Dragon Fighter, Variant (5e Class)
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A powerful warrior who have been chosen by dragon to become its champion. The reason why a dragon has chosen its champion is always a mystery. The only people who truly know are the champions themselves. Some people say they do it for no reason, others say that they have a quest or journey that they want their champion to do in their place and some say they just want to have some fun. Dragon Blade are powerful warriors that are not very well-known. Dragons are very selective when choosing a champion and because of this not many are around. There is also a rule for dragons about choosing champions, and it's only the powerful dragons may have a champion. Its a symbol of pride and power to them. The longer a champion remains loyal the more draconic they become.
Creating a Dragon Fighter
Why did the dragon choose you, why did you accept it's offer? Why did you decide to travel? Do you fight for your dragon's honor or for yourself? What is your mission given to you by your dragon?
- Quick Build
You can make a Dragon fighter quickly by following these suggestions. Strength should be your highest ability score, followed by Constitution. Then choose between the noble, soldier, folk hero, outlander, far traveler backgrounds.
As a Dragon fighter 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: Strength and Constitution
Skills: 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||2||+2||Unarmored Defense, Rage, Fighting Style|
|2nd||+2||2||+2||Expertise, Reckless Attack|
|4th||+2||3||+3||Ability Score Improvement|
|6th||+3||4||+4||Evasion, Sword Style Improvement|
|8th||+3||4||+4||Ability Score Improvement, Expertise Improvement|
|9th||+4||4||+4||Sword Style Feature, Indomitable|
|11th||+4||4||+5||Sword Style Feature, Carrying Strength|
|12th||+4||5||+5||Ability Score Improvement|
|13th||+5||5||+5||Precise Strike, Indomitable Improvement|
|15th||+5||5||+6||Sword Style Feature|
|16th||+5||5||+6||Ability Score Improvement, Precise Strike Improvement|
|17th||+6||6||+6||Last Efforts, Indomitable Improvement|
|19th||+6||6||+6||Ability Score Improvement, Sword Style Improvement|
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on all Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage rolls that increases as you gain levels as a Dragon Fighter, as shown in the Rage Damage column of the Dragon Fighter table.
- If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minutes. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your Dragon Fighter level in the Rages column of the Dragon Fighter table, you must finish a long rest before you can rage again.
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.
- While you are wearing armor, you gain a +1 bonus to AC.
- 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.
- Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Close Quarters Shooter
- When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
- Tunnel Fighter
- As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while with
At 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that the chosen proficiency. At 9th level, you can choose one more of your proficiencies and at 16th level, you can choose another two more of your proficiencies to gain this benefit.
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Beginning at 6th 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.
At 7th level, you may add your proficiency bonus to Athletics checks, if you are already proficient then add double your proficiency bonus to Athletics checks, if you are an expert then you may add triple your proficiency bonus to Athletics checks. Additionally, you gain 20 feet of burrowing speed but you must surface again once you have traveled the maximum distance.
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, your Strength is increased by 2 and your maximum increases by 2 and you now also gain some draconic features while raging such as scales, fangs, slit-eyes, wings, and increased strength. Because of these features your AC is now increased by 1. whenever you take the attack action, you can make a bite attack. You now also have darkvision for 60 ft. You can choose to gain these physical changes without enraging until you dispell them, however, this still consumes a rage charge. These attacks count as magical in case of overcoming resistances.
At 11th level, you gain 10 feet of movement speed and the first time you move more than 20 feet in a line towards your target on your turn and are raging, you gore your target with your horns or headbutt it if you choose not to use them and deal 2d8 (4d8 at 19th level) slashing/bludgeoning damage respectively. This attack count as magical in case of overcoming resistances.
Beginning at 13th level your crit dice count as 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.
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 2d6, this ability increases at level 10 (5d6) and level 18 (5d10).
Beginning at 6th level, once a every 3 turns you may heal yourself for 2d4 as a bonus action, this ability increases at level 10 (4d4) and level 18 (3d10)
- 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 can use this ability a number of times equal to your dexterity modifier + 1/2 proficiency bonus(rounded down) you regain all uses of this ability when you finish a short or long rest.
- Healing Aura
Beginning at 15th level, You can now create a healing aura for 30 ft. An ally(including yourself) in the aura heals for 5 + proficiency bonus hp per round while inside, once they leave the aura the effect is no longer with them.
- Sacrificing Stab
Beginning at 19th level, you can sacrifice yourself to allow any ally to regain all of their hit points. This action will put you at 1 hit point and you become unconscious.
Draconic Power Style
The Style of Dragons Who Want Power.
Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Draconic Strike
Choose a damage type between fire and cold. Beginning at 3rd level, you add 1d4 damage of the chosen type to your attacks. The damage increases by one die at 12th level (1d6), and at 17th (1d8).
- Master of the Element
Beginning at the 6th level, while raging you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Breath of the Dragon
Beginning at 8th level, you can make an Draconic breath attack of the chosen type. The breath weapon is a 15' cone (fire or cold) The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save and half as much damage on a successful save. You can use this ability twice after which you need to finish a short rest before you can use this feature again.
- Improved Draconic Persistance
Beginning at 11th level, you can count any immunity against your dragon type as resistance and resistance as normal.
- Improved Draconic Strike
Beginning at 15th level, increase the die of your Draconic Strike by one.
- Draconic Fury
Beginning at 19th level, you have mastered the ability to channel your chosen element into your attacks. Once per long rest, you deal 6d8 damage of the chosen element in addition to your weapon damage.
Proficiencies. When you multiclass into the Dragon Fighter class, you gain the following proficiencies: Martial Weapons