Dragon Slayer (5e Class)

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Dragon Slayer

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

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 1d4
2nd +2 Mana, Draconic Agility 1d4 4 +10
3rd +2 Dragon Slayer Archetype 1d4 5 +10
4th +2 Ability Score Improvement 1d4 6 +10
5th +3 Extra Attack 1d6 7 +10
6th +3 Archetype Feature, Elemental Mastery 1d6 8 +15
7th +3 Draconic Mind 1d6 9 +15
8th +3 Ability Score Improvement 1d6 10 +15
9th +4 Draconic Agility Improvement 1d6 11 +15
10th +4 Dragon Slayer's Secret Art 1d6 12 +20
11th +4 Archetype Feature 1d8 13 +20
12th +4 Ability Score Improvement 1d8 14 +20
13th +5 Dragon Force 1d8 15 +20
14th +5 Elemental Mastery Improvement, Dragon Soul 1d8 16 +25
15th +5 Timeless Body 1d8 17 +25
16th +5 Ability Score Improvement 1d8 18 +25
17th +6 Archetype Feature 1d10 19 +25
18th +6 Draconic Presence 1d10 20 +30
19th +6 Ability Score Improvement 1d10 21 +30
20th +6 Draconic Strength 1d10 22 +30

Dragon Slayer Magic

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, 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 damage types:

  • Acid: 5 by 30 ft. line (Dex. save)
  • Cold: 15 ft. cone (Dex. save)
  • Fire: 15 ft. cone (Dex. save)
  • Lightning : 5 by 30 ft. line (Dex. save)
  • Poison: 15 ft. cone (Dex. save)
  • Radiant: 15 ft. cone (Dex. save)
  • Necrotic: 5 by 30 ft. line (Dex. save)

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 modifier + Wisdom modifier. In addition, you treat yourself as one size larger when it comes to carrying capacity.

Dragon Slayer Martial Arts

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 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 can make one additional unarmed strike as a bonus action.

Slayer Senses

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 add twice your proficiency bonus on checks made with 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 10 feet.

Mana

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

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 Martial Arts die x your wisdom modifier and the range is 30ft.

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 wisdom modifier X 5 and restoring half of the damage you absorbed(rounded up) and gain 2 Mana.

Elemental Strike

When you hit an opponent with an unarmed strike, you can spend 1 Mana point to add 1 Martial Arts die of elemental damage. In addition you can increase the damage even further by 1 Martial Arts die per extra Mana point spent.

Draconic Agility

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

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

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. You also gain the Dragon Wing Attack ability detailed below. 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 4 Martial Arts die of the damage linked to your Draconic Parent.

Elemental Mastery

Starting at 6th level, you have resistance to your chosen damage type, and your chosen damage type ignores resistance to it.

At 14th level, you gain Immunity to your chosen damage type, and your damage type ignores Immunity to it.

Draconic 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. You gain advantage on Intimidation checks while any of your Dragon Slayer features are active.

Dragon Slayer's Secret Art

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.

Dragon Force

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 4 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 and Dexterity Saving throws.

Your Dragon Senses sharpen even further, If 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.

You gain a flying speed equal to half your movement speed which includes the movement you gain from Draconic Agility.

you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action.

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

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

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

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. Any hostile creature that ends there turn within a 10ft radius of you takes 1 Martial Arts die plus your Wisdom modifier damage.

Draconic Mght

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

Dragon Slayer Archetype

Dragon Spirit

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 Discipline

Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature.

  • Dragon Heart. In addition, when you hit a creature with an unarmed attack, you can spend 2 Mana point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.
  • Draconic Shroud. When you hit a creature with an unarmed attack, you can spend 2 Mana point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes 1d6 points of psychic damage and becomes frightened of you until the end of your next turn. If a creature succeeds on this save, they are immune to the fear effect of this ability for 24 hours.
  • Dragon’s Blade. Your reach extends by 5 feet. Additionally, at the start of your turn you can expend up to 4 Mana points to extend your reach further. For every point of Mana you spend, your reach extends by an additional 5 feet until the end of your turn.
  • Dragontouched. Once per turn, when you hit a creature with an unarmed attack, you can spend 1 Mana point to rend your target and inflict deep bleeding wounds. At the start of each of the creature’s turns for the next minute, it takes 1d4 points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer’s kit, or makes a successful Wisdom (Medicine) check with a DC equal to your Mana save DC.
  • Draconic Strike. You have the power to alter your natural weapons, growing claws or reinforcing your fists. Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack.
Fists of Scale and Claw

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level.

