https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Cadezka&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T19:40:46ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1170399Dragonsoul Warrior (5e Class)2019-05-04T21:33:52Z<p>Cadezka: /* Dragon Power */</p>
<hr />
<div>{{needsbalance|See talk page}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Dragon Strike Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
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}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat the armor, that you are wearing, with a small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one minute or until dismissed. You can activate this as a bonus action 2 times between long rests and 4 times at 9th level. <br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save type<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|none<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|none<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked once at the beginning of your turn for a minute. They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Any effect that targets a melee attacker targets the aggressor, and only the aggressor, if they are within 5 ft.<br />
<br />
The save for this ability is 8+your constitution modifier+ your proficiency modifier<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for 1 minuet. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts 1 minuet. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks for 1 minute.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 20th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 20th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 20th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1170398Dragonsoul Warrior (5e Class)2019-05-04T21:27:56Z<p>Cadezka: /* Draconic Armor */ further clarification for melee attackers</p>
<hr />
<div>{{needsbalance|See talk page}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Dragon Strike Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
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|extra1_16=<br />
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|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat the armor, that you are wearing, with a small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one minute or until dismissed. You can activate this as a bonus action 2 times between long rests and 4 times at 9th level. <br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save type<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|none<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|none<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked once at the beginning of your turn for a minute. They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Any effect that targets a melee attacker targets the aggressor, and only the aggressor, if they are within 5 ft.<br />
<br />
The save for this ability is 8+your constitution modifier+ your proficiency modifier<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 20th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 20th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 20th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1170397Dragonsoul Warrior (5e Class)2019-05-04T21:26:39Z<p>Cadezka: /* Draconic Armor */ clarification for melee attacker targets.</p>
<hr />
<div>{{needsbalance|See talk page}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Dragon Strike Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat the armor, that you are wearing, with a small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one minute or until dismissed. You can activate this as a bonus action 2 times between long rests and 4 times at 9th level. <br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save type<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|none<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|none<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked once at the beginning of your turn for a minute. They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Any effect that targets a melee attacker targets the aggressor, and only the aggressor.<br />
<br />
The save for this ability is 8+your constitution modifier+ your proficiency modifier<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 20th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 20th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 20th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1170396Dragonsoul Warrior (5e Class)2019-05-04T21:24:07Z<p>Cadezka: /* Dragon Strike */</p>
<hr />
<div>{{needsbalance|See talk page}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Dragon Strike Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat the armor, that you are wearing, with a small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one minute or until dismissed. You can activate this as a bonus action 2 times between long rests and 4 times at 9th level.<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save type<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|none<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|none<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked once at the beginning of your turn for a minute. They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
The save for this ability is 8+your constitution modifier+ your proficiency modifier<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 20th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 20th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 20th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1170395Dragonsoul Warrior (5e Class)2019-05-04T21:23:05Z<p>Cadezka: </p>
<hr />
<div>{{needsbalance|See talk page}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Dragon Strike Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat the armor, that you are wearing, with a small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one minute or until dismissed. You can activate this as a bonus action 2 times between long rests and 4 times at 9th level.<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save type<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|none<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|none<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked once at the beginning of your turn for a minute. They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
The save for this ability is 8+your constitution modifier+ your proficiency modifier<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1170394Dragonsoul Warrior (5e Class)2019-05-04T21:20:39Z<p>Cadezka: /* Draconic Armor */ clarification</p>
<hr />
<div>{{needsbalance|See talk page}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat the armor, that you are wearing, with a small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one minute or until dismissed. You can activate this as a bonus action 2 times between long rests and 4 times at 9th level.<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save type<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|none<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|none<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked once at the beginning of your turn for a minute. They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
The save for this ability is 8+your constitution modifier+ your proficiency modifier<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1170393Dragonsoul Warrior (5e Class)2019-05-04T21:18:43Z<p>Cadezka: /* Draconic Armor */ rebalancing and rewording</p>
<hr />
<div>{{needsbalance|See talk page}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one minute or until dismissed. You can activate this as a bonus action 2 times between long rests and 4 times at 9th level.<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save type<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|none<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|none<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked once at the beginning of your turn for a minute. They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
The save for this ability is 8+your constitution modifier+ your proficiency modifier<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1169436Dragonsoul Warrior (5e Class)2019-05-01T12:55:12Z<p>Cadezka: spaced out dragon's blood</p>
<hr />
<div>{{needsbalance|Hugely overpowered: for example at 1st level you have heavy armor, shields, d12 hit dice, can wield a heavy weapon and a shield (I think "wield heavy weapons as if they are medium weapons" implies that they can wield heavy weapons in one hand?!), and has a +3 to attack rolls?! Overloaded with features on most levels. Recommend reading through the PHB classes to give you some sense of what number ranges are acceptable.}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Dragon's Blood Improvement<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=1169361User talk:Marasmusine2019-05-01T01:15:24Z<p>Cadezka: /* Regarding the Dragon Knight class */ new section</p>
<hr />
<div>Hello, to leave me a new message, click on the "+" tab just above. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:05, 5 June 2016 (MDT)<br />
<br />
{{Archives<br />
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|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &ndash; 120)<br />
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}}<br />
<br />
==Harry Potter==<br />
Do you know who the Harry Potter expert is? I would like to ask about Azkaban and Dementors. (I would treat the Patronus as a modified familiar.)--Redrum 14:10, 23 February 2019 (MST)<br />
<br />
Is there any info on the Knight Bus? --Redrum 14:20, 23 February 2019 (MST)<br />
<br />
Has anyone tried to post Boggart Stats? --Redrum 14:28, 23 February 2019 (MST)<br />
<br />
:Sorry, you said "Harry Potter expert"? There isn't really a designated "Harry Potter expert"... what is your question about Azkaban and Dementors?<br />
<br />
:There appears to be no search results for Knight Bus or Boggart. Quite a Harry Potter fan, are you? Also, when signing your comments, please use two dashes and four tildes (<nowiki>--~~~~</nowiki>), which results in this... --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 15:05, 23 February 2019 (MST)<br />
<br />
:Redrum, I designate you as the Harry Potter expert, since you know at least two terms from the books (which is two more than me). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:45, 25 February 2019 (MST)<br />
<br />
::LOL. Wait, that means you haven't read Harry Potter?! (ノಠ益ಠ)ノ彡┻━┻ --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 06:33, 25 February 2019 (MST)<br />
:::I read the first four pages of the first book :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:17, 25 February 2019 (MST)<br />
::::... wut --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 11:52, 26 February 2019 (MST)<br />
:::::Then I stopped. I guess I'm more of a House of Leaves kind of book person.[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:48, 27 February 2019 (MST)<br />
::::::HOW COULD YOUUUUU... and what is House of Leaves? --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 05:05, 27 February 2019 (MST)<br />
::I read all 7 ORIGINAL books but my memory is a little spotty on the details. --Redrum 18:27, 27 February 2019 (MST)<br />
<br />
:Would you treat Quidditch as Aerial Combat? Is there a "sports model broom of flying?--[[Special:Contributions/63.142.81.74|63.142.81.74]] 13:12, 2 March 2019 (MST)<br />
::I don't know about Marasmusine but I would treat Quidditch as Aerial Combat. Also, I don't think there is a need for a "sports Model' Flying Broom.--Redrum 13:37, 2 March 2019 (MST)<br />
::I would treat any sport as a skill challenge. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:50, 4 March 2019 (MST)<br />
<br />
==Night Fury==<br />
<br />
So I was making a [[Night Fury (5e Creature)|Night Fury]] creature and there appears to be something wrong with it for some reason: unless I remove all the traits, it only displays four of them? I'm not sure what the problem is. --[[User:Dinomaster337|Dinomaster337]] ([[User talk:Dinomaster337|talk]]) 28 February 2019 (MST)<br />
<br />
:should be good. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:04, 28 February 2019 (MST)<br />
::Thanks!--[[User:Dinomaster337|Dinomaster337]] ([[User talk:Dinomaster337|talk]]) 28 February 2019 (MST)<br />
<br />
:::You're welcome. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:13, 28 February 2019 (MST)<br />
<br />
==tool proficiency==<br />
<br />
Is there a way to turn fishing tackle (or an expanded version) into something that requires tool proficiency? --Redrum 15:07, 9 March 2019 (MST)<br />
<br />
:That depends on how you are using it. I assume you mean for actual fishing in this case, in which you'd need a fishing rod, right? And that would require tool proficiency.<br />
:Sorry, I'm just not exactly understanding the purpose of your question here... --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 16:28, 9 March 2019 (MST)<br />
<br />
:The problem is that someone with the Survival skill would reasonably expect that to include being able to use fishing tackle. If you make it a tool kit, it means that anyone who does not have the proficiency can't go fishing. I mean, you could do that for your campaign if you want to, but it seems like an unnecessary complication. I think fishing is just one of those things its assumed most adventurers can do, like horse riding. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:48, 10 March 2019 (MDT)<br />
<br />
::I was thinking about doing a background based around fishing but I guess your right about it being an unnecessary complication. --Redrum 16:58, 13 March 2019 (MDT)<br />
:::I think a fisher is actually a good idea for background, think of all the stories from literature about fishers and whalers. ''The Old Man and the Sea'', ''Moby Dick'', etc. The background would have the vehicles (water) proficiency.<br />
:::I did make a [[Whaler's Kit (5e Equipment)]] which shows you can have a specialized tool kit that goes beyond what you would expect for normal "survival" fishing. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:05, 14 March 2019 (MDT)<br />
<br />
==Skill Proficiency==<br />
<br />
Would Law be an Intelligence skill or a Charisma skill?--Redrum 15:13, 9 March 2019 (MST)<br />
<br />
:Hmm, I'd say it would be an Intelligence skill, because it has to do with the knowledge of knowing how it works, and how to enforce it, how it works, etc. I don't see as much of a relation of Law with Charisma, other than possibly enforcement, but then I think that'd be through Intimidation or Persuasion. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 16:27, 9 March 2019 (MST)<br />
<br />
:It depends on what you mean by "Law", you need to be more specific.<br />
:If you are just checking your knowledge of local laws, this could be Intelligence (History). <br />
:If you involved in a trial, it's going to be a skill challenge involving Intelligence (Investigation) - preparation and interviews - and Charisma (Pursuasion) for presenting your case and swaying a jury.<br />
: [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:48, 10 March 2019 (MDT)<br />
::Marasmusine, I was thinking a cross between Investigation and Persuasion.--Redrum 16:54, 13 March 2019 (MDT)<br />
<br />
== Forge of Kwalish ==<br />
<br />
Are you still working on [[Forge of Kwalish (5e Equipment)|this item]]? I like the idea, but the article has not been worked on in a long time and i would be sad to see it gone or remain a stub. I could take over, if you want to.<br />
<br />
:Oh yes, please do. If it isn't obvious, the inspiration comes from the Horadric Cube from Diabolo 2. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:02, 10 March 2019 (MDT)<br />
<br />
::thank you! Unfortunately i never have played a diabolo game, but i will try and work from the exisiting examples, as well as a quick fandom wiki search.--[[User:Doctor Dee|Doctor Dee]] ([[User talk:Doctor Dee|talk]]) 05:12, 10 March 2019 (MDT)<br />
:::Try to have a mix of recipes that the players might try through trial and error (what happens if we stick in a vial of acid and a vial of oil?); and specific recipes that would require some investigation or discovered in treasure parcels. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:48, 10 March 2019 (MDT)<br />
<br />
== [[Alien Technology (5e Sourcebook)|Alien Technology (5e Sourcebook)]] ==<br />
<br />
Hey, can you take a look at the bottom of this page? There are a couple sections that aren't turning into sections with ===, and I'm not sure what is wrong. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 09:59, 10 March 2019 (MDT)<br />
<br />
== Need help with the Thri-kreen page ==<br />
<br />
Hello, as of recently I've been going through and updating old races and pages for 5e, the latest one I've set my eyes on is the Thri-kreen page. I am not an administrator and I don't know the exact process for updating a page but I believe it needs a rework and I'd like to take a crack at it. There are multiple issues and flaws that I have come up with solutions to solve and all I ask is for your permission, I ask you because you were the most active member in the talk section of the page. If you want me to list all the changes I have in mind just let me know.<br />
<br />
Sincerely, ''Living Natural 1''<br />
<br />
:[[Thri-Kreen (5e Race)]] looks fairly stable at the moment. Perhaps you could outline what needs changing on the talk page so it can be discussed. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:38, 16 March 2019 (MDT)<br />
<br />
== A bit of a mix up ==<br />
<br />
Upon further inspection I see that someone created a second Thri-Kreen, the first one is fine but the second one doesn't even have a proper talk page along with plenty of flavor and trait issues, I believe someone copy pasted the link to the other Thri-Kreen talk channel. In all honesty the second page seems abandoned and I'd just remove it all together<br />
<br />
https://www.dandwiki.com/wiki/Thri-kreen_(5e_Race)<br />
<br />
Sincerely, Living natural 1<br />
<br />
:Ah yes, I see. Doesn't seem to be much point to that page, so I've redirected it. <br />
:By the way, you can sign your messages with four tildes <nowiki>~~~~</nowiki>. Welcome to D&D Wiki! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:29, 16 March 2019 (MDT)<br />
<br />
== Archives ==<br />
<br />
Hey Mara, some of your talk page archives seemed a bit haphazard, so I went ahead and organized them for you so that there are 30 conversations to a page. I didn't think you would mind, but please do let me know if you feel I've overstepped your boundaries. {{User:Geodude671/Signature}} . . 13:20, 8 April 2019 (MDT)<br />
:That's fine, thankyou. Feel free to do more boring maintenance tasks for me in future :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:40, 9 April 2019 (MDT)<br />
<br />
== Discord ==<br />
<br />
Hey, in case you didn't notice already, most of us have moved from the old Discord server to a new one because of disagreements over server management; new link is [https://discord.gg/EnsRxSV here]. {{User:Geodude671/Signature}} . . 13:20, 8 April 2019 (MDT)<br />
:Thanks for the info, I might drop by later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:39, 9 April 2019 (MDT)<br />
<br />
== Nonsense ==<br />
<br />
This word seems to be a typical reason on delete reasons you are placing. I am not sure that it is in line with civility and etiquette. The most reason one I came across from a pseudo Thor hammer of ham, "Complete nonsense. I don't think the OP even knows what edition of D&D they are writing for." I mean if you can rationalize how someone would appreciate this critique maybe I can reconsider how I interpret this language. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 08:48, 10 April 2019 (MDT)<br />
:I apologise for being harsh. Would "the mechanics do not make sense in the context of 5th edition" be better? And "It's unclear if 5th edition was the intended edition for this content"? This can be the case if the author is using terms from 3rd or 4th edition. Link me to the page so I can see. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:00, 10 April 2019 (MDT)<br />
<br />
::[[Pulledporknir Thor's Ham (3.5e Equipment)]] is the page I specifically mention above. I do think that grammar is much more helpful for others in addition to not being harsh. I was really worried mentioning any thing. Thanks for making this a comfortable thing to discuss. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 09:09, 10 April 2019 (MDT)<br />
:::It's okay, I have a tendency to get snobbish so I occasionally need to be moderated. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:59, 10 April 2019 (MDT)<br />
:::I've left a needsbalance template explaining why I think the page is nonsense. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:10, 10 April 2019 (MDT)<br />
<br />
== Voice of Madness 3.5 Class ==<br />
<br />
Hello Marasmusine,<br />
<br />
I was really interested in the 3.5 prestige class "Voice of Madness" you made a few years ago. Unfortunately, it has been deleted (by you?)... Is it possible to find it anywhere else?<br />
<br />
Thanks in advance,<br />
<br />
:Hello, I've restored it to [[Voice of Madness (3.5e Prestige Class)]]. I didn't make the page, but I had marked it as abandoned after no-one looked at the balance issues. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:16, 12 April 2019 (MDT)<br />
<br />
:: Thanks a lot!<br />
<br />
Thank you for all your help with these items. I am new to creating items. I would like to create set bonuses on all of them, but that seems to be causing the problem you have commented on. How would you recommend re-wording them to make them more compliant? I also made changes to Sseth's Boots of Regeneration that I think may have solved the problem with it. Please review and let me know<br />
<br />
== Sune's Blessed Flail ==<br />
<br />
This item was not just a "weapon of more damage". It is a part of a set. A required piece to add set bonus to other pieces. What am I missing?<br />
:Hi, I'll discuss it on your talk page. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:28, 13 April 2019 (MDT)<br />
<br />
==Battle Bagpipes==<br />
<br />
Is there a way to use a masterwork musical instrument as an arcane focus? --[[Special:Contributions/63.142.81.74|63.142.81.74]] 16:31, 17 April 2019 (MDT)<br />
<br />
:If we are talking 5th edition, bards use musical instruments as a focus for bard spells. You'll need to explain "masterwork" musical instruments to me, as they are not in the core rules. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:33, 18 April 2019 (MDT)<br />
<br />
::There is 5e homebrew rules for artisan's tools posted on this site. I sort of mean that. --[[Special:Contributions/63.142.81.74|63.142.81.74]] 12:53, 20 April 2019 (MDT)<br />
<br />
:::If we are going by homebrew rules and not core rules, then you'll need to check with your DM. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:29, 20 April 2019 (MDT)<br />
<br />
==Gonculator(3.5e)==<br />
<br />
Is it possible to use Ghost Sound, Leomund's trap, and Nystul's Magic aura to create a 3.5e magical item that is effective a magical red herring? --[[Special:Contributions/63.142.81.74|63.142.81.74]] 12:56, 20 April 2019 (MDT)<br />
:Check with your DM I guess. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:25, 20 April 2019 (MDT)<br />
<br />
== Persona ==<br />
<br />
I'm debating between completely fixing or making a variant to the Persona User Class, as I'd begun to error-fix it. Which should I do? This one will not include the spells, and will completely retool the class into a variety class, for campaigns revolving Persona, such as my own.<br />
:Hi there. If you want to keep the same page title, my advice is to edit the existing page, but write the class from scratch. Don't try and fix it. Just go ahead and delete everything that won't be transferred into your design. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:40, 20 April 2019 (MDT)<br />
<br />
==Weird question==<br />
<br />
Is there an Unearthed Arcana for 5e? --[[Special:Contributions/63.142.81.74|63.142.81.74]] 16:52, 24 April 2019 (MDT)<br />
:It's what they call the playtest material at WotC: http://dnd.wizards.com/articles-tags/unearthed-arcana [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:55, 24 April 2019 (MDT)<br />
<br />
== Regarding the Dragon Knight class ==<br />
<br />
First, I want to thank you, as you’re the first to give actual criticism about my class because, as of late, my group I play with is always MIA whenever we try to get together or play over the internet. But, I fear I’ve yet to fix all of the issues with the class. Mainly, the flow “sub-class”. In play testing(both arena and in a mock game) I found most leaning towards it for the regeneration. If possible I’d like to not remove it, but it may need to happen or be majorly changed. I did space out and remove some class features that felt out of place. Draconic strength (the main reason for the unbalanced stub) and Draconic Empowerment(I honestly don’t know why I thought that one was a good idea). I tried to keep most features and improvements away from levels that ability score improvements were on. I’ve also lowered the hit die to d10s and increased weapon proficiency to include only martial weapons. And I’ve expanded the starting equipment choices. But I am now at a loss as to what else needs fixing/balancing/removing, so I’m reaching out to you in hopes you are willing to lend more of a hand that you’ve already given. Also, I’ve taken what was stated on the stub to heart. I reread the PHB again and a refresher was definitely needed and I do need to consult it more often. I do hope you give me more feedback and that I’m not bothering you by thanking you and asking for assistance.--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 19:15, 30 April 2019 (MDT)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1169351Dragonsoul Warrior (5e Class)2019-05-01T00:50:41Z<p>Cadezka: Major rebalances due to the criticism by the template placer. If you read this, your criticism was greatly appreciated and more changes are coming. Draconic empowerment removed due to being a “filler feature”. Dragon strength removed due to balance.</p>
<hr />
<div>{{needsbalance|Hugely overpowered: for example at 1st level you have heavy armor, shields, d12 hit dice, can wield a heavy weapon and a shield (I think "wield heavy weapons as if they are medium weapons" implies that they can wield heavy weapons in one hand?!), and has a +3 to attack rolls?! Overloaded with features on most levels. Recommend reading through the PHB classes to give you some sense of what number ranges are acceptable.}}<br />
== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a long sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Martial weapons<br />
|tools=<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=Scale mail<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Blood Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Extra Attack (2)<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Ethereal Form Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=<br />
|classfeatures18=Ethereal Form Greatly Improved<br />
|classfeatures19=<br />
|classfeatures20=Ultimate Dragon Strike<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 6th level and thrice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter as an action.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath as a bonus action. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 20th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 13th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d4 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts after you.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level and you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1137241Dragonsoul Warrior (5e Class)2019-02-13T16:23:29Z<p>Cadezka: Dragon Power: Specified the amount of uses before hitting the 14th level. Increase to amount of time with an empowered weapon. Minor typo cleansed.</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows throughout your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level, you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points elsewhere. At the 13th level, you can now wield heavy weapons as if they were light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. This can be used twice. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d6+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th level.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spellcasting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You also gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength saving throw is failed the creature has disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minute. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones, and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as yours. They will still need to meet their basic needs but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1134349Dragonsoul Warrior (5e Class)2019-02-06T16:38:29Z<p>Cadezka: grammar crusade</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=All armor and shields<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows throughout your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level, you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points elsewhere. At the 13th level, you can now wield heavy weapons as if they were light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similar to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attackers are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy-sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of your choice is hit with a pillar of dragon's breath. After the first eruption, the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse your weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short-lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength-based attack rolls, skill, and ability checks, and inflict half damage with all Strength-based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level, you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage, you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage. (If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgment unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minute. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level, you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level, your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spellcasting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You also gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength saving throw is failed the creature has disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minute. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones, and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as yours. They will still need to meet their basic needs but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level, you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only count once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level, you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level, you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level, you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition, you gain advantage on any saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level, the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level, your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, whether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level, your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level, you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they're gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to the initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level, your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, greatswords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1127262Dragonsoul Warrior (5e Class)2019-01-22T16:20:16Z<p>Cadezka: /* Dragon Power */ added the saving throw back to silver</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|con14<br />
con19<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in a single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1127259Dragonsoul Warrior (5e Class)2019-01-22T16:18:32Z<p>Cadezka: /* Dragon Power */ added the missing colors. They were removed at one point, can't say i know who did it or why</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze(blue)<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper(black)<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in a single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1124583Dragonsoul Warrior (5e Class)2019-01-15T16:38:37Z<p>Cadezka: /* Burning Will */ I made a mistake, I made it disappear</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in a single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1124582Dragonsoul Warrior (5e Class)2019-01-15T16:37:50Z<p>Cadezka: /* Burning Will */ Added some flavor text to make the subclass more appealing</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in a single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double.<br />
;Unstoppable force<br />
At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1124581Dragonsoul Warrior (5e Class)2019-01-15T16:36:43Z<p>Cadezka: /* Burning Will */</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in a single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. <br />
;Unyielding<br />
