Dragon Slayer, 2nd Variant (5e Class)

From D&D Wiki

Jump to: navigation, search

Dragon Slayer (Variant Monk Class)

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Her fist engulfed in lightning, she charges into a horde of kobolds. striking them down until she's the last one standing. An elf stands in front of a wyvern, he takes a battle stance, and unleashes a torrent of poison gas from his hands.

Dragon slayers, or dragon monks, are a unique type of monk. They are taught by dragons elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their element from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their “type” is fixed. However, they can be given a material manifestation. Due to their draconian mentors, they possess keener senses such as sight, hearing, and smell. They also have some defining physical characteristics such as reptilian pupils, sharper canines, or dragon scales in various places.

Creating a Dragon Slayer

A dragon slayer is a master of using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural power with elemental magic. Their power is that of a dragons, which is where they draw their namesake.

To quick build a dragon slayer, make Strength your highest ability score followed by Constitution then Wisdom. Take the Outlander or Hermit background.

Class Features

As a Dragon Slayer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dragon Slayer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dragon Slayer level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Athletics, Survival, Insight, Nature, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Dragon Slayer

Level Proficiency
Bonus
Martial Arts(Iron Strike) Ki Points Unarmored Movement Features Dragon's Roar
1st +2 1d4 1 Draconic Parent, Martial Arts, Draconic Resilience, Ki 1d10
2nd +2 1d4 2 +10 ft. Unarmored Movement Elemental Mastery , Deflect Missiles 2d10
3rd +2 1d4 3 +10 ft. Dragon Slayer Tradition, Draconic Senses 2d10
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall 2d10
5th +3 1d6 5 +10 ft. Extra Attack, Elemental Strike 3d10
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Dragon Slayer Tradition feature 3d10
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind 3d10
8th +3 1d6 8 +15 ft. Ability Score Improvement 3d10
9th +4 1d6 9 +15 ft. Unarmored Movement improvement, Elemental Mastery improvement 4d10
10th +4 1d6 10 +20 ft. Dragon Slayer Secret Art, Elemental Strike improvement 4d10
11th +4 1d8 11 +20 ft. Dragon Slayer Tradition feature 4d10
12th +4 1d8 12 +20 ft. Ability Score Improvement 4d10
13th +5 1d8 13 +20 ft. Dragon Force 5d10
14th +5 1d8 14 +25 ft. Diamond Soul 5d10
15th +5 1d8 15 +25 ft. Timeless Body, Elemental Strike improvement 5d10
16th +5 1d8 16 +25 ft. Ability Score Improvement 5d10
17th +6 1d10 17 +25 ft. Dragon Slayer Tradition feature, Dragon Wings 6d10
18th +6 1d10 18 +30 ft. Dragon Presence 6d10
19th +6 1d10 19 +30 ft. Ability Score Improvement 6d10
20th +6 1d10 20 +30 ft. Draconic Might 6d10

Draconic Resilience

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • Iron Strike: You can use your Dexterity modifier instead of Strength for the attack and damage of your unarmed strikes and monk Weapons.
  • Iron Strike: You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Dragon Slayer levels, as shown in the Martial Arts column of the Dragon Slayer table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a club, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

Draconic Parent

At 1st level, As dragon blood flows through your body, it causes physical traits of your dragon parent to emerge. Part of your skin is covered by a thin sheen of dragon-like scales, you choose one type of element that was of your dragon parent. The damage type associated with each dragon is used by features you gain later. Choose from one of the following elements/damage types: Acid, Poison, Ice (Cold), Fire, Lightning, Undead (Necrotic), or Light (Radiant). You are resistant to the chosen element. While enemies with your parents elements are not longer resistant, and immune becomes resistance. Another benefit to being raised by dragons is learning their language. You can read, write, and speak Draconic.

Ki

Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Dragon Slayer level determines the number of points you have, as shown in the Ki Points column of the Dragon Slayer table.

You can spend these points to fuel various ki features. You start knowing four such features: Dragon's Roar, Devour Element, Step of the Wind and Steel Punch Spree. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Dragon's Roar

As an action, at the cost of 1 ki points, you can exhale destructive energy. Your draconic parent element that you chose determines the damage type of the exhalation. When you use your breath weapon, each creature in a line of 30ft or cone of 15ft of the exhalation must make a Dexterity save. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one.

Devour Element

When you are targeted by an effect of the same element as your draconic parentage's element, as a reaction, you can consume the element of an attack, negating the damage and granting you all of your ki points back. you can't eat the element if its generated by you, however, if you generate your fire and the fire spreads to something else (ie. a tree, or a box) and is being sustained by said thing, then you can eat the fire you produced.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Steel Punch Spree

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Elemental Mastery

Starting at 2nd level, you have resistance to your chosen element, and your elemental damage ignores resistance.

At 9th level, you have Immunity to your chosen element , and your elemental damage ignores Immunity

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Dragon Slayer levels, as shown in the Dragon Slayer table.

At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. unless your wearing armor or wielding a shield, then this feature is disabled.

Deflect Missiles

Starting at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your dragon slayer level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Draconic Senses

At 3rd level, you become more in tune with your Draconic side, your senses become more keen. Particularly your senses of smell and hearing. You gain a +2 to your Passive Wisdom (Perception), you also gain advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks when using hearing and scent. Additionally, you gain a Blindsight radius of 60 feet.

Dragon Slayer Style

Choose a Focus Style, which describes how you trained your innate draconian power: Dragon Spirit or Dragon Aspect, both detailed at the end of the class description.