Draconic Uproar

At 3rd level, you have learned how to attack your opponents at great distances. Your Dragon's Roar range has doubled.

Draconic Resonance

At 6th 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 1 more Mana point and deal an additional Martial arts die of damage from the chosen element.

Dragon Strength

Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type. If you select bludgeoning, piercing, or slashing damage. Draconic Shroud Dragon Slayers typically inflict psychic damage with this ability, Dragon Heart Dragon Slayers enhance their bludgeoning damage, and Dragontouched grow sharper claws. However, you can choose any damage type, regardless of your discipline(s). At 11th level, you can add the element to your Secret Art, adding an additional damage die. At 14th level, the second element treats immunity as resistance. (this feature replaces the ignore immunity feature of Elemental Mastery for the second element)

Dragon's Drive

At 11th level, you have learned how to use your Mana to boost your physical prowess, you can spend 2 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 Adaptation

Starting at 11th level, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can spend 1 Mana point to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage. In addition, the extra damage dealt by the Dragon Strength class feature increases to 2d6.

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 can't be surprised you have advantage on all attack rolls, ability checks, and saving throws Additionally, other creatures have disadvantage on attack rolls on you Dragon Aspect As you used your Mana, your body started to change in likeness of a dragon to better utilize the Mana.

Dragon Form

At 17th level, you transform your body to become a weapon of war. You gain a feature based on a discipline of your choice. You can choose the same discipline you selected at 3rd level or a different one.

Dragon Heart. When you are hit by an attack, you can use your reaction to add your Constitution modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn. Draconic Shroud. When you damage a creature with your Dragon Strength, excess psionic energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of psychic damage equal to half of your Dragon Slayers level. Dragon’s Blade. When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional 1d8 poison damage and must succeed on a Constitution saving throw against your Mana save DC or be poisoned until the end of its next turn. Dragontouched. When you use your Elemental Strike, you can make three unarmed strikes as an attack instead of two. You have advantage on these attacks

Dragon Aspect

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

Fists of Scale and Claw

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level.

Draconic Discipline

Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature.

  • Dragon Heart. In addition, when you hit a creature with an unarmed attack, you can spend 2 Mana point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.
  • Draconic Shroud. When you hit a creature with an unarmed attack, you can spend 2 Mana point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes 1d6 points of psychic damage and becomes frightened of you until the end of your next turn. If a creature succeeds on this save, they are immune to the fear effect of this ability for 24 hours.
  • Dragon’s Blade. Your reach extends by 5 feet. Additionally, at the start of your turn you can expend up to 4 Mana points to extend your reach further. For every point of Mana you spend, your reach extends by an additional 5 feet until the end of your turn.
  • Dragontouched. Once per turn, when you hit a creature with an unarmed attack, you can spend 1 Mana point to rend your target and inflict deep bleeding wounds. At the start of each of the creature’s turns for the next minute, it takes 1d4 points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer’s kit, or makes a successful Wisdom (Medicine) check with a DC equal to your Mana save DC.
Draconic Strike

You have the power to alter your natural weapons, growing claws or reinforcing your fists. Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack.

Dragon Strength

Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type. If you select bludgeoning, piercing, or slashing damage. Draconic Shroud Dragon Slayers typically inflict psychic damage with this ability, Dragon Heart Dragon Slayers enhance their bludgeoning damage, and Dragontouched grow sharper claws. However, you can choose any damage type, regardless of your discipline(s).

Draconic Adaptation

Starting at 11th level, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can spend 1 Mana point to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage. In addition, the extra damage dealt by the Dragon Strength class feature increases to 2d6.

Dragon Form

At 17th level, you transform your body to become a weapon of war. You gain a feature based on a discipline of your choice. You can choose the same discipline you selected at 3rd level or a different one.

  • Dragon Heart. When you are hit by an attack, you can use your reaction to add your Constitution modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn.
  • Draconic Shroud. When you damage a creature with your Dragon Strength, excess psionic energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of psychic damage equal to half of your Dragon Slayers level.
  • Dragon’s Blade. When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional 1d8 poison damage and must succeed on a Constitution saving throw against your Mana save DC or be poisoned until the end of its next turn.
  • Dragontouched. When you use your Elemental Strike, you can make three unarmed strikes as an attack instead of two. You have advantage on these attacks.

Multiclassing

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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