Dragon Slayer, Variant (5e Class)

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Dragon Slayer[edit]

Dragon slayers are a unique type of people. They are taught by dragons on how to use magic 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 both in melee or as a ranged form of offense. 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[edit]

A dragon slayer is a master of their magic type as well as 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 dragon's, which is where they draw their namesake.

To quickly build a dragon slayer, make Dexterity your highest. Followed by Wisdom, then Constitution. Take the Outlander or Hermit background.

Class Features

As a Dragon Slayer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon Slayer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Slayer level after 1st

Proficiencies

Armor:
Weapons: simple weapons, shortswords
Tools:
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Intimidation, Nature, Perception, Persuasion, and Survival

Equipment

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

  • A gift from the dragon that raised and taught you (trinket of choice)
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Dragon Slayer

Level Proficiency
Bonus
Features Martial arts Mana points Draconic Agility
1st +2 Dragon Slayer Magic, Slayer Senses, Dragon Slayer Martial Arts 1d6
2nd +2 Mana, Draconic Agility, Dragon Slayer Spells 1d6 6 +10
3rd +2 Dragon Slayer Archetype 1d6 8 +10
4th +2 Ability Score Improvement 1d6 10 +10
5th +3 Extra Attack, Dragon Wing Attack 1d8 12 +10
6th +3 Archetype Feature, Elemental Mastery 1d8 14 +15
7th +3 Draconic Mind 1d8 16 +15
8th +3 Ability Score Improvement 1d8 18 +15
9th +4 Draconic Agility Improvement 1d10 20 +15
10th +4 Dragon Slayer's Secret Art 1d10 22 +20
11th +4 Archetype Feature 1d10 24 +20
12th +4 Ability Score Improvement 1d10 26 +20
13th +5 Dragon Force 1d12 28 +20
14th +5 Elemental Mastery Improvement, Dragon Soul 1d12 30 +25
15th +5 Timeless Body 1d12 32 +25
16th +5 Ability Score Improvement 1d12 34 +25
17th +6 Archetype Feature 2d8 36 +25
18th +6 Draconic Presence 2d8 38 +30
19th +6 Ability Score Improvement 2d8 39 +30
20th +6 Draconic Strength 2d8 40 +30

Dragon Slayer Magic[edit]

A dragon slayer's lost magic gives them the power of a dragon, and in turn, the power to defeat them. As they learn and grow, dragon slayers develop unique characteristics.

Draconic Parent

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.

At 1st level, the Dragon Parent you have chosen gives you one of the following elements:

  • Arcane: 30ft. line (Dex. save for half)
  • Metal/Bludgeoning(Magical): 30 ft. line (Dex. save for half)
  • Cold: 15 ft. cone (Dex. save for half)
  • Fire: 15 ft. cone (Dex. save for half)
  • Air/Force: 15ft. cone (Dex. save for half)
  • Lightning: 30 ft. line (Dex. save for half)
  • Poison: 15 ft. cone (Dex. save for half)
  • Light/Radiant: 30 ft. line (Dex. save for half)
  • Shadow/Necrotic: 15 ft. cone (Dex. save for half)

In addition, you learn how to read, write, and speak in Draconic.

Draconic Resilience

When you aren't wearing armor or wielding a shield, your AC equals 10 + Dexterity (or Strength) modifier + Wisdom modifier. In addition, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Upon reaching level 4, it becomes two sizes larger. Upon reaching level 8, it becomes three sizes larger. Upon reaching level 12, it becomes four sizes larger.

Dragon Slayer Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

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

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 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 can make one additional unarmed strike as a bonus action.
  • When grappling a target gain advantage from your dragon strength to keep the target held.

Slayer Senses[edit]

At 1st level your superior dragon instincts alert you to incoming danger. You gain proficiency in Perception. If you are already proficient in this skill.

You also gain advantage in all your Wisdom (Perception) checks to track dragons and on your Intelligence checks to recall information about dragons.

Additionally, you gain a blindsight of 30 feet.

Mana[edit]

at 2nd level, Your Dragon Slayer Magic awakens. Your access to this Magic is represented by a number of Mana Points. The mana points shown in the Mana points column of the dragon slayer table + your wisdom modifier determines the number of Mana points you have.

