Base Class: Fighter
The Order of Dragons (Dragon Order for short) was founded ages ago when a Young Red Dragon rebelled against Tiamat's orders and fled the ranks of the Evil Dragons. She sought to join the ranks of Bahamut and side with the Forces of Good but was turned away and even attacked on sight, assumed to be a spy. A Gold Dragon of similar age to her took pity and fled to join her. Over the following years the two of them became good colleagues (some scholars suggest they may have been mates but this is considered gossip at best) and sought to represent a neutral third party to the conflict. As they shared similar ideas to the fleeting humanoid races they formed connections with many of them and soon enough amassed a force to stand by them when they made their proposals to the two warring Dragon Siblings so as to have credibility. Sadly their peace negotiations fell flat and history proceeded as we know it now, but these warriors who swore themselves to Armed Neutrality persist even past the deaths of the two Dragons that founded the order. They take aspects from both sides and realize that flawless good and boundless evil are not so dissimilar.
In the current age things are not looking so well for the Order. As they consist primarily of land-owning nobles in many branches of their Order, they have grown unfortunately corrupt under the excuse of their neutrality, playing to both sides and often profiting and prolonging conflict where they were originally in favor of peace. However there are still those pure of heart among them, and either way a Knight of the Dragon Order should not be under-estimated in a Fight. Those of higher ranks gain the abilities of the Dragons themselves and become able to physically manifest aspects of Chromatic or Metallic Dragons. Just what kind it may be can be an active choice, but for some people they seem to gravitate towards the kinds that represent parts of themselves. As such there is a level of social shunning towards those Dragon Order Knights that manifest the traits of Metallic Dragons even when it was a conscious choice to do so.
Bonus Resistance
When you choose this Archetype at 3rd Level, choose one of the following benefits to gain.
Chromatic Pride
You gain proficiency in Charisma Saving Throws.
Metallic Resilience
You have advantage on Saving Throws to resist being poisoned or charmed and become aware if you have ingested something poisonous or if something attempted to charm you.
Draconic Aspects (Novice)
Starting at 3rd Level you manifest some minor benefits that are hard to notice unless one explicitly looks for them. Still, these are the buds of progress towards becoming a Grandmaster. You gain all of the following benefits:
Dragon's Eyes: You gain 30ft. of Darkvision. If you already have Darkvision you gain 30ft additional ft. of range on top of what you already possess. Within this range you cannot see color, only in shades of gray. Your eyes glow faintly in the dark like those of a cat and you may develop slit pupils like those of a reptile.
Dragon's Weapons (Bite & Scratch): At this level you gain access to two natural weapons; a Bite Attack and a Scratch Attack. They deal 1d4 Piercing and Slashing Damage, respectively. You are proficient with these attacks. Your canine teeth grow slightly larger and your maulers become sharper. This is most pronounced with Ork-like races who's fangs could potentially grow ridiculously large as a result. Your nails also become significantly more durable, sharper and pointier.
Dragon's Weapons instead deal 1d6 Damage starting at 7th Level.
Paralyzing Gaze
Also starting at 3rd Level you gain the ability to stop enemies in their tracks by exuding the authority of a Dragon via a single stare.
Once per long rest you may, as a reaction, target one creature that you can see which can also see you. You can take this reaction at the start of any other creature's turn, but only at the start of it's turn, before any of it's actions or movement has been declared. It must succeed on a Charisma Saving Throw or be unable to take an action, bonus action or reaction until the start of your next turn. Additionally if the creature wishes to move, it cannot move closer towards you. The DC of the Charisma Saving Throw is equal to 10 + your Proficiency Bonus or Charisma Modifier (whichever is lower). A creature immune to being frightened is immune to this.
Draconic Aspects (Adept)
Starting at 7th Level your Draconic Aspects manifest more outwardly obviously. You grow a pair of slow but mighty wings and a strong tail. Additionally you grow some cosmetic patches of scales on parts of your body such as your face, the dorsum (back side) of your hands or your chest. The previously added features also become slightly more pronounced. The color of the scales depends on what kind of Chromatic or Metallic Dragon you wish to represent. See the 10th Level feature of this Subclass (Draconic Aspects (Intermediate)) for the future consequences of this choice.
Dragon's Wings: You gain a flight speed of 20ft so long as you are in a space that is at least 10ft wide. You may carry up to your Carrying Capacity with you and (so long as you are not over-encumbered) may carry an additional Tiny, Small or Medium sized creature with you. This creature may not be holding on to more than 20 lbs. worth of items. If the creature is not willing, it may contest against your strength when you attempt to grab it and on the start of each of it's subsequent turns. You must drop the creature if it succeeds in the contest. Additionally you may only grab one creature before you must land on a solid surface to attempt to carry another creature again. To carry another creature your hands must be unoccupied.
Dragon's Weapons (Tail): Your tail is able to be used both as a natural weapon and as means to interact with objects. As an action you may make an unarmed strike with it, dealing 1d6 Bludgeoning Damage on a hit. You are proficient with this attack. Additionally a creature hit by this attack must succeed on a DC 13 Strength Saving Throw or be knocked prone. You can also use the tail to make simple object interactions, such as carrying or picking up an object, flicking a switch or pushing on something. It cannot perform complex tasks such as operating a weapon, but may hold one to allow for easy switching to it via your free object interaction. It does not count as a free hand for the somatic components of spells, however.
Draconic Aspects (Intermediate)
Starting at 10th Level you finally gain access to a Dragon's most powerful weapon: Their Breath Attack. At this point you are generally considered to be a fully fledged Knight of the Dragon Order, at least in terms of power if not rank. Choose between one of the following three options:
Alternative: Gem Dragon's Telekinesis.
Instead of the powers of a breath weapon you may have manifested the Telekinetic Powers of a Gem Dragon. This grants all melee weapon attacks you make with a non-natural weapon an additional 5ft of Range on top of it's normal range. Up to three (3) times per long rest, as an action you can target one creature or object within 30ft of you that you can see to be pulled towards you up to 25ft, stopping early if it were to pass through an occupied space or once it arrives in a space within 5ft of you. The creature may make a DC 13 Strength Saving Throw to avoid the effect. If it attempts to make this Saving Throw and fails, it is also knocked prone in addition to being moved. Sadly, you cannot use this feature to perform detailed telekinetic operations at a distance.
Dragon's Breath: Cone.
Your Dragon's Breath is the characteristic cone of fire that so many dragons boast. Once per long rest, as an action you spit hot, blazing flames in a 20ft cone in front of you. All creatures within that cone must make a DC 15 Dexterity Saving Throw, taking 4d8 Fire Damage on a Failed Save or half as much on a successful one. Flammable objects within the cone are ignited and start burning. Additionally, you may spit a small amount of flame at any time, even if you have expended all uses of this feature. This allows you to ignite flammable objects not being held by a creature.
Dragon's Breath: Line.
Your Dragon's Breath is a line of thunderous lightning which some other kinds of Dragons may be able to produce. Once per long rest, as an action you hurl a Lightning Bolt at a single creature within 40ft of you, making a Ranged Weapon Attack against it (which you are proficient with). On a hit, the Target takes 8d8 Lightning Damage. Additionally you can use small sparks of electricity to ignite flammable objects you can touch your tongue to.
Draconic Aspects (Master)
Starting at 15th Level the changes to your body have turned inwards to reinforce your internal organs. While all are somewhat improved, you either manifest a strong heart that grants you un-natural regeneration or dense bones that make you resistant to certain types of damage. At this point your coat of scales also grows in thickly on most parts of your body, not quite enough to give you a full coat that would grant further protection however. Choose one of the following:
Dragon's Bones
Your bones become substantially denser and more durable, granting you incredible toughness from attacks that would strike you. You become resistant to Bludgeoning Damage. Additionally your bones can never be broken.
Dragon's Heart
Your heart and blood grow significantly stronger and together enhance your healing ability well past it's natural limit. You gain additional uses of your "Second Wind" feature equal to half your Proficiency Bonus, rounded down. Additionally when you use your Second Wind, you are cured of the Poisoned Condition, if you were poisoned non-magically.
Draconic Aspects (Grandmaster)
You have arrived at the peak of your Order's abilities and manifested the ultimate facet of a Dragon: their soul. Your own soul has become so much like a Dragon's that it has gained substantial power in and of itself, which you can release during dire situations. Additionally, your scales grow into a nearly full-body coat and you may grow visible horns or frills to match the Dragons you associate with.
Dragon's Soul. Once per long rest you may enter a state of power for 1 Minute. During this time period your carrying capacity is multiplied by 4, your flying speed is doubled, the range of your Darkvision is Doubled and you have advantage on any attacks made with your natural weapons. Additionally you are wreathed in energy that overflows from your body as it becomes unable to contain it. A creature that ends it's turn within 5ft of you takes Fire, Lightning or Force damage equal to your proficiency bonus, depending on what breath option you chose for Draconic Aspects (Intermediate): Fire Damage if you chose the Cone Breath, Lightning Damage if you chose the Line breath and Force Damage if you chose the Telekinesis. Finally you are resistant to that damage type for this duration as well.
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Posted Jan 22, 2023Someone tell me how I make that box under Chromatic Pride go away. I don't know what it's from. Also, if someone more experienced with Beyond spots any errors with it please let me know! Thank you!