistance to all damage except psychic damage.<br />
<br />
;{{#anc:Breath of the Dragon}}<br />
Beginning at 11th level, you can make an Draconic breath attack of the chosen type. The breath weapon is either a 15' cone (fire or cold) or a 5 by 30 ft line (lightning or acid). The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save and half as much damage on a successful save. You can use this ability twice after which you need to finish a short rest before you can use this feature again.<br />
<br />
;{{#anc:Improved Draconic Strike}}<br />
Beginning at 15th level, increase the damage die of your Elemental Strikes from d4 to d8.<br />
<br />
;{{#anc:Draconic Fury}}<br />
Beginning at 19th level, you have mastered the ability to channel your chosen element into your weapon. Once per turn, you deal 10d10 damage of the chosen element in addition to your weapon damage.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon Blade class, you must meet these prerequisites: 14 Strength, 13 Charisma<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Blade class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2405:9800:BC10:E86B:F5A6:BD8:5A36:991Chttps://www.dandwiki.com/w/index.php?title=Dragon_Fighter_(5e_Class)&diff=1246810Dragon Fighter (5e Class)2019-12-02T15:06:26Z<p>2405:9800:BC10:E86B:F5A6:BD8:5A36:991C: /* Ability Score Increase */</p>
<hr />
<div>== Dragon Fighter ==<br />
<br />
(Dragon Blade Variant)<br />
<br />
=== Introduction ===<br />
<br />
A powerful warrior who have been chosen by dragon to become its champion. The reason why a dragon has chosen its champion is always a mystery. The only people who truly know are the champions themselves. Some people say they do it for no reason, others say that they have a quest or journey that they want their champion to do in their place and some say they just want to have some fun. Dragon Blade are powerful warriors that are not very well-known. Dragons are very selective when choosing a champion and because of this not many are around. There is also a rule for dragons about choosing champions, and it's only the powerful dragons may have a champion. Its a symbol of pride and power to them. The longer a champion remains loyal the more draconic they become.<br />
<br />
=== Creating a Dragon Fighter ===<br />
<br />
Why did the dragon choose you, why did you accept it's offer? Why did you decide to travel? Do you fight for your dragon's honor or for yourself?<br />
<br />
;Quick Build<br />
You can make a Dragon fighter quickly by following these suggestions. Dexterity should be your highest ability score, followed by Charisma. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Dragon fighter<br />
|summary= A swordmaster that fights with deadly grace, skill, and power<br />
|hd=1d12<br />
|armor=Light, medium armor and shields<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Strength and Constitution<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (finesse)<br />
|item1b=two shortswords <br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Unarmored Defense, Fighting Style<br />
|classfeatures2=Fighting Posture, Expertise, Fighter of Ether<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion, Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=Ability Score Improvement<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike, Wind Rider<br />
|classfeatures19=Style Improvement<br />
|classfeatures20=Dragon's Gift<br />
<br />
|extra1_name=Rages<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=Unlimited<br />
<br />
|extrasonleft=2<br />
|extra2_name=Rage Damage<br />
|extra2_1=+1<br />
|extra2_2=+1<br />
|extra2_3=+2<br />
|extra2_4=+2<br />
|extra2_5=+2<br />
|extra2_6=+3<br />
|extra2_7=+3<br />
|extra2_8=+3<br />
|extra2_9=+3<br />
|extra2_10=+4<br />
|extra2_11=+4<br />
|extra2_12=+4<br />
|extra2_13=+4<br />
|extra2_14=+4<br />
|extra2_15=+5<br />
|extra2_16=+5<br />
|extra2_17=+5<br />
|extra2_18=+5<br />
|extra2_19=+5<br />
|extra2_20=+6<br />
}}<br />
<br />
<br />
==== Unarmored Defense ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your {{5a|con}} modifier + your {{5a|cha}} modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Rage ====<br />
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
You have advantage on all Strength checks and Strength saving throws.<br />
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.<br />
You have resistance to bludgeoning, piercing, and slashing damage.<br />
If you are able to cast spells, you can't cast them or concentrate on them while raging.<br />
<br />
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.<br />
<br />
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense: While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Obstruction: Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must be wielding a shield.<br />
<br />
;Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
;Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.<br />
<br />
;Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while with<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +2 AC, or aggressively to gain +2 on damage and attack rolls. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Reckless Attack ====<br />
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Healing Style or the Power Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|attack}} action on your turn. The number of attacks increases to three at 10th level.<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally, you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level, your sword becomes an extension of your body and soul. You can now add half your dexterity modifier to your attack and damage rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice starting at 13th level and three times starting at 17th level.<br />
<br />
==== Draconic Features ====<br />
<br />
Beginning at 10th level you now gain some draconic feature such as scales, fangs, slit-eyes, wings, and increased strength. Because of these features your AC is now increased by 5, you can make a bite attack (2d10) and a claw attack (1d8). You now also have darkvision for 120 ft, and your strength is increased by 2(with a maximum of 22). You can fly at a speed of 60ft with your wings.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +4 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 16th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You need to finish a long rest before you can use this feature again.<br />
<br />
==== Wind Rider ====<br />
<br />
At 18th level, you gain 10 feet of movement speed and the first time you move more than 20 feet in a line towards your target on your turn, you deal 2d6 additional damage to the target. <br />
<br />
==== Dragon's Gift ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Strength and Charisma scores increase by 4. Your maximum for those scores is now 26<br />
<br />
=== Draconic Healing Style ===<br />
<br />
The Style of the Dragons Who Support Their Comrades<br />
<br />
;{{#anc:Healing Blade}}<br />
Beginning at 3rd level, As an action you may heal a comrade that is within range for 2d4.<br />
<br />
;{{#anc:Rejuvenation}}<br />
Beginning at 6th level, once a every 3 turns you may heal yourself for 2d4 as a bonus action, this ability increases at level 10 (4d4) and level 18 (3d10)<br />
<br />
;{{#anc:Damage Halve/ Damage Block}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack, or you may jump into a attack within your range that would be aimed at your ally (you will take the hit instead of them. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Healing Aura}}<br />
Beginning at 15th level, You can now create a healing aura for 10 ft. An ally in the aura heals for 5 hp per round while inside, once they leave the aura the effect is no longer with them.<br />
<br />
;{{#anc:Sacrificing Stab}}<br />
Beginning at 19th level, you can sacrifice yourself to allow any ally to regain all of their hit points. This action will put you at 1 hit point and you become unconsious.<br />
<br />
=== Draconic Power Style ===<br />
<br />
The Style of Dragons Who Want Power<br />
<br />
Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.<br />
<br />
;{{#anc:Draconic Strike}}<br />
Choose a damage type between acid, fire, cold or lightning. Beginning at 3rd level, you add 1d4 damage of the chosen type to your attacks. The damage increases by one die at 6th level (2d4), at 11th (3d4), and at 15th (4d4).<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level, while raging you have resistance to all damage except psychic damage.<br />
<br />
;{{#anc:Breath of the Dragon}}<br />
Beginning at 11th level, you can make an Draconic breath attack of the chosen type. The breath weapon is either a 15' cone (fire or cold) or a 5 by 30 ft line (lightning or acid). The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save and half as much damage on a successful save. You can use this ability twice after which you need to finish a short rest before you can use this feature again.<br />
<br />
;{{#anc:Improved Draconic Strike}}<br />
Beginning at 15th level, increase the damage die of your Elemental Strikes from d4 to d8.<br />
<br />
;{{#anc:Draconic Fury}}<br />
Beginning at 19th level, you have mastered the ability to channel your chosen element into your weapon. Once per turn, you deal 10d10 damage of the chosen element in addition to your weapon damage.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon Blade class, you must meet these prerequisites: 14 Strength, 13 Charisma<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Blade class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2405:9800:BC10:E86B:F5A6:BD8:5A36:991Chttps://www.dandwiki.com/w/index.php?title=Dragon_Fighter_(5e_Class)&diff=1246809Dragon Fighter (5e Class)2019-12-02T15:05:52Z<p>2405:9800:BC10:E86B:F5A6:BD8:5A36:991C: /* Evasion */</p>
<hr />
<div>== Dragon Fighter ==<br />
<br />
(Dragon Blade Variant)<br />
<br />
=== Introduction ===<br />
<br />
A powerful warrior who have been chosen by dragon to become its champion. The reason why a dragon has chosen its champion is always a mystery. The only people who truly know are the champions themselves. Some people say they do it for no reason, others say that they have a quest or journey that they want their champion to do in their place and some say they just want to have some fun. Dragon Blade are powerful warriors that are not very well-known. Dragons are very selective when choosing a champion and because of this not many are around. There is also a rule for dragons about choosing champions, and it's only the powerful dragons may have a champion. Its a symbol of pride and power to them. The longer a champion remains loyal the more draconic they become.<br />
<br />
=== Creating a Dragon Fighter ===<br />
<br />
Why did the dragon choose you, why did you accept it's offer? Why did you decide to travel? Do you fight for your dragon's honor or for yourself?<br />
<br />
;Quick Build<br />
You can make a Dragon fighter quickly by following these suggestions. Dexterity should be your highest ability score, followed by Charisma. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Dragon fighter<br />
|summary= A swordmaster that fights with deadly grace, skill, and power<br />
|hd=1d12<br />
|armor=Light, medium armor and shields<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Strength and Constitution<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (finesse)<br />
|item1b=two shortswords <br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Unarmored Defense, Fighting Style<br />
|classfeatures2=Fighting Posture, Expertise, Fighter of Ether<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion, Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=Ability Score Improvement<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike, Wind Rider<br />
|classfeatures19=Style Improvement<br />
|classfeatures20=Dragon's Gift<br />
<br />
|extra1_name=Rages<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=Unlimited<br />
<br />
|extrasonleft=2<br />
|extra2_name=Rage Damage<br />
|extra2_1=+1<br />
|extra2_2=+1<br />