You can spend these points to fuel various Mana features. You start knowing three such features: Dragon's Roar, Devour element, and Elemental Strike. You learn more Mana features as you gain levels in this class.

When you spend a Mana point, it is unavailable until you finish a short or long rest, at the end of which you draw all of you expended Mana points into yourself.

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

Mana save DC = 8 + your proficiency bonus + your Wisdom modifier
Dragon's Roar

As a bonus action, you can spend 1 Mana point to unleash a roar of elemental energy . the size, shape and damage type are all connected to your Draconic Parent. the damage is your 2d6 Elemental Damage + your wisdom modifier.

Devour Element

When you are targeted by a damaging ability or spell that uses your chosen Dragon Parent element, as a reaction, you can consume the element of your Dragon Parent, reducing the damage by your Dragon slayer level + Wisdom Modifier and restoring half of the damage you absorbed as HP rounded down or gain half of your Mana rounded down. You can devour your element if you find it around, for example if you see a fire as a fire dragon slayer you can eat it and either restore hit points equal to your Dragon slayer level + Wisdom Modifier or regain an amount of Mana equal to your Wisdom modifier, this can be done as a bonus action on your turn. (Bludgeoning means you can eat metal, cold means you can eat ice, fire means you can eat fire, force means you can eat air, lightning means you can eat electricity, poison means you can eat poison, radiant means you can eat anything that is white and necrotic means you can eat shadows)

Elemental Strike

When you hit an opponent with an unarmed strike, you can spend 2 Mana point to add 1 Martial Arts die of elemental damage.

Draconic Agility[edit]

Starting at 2rd level, your movement increases by 10 while not wearing armor or holding a shield. This bonus increases when you reach certain Dragon Slayer levels, shown in the Dragon Slayer table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dragon Slayer Archetype[edit]

Starting at 3rd level, you choose an archetype. You can choose between the Dragon Spirit and the Dragon Aspect. Your choice grant you features at 3rd level, and again at 6th, 11th and 17th levels.

Ability Score Improvement[edit]

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[edit]

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

Dragon Wing Attack[edit]

When you reach 5th level, as an attack action you can spend 2 Mana points to unleash a flurry of wing attacks. Two tendrils lash out from your arms targeting one or two creatures 15ft away from you. Each tendril deals 2 Martial Arts die of the damage linked to your Draconic Parent.

Elemental Mastery[edit]

Starting at 6th level, you have resistance to your chosen damage type, and your chosen damage type ignores resistance but not immunity. Additionally your dragon slayer spells have their dice increased by + 1 with the exception of Roars.

At 14th level, you gain Immunity to your chosen damage type, and your damage type ignores Immunity to it. Additionally you can supercharge your dragon slayer spells by spending an additional 3 mana. Increasing their damage die by +3.

Draconic Mind[edit]

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's Secret Art[edit]

At 10th level, you learn an advanced technique of your dragon parent. Choose one spell of 5th level or lower (if lower than 5th level, up cast it to 5th level). The spell must deal the same damage type as your dragon parent. You use 3 Mana points to cast it (without material components if the spell requires them). You can use this feature 1 time at 10th level, 2 times at 14th, and 3 times at 17th, per long rest.

Dragon Force[edit]

Starting at 13th level, you have learned to embrace the full magical power of your Dragon Parent. You can take a bonus action and spend 5 Mana Points to enter Dragon Force for 1 minute. When you enter Dragon Force, you gain the following benefits:

  • Due to Dragon Scales appearing on various places on your skin, you gain a +2 bonus to your AC
  • Your Dragon Senses sharpen even further, If you are subjected to an effect that allows you to make a 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.
  • you gain an additional action on each of your turns.
  • Due to your Element constantly flowing out, your unarmed strikes and spells deal an additional Martial Arts die of elemental damage.

When Dragon Force ends, you can't move or take Actions until after Your next turn, as a wave of lethargy sweeps over you.