At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1124579Dragonsoul Warrior (5e Class)2019-01-15T16:32:03Z<p>Cadezka: /* Tooth and Nail */ clarified how initiative is gained and gave a nerf to how many initiatives a single creature can have.</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(damage caused willingly is not null)(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 2 initiative values in a single combat.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1124297Dragonsoul Warrior (5e Class)2019-01-14T16:57:47Z<p>Cadezka: /* Flow */ lessened the overall healing potential to keep combat from being too easy</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest. You will lose the ability to regenerate for the duration of this effect.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvenation effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage). You will have a minor rejuvenation effect when gifting your flow to allies.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1124296Dragonsoul Warrior (5e Class)2019-01-14T16:54:06Z<p>Cadezka: /* Ultimate Dragon Strike */ gave breath flair's reaction a recharge for balance</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction(recharge 4-5) and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1124294Dragonsoul Warrior (5e Class)2019-01-14T16:49:02Z<p>Cadezka: /* Dragon Power */ a time nerf to breath pillar, it was to op in game</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d8+2)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1122042Dragonsoul Warrior (5e Class)2019-01-07T16:29:06Z<p>Cadezka: Undo revision 1121012 by Burrito27 (talk)</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1122041Dragonsoul Warrior (5e Class)2019-01-07T16:28:38Z<p>Cadezka: Undo revision 1121014 by Burrito27 (talk)</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
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<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to reroll the save. You can do this twice at 8th level and trice and 17th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level you can user your dragon’s blood to empower one of your weapons. Choose when of your weapons that your are proficent in. With that weapon, you can wield the weapon as if it were one size smaller and Gain a +1 to attack rolls with the weapon. At the 6th level you may choose one other weapon. At the 13th level you can now wield your prefered weapons as if they where two sizes smaller (minimum light) and gain a +2 to attack rolls. At 18th level all weapons you are proficent in are considered your prefered weapon.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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. You can't increase an ability score above 20 using this feature.<br />
<br />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. The save is 8 + your Constitution + your Proficency. You can activate this 1 time per short or long rest(2 at 9th level, 3 at 15th level).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|The attacker is splashed with acid and must make Dex save or take 1d8 acid damage<br />
|<br />
|-<br />
|Blue<br />
|The attacker must succeed a Con save or drop their weapon<br />
|<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d4) poison damage<br />
|<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 5ft of you is exposed to a toxic smell<br />
Must succeed on a Con save or be stunned until the end of their next turn<br />
|-<br />
|Bronze<br />
|Melee attackers must succeed a Str save or forced back 5tf by a strong gust of wind<br />
|<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 10ft of you have half their movement speed<br />
|<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you must succeed a Wis save or have disadvantage on attack rolls not targeted against you<br />
|<br />
|-<br />
|Silver<br />
|A creature that makes an attack against you must succeed a Con save or become slowed intil the end of their next turn<br />
|13 con<br />
|}<br />
<br />
<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can use this feature equal to your Constitution modifier (minimum 1). You can choose which to use and this feature will regain expended uses after a long rest. The DC is equal to 8 + your Constitution + your Proficency<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 10ft of the you. The creature must succeed on a Dex saving throw or take 1d10 breath weapon damage. After the first eruption the ground will bear illusionary cracks mirroring the color of your breath weapon type. The effect lasts for 1 minute. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of you dragon's breath. The damage will increase at the 9th level. This lasts 1 minute. Here's a chart to show your options and any color that has another by it deals the same damage as that one. <br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target and deals an extra 1d4 acid damage<br />
|con14/3d4<br />
con19/5d4<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail a Con save.<br />
|Dex15/1d6<br />
dex20/3d6<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a poisonous cloud around your target until the end of their next turn. cloud blinds a 5ft area around you. any creature inside the cloud makes a Con save or takes 1d8 poison damage<br />
|Con/2d8<br />
Con/3d8<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. you deal an extra 1d10 fire damage<br />
|con13/2d10<br />
con18/3d10<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target. A creature hit makes a Con save or become slowed and take an extra 1d4 cold damage<br />
|Con14/2d4<br />
Con/3d4<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them. The creature must make a Con save or gain one level exhastion<br />
|level 2<br />
level 3<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 5ft of you away. Any large or smaller creatures must make a Str save or be sent 15ft away from you and knocked prone.<br />
|Effects Huge<br />
Effects all sizes<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by 10ft until the end of their next turn if they fail the Str save<br />
|half speed<br />
0 speed<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms. The creature makes a Str save or suffers -2 to attack rolls until the end of their next turn <br />
|-3<br />
disadvantage<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system. The creature makes a Con save or becomes incapacitated until the end of their next turn.<br />
|}<br />
<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a long rest to recover the charges. Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. Make a ranged attack roll equal to your Con modifier + proficency. The damage is 3d8(6d8 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 8+your proficiency bonus and your constitution modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 2d6 and increases to 4d6 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once per short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and can extend or retract them as an action. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to 20ft, you gain darkvision up to 120ft. If you already have darkvision, the range is doubled. At the 11th level your flying speed is increased by 10ft. And at the 17th level when you're flying you can hover. At 20th level, you gain Truesight of 30ft<br />
<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, and will listen to your commands. It will complete commands to the best of it's abilities within reason.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you can reduce the damage of non-magical physical attack by 1d10 + your Constitution mod + your Dragon Knight level. <br />
<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you. If a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect. As a bonus action, you can expend your hit die to regain HP.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. That creature uses their hit die instead of yours. The effect will last for 1 minute and you can use this feature again after a long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to up to 2 allies within 60ft of you. You also gain HP equal to half the hp regained by an ally within range.<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die equal to your Charisma modifier + 2.Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's. At the 9th level your rage die are now d10's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you use your reaction to reduce the damage dealt to allies within 5ft of you by your strength modifier + your proficency modifier (minimum of one damage). In addition, you also gain a charge attack that requires a 20ft running start, dealing 1d8 bludgeoning damage and forcing a Str save or fall prone. You can then use your bonus action to make another attack against that target.<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level You can add your proficency to your initative modifier. At the 5th level, All allies within 30ft of you can add their your proficency to their initative and at the 9th level if you roll initative under 10, you can treat the roll as a 15.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level if you are reduced to 0 Hit points but not killed outright, you can instead stay at 1hp. At the 5th level, You can do this equal to you Constitution modifier + your proficency (minimum of 1). At the 9th level your will power increases and it takes more than 10 damage to down you.<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is doubled to weapon attacks. In addition to this, when you reduce a creature to 0 hit points, you regain your constitution modifier in hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, your attacks deal extra damage equal to your proficeny modifier.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, You can cause yourself to take a -5 penalty to your attack roll, but a +10 to damage rolls.<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=User_talk:Revival&diff=1110873User talk:Revival2018-12-04T15:17:50Z<p>Cadezka: /* Really appreciate the class help, but... */</p>
<hr />
<div>== Void Elf Help ==<br />
Firstly I would like to say thank you very much for your help! You mentioned that the Call of the Void should be changed into a Variant Rule as it essentially forces a role play element to the race. What exactly is that and how would I go about doing that?<br><br />
About the sub race situation... The sub races are supposed to be a sort of IRL Social status. They don't become anything aside from a Void Elf but their chosen class places them into that social class. In the design note I put the Example: Void Elf, Ren'Dorei Warlock. It is supposed to be basically you Race(void elf) your "sub race"(Ren'Dorei) then your class (warlock). Hope that maybe clarifies the idea? <br><br />
Yes the traits were meant to have unlimited uses as they are I guess comparable to Caltrips as you stated. They are meant to be a onetime use in combat sort of ordeal nothing to essentially break the game but as I did pull the content from WOW and remix it for D&D it wouldn't be the same if it was a onetime and gone thing. As for the issue with the Spacial Rift I don't personally know what exactly to word it but this is a video of it in use in game. https://www.youtube.com/watch?v=GuwZFhwG_xc . I went ahead and made as many changes as I could based on what you suggested. <br><br />
Regarding the Traits you had mentioned that you would choose void form over void embrace but In the same sense the Drakyn feats are used together to stack and increase damage the same idea applies here. <br><br />
https://www.dandwiki.com/wiki/Void_Elf_(5e_Race)<br><br />
I would love some more feedback from you on what may need to be changed or anything once again thank you very much and please feel free to contact me if you need any feedback or help I would be more than happy too!<br />
<br />
[[User:slinger124|slinger124]] ([[User talk:slinger124|talk]]) 02:32, 10 September 2018 (MDT)<br />
<br />
== Chronomancer ==<br />
<br />
Hey, so I recently just finished putting all the things that I myself wanted inside of the chronomancer class and was wondering if there was anything I should fix or anything like that, basically a review in a sense, and some advice on if the class is good/worthy of being a class yet, as you can see I'm still new to this community and it takes me a minute to figure things out like communicating with others xo) but I'm really hoping you can show me the ropes so that I can put more thought into the other two classes that I am currently creating as well--[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 09:07, 16 July 2017 (MDT)--[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 09:07, 16 July 2017 (MDT)<br />
<br />
: Wow man, honored to be of help. I'll take a look over the next few days, and I'll write my thoughts on the discussion page for the class. Again, wow. Thanks for asking. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:17, 16 July 2017 (MDT)<br />
<br />
== Drugs ==<br />
<br />
I was thinking, and that your the only one that me myself somewhat know, would it be possible to create another category that would involve drugs on the 5e homebrew option hyperlinks? because yea there's potions but those aren't drugs, me myself was thinking "My DM has a lot of drugs in his group, but they don't have any effect towards anyone, what about people that take it in combat or something, yea they are there but they have no bonus' or negative affects unless the DM specifically says so" so, because of that, that's why I'm actually wondering about that because that would actually be pretty cool to make drugs and stuff including a herbalist area that could be using a map of faerun as reference describe the types of random greenery like herbs trees and so on for people that would like to use potion making or again for drugs --[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 22:35, 13 August 2017 (MDT)<br />
<br />
:First of all, sorry to budge in - I was loafing around during worktime and found this page on [[Special:RecentChanges|Recent Changes]].<br />
<br />
:Having drugs sounds nice to me as well, perhaps I can ask to join in development? Fantastic drugs and drug-abusers would also pump up my campaigns, as well as other campaigns anyone would prepare with this wiki. The idea is cool, but the implementation would be tricky - which is exactly why I, if possible, would like to join the process. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 22:58, 13 August 2017 (MDT)<br />
<br />
::I honestly don't know if that is possible. I'm going to ask an admin about that and see what obstacles are in the way. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:44, 14 August 2017 (MDT)<br />
<br />
:::Disclaimer: I made [[Chems (Fallout Supplement)|drugs]] and an [[OGC:Main|entire pseudo-namespace]] before I was an admin. It's generally cool to do new things, as long as it's done so as to integrate with what has come before.<br />
<br />
:::Now, I thought we had a drugs category but we don't. I think drugs were generally relegated to [[Beneficial Drugs (3.5e Variant_Rule)|variant rules]], and indeed, I can't think of any published rules for drugs. If you wrote or otherwise showed some 5e rules that could be referenced for how drugs worked, that'd be a good start. I'm assuming they don't work just like potions, or else you could just reskin potions as "drugs." Otherwise, you can always categorize your creations as [[:Category:Drug|drugs]]. Remember: Be bold, take initiative, try new things :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 07:57, 14 August 2017 (MDT)<br />
<br />
::::A few drug (alchemical mixtures is probably a better term) examples, and a start with this list, should get this moving in the right direction. Keep in mind that if there are no official examples then a rule system will be required. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:37, 14 August 2017 (MDT)<br />
<br />
:::::Seems like more than few people are actually interested in this! I may not the best in this wiki, but I'll get to work on this. (It would be so surprising for myself to thank my own insomnia for this.) --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 09:41, 14 August 2017 (MDT)<br />
<br />
:::::Aaaaaand it's online. [[Drugs and Medicines (5e Variant Rule)]] is the page, fellow wikians! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 10:15, 14 August 2017 (MDT)<br />
<br />
:::::: I left went to work and came back to see all this xo) happy to see how much it suddenly blossomed, but because (thinking that it is still in trial and run stage) I don't believe that there are any official sources that explain drugs except for WeirdoWhoever's page that he just made (thank you!!) but thinking about it, for the drugs there will most likely be a way to create them (like always) and the thoughts that popped up in my head is still that herbalism where to find/get/how much they would cost if sold as ingredient etc. also for each drug can be a cool way to create them instead of just saying "using a alchemist kit i make it" like for blood shot it could say only as a example not taking over the drug or anything "to create this, you grind up the required herbs place it inside of an metal hollow ball to stick in a furnace (something hot) and heat the ingredients up and splash water or some kind of liquid to instantly cool it to make a water substance in which is red to create blood shot"<br />
<br />
:::::::Thanks for having m- ''us!'' Oh, and I'm copying your comments to the [[Drugs and Medicines (5e Variant Rule)]]'s talk page for reference, we can continue our discussions there. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 09:00, 15 August 2017 (MDT)<br />
<br />
== Master Caster ==<br />
<br />
Hello, BSFM (I hope you don't mind me calling you that). I was wondering if you had an idea for a proposed revision for the Master Caster feat, that might take into account both Geodude's and JSDP's wishes, while providing a fresh perspective. I am asking here because that talk page is rather cluttered, but I would also like to see this resolved sooner rather than later. If you don't have a revision in mind, don't worry. It was worth a shot asking :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:07, 6 October 2017 (MDT)<br />
<br />
::Hey Gamer, I don't mind at all. Worse things to be called haha. About your idea, if the feat was taken at level 1, I read your proposal as they can take a level 9 spell. So that baits the question, can they cast it? Do they still need a spell slot available to cast a spell of that level? <br />
::None the less, JSDP seems unhappy no matter what. I think members of the community have proposed great ideas for balancing (G. Dragon & Geo) but that doesn't seem to matter. In addition, every time it seems a final draft can be done, JSDP makes a little change and you're left wondering where did that idea come from, hence why I must walk away for now. I do not mind discussiong here with you, I can check the Talk page for Master Caster for discussion her with you but at this time, I believe it best to take time away from JSDP. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:14, 6 October 2017 (MDT)<br />
<br />
== Response to Beholderborn ==<br />
<br />
Hello! you recently asked me about my Beholderborn page, and asked about "Once Awakened", at the time that part was a work in progress, and you will now see a table of which to determine your "awakening". the awakening is the event that a Beholderborn Realizes or "awakens" to its true power, hope this helps,<br />
<br />
--NicMINEBOMB24 10:34, 18 October 2017 (MDT)<br />
<br />
== hey BigShot ==<br />
<br />
you said if i need help with anything i could come talk to you and im making a class called vampyre,you can find a link to it on my talk page and i dont know how to insert pictures so i was wondering if you can help me out with that<br />
<br />
:Did you see the reply on Mara's page? Someone gave a tip what to do, did that not work? I've not yet experimented with pictures yet so I'd be learning with you about posting them. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:37, 17 November 2017 (MST)<br />
<br />
::ok but who is Maras thanks anyway<br />
<br />
:::You posted on his talk page yesterday, Marasmusine. Sometimes called Mara for short. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:43, 17 November 2017 (MST)<br />
<br />
thanks i just relized that[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:03, 17 November 2017 (MST)<br />
<br />
== Vampyre Class ==<br />
<br />
Big shot thank you for reviewing my [[Vampyre (5e Class)]] and after redoing somethings and tweaking it i think you should review the sub classes and give me feedback on it thanks.if you want to of course<br />
<br />
:Sure thing man. I am going over another user's stuff briefly and will look at yours agains. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:20, 18 December 2017 (MST)<br />
<br />
== Machinamancer and Spells ==<br />
<br />
Hey BigShot, <br />
<br />
I was told that you would be able to help me. I've recently uploaded a class and some spells that we use in our D&D canmpaigns. However, it would be nice to get opinions/balance changes. I was told to post it like this with links below.<br />
<br />
Class:<br />
https://www.dandwiki.com/wiki/Machinamancer<br />
<br />
Spells:<br />
They are all under Wizard and being with "Leonardo's..." or "Viktor's..."<br />
There is one Cleric Spell - https://www.dandwiki.com/wiki/Viktor%27s_Teachings_For_Adran<br />
<br />
I hope this is correct? If there's anything I need to do or change, let me know and thank you in advance for any help!<br />
<br />
:I'd be happy to assist. I'll take a look over the next few days. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:17, 18 December 2017 (MST)<br />
<br />
Hi BigShotFancyMan, sorry it's taken me so long to respond to this but things came up IRL. I've now responded to (hopefully) everything you've posted. If you have a few more minutes, any additional help would be awesome. The spell "Viktor's Teachings For Adran" needs the most attention if you could have a look at the talk page. Also, I don't know if there's a way to check whenever you respond to something?<br />
<br />
:there’s your watchlist and you can also receive email notifications when changes occur. You might get some others’ help but if not, I’ll address them over the course of the next few (3) days. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:47, 5 May 2018 (MDT)<br />
<br />
Ahh, awesome! Thank you! No need to rush, just if you're available! Thank you in advance. :)<br />
:so it was gonna bug me if I took that many days to respond. It was nice some things were fixed, but a couple I think still need help. The ones I recommended for deletion I still think should be, and anytime you see Blobby383b comment, dude knows his sheet and earnestly wants to improve any article he comments on, so at least try to use his advice. <br><br />
:it’d also be helpful if you typed the tilde “~” four times at the end of your comments so it helps people know who is talking on talk pages. It places a signature for everyone to see. <br><br />
:lastly, happy to hear IRL has given you a breather. May it last for you. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:35, 5 May 2018 (MDT)<br />
<br />
Is Machinamancer another name for Technomancer? --Redrum 18:36, 20 June 2018 (MDT)<br />
:I could totes see how one would perceive it that way. Up to you I suppose! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:45, 20 June 2018 (MDT)<br />
<br />
==Questions==<br />
I have two questions for you BigShot one is are you a admin because if not you should totally be one and is it possible to make up a type of damage such as air damage,or water damage maybe even decay damage. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:30, 22 January 2018 (MST)<br />
<br />
:Bigshot isn't an admin, although I feel they need a bit more experience on the site before becoming one. As for damage types, air damage would just be slashing as that is how air damages you(or force if it pushes a creature), things that deal damage with water would deal bludgeoning damage, and decay is simply necrotic damage(decaying flesh).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:48, 22 January 2018 (MST)<br />
<br />
::You are too kind, I am not an admin. I don't think I handle difficult users with the right finesse, and I do not have the time that I think the wiki deserves. <br />
::In regards to your question, it is quite possible to make up your own damage, as a DM. When it is your table anything goes. When creating content for this wiki, I'd suggest sticking to core/WoTC printed material. If you must create something new, I'd recommend there being great cause and an explanation for it. Most of us would provide argument that whatever effect you are going for can be applied via a damage source that already exists.<br />
::Kind of a long answer, but I think it best to have all the information. and again, thank you for the compliment. It will be a long time before I forget these words. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:55, 22 January 2018 (MST)<br />
<br />
::I didn't even get a chance Blobby383b lol thanks though. See what I saying about arguments for using already established damage? Typically, there's is no reason to deviate. Try asking what people would classify a damage as. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:55, 22 January 2018 (MST)<br />
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:::I believe cold damage can be used for water and cold air attacks. Hot air attacks could maybe use fire damage? Bludgeoning is probably a good alternative for both.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 16:42, 22 January 2018 (MST)<br />
<br />
::::Thanks thats a big help running a homebrew campaign is like harder that my calculus this really helps a lot and about bigshot being an admin that came from the heart dont let it go to the head.<br />
<br />
:::::haha no worries about it going to my head. In light of recent things, it just meant a lot to hear that. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 15:53, 22 January 2018 (MST)<br />
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::::::i have two more questions how do i determine average dmg for a player character and how does one rule a kingdom.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 13:27, 24 January 2018 (MST)<br />
<br />
Average damage is the same weather is creature or PC (iirc). You halve the damage die, and round down if need be. Ruling a kingdom, that is a bit a different question. Can you provide some details; race, size, environment, what things are you unsure about? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:45, 24 January 2018 (MST)<br />
<br />
:Not sure if this is what you're talking about, but the free [http://www.drivethrurpg.com/product/194619/Immortals-Companion Immortals Companion] (that I'll transcribe to here one of these days) for D&D 5e has rules for managing dominions. If you're talking about other editions, I'm sure I can find rules for them too.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:53, 24 January 2018 (MST)<br />
<br />
::For the kingdom,Lets just say i was a [[Real Dragon (5e Race)]] The kingdom is small its only a mile wide in length.during the day the environment is really bright with bunch of flowers blooming but at night the moon barley shows and the streets are pitch black.and the citizens are all human.and the main thing im unsure about it is how do i keep the kingdom running should i strike fear into all of them can do that because most will leave.how do i make an income do i just overtax everyone.how much do i pay my people for their jobs is a army even necessary when they have me a [[Dominion Overlord (5e Class)]] as their king and stuff like that.And Big shot can you take a look at my [[Dominion Overlord (5e Class)]] i got some stubs saying that it was overpowered which i get it is but its gone a long while without anyone noticing just wondering why now [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:31, 25 January 2018 (MST)<br />
<br />
:::Are you DMing or PCing? or playing this solo? As a DM, you can devise a way that keeps the citizens trapped so they can't leave and are forced into labor. Or, if that is a morbid thought, you could ignore the numbers and flavorful describe that the kingdom runs smoothly with adequate wages and the ruler lives a comfortable life. If you are a PC, then you got to ask how your character would play it out and wait for the DM to give the results. If you don't like the results, then you need to come up with ways to keep your people happy (festivals, tournaments, praise). I believe the PH/DMG have guidelines for wages (something about paying for services). Typically a town/city/metropolis has a standing guard, which I think is 1/10 the population but don't quote that. Without the DMG I can't be certain. In fact, do you own the DMG? I'd recommend reading it for advice on this. <br />
:::I'll take a look. I'd say the wiki has gotten a recent robustness to edit content. I mean, a page being debated with zeal and passion went untouched over a year and then gets a deletion stub lol I wouldn't take it personal. I've got content that I am waiting for others to fine comb. Just be open minded to the changes. If you don't like them, have good flavor to justify it and still be ready for compromise. Might have to lose a little somewhere to gain what you are fighting for elsewhere. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:58, 25 January 2018 (MST)<br />
<br />
Am i DM'ing or PC'ing thats a good ''Quest''ion on thursday and fridays i DM and my friend just so happens to love my Dominion overlord so much he decided to play as it but on saturday and sunday the roles switch where i play the Dominion overlord because its so fun.and no i dont own any D&D books but thats why theirs the internet.and thanks for the help might as well copy the U.S Constitution for the rules of my kingdom.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 10:33, 26 January 2018 (MST)<br />
<br />
I also finished the [[Dominion Overlord (5e Class)]] waiting for you do give it a run through. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:05, 26 January 2018 (MST)<br />
<br />
When you intimidate a creature does it become frighted of or charmed.can you give the creature orders and it will act to the best of its ability or will it just run away.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:59, 30 January 2018 (MST)<br />
<br />
:I don’t want to use either of those terms because the mean specific gameplay mechanics. When you successfully intimidate someone they might become scared. Usually it is along the line they will do what you’re “intimidating” them to do. An order can be given through intimidation (this is probably the most common way of it occurring) but it isn’t the same as some spells effects where it lasts 1 minute or an hour. The intimidation only lasts as long as the subject is scared. It’s another gray area of roleplaying, where the DM makes most the decisions along these lines (usually because PCs are intimidating NPCs) if you’re curious about opposing rolls or a DC, DC can be passive wisdom, opposing check of wisdom saving throw, or DC involving CR or HD or as the DM don’t get bogged down by numbers and make the game fun. If they’re on streak, and need put in place: fail (except in really high rolls) or of down on luck then anything higher then a result of an 8 they succeed. If they roll a 1/20 improvise something interesting. I try to tell a story when I DM and use the numbers as guidelines. Xanathars guide to everything might outline 1st party theory on this, sorry I don’t have it. Also sorry for my exhaustive answer, but I’m my defense it isn’t simply black and white. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:09, 30 January 2018 (MST)<br />
<br />
::thank you i really need to buy some dnd books [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 10:31, 31 January 2018 (MST)<br />
<br />
:::lol yes, very much so. There are pdf versions you can acquire. I am not good at that, but others are. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:24, 31 January 2018 (MST)<br />
<br />
Alright i got a serious question say i wanted to review some of the classes and races on this site on YouTube would i have blur anything out is their like secret content and things like that. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:03, 1 February 2018 (MST)<br />
<br />
:You should post that question on the [[User Talk:Admin|ask an admin]] page. I don't know the right answer for that and anything I would guess is quite possibly going to steer you the wrong way. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:47, 1 February 2018 (MST)<br />
<br />
::Big Shot if your not to busy i was hoping if you could review my [[Vampyre (5e Class)]] for the spelling and grammar i think i got all of it but i want to be sure. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 15:03, 6 February 2018 (MST)<br />
<br />
:::Sure thing dude :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 7 February 2018 (MST)<br />
<br />
::::I made 5 minor edits and when I got to 20th level, it needed edited as well. I did not touch it or the subclasses. I hope there is enough in the edits I made for you to be able to wrap up the rest. I think it is much better than it was though. A couple general tips, "At xth level," there's a comma there. I think DC is the only abbreviation used in SRD? meaning spell out Blood Points. Otherwise, I've seen the grammar and punctuation improved on other articles as well which is very helpful for others and encourages them to help you. If we can't read something or understand it, then we can't help. Cheers man, have a good weekend [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:05, 9 February 2018 (MST)<br />
<br />
== XGtE Arcane Archer buff ==<br />
<br />
[[Arcane Archer Arcane Shot (5e Class Feature)]]<br />
<br />
I came across an idea to help the archer feel better. Similar to how the PH Ranger was meh and UA Ranger is good. The idea is have arcane shot uses scale with your proficiency bonus & any arcane shot that deals 2d6 damage at first, and scales to 4d6 at level 18 get an intermediate damage increase at level 10 of 3d6. Talking with my group that liked it we changed it to be:<br />
<br />
*Whenever you gain an Arcane Shot option, the number of uses increases by one.<br />
<br />
The keeps the feature tied to the subclass and rather than letting people dip into and it scale without investing (and follows better with subclass features correlating with class level not character level. We also added that shots that deal 2d6 damage at level 18 get a 1d6 at level 10. Hopefully this helps other players/groups.<br />
<br />
''shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, EVERYBODY!'' <br> [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:34, 23 January 2018 (MST)<br />
<br />
:Oh! If it's just one feature you're changing, you could make a small [[5e_Class_Feature_Variants|(5e Class Feature Variant)]]. That would be a good way to share it, and the Class Feature preload is suited for just such a task :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 07:55, 23 January 2018 (MST)<br />
