Dragon Slayer Traditional (5e Class)
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- 1 Dragonslayer
- 1.1 By Blade Or Bow
- 1.2 Creating a Dragonslayer
- 1.3 Class Features
- 2 Slayers Path
A warrior Highly skilled in taking down Dragons
By Blade Or Bow
They come from all walks of life, from all cultures and societies. They may be poor or wealthy, strong or wise, good or evil, skilled with blade or bow. But all dragonslayers share a singular courage and strength of heart— a necessary commodity in their line of work.
Dragonslayers have few close associates who aren’t as skilled as they are in the art of battling dragons. Unless a dragonslayer can trust you with his life, he isn’t likely to spend much time in your company. This attitude can lead to a life of solitude, as the dragonslayer travels wherever the cause takes him. A few dragonslayers actively seek out others who share their bravery and dedication, even training those who show promise.
Creating a Dragonslayer
What caused your character to yearn to slay the mighty beasts? Was her/his family and village destroyed by a great Wyrm, or did he/she desire these skills for pure monetary reasons?
- Quick Build
You can make a Dragonslayer quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Wisdom if you plan on excelling at tracking dragons. Second, choose the Outlander background.
As a Dragonslayer you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Animal Handling, Arcana, Athletics, Insight, Investigate, Medicine, Nature, Perception, Stealth, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) A leather armor, longbow, and 20 arrows
- (a) A martial weapon and a shield or (b) A two martial weapons
- (a) A light crossbow and 20 arrows or (b) A two handaxes
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 5d4x10 in funds.
|1st||+2||Slayer of Dragons, Terrain of the Wyrm|
|2nd||+2||Fighting Style, Second Wind|
|3rd||+2||Slayers Path, Hard to Kill (DR 2)|
|4th||+2||Ability Score Improvement|
|6th||+3||Improved Slayer of Dragons, Terrain of the Wyrm|
|7th||+3||Slayers Path Feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Hard to Kill (DR 3)|
|10th||+4||Slayers Path Feature|
|11th||+4||Terrain of the Wyrm|
|12th||+4||Ability Score Improvement|
|13th||+5||Hard to Kill (DR 4)|
|14th||+5||Expert Slayer of Dragons|
|15th||+5||Slayers Path Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Hard to Kill (DR 5)|
|18th||+6||Slayers Path Feature|
|19th||+6||Ability Score Improvement|
Slayer of Dragons
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to Dragons.
You gain a +1d8 bonus to damage rolls with weapon attacks against Dragons. Additionally, you have advantage on Wisdom (Survival) checks to track Dragons, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by Dragons or creatures associated with them. However, you are free to pick any language you wish to learn.
Terrain of the Wyrm
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
You are a master of navigating your favored terrain, and you react with swift and decisive action when attacked. This grants you the following benefits while in your favored terrain:
- You ignore difficult terrain
- You have advantage on initiative rolls
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 11th level.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Dragonslayer level. Once you use this feature, you must finish a short or long rest before you can use it again.
At 3rd level, you choose a Slayers Path that you strive to emulate in your combat styles and techniques. The Path you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Hard to Kill
Starting at 3rd Level, you can use your armor to deflect strikes that would kill other. While you are wearing medium or heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 2.
This damage reduction stacks with other damage reduction. Hard to Kill improves by 1 at 9th, 13th, and 17th.
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.
Improved Slayer of Dragons
Starting at 6th level the damage of your Slayer of Dragons increases to +1d10.
Additionally, you have advantage on saving throws against the spells and abilities used by a Dragon.
Expert Slayer of Dragons
Beginning at 14th level the damage of your Slayer of Dragons increases to +1d12.
Starting at 20th level the damage of your Slayer of Dragons improves to +3d6.
Different Dragonslayers choose different approaches to perfecting their hunting prowess. The Slayers Path you choose to emulate reflects your approach.
The Roughneck Sentry doesn't rely on attacking from a distance, or using spells, it prefers an up close and personal approach. Forcing the Dragon to pay attention the armored threat in front of it.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
You learn special maneuvers, which are detailed under "Maneuvers" below. You can use only one maneuver per attack.
You learn one additional maneuver of your choice from the Fighter Maneuver list at 7th, 10th, and 15th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
- Superiority Dice.
You have four superiority dice, which are d10s. A superiority die is expended when you use it. Many of these superiority dice can only be used against Dragons. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
- Saving Throws.
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Beginning at 7th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Improved Combat Superiority
At 10th level, your superiority dice turn into d12s. At 18th level, they turn into 2d8s.
At 15th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 1 + your constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
The maneuvers are presented in alphabetical order.
- Elemental Resilience
When another creature damages you with an elemental attack, you can use your reaction and expend one superiority die to gain resistance to that element.
- Fundamentum Attack (Dragon Only).
When a Dragon attempts to use its Breath Weapon, you can use your reaction and expend one superiority die to force the dragon to make a Wisdom safe. On a failed save, the Breath Weapon attack is wasted and the Dragon takes superiority damage.
- Grounded Attack (Dragon Only).
When you hit a Dragon with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and it must make a Strength saving throw. On a failed save, you knock the target prone.
- Precision Attack.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Track the Beast (Dragon Only).
When you make a Wisdom (Survival) check while tracking or recalling information about a Dragon you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
- Will of Steal.
When you make a Wisdom saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
Prerequisites. To qualify for multiclassing into the Dragonslayer class, you must meet these prerequisites: Strength 13, or Dexterity 13
Proficiencies. When you multiclass into the Dragonslayer class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.