|extra2_3=+2<br />
|extra2_4=+2<br />
|extra2_5=+2<br />
|extra2_6=+3<br />
|extra2_7=+3<br />
|extra2_8=+3<br />
|extra2_9=+3<br />
|extra2_10=+4<br />
|extra2_11=+4<br />
|extra2_12=+4<br />
|extra2_13=+4<br />
|extra2_14=+4<br />
|extra2_15=+5<br />
|extra2_16=+5<br />
|extra2_17=+5<br />
|extra2_18=+5<br />
|extra2_19=+5<br />
|extra2_20=+6<br />
}}<br />
<br />
<br />
==== Unarmored Defense ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your {{5a|con}} modifier + your {{5a|cha}} modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Rage ====<br />
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
You have advantage on all Strength checks and Strength saving throws.<br />
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.<br />
You have resistance to bludgeoning, piercing, and slashing damage.<br />
If you are able to cast spells, you can't cast them or concentrate on them while raging.<br />
<br />
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.<br />
<br />
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense: While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Obstruction: Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must be wielding a shield.<br />
<br />
;Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
;Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.<br />
<br />
;Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while with<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +2 AC, or aggressively to gain +2 on damage and attack rolls. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Reckless Attack ====<br />
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Healing Style or the Power Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|attack}} action on your turn. The number of attacks increases to three at 10th level.<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally, you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level, your sword becomes an extension of your body and soul. You can now add half your dexterity modifier to your attack and damage rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice starting at 13th level and three times starting at 17th level.<br />
<br />
==== Draconic Features ====<br />
<br />
Beginning at 10th level you now gain some draconic feature such as scales, fangs, slit-eyes, wings, and increased strength. Because of these features your AC is now increased by 5, you can make a bite attack (2d10) and a claw attack (1d8). You now also have darkvision for 120 ft, and your strength is increased by 2(with a maximum of 22). You can fly at a speed of 60ft with your wings.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +4 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 16th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You need to finish a long rest before you can use this feature again.<br />
<br />
==== Wind Rider ====<br />
<br />
At 18th level, you gain 10 feet of movement speed and the first time you move more than 20 feet in a line towards your target on your turn, you deal 2d6 additional damage to the target. <br />
<br />
==== Dragon's Gift ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Strength and Charisma scores increase by 4. Your maximum for those scores is now 26<br />
<br />
=== Draconic Healing Style ===<br />
<br />
The Style of the Dragons Who Support Their Comrades<br />
<br />
;{{#anc:Healing Blade}}<br />
Beginning at 3rd level, As an action you may heal a comrade that is within range for 2d4.<br />
<br />
;{{#anc:Rejuvenation}}<br />
Beginning at 6th level, once a every 3 turns you may heal yourself for 2d4 as a bonus action, this ability increases at level 10 (4d4) and level 18 (3d10)<br />
<br />
;{{#anc:Damage Halve/ Damage Block}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack, or you may jump into a attack within your range that would be aimed at your ally (you will take the hit instead of them. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Healing Aura}}<br />
Beginning at 15th level, You can now create a healing aura for 10 ft. An ally in the aura heals for 5 hp per round while inside, once they leave the aura the effect is no longer with them.<br />
<br />
;{{#anc:Sacrificing Stab}}<br />
Beginning at 19th level, you can sacrifice yourself to allow any ally to regain all of their hit points. This action will put you at 1 hit point and you become unconsious.<br />
<br />
=== Draconic Power Style ===<br />
<br />
The Style of Dragons Who Want Power<br />
<br />
Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.<br />
<br />
;{{#anc:Draconic Strike}}<br />
Choose a damage type between acid, fire, cold or lightning. Beginning at 3rd level, you add 1d4 damage of the chosen type to your attacks. The damage increases by one die at 6th level (2d4), at 11th (3d4), and at 15th (4d4).<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level, while raging you have resistance to all damage except psychic damage.<br />
<br />
;{{#anc:Breath of the Dragon}}<br />
Beginning at 11th level, you can make an Draconic breath attack of the chosen type. The breath weapon is either a 15' cone (fire or cold) or a 5 by 30 ft line (lightning or acid). The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save and half as much damage on a successful save. You can use this ability twice after which you need to finish a short rest before you can use this feature again.<br />
<br />
;{{#anc:Improved Draconic Strike}}<br />
Beginning at 15th level, increase the damage die of your Elemental Strikes from d4 to d8.<br />
<br />
;{{#anc:Draconic Fury}}<br />
Beginning at 19th level, you have mastered the ability to channel your chosen element into your weapon. Once per turn, you deal 10d10 damage of the chosen element in addition to your weapon damage.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon Blade class, you must meet these prerequisites: 14 Strength, 13 Charisma<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Blade class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2405:9800:BC10:E86B:F5A6:BD8:5A36:991C