Base Class: Fighter
Written by the masters of arms of the kingdom of Camelot, the Knights of the Wyvern are exclusively intended for apprentice knights of the Round Table. Bringing together the different magic techniques that have allowed knights to forge a reputation in all lands and seas, you will find in the following pages the majority of the characteristics that will allow you, in turn, to ensure the greatness of the Kingdom of Camelot.
Draconic Affinity
Starting at 3rd level, you harness the raw power of dragons, gaining a deep connection to one of the following Draconic Affinities: Acid, Fire, Ice, Lightning, or Poison. This choice shapes the nature of your draconic abilities, determining the type of damage they inflict. Additionally, you gain a new Cantrip associated with your chosen affinity:
Acid
You gain acid splash Cantrip.
Fire
You gain produce flame Cantrip.
Ice
You gain ray of frost Cantrip.
Lightning
You gain shocking grasp Cantrip.
Poison
You gain poison spray Cantrip.
Draconic Strike
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can harness your draconic power to infuse your weapon with elemental energy. As a bonus action, you can expend one use of your Draconic Strike feature. The target takes an additional 2d6 damage of your chosen Draconic Affinity type. You regain all expended uses of Draconic Strike after completing a long rest.
You initially have 1 use of Draconic Strike. At 7th level, you gain an additional use, and at 10th level, you gain another use, allowing you to utilize this powerful ability more frequently.
Acid
You Draconic Strike deals acid damage.
Fire
You Draconic Strike deals fire damage.
Ice
You Draconic Strike deals cold damage.
Lightning
You Draconic Strike deals lightning damage.
Poison
You Draconic Strike deals poison damage.
Draconic Defense
At 7th level, you gain resistance to the damage type associated with your chosen Draconic Affinity.
Additionally, when a creature makes an attack against you, you can use your reaction to summon a protective shield infused with draconic magic. You and any allies within 5 feet of you gain a bonus of +2 to their Armor Class until the start of your next turn. You can use this feature once per long rest.
Acid
You are resistant to Acid damage.
Fire
You are resistant to Fire damage.
Ice
You are resistant to Cold damage.
Lightning
You are resistant to lightning damage.
Poison
You are resistant to Poison damage.
Draconic Aura
At 10th level, you can use your action to unleash a powerful roar, instilling fear in creatures of your choice within a 30ft radius centered on you. Each targeted creature must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature becomes frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You can use this ability once, and you regain the ability to do so after completing a long rest.
Wyvern Mount
At 15th level, you harness the power to summon a faithful Wyvern Mount, a formidable creature that grants you increased mobility and aerial advantage in battle. As an action, you can summon or dismiss your Wyvern Mount. Once summoned, the Wyvern Mount obeys your commands to the best of its abilities. The mount acts on its own initiative, taking its turn immediately after yours.
You can summon your Wyvern Mount once per long rest. Please refer to the Wyvern stat block for its detailed statistics and abilities.
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