Dragon Soul[edit]

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

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

Timeless Body[edit]

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

Draconic Presence[edit]

Beginning at 18th level, you can channel the dread presence of your dragon Parent, causing those around you to become awestruck or frightened. As an action, you can spend 4 Mana points to draw on this power and 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 awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. While Draconic Presence is active you also exude an aura of the elemental type of you Draconic Parent.

Draconic Form[edit]

At 19th level, constant use of Dragon Slayer magic allows you to assume a full Draconic Form. As a bonus action, you can spend 10 Mana points to grow into dragon form, your size is large. On an elemental burst caused by the transformation, all creatures within 15 feet of you take damage of your elemental type equal to your Martial Arts die + your Constitution modifier. If you have two elements or choose the Dragon Spirit archetype, you deal one die of Martial Arts damage for each element. You gain the following benefits for 1 minute while you are transformed:

  • You gain +4 to your AC
  • Your Dragon's Roar has double the size
  • You have draconic wings with a speed equal to your walking speed. As an action, you can flap your wings, each creature within 10 feet of you must succeed on a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or will be pushed up to 30 feet and knocked prone.
  • Whenever you are resistant to non magical slashing, bludgeoning, or piercing damage
  • Your senses have sharpened even further, you have blindsight out to 60 feet and darkvision out to 60 feet. In addition, you can make Wisdom (Perception) checks as a bonus action
  • You gain Natural Weapons claw (slashing damage, ranges up to 10 feet), bite (piercing damage, ranges up to 10 feet), and tail (bludgeoning damage, ranges up to 15 feet). Your unarmed attacks now can add your wisdom modifier to attack and damage. Its tail can be used to attack, grapple, or trip as an action.

When Draconic Form ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.

Draconic Might[edit]

Starting at 20th level, your Dexterity or Strength and Wisdom scores increase by 4. Your maximum for those scores also increase by 4.

Dragon Slayer Archetype[edit]

Dragon Spirit[edit]

Focusing the magic of your Dragon Parent into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your Mana into specialized techniques.

Draconic Uproar

At 3rd level, you have learned how to attack your opponents at great distances, your roar gets 15ft increased range.

Draconic Enhancement

At 6th level, you have learned how to use your Mana to boost your physical prowess, you can spend 3 Mana point to gain the following benefits for one minute:

  • you gain a +1 bonus to AC
  • you gain a +2 bonus to dexterity saving throws
Draconic Resonance

At 11th level, you have learned to draw upon the spirits of other dragons. You may choose 1 other damage type from the Dragon Parent list, the element you choose cannot be changed. When you use Elemental strike or Dragon roar, you can spend 2 more Mana point and deal an additional Martial arts die of damage from the chosen element.

Royal Blood

Starting at 17th level, you have learned to draw on the power of dragon royalty, increasing your own attack power. You gain a bonus to your Mana total equal to your Constitution Modifier. As an action, you can spend 5 Mana points to enter this mode, this mode lasts for one minute. When you do so, you gain the following benefits:

  • You’re Elemental Strike’s deal 1 martial arts die of damage
  • you can't be surprised
  • you have advantage on Elemental Strike's attack rolls

Dragon Aspect[edit]

As you used your Mana, your body started to change in likeness of a dragon to better utilize the Mana.

Dragon Scales

At 3rd level, As an action, you may spend 1 mana to cover every inch of your body in scales, gaining the following benefits:

  • You gain temporary HP equal to your wisdom modifier X half your Dragon Slayer Level
  • You gain a +1 bonus to your AC

These benefits last for 1 minute.

Mana Infused strikes

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

Dragon Wings

At 11th level, you are able to sprout a pair of wings as a bonus action, giving you a flight speed equal to your walking speed. You can retract the wings as a free action.

Dragon Body

At 17th level, you gain +4 hp per Dragon Slayer Level and resistance to non magical bludgeoning, slashing and piercing damage.

Dragon Slayer Spells[edit]

Draconic Reinforcement:

At 2nd level, as a reaction for 2 mana you can reinforce your body to protect yourself from attacks. Add +3 to your Armor Class and +2 to the results of constitution saving throws you may make. At 8th level you can spend an additional 2 mana to increase these bonuses to +5 and +3 respectively. Should attacks fall below your ac as a result of this boost, you simply tank it taking no damage.