Your choice grants you features when you choose it at 3rd level and again at 6th, 11th, and 17th level.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your dragon slayer level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Strike

Starting at 5th level, you can use your ki to summon your element onto your body. When you hit a creature with a melee weapon attack, you can spend 1 ki point to cast elemental strike. Your unarmed attacks do elemental damage equal to the element of your dragon parent until you end your turn. A creature takes an additional 2d10 elemental damage on a successful hit. At 10th level the damage increases to 4d10. At 15th level the damage increases to 6d10.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. this also applies to your elemental strikes.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Dragon Slayer Secret Art

At 10th level, you gain the ability to use up to a 6th level spell of your dragon parents element that deals 6d8 element damage. It can be used once per day and costs 4 ki points. At 17th level it can be used twice per day.

Dragon Force

At 13th level, you are able to draw on the full power of a dragon. When you are below 50% of your maximum hit points, as a bonus action, you may spend 4 ki points to enter into Dragon Force. This effect lasts for 2 minutes, or until you dismiss it and grants you the following benefits:

  • Your AC increases by 5, due to dragon scales forming on your body. The color of the scales are the same as your dragon parent's scale color.
  • You may use your Dragon's Roar feature as a bonus action.
  • When you hit a target with a unarmed strike that target takes extra damage equal your Martial Arts damage die.

Immediately after this transformation ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion as your body was pushed past it's limit. Once you use this feature, you can not use it again until you finish a long rest. Additionally, after you kill your first true dragon, the AC bonus doubles, Dragon Roar deals double damage and you can activate Dragon Force whenever you want. After you kill your second true dragon, the duration increases to 4 minutes. After you kill your third true dragon, Dragon Force lasts until you dismiss it as a bonus action. After you kill your fourth true dragon, the damage of your elemental strike doubles. After you kill your fifth true dragon, the damage of your secret art doubles.

Dragon Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. However, you can still die of old age. In addition, you no longer need food or water.

Dragon Wings

At 17th level, you gain the ability to sprout a pair of dragon wings from your back using your parents element, gaining a 40 foot flying speed + Unarmored Movement Bonus. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Dragon Presence

Beginning at 18th level, you can spend 4 ki points to channel the dread presence of your dragon parent, causing those around you to become charmed or frightened. As an action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose charm) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 12 hours.

Draconic Might

At 20th level, you embody the power and will of the dragon. Your Dexterity or Constitution (your choice) score increases by 4. Your maximum for that score is increased by 4 as well. Additionally when you roll for initiative and have no Ki points remaining, you may gain 4 Ki points. Also, you deal double damage to all dragons when using Dragon's Roar, Elemental Strike or Secret Art.

Dragon Spirit

Focusing the magic of your parent dragon into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your magic along with your parent's into specialized techniques.

Draconic Uproar

At 3rd level, you have learned to attack enemies from afar. You may use Dragon Roar once for free. You regain use of this feature after you finish a short rest. Additionally, the range of your Roar doubles.

Draconic Resonance

At 6th level, you have learned to draw upon the spirits of other dragons. You may choose 1 other element and infuse that into a single elemental strike use. Your attack deals an extra 2d8 damage of chosen element. At 11th level it becomes 4d8, and at 17th level it becomes 6d8. You may use this feature twice and you regain use of this feature after you finish a long rest.

Overcharged

Starting at 11th level, you can increase the power of your breath weapon or spell. This feature causes your next Dragon's Roar or Secret Art to deal max damage. You may use this feature once, at 17th level you may use it twice. you regain use of this feature after you finish a long rest.

King/Queen Mode

Starting at 17th level, you have learned to draw on the power of dragon royalty, increasing your own attack power. With this mode active, you double the damage of your Dragon Roar, Secret Art, or Elemental Strike. you activate this mode using your Bonus Action. This mode lasts one minute, or until you dismiss it with a bonus action, and you must succeed a constitution saving throw with a DC of 15 or you suffer two levels of exhaustion. Also, the color of your element darkens by a few shades (red to crimson, grey to black, white to silver, etc.).

Dragon Aspect

You have been practicing every day, and through your rigorous training, the magic power of the dragons flows through you and has brought change to your body, making you stronger and tougher.

Draconic Restoration

You have learned to draw upon your draconic power to cure yourself. Starting at 3rd level, you can use a bonus action to regain 1d10 + Constitution modifier hit points. At 6th level this increases to 2d10, 11th to 3d10, and 17th to 4d10. You may use this effect twice, and you regain all uses of this feature after you finish a long rest.

Dragon Fist

Starting at 6th level, you have learned how to draw on the strength of dragon's to hone your Iron Strike. Your attack deals an extra 2d8 element damage of chosen element. At 11th level it becomes 3d8, and at 17th level it becomes 4d8. You may use this feature twice and you regain use of this feature after you finish a long rest.

Scales of Immunity

at 11th level you have learned to bring out your inner dragon to protect yourself from attacks. as a bonus action, you can now coat yourself in dragon scales, making you immune to non-magical attacks, these scales remain until you dismiss them using a bonus action. The color of the scales is determined by your dragon parent's scales.

Unyielding Body

Starting from 17th level, your Strength score, your Constitution score, and your hit point maximum cannot be reduced and anytime you come under the effect of exhaustion you can treat it as one level less then it actually is.

Multiclassing

Prerequisites. To qualify for multiclassing into the dragon slayer class, you must meet these prerequisites:13 Strength and 13 Constitution.

Proficiencies. When you multiclass into the dragon slayer class, you gain the following proficiencies: one type of artisan's tools or one musical instrument.

  • Note, all damage doubles that are caused by modes like Dragon Force or King/Queen mode do not stack, I repeat do not stack! Unless against dragons.

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: