Base Class: Fighter
'Be the sword that shields tomorrow, protect all that I hold dear and you shall never want for power'
Ezrissal The Emblazoned to a young Ash Stirling
Talon Knights are fighters imbued with draconic power allowing them to keep up with and at times fight toe to toe with dragons through the use of powerful fighting stances. The origins of these knights remain uncertain scholars can only speculate that dragons created them to fend off other dragons form their territories. Weather you house the spirit of a dragon within their soul, learned through ancient scrolls found in a long abandoned lair of a dragon or were taught directly by a dragon, you have mastered the dragons stance.
Starting at 3rd level you can choose or roll on the draconic element table to determine your innate power
|
1d6 |
Draconic Element |
|
1 |
Acid |
|
2 |
Cold |
|
3 |
Fire |
|
4 |
Lightning |
|
5 |
Poison |
Bonus Proficiencies
You learn the spell Thaumaturgy and you learn to speak, read and write Draconic. You also gain proficiency with one artisan's tool of your choice.
Unrelenting Force
You can channel draconic power to enhance your fighting prowess, weather through direct tutelage, observation or the magic of ancient lost scrolls you have learned the secrets art of dragon Stances. Starting at 3rd-level you can have one active dragon stance of your choice from the dragon stances described below, you can replace one dragon stance with a different one whenever you finish a long rest. when you reach level 10 you gain an additional active dragon stance and again at 15th level.
Talon knight Save DC = 8 + your proficiency bonus + your constitution modifier
Burning Spirit Stance
- Once per turn, When you hit a creature with a weapon attack, one creature within 5ft of it takes fire damage equal to half the damage rolled plus your charisma modifier.
- When you use your action surge, you become wreathed in a blazing fire. Until the start of your next turn, all weapon attacks deal extra fire damage equal to your charisma modifier.
- Awakened Stance. As a bonus action, for one minute you can grant yourself resistance to fire damage and once per turn when you hit a creature with melee attack you can force them to make a dexterity saving throw against you Talon Knight DC or be set on fire for one minute. A creature that is on fire takes 1d6 fire damage at the start of their turns and they or another creature must use an action to put out the flames. You must take a short rest before you can use this feature again. While your awakened stance is active you cannot benefit from another awakened stance unless you end your current awakened stance (no action required).
Caustic Depths Stance
- You can breathe underwater and have a swimming speed equal to your walking speed
- You have advantage on wisdom checks and saving throws.
- Awakened Stance. As a bonus action you can grant yourself resistance to acid damage for one minute. Once per turn when you hit a creature with an attack you can force it to make a dexterity saving throw against your Talon Knight DC or have its AC Reduced by by 2 until the start of your next turn. While your awakened stance is active you cannot benefit from another awakened stance unless you end your current awakened stance (no action required).
Primal Stalker Stance
- You gain draconic claws (slashing) and teeth(piercing) and grow a tail (bludgeoning); they are considered magical for the purpose of overcoming resistance and immunity. Each natural weapon deals 2d6 damage. In addition you deal additional damage equal to your charisma modifier, you can choose amongst the following damage types: Acid, Cold, Fire, Lightning and Poison damage.
- You have advantage on grappling checks
- While not wearing armour you have a natural armour class of 13 plus your Dexterity modifier and your speed increases by 15ft.
- You gain proficiency in wisdom perception and survival checks if you already have proficiency then they are doubled.
- You learn hunters mark
Snow Drop Stance
- You have Advantage on Constitution saving throws
- Once per turn when you hit a creature with a weapon attack they take 1d6 cold damage and their speed is halved until the start of your next turn.
- Awakened Stance. As a bonus action you can give yourself resistance to cold damage for 1 minute and the ground around you in a 10ft area becomes difficult terrain. Hostile creatures within the difficult terrain must succeed on a dexterity saving throw against your Talon Knight DC or fall prone and take 1d10 cold damage. While your awakened stance is active you cannot benefit from another awakened stance unless you end your current awakened stance (no action required).
Swift Gale Stance
- when you hit a creature with an attack, you can change the damage type to lightning.
- You can dash as a bonus action
- When you use your action surge feature all hostile creatures of your choice must succeed on a strength saving throw or be pushed back 10ft and take 2d10 thunder damage.
- Awakened Stance. As a bonus action you can grant yourself resistance to lightning damage. You can extend the reach of your melee attacks by 15ft. You have advantage on dexterity checks and saving throws for up to one minute. While your awakened stance is active you cannot benefit from another awakened stance unless you end your current awakened stance (no action required).
Venomous Deceit Stance
- You Gain Proficiency in persuasion and deception checks and have advantage on intelligence checks and saving throws.
- Once per turn when you hit a creature with an attack you can force them to make a constitution saving throw against your Talon Knight DC, on a failed save they are poisoned for one minute. They can repeat the saving throw at the end of their turn and on a success a creature is immune to this effect for one hour.
- Awakened Stance. As a bonus action you can grant yourself resistance to poison damage for the next minute. Creatures have disadvantage on attack rolls against you. While your awakened stance is active you cannot benefit from another awakened stance unless you end your current awakened stance (no action required).
Breath of the knight
At level 7 as a bonus action you gain the ability to exhale a torrent of elemental fury in a 15ft cone, creatures caught in the blast must succeed on a dexterity saving throw against your Talon Knight DC or take 4d6 damage on failed save or half as much on a success. The damage is the same type as your draconic element and is considered magical. Once you you this feature you must take a short rest before you can use it again. At 14th level your breath attack increases to 6d6 and at 18th level it increase to 8d6.
Dragon wings
At 10th level you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed of 30ft, 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 armour unless the armour is tailored for them and any clothing not made to accommodate them will be torn or destroyed when the wings are manifested.
Scale Mail
You gain a protective layer of scales that prove quite effective. Starting at level 10 your charisma modifier is added to your AC
Resilience
Your mere presence is enough to inspire those around you, encouraging them to not give up hope. Starting at level 15 you and friendly creatures within 10ft of you are immune to the frightened condition.
Elemental Affinity
Starting at level 18 you gain immunity to your draconic element damage type and friendly creatures within 10ft of you gain resistance to it.
Acid Immunity
Acid Immunity
Cold Immunity
Cold Immunity
Fire Immunity
Fire Immunity
Lightning Immunity
Lightning Immunity
Poison Immunity
Poison Immunity
Previous Versions
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