Fire Dragon Slayer[edit]

This Technique was created by Igneel The Fire Dragon King, you have been trained by him to learn the fire Dragon Slayer power.

Iron Fist of The Fire Dragon:

At 2nd level, as a bonus action you may spend 1 mana point to ignite your fists with flames, for the next minute your unarmed attacks deal an additional 1d4 fire damage, and if you land a critical hit the target falls prone and cannot get up until the end of their next turn.

Sword Horn of The Fire Dragon:

At 2nd level, as an action you may spend 2 mana point to ignite your head with flames in the shape of a horn, you may move an additional 20ft to charge at the target. The target must make a dex saving throw, on a failure they take 2d6 fire damage and are pushed back 10ft. on a success they take half damage and are not pushed back.

Fire Dragon Flame Elbow:

At 2nd level as an bonus action, you may spend 2 mana point you ignite your elbow in flames, target must make a dex save, on a failure the target takes 2d6 fire damage and is blinded from the flames. On a success they take half as much and are not blinded.

Shining Flames of The Fire Dragon:

At 4th level, As an action you may spend 2 mana points to throw a fireball up to 25ft away. Creatures in a 10ft radius of the fireball must make a dex saving throw taking 2d8 fire damge on a failure and half as much on a success.

Dragon Claw of The Fire Dragon:

At 4th level you may spend 1 mana point to add 15ft to your movement speed by igniting a wave of flames from your feet allowing you to move through the air up to your movement speed to reach your target and make an unarmed strike before descending safely to the ground. Anything that was below you takes 1d4 Burning Damage.

Iron Dragon Slayer[edit]

Technique created by Metalicana the Iron Dragon, you have been trained by him to learn the Iron Dragon Slayer power.

Iron Dragon's Lance:

At 2nd level, for 1 mana point you can extend your unarmed strike reach by 15ft and deal extra 1d4 Force Damage. When you active the dragon lance you can attack twice with the unarmed strike instead of once.

Iron Dragon's Demon Logs:

At 2nd level, for 2 mana points you can turn one of your arms into a lance, which makes your unarmed strikes gain 1 dice of damage and changing it's type to slashing.

Iron Dragon's Lance Demon Logs:

At 2nd level for 4 mana points you put your arm foward and create a barrage of 4d4 Iron Lances to slash your opponent, the target must make a Dexterity Saving Throw which on a success they take half damage, and on a failure they take the full 1d8 Slashing Damage of each Iron Lance.

Sky Dragon Slayer[edit]

Technique created by Grandeeney the Sky Dragon, you have been trained by her to learn the Sky Dragon Slayer power.

Sky Dragon's Claw:

At 2nd level for 2 mana points you can shroud your hands in mana mimicking the shape of wind claws before delivering a claw attack against a singular opponent dealing 1d8 + your Wisdom modifier in slashing damage. Starting from 5th level you can spend an additional mana point to allow this spell to benefit from the extra attack feature.

Crushing Fang of The Sky Dragon:

At 2nd level as an action for 1 mana point you can manifest whirlwinds in the tips of your fingers to strike your target. For the next 3 turns unarmed attacks deal an additional 1d4 force damage as your strikes leave behind a trail of wind.

Sky Dragon's Healing:

At 2nd level you gain access to the Cure Wounds 5e spell which cost 2 mana to cast. For every 3 levels you gain after the second you may upcast this spell to a higher level for an additional 1 mana per level. The highest level this spell can be upcast to is 5th.

Sky Dragon's Enhancement:

At 2nd level you gain the ability to temporarily buff yourself or a single ally for the next minute as a bonus action. This enhancement cost 2 mana, a target can only have 1 enhancement at any given point and the available enhancements are as follows:

  • Arms: The target gains a +1 to attack rolls/save dc and +3 to the first 2 instances of damage they deal each turn.
  • Armor: The target gains temporary hit points equal to your Wisdom score.
  • Vernier: The target gains an additional 15 feet of movement as well as 10 feet of fly speed, being immune to fall damage for the duration of this buff.
  • Raise: The target immediately ends any singular negative status condition chosen by the caster. If the condition has stacks they can only remove the first 2 stacks of said condition. This enhancement cannot affect exhaustion.
Sky Dragon's Wave Wind:

At 4th level for 3 mana you can summon a tornado of wind to sweep up targets in a 30 feet sphere. Targets caught within this sphere must make a dexterity saving throw, taking 2d8 force damage and falling prone, taking half as much on a success.

