Dragon Blade, Variant (5e Class)
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- 1 Dragon Blade
- 1.1 Introduction
- 1.2 Creating a Dragon Blade
- 1.3 Class Features
- 1.3.1 Table: The Dragon Blade
- 1.3.2 Aspect of Dragon
- 1.3.3 Unarmored Defense
- 1.3.4 Fighting Style
- 1.3.5 Fighting Posture
- 1.3.6 Dragon Style
- 1.3.7 Fast Reflexes
- 1.3.8 Ability Score Increase
- 1.3.9 Extra attack
- 1.3.10 Uncanny Dodge
- 1.3.11 Acrobatics Master
- 1.3.12 Evasion
- 1.3.13 Dragonic Features
- 1.3.14 One With The Blade
- 1.3.15 Indomitable
- 1.3.16 Dragon's Speed
- 1.3.17 Stance Improvement
- 1.3.18 Precise Strike
- 1.3.19 Last Efforts
- 1.3.20 Dragon's Gift
- 1.3.21 Dragon Form
- 1.4 Draconic Healing Style
- 1.5 Draconic Power Style
- 1.6 Multiclassing
The Dragon Blade (Variant) fights not necessarily like a dragon, but as a dragon does. Instead of brute force and strength, a Dragon Blade (Variant) values their acrobatic skill and natural balance, and strikes with the grace and speed of a dragon on the wind. They are nimble and elusive; a master Dragon Blade's foes fail to land even a single blow against them, all the while the Dragon Blade dances around their foes, waiting for the most opportune moment to strike. A dragon blade does not need to be hardy and tough; why bother when you are totally untouchable?
Creating a Dragon Blade
- Quick Build
You can make a Dragon Blade quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.
As a Dragon Blade you gain the following class features.
- Hit Points
Armor: Light, medium armor and shields
Weapons: All weapons
Tools: Pick one of your choice
Saving Throws: Dexterity and your choice between Wisdom and Strength
Skills: Acrobatics or Athletics and pick two from insight, perception, survival, medicine, animal handling and stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword (finesse) or (b) two shortswords
- (a) Chain shirt or (b) traveler's clothes
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) A fishing tackle or (b) a musical instrument of your choice
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|1st||+2||Aspect of Dragon, Unarmored Defense, Fighting Style|
|3rd||+2||Sword Style, Fast Reflexes|
|4th||+2||Ability Score Improvement, Extra attack|
|7th||+3||Acrobatics Master, Evasion|
|8th||+3||Ability Score Improvement, Dragonic Features|
|9th||+4||One With The Blade, Style Improvement, Indomitable|
|10th||+4||Dragon's Speed, Extra Attack|
|12th||+4||Ability Score Improvement, Posture Improvement|
|13th||+5||Precise Strike, Indomitable|
|16th||+5||Ability Score Improvement|
|17th||+6||Last Efforts, Indomitable|
|18th||+6||Dragon's Gift, Precise Strike|
|19th||+6||Ability Score Improvement, Style Improvement|
Aspect of Dragon
As a Dragon Blade, you have chosen to emulate the abilities of a particular dragon. Choose a dragon, chromatic or metallic. This will come into effect later into your mastery. Once you choose a dragon color, it cannot be changed.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mobile Fighter: As long as you are wearing light or no armor, and are not wielding a shield, your speed is increased by 5 feet, and you gain a +1 bonus to AC.
Brawler: If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.
Your fighting posture becomes better. Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +2 AC, or offensively to gain a +2 bonus to attack and damage rolls. You can change your posture again after 3 turns during combat.
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Healing Style or the Power Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 19th levels.
At 3rd level, your reflexes are sharper and more acute, and you're ready for anything coming your way! You gain a +4 bonus to Initiative checks, and gain a +2 bonus to Dexterity saving throws. At 10th level, these bonuses increase to +8 for initiative checks, and +4 for Dexterity saving throws.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 4th level, you gain an extra attack. You gain second one at the 10th level.
Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally, you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Draconic Features Beginning at 8th level you now gain some draconic feature such as scales, fangs, slit-eyes, wings, and increased strength. Because of these features your unarmored AC increases to 13 + dexterity modifier + your constitution modifier. You can also make a bite attack (2d10) and a claw attack (1d8). You now also have darkvision for 120 ft, and your Dexterity and Strength are increased by 1 (with a maximum of 21). You can fly at a speed of 60ft with your wings.
One With The Blade
At 9th level, your sword becomes an extension of your body and soul. You can now add half your Dexterity modifier to your attack and damage rolls.
Beginning at 9th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice starting at 13th level and three times starting at 17th level.
Beginning at 10th level, once per day, you may choose to completely ignore an attack roll or ranged effect made against you, and as a reaction, move up to your movement speed in any direction instantaneously. You may regain the use of this ability after a long rest.
At 12th level, you have mastered the fighting postures. Defensive posture grants +4 AC, and offensive posture grants +4 attack and damage.
Beginning at 13th level your crit dice count as 19 and 20. At the 16th and the following levels, your crit dice count as 18, 19 and 20.
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You need to finish a long rest before you can use this feature again.
At 18th level, your draconic powers are also at their full potential empowers your body and soul. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. You also get the same element immunity that your dragon has.
At 20th level, You are now able to stand as a dragon, true dragon! You gain the ability to change into an adult dragon of your chosen aspect. Works like true polymorp spell without time limit. You can use your action at switch forms. Your hp stays the same in both forms.
Draconic Healing Style
The Style of the Dragons Who Support Their Comrades
- Healing Blade
Beginning at 3rd level, As an action you may heal a comrade that is within range for 1d4, this ability increases at level 10 (2d4) and level 18 (2d10)
Beginning at 6th level, once a every 3 turns you may heal yourself for 1d4 as a bonus action, this ability increases at level 10 (2d4) and level 18 (2d10)
- Damage Halve/ Damage Block
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack, or you may jump into a attack within your range that would be aimed at your ally (you will take the hit instead of them. You cannot do this again until you finish a short or long rest.
- Healing Aura
Beginning at 15th level, You can now create a healing aura on your location for 10 ft radius. An ally in the aura heals for 5 hp per round while inside, once they leave the aura the effect is no longer with them.
- Sacrificing Stab
Beginning at 19th level, so long as you have half your hit points remaining, you can sacrifice yourself to allow any ally to regain all of their hit points. This action will put you at 1 hit point and you become unconsious.
Draconic Power Style
The Style of Dragons Who Want Power
- Draconic Strike
You gain a damage type that shares the Draconic Aspect you chose at first level. Beginning at 3rd level, you add 1d4 damage of the chosen type to your attacks. The damage increases by one die at 6th level (2d4), at 11th (3d4), and at 15th (4d4).
- Master of the Element
Beginning at the 6th level you gain resistance against any chosen element in Draconic Strike. At 11th level, you gain resistance to another element of your choice.
- Breath of the Dragon
Beginning at 9th level, you can make an Draconic breath attack of the chosen type. The breath weapon is either a 15' cone (fire or cold) or a 5 by 30 ft line (lightning or acid). The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d8 damage on a failed save and half as much damage on a successful save. You can use this ability twice after which you need to finish a short rest before you can use this feature again.
- Improved Draconic Strike
Beginning at 15th level, increase the damage die of your Elemental Strikes from d4 to d8.
- Draconic Fury
Beginning at 19th level, you have mastered the ability to channel your chosen element into your weapon. Once per rest, you deal 10d10 damage of the chosen element in addition to your weapon damage.
Prerequisites. To qualify for multiclassing into the Dragon Blade class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom
Proficiencies. When you multiclass into the Dragon Blade class, you gain the following proficiencies: Martial Weapons