<br />
::I've got it posted. Most likely some phrasing issues (tricky thing to communicate the damage idea). Thanks a lot for the direction of where to post this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:10, 23 January 2018 (MST)<br />
<br />
:::If you really want a buff add different tipped arcane arrows,like arrows that deal a specific type of damage like say you have 5 arrows left you can have each one deal a different type of damage Cold,Fire,Lighting,Force,and acid just my opinion.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:29, 24 January 2018 (MST)<br />
<br />
::::Arcane shots do have varying effects on them already. And another user has submitted arcane shot options already. I don't see an issue suggesting this on [[Arcane Archer Arcane Arrow Effects (5e Class Feature)|that talk page]]. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:40, 24 January 2018 (MST)<br />
<br />
== Special Chat? ==<br />
<br />
I only just noticed in one of your edits on the Behemoth Talk page that you linked a special chat, I can be on there whenever you want to discuss the class just let me know!--[[User:HalfHeartedAvenger|HalfHeartedAvenger]] ([[User talk:HalfHeartedAvenger|talk]]) 10:45, 22 March 2018 (MDT)<br />
:Indeed I did link it that day to try and pan out details a little quicker while I was/am at work. I don't camp there though because of work so don't stress it. I hope you enjoy recent changes on the class. There's also a Discord Server people use, more popular than the Tavern.[[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:00, 22 March 2018 (MDT)<br />
::Ah okay yeah I'm pretty new to the community as it were. I'm at work too most days so I find it hard to go in and edit the chat room. I figured it would be nice to talk to you about it in a more succinct way, especially since all of these changes have led to me having more questions and opinions(I do like the overall direction, but feel like some changes are taking away too much from the original purpose(like the complete removal of the increased crit change, for instance). Mind you that I'm fine with whatever changes are made as long as there is a general consensus that they fit the class well enough and are balanced.--[[User:HalfHeartedAvenger|HalfHeartedAvenger]] ([[User talk:HalfHeartedAvenger|talk]]) 11:13, 22 March 2018 (MDT)<br />
:::Check out Blobby's review on the Class Review topic, he makes points that the critical hitting doesn't add much damage especially for a class making one attack. If the class made more attacks, crits would be great, but there a better features to fit into this classes design of one large hit. But please, ask away on the [[Behemoth (5e Class)]] talk page, it's come a long way and in a good way too. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:57, 22 March 2018 (MDT)<br />
<br />
== Bigshot ==<br />
<br />
Hello bigshot its been a while but i was making the [[Inferno (5e Class)]] and i need an opinion on balance and flavor if your not too busy that is.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:46, 22 March 2018 (MDT)<br />
:Of course I will, might not be for a week though? I usually don't wiki too much on weekends and next week isn't a normal week for me. If anything, I'll give a crash on it with an intent to get in depth later (like I usually do) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:57, 22 March 2018 (MDT)<br />
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Thats cool ill leave it alone for a while and just tell me when you do get a look at it,thanks [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:00, 22 March 2018 (MDT)<br />
<br />
== Shinobi (5e Class) ==<br />
<br />
i need your help with some wording on my [[Shinobi (5e Class)]] its the Obliteration Technique at 17th level i want to be able to use my action to save my attack that i was going to use and on my next turn attack twice or instead keep on saving.for example. i use my action and i now one attack saved and on my next turn us emy action to gain another attack.to a maximum of five and then unleash a flurry of attacks onto my enemy.it currently reads.<br />
<br />
*At 17th level you can use your action to begin charging while charging your movement speed is zero and you must act as if you are concentrating on a spell.when it is your turn you can attack an enemy within 10 feet of you twice or instead use your action to continue charging,if you do you can make another attack after the 2nd (Max 5),when you use this feature you cant do it again until you complete a long rest.<br />
<br />
this is as proper as i can make it but to me it doesn't sound right if you have any suggestions feel free to change it.{{unsigned|Alucarddragonborn}}<br />
<br />
:Hey man! I've responded on the appropriate [[Talk:Shinobi (5e Class)|talk page]] so I hope to hear from you there. Thanks for reaching out :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:58, 30 April 2018 (MDT)<br />
<br />
== Fight Club 5 Transribing ==<br />
<br />
Here is the information that you wanted with the links included<br />
<br />
:18:45, 10 May 2018 Phantom Wolf (Talk | contribs): I like to include the race background so that you know who each race is <br />
:18:44, 10 May 2018 Phantom Wolf (Talk | contribs): here is an example of what you have to do when the race has a few different subraces: https://github.com/Lee62me/DnDAppFiles/blob/patch-2/Homebrew%20&%20Third%20Party/Races/Catfolk <br />
:18:41, 10 May 2018 Phantom Wolf (Talk | contribs): just the race i meant <br />
:18:40, 10 May 2018 Phantom Wolf (Talk | contribs): think you could help with that? <br />
:18:32, 10 May 2018 Phantom Wolf (Talk | contribs): creating the class pages are going to be quite a bit more diffuclut from what i have seen <br />
:18:32, 10 May 2018 Phantom Wolf (Talk | contribs): that is the link for the aggrand race that i coded based upon the homebrew race <br />
:18:31, 10 May 2018 Phantom Wolf (Talk | contribs): https://github.com/Lee62me/DnDAppFiles/blob/patch-2/Homebrew%20%26%20Third%20Party/Races/Aggrand <br />
:18:31, 10 May 2018 Phantom Wolf (Talk | contribs): looks like it is a little to long, let me find one that i did that is slightly smaller <br />
:18:30, 10 May 2018 Phantom Wolf (Talk | contribs): here is an example for adding a race: <br />
:18:27, 10 May 2018 Phantom Wolf (Talk | contribs): compared to some of the other languages i know <br />
:18:27, 10 May 2018 Phantom Wolf (Talk | contribs): bother, then you can't get the app. You can still help if you want though. I could text or email you images of the tutorial if you want to help. It is a rather simple coding style <br />
:18:25, 10 May 2018 GamerAim (Talk | contribs): No, I do not. <br />
:18:17, 10 May 2018 Phantom Wolf (Talk | contribs): do you have a mobile apple product? <br />
:18:15, 10 May 2018 Phantom Wolf (Talk | contribs): I had to add them as a trait feature <br />
:18:12, 10 May 2018 Phantom Wolf (Talk | contribs): No, I had to do a little bit of thinking outside the box for adding the race background info <br />
:18:12, 10 May 2018 GamerAim (Talk | contribs): Seems like you could make a bot that transcribes the data for you. <br />
:18:12, 10 May 2018 Phantom Wolf (Talk | contribs): I am afraid that the app is only available in the apple App Store as far as I know <br />
:18:11, 10 May 2018 Phantom Wolf (Talk | contribs): It is a rather simple coding style, you just have to copy and paste the information in the right format. I could give you a quick lesson that should help. The app even has a tutorial on it for coding new classes, races, items, and even backgrounds if I am not mistaken <br />
:18:09, 10 May 2018 GamerAim (Talk | contribs): Afraid I've neither time nor skills :( <br />
:18:07, 10 May 2018 Phantom Wolf (Talk | contribs): And that is only the homebrew stuff. They already went ahead and put in the main stuff from the books <br />
:18:06, 10 May 2018 Phantom Wolf (Talk | contribs): You want to help me? <br />
:18:06, 10 May 2018 Phantom Wolf (Talk | contribs): There is a repository for the app on GitHub, but I have to code almost 10,000 items 😓 <br />
:18:04, 10 May 2018 Phantom Wolf (Talk | contribs): I have to code it correctly for it to be used <br />
:18:03, 10 May 2018 Phantom Wolf (Talk | contribs): I am afraid that I don’t quite know how to create a new class or race. I am already working on a long term project, transcribing all of the 5e material in here for usage in the Fight Club 5 app {{unsigned|Phantom Wolf}}<br />
<br />
:I've put this off long enough and I think I was lying to myself when I thought I could help. I would be more than happy to help with anything you've uploaded to the wiki, but I <s>can't</s> don't want to assist with transferring or whatever this process is. I am sorry if I mislead you. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:48, 22 June 2018 (MDT)<br />
<br />
== Some more help ==<br />
<br />
I wanted to know if this featured for the [[Dominion Overlord (5e Class)]] was too overpowerd before you say yes i want you to know the idea behind,I want it able to be able to resist magical attacks. it currently reads. <br />
<br />
;Overlord Supreme<br />
You hate when some one uses magic against you so your hate has made you almost invulnerable to magic.At 18th level you are resistant to magical effects done by spell caster's (Wizards,sorcerer's warlocks and the like) and have advantage on saving throws against them but this goes both ways and healing spells have no effect on you.EX.if you are hit with fireball you have advantage on the saving throw and only take half the damage and if some one was to use a healing word you gain no hit points.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:39, 18 May 2018 (MDT)<br />
::to clarify:<br />
:::1. Advantage on saving throws vs spells<br />
:::2. Resistance to spell damage<br />
:::3. Immune to healing spells<br />
I’ve used spells instead of spellcasters because it is a vague term any list might not include future classes released. Let me know if I’ve understood this correctly though. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:21, 18 May 2018 (MDT)<br />
<br />
that is exactly want i want just wondering if that was overpowered.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 14:27, 22 May 2018 (MDT)<br />
:apologies for the delay, I’ve been away. I don’t think it’s overpowered in itself, possibly when combined with other features though. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:58, 7 June 2018 (MDT)<br />
<br />
== Administration ==<br />
<br />
Welcome to Adminship. You are now part of "The Face" of D&D Wiki. You have more burden on yourself now that you are an admin because users will be looking at you for editing help, knowledge about pages, etc. Make sure to familiarize yourself with [[Meta Pages]] to help address this burden. I recommend you take a look at [[Special:ListGroupRights]] if you have not already. Some of the new feature's uses follow: You can now delete pages, protect pages, rollback edits, block users and IP's, edit every page, patrol edits, and do a couple more minor things.<br />
* Deleting pages is normally done through [[:Category:Candidates for Deletion]]. Anything with a good reason to be deleted on that page should be deleted. Other times pages should be deleted is in the case of vandalism, spam, or even when someone makes a page and after a few edits they either blank the page or replace it with something like "Please delete this". If this page consisted of close to just the preload it is fine to just delete it.<br />
* Protecting pages has quite a few different times when it should be used. Pages should be protected according to the author's wishes (with [[Template:Locked Page]] added to the top of the page in question), in case of conflict (with [[Template:Temp Locked Page]] added to the top of the page in question), in case of [[Help:FAQ#What are OGL, OGC, SRD, and GNU FPL?|OGC]] published materials (with [[Template:OGL Top]] added to the top of the page in question and [[Template:OGL Bottom]] added to the bottom), or finally if the page is a vital part of D&D Wiki's organization. Also, if it deals with D&D Wiki's organization the page needs to be protected. For Example [[3.5e Homebrew]] is protected from all non-sysop edits. No template needs to be added to pages if they are part of D&D Wiki's organization (even though some do exist like [[Template:Admin Locked Page]])<br />
* Blocking a user or IP should be used with respect to [[Meta Pages#Policies|policy]]. To block someone just click "block" (found on [[Special:Recentchanges|Recent Changes]], the diff in question, the userpage, etc) and fill out the corresponding form. For a typical vandalism attack I normally block the user for two weeks. Certain things demand a longer block and others a shorter. No standards have been set for block lengths so use your best judgment.<br />
* Editing every page on D&D Wiki mostly means you can now edit the [[5e SRD:System Reference Document|5e SRD]], [[SRD:System Reference Document|3.5e SRD]] and the [[MSRD:Modern System Reference Document|MSRD]]. Feel free to edit them if inaccuracies are found. If interested further please look at their To-Do lists; I am sure your help will be appreciated.<br />
Now that you are an admin I would say more burden is placed on you, but I really hope you enjoy being an admin and I hope you decide to stay around on D&D Wiki for a while more to come. Welcome to Adminship. Again, you're now part of "The Face" of D&D Wiki. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:00, 12 June 2018 (MDT)<br />
<br />
:Congratulations :)--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 09:33, 12 June 2018 (MDT)<br />
::Thank you both very much. I look forward to being a help around the site! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:46, 12 June 2018 (MDT)<br />
<br />
Bigshot made admin yaaay I told you this was going to happen alucarddragonborn.<br />
:lol yes you did. TYVM Alucard [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:28, 30 June 2018 (MDT)<br />
<br />
== Commendation ==<br />
Hey, I appreciate the help you have given on my pages in the last couple of days. I panicked a bit when I had a dozen or so emails saying my pages had been changed, but I'm not great at breadcrumbs and such (as you have noticed). Thanks for helping with that. Just saying, you make the wiki a better place. If you have some pointers for [[Nökken(5e Race)|Nökken]], a couple of tags were added and then re-added after some editing, so I would appreciate your thoughts. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 05:19, 22 June 2018 (MDT)<br />
:Hey Zibby! That's great to hear, thank you a lot. I will take a look at the Nokken and see how I can help out. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:07, 22 June 2018 (MDT)<br />
<br />
== Hey Bigshot ==<br />
<br />
I have a question if I wanted to rename something how would I do that thx always. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 21:54, 10 July 2018 (MDT)<br />
<br />
:At the top where the tabs are, there is one named "move". Click on that and you'll be brought to a page to choose a new name and give a reason. As long as you aren't moving something from a user page to a "regular" page should be rather simple. I'm off to bed so I hope you have success. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:01, 10 July 2018 (MDT)<br />
<br />
::I forgot there's an option to leave a redirect. Leave checked just to be safe. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:03, 10 July 2018 (MDT)<br />
<br />
:::Only admins have the option not to leave a redirect; regular users always leave a redirect. {{User:Geodude671/Signature}} . . 22:08, 10 July 2018 (MDT)<br />
::::doh! Thanks for clearing that up Geo. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:10, 10 July 2018 (MDT) <br />
<br />
Thx for that but I have one more problem it's my Dominion Overlord or more specific the Juggernaut Drive yes it's broken and I want to change that but I'm out of ideas so do you have any Overlord_ish lv 20 features to make it good but not broken.alucarddragonborn<br />
<br />
:I replied on the [[Talk:Dominion Overlord (5e Class)|Dominion Overlord]] talk page. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:09, 18 July 2018 (MDT)<br />
<br />
== need help ==<br />
<br />
know you have been helping with the [[Duel Terminal :Order of the Warlords (5e Campaign Setting)]] could you help keep an eye out on it dont know how to report someone don't appreciate being called stupid or threatened for making custom rule sets and monsters the page is very much a work in progress if could help moderate we would be much obliged [[User:DuelingDuelistDrew|DuelingDuelistDrew]], [[User:Dmoice|Dmoice]] 08:20 9/6/18 (EST)<br />
:I’ve been parsing through the edits since they started. Could you share where you called stupid? And don’t take CL’s comments as a threat, but as an informal warning. One that they need to consider for themselves if that’s how things will go. Other than that, take a break from the wiki for a couple hours if you can. To prevent any hasty edits. ([[User talk:BigShotFancyMan|talk]]) 06:28, 6 September 2018 (MDT)<br />
::can i send a edit i deleted im not sure how i would do that [[User:DuelingDuelistDrew|DuelingDuelistDrew]], [[User:Dmoice|Dmoice]] 09:53 9/6/18 (EST)<br />
:::I am not sure I follow. Every edit is logged. You can email the page you are talking about if you don't want to publicly send the information. Otherwise, post a link to the page in our discussion here and we can continue a conversation on that pages talk page and figure out what edit you are referring to. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:52, 6 September 2018 (MDT)<br />
<br />
== A star of the barn variety ==<br />
<br />
{{Barnstar|Consistently you are level-headed, open-minded, active, productive, and collaborative all at once{{dash}}which these days is both exceptionally rare and valuable. You're a beacon shining in the darkness. You're a pizza with every topping. - [[User talk:Guy|Guy]] 18:19, 8 September 2018 (MDT)}}<br />
<br />
How do you not already have one of these? - [[User talk:Guy|Guy]] 18:19, 8 September 2018 (MDT)<br />
:lol while all edits are valued equally on paper, I think practically some edits <s>have greater implications/uses and its the greater things</s> get more recognition and its those edits that I don't hit the notch on (i.e. coding and transcribing). This action and the words that accompany it are...more than you'll know. Thank you, very very much.<br />
::''Dear diary,''<br><br />
::''Today I got a Barnstar and .....'' [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:31, 8 September 2018 (MDT)<br />
<br />
== Working on the 5e Necromancer ==<br />
<br />
Howdy howdy! I know you're very busy but I wanted to check in on your thoughts regarding the [[Necromancer_(5e_Class)]] suggestions I made in the discussion regarding the level 5 ability alongside the new capstone. I'm currently playing the Necromancer in a 5e game with permission from my DM and am planning to use it as a prolonged play-test for the class. With this in mind, any feedback and thoughts on ''my'' feedback and thoughts would be great! Thanks again for your help! [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 20:12, 23 September 2018 (MDT)<br />
<br />
== Cardslinger ==<br />
Hi Bigshot, I'm a big fan of the Cardslinger 5e class and it seems Rosewater's account is inactive if you would like to balance it. So far I've been playing it as-is without the extra attacks but there are still confusing things like whether you have to throw at a character and why you would want advantage if it's AoE damage and whether to use dex or con for saves. Please take a look. You might be able to make some permanent changes this time around. {{unsigned|134.197.0.21}}<br />
<br />
:Hey thanks for reaching out. I am hesitant to do that because Rosewater was inactive when I started the overhaul for that page and they came back and it wasn't pretty. I'd be able to collaborate on a variant with you since I too am fond of this class design. Let me know! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:25, 2 October 2018 (MDT)<br />
<br />
::Hi, sorry, I'm new to the wiki and don't really know how to format yet. I'd love to collaborate on something like this as I now have some experience playing the class from levels 6-8 in the underdark. Please let me know and I would jump at the opportunity to make a more balanced version of the Cardslinger. [[User:Daedalus|Daedalus]] ([[User talk:Daedalus|talk]]) 03:26, 3 October 2018 (PST)<br />
<br />
:::You seem to be able to use a talk page just fine, so that's more than enough to help. I'll try to start this soon so we can hash out a functional cardslinger class! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:52, 3 October 2018 (MDT)<br />
<br />
== Hello Big Shot ==<br />
<br />
I know it's been awhile but I've been working on the [[Shinobi (5e Class)|Shinobi]] and I wanted to know if you look at it<br />
<br />
:Hey dude! I sure can when I have time. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:06, 11 October 2018 (MDT)<br />
<br />
Thanks for the feedback on the Shinobi class it means alot I'll make some edits to make it easier to understand.<br />
[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 16:05, 13 October 2018 (MDT)<br />
<br />
:Heck ya, no problem. It is really cool seeing your articles get better and better the longer you hang around. Thanks for being a good sport and interested person in balance. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:29, 13 October 2018 (MDT) <br />
====Adminship====<br />
So I'm looking in the wiki and see that gamer aim is request to be admin I thought he already was also can I voice my opinion on the matter I don't really know what he did so some clarity could be useful thanks. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 18:53, 13 October 2018 (MDT)<br />
<br />
:well, RfA is also a way to remove Adminship from an admin. There are users unhappy with GA’s behavior. I’d prefer to leave it at that and allow you to read some of the RfA comments. My vote there shared my opinion, and you’ll find many more there. I don’t wish to invite its stress to my page honestly. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:59, 13 October 2018 (MDT)<br />
<br />
:I hope BSFM doesn't mind me pitching in? Since you mentioned wanting clarity: if the RfA page is too verbose or you have questions, feel free to message me on my talk page or on Discord :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 20:09, 13 October 2018 (MDT)<br />
<br />
== Featured Article Nominations ==<br />
<br />
Yo BSFM, I have no idea who best to bother about this - How the hell does Featured Article nomination work? I've read all the associated pages, the meta-info about it, the past nominations and I feel no more elucidated. How do I nominate a page for FA? Do I just have to add a nomination template and hope for the best? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 09:13, 15 October 2018 (MDT)<br />
<br />
:Not to barge in, but I saw the recent edit: I believe it begins with a nomination on the talk page of the article with the template, addressing any issues that might exist before a consensus is ultimately reached when the article is either approved or denied. At least, that's what happened at my own pages: [[Talk:Pantheon_of_Tirr_(Tirr_Supplement)|Pantheon of Tirr]] and [[Talk:Rockworm (3.5e Creature)|Rockworm]]. -[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 09:18, 15 October 2018 (MDT)<br />
<br />
::Indeed y'all be correct. If you find an article you believe to be a good candidate, throw the template on there. Afterwards, any issues or concerns will be brought up. Based on consensus, a bureaucrat will give the thumbs up, or down. I think it to be the best way to drive collaboration on an article and truly find its worth. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:59, 15 October 2018 (MDT)<br />
<br />
== Review on the Alucard class ==<br />
<br />
Sorry to bother you I know your busy but I went through and did a review on rosewater Alucard class I wanted you to double check it to see if I missed anything thank you always [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 23:16, 15 October 2018 (MDT)<br />
<br />
:ofcourse! :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:09, 16 October 2018 (MDT)<br />
<br />
Bigshot is it just me or did the wiki go down at about 9:00 am est {{unsigned|Alucarddragonborn}}<br />
<br />
:not sure as there were other issues on my end. definitely some issues though with pages loading incorrectly. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:55, 16 October 2018 (MDT)<br />
<br />
Same with me I was in the middle if editing a page then I pressed save changes at it wasn't working but it's fine now.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 13:08, 16 October 2018 (MDT)<br />
<br />
== Aquamancer class help? ==<br />
<br />
Hello there! I hope I can trouble you for a little bit of help with the [[Aquamancer_(5e_Class)]] that I'm working on -- no rush, totally when it's convenient for you. I already got some input from ConcealedLight, who was very helpful in getting the subclasses more balanced and polished-feeling. Now I'm mostly looking for input on the Spellsprings and Cohort, the two central class features along with fullcasting.<br />
<br />
I just did a rework of the Cohort based on [http://archive.wizards.com/default.asp?x=dnd/ex/20061010a the second entry on this page], which isn't a 5e resource, so I'm not sure how balanced my implementation of it is for 5e.<br />
<br />
As for Spellsprings, CL suggested I structure them more like sorcery points. I agree that sorcery points involve less bookkeeping and are better for that reason, but I also think the Spellspring implementation I have now is pretty flavorful, and I think it doesn't make sense for the Spellspring feature to scale up the likes of ''{{5e|Sleep}}'' or ''{{5e|Cure Wounds}}'' at the same rate as first-level divination spells without higher casting (''{{5e|Detect Magic}}'', et al.). I'm hoping with an extra pair of eyes we can find a best-of-both-worlds, balanced implementation.<br />
<br />
Anyway, like I said, just if and when you're able to help with this, I will greatly appreciate it. Thanks! [[User:Ctenochaetus|Ctenochaetus]] ([[User talk:Ctenochaetus|talk]]) 21:38, 30 October 2018 (MDT)<br />
<br />
:Sure can! Sorry to be short too. Thanks for reaching out :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:07, 31 October 2018 (MDT)<br />
<br />
== Adding Columns? ==<br />
<br />
I’m currently trying to create another column for a class I’m working on called the https://www.dandwiki.com/wiki/Ninja_(5e_Class) and no matter what I try I can’t seem to figure out how to add another column to the table. I even went to the Table section on the Help Portal but I still was confused. I’m wanting to add a column in between the Proficiency Bonus and the Features columns. I’m wanting to add Ki Points to the table similarly to the Monk class. https://www.dandwiki.com/wiki/User:Dishonor0nYoCow (talk)<br />
:Replace the placeholder text next to the parameter "extrasonleft" with the number "1". Now you have a column between the Proficiency Bonus and the Features columns. Now name the parameter for extra_1 "Ki Points" and replace the entries for each row of the table with the number of ki points for each level, okay? If you want to keep the column for Concealed Tricks, make it extra_2, etc. That oughta do it. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:52, 1 November 2018 (MDT)<br />
<br />
Thanks so much! [[User:Dishonor0nYoCow|Dishonor0nYoCow]] ([[User talk:Dishonor0nYoCow|talk]])<br />
<br />
:Thanks Q! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:59, 1 November 2018 (MDT)<br />
<br />
== I have a problem ==<br />
<br />
Hey Big Shot I have a problem I made a vampire 5e class a long time ago and it got stubs because of course it did and then I did a redo on the same page and it was cool then I made a vampire variant called at the Vampire Knight and it was cool then I took a couple weeks off the wiki and when I got back on like an active again the vampire 5e class was changed back to the old version and the vampire variant AKA The Vampire Knight was now the redone version in the way of putting it and the Vampire Knight the one I've worked on recently is now gone and I was wondering if you could help me out with that thank you alucarddragonborn<br />
<br />
:Gonna need to try and break this down a little better. I found three pages for Vampyre's you've worked on (at least to what I see).<br />
:#[[Vampyre, Variant (5e Class)]]<br />
:#[[Vampyre (5e Class)]]<br />
:#[[Vampyre Knight (5e Class)]]<br />
:To me it looks like all the pages are there. Let me know if this doesn't help. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:22, 13 November 2018 (MST)<br />
<br />
You found it I couldn't but yea its all correct but vampire variant should be the vampyer 5e class don't know how that happened but thanks for your help alucarddragonborn<br />
<br />
:No problem dude! Good luck :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:14, 14 November 2018 (MST)<br />
<br />
== Hey Big Shot I need some help ==<br />
<br />
Hey man! Thanks for the help and advice on multiple of my pages! <br />
I finally got some more free time to get back to creating and fixing pages.<br />
Regarding the [[Aura Magister (5e Class)]] that I have been working on I have been making edits and believe it is in need of one last edit before I would remove the incomplete tag. However, I am stuck... I was reading through your advice and got stuck on your 5th suggestion. <br />
:"Head Aura Magister uses a different DC that is worse than what a normal one would be (8+prof bon+relevant ability mod). Also, a free 4d6 healing is quite strong. While it is capstone, I still don't think unlimited healing, or unlimited with such a high value, should be encouraged."<br />
I can see how this would definitely be seen as unbalanced. Fixing the DC isn't hard but I am not sure how to change this feature to not be unbalanced. I envisioned hitting level 20 and having that almost cinematic scene where you have finally mastered the auras. When you walk the auras flow out of you healing all things or killing all things. Like a true force of life and death a walking natural disaster or a walking miracle of life. Its because of this I cannot think of a way of wording or changing it and still keep the vision. I hit a creative block and would love some more input or help from you on this! Once again thank you so much you're and amazing person and your help is always appreciated. (if you cant reach me on here or for some reason I don't see your response I am always checking the wiki discord) [[User:Slinger124|Slinger124]] ([[User talk:Slinger124|talk]]) 09:43, 13 November 2018 (MST)<br />
<br />
:You are way too kind lol but thank you.<br />
:I was just checking if the variant DC is intentional, if I am not mistaken. And maybe limit the healing to only half their maximum. This I think could be a start to balance the healing. As an action, heal 4d6 hit points up to half their maximum? I 'unno, an off hand thought. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:17, 14 November 2018 (MST)<br />
<br />
Hey! I believe I have come up with a new idea that keeps true to the vision but makes it a little more balanced. Would love to have your feedback on it or if you think it needs some more changes feel free to re-word or change it :D <br />
[[User:Slinger124|Slinger124]] ([[User talk:Slinger124|talk]]) 09:31, 15 November 2018 (MST)<br />
<br />
==Really appreciate the class help, but...==<br />
The original problem I was attempting to fix still remains unsolved. I have yet to discover how to put a short description on the class page. I’ve tried searching the help portal and editing guideline/intro but couldn’t seem to figure it out. Though my problem is still unsolved, please don’t take me asking directly as ungratefulness, the things you changed and edited on the page were really helpful and changes I hadn’t gotten to due to time constraints and work.(My page was really lacking flavor before you assisted) Also, nice catch on Flow, after talking with my group, they had suggested something similar.<br />
--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 08:15, 3 December 2018 (MST)<br />
<br />
:Aw shucks. Alright, well I am glad I helped but I've commented on the page's talk page for us to figure out a solution there. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:21, 3 December 2018 (MST)<br />
<br />
:should I delete this now?--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 08:17, 4 December 2018 (MST)<br />
<br />
== Solar Knight ==<br />
<br />
I have been playing the solar knight and I have to say its interesting. I haven't gotten to a higher level so I couldn't tell you what that would be like but I would recommend trying it as a variant of a paladin. {{unsigned|Aires}}<br />
<br />