Sky Dragon's Momentary Wind:

At 4th level you gain access to the Haste 5e spell, costing 3 mana to cast.

Sky Dragon's Greater Enhancement:

At 8th level your enhancement spell becomes even stronger. Now being able to affect up to 3 targets per casting and having increased benefits at the cost of 5 mana. Additionally targets can have up to 2 benefits active at any given point. The strengthened benefits are as follows:

  • Ile Arms: The targets gain a +3 to attack rolls/+2 save dc and +2d4 to the first 3 instances of damage they deal each turn.
  • Ile Armor: The targets gain temporary hit points equal to twice your Wisdom score and reduce the first instance of damage they take each turn by half.
  • Ile Vernier: The targets gains an additional 30 feet of movement as well as 20 feet of fly speed while gaining an additional reaction each turn.
  • Re-Raise: The targets become immune to any 3 negative status conditions chosen by the caster when this spell is performed. Exhaustion cannot be chosen as one of the immunities.

Lightning Dragon Slayer[edit]

Technique created by Elexion the Lightning Dragon, you have been trained by him to learn the Lightning Dragon Slayer power or somehow gained their power through Dragon Slayer Lacrima.

Lightning Dragon's Heavenward Halbert:

At 2nd level for 2 mana you can form a trident of lightning as an action before hurling it at your opponent with an additional +1 to hit. On hit the attack deals 2d4 + your Wisdom in lightning damage.

Lightning Dragon's Iron Hammer:

At 2nd level for 3 mana you can manifest a large amount of lightning in your fist before slamming the ground as an action, destroying as much of the terrain as possible. Targets within 20 feet of the chosen location must make a Dexterity saving throw. Taking 3d6 lightning damage on success or half as much on a failed. Finally the ground within 30 feet of you becomes difficult terrain for everyone except for you.

Lightning Dragon's Iron Fist:

At 2nd level, as a bonus action you may spend 1 mana point to surge your fists with lightning, for the next minute your unarmed attacks deal an additional 1d4 lightning damage, and if you land a critical hit the target becomes dazed until the end of their next turn.

Lightning Dragon's Breakdown Fist:

At 4th level, as an action for 3 mana you can send a powerful blast of lightning in the form of a fist at a target within 30 feet of you. This attack has a +2 to hit and deals 2d10 lightning damage while creatures within 20 feet of the target must make a Constitution saving throw. Taking 1d8 lightning damaged on a failed save and half as much on a success. The initial target automatically fails this save if they were struck by the first attack and take max damage from the dice.

Lightning Dragon's Jaw:

At 4th level as an action for 4 mana you clasp your hands together before performing a powerful slam against a target. This attack gains a +1 to hit and deals 3d8 lightning damage. If the target is suffering from the stunned condition this attack gains a +3 to hit and deals 4d10 lightning damage. Finally you can use this spell as a reaction to a target becoming stunned as a result of Lightning Dragon's Iron Fist.

Lightning Dragon's Raging Bolt:

At 8th level as a full turn action for 8 mana you can raise your fist into the air. Chanting an array of incantations as you charge a giant sphere of lightning in the air above you which you can descend upon your target at any point. Creatures within range of the attack must make a Dexterity saving throw, suffering the damage listed below on a failed save or half as much on a success. This attack grows stronger the more turns you spend charging it (which takes up an action each turn.) The charged strength is as follows:

  • No Charge: This attack deals 3d10 Lightning Damage
  • 1 Turn Charge: This attack deals 5d10 Lightning Damage, and the targets suffer a -1 penalty to their saving throw.
  • 2 Turn Charge: This attack deals 6d10 Lightning Damage, and the targets suffer a -2 penalty to their saving throw.
  • 3 Turn Charge: This attack deals 8d10 Lightning Damage, and the targets suffer a -4 penalty to their saving throw. Finally those who fail this save become Paralyzed until the end of their next turn.

Poison Dragon Slayer[edit]

A technique obtained through Dragon Lacrima, poison dragon attacks sport low damage but make up for it through drowning their target in debuffs.

Poison Dragon's Fang Thrust:

At 2nd level as an action for 2 mana you can shoot out a large snake-like head toward any target within 30 feet, biting them and injecting them with venom. Those struck by this snake must make a Constitution saving throw. Taking 1d12 Poison Damage and receiving the Poisoned condition for 3 turns on a failed save, taking half as much and receiving no condition a success.

Poison Dragon's Spiral Jaw:

At 2nd level as an action for 3 mana you can jump in the air and deliver a spiral of kicks down toward your targets in a 20 foot cone. Those caught in the range must make a Dexterity to avoid the spiral. Taking 1d6 Poison Damage and feeling their body become weakened. Lowing their Either their Strength, Dexterity, or Constitution by 2 for the next minute.

Poison Dragon's Scales:

At 2nd level as an action for 2 mana you can shoot out a barrage of scale-shaped masses of poison toward a single target within 15 feet. Make 5 attack rolls with a +1 to hit, each one dealing 1d2 Poison Damage. For each scale the target is struck with their speed is lowered by -5 for the next minute. Should their speed be reduced to 0 through this spell they will be considered prone until the debuff wears off.

Poison Dragon's Guard:

At 2nd level as a bonus action or reaction for 2 mana you can surround yourself and allies within 10 feet of you in a large shield of mana, protecting them against attacks. This shield follows you around and remains until it's hp is depleted or a minute passes, whichever comes first. Finally the shield itself has 4d8 + your Wisdom modifier in health.

Poison Dragon's Twin Fang:

At 4th level for 4 mana you can shoot out 2 waves of poison taking the shape of snake fangs toward a target within 30 feet. Make 2 attacks with a +2 to hit and on hit the target takes 1d8 damage while having their ac lowered by -2 to 1 minute.

Poison Dragon's Sharp Horn:

At 6th level for 5 mana you can lunge at a target within 60 feet of you and attempt to thrust your hand into your target, sending a surge of poison throughout their body. This attack has a +3 to hit dealing 4d12 upon landing. Targets struck by this must make a Constitution saving throw. Having their max hp reduced by the same amount for the next minute. This attack cannot reduce their max hp below 1, but it can still damage them below 1.

White Dragon Slayer[edit]

Technique created by Weisslogia the Holy Dragon, you have been trained by him to learn the White Dragon Slayer power or somehow gained their power through Dragon Slayer Lacrima.

White Dragon's Iron Fist:

At 2nd level, as a bonus action you may spend 1 mana point to surge your fists with holy energy, for the next minute your unarmed attacks deal an additional 1d4 radiant damage, and if you land a critical hit the target becomes blinded by your luminance until the end of their next turn.

White Dragon's Claw:

At 2nd level, as an action for 2 mana you can gather light in your hands before firing it at your opponent. This attack has a +1 to hit and deals 1d10 radiant damage. Targets struck by this attack must make a Strength Saving Throw. Becoming restrained and unable to move any parts of their body from the neck down as your holy energy leaves a stigma on their body. At the start of each of their turns they can attempt to break free from the stigma by making a Strength saving throw. For each subsequent turn they remain trapped by this they gain a +1 to their save.

White Dragon's Illusion:

At 4nd level, you gain access to the Modify Memory spell and can cast it for 4 mana.

White Dragon's Holy Breath:

At 4th level, as an action for 4 mana you can jump in the air and shoot out a wave of light from your mouth at a point within 60 feet of you. Upon landing this beam erupts into a massive explosion of light in a 30 foot sphere. Those caught in this attack's radius must succeed a Dexterity saving throw. Taking 4d12 radiant damage and half as much on a success.

Holy Ray:

At 4nd level, as an action for 5 mana you can gather a stream of light inside your hands before shooting them off in a barrage of homing beams of light attempting to engulf and barrage your opponents. This spell has a +2 to hit and attacks 5 times each dealing 2d4 damage. Additionally you can spend mana up to proficiency bonus, with every 1 mana spent adding an additional attack to the spell.