:Alright, sounds good. I appreciate you getting back and letting me know! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:29, 3 December 2018 (MST)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110872Dragonsoul Warrior (5e Class)2018-12-04T15:15:53Z<p>Cadezka: /* Flesh and Bone */</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110871Dragonsoul Warrior (5e Class)2018-12-04T15:15:33Z<p>Cadezka: /* Flesh and Bone */ quotes just aren’t having it today</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!” ‘’ -Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110870Dragonsoul Warrior (5e Class)2018-12-04T15:14:52Z<p>Cadezka: /* Flesh and Bone */ quotes pulled another good stealth check, time to weed ‘em out</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!”’’ -Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110868Dragonsoul Warrior (5e Class)2018-12-04T15:13:56Z<p>Cadezka: /* Flesh and Bone */ invisible quotation marks, they’ve been spotted. Specified partaking in taking life</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!'' -Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill(committing any action that causes a death faster(your DM has a say in this))you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110862Dragonsoul Warrior (5e Class)2018-12-04T15:09:50Z<p>Cadezka: /* Eye of the Storm */ flavor text for winds of the storm</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level the wind seemingly carries you and your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110861Dragonsoul Warrior (5e Class)2018-12-04T15:06:36Z<p>Cadezka: /* Draconic Empowerment */ periods were using invisiblity magic*casts anti magic field* hopefully super effective</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest. Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30. You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110857Dragonsoul Warrior (5e Class)2018-12-04T15:04:20Z<p>Cadezka: /* Ethereal Form */ typo hunting⚔️</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110856Dragonsoul Warrior (5e Class)2018-12-04T15:03:03Z<p>Cadezka: /* Ethereal Form */ typo hunting⚔️</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color. At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. . At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft . And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240 You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110854Dragonsoul Warrior (5e Class)2018-12-04T15:00:39Z<p>Cadezka: /* Ultimate Dragon Strike */ specified what type of ball, don’t want a rubber ball on the battlefield do we?.... maybe....</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball of Draconic energy, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges<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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. . At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft . And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240 You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110852Dragonsoul Warrior (5e Class)2018-12-04T14:54:33Z<p>Cadezka: /* Draconic Armor */ typo healing</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to any save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. . At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft . And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240 You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Talk:Dragonsoul_Warrior_(5e_Class)&diff=1110593Talk:Dragonsoul Warrior (5e Class)2018-12-03T19:16:15Z<p>Cadezka: </p>
<hr />
<div>== Short Summary ==<br />
<br />
Can you give an example of the short summary you are wanting on the page? I may be misunderstanding what you are wanting to do. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:21, 3 December 2018 (MST)<br />
<br />
What I'm trying to do add the summary on the dragonknight class on the class page. I'm trying to add some text there to catch some eyes and perhaps have some feedback from people that use the class.(My group and I use the class, but I have a feeling they're biased cause I'm always the DM)--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 09:50, 3 December 2018 (MST)<br />
<br />
I think I just figured it out. I must have accidentally deleted the summary option in the creation process. I feel like I'm currently rocking an intelligence of -8 --[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 09:59, 3 December 2018 (MST)<br />
<br />
Thought I found it.... apparently I didn’t:(--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 10:27, 3 December 2018 (MST)<br />
<br />
:You found the right spot for the summary, but the symbols around the text exclude the text. So I removed and they will now show up, but they only show up on the list of classes when you visit the 5e Class Page. Was that your intent only, or were you hoping the information you show up more or somewhere else? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:34, 3 December 2018 (MST)<br />
<br />
No, that was it, I really appreciate your help :)--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 12:16, 3 December 2018 (MST)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Talk:Dragonsoul_Warrior_(5e_Class)&diff=1110557Talk:Dragonsoul Warrior (5e Class)2018-12-03T17:27:34Z<p>Cadezka: </p>
<hr />
<div>== Short Summary ==<br />
<br />
Can you give an example of the short summary you are wanting on the page? I may be misunderstanding what you are wanting to do. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:21, 3 December 2018 (MST)<br />
<br />
What I'm trying to do add the summary on the dragonknight class on the class page. I'm trying to add some text there to catch some eyes and perhaps have some feedback from people that use the class.(My group and I use the class, but I have a feeling they're biased cause I'm always the DM)--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 09:50, 3 December 2018 (MST)<br />
<br />
I think I just figured it out. I must have accidentally deleted the summary option in the creation process. I feel like I'm currently rocking an intelligence of -8 --[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 09:59, 3 December 2018 (MST)<br />
<br />
Thought I found it.... apparently I didn’t:(--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 10:27, 3 December 2018 (MST)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110556Dragonsoul Warrior (5e Class)2018-12-03T17:24:49Z<p>Cadezka: </p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<!--A halfling with the blood of an ancient gold dragon wielding two great swords spiraling towards a goblin army in a tornado of death? This will be good....--><br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. . At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft . And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240 You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Talk:Dragonsoul_Warrior_(5e_Class)&diff=1110549Talk:Dragonsoul Warrior (5e Class)2018-12-03T16:59:28Z<p>Cadezka: </p>
<hr />
<div>== Short Summary ==<br />
<br />
Can you give an example of the short summary you are wanting on the page? I may be misunderstanding what you are wanting to do. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:21, 3 December 2018 (MST)<br />
<br />
What I'm trying to do add the summary on the dragonknight class on the class page. I'm trying to add some text there to catch some eyes and perhaps have some feedback from people that use the class.(My group and I use the class, but I have a feeling they're biased cause I'm always the DM)--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 09:50, 3 December 2018 (MST)<br />
<br />
I think I just figured it out. I must have accidentally deleted the summary option in the creation process. I feel like I'm currently rocking an intelligence of -8 --[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 09:59, 3 December 2018 (MST)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Talk:Dragonsoul_Warrior_(5e_Class)&diff=1110545Talk:Dragonsoul Warrior (5e Class)2018-12-03T16:50:11Z<p>Cadezka: </p>
<hr />
<div>== Short Summary ==<br />
<br />
Can you give an example of the short summary you are wanting on the page? I may be misunderstanding what you are wanting to do. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:21, 3 December 2018 (MST)<br />
<br />
What I'm trying to do add the summary on the dragonknight class on the class page. I'm trying to add some text there to catch some eyes and perhaps have some feedback from people that use the class.(My group and I use the class, but I have a feeling they're biased cause I'm always the DM)--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 09:50, 3 December 2018 (MST)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110536Dragonsoul Warrior (5e Class)2018-12-03T16:40:14Z<p>Cadezka: rebalanced Tooth and Nail, giving a cap to the amount of turns a single creature may have</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<!--insert short class overview here--><br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. . At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft . And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240 You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round. No one creature can receive more than 3 initiative values in a single combat. <br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110531Dragonsoul Warrior (5e Class)2018-12-03T16:35:55Z<p>Cadezka: Added some minor flavor to A forgotten and scarring profession</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight. Due to their devotion to their dragon patron, they are often asked, upon request of the dragon, to seek out and kill any and all Dracolichs they can. And always feel betrayed if their patron chooses un-death over the afterlife.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<!--insert short class overview here--><br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
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|extra1_11=<br />
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|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. . At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft . And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240 You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1110528Dragonsoul Warrior (5e Class)2018-12-03T16:31:06Z<p>Cadezka: Added some additional attacks and spaced them out to keep the class from being too dependent upon their class abilities.</p>
<hr />
<div>== Dragon Knight ==<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, he realizes that even with all the pain and suffering the elves have caused him and his orcish tribe; their petty differences are no reason to let a Dracolich wander free. The adventurers Ogg was traveling with lay wounded and dying at his feet as Eldrand taunts: laughing and describing in gruesome detail what he’ll do to Ogg’s village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with: “You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies!” Eldran’s laugh is cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure draconic energy emerges from Ogg and rises into the air. The astral dragon is twice Eldran’s size and slams down hard on top of Eldran. A full thirty seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolich’s bones. After the judgement is passed a pile of bones slowly melting to ash remains.<br />
<br />
=== A forgotten and scarring profession ===<br />
Dragon Knights are a long forgotten profession because the scarring process of becoming one often results in death. Those desiring to be Dragon Knights seek out a dragon to grace them with draconic blood. They are tested by the dragon in an incredibly difficult trial. If the prospective knight succeeds and the dragon approves of them; they are gifted some of the dragon’s blood. This is usually done between dragon worshippers when an Ancient Dragon’s is ready to pass on to the next life. In rare circumstances a dragon has been known to seek out a prospective knight.<br />
<br />
=== Creating a Dragon Knight ===<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<!--insert short class overview here--><br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(1), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Formation<br />
|classfeatures8=<br />
|classfeatures9=Extra Attack (2),Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Form Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Form Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=Extra Attack(3)<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
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}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <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. Gain an additional attack on the 9th and 19th levels.<br />
<br />
===Ethereal Form===<br />
As a Dragon Knight it is only right to gain flight and sight as great if not greater than a dragons, but not plain old boring wings and sight! You'll gain wings of pure draconic energy, and sight that sees through all illusions and darkness. The color of your wings is your choice and will have no effect on stealth or give off any light. The DM may decide otherwise. Your eyes look like a dragons, but retains their natural color At the 7th level you gain a flying speed equal to your base walking speed, you gain darkvision through darkness and magical darkness for up to 60ft and you gain true sight up to 60ft. . At the 11th level your flying speed is doubled and both darkvision and true sight extend to 120ft . And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. Your Darkvision and True sight finally reach its peak at 240 You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips and two 3rd level spells from the sorcerer's spell list. Strength is your spell casting ability. These third level spells can be cast three times per short rest<br />
Gain 10 points in strength and constitution. Your strength and constitution maximum is now 30.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking Flesh and Bone at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, All attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants)<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=User_talk:Revival&diff=1110484User talk:Revival2018-12-03T15:16:11Z<p>Cadezka: </p>
<hr />
<div>== Void Elf Help ==<br />
Firstly I would like to say thank you very much for your help! You mentioned that the Call of the Void should be changed into a Variant Rule as it essentially forces a role play element to the race. What exactly is that and how would I go about doing that?<br><br />
About the sub race situation... The sub races are supposed to be a sort of IRL Social status. They don't become anything aside from a Void Elf but their chosen class places them into that social class. In the design note I put the Example: Void Elf, Ren'Dorei Warlock. It is supposed to be basically you Race(void elf) your "sub race"(Ren'Dorei) then your class (warlock). Hope that maybe clarifies the idea? <br><br />
Yes the traits were meant to have unlimited uses as they are I guess comparable to Caltrips as you stated. They are meant to be a onetime use in combat sort of ordeal nothing to essentially break the game but as I did pull the content from WOW and remix it for D&D it wouldn't be the same if it was a onetime and gone thing. As for the issue with the Spacial Rift I don't personally know what exactly to word it but this is a video of it in use in game. https://www.youtube.com/watch?v=GuwZFhwG_xc . I went ahead and made as many changes as I could based on what you suggested. <br><br />
Regarding the Traits you had mentioned that you would choose void form over void embrace but In the same sense the Drakyn feats are used together to stack and increase damage the same idea applies here. <br><br />
https://www.dandwiki.com/wiki/Void_Elf_(5e_Race)<br><br />
I would love some more feedback from you on what may need to be changed or anything once again thank you very much and please feel free to contact me if you need any feedback or help I would be more than happy too!<br />
<br />
[[User:slinger124|slinger124]] ([[User talk:slinger124|talk]]) 02:32, 10 September 2018 (MDT)<br />
<br />
== Chronomancer ==<br />
<br />
Hey, so I recently just finished putting all the things that I myself wanted inside of the chronomancer class and was wondering if there was anything I should fix or anything like that, basically a review in a sense, and some advice on if the class is good/worthy of being a class yet, as you can see I'm still new to this community and it takes me a minute to figure things out like communicating with others xo) but I'm really hoping you can show me the ropes so that I can put more thought into the other two classes that I am currently creating as well--[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 09:07, 16 July 2017 (MDT)--[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 09:07, 16 July 2017 (MDT)<br />
<br />
: Wow man, honored to be of help. I'll take a look over the next few days, and I'll write my thoughts on the discussion page for the class. Again, wow. Thanks for asking. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:17, 16 July 2017 (MDT)<br />
<br />
== Drugs ==<br />
<br />
I was thinking, and that your the only one that me myself somewhat know, would it be possible to create another category that would involve drugs on the 5e homebrew option hyperlinks? because yea there's potions but those aren't drugs, me myself was thinking "My DM has a lot of drugs in his group, but they don't have any effect towards anyone, what about people that take it in combat or something, yea they are there but they have no bonus' or negative affects unless the DM specifically says so" so, because of that, that's why I'm actually wondering about that because that would actually be pretty cool to make drugs and stuff including a herbalist area that could be using a map of faerun as reference describe the types of random greenery like herbs trees and so on for people that would like to use potion making or again for drugs --[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 22:35, 13 August 2017 (MDT)<br />
<br />
:First of all, sorry to budge in - I was loafing around during worktime and found this page on [[Special:RecentChanges|Recent Changes]].<br />
<br />
:Having drugs sounds nice to me as well, perhaps I can ask to join in development? Fantastic drugs and drug-abusers would also pump up my campaigns, as well as other campaigns anyone would prepare with this wiki. The idea is cool, but the implementation would be tricky - which is exactly why I, if possible, would like to join the process. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 22:58, 13 August 2017 (MDT)<br />
<br />
::I honestly don't know if that is possible. I'm going to ask an admin about that and see what obstacles are in the way. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:44, 14 August 2017 (MDT)<br />
<br />
:::Disclaimer: I made [[Chems (Fallout Supplement)|drugs]] and an [[OGC:Main|entire pseudo-namespace]] before I was an admin. It's generally cool to do new things, as long as it's done so as to integrate with what has come before.<br />
<br />
:::Now, I thought we had a drugs category but we don't. I think drugs were generally relegated to [[Beneficial Drugs (3.5e Variant_Rule)|variant rules]], and indeed, I can't think of any published rules for drugs. If you wrote or otherwise showed some 5e rules that could be referenced for how drugs worked, that'd be a good start. I'm assuming they don't work just like potions, or else you could just reskin potions as "drugs." Otherwise, you can always categorize your creations as [[:Category:Drug|drugs]]. Remember: Be bold, take initiative, try new things :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 07:57, 14 August 2017 (MDT)<br />
<br />
::::A few drug (alchemical mixtures is probably a better term) examples, and a start with this list, should get this moving in the right direction. Keep in mind that if there are no official examples then a rule system will be required. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:37, 14 August 2017 (MDT)<br />
<br />
:::::Seems like more than few people are actually interested in this! I may not the best in this wiki, but I'll get to work on this. (It would be so surprising for myself to thank my own insomnia for this.) --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 09:41, 14 August 2017 (MDT)<br />
<br />
:::::Aaaaaand it's online. [[Drugs and Medicines (5e Variant Rule)]] is the page, fellow wikians! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 10:15, 14 August 2017 (MDT)<br />
<br />
:::::: I left went to work and came back to see all this xo) happy to see how much it suddenly blossomed, but because (thinking that it is still in trial and run stage) I don't believe that there are any official sources that explain drugs except for WeirdoWhoever's page that he just made (thank you!!) but thinking about it, for the drugs there will most likely be a way to create them (like always) and the thoughts that popped up in my head is still that herbalism where to find/get/how much they would cost if sold as ingredient etc. also for each drug can be a cool way to create them instead of just saying "using a alchemist kit i make it" like for blood shot it could say only as a example not taking over the drug or anything "to create this, you grind up the required herbs place it inside of an metal hollow ball to stick in a furnace (something hot) and heat the ingredients up and splash water or some kind of liquid to instantly cool it to make a water substance in which is red to create blood shot"<br />
<br />
:::::::Thanks for having m- ''us!'' Oh, and I'm copying your comments to the [[Drugs and Medicines (5e Variant Rule)]]'s talk page for reference, we can continue our discussions there. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 09:00, 15 August 2017 (MDT)<br />
<br />
== Master Caster ==<br />
<br />
Hello, BSFM (I hope you don't mind me calling you that). I was wondering if you had an idea for a proposed revision for the Master Caster feat, that might take into account both Geodude's and JSDP's wishes, while providing a fresh perspective. I am asking here because that talk page is rather cluttered, but I would also like to see this resolved sooner rather than later. If you don't have a revision in mind, don't worry. It was worth a shot asking :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:07, 6 October 2017 (MDT)<br />
<br />
::Hey Gamer, I don't mind at all. Worse things to be called haha. About your idea, if the feat was taken at level 1, I read your proposal as they can take a level 9 spell. So that baits the question, can they cast it? Do they still need a spell slot available to cast a spell of that level? <br />
::None the less, JSDP seems unhappy no matter what. I think members of the community have proposed great ideas for balancing (G. Dragon & Geo) but that doesn't seem to matter. In addition, every time it seems a final draft can be done, JSDP makes a little change and you're left wondering where did that idea come from, hence why I must walk away for now. I do not mind discussiong here with you, I can check the Talk page for Master Caster for discussion her with you but at this time, I believe it best to take time away from JSDP. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:14, 6 October 2017 (MDT)<br />
<br />
== Response to Beholderborn ==<br />
<br />
Hello! you recently asked me about my Beholderborn page, and asked about "Once Awakened", at the time that part was a work in progress, and you will now see a table of which to determine your "awakening". the awakening is the event that a Beholderborn Realizes or "awakens" to its true power, hope this helps,<br />
<br />
--NicMINEBOMB24 10:34, 18 October 2017 (MDT)<br />
<br />
== hey BigShot ==<br />
<br />
you said if i need help with anything i could come talk to you and im making a class called vampyre,you can find a link to it on my talk page and i dont know how to insert pictures so i was wondering if you can help me out with that<br />
<br />
:Did you see the reply on Mara's page? Someone gave a tip what to do, did that not work? I've not yet experimented with pictures yet so I'd be learning with you about posting them. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:37, 17 November 2017 (MST)<br />
<br />
::ok but who is Maras thanks anyway<br />
<br />
:::You posted on his talk page yesterday, Marasmusine. Sometimes called Mara for short. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:43, 17 November 2017 (MST)<br />
<br />
thanks i just relized that[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:03, 17 November 2017 (MST)<br />
<br />
== Vampyre Class ==<br />
<br />
Big shot thank you for reviewing my [[Vampyre (5e Class)]] and after redoing somethings and tweaking it i think you should review the sub classes and give me feedback on it thanks.if you want to of course<br />
<br />
:Sure thing man. I am going over another user's stuff briefly and will look at yours agains. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:20, 18 December 2017 (MST)<br />
<br />
== Machinamancer and Spells ==<br />
<br />
Hey BigShot, <br />
<br />
I was told that you would be able to help me. I've recently uploaded a class and some spells that we use in our D&D canmpaigns. However, it would be nice to get opinions/balance changes. I was told to post it like this with links below.<br />
<br />
Class:<br />
https://www.dandwiki.com/wiki/Machinamancer<br />
<br />
Spells:<br />
They are all under Wizard and being with "Leonardo's..." or "Viktor's..."<br />
There is one Cleric Spell - https://www.dandwiki.com/wiki/Viktor%27s_Teachings_For_Adran<br />
<br />
I hope this is correct? If there's anything I need to do or change, let me know and thank you in advance for any help!<br />
<br />
:I'd be happy to assist. I'll take a look over the next few days. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:17, 18 December 2017 (MST)<br />
<br />
Hi BigShotFancyMan, sorry it's taken me so long to respond to this but things came up IRL. I've now responded to (hopefully) everything you've posted. If you have a few more minutes, any additional help would be awesome. The spell "Viktor's Teachings For Adran" needs the most attention if you could have a look at the talk page. Also, I don't know if there's a way to check whenever you respond to something?<br />
<br />
:there’s your watchlist and you can also receive email notifications when changes occur. You might get some others’ help but if not, I’ll address them over the course of the next few (3) days. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:47, 5 May 2018 (MDT)<br />
<br />
Ahh, awesome! Thank you! No need to rush, just if you're available! Thank you in advance. :)<br />
:so it was gonna bug me if I took that many days to respond. It was nice some things were fixed, but a couple I think still need help. The ones I recommended for deletion I still think should be, and anytime you see Blobby383b comment, dude knows his sheet and earnestly wants to improve any article he comments on, so at least try to use his advice. <br><br />
:it’d also be helpful if you typed the tilde “~” four times at the end of your comments so it helps people know who is talking on talk pages. It places a signature for everyone to see. <br><br />
:lastly, happy to hear IRL has given you a breather. May it last for you. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:35, 5 May 2018 (MDT)<br />
<br />
Is Machinamancer another name for Technomancer? --Redrum 18:36, 20 June 2018 (MDT)<br />
:I could totes see how one would perceive it that way. Up to you I suppose! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:45, 20 June 2018 (MDT)<br />
<br />
==Questions==<br />
I have two questions for you BigShot one is are you a admin because if not you should totally be one and is it possible to make up a type of damage such as air damage,or water damage maybe even decay damage. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:30, 22 January 2018 (MST)<br />
<br />
:Bigshot isn't an admin, although I feel they need a bit more experience on the site before becoming one. As for damage types, air damage would just be slashing as that is how air damages you(or force if it pushes a creature), things that deal damage with water would deal bludgeoning damage, and decay is simply necrotic damage(decaying flesh).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:48, 22 January 2018 (MST)<br />
<br />
::You are too kind, I am not an admin. I don't think I handle difficult users with the right finesse, and I do not have the time that I think the wiki deserves. <br />
::In regards to your question, it is quite possible to make up your own damage, as a DM. When it is your table anything goes. When creating content for this wiki, I'd suggest sticking to core/WoTC printed material. If you must create something new, I'd recommend there being great cause and an explanation for it. Most of us would provide argument that whatever effect you are going for can be applied via a damage source that already exists.<br />
::Kind of a long answer, but I think it best to have all the information. and again, thank you for the compliment. It will be a long time before I forget these words. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:55, 22 January 2018 (MST)<br />
<br />
::I didn't even get a chance Blobby383b lol thanks though. See what I saying about arguments for using already established damage? Typically, there's is no reason to deviate. Try asking what people would classify a damage as. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:55, 22 January 2018 (MST)<br />
<br />
:::I believe cold damage can be used for water and cold air attacks. Hot air attacks could maybe use fire damage? Bludgeoning is probably a good alternative for both.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 16:42, 22 January 2018 (MST)<br />
<br />
::::Thanks thats a big help running a homebrew campaign is like harder that my calculus this really helps a lot and about bigshot being an admin that came from the heart dont let it go to the head.<br />
<br />
:::::haha no worries about it going to my head. In light of recent things, it just meant a lot to hear that. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 15:53, 22 January 2018 (MST)<br />
<br />
::::::i have two more questions how do i determine average dmg for a player character and how does one rule a kingdom.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 13:27, 24 January 2018 (MST)<br />
<br />
Average damage is the same weather is creature or PC (iirc). You halve the damage die, and round down if need be. Ruling a kingdom, that is a bit a different question. Can you provide some details; race, size, environment, what things are you unsure about? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:45, 24 January 2018 (MST)<br />
<br />
:Not sure if this is what you're talking about, but the free [http://www.drivethrurpg.com/product/194619/Immortals-Companion Immortals Companion] (that I'll transcribe to here one of these days) for D&D 5e has rules for managing dominions. If you're talking about other editions, I'm sure I can find rules for them too.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:53, 24 January 2018 (MST)<br />
<br />
::For the kingdom,Lets just say i was a [[Real Dragon (5e Race)]] The kingdom is small its only a mile wide in length.during the day the environment is really bright with bunch of flowers blooming but at night the moon barley shows and the streets are pitch black.and the citizens are all human.and the main thing im unsure about it is how do i keep the kingdom running should i strike fear into all of them can do that because most will leave.how do i make an income do i just overtax everyone.how much do i pay my people for their jobs is a army even necessary when they have me a [[Dominion Overlord (5e Class)]] as their king and stuff like that.And Big shot can you take a look at my [[Dominion Overlord (5e Class)]] i got some stubs saying that it was overpowered which i get it is but its gone a long while without anyone noticing just wondering why now [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:31, 25 January 2018 (MST)<br />
<br />
:::Are you DMing or PCing? or playing this solo? As a DM, you can devise a way that keeps the citizens trapped so they can't leave and are forced into labor. Or, if that is a morbid thought, you could ignore the numbers and flavorful describe that the kingdom runs smoothly with adequate wages and the ruler lives a comfortable life. If you are a PC, then you got to ask how your character would play it out and wait for the DM to give the results. If you don't like the results, then you need to come up with ways to keep your people happy (festivals, tournaments, praise). I believe the PH/DMG have guidelines for wages (something about paying for services). Typically a town/city/metropolis has a standing guard, which I think is 1/10 the population but don't quote that. Without the DMG I can't be certain. In fact, do you own the DMG? I'd recommend reading it for advice on this. <br />
:::I'll take a look. I'd say the wiki has gotten a recent robustness to edit content. I mean, a page being debated with zeal and passion went untouched over a year and then gets a deletion stub lol I wouldn't take it personal. I've got content that I am waiting for others to fine comb. Just be open minded to the changes. If you don't like them, have good flavor to justify it and still be ready for compromise. Might have to lose a little somewhere to gain what you are fighting for elsewhere. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:58, 25 January 2018 (MST)<br />
<br />
Am i DM'ing or PC'ing thats a good ''Quest''ion on thursday and fridays i DM and my friend just so happens to love my Dominion overlord so much he decided to play as it but on saturday and sunday the roles switch where i play the Dominion overlord because its so fun.and no i dont own any D&D books but thats why theirs the internet.and thanks for the help might as well copy the U.S Constitution for the rules of my kingdom.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 10:33, 26 January 2018 (MST)<br />
<br />
I also finished the [[Dominion Overlord (5e Class)]] waiting for you do give it a run through. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:05, 26 January 2018 (MST)<br />
<br />
When you intimidate a creature does it become frighted of or charmed.can you give the creature orders and it will act to the best of its ability or will it just run away.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:59, 30 January 2018 (MST)<br />
<br />
:I don’t want to use either of those terms because the mean specific gameplay mechanics. When you successfully intimidate someone they might become scared. Usually it is along the line they will do what you’re “intimidating” them to do. An order can be given through intimidation (this is probably the most common way of it occurring) but it isn’t the same as some spells effects where it lasts 1 minute or an hour. The intimidation only lasts as long as the subject is scared. It’s another gray area of roleplaying, where the DM makes most the decisions along these lines (usually because PCs are intimidating NPCs) if you’re curious about opposing rolls or a DC, DC can be passive wisdom, opposing check of wisdom saving throw, or DC involving CR or HD or as the DM don’t get bogged down by numbers and make the game fun. If they’re on streak, and need put in place: fail (except in really high rolls) or of down on luck then anything higher then a result of an 8 they succeed. If they roll a 1/20 improvise something interesting. I try to tell a story when I DM and use the numbers as guidelines. Xanathars guide to everything might outline 1st party theory on this, sorry I don’t have it. Also sorry for my exhaustive answer, but I’m my defense it isn’t simply black and white. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:09, 30 January 2018 (MST)<br />
<br />
::thank you i really need to buy some dnd books [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 10:31, 31 January 2018 (MST)<br />
<br />
:::lol yes, very much so. There are pdf versions you can acquire. I am not good at that, but others are. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:24, 31 January 2018 (MST)<br />
<br />
Alright i got a serious question say i wanted to review some of the classes and races on this site on YouTube would i have blur anything out is their like secret content and things like that. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:03, 1 February 2018 (MST)<br />
<br />
:You should post that question on the [[User Talk:Admin|ask an admin]] page. I don't know the right answer for that and anything I would guess is quite possibly going to steer you the wrong way. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:47, 1 February 2018 (MST)<br />
<br />
::Big Shot if your not to busy i was hoping if you could review my [[Vampyre (5e Class)]] for the spelling and grammar i think i got all of it but i want to be sure. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 15:03, 6 February 2018 (MST)<br />
<br />
:::Sure thing dude :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 7 February 2018 (MST)<br />
<br />
::::I made 5 minor edits and when I got to 20th level, it needed edited as well. I did not touch it or the subclasses. I hope there is enough in the edits I made for you to be able to wrap up the rest. I think it is much better than it was though. A couple general tips, "At xth level," there's a comma there. I think DC is the only abbreviation used in SRD? meaning spell out Blood Points. Otherwise, I've seen the grammar and punctuation improved on other articles as well which is very helpful for others and encourages them to help you. If we can't read something or understand it, then we can't help. Cheers man, have a good weekend [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:05, 9 February 2018 (MST)<br />
<br />
== XGtE Arcane Archer buff ==<br />
<br />
[[Arcane Archer Arcane Shot (5e Class Feature)]]<br />
<br />
I came across an idea to help the archer feel better. Similar to how the PH Ranger was meh and UA Ranger is good. The idea is have arcane shot uses scale with your proficiency bonus & any arcane shot that deals 2d6 damage at first, and scales to 4d6 at level 18 get an intermediate damage increase at level 10 of 3d6. Talking with my group that liked it we changed it to be:<br />
<br />
*Whenever you gain an Arcane Shot option, the number of uses increases by one.<br />
<br />
The keeps the feature tied to the subclass and rather than letting people dip into and it scale without investing (and follows better with subclass features correlating with class level not character level. We also added that shots that deal 2d6 damage at level 18 get a 1d6 at level 10. Hopefully this helps other players/groups.<br />
<br />
''shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, EVERYBODY!'' <br> [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:34, 23 January 2018 (MST)<br />
<br />
:Oh! If it's just one feature you're changing, you could make a small [[5e_Class_Feature_Variants|(5e Class Feature Variant)]]. That would be a good way to share it, and the Class Feature preload is suited for just such a task :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 07:55, 23 January 2018 (MST)<br />
<br />
::I've got it posted. Most likely some phrasing issues (tricky thing to communicate the damage idea). Thanks a lot for the direction of where to post this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:10, 23 January 2018 (MST)<br />
<br />
:::If you really want a buff add different tipped arcane arrows,like arrows that deal a specific type of damage like say you have 5 arrows left you can have each one deal a different type of damage Cold,Fire,Lighting,Force,and acid just my opinion.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:29, 24 January 2018 (MST)<br />
<br />
::::Arcane shots do have varying effects on them already. And another user has submitted arcane shot options already. I don't see an issue suggesting this on [[Arcane Archer Arcane Arrow Effects (5e Class Feature)|that talk page]]. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:40, 24 January 2018 (MST)<br />
<br />
== Special Chat? ==<br />
<br />
I only just noticed in one of your edits on the Behemoth Talk page that you linked a special chat, I can be on there whenever you want to discuss the class just let me know!--[[User:HalfHeartedAvenger|HalfHeartedAvenger]] ([[User talk:HalfHeartedAvenger|talk]]) 10:45, 22 March 2018 (MDT)<br />
:Indeed I did link it that day to try and pan out details a little quicker while I was/am at work. I don't camp there though because of work so don't stress it. I hope you enjoy recent changes on the class. There's also a Discord Server people use, more popular than the Tavern.[[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:00, 22 March 2018 (MDT)<br />
::Ah okay yeah I'm pretty new to the community as it were. I'm at work too most days so I find it hard to go in and edit the chat room. I figured it would be nice to talk to you about it in a more succinct way, especially since all of these changes have led to me having more questions and opinions(I do like the overall direction, but feel like some changes are taking away too much from the original purpose(like the complete removal of the increased crit change, for instance). Mind you that I'm fine with whatever changes are made as long as there is a general consensus that they fit the class well enough and are balanced.--[[User:HalfHeartedAvenger|HalfHeartedAvenger]] ([[User talk:HalfHeartedAvenger|talk]]) 11:13, 22 March 2018 (MDT)<br />
:::Check out Blobby's review on the Class Review topic, he makes points that the critical hitting doesn't add much damage especially for a class making one attack. If the class made more attacks, crits would be great, but there a better features to fit into this classes design of one large hit. But please, ask away on the [[Behemoth (5e Class)]] talk page, it's come a long way and in a good way too. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:57, 22 March 2018 (MDT)<br />
<br />
== Bigshot ==<br />
<br />
Hello bigshot its been a while but i was making the [[Inferno (5e Class)]] and i need an opinion on balance and flavor if your not too busy that is.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:46, 22 March 2018 (MDT)<br />
:Of course I will, might not be for a week though? I usually don't wiki too much on weekends and next week isn't a normal week for me. If anything, I'll give a crash on it with an intent to get in depth later (like I usually do) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:57, 22 March 2018 (MDT)<br />
<br />
Thats cool ill leave it alone for a while and just tell me when you do get a look at it,thanks [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:00, 22 March 2018 (MDT)<br />
<br />
== Shinobi (5e Class) ==<br />
<br />
i need your help with some wording on my [[Shinobi (5e Class)]] its the Obliteration Technique at 17th level i want to be able to use my action to save my attack that i was going to use and on my next turn attack twice or instead keep on saving.for example. i use my action and i now one attack saved and on my next turn us emy action to gain another attack.to a maximum of five and then unleash a flurry of attacks onto my enemy.it currently reads.<br />
<br />
*At 17th level you can use your action to begin charging while charging your movement speed is zero and you must act as if you are concentrating on a spell.when it is your turn you can attack an enemy within 10 feet of you twice or instead use your action to continue charging,if you do you can make another attack after the 2nd (Max 5),when you use this feature you cant do it again until you complete a long rest.<br />
<br />
this is as proper as i can make it but to me it doesn't sound right if you have any suggestions feel free to change it.{{unsigned|Alucarddragonborn}}<br />
<br />
:Hey man! I've responded on the appropriate [[Talk:Shinobi (5e Class)|talk page]] so I hope to hear from you there. Thanks for reaching out :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:58, 30 April 2018 (MDT)<br />
<br />
== Fight Club 5 Transribing ==<br />
<br />
Here is the information that you wanted with the links included<br />
<br />
:18:45, 10 May 2018 Phantom Wolf (Talk | contribs): I like to include the race background so that you know who each race is <br />
:18:44, 10 May 2018 Phantom Wolf (Talk | contribs): here is an example of what you have to do when the race has a few different subraces: https://github.com/Lee62me/DnDAppFiles/blob/patch-2/Homebrew%20&%20Third%20Party/Races/Catfolk <br />
:18:41, 10 May 2018 Phantom Wolf (Talk | contribs): just the race i meant <br />
:18:40, 10 May 2018 Phantom Wolf (Talk | contribs): think you could help with that? <br />
:18:32, 10 May 2018 Phantom Wolf (Talk | contribs): creating the class pages are going to be quite a bit more diffuclut from what i have seen <br />
:18:32, 10 May 2018 Phantom Wolf (Talk | contribs): that is the link for the aggrand race that i coded based upon the homebrew race <br />
:18:31, 10 May 2018 Phantom Wolf (Talk | contribs): https://github.com/Lee62me/DnDAppFiles/blob/patch-2/Homebrew%20%26%20Third%20Party/Races/Aggrand <br />
:18:31, 10 May 2018 Phantom Wolf (Talk | contribs): looks like it is a little to long, let me find one that i did that is slightly smaller <br />
:18:30, 10 May 2018 Phantom Wolf (Talk | contribs): here is an example for adding a race: <br />
:18:27, 10 May 2018 Phantom Wolf (Talk | contribs): compared to some of the other languages i know <br />
:18:27, 10 May 2018 Phantom Wolf (Talk | contribs): bother, then you can't get the app. You can still help if you want though. I could text or email you images of the tutorial if you want to help. It is a rather simple coding style <br />
:18:25, 10 May 2018 GamerAim (Talk | contribs): No, I do not. <br />
:18:17, 10 May 2018 Phantom Wolf (Talk | contribs): do you have a mobile apple product? <br />
:18:15, 10 May 2018 Phantom Wolf (Talk | contribs): I had to add them as a trait feature <br />
:18:12, 10 May 2018 Phantom Wolf (Talk | contribs): No, I had to do a little bit of thinking outside the box for adding the race background info <br />
:18:12, 10 May 2018 GamerAim (Talk | contribs): Seems like you could make a bot that transcribes the data for you. <br />
:18:12, 10 May 2018 Phantom Wolf (Talk | contribs): I am afraid that the app is only available in the apple App Store as far as I know <br />
:18:11, 10 May 2018 Phantom Wolf (Talk | contribs): It is a rather simple coding style, you just have to copy and paste the information in the right format. I could give you a quick lesson that should help. The app even has a tutorial on it for coding new classes, races, items, and even backgrounds if I am not mistaken <br />
:18:09, 10 May 2018 GamerAim (Talk | contribs): Afraid I've neither time nor skills :( <br />
:18:07, 10 May 2018 Phantom Wolf (Talk | contribs): And that is only the homebrew stuff. They already went ahead and put in the main stuff from the books <br />
:18:06, 10 May 2018 Phantom Wolf (Talk | contribs): You want to help me? <br />
:18:06, 10 May 2018 Phantom Wolf (Talk | contribs): There is a repository for the app on GitHub, but I have to code almost 10,000 items 😓 <br />
:18:04, 10 May 2018 Phantom Wolf (Talk | contribs): I have to code it correctly for it to be used <br />
:18:03, 10 May 2018 Phantom Wolf (Talk | contribs): I am afraid that I don’t quite know how to create a new class or race. I am already working on a long term project, transcribing all of the 5e material in here for usage in the Fight Club 5 app {{unsigned|Phantom Wolf}}<br />
<br />
:I've put this off long enough and I think I was lying to myself when I thought I could help. I would be more than happy to help with anything you've uploaded to the wiki, but I <s>can't</s> don't want to assist with transferring or whatever this process is. I am sorry if I mislead you. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:48, 22 June 2018 (MDT)<br />
<br />
== Some more help ==<br />
<br />
I wanted to know if this featured for the [[Dominion Overlord (5e Class)]] was too overpowerd before you say yes i want you to know the idea behind,I want it able to be able to resist magical attacks. it currently reads. <br />
<br />
;Overlord Supreme<br />
You hate when some one uses magic against you so your hate has made you almost invulnerable to magic.At 18th level you are resistant to magical effects done by spell caster's (Wizards,sorcerer's warlocks and the like) and have advantage on saving throws against them but this goes both ways and healing spells have no effect on you.EX.if you are hit with fireball you have advantage on the saving throw and only take half the damage and if some one was to use a healing word you gain no hit points.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:39, 18 May 2018 (MDT)<br />
::to clarify:<br />
:::1. Advantage on saving throws vs spells<br />
:::2. Resistance to spell damage<br />
:::3. Immune to healing spells<br />
I’ve used spells instead of spellcasters because it is a vague term any list might not include future classes released. Let me know if I’ve understood this correctly though. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:21, 18 May 2018 (MDT)<br />
<br />
that is exactly want i want just wondering if that was overpowered.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 14:27, 22 May 2018 (MDT)<br />
:apologies for the delay, I’ve been away. I don’t think it’s overpowered in itself, possibly when combined with other features though. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:58, 7 June 2018 (MDT)<br />
<br />
== Administration ==<br />
<br />
Welcome to Adminship. You are now part of "The Face" of D&D Wiki. You have more burden on yourself now that you are an admin because users will be looking at you for editing help, knowledge about pages, etc. Make sure to familiarize yourself with [[Meta Pages]] to help address this burden. I recommend you take a look at [[Special:ListGroupRights]] if you have not already. Some of the new feature's uses follow: You can now delete pages, protect pages, rollback edits, block users and IP's, edit every page, patrol edits, and do a couple more minor things.<br />
* Deleting pages is normally done through [[:Category:Candidates for Deletion]]. Anything with a good reason to be deleted on that page should be deleted. Other times pages should be deleted is in the case of vandalism, spam, or even when someone makes a page and after a few edits they either blank the page or replace it with something like "Please delete this". If this page consisted of close to just the preload it is fine to just delete it.<br />
* Protecting pages has quite a few different times when it should be used. Pages should be protected according to the author's wishes (with [[Template:Locked Page]] added to the top of the page in question), in case of conflict (with [[Template:Temp Locked Page]] added to the top of the page in question), in case of [[Help:FAQ#What are OGL, OGC, SRD, and GNU FPL?|OGC]] published materials (with [[Template:OGL Top]] added to the top of the page in question and [[Template:OGL Bottom]] added to the bottom), or finally if the page is a vital part of D&D Wiki's organization. Also, if it deals with D&D Wiki's organization the page needs to be protected. For Example [[3.5e Homebrew]] is protected from all non-sysop edits. No template needs to be added to pages if they are part of D&D Wiki's organization (even though some do exist like [[Template:Admin Locked Page]])<br />
* Blocking a user or IP should be used with respect to [[Meta Pages#Policies|policy]]. To block someone just click "block" (found on [[Special:Recentchanges|Recent Changes]], the diff in question, the userpage, etc) and fill out the corresponding form. For a typical vandalism attack I normally block the user for two weeks. Certain things demand a longer block and others a shorter. No standards have been set for block lengths so use your best judgment.<br />
* Editing every page on D&D Wiki mostly means you can now edit the [[5e SRD:System Reference Document|5e SRD]], [[SRD:System Reference Document|3.5e SRD]] and the [[MSRD:Modern System Reference Document|MSRD]]. Feel free to edit them if inaccuracies are found. If interested further please look at their To-Do lists; I am sure your help will be appreciated.<br />
Now that you are an admin I would say more burden is placed on you, but I really hope you enjoy being an admin and I hope you decide to stay around on D&D Wiki for a while more to come. Welcome to Adminship. Again, you're now part of "The Face" of D&D Wiki. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:00, 12 June 2018 (MDT)<br />
<br />
:Congratulations :)--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 09:33, 12 June 2018 (MDT)<br />
::Thank you both very much. I look forward to being a help around the site! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:46, 12 June 2018 (MDT)<br />
<br />
Bigshot made admin yaaay I told you this was going to happen alucarddragonborn.<br />
:lol yes you did. TYVM Alucard [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:28, 30 June 2018 (MDT)<br />
<br />
== Commendation ==<br />
Hey, I appreciate the help you have given on my pages in the last couple of days. I panicked a bit when I had a dozen or so emails saying my pages had been changed, but I'm not great at breadcrumbs and such (as you have noticed). Thanks for helping with that. Just saying, you make the wiki a better place. If you have some pointers for [[Nökken(5e Race)|Nökken]], a couple of tags were added and then re-added after some editing, so I would appreciate your thoughts. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 05:19, 22 June 2018 (MDT)<br />
:Hey Zibby! That's great to hear, thank you a lot. I will take a look at the Nokken and see how I can help out. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:07, 22 June 2018 (MDT)<br />
<br />
== Hey Bigshot ==<br />
<br />
I have a question if I wanted to rename something how would I do that thx always. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 21:54, 10 July 2018 (MDT)<br />
<br />
:At the top where the tabs are, there is one named "move". Click on that and you'll be brought to a page to choose a new name and give a reason. As long as you aren't moving something from a user page to a "regular" page should be rather simple. I'm off to bed so I hope you have success. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:01, 10 July 2018 (MDT)<br />
<br />
::I forgot there's an option to leave a redirect. Leave checked just to be safe. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:03, 10 July 2018 (MDT)<br />
<br />
:::Only admins have the option not to leave a redirect; regular users always leave a redirect. {{User:Geodude671/Signature}} . . 22:08, 10 July 2018 (MDT)<br />
::::doh! Thanks for clearing that up Geo. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:10, 10 July 2018 (MDT) <br />
<br />
Thx for that but I have one more problem it's my Dominion Overlord or more specific the Juggernaut Drive yes it's broken and I want to change that but I'm out of ideas so do you have any Overlord_ish lv 20 features to make it good but not broken.alucarddragonborn<br />
<br />
:I replied on the [[Talk:Dominion Overlord (5e Class)|Dominion Overlord]] talk page. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:09, 18 July 2018 (MDT)<br />
<br />
== need help ==<br />
<br />
know you have been helping with the [[Duel Terminal :Order of the Warlords (5e Campaign Setting)]] could you help keep an eye out on it dont know how to report someone don't appreciate being called stupid or threatened for making custom rule sets and monsters the page is very much a work in progress if could help moderate we would be much obliged [[User:DuelingDuelistDrew|DuelingDuelistDrew]], [[User:Dmoice|Dmoice]] 08:20 9/6/18 (EST)<br />
:I’ve been parsing through the edits since they started. Could you share where you called stupid? And don’t take CL’s comments as a threat, but as an informal warning. One that they need to consider for themselves if that’s how things will go. Other than that, take a break from the wiki for a couple hours if you can. To prevent any hasty edits. ([[User talk:BigShotFancyMan|talk]]) 06:28, 6 September 2018 (MDT)<br />
::can i send a edit i deleted im not sure how i would do that [[User:DuelingDuelistDrew|DuelingDuelistDrew]], [[User:Dmoice|Dmoice]] 09:53 9/6/18 (EST)<br />
:::I am not sure I follow. Every edit is logged. You can email the page you are talking about if you don't want to publicly send the information. Otherwise, post a link to the page in our discussion here and we can continue a conversation on that pages talk page and figure out what edit you are referring to. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:52, 6 September 2018 (MDT)<br />
<br />
== A star of the barn variety ==<br />
<br />
{{Barnstar|Consistently you are level-headed, open-minded, active, productive, and collaborative all at once{{dash}}which these days is both exceptionally rare and valuable. You're a beacon shining in the darkness. You're a pizza with every topping. - [[User talk:Guy|Guy]] 18:19, 8 September 2018 (MDT)}}<br />
<br />
How do you not already have one of these? - [[User talk:Guy|Guy]] 18:19, 8 September 2018 (MDT)<br />
:lol while all edits are valued equally on paper, I think practically some edits <s>have greater implications/uses and its the greater things</s> get more recognition and its those edits that I don't hit the notch on (i.e. coding and transcribing). This action and the words that accompany it are...more than you'll know. Thank you, very very much.<br />
::''Dear diary,''<br><br />
::''Today I got a Barnstar and .....'' [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:31, 8 September 2018 (MDT)<br />
<br />
== Working on the 5e Necromancer ==<br />
<br />
Howdy howdy! I know you're very busy but I wanted to check in on your thoughts regarding the [[Necromancer_(5e_Class)]] suggestions I made in the discussion regarding the level 5 ability alongside the new capstone. I'm currently playing the Necromancer in a 5e game with permission from my DM and am planning to use it as a prolonged play-test for the class. With this in mind, any feedback and thoughts on ''my'' feedback and thoughts would be great! Thanks again for your help! [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 20:12, 23 September 2018 (MDT)<br />
<br />
== Cardslinger ==<br />
Hi Bigshot, I'm a big fan of the Cardslinger 5e class and it seems Rosewater's account is inactive if you would like to balance it. So far I've been playing it as-is without the extra attacks but there are still confusing things like whether you have to throw at a character and why you would want advantage if it's AoE damage and whether to use dex or con for saves. Please take a look. You might be able to make some permanent changes this time around. {{unsigned|134.197.0.21}}<br />
<br />
:Hey thanks for reaching out. I am hesitant to do that because Rosewater was inactive when I started the overhaul for that page and they came back and it wasn't pretty. I'd be able to collaborate on a variant with you since I too am fond of this class design. Let me know! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:25, 2 October 2018 (MDT)<br />
<br />
::Hi, sorry, I'm new to the wiki and don't really know how to format yet. I'd love to collaborate on something like this as I now have some experience playing the class from levels 6-8 in the underdark. Please let me know and I would jump at the opportunity to make a more balanced version of the Cardslinger. [[User:Daedalus|Daedalus]] ([[User talk:Daedalus|talk]]) 03:26, 3 October 2018 (PST)<br />
<br />
:::You seem to be able to use a talk page just fine, so that's more than enough to help. I'll try to start this soon so we can hash out a functional cardslinger class! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:52, 3 October 2018 (MDT)<br />
<br />
== Hello Big Shot ==<br />
<br />
I know it's been awhile but I've been working on the [[Shinobi (5e Class)|Shinobi]] and I wanted to know if you look at it<br />
<br />
:Hey dude! I sure can when I have time. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:06, 11 October 2018 (MDT)<br />
<br />
Thanks for the feedback on the Shinobi class it means alot I'll make some edits to make it easier to understand.<br />
[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 16:05, 13 October 2018 (MDT)<br />
<br />
:Heck ya, no problem. It is really cool seeing your articles get better and better the longer you hang around. Thanks for being a good sport and interested person in balance. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:29, 13 October 2018 (MDT) <br />
====Adminship====<br />
So I'm looking in the wiki and see that gamer aim is request to be admin I thought he already was also can I voice my opinion on the matter I don't really know what he did so some clarity could be useful thanks. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 18:53, 13 October 2018 (MDT)<br />
<br />
:well, RfA is also a way to remove Adminship from an admin. There are users unhappy with GA’s behavior. I’d prefer to leave it at that and allow you to read some of the RfA comments. My vote there shared my opinion, and you’ll find many more there. I don’t wish to invite its stress to my page honestly. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:59, 13 October 2018 (MDT)<br />
<br />
:I hope BSFM doesn't mind me pitching in? Since you mentioned wanting clarity: if the RfA page is too verbose or you have questions, feel free to message me on my talk page or on Discord :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 20:09, 13 October 2018 (MDT)<br />
<br />
== Featured Article Nominations ==<br />
<br />
Yo BSFM, I have no idea who best to bother about this - How the hell does Featured Article nomination work? I've read all the associated pages, the meta-info about it, the past nominations and I feel no more elucidated. How do I nominate a page for FA? Do I just have to add a nomination template and hope for the best? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 09:13, 15 October 2018 (MDT)<br />
<br />
:Not to barge in, but I saw the recent edit: I believe it begins with a nomination on the talk page of the article with the template, addressing any issues that might exist before a consensus is ultimately reached when the article is either approved or denied. At least, that's what happened at my own pages: [[Talk:Pantheon_of_Tirr_(Tirr_Supplement)|Pantheon of Tirr]] and [[Talk:Rockworm (3.5e Creature)|Rockworm]]. -[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 09:18, 15 October 2018 (MDT)<br />
<br />
::Indeed y'all be correct. If you find an article you believe to be a good candidate, throw the template on there. Afterwards, any issues or concerns will be brought up. Based on consensus, a bureaucrat will give the thumbs up, or down. I think it to be the best way to drive collaboration on an article and truly find its worth. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:59, 15 October 2018 (MDT)<br />
<br />
== Review on the Alucard class ==<br />
<br />
Sorry to bother you I know your busy but I went through and did a review on rosewater Alucard class I wanted you to double check it to see if I missed anything thank you always [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 23:16, 15 October 2018 (MDT)<br />
<br />
:ofcourse! :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:09, 16 October 2018 (MDT)<br />
<br />
Bigshot is it just me or did the wiki go down at about 9:00 am est {{unsigned|Alucarddragonborn}}<br />
<br />
:not sure as there were other issues on my end. definitely some issues though with pages loading incorrectly. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:55, 16 October 2018 (MDT)<br />
<br />
Same with me I was in the middle if editing a page then I pressed save changes at it wasn't working but it's fine now.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 13:08, 16 October 2018 (MDT)<br />
<br />
== Aquamancer class help? ==<br />
<br />
Hello there! I hope I can trouble you for a little bit of help with the [[Aquamancer_(5e_Class)]] that I'm working on -- no rush, totally when it's convenient for you. I already got some input from ConcealedLight, who was very helpful in getting the subclasses more balanced and polished-feeling. Now I'm mostly looking for input on the Spellsprings and Cohort, the two central class features along with fullcasting.<br />
<br />
I just did a rework of the Cohort based on [http://archive.wizards.com/default.asp?x=dnd/ex/20061010a the second entry on this page], which isn't a 5e resource, so I'm not sure how balanced my implementation of it is for 5e.<br />
<br />
As for Spellsprings, CL suggested I structure them more like sorcery points. I agree that sorcery points involve less bookkeeping and are better for that reason, but I also think the Spellspring implementation I have now is pretty flavorful, and I think it doesn't make sense for the Spellspring feature to scale up the likes of ''{{5e|Sleep}}'' or ''{{5e|Cure Wounds}}'' at the same rate as first-level divination spells without higher casting (''{{5e|Detect Magic}}'', et al.). I'm hoping with an extra pair of eyes we can find a best-of-both-worlds, balanced implementation.<br />
<br />
Anyway, like I said, just if and when you're able to help with this, I will greatly appreciate it. Thanks! [[User:Ctenochaetus|Ctenochaetus]] ([[User talk:Ctenochaetus|talk]]) 21:38, 30 October 2018 (MDT)<br />
<br />
:Sure can! Sorry to be short too. Thanks for reaching out :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:07, 31 October 2018 (MDT)<br />
<br />
== Adding Columns? ==<br />
<br />
I’m currently trying to create another column for a class I’m working on called the https://www.dandwiki.com/wiki/Ninja_(5e_Class) and no matter what I try I can’t seem to figure out how to add another column to the table. I even went to the Table section on the Help Portal but I still was confused. I’m wanting to add a column in between the Proficiency Bonus and the Features columns. I’m wanting to add Ki Points to the table similarly to the Monk class. https://www.dandwiki.com/wiki/User:Dishonor0nYoCow (talk)<br />
:Replace the placeholder text next to the parameter "extrasonleft" with the number "1". Now you have a column between the Proficiency Bonus and the Features columns. Now name the parameter for extra_1 "Ki Points" and replace the entries for each row of the table with the number of ki points for each level, okay? If you want to keep the column for Concealed Tricks, make it extra_2, etc. That oughta do it. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:52, 1 November 2018 (MDT)<br />
<br />
Thanks so much! [[User:Dishonor0nYoCow|Dishonor0nYoCow]] ([[User talk:Dishonor0nYoCow|talk]])<br />
<br />
:Thanks Q! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:59, 1 November 2018 (MDT)<br />
<br />
== I have a problem ==<br />
<br />
Hey Big Shot I have a problem I made a vampire 5e class a long time ago and it got stubs because of course it did and then I did a redo on the same page and it was cool then I made a vampire variant called at the Vampire Knight and it was cool then I took a couple weeks off the wiki and when I got back on like an active again the vampire 5e class was changed back to the old version and the vampire variant AKA The Vampire Knight was now the redone version in the way of putting it and the Vampire Knight the one I've worked on recently is now gone and I was wondering if you could help me out with that thank you alucarddragonborn<br />
<br />
:Gonna need to try and break this down a little better. I found three pages for Vampyre's you've worked on (at least to what I see).<br />
:#[[Vampyre, Variant (5e Class)]]<br />
:#[[Vampyre (5e Class)]]<br />
:#[[Vampyre Knight (5e Class)]]<br />
:To me it looks like all the pages are there. Let me know if this doesn't help. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:22, 13 November 2018 (MST)<br />
<br />
You found it I couldn't but yea its all correct but vampire variant should be the vampyer 5e class don't know how that happened but thanks for your help alucarddragonborn<br />
<br />
:No problem dude! Good luck :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:14, 14 November 2018 (MST)<br />
<br />
== Hey Big Shot I need some help ==<br />
<br />
Hey man! Thanks for the help and advice on multiple of my pages! <br />
I finally got some more free time to get back to creating and fixing pages.<br />
Regarding the [[Aura Magister (5e Class)]] that I have been working on I have been making edits and believe it is in need of one last edit before I would remove the incomplete tag. However, I am stuck... I was reading through your advice and got stuck on your 5th suggestion. <br />
:"Head Aura Magister uses a different DC that is worse than what a normal one would be (8+prof bon+relevant ability mod). Also, a free 4d6 healing is quite strong. While it is capstone, I still don't think unlimited healing, or unlimited with such a high value, should be encouraged."<br />
I can see how this would definitely be seen as unbalanced. Fixing the DC isn't hard but I am not sure how to change this feature to not be unbalanced. I envisioned hitting level 20 and having that almost cinematic scene where you have finally mastered the auras. When you walk the auras flow out of you healing all things or killing all things. Like a true force of life and death a walking natural disaster or a walking miracle of life. Its because of this I cannot think of a way of wording or changing it and still keep the vision. I hit a creative block and would love some more input or help from you on this! Once again thank you so much you're and amazing person and your help is always appreciated. (if you cant reach me on here or for some reason I don't see your response I am always checking the wiki discord) [[User:Slinger124|Slinger124]] ([[User talk:Slinger124|talk]]) 09:43, 13 November 2018 (MST)<br />
<br />
:You are way too kind lol but thank you.<br />
:I was just checking if the variant DC is intentional, if I am not mistaken. And maybe limit the healing to only half their maximum. This I think could be a start to balance the healing. As an action, heal 4d6 hit points up to half their maximum? I 'unno, an off hand thought. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:17, 14 November 2018 (MST)<br />
<br />
Hey! I believe I have come up with a new idea that keeps true to the vision but makes it a little more balanced. Would love to have your feedback on it or if you think it needs some more changes feel free to re-word or change it :D <br />
[[User:Slinger124|Slinger124]] ([[User talk:Slinger124|talk]]) 09:31, 15 November 2018 (MST)<br />
<br />
==Really appreciate the class help, but...==<br />
The original problem I was attempting to fix still remains unsolved. I have yet to discover how to put a short description on the class page. I’ve tried searching the help portal and editing guideline/intro but couldn’t seem to figure it out. Though my problem is still unsolved, please don’t take me asking directly as ungratefulness, the things you changed and edited on the page were really helpful and changes I hadn’t gotten to due to time constraints and work.(My page was really lacking flavor before you assisted) Also, nice catch on Flow, after talking with my group, they had suggested something similar.<br />
--[[User:Cadezka|Cadezka]] ([[User talk:Cadezka|talk]]) 08:15, 3 December 2018 (MST)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=User_talk:Revival&diff=1110483User talk:Revival2018-12-03T15:12:53Z<p>Cadezka: A request for further support from one of the many dand wiki wizards</p>
<hr />
<div>== Void Elf Help ==<br />
Firstly I would like to say thank you very much for your help! You mentioned that the Call of the Void should be changed into a Variant Rule as it essentially forces a role play element to the race. What exactly is that and how would I go about doing that?<br><br />
About the sub race situation... The sub races are supposed to be a sort of IRL Social status. They don't become anything aside from a Void Elf but their chosen class places them into that social class. In the design note I put the Example: Void Elf, Ren'Dorei Warlock. It is supposed to be basically you Race(void elf) your "sub race"(Ren'Dorei) then your class (warlock). Hope that maybe clarifies the idea? <br><br />
Yes the traits were meant to have unlimited uses as they are I guess comparable to Caltrips as you stated. They are meant to be a onetime use in combat sort of ordeal nothing to essentially break the game but as I did pull the content from WOW and remix it for D&D it wouldn't be the same if it was a onetime and gone thing. As for the issue with the Spacial Rift I don't personally know what exactly to word it but this is a video of it in use in game. https://www.youtube.com/watch?v=GuwZFhwG_xc . I went ahead and made as many changes as I could based on what you suggested. <br><br />
Regarding the Traits you had mentioned that you would choose void form over void embrace but In the same sense the Drakyn feats are used together to stack and increase damage the same idea applies here. <br><br />
https://www.dandwiki.com/wiki/Void_Elf_(5e_Race)<br><br />
I would love some more feedback from you on what may need to be changed or anything once again thank you very much and please feel free to contact me if you need any feedback or help I would be more than happy too!<br />
<br />
[[User:slinger124|slinger124]] ([[User talk:slinger124|talk]]) 02:32, 10 September 2018 (MDT)<br />
<br />
== Chronomancer ==<br />
<br />
Hey, so I recently just finished putting all the things that I myself wanted inside of the chronomancer class and was wondering if there was anything I should fix or anything like that, basically a review in a sense, and some advice on if the class is good/worthy of being a class yet, as you can see I'm still new to this community and it takes me a minute to figure things out like communicating with others xo) but I'm really hoping you can show me the ropes so that I can put more thought into the other two classes that I am currently creating as well--[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 09:07, 16 July 2017 (MDT)--[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 09:07, 16 July 2017 (MDT)<br />
<br />
: Wow man, honored to be of help. I'll take a look over the next few days, and I'll write my thoughts on the discussion page for the class. Again, wow. Thanks for asking. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:17, 16 July 2017 (MDT)<br />
<br />
== Drugs ==<br />
<br />
I was thinking, and that your the only one that me myself somewhat know, would it be possible to create another category that would involve drugs on the 5e homebrew option hyperlinks? because yea there's potions but those aren't drugs, me myself was thinking "My DM has a lot of drugs in his group, but they don't have any effect towards anyone, what about people that take it in combat or something, yea they are there but they have no bonus' or negative affects unless the DM specifically says so" so, because of that, that's why I'm actually wondering about that because that would actually be pretty cool to make drugs and stuff including a herbalist area that could be using a map of faerun as reference describe the types of random greenery like herbs trees and so on for people that would like to use potion making or again for drugs --[[User:Bigdad881|Bigdad881]] ([[User talk:Bigdad881|talk]]) 22:35, 13 August 2017 (MDT)<br />
<br />
:First of all, sorry to budge in - I was loafing around during worktime and found this page on [[Special:RecentChanges|Recent Changes]].<br />
<br />
:Having drugs sounds nice to me as well, perhaps I can ask to join in development? Fantastic drugs and drug-abusers would also pump up my campaigns, as well as other campaigns anyone would prepare with this wiki. The idea is cool, but the implementation would be tricky - which is exactly why I, if possible, would like to join the process. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 22:58, 13 August 2017 (MDT)<br />
<br />
::I honestly don't know if that is possible. I'm going to ask an admin about that and see what obstacles are in the way. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:44, 14 August 2017 (MDT)<br />
<br />
:::Disclaimer: I made [[Chems (Fallout Supplement)|drugs]] and an [[OGC:Main|entire pseudo-namespace]] before I was an admin. It's generally cool to do new things, as long as it's done so as to integrate with what has come before.<br />
<br />
:::Now, I thought we had a drugs category but we don't. I think drugs were generally relegated to [[Beneficial Drugs (3.5e Variant_Rule)|variant rules]], and indeed, I can't think of any published rules for drugs. If you wrote or otherwise showed some 5e rules that could be referenced for how drugs worked, that'd be a good start. I'm assuming they don't work just like potions, or else you could just reskin potions as "drugs." Otherwise, you can always categorize your creations as [[:Category:Drug|drugs]]. Remember: Be bold, take initiative, try new things :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 07:57, 14 August 2017 (MDT)<br />
<br />
::::A few drug (alchemical mixtures is probably a better term) examples, and a start with this list, should get this moving in the right direction. Keep in mind that if there are no official examples then a rule system will be required. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:37, 14 August 2017 (MDT)<br />
<br />
:::::Seems like more than few people are actually interested in this! I may not the best in this wiki, but I'll get to work on this. (It would be so surprising for myself to thank my own insomnia for this.) --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 09:41, 14 August 2017 (MDT)<br />
<br />
:::::Aaaaaand it's online. [[Drugs and Medicines (5e Variant Rule)]] is the page, fellow wikians! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 10:15, 14 August 2017 (MDT)<br />
<br />
:::::: I left went to work and came back to see all this xo) happy to see how much it suddenly blossomed, but because (thinking that it is still in trial and run stage) I don't believe that there are any official sources that explain drugs except for WeirdoWhoever's page that he just made (thank you!!) but thinking about it, for the drugs there will most likely be a way to create them (like always) and the thoughts that popped up in my head is still that herbalism where to find/get/how much they would cost if sold as ingredient etc. also for each drug can be a cool way to create them instead of just saying "using a alchemist kit i make it" like for blood shot it could say only as a example not taking over the drug or anything "to create this, you grind up the required herbs place it inside of an metal hollow ball to stick in a furnace (something hot) and heat the ingredients up and splash water or some kind of liquid to instantly cool it to make a water substance in which is red to create blood shot"<br />
<br />
:::::::Thanks for having m- ''us!'' Oh, and I'm copying your comments to the [[Drugs and Medicines (5e Variant Rule)]]'s talk page for reference, we can continue our discussions there. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 09:00, 15 August 2017 (MDT)<br />
<br />
== Master Caster ==<br />
<br />
Hello, BSFM (I hope you don't mind me calling you that). I was wondering if you had an idea for a proposed revision for the Master Caster feat, that might take into account both Geodude's and JSDP's wishes, while providing a fresh perspective. I am asking here because that talk page is rather cluttered, but I would also like to see this resolved sooner rather than later. If you don't have a revision in mind, don't worry. It was worth a shot asking :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:07, 6 October 2017 (MDT)<br />
<br />
::Hey Gamer, I don't mind at all. Worse things to be called haha. About your idea, if the feat was taken at level 1, I read your proposal as they can take a level 9 spell. So that baits the question, can they cast it? Do they still need a spell slot available to cast a spell of that level? <br />
::None the less, JSDP seems unhappy no matter what. I think members of the community have proposed great ideas for balancing (G. Dragon & Geo) but that doesn't seem to matter. In addition, every time it seems a final draft can be done, JSDP makes a little change and you're left wondering where did that idea come from, hence why I must walk away for now. I do not mind discussiong here with you, I can check the Talk page for Master Caster for discussion her with you but at this time, I believe it best to take time away from JSDP. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:14, 6 October 2017 (MDT)<br />
<br />
== Response to Beholderborn ==<br />
<br />
Hello! you recently asked me about my Beholderborn page, and asked about "Once Awakened", at the time that part was a work in progress, and you will now see a table of which to determine your "awakening". the awakening is the event that a Beholderborn Realizes or "awakens" to its true power, hope this helps,<br />
<br />
--NicMINEBOMB24 10:34, 18 October 2017 (MDT)<br />
<br />
== hey BigShot ==<br />
<br />
you said if i need help with anything i could come talk to you and im making a class called vampyre,you can find a link to it on my talk page and i dont know how to insert pictures so i was wondering if you can help me out with that<br />
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:Did you see the reply on Mara's page? Someone gave a tip what to do, did that not work? I've not yet experimented with pictures yet so I'd be learning with you about posting them. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:37, 17 November 2017 (MST)<br />
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::ok but who is Maras thanks anyway<br />
<br />
:::You posted on his talk page yesterday, Marasmusine. Sometimes called Mara for short. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:43, 17 November 2017 (MST)<br />
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thanks i just relized that[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:03, 17 November 2017 (MST)<br />
<br />
== Vampyre Class ==<br />
<br />
Big shot thank you for reviewing my [[Vampyre (5e Class)]] and after redoing somethings and tweaking it i think you should review the sub classes and give me feedback on it thanks.if you want to of course<br />
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:Sure thing man. I am going over another user's stuff briefly and will look at yours agains. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:20, 18 December 2017 (MST)<br />
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== Machinamancer and Spells ==<br />
<br />
Hey BigShot, <br />
<br />
I was told that you would be able to help me. I've recently uploaded a class and some spells that we use in our D&D canmpaigns. However, it would be nice to get opinions/balance changes. I was told to post it like this with links below.<br />
<br />
Class:<br />
https://www.dandwiki.com/wiki/Machinamancer<br />
<br />
Spells:<br />
They are all under Wizard and being with "Leonardo's..." or "Viktor's..."<br />
There is one Cleric Spell - https://www.dandwiki.com/wiki/Viktor%27s_Teachings_For_Adran<br />
<br />
I hope this is correct? If there's anything I need to do or change, let me know and thank you in advance for any help!<br />
<br />
:I'd be happy to assist. I'll take a look over the next few days. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:17, 18 December 2017 (MST)<br />
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Hi BigShotFancyMan, sorry it's taken me so long to respond to this but things came up IRL. I've now responded to (hopefully) everything you've posted. If you have a few more minutes, any additional help would be awesome. The spell "Viktor's Teachings For Adran" needs the most attention if you could have a look at the talk page. Also, I don't know if there's a way to check whenever you respond to something?<br />
<br />
:there’s your watchlist and you can also receive email notifications when changes occur. You might get some others’ help but if not, I’ll address them over the course of the next few (3) days. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:47, 5 May 2018 (MDT)<br />
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Ahh, awesome! Thank you! No need to rush, just if you're available! Thank you in advance. :)<br />
:so it was gonna bug me if I took that many days to respond. It was nice some things were fixed, but a couple I think still need help. The ones I recommended for deletion I still think should be, and anytime you see Blobby383b comment, dude knows his sheet and earnestly wants to improve any article he comments on, so at least try to use his advice. <br><br />
:it’d also be helpful if you typed the tilde “~” four times at the end of your comments so it helps people know who is talking on talk pages. It places a signature for everyone to see. <br><br />
:lastly, happy to hear IRL has given you a breather. May it last for you. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:35, 5 May 2018 (MDT)<br />
<br />
Is Machinamancer another name for Technomancer? --Redrum 18:36, 20 June 2018 (MDT)<br />
:I could totes see how one would perceive it that way. Up to you I suppose! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:45, 20 June 2018 (MDT)<br />
<br />
==Questions==<br />
I have two questions for you BigShot one is are you a admin because if not you should totally be one and is it possible to make up a type of damage such as air damage,or water damage maybe even decay damage. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:30, 22 January 2018 (MST)<br />
<br />
:Bigshot isn't an admin, although I feel they need a bit more experience on the site before becoming one. As for damage types, air damage would just be slashing as that is how air damages you(or force if it pushes a creature), things that deal damage with water would deal bludgeoning damage, and decay is simply necrotic damage(decaying flesh).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:48, 22 January 2018 (MST)<br />
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::You are too kind, I am not an admin. I don't think I handle difficult users with the right finesse, and I do not have the time that I think the wiki deserves. <br />
::In regards to your question, it is quite possible to make up your own damage, as a DM. When it is your table anything goes. When creating content for this wiki, I'd suggest sticking to core/WoTC printed material. If you must create something new, I'd recommend there being great cause and an explanation for it. Most of us would provide argument that whatever effect you are going for can be applied via a damage source that already exists.<br />
::Kind of a long answer, but I think it best to have all the information. and again, thank you for the compliment. It will be a long time before I forget these words. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:55, 22 January 2018 (MST)<br />
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::I didn't even get a chance Blobby383b lol thanks though. See what I saying about arguments for using already established damage? Typically, there's is no reason to deviate. Try asking what people would classify a damage as. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:55, 22 January 2018 (MST)<br />
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:::I believe cold damage can be used for water and cold air attacks. Hot air attacks could maybe use fire damage? Bludgeoning is probably a good alternative for both.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 16:42, 22 January 2018 (MST)<br />
<br />
::::Thanks thats a big help running a homebrew campaign is like harder that my calculus this really helps a lot and about bigshot being an admin that came from the heart dont let it go to the head.<br />
<br />
:::::haha no worries about it going to my head. In light of recent things, it just meant a lot to hear that. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 15:53, 22 January 2018 (MST)<br />
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::::::i have two more questions how do i determine average dmg for a player character and how does one rule a kingdom.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 13:27, 24 January 2018 (MST)<br />
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Average damage is the same weather is creature or PC (iirc). You halve the damage die, and round down if need be. Ruling a kingdom, that is a bit a different question. Can you provide some details; race, size, environment, what things are you unsure about? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:45, 24 January 2018 (MST)<br />
<br />
:Not sure if this is what you're talking about, but the free [http://www.drivethrurpg.com/product/194619/Immortals-Companion Immortals Companion] (that I'll transcribe to here one of these days) for D&D 5e has rules for managing dominions. If you're talking about other editions, I'm sure I can find rules for them too.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:53, 24 January 2018 (MST)<br />
<br />
::For the kingdom,Lets just say i was a [[Real Dragon (5e Race)]] The kingdom is small its only a mile wide in length.during the day the environment is really bright with bunch of flowers blooming but at night the moon barley shows and the streets are pitch black.and the citizens are all human.and the main thing im unsure about it is how do i keep the kingdom running should i strike fear into all of them can do that because most will leave.how do i make an income do i just overtax everyone.how much do i pay my people for their jobs is a army even necessary when they have me a [[Dominion Overlord (5e Class)]] as their king and stuff like that.And Big shot can you take a look at my [[Dominion Overlord (5e Class)]] i got some stubs saying that it was overpowered which i get it is but its gone a long while without anyone noticing just wondering why now [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:31, 25 January 2018 (MST)<br />
<br />
:::Are you DMing or PCing? or playing this solo? As a DM, you can devise a way that keeps the citizens trapped so they can't leave and are forced into labor. Or, if that is a morbid thought, you could ignore the numbers and flavorful describe that the kingdom runs smoothly with adequate wages and the ruler lives a comfortable life. If you are a PC, then you got to ask how your character would play it out and wait for the DM to give the results. If you don't like the results, then you need to come up with ways to keep your people happy (festivals, tournaments, praise). I believe the PH/DMG have guidelines for wages (something about paying for services). Typically a town/city/metropolis has a standing guard, which I think is 1/10 the population but don't quote that. Without the DMG I can't be certain. In fact, do you own the DMG? I'd recommend reading it for advice on this. <br />
:::I'll take a look. I'd say the wiki has gotten a recent robustness to edit content. I mean, a page being debated with zeal and passion went untouched over a year and then gets a deletion stub lol I wouldn't take it personal. I've got content that I am waiting for others to fine comb. Just be open minded to the changes. If you don't like them, have good flavor to justify it and still be ready for compromise. Might have to lose a little somewhere to gain what you are fighting for elsewhere. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:58, 25 January 2018 (MST)<br />
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Am i DM'ing or PC'ing thats a good ''Quest''ion on thursday and fridays i DM and my friend just so happens to love my Dominion overlord so much he decided to play as it but on saturday and sunday the roles switch where i play the Dominion overlord because its so fun.and no i dont own any D&D books but thats why theirs the internet.and thanks for the help might as well copy the U.S Constitution for the rules of my kingdom.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 10:33, 26 January 2018 (MST)<br />
<br />
I also finished the [[Dominion Overlord (5e Class)]] waiting for you do give it a run through. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:05, 26 January 2018 (MST)<br />
<br />
When you intimidate a creature does it become frighted of or charmed.can you give the creature orders and it will act to the best of its ability or will it just run away.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:59, 30 January 2018 (MST)<br />
<br />
:I don’t want to use either of those terms because the mean specific gameplay mechanics. When you successfully intimidate someone they might become scared. Usually it is along the line they will do what you’re “intimidating” them to do. An order can be given through intimidation (this is probably the most common way of it occurring) but it isn’t the same as some spells effects where it lasts 1 minute or an hour. The intimidation only lasts as long as the subject is scared. It’s another gray area of roleplaying, where the DM makes most the decisions along these lines (usually because PCs are intimidating NPCs) if you’re curious about opposing rolls or a DC, DC can be passive wisdom, opposing check of wisdom saving throw, or DC involving CR or HD or as the DM don’t get bogged down by numbers and make the game fun. If they’re on streak, and need put in place: fail (except in really high rolls) or of down on luck then anything higher then a result of an 8 they succeed. If they roll a 1/20 improvise something interesting. I try to tell a story when I DM and use the numbers as guidelines. Xanathars guide to everything might outline 1st party theory on this, sorry I don’t have it. Also sorry for my exhaustive answer, but I’m my defense it isn’t simply black and white. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:09, 30 January 2018 (MST)<br />
<br />
::thank you i really need to buy some dnd books [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 10:31, 31 January 2018 (MST)<br />
<br />
:::lol yes, very much so. There are pdf versions you can acquire. I am not good at that, but others are. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:24, 31 January 2018 (MST)<br />
<br />
Alright i got a serious question say i wanted to review some of the classes and races on this site on YouTube would i have blur anything out is their like secret content and things like that. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:03, 1 February 2018 (MST)<br />
<br />
:You should post that question on the [[User Talk:Admin|ask an admin]] page. I don't know the right answer for that and anything I would guess is quite possibly going to steer you the wrong way. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:47, 1 February 2018 (MST)<br />
<br />
::Big Shot if your not to busy i was hoping if you could review my [[Vampyre (5e Class)]] for the spelling and grammar i think i got all of it but i want to be sure. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 15:03, 6 February 2018 (MST)<br />
<br />
:::Sure thing dude :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 7 February 2018 (MST)<br />
<br />
::::I made 5 minor edits and when I got to 20th level, it needed edited as well. I did not touch it or the subclasses. I hope there is enough in the edits I made for you to be able to wrap up the rest. I think it is much better than it was though. A couple general tips, "At xth level," there's a comma there. I think DC is the only abbreviation used in SRD? meaning spell out Blood Points. Otherwise, I've seen the grammar and punctuation improved on other articles as well which is very helpful for others and encourages them to help you. If we can't read something or understand it, then we can't help. Cheers man, have a good weekend [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:05, 9 February 2018 (MST)<br />
<br />
== XGtE Arcane Archer buff ==<br />
<br />
[[Arcane Archer Arcane Shot (5e Class Feature)]]<br />
<br />
I came across an idea to help the archer feel better. Similar to how the PH Ranger was meh and UA Ranger is good. The idea is have arcane shot uses scale with your proficiency bonus & any arcane shot that deals 2d6 damage at first, and scales to 4d6 at level 18 get an intermediate damage increase at level 10 of 3d6. Talking with my group that liked it we changed it to be:<br />
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*Whenever you gain an Arcane Shot option, the number of uses increases by one.<br />
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The keeps the feature tied to the subclass and rather than letting people dip into and it scale without investing (and follows better with subclass features correlating with class level not character level. We also added that shots that deal 2d6 damage at level 18 get a 1d6 at level 10. Hopefully this helps other players/groups.<br />
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''shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, shot, EVERYBODY!'' <br> [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:34, 23 January 2018 (MST)<br />
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:Oh! If it's just one feature you're changing, you could make a small [[5e_Class_Feature_Variants|(5e Class Feature Variant)]]. That would be a good way to share it, and the Class Feature preload is suited for just such a task :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 07:55, 23 January 2018 (MST)<br />
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::I've got it posted. Most likely some phrasing issues (tricky thing to communicate the damage idea). Thanks a lot for the direction of where to post this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:10, 23 January 2018 (MST)<br />
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:::If you really want a buff add different tipped arcane arrows,like arrows that deal a specific type of damage like say you have 5 arrows left you can have each one deal a different type of damage Cold,Fire,Lighting,Force,and acid just my opinion.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:29, 24 January 2018 (MST)<br />
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::::Arcane shots do have varying effects on them already. And another user has submitted arcane shot options already. I don't see an issue suggesting this on [[Arcane Archer Arcane Arrow Effects (5e Class Feature)|that talk page]]. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:40, 24 January 2018 (MST)<br />
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== Special Chat? ==<br />
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I only just noticed in one of your edits on the Behemoth Talk page that you linked a special chat, I can be on there whenever you want to discuss the class just let me know!--[[User:HalfHeartedAvenger|HalfHeartedAvenger]] ([[User talk:HalfHeartedAvenger|talk]]) 10:45, 22 March 2018 (MDT)<br />
:Indeed I did link it that day to try and pan out details a little quicker while I was/am at work. I don't camp there though because of work so don't stress it. I hope you enjoy recent changes on the class. There's also a Discord Server people use, more popular than the Tavern.[[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:00, 22 March 2018 (MDT)<br />
::Ah okay yeah I'm pretty new to the community as it were. I'm at work too most days so I find it hard to go in and edit the chat room. I figured it would be nice to talk to you about it in a more succinct way, especially since all of these changes have led to me having more questions and opinions(I do like the overall direction, but feel like some changes are taking away too much from the original purpose(like the complete removal of the increased crit change, for instance). Mind you that I'm fine with whatever changes are made as long as there is a general consensus that they fit the class well enough and are balanced.--[[User:HalfHeartedAvenger|HalfHeartedAvenger]] ([[User talk:HalfHeartedAvenger|talk]]) 11:13, 22 March 2018 (MDT)<br />
:::Check out Blobby's review on the Class Review topic, he makes points that the critical hitting doesn't add much damage especially for a class making one attack. If the class made more attacks, crits would be great, but there a better features to fit into this classes design of one large hit. But please, ask away on the [[Behemoth (5e Class)]] talk page, it's come a long way and in a good way too. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:57, 22 March 2018 (MDT)<br />
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== Bigshot ==<br />
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Hello bigshot its been a while but i was making the [[Inferno (5e Class)]] and i need an opinion on balance and flavor if your not too busy that is.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:46, 22 March 2018 (MDT)<br />
:Of course I will, might not be for a week though? I usually don't wiki too much on weekends and next week isn't a normal week for me. If anything, I'll give a crash on it with an intent to get in depth later (like I usually do) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:57, 22 March 2018 (MDT)<br />
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Thats cool ill leave it alone for a while and just tell me when you do get a look at it,thanks [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 12:00, 22 March 2018 (MDT)<br />
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== Shinobi (5e Class) ==<br />
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i need your help with some wording on my [[Shinobi (5e Class)]] its the Obliteration Technique at 17th level i want to be able to use my action to save my attack that i was going to use and on my next turn attack twice or instead keep on saving.for example. i use my action and i now one attack saved and on my next turn us emy action to gain another attack.to a maximum of five and then unleash a flurry of attacks onto my enemy.it currently reads.<br />
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*At 17th level you can use your action to begin charging while charging your movement speed is zero and you must act as if you are concentrating on a spell.when it is your turn you can attack an enemy within 10 feet of you twice or instead use your action to continue charging,if you do you can make another attack after the 2nd (Max 5),when you use this feature you cant do it again until you complete a long rest.<br />
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this is as proper as i can make it but to me it doesn't sound right if you have any suggestions feel free to change it.{{unsigned|Alucarddragonborn}}<br />
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:Hey man! I've responded on the appropriate [[Talk:Shinobi (5e Class)|talk page]] so I hope to hear from you there. Thanks for reaching out :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:58, 30 April 2018 (MDT)<br />
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== Fight Club 5 Transribing ==<br />
<br />
Here is the information that you wanted with the links included<br />
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:18:45, 10 May 2018 Phantom Wolf (Talk | contribs): I like to include the race background so that you know who each race is <br />
:18:44, 10 May 2018 Phantom Wolf (Talk | contribs): here is an example of what you have to do when the race has a few different subraces: https://github.com/Lee62me/DnDAppFiles/blob/patch-2/Homebrew%20&%20Third%20Party/Races/Catfolk <br />
:18:41, 10 May 2018 Phantom Wolf (Talk | contribs): just the race i meant <br />
:18:40, 10 May 2018 Phantom Wolf (Talk | contribs): think you could help with that? <br />
:18:32, 10 May 2018 Phantom Wolf (Talk | contribs): creating the class pages are going to be quite a bit more diffuclut from what i have seen <br />
:18:32, 10 May 2018 Phantom Wolf (Talk | contribs): that is the link for the aggrand race that i coded based upon the homebrew race <br />
:18:31, 10 May 2018 Phantom Wolf (Talk | contribs): https://github.com/Lee62me/DnDAppFiles/blob/patch-2/Homebrew%20%26%20Third%20Party/Races/Aggrand <br />
:18:31, 10 May 2018 Phantom Wolf (Talk | contribs): looks like it is a little to long, let me find one that i did that is slightly smaller <br />
:18:30, 10 May 2018 Phantom Wolf (Talk | contribs): here is an example for adding a race: <br />
:18:27, 10 May 2018 Phantom Wolf (Talk | contribs): compared to some of the other languages i know <br />
:18:27, 10 May 2018 Phantom Wolf (Talk | contribs): bother, then you can't get the app. You can still help if you want though. I could text or email you images of the tutorial if you want to help. It is a rather simple coding style <br />
:18:25, 10 May 2018 GamerAim (Talk | contribs): No, I do not. <br />
:18:17, 10 May 2018 Phantom Wolf (Talk | contribs): do you have a mobile apple product? <br />
:18:15, 10 May 2018 Phantom Wolf (Talk | contribs): I had to add them as a trait feature <br />
:18:12, 10 May 2018 Phantom Wolf (Talk | contribs): No, I had to do a little bit of thinking outside the box for adding the race background info <br />
:18:12, 10 May 2018 GamerAim (Talk | contribs): Seems like you could make a bot that transcribes the data for you. <br />
:18:12, 10 May 2018 Phantom Wolf (Talk | contribs): I am afraid that the app is only available in the apple App Store as far as I know <br />
:18:11, 10 May 2018 Phantom Wolf (Talk | contribs): It is a rather simple coding style, you just have to copy and paste the information in the right format. I could give you a quick lesson that should help. The app even has a tutorial on it for coding new classes, races, items, and even backgrounds if I am not mistaken <br />
:18:09, 10 May 2018 GamerAim (Talk | contribs): Afraid I've neither time nor skills :( <br />
:18:07, 10 May 2018 Phantom Wolf (Talk | contribs): And that is only the homebrew stuff. They already went ahead and put in the main stuff from the books <br />
:18:06, 10 May 2018 Phantom Wolf (Talk | contribs): You want to help me? <br />
:18:06, 10 May 2018 Phantom Wolf (Talk | contribs): There is a repository for the app on GitHub, but I have to code almost 10,000 items 😓 <br />
:18:04, 10 May 2018 Phantom Wolf (Talk | contribs): I have to code it correctly for it to be used <br />
:18:03, 10 May 2018 Phantom Wolf (Talk | contribs): I am afraid that I don’t quite know how to create a new class or race. I am already working on a long term project, transcribing all of the 5e material in here for usage in the Fight Club 5 app {{unsigned|Phantom Wolf}}<br />
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:I've put this off long enough and I think I was lying to myself when I thought I could help. I would be more than happy to help with anything you've uploaded to the wiki, but I <s>can't</s> don't want to assist with transferring or whatever this process is. I am sorry if I mislead you. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:48, 22 June 2018 (MDT)<br />
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== Some more help ==<br />
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I wanted to know if this featured for the [[Dominion Overlord (5e Class)]] was too overpowerd before you say yes i want you to know the idea behind,I want it able to be able to resist magical attacks. it currently reads. <br />
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;Overlord Supreme<br />
You hate when some one uses magic against you so your hate has made you almost invulnerable to magic.At 18th level you are resistant to magical effects done by spell caster's (Wizards,sorcerer's warlocks and the like) and have advantage on saving throws against them but this goes both ways and healing spells have no effect on you.EX.if you are hit with fireball you have advantage on the saving throw and only take half the damage and if some one was to use a healing word you gain no hit points.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:39, 18 May 2018 (MDT)<br />
::to clarify:<br />
:::1. Advantage on saving throws vs spells<br />
:::2. Resistance to spell damage<br />
:::3. Immune to healing spells<br />
I’ve used spells instead of spellcasters because it is a vague term any list might not include future classes released. Let me know if I’ve understood this correctly though. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:21, 18 May 2018 (MDT)<br />
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that is exactly want i want just wondering if that was overpowered.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 14:27, 22 May 2018 (MDT)<br />
:apologies for the delay, I’ve been away. I don’t think it’s overpowered in itself, possibly when combined with other features though. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:58, 7 June 2018 (MDT)<br />
<br />
== Administration ==<br />
<br />
Welcome to Adminship. You are now part of "The Face" of D&D Wiki. You have more burden on yourself now that you are an admin because users will be looking at you for editing help, knowledge about pages, etc. Make sure to familiarize yourself with [[Meta Pages]] to help address this burden. I recommend you take a look at [[Special:ListGroupRights]] if you have not already. Some of the new feature's uses follow: You can now delete pages, protect pages, rollback edits, block users and IP's, edit every page, patrol edits, and do a couple more minor things.<br />
* Deleting pages is normally done through [[:Category:Candidates for Deletion]]. Anything with a good reason to be deleted on that page should be deleted. Other times pages should be deleted is in the case of vandalism, spam, or even when someone makes a page and after a few edits they either blank the page or replace it with something like "Please delete this". If this page consisted of close to just the preload it is fine to just delete it.<br />
* Protecting pages has quite a few different times when it should be used. Pages should be protected according to the author's wishes (with [[Template:Locked Page]] added to the top of the page in question), in case of conflict (with [[Template:Temp Locked Page]] added to the top of the page in question), in case of [[Help:FAQ#What are OGL, OGC, SRD, and GNU FPL?|OGC]] published materials (with [[Template:OGL Top]] added to the top of the page in question and [[Template:OGL Bottom]] added to the bottom), or finally if the page is a vital part of D&D Wiki's organization. Also, if it deals with D&D Wiki's organization the page needs to be protected. For Example [[3.5e Homebrew]] is protected from all non-sysop edits. No template needs to be added to pages if they are part of D&D Wiki's organization (even though some do exist like [[Template:Admin Locked Page]])<br />
* Blocking a user or IP should be used with respect to [[Meta Pages#Policies|policy]]. To block someone just click "block" (found on [[Special:Recentchanges|Recent Changes]], the diff in question, the userpage, etc) and fill out the corresponding form. For a typical vandalism attack I normally block the user for two weeks. Certain things demand a longer block and others a shorter. No standards have been set for block lengths so use your best judgment.<br />
* Editing every page on D&D Wiki mostly means you can now edit the [[5e SRD:System Reference Document|5e SRD]], [[SRD:System Reference Document|3.5e SRD]] and the [[MSRD:Modern System Reference Document|MSRD]]. Feel free to edit them if inaccuracies are found. If interested further please look at their To-Do lists; I am sure your help will be appreciated.<br />
Now that you are an admin I would say more burden is placed on you, but I really hope you enjoy being an admin and I hope you decide to stay around on D&D Wiki for a while more to come. Welcome to Adminship. Again, you're now part of "The Face" of D&D Wiki. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:00, 12 June 2018 (MDT)<br />
<br />
:Congratulations :)--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 09:33, 12 June 2018 (MDT)<br />
::Thank you both very much. I look forward to being a help around the site! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:46, 12 June 2018 (MDT)<br />
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Bigshot made admin yaaay I told you this was going to happen alucarddragonborn.<br />
:lol yes you did. TYVM Alucard [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:28, 30 June 2018 (MDT)<br />
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== Commendation ==<br />
Hey, I appreciate the help you have given on my pages in the last couple of days. I panicked a bit when I had a dozen or so emails saying my pages had been changed, but I'm not great at breadcrumbs and such (as you have noticed). Thanks for helping with that. Just saying, you make the wiki a better place. If you have some pointers for [[Nökken(5e Race)|Nökken]], a couple of tags were added and then re-added after some editing, so I would appreciate your thoughts. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 05:19, 22 June 2018 (MDT)<br />
:Hey Zibby! That's great to hear, thank you a lot. I will take a look at the Nokken and see how I can help out. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:07, 22 June 2018 (MDT)<br />
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== Hey Bigshot ==<br />
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I have a question if I wanted to rename something how would I do that thx always. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 21:54, 10 July 2018 (MDT)<br />
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:At the top where the tabs are, there is one named "move". Click on that and you'll be brought to a page to choose a new name and give a reason. As long as you aren't moving something from a user page to a "regular" page should be rather simple. I'm off to bed so I hope you have success. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:01, 10 July 2018 (MDT)<br />
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::I forgot there's an option to leave a redirect. Leave checked just to be safe. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:03, 10 July 2018 (MDT)<br />
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:::Only admins have the option not to leave a redirect; regular users always leave a redirect. {{User:Geodude671/Signature}} . . 22:08, 10 July 2018 (MDT)<br />
::::doh! Thanks for clearing that up Geo. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:10, 10 July 2018 (MDT) <br />
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Thx for that but I have one more problem it's my Dominion Overlord or more specific the Juggernaut Drive yes it's broken and I want to change that but I'm out of ideas so do you have any Overlord_ish lv 20 features to make it good but not broken.alucarddragonborn<br />
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:I replied on the [[Talk:Dominion Overlord (5e Class)|Dominion Overlord]] talk page. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:09, 18 July 2018 (MDT)<br />
<br />
== need help ==<br />
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know you have been helping with the [[Duel Terminal :Order of the Warlords (5e Campaign Setting)]] could you help keep an eye out on it dont know how to report someone don't appreciate being called stupid or threatened for making custom rule sets and monsters the page is very much a work in progress if could help moderate we would be much obliged [[User:DuelingDuelistDrew|DuelingDuelistDrew]], [[User:Dmoice|Dmoice]] 08:20 9/6/18 (EST)<br />
:I’ve been parsing through the edits since they started. Could you share where you called stupid? And don’t take CL’s comments as a threat, but as an informal warning. One that they need to consider for themselves if that’s how things will go. Other than that, take a break from the wiki for a couple hours if you can. To prevent any hasty edits. ([[User talk:BigShotFancyMan|talk]]) 06:28, 6 September 2018 (MDT)<br />
::can i send a edit i deleted im not sure how i would do that [[User:DuelingDuelistDrew|DuelingDuelistDrew]], [[User:Dmoice|Dmoice]] 09:53 9/6/18 (EST)<br />
:::I am not sure I follow. Every edit is logged. You can email the page you are talking about if you don't want to publicly send the information. Otherwise, post a link to the page in our discussion here and we can continue a conversation on that pages talk page and figure out what edit you are referring to. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:52, 6 September 2018 (MDT)<br />
<br />
== A star of the barn variety ==<br />
<br />
{{Barnstar|Consistently you are level-headed, open-minded, active, productive, and collaborative all at once{{dash}}which these days is both exceptionally rare and valuable. You're a beacon shining in the darkness. You're a pizza with every topping. - [[User talk:Guy|Guy]] 18:19, 8 September 2018 (MDT)}}<br />
<br />
How do you not already have one of these? - [[User talk:Guy|Guy]] 18:19, 8 September 2018 (MDT)<br />
:lol while all edits are valued equally on paper, I think practically some edits <s>have greater implications/uses and its the greater things</s> get more recognition and its those edits that I don't hit the notch on (i.e. coding and transcribing). This action and the words that accompany it are...more than you'll know. Thank you, very very much.<br />
::''Dear diary,''<br><br />
::''Today I got a Barnstar and .....'' [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:31, 8 September 2018 (MDT)<br />
<br />
== Working on the 5e Necromancer ==<br />
<br />
Howdy howdy! I know you're very busy but I wanted to check in on your thoughts regarding the [[Necromancer_(5e_Class)]] suggestions I made in the discussion regarding the level 5 ability alongside the new capstone. I'm currently playing the Necromancer in a 5e game with permission from my DM and am planning to use it as a prolonged play-test for the class. With this in mind, any feedback and thoughts on ''my'' feedback and thoughts would be great! Thanks again for your help! [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 20:12, 23 September 2018 (MDT)<br />
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== Cardslinger ==<br />
Hi Bigshot, I'm a big fan of the Cardslinger 5e class and it seems Rosewater's account is inactive if you would like to balance it. So far I've been playing it as-is without the extra attacks but there are still confusing things like whether you have to throw at a character and why you would want advantage if it's AoE damage and whether to use dex or con for saves. Please take a look. You might be able to make some permanent changes this time around. {{unsigned|134.197.0.21}}<br />
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:Hey thanks for reaching out. I am hesitant to do that because Rosewater was inactive when I started the overhaul for that page and they came back and it wasn't pretty. I'd be able to collaborate on a variant with you since I too am fond of this class design. Let me know! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:25, 2 October 2018 (MDT)<br />
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::Hi, sorry, I'm new to the wiki and don't really know how to format yet. I'd love to collaborate on something like this as I now have some experience playing the class from levels 6-8 in the underdark. Please let me know and I would jump at the opportunity to make a more balanced version of the Cardslinger. [[User:Daedalus|Daedalus]] ([[User talk:Daedalus|talk]]) 03:26, 3 October 2018 (PST)<br />
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:::You seem to be able to use a talk page just fine, so that's more than enough to help. I'll try to start this soon so we can hash out a functional cardslinger class! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:52, 3 October 2018 (MDT)<br />
<br />
== Hello Big Shot ==<br />
<br />
I know it's been awhile but I've been working on the [[Shinobi (5e Class)|Shinobi]] and I wanted to know if you look at it<br />
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:Hey dude! I sure can when I have time. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:06, 11 October 2018 (MDT)<br />
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Thanks for the feedback on the Shinobi class it means alot I'll make some edits to make it easier to understand.<br />
[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 16:05, 13 October 2018 (MDT)<br />
<br />
:Heck ya, no problem. It is really cool seeing your articles get better and better the longer you hang around. Thanks for being a good sport and interested person in balance. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:29, 13 October 2018 (MDT) <br />
====Adminship====<br />
So I'm looking in the wiki and see that gamer aim is request to be admin I thought he already was also can I voice my opinion on the matter I don't really know what he did so some clarity could be useful thanks. [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 18:53, 13 October 2018 (MDT)<br />
<br />
:well, RfA is also a way to remove Adminship from an admin. There are users unhappy with GA’s behavior. I’d prefer to leave it at that and allow you to read some of the RfA comments. My vote there shared my opinion, and you’ll find many more there. I don’t wish to invite its stress to my page honestly. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:59, 13 October 2018 (MDT)<br />
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:I hope BSFM doesn't mind me pitching in? Since you mentioned wanting clarity: if the RfA page is too verbose or you have questions, feel free to message me on my talk page or on Discord :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 20:09, 13 October 2018 (MDT)<br />
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== Featured Article Nominations ==<br />
<br />
Yo BSFM, I have no idea who best to bother about this - How the hell does Featured Article nomination work? I've read all the associated pages, the meta-info about it, the past nominations and I feel no more elucidated. How do I nominate a page for FA? Do I just have to add a nomination template and hope for the best? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 09:13, 15 October 2018 (MDT)<br />
<br />
:Not to barge in, but I saw the recent edit: I believe it begins with a nomination on the talk page of the article with the template, addressing any issues that might exist before a consensus is ultimately reached when the article is either approved or denied. At least, that's what happened at my own pages: [[Talk:Pantheon_of_Tirr_(Tirr_Supplement)|Pantheon of Tirr]] and [[Talk:Rockworm (3.5e Creature)|Rockworm]]. -[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 09:18, 15 October 2018 (MDT)<br />
<br />
::Indeed y'all be correct. If you find an article you believe to be a good candidate, throw the template on there. Afterwards, any issues or concerns will be brought up. Based on consensus, a bureaucrat will give the thumbs up, or down. I think it to be the best way to drive collaboration on an article and truly find its worth. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:59, 15 October 2018 (MDT)<br />
<br />
== Review on the Alucard class ==<br />
<br />
Sorry to bother you I know your busy but I went through and did a review on rosewater Alucard class I wanted you to double check it to see if I missed anything thank you always [[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 23:16, 15 October 2018 (MDT)<br />
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:ofcourse! :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:09, 16 October 2018 (MDT)<br />
<br />
Bigshot is it just me or did the wiki go down at about 9:00 am est {{unsigned|Alucarddragonborn}}<br />
<br />
:not sure as there were other issues on my end. definitely some issues though with pages loading incorrectly. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:55, 16 October 2018 (MDT)<br />
<br />
Same with me I was in the middle if editing a page then I pressed save changes at it wasn't working but it's fine now.[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 13:08, 16 October 2018 (MDT)<br />
<br />
== Aquamancer class help? ==<br />
<br />
Hello there! I hope I can trouble you for a little bit of help with the [[Aquamancer_(5e_Class)]] that I'm working on -- no rush, totally when it's convenient for you. I already got some input from ConcealedLight, who was very helpful in getting the subclasses more balanced and polished-feeling. Now I'm mostly looking for input on the Spellsprings and Cohort, the two central class features along with fullcasting.<br />
<br />
I just did a rework of the Cohort based on [http://archive.wizards.com/default.asp?x=dnd/ex/20061010a the second entry on this page], which isn't a 5e resource, so I'm not sure how balanced my implementation of it is for 5e.<br />
<br />
As for Spellsprings, CL suggested I structure them more like sorcery points. I agree that sorcery points involve less bookkeeping and are better for that reason, but I also think the Spellspring implementation I have now is pretty flavorful, and I think it doesn't make sense for the Spellspring feature to scale up the likes of ''{{5e|Sleep}}'' or ''{{5e|Cure Wounds}}'' at the same rate as first-level divination spells without higher casting (''{{5e|Detect Magic}}'', et al.). I'm hoping with an extra pair of eyes we can find a best-of-both-worlds, balanced implementation.<br />
<br />
Anyway, like I said, just if and when you're able to help with this, I will greatly appreciate it. Thanks! [[User:Ctenochaetus|Ctenochaetus]] ([[User talk:Ctenochaetus|talk]]) 21:38, 30 October 2018 (MDT)<br />
<br />
:Sure can! Sorry to be short too. Thanks for reaching out :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:07, 31 October 2018 (MDT)<br />
<br />
== Adding Columns? ==<br />
<br />
I’m currently trying to create another column for a class I’m working on called the https://www.dandwiki.com/wiki/Ninja_(5e_Class) and no matter what I try I can’t seem to figure out how to add another column to the table. I even went to the Table section on the Help Portal but I still was confused. I’m wanting to add a column in between the Proficiency Bonus and the Features columns. I’m wanting to add Ki Points to the table similarly to the Monk class. https://www.dandwiki.com/wiki/User:Dishonor0nYoCow (talk)<br />
:Replace the placeholder text next to the parameter "extrasonleft" with the number "1". Now you have a column between the Proficiency Bonus and the Features columns. Now name the parameter for extra_1 "Ki Points" and replace the entries for each row of the table with the number of ki points for each level, okay? If you want to keep the column for Concealed Tricks, make it extra_2, etc. That oughta do it. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:52, 1 November 2018 (MDT)<br />
<br />
Thanks so much! [[User:Dishonor0nYoCow|Dishonor0nYoCow]] ([[User talk:Dishonor0nYoCow|talk]])<br />
<br />
:Thanks Q! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:59, 1 November 2018 (MDT)<br />
<br />
== I have a problem ==<br />
<br />
Hey Big Shot I have a problem I made a vampire 5e class a long time ago and it got stubs because of course it did and then I did a redo on the same page and it was cool then I made a vampire variant called at the Vampire Knight and it was cool then I took a couple weeks off the wiki and when I got back on like an active again the vampire 5e class was changed back to the old version and the vampire variant AKA The Vampire Knight was now the redone version in the way of putting it and the Vampire Knight the one I've worked on recently is now gone and I was wondering if you could help me out with that thank you alucarddragonborn<br />
<br />
:Gonna need to try and break this down a little better. I found three pages for Vampyre's you've worked on (at least to what I see).<br />
:#[[Vampyre, Variant (5e Class)]]<br />
:#[[Vampyre (5e Class)]]<br />
:#[[Vampyre Knight (5e Class)]]<br />
:To me it looks like all the pages are there. Let me know if this doesn't help. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:22, 13 November 2018 (MST)<br />
<br />
You found it I couldn't but yea its all correct but vampire variant should be the vampyer 5e class don't know how that happened but thanks for your help alucarddragonborn<br />
<br />
:No problem dude! Good luck :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:14, 14 November 2018 (MST)<br />
<br />
== Hey Big Shot I need some help ==<br />
<br />
Hey man! Thanks for the help and advice on multiple of my pages! <br />
I finally got some more free time to get back to creating and fixing pages.<br />
Regarding the [[Aura Magister (5e Class)]] that I have been working on I have been making edits and believe it is in need of one last edit before I would remove the incomplete tag. However, I am stuck... I was reading through your advice and got stuck on your 5th suggestion. <br />
:"Head Aura Magister uses a different DC that is worse than what a normal one would be (8+prof bon+relevant ability mod). Also, a free 4d6 healing is quite strong. While it is capstone, I still don't think unlimited healing, or unlimited with such a high value, should be encouraged."<br />
I can see how this would definitely be seen as unbalanced. Fixing the DC isn't hard but I am not sure how to change this feature to not be unbalanced. I envisioned hitting level 20 and having that almost cinematic scene where you have finally mastered the auras. When you walk the auras flow out of you healing all things or killing all things. Like a true force of life and death a walking natural disaster or a walking miracle of life. Its because of this I cannot think of a way of wording or changing it and still keep the vision. I hit a creative block and would love some more input or help from you on this! Once again thank you so much you're and amazing person and your help is always appreciated. (if you cant reach me on here or for some reason I don't see your response I am always checking the wiki discord) [[User:Slinger124|Slinger124]] ([[User talk:Slinger124|talk]]) 09:43, 13 November 2018 (MST)<br />
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:You are way too kind lol but thank you.<br />
:I was just checking if the variant DC is intentional, if I am not mistaken. And maybe limit the healing to only half their maximum. This I think could be a start to balance the healing. As an action, heal 4d6 hit points up to half their maximum? I 'unno, an off hand thought. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:17, 14 November 2018 (MST)<br />
<br />
Hey! I believe I have come up with a new idea that keeps true to the vision but makes it a little more balanced. Would love to have your feedback on it or if you think it needs some more changes feel free to re-word or change it :D <br />
<br />
<br />
<br />
==Really appreciate the class help, but...==<br />
The original problem I was attempting to fix still remains unsolved. I have yet to discover how to put a short description on the class page. I’ve tried searching the help portal and editing guideline/intro but couldn’t seem to figure it out. Though my problem is still unsolved, please don’t take me asking directly as ungratefulness, the things you changed and edited on the page were really helpful and changes I hadn’t gotten to due to time constraints and work.(My page was really lacking flavor before you assisted) Also, nice catch on Flow, after talking with my group, they had suggested something similar.<br />
[[User:Slinger124|Slinger124]] ([[User talk:Slinger124|talk]]) 09:31, 15 November 2018 (MST)</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1094375Dragonsoul Warrior (5e Class)2018-10-15T15:51:30Z<p>Cadezka: A halfilng wielding 2 greatswords spinning in a tornado of death whilst having the blood of an ancient gold dragon? This will be good.</p>
<hr />
<div><br />
<br />
<br />
== DragonKnight ==<br />
<br />
<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, but soon realizes that even with all the pain and suffering the elves have caused him and his orcish tribe, their pettie differences are no reason to let a Dracolitch wander free. The adventures he was traveling with lay wounded and dying at his feet as Eldrand taunts him. Laughing and describing in gruesome detail what he’ll do to his village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with,”You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies.” Eldran’s laugh is soon cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure Draconic energy emerges from Ogg and rises into the air. It’s atleast twice Eldran’s size and slams down hard on top of Eldran. A full 30 seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolitch’s bones. After the judgement is passed a pile of bones slowly melting to ash remains<br />
<br />
=== A forgotten and scaring profession ===<br />
<br />
Dragon Knights are a long forgotten profession because of the scaring process of be coming one. Often resulting in death. Dragon Knights-to-be seek out desired dragon to grace them with their draconic blood. They are tested by the dragon in an incredibly difficult trail. If the the trailee in question succeeds and the dragon approves of them, they are gifted some of the dragon’s blood. This is usually done between dragon worshipers and Ancient Dragon’s willing to pass to the next life. There is the rare circumstance that the dragon chooses to seek out their knight.<br />
<br />
=== Creating a Dragon Knight ===<br />
<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(3), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Wings<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Wings Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Wings Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <br />
<br />
===Extra Attack===<br />
Make up to 3 attacks instead of just 1 with melee weapons.<br />
<br />
===Ethereal Wings===<br />
As a Dragon Knight it is only right to gain flight, but not plain old boring wings! You'll gain wings of pure draconic energy. The color is you choice and will have no effect on stealth or give off any light. The DM may decide otherwise. At the 7th level you gain a flying speed equal to your base walking speed. At the 11th level you r flying speed is doubled. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips from the sorcerer's spell list. Strength is your spell casting ability.<br />
Gain 6 points in strength. Your strength maximum is now 26.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking burning will at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, unless you have disadvantage for any reason, all attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants) Your advantage will not negate disadvantage.<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1094374Dragonsoul Warrior (5e Class)2018-10-15T15:48:22Z<p>Cadezka: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
<br />
== DragonKnight ==<br />
<br />
<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, but soon realizes that even with all the pain and suffering the elves have caused him and his orcish tribe, their pettie differences are no reason to let a Dracolitch wander free. The adventures he was traveling with lay wounded and dying at his feet as Eldrand taunts him. Laughing and describing in gruesome detail what he’ll do to his village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with,”You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies.” Eldran’s laugh is soon cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure Draconic energy emerges from Ogg and rises into the air. It’s atleast twice Eldran’s size and slams down hard on top of Eldran. A full 30 seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolitch’s bones. After the judgement is passed a pile of bones slowly melting to ash remains<br />
<br />
=== A forgotten and scaring profession ===<br />
<br />
Dragon Knights are a long forgotten profession because of the scaring process of be coming one. Often resulting in death. Dragon Knights-to-be seek out desired dragon to grace them with their draconic blood. They are tested by the dragon in an incredibly difficult trail. If the the trailee in question succeeds and the dragon approves of them, they are gifted some of the dragon’s blood. This is usually done between dragon worshipers and Ancient Dragon’s willing to pass to the next life. There is the rare circumstance that the dragon chooses to seek out their knight.<br />
<br />
=== Creating a Dragon Knight ===<br />
<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(3), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Wings<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Wings Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Wings Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <br />
<br />
===Extra Attack===<br />
Make up to 3 attacks instead of just 1 with melee weapons.<br />
<br />
===Ethereal Wings===<br />
As a Dragon Knight it is only right to gain flight, but not plain old boring wings! You'll gain wings of pure draconic energy. The color is you choice and will have no effect on stealth or give off any light. The DM may decide otherwise. At the 7th level you gain a flying speed equal to your base walking speed. At the 11th level you r flying speed is doubled. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips from the sorcerer's spell list. Strength is your spell casting ability.<br />
Gain 6 points in strength. Your strength maximum is now 26.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking burning will at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, unless you have disadvantage for any reason, all attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants) Your advantage will not negate disadvantage.<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1092811Dragonsoul Warrior (5e Class)2018-10-11T14:09:39Z<p>Cadezka: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
<br />
== DragonKnight ==<br />
<br />
<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, but soon realizes that even with all the pain and suffering the elves have caused him and his orcish tribe, their pettie differences are no reason to let a Dracolitch wander free. The adventures he was traveling with lay wounded and dying at his feet as Eldrand taunts him. Laughing and describing in gruesome detail what he’ll do to his village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with,”You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies.” Eldran’s laugh is soon cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure Draconic energy emerges from Ogg and rises into the air. It’s atleast twice Eldran’s size and slams down hard on top of Eldran. A full 30 seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolitch’s bones. After the judgement is passed a pile of bones slowly melting to ash remains<br />