White Dragon's Illusion:

At 6th level, you gain access to the Modify Memory spell and can cast it for 5 mana. For every 3 levels past 6 you can upcast this spell at a higher level for an additional +2 mana to it's cost.

White Drive:

At 8th level, as a bonus action for 2 mana you can enter White Drive, cloaking your body in an aura of holy light. Significantly strengthening your body for the next minute. White Drive cost 1 mana at the start of each turn to remain in the form and gives the following benefits:

  • +2 To the Attack Roll and Save DC of White Dragon Spells.
  • You're constantly considered to be under the effect of White Dragon's Iron Fist and it instead becomes a 2d4.
  • You can reduce the first 2 instances of damage you take each turn by 5.
  • Your White Dragon Spells have their cost reduced by 2 (This cannot be reduced below 1.)

Shadow Dragon Slayer[edit]

Technique created by Skiadrum the Shadow Dragon, you have been trained by him to learn the Shadow Dragon Slayer power or somehow gained their power through Dragon Slayer Lacrima.

Shadow Dragon's Slash:

At 2nd level as an action for 2 mana you can cover your arm in shadows before punching your target. Upon landing your attack the shadows shoot outward as multiple tendrils stab into your target. This move has a +1 to hit and the user rolls a 1d10 for however many tendrils land on the target. The damage dealt being xd4 necrotic damage, with x being the number rolled on the d10.

Shadow Dragon's Haste:

At 2nd level as an action for 3 mana you can attempt to grab your opponent with a hand cloaked in shadows. On a successful hit you grab your opponent by their neck and begin to drain their life, dealing 2d8 necrotic damage and healing by the same amount.

Shadow Dragon's Waxwing Flash:

At 2nd level as an action for 2 mana you can phase into the shadows beneath you appearing behind up to 3 targets. Those targets then must succeed a Wisdom saving throw to notice you. If you're hidden from your targets they receive a -3 penalty to this save. On a successful save they notice and manage to avoid your attack. On a failed save you assault them with a feather-like stream of shadows dealing 4d10 Necrotic Damage.

Shadow Dragon's Eruption:

At 4th Level as an action for 4 mana you form a ball of shadow in your hands before throwing it at the ground within 45 feet of you as it erupts into a geyser of shadows. Those caught within a 30 feet sphere of the ball's location must succeed a Dexterity saving throw, taking 5d8 necrotic damage on a failed save and half as much on a success.

Shadow Dragon's Abyss:

At 6th level as an action for 6 mana you can spread out your shadow in a 40 foot radius from you for the next minute, this ground counts as difficult terrain and can catch airborne creatures. Those caught within this shadow or start their turn in it must succeed a Strength saving throw. On a success they manage to avoid being pulled in or go up 1 stage if they're already trapped inside, on a failed they begin sinking into the shadows up to 3 stages. Allies can willingly enter the 3rd stage without suffocating. Those 3 levels below you or below half health skip to stage 2. Those 6 levels below you or below 1/3rd health skip to stage 3.

  • 1 Fail: The become trapped from the waist down, losing access to all forms of movements or abilities that would move them until escaping the shadow.
  • 2 Fails: They become trapped from the neck down, only being able to use their head and nothing else.
  • 3 Fails: They become completely trapped in your shadow and begin suffocating. Remaining there even after the spell ends. They become freed if you're either knocked out or willingly free them.
Shadow Drive:

At 8th level, as a bonus action for 2 mana you can enter Shadow Drive, cloaking your body in an aura of dark shadows. Significantly strengthening your body for the next minute. Shadow Drive cost 1 mana at the start of each turn to remain in the form and gives the following benefits:

  • +2 to AC and enemies receive a -2 penalty to saving throws against you as your body morphs in an out of shadows. Attacks that miss you allow you to disappear into shadows and reappear in a location 15 feet away.
  • The first Dragon Slayer spell you perform each turn has it's damage die increased by 1 step.
  • You can reduce the first 2 instances of damage you take each turn by 5.
  • Your Shadow Dragon Spells have their cost reduced by 2 (This cannot be reduced below 1.)


Multiclassing[edit]

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

Proficiencies. Simple weapons, one skill


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