<br />
=== A forgotten and scaring profession ===<br />
<br />
Dragon Knights are a long forgotten profession because of the scaring process of be coming one. Often resulting in death. Dragon Knights-to-be seek out desired dragon to grace them with their draconic blood. They are tested by the dragon in an incredibly difficult trail. If the the trailee in question succeeds and the dragon approves of them, they are gifted some of the dragon’s blood. This is usually done between dragon worshipers and Ancient Dragon’s willing to pass to the next life. There is the rare circumstance that the dragon chooses to seek out their knight.<br />
<br />
=== Creating a Dragon Knight ===<br />
<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(3), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Wings<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Wings Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Wings Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <br />
<br />
===Extra Attack===<br />
Make up to 3 attacks instead of just 1 with melee weapons.<br />
<br />
===Ethereal Wings===<br />
As a Dragon Knight it is only right to gain flight, but not plain old boring wings! You'll gain wings of pure draconic energy. The color is you choice and will have no effect on stealth or give off any light. The DM may decide otherwise. At the 7th level you gain a flying speed equal to your base walking speed. At the 11th level you r flying speed is doubled. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips from the sorcerer's spell list. Strength is your spell casting ability.<br />
Gain 6 points in strength. Your strength maximum is now 26.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''"In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?"''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double. At the 9th level your will power increases and it takes more than 20 damage to down you. Additionally, when below 20 hp, your damage dice are tripled.(Ex. When using a greatsword you'll roll 4d6 at 5th level and 6d6 at 9th level when below the hp thresholds.)<br />
<br />
===Flesh and Bone===<br />
''"Any smith can make a blade to cut flesh! My knight shall wield an edge sharp enough to cut bone as if it were water, human!''-Eldran the Alterian Dragon before fall to the temptation of un-death.<br />
<br />
A sharp blade gouges the skin and a heavy club shatters skulls, arrows pierce the skin and the thrill of the kill invigorates you.<br />
<br />
;{{#anc:Bloodthirsty}}<br />
When taking burning will at the 2nd level your proficiency bonus is double what it normally is. In addition to this, when you kill or participate in a kill you will regain 1d4 plus your constitution modifier as hit points.(Minimum of 1)<br />
<br />
;{{#anc:Vicious Wounds}}<br />
At the 5th level when a creature's current hp is lower than your's, any attack it makes at you has disadvantage.<br />
<br />
;{{#anc:Bloody Rage}}<br />
At the 9th level, unless you have disadvantage for any reason, all attacks against creatures not taking defensive maneuvers has advantage.(Defensive maneuvers include, but are not limited to, blocking, parrying, dodging, or a defensive reaction like the protection fighting style grants) Your advantage will not negate disadvantage.<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 Knight class, you must meet these prerequisites:<br />
Have or find a dragon as a patron, a strength of 13, and a constitution of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon Knight class, you gain the following proficiencies:<br />
proficiency with Heavy armor, smith tools, great swords, and great axes<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1092808Dragonsoul Warrior (5e Class)2018-10-11T13:36:38Z<p>Cadezka: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
<br />
== DragonKnight ==<br />
<br />
<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, but soon realizes that even with all the pain and suffering the elves have caused him and his orcish tribe, their pettie differences are no reason to let a Dracolitch wander free. The adventures he was traveling with lay wounded and dying at his feet as Eldrand taunts him. Laughing and describing in gruesome detail what he’ll do to his village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with,”You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies.” Eldran’s laugh is soon cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure Draconic energy emerges from Ogg and rises into the air. It’s atleast twice Eldran’s size and slams down hard on top of Eldran. A full 30 seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolitch’s bones. After the judgement is passed a pile of bones slowly melting to ash remains<br />
<br />
=== A forgotten and scaring profession ===<br />
<br />
Dragon Knights are a long forgotten profession because of the scaring process of be coming one. Often resulting in death. Dragon Knights-to-be seek out desired dragon to grace them with their draconic blood. They are tested by the dragon in an incredibly difficult trail. If the the trailee in question succeeds and the dragon approves of them, they are gifted some of the dragon’s blood. This is usually done between dragon worshipers and Ancient Dragon’s willing to pass to the next life. There is the rare circumstance that the dragon chooses to seek out their knight.<br />
<br />
=== Creating a Dragon Knight ===<br />
<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(3), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Wings<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Wings Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Wings Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <br />
<br />
===Extra Attack===<br />
Make up to 3 attacks instead of just 1 with melee weapons.<br />
<br />
===Ethereal Wings===<br />
As a Dragon Knight it is only right to gain flight, but not plain old boring wings! You'll gain wings of pure draconic energy. The color is you choice and will have no effect on stealth or give off any light. The DM may decide otherwise. At the 7th level you gain a flying speed equal to your base walking speed. At the 11th level you r flying speed is doubled. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips from the sorcerer's spell list. Strength is your spell casting ability.<br />
Gain 6 points in strength. Your strength maximum is now 26.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<br />
''In combat, no way to fight is too dirty. If ye think just 'cause yer enemies 'er stronger than ye that they's gonna give ye a chance at a fair fight then ye be a fool. They's not goin' give ye a chance, so why give them one?''-Alexandrea, the Draconic War Maiden.<br />
<br />
A Dragon Knight that takes this ability knows that they will be given no chance, so they make their own. When taking this ability, at the 2nd level you get an initiative increase of plus 1 every time you or someone you are allied with is injured(effective until you have to roll initiative again). If your initiative is the highest in the fight, instead of increasing it further you instead gain a second turn that starts at an initiative value of 1.At the 5th level, if you choose to do so you can give your increase to an ally instead and at the 9th level you and an ally of your choice will gain the increase. Your strength modifier is now factored into your initiative. All changes to initiative will take effect at the end of the current round.<br />
<br />
===Burning Will===<br />
A will to fight is the most dangerous, thus is the reason injured dragons are so formidable. As you become injured, you draw from this violent, primal nature, unleashing the wrath of a dragon with a burning hatred for your enemies. As if by sheer will power, at the 2nd level you cannot be downed by any damage that is no greater than 5. At the 5th level, when below half health, your damage die double.<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:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1092594Dragonsoul Warrior (5e Class)2018-10-10T15:32:17Z<p>Cadezka: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
<br />
== DragonKnight ==<br />
<br />
<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, but soon realizes that even with all the pain and suffering the elves have caused him and his orcish tribe, their pettie differences are no reason to let a Dracolitch wander free. The adventures he was traveling with lay wounded and dying at his feet as Eldrand taunts him. Laughing and describing in gruesome detail what he’ll do to his village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with,”You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies.” Eldran’s laugh is soon cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure Draconic energy emerges from Ogg and rises into the air. It’s atleast twice Eldran’s size and slams down hard on top of Eldran. A full 30 seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolitch’s bones. After the judgement is passed a pile of bones slowly melting to ash remains<br />
<br />
=== A forgotten and scaring profession ===<br />
<br />
Dragon Knights are a long forgotten profession because of the scaring process of be coming one. Often resulting in death. Dragon Knights-to-be seek out desired dragon to grace them with their draconic blood. They are tested by the dragon in an incredibly difficult trail. If the the trailee in question succeeds and the dragon approves of them, they are gifted some of the dragon’s blood. This is usually done between dragon worshipers and Ancient Dragon’s willing to pass to the next life. There is the rare circumstance that the dragon chooses to seek out their knight.<br />
<br />
=== Creating a Dragon Knight ===<br />
<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(3), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Wings<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Wings Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Wings Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <br />
<br />
===Extra Attack===<br />
Make up to 3 attacks instead of just 1 with melee weapons.<br />
<br />
===Ethereal Wings===<br />
As a Dragon Knight it is only right to gain flight, but not plain old boring wings! You'll gain wings of pure draconic energy. The color is you choice and will have no effect on stealth or give off any light. The DM may decide otherwise. At the 7th level you gain a flying speed equal to your base walking speed. At the 11th level you r flying speed is doubled. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips from the sorcerer's spell list. Strength is your spell casting ability.<br />
Gain 6 points in strength. Your strength maximum is now 26.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood. At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities. At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
;{{#anc:Winds of the Storm}}<br />
At 5th level your base movement speed is doubled.<br />
;{{#anc:Lighting Strikes}}<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
===Kings Rage===<br />
You were infused with royal dragon blood, wether it be knowingly or unknowingly. As a dragon knight of royal blood protecting your allies comes second only to eliminating that which threatens them......or, perhaps, you allow your allies to be cannon fodder to grow your power. When you take this ability you gain rage die when allies are hit(d4/stacks to 10).Rage die can be added to damage rolls.<br />
At the 5th level your rage die are now d8's.<br />
<br />
;{{#anc:Royal Rearguard}}<br />
At the 9th level you reduce the damage dealt to allies within 30ft of you by your strength modifier(minimum of one damage). In addition, you also gain a charge attack that requires a 10ft running start, dealing 3d12 force damage and slows the target if they fail the second constitution saving throw(1 to half damage, 1 to ignore the slow effect). This will drop the target's speed by half until your next turn ends. Recharge 4<br />
<br />
===Tooth and Nail===<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:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cadezkahttps://www.dandwiki.com/w/index.php?title=Dragonsoul_Warrior_(5e_Class)&diff=1092571Dragonsoul Warrior (5e Class)2018-10-10T14:15:03Z<p>Cadezka: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
<br />
== DragonKnight ==<br />
<br />
<br />
Ogg the Dragonkin readies his great sword to defend the town on an already war-torn battlefield. Reluctant at first to do so, but soon realizes that even with all the pain and suffering the elves have caused him and his orcish tribe, their pettie differences are no reason to let a Dracolitch wander free. The adventures he was traveling with lay wounded and dying at his feet as Eldrand taunts him. Laughing and describing in gruesome detail what he’ll do to his village after he’s through with the elves. To Eldran’s surprise Ogg chuckles and returns with,”You think you’re leaving here alive? No.... your assault only fuels my power. You’ll regret touching my allies.” Eldran’s laugh is soon cut short as Ogg raises his sword and stabs in into the dirt, summoning his entity of Draconic Judgement. An astral dragon of pure Draconic energy emerges from Ogg and rises into the air. It’s atleast twice Eldran’s size and slams down hard on top of Eldran. A full 30 seconds pass as the astral dragon seemingly devours Eldran as it passes through the Dracolitch’s bones. After the judgement is passed a pile of bones slowly melting to ash remains<br />
<br />
=== A forgotten and scaring profession ===<br />
<br />
Dragon Knights are a long forgotten profession because of the scaring process of be coming one. Often resulting in death. Dragon Knights-to-be seek out desired dragon to grace them with their draconic blood. They are tested by the dragon in an incredibly difficult trail. If the the trailee in question succeeds and the dragon approves of them, they are gifted some of the dragon’s blood. This is usually done between dragon worshipers and Ancient Dragon’s willing to pass to the next life. There is the rare circumstance that the dragon chooses to seek out their knight.<br />
<br />
=== Creating a Dragon Knight ===<br />
<br />
What drove your character to seek out one of the most dangerous creatures in all the lands? Was it purely a quest for power, or seeking power to protect those who can’t protect themselves? Or did your dragon seek you out, and instead offered you blood in promise of a great treasure or title?<br />
<br />
;Quick Build<br />
You can make a Dragon Knight quickly by following these suggestions. First, strength and constitution should be your highest ability scores. Second, choose the Outlander or Solider background. Third, choose a great sword and shield and the explorers pack.<br />
<br />
{{5e Class Features<br />
|name=Dragon Knight<br />
|summary=<br />
|hd=12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Heavy armor and sheilds<br />
|weapons=Glaive, Halberd, Maul, Great sword, Pike, Great Axe<br />
|tools=Smith’s tools<br />
|saves=Strength and Constitution <br />
|skills=(choose 2)Perception, Athletics, History, Insight, Deception, Arcana, animal handling, survival <br />
|item1a=Chainmail<br />
|item1b=<br />
|item1c=<br />
|item2a=one proficient weapon and a shield<br />
|item2b=two proficient weapons<br />
|item2c=<br />
|item3a=explorers pack <br />
|item3b=dungeoneer's pack<br />
|item3c=<br />
|item4a=A relic from your dragon patron (roll a d10, the chart is just below the class features chart)<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=Dragon's Blood, Dragon's Strength<br />
|classfeatures2=Dragon Ability, Draconic Armor<br />
|classfeatures3=Dragon Power, Dragon Strike<br />
|classfeatures4=Dragon's Blood Improvement<br />
|classfeatures5=Extra Attack(3), Dragon Ability Improvement<br />
|classfeatures6=Dragon's Strength Improvement<br />
|classfeatures7=Ethereal Wings<br />
|classfeatures8=<br />
|classfeatures9=Dragon Ability Improvement<br />
|classfeatures10=Dragon Power Feature, Draconic Armor Improvement<br />
|classfeatures11=Dragon Strike Improvement, Ethereal Wings Improvement<br />
|classfeatures12=Dragon's Blood Improvement<br />
|classfeatures13=Dragon's Strength Improvement<br />
|classfeatures14=Dragon Power Feature<br />
|classfeatures15=Draconic Armor Improvement<br />
|classfeatures16=Dragon Strike Improvement<br />
|classfeatures17=Ethereal Wings Greatly Improved<br />
|classfeatures18=Ultimate Dragon Strike<br />
|classfeatures19=<br />
|classfeatures20=Draconic Empowerment<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<br />
{|class=wikitable<br />
|+Dragon Relic<br />
!d10 result <br />
!relic<br />
|-<br />
|1 || one of the dragon’s teeth<br />
|-<br />
|2 || a petrified dragon egg<br />
|-<br />
|3 || a beautiful but worthless dragon scale<br />
|-<br />
|4 || a necklace with a glass dragon eye<br />
|-<br />
|5 || the dragon's banner<br />
|-<br />
|6 || one of the dragon's talons <br />
|-<br />
|7 || an abnormally soft piece of fine silk<br />
|-<br />
|8 || an ornamental urn<br />
|-<br />
|9 || a small globe with a breath storm raging in it<br />
|-<br />
|10 || roll twice and omit 10 until you get two relics<br />
|}<br />
<br />
===Dragons Blood===<br />
<br />
Having bonded with the blood of an Ancient Dragon you gain a legendary resistance. Once if you fail a saving throw you can choose to succeed instead. You can do this twice at 4th level and trice and 12th level. You must finish a long rest to use this feature again.<br />
<br />
===Dragon’s Strength===<br />
As the Dragon’s Blood flows through out your body, it changes you for better or worse, granting you the strength of these legendary creatures. At the first level your dragon’s blood allows you to wield heavy weapons as if they are medium weapons. Gain a +3 to attack rolls with heavy weapons. You can now wield a shield comfortably with a heavy weapon. At the 6th level you gain +3 to strength and +2 to constitution. If these stats are maxed, place the remaining points else where. At the 13th level you can now wield heavy weapons as if they where light weapons. Gain a +5 to attack rolls with heavy weapons. And you can now comfortably dual wield heavy weapons.<br />
====Dragon Ability====<br />
At the 2nd level, you chose a Dragon Ability. Choose between Noble Blood, Flow, Eye of the Storm, King’s Rage, Tooth and Nail, Burning Will, or Flesh and Bone, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th 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 />
===Draconic Armor===<br />
Bonding closer to the dragon’s blood in your veins, you are now able to call upon dragon scales to coat your armor as small protection similarly to the legendary beast. Here’s a chart to show you your options. You can choose a different ability, but only one effect can be active at a time for one hour or until dismissed. You can activate this 2 times per long rest(4 at 9th).<br />
{|class=wikitable<br />
|+Draconic Armor Chart<br />
!Color<br />
!Effect<br />
!Save<br />
|-<br />
|Black<br />
|Melee attacker’s are splashed with acid (1d8)<br />
|13 con<br />
|-<br />
|Blue<br />
|Melee attackers suffer the electro-shock effect<br />
(detailed below chart)<br />
|17 con<br />
|-<br />
|Green<br />
|Melee attackers inhale (1d6) poison damage<br />
|14 con<br />
|-<br />
|Red<br />
|Your armor begins to smoke, imposing disadvantage on attacks against you<br />
(Doesn’t apply to opportunity attacks)<br />
|<br />
|-<br />
|White<br />
|Your armor frosts over and provides a +2 to your AC<br />
|<br />
|-<br />
|Brass<br />
|Any creature within 10ft of you is exposed to an energy sapping smell<br />
(Does NOT discriminate)Puts the afflicted to sleep<br />
|12 con<br />
|-<br />
|Bronze<br />
|Melee attackers are forced back 5tf by a strong gust of wind, and<br />
non-magical ranged attacks automatically miss<br />
|13 dex<br />
|-<br />
|Copper<br />
|any creature of your choice that comes within 20ft of you have half their total movement speed removed<br />
|14 dex<br />
|-<br />
|Gold<br />
|Any creature of your choice within 30ft of you have disadvantage on attack rolls not targeted against you<br />
|14 str<br />
|-<br />
|Silver<br />
|Melee attackers suffer the paralysis effect<br />
|13 con<br />
|}<br />
Electro-shock: the afflicted are encased by a small magical thunderstorm and are shocked periodically at the dm’s choice(at least once per the afflicted’s turn). They must make a constitution saving throw or suffer 1d4 lighting damage. If they succeed, they’ll take half as much and the effect ends. If they fail, then they must make a strength saving throw or drop what their holding. <br />
<br />
Paralysis: creatures under this effect suffer disadvantage on all physical actions. They must also make a constitution saving throw once per turn on terms as if they were in the death state. If they fail, they are paralyzed, if they succeed, the rid themselves of the effects. If they’re paralyzed, a constitution saving throw of 19 or higher must be made to enter back into the paralysis state with 2 saves. If they had 1 or 2 saves before being paralyzed, they don’t enter the paralysis state, their movement is instead returned.<br />
<br />
Add your strength modifier to an save DC on this chart<br />
<br />
At level 15, your Draconic Armor gains the following:<br />
<br />
1.)Effects that deal damage die are increased from 1 to 3<br />
<br />
2.)Your Draconic armor now lasts for 2 hours<br />
<br />
===Dragon Power===<br />
A dragon is not without trump cards, be it weapons, alliances, or magic. This ability will give you some of your own. You can choose which to use and this feature will regain expended uses after a short or long rest. (4 at 14th)<br />
<br />
;Breath pillar<br />
You stomp on the ground and create an epicenter.(Or you can use your weapon to hit/stab, your choice) Any creature of you choose that moves within 20ft of the epicenter of you choice is hit with a pillar of dragon's breath. After the first eruption the ground will bear illusionary cracks mirroring the color of the dragon that breathes that breath type. The color may be changed as a bonus action on your turn. This will deal 3d10(6d10 9th). the save is 14+ your strength modifier. This will last for (1d10+3)minutes. (Chart for damage types and effects after the next power)<br />
<br />
;Empower Weapon<br />
You infuse you weapon(s) with draconic power, giving the damage type of a dragon's breath. The damage will increase at the 9th level to mirror that breath type's damage. This lasts (1d4+2)minutes. Here's a chart to show your options and any color that has another by it deals the same damage as that one. If you choose a color, as an example brass, it only applies the status effect. It does NOT apply the sleep and fire damage, the color red is next to the color brass to let you know that the damaging breath of a brass dragon is the same as the red dragon’s.<br />
<br />
{|class=wikitable<br />
|+Empower Weapon/Breath Pillar Chart<br />
!color<br />
!Effect<br />
!save/damage<br />
9th level stats<br />
|-<br />
|Black<br />
|Acid drips from your weapon and coats your target<br />
|con14/7d8<br />
con19/15d8<br />
|-<br />
|Blue<br />
|Sparks fly from your weapon and electrocute your target, will cause the target to drop items they're holding if they fail the save.<br />
|Dex15/8d10<br />
dex20/16d8<br />
|-<br />
|Green<br />
|A poisonous mist forms around your weapon and creates a short lived cloud around your target<br />
|con15/11d6<br />
con20/22d6<br />
|-<br />
|Red<br />
|Your weapon ignites into flames but does not burn. Your target is licked by the flames<br />
|con13/13d6<br />
con18/26d6<br />
|-<br />
|White<br />
|A cold mist radiates from your weapon and chills your target<br />
|con14/8d8<br />
con19/16d8<br />
|-<br />
|Brass (red)<br />
|a purple cloud puffs from your weapon and enters the airway of the target, fatiguing them and putting them to sleep on their feet<br />
|con 13<br />
con 18<br />
|-<br />
|Bronze<br />
|slam/stab your weapon into the ground to push back all entities within 30 ft of you 35ft away from you.(this does not discriminate)<br />
|dex 15<br />
dex 20<br />
|-<br />
|Copper<br />
|Begins to vibrate, and attacks the leg muscles of the target, dropping their speed by half if they fail the save<br />
|con14<br />
con19<br />
|-<br />
|Gold(red)<br />
|your weapon sends a shock into the muscular system targeting the arms, imposing the weakened effect<br />
|str14<br />
str19<br />
|-<br />
|silver(white)<br />
|your weapon coats your target with frost, causing a flash freeze on the surface of their skin that attacks the nervous system, imposing the paralysis effect<br />
|}<br />
Weakened: You suffer disadvantage on all Strength based attack rolls, skill and ability checks, and inflict half damage with all Strength based attacks.<br />
<br />
<br />
===Dragon Strike===<br />
At this point in your journey, you will have fully bonded with your dragon’s blood, granting you unimaginable strength (sort of). You’ll now be able to channel your Draconic energy to do the following up to 3 times before needing to take a short or long rest to recover the charges.(6 at 10th 9 at 19th). Use the empower weapon chart for damage, damage types, and debuffs.<br />
;torrent<br />
You place pure Draconic energy in the air around you and cause it to rush forwards towards one foe within 30ft. At the 16th level you can target two enemies. The damage is 3d10+your constitution modifier+your strength modifier.(6d10 at 10th level) Additionally, the range will increase to 60ft at 10th level. At the 18th level, in addition to dealing damage you apply the corresponding debuffs if any are available.<br />
;Justice<br />
''"An eye for an eye is a rule tossed 'bout this land. It don't apply 'ere! YOU CAUSE ME OR MY PEOPLE PAIN AN' I WILL END YOU PATHETIC WORMS!"''-Lakia Redexus, a powerful dragon knight.<br />
A dragon knight that doesn't go it alone and travels with a group is very protective of them, even if they refuse to admit it. All damage done to allies is added into this righteous strike of vengeance, returning the pain to those who dare harm your allies. At the 10th level, factor in the damage you've received as well. At the 18th level, 6d10 is added in as dragon breath damage, not adding debuffs. Damage caused willingly is null.<br />
;Breath Burst<br />
This will be the closest a dragon knight will come to having dragon's breath without being a dragonborn. When you activate this effect, every creature of your choice within 30ft of you must succeed on a dexterity saving throw of 13+your proficiency bonus and your strength modifier. Any creature that succeeds takes half damage and is unaffected by debuffs. The damage is 3d10 and increases to 6d10 on the 10th level. The range is increased to 60ft at the 18th level and the burst applies the debuff in addition to the damage.(If one is available) This is instantaneous and can be used as a reaction once in-between short or long rests.<br />
<br />
<br />
===Ultimate Dragon Strike===<br />
At the 18th level choose one of the following. This is '''PERMANENT'''<br />
;Tempest Strike(replaces Torrent)<br />
You condense a giant ball, applying two types of dragon's breaths and the corresponding debuffs with individual saving throws. The range is increased to 120ft and the damage now mirrors that of an actual dragon.<br />
<br />
;Judgment(replaces Justice)<br />
A part of you has grown to hate those who do harm to those which are close to you. Your blood boils at just the thought, so you now deliver a dragon's judgement unto them. This is a single strike ability that covers a 30ft area. The damage is what your weapon die rolls + damage dealt to you and your allies x2+ 2 dragon's breaths of your choice. This attack will not apply debuffs. The save for this attack is 19+ you strength and constitution modifier. This attack cannot crit.<br />
<br />
;Breath Flair(replaces breath burst)<br />
This will give you more control over your Burst ability. You now choose a point within 120ft of you to be the epicenter. 30ft around that area is covered in dragon's breath for 1 minuet. Any creature that enters this space except you must make a dexterity save or suffer 2 damage die and receive the corresponding debuff(if one exists). The save DC is 15 + your proficiency bonus + your strength modifier. Breath Flair also deals damage according to the dragon's breath of your choice.<br />
You can now use Breath Burst's original form as a reaction and it won't count towards your dragon strike charges <br />
<br />
===Extra Attack===<br />
Make up to 3 attacks instead of just 1 with melee weapons.<br />
<br />
===Ethereal Wings===<br />
As a Dragon Knight it is only right to gain flight, but not plain old boring wings! You'll gain wings of pure draconic energy. The color is you choice and will have no effect on stealth or give off any light. The DM may decide otherwise. At the 7th level you gain a flying speed equal to your base walking speed. At the 11th level you r flying speed is doubled. And at the 17th level when you're flying you are under the hover effect and can only be knocked down if incapacitated. You also gain a +2 to AC when flying.<br />
<br />
===Draconic Empowerment===<br />
Your draconic blood is now dominant in your body. You gain the following:<br />
2 cantrips from the sorcerer's spell list. Strength is your spell casting ability.<br />
Gain 6 points in strength. Your strength maximum is now 26.<br />
You gain the ability to summon a wyvern tamed to you once per day.<br />
<br />
You gain a '''Draconic Aura''' that is 30 ft in radius. All creatures you choose must must make a strength and wisdom saving throw if they enter this area. The save DC is 10 + your strength modifier and your proficiency bonus.<br />
<br />
1.)If the strength save is failed the creature as disadvantage on all attacks towards you for 1 minute. If they succeed they are immune for 6 hours.<br />
<br />
2.)If the wisdom saving throw is failed the creature is frightened of your mere presence for 1 minute. It will take the dash action and attempt to move as far from you as possible for 1 minuet. If it succeeds then it's immune for 6 hours.<br />
<br />
;Draconic Ritual<br />
Since you're now of pure dragon's blood, it's time to get some minions.... powerful minions. Here's how to do it:<br />
<br />
find and kill the desired creature for parts of its body. Eyes, bones and hair(if any), but make sure to get plenty of blood from the creature.<br />
<br />
{|class=wikitable<br />
!size<br />
!components<br />
!Hex size (blood)<br />
!Time<br />
!Summon count<br />
|-<br />
|tiny<br />
|2 parts<br />
|circle 5ft radius<br />
|1 hour<br />
|10<br />
|-<br />
|small<br />
|20 parts<br />
|circle 8ft radius<br />
|4 hours<br />
|5<br />
|-<br />
|medium<br />
|50 parts<br />
|square 15x15ft<br />
|8 hours<br />
|4<br />
|-<br />
|large<br />
|70 parts<br />
|square 20x20ft<br />
|10 hours<br />
|3<br />
|-<br />
|huge<br />
|100 parts<br />
|hexagon 25ft radius<br />
|12 hours<br />
|2<br />
|-<br />
|gargantuan<br />
|150 parts<br />
|octagon 50 ft radius<br />
|24 hours<br />
|1<br />
|}<br />
<br />
(See monster manual for stat blocks)<br />
Creatures summoned still need their hp rolled as normal, and their alignment is the same as your's. They will still need to meet their basic needs, but will obey you at all costs.<br />
<br />
===Noble Blood===<br />
<br />
A dragon's blood is considered the most powerful of all creatures. If you take this ability then you have been endowed with the best of the dragon's blood<br />
<br />
;{{#anc:Noble Guard}}<br />
At the 2nd level you no longer take more than half damage die from any non-magical source. You can also counter attack melee attackers, and to do so, roll a d4 for each time you are hit. If you roll a 4 then stop rolling. Upon rolling a 4 you can counter your attacker. You can only counter once per attack action the attacker makes.<br />
<br />
;{{#anc:Iron Guard}}<br />
At the 5th level you can use your extra attacks in your counter attacks.<br />
<br />
;{{#anc:Savage Counter}}<br />
<br />
At the 9th level you strike back against the fools who dare touch you twice as hard, knocking them prone.(save DC 10 + strength modifier + proficiency bonus)<br />
===Flow===<br />
<br />
The purest dragon blood flows through your veins, endowing you with incredible resistance and resilience through regenerative abilities.<br />
<br />
;{{#anc:Healing Flow}}<br />
At the 2nd level gain a minor regeneration effect(your constitution modifier, minimum of 1). This will activate at the end of your turns inside of combat. Outside of combat you will regain 1 hitdie per hour.<br />
<br />
;{{#anc:Protective Flow}}<br />
At the fifth level you can gift this effect to an ally within 30ft of you as a bonus action. The effect will last for 1 minute and you can use this feature again after a short or long rest.<br />
<br />
;{{#anc:Pure Flow}}<br />
At the 9th level can grant the minor rejuvenation effect to 2 allies within 60ft of you. You'll also gain a medium rejuvination effect.(1d6 + your constitution modifier) In addition you gain advantage on an saving throw that doesn't impose disadvantage(this does not negate disadvantage).<br />
<br />
===Eye of the Storm===<br />
Your dragons's blood grants you the volatility of a primal storm, seemingly slowing friend and foe alike.<br />
<br />
;{{#anc:Powerful Presence}}<br />
At the 2nd level when you're on the battle field, no one(not even your allies) can top your initiative roll unless you roll a 1 or they roll roll a 20. Any roll greater than yours is reduced to your roll -1.(ex. You roll a 9. Zakir rolls a 16 and an orc rolls a 10. Both of their rolls are treated as an 8 and Zakir acts first.) <br />
<br />
At 5th level your base movement speed is doubled.<br />
<br />
At the 9th level your opportunity attacks also reduces the movement speed by half unless they succeed a constitution saving throw(save DC 10 + your strength modifier + your proficiency bonus). You can also take one additional action if you haven't used it this turn.(No repeat actions, like 2 attacks or 2 dashes)<br />
<br />
=== Multiclassing ===<br />
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<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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[[Category:Class]]</div>Cadezka