Fighter
Base Class: Fighter

Empires crumble, eons pass, and even gods wither and die, but dragons remain. Mortal but eternal, the races of true dragons weather the roll of the ages because of their unsurpassed might. Few creatures can match a dragon in its full fury, whether in a combat of arms or battle of wits. Dragon shamans recognize this fact and see true dragons as more than powerful beings. To a dragon shaman, the passing shadow of a dragon flying overhead isn't a sign that invokes fear; it's a blessing that reveals you to be in the presence of greatness.,

Dragon shamans respect true dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragon powers for themselves, In assuming the abilities and the likeness of a dragon, a dragon shaman seeks to emulate that might and embody that power within himself.

 

Totem Dragon

Class Skills

Breath Weapon Energy Type

Black Athletics, Stealth Line of Acid
Blue Arcana, Stealth Line of Electricity
Brass History, Persuasion Line of Fire
Bronze Insight, Survival Line of Electricity
Copper Deception, Performance Line of Acid
Gold Insight, Persuasion Cone of Fire
Green Deception, Intimidation Cone of Acid
Red Intimidation, Investigation Cone of Fire
Silver Arcana, History Cone of Cold
White Athletics, Stealth Cone of Cold

 

Bonus Language 

You know draconic if you do not already know it.

Totem Dragon

You must choose a totem dragon among the true dragons appearing in the Monster Manual (black, blue, brass, bronze, copper, gold, green, red, silver, or white).

You must choose a dragon whose alignment shares at least one factor similar to yours. Exceptions to this rule are True Neutral or DM decision.

This choice will dictate which skills the character becomes proficient in if they are not already so (See Master Table), and which type of breath weapon and energy type the character has the opportunity of learning later on.

Draconic Aura 

You can channel the mighty powers of your draconic totem to project an aura that grants you and your allies a special benefit.

Projecting an aura is a bonus action, and you can only project one aura at a time. An aura stays in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.

Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. 

Your aura bonus is equal to your proficiency bonus. You know two of the following auras. You learn an additional aura at levels 3, 7, 10, 15, and 18. 

Energy Shield

A creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage per point of aura bonus. The energy type is that of your totem dragon's damage-dealing breath weapon.

Power

Bonus on melee damage rolls equal to your aura bonus

Presence

Bonus on Deception, Intimidation, and Persuasion checks equal to your aura bonus.

Resistance

Resistance to your totem dragon's energy type.

Senses

Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.

Toughness

Damage Reduction 1/magic per point of your aura bonus.

Vigor

You and your allies may spend an action to roll a hit dice and regain that many hit points plus your aura bonus. You have a number of uses equal to your aura bonus. Each time you OR an ally uses this ability, it expends a use. You regain expended uses when you finish a short rest. You and your allies may only gain benefit from this aura when below half their normal hit point maximum.

Breath Weapon

At 3rd level you gain a breath weapon corresponding to your totem dragon. All breath weapons deal 2d6 points of energy damage, half damage on a successful Dexterity saving threw (DC is equal to 8 + your proficiency bonus + your constitution modifier). After you use this weapon, you cannot use it again until you take a short or long rest.  Line effect range is 30 feet, and cone effect range is 15 feet. Gain an additional d6 of damage and use at levels 7, 10, 15, and 18. If you already have a breath weapon from some other source, such if you are dragonborne, the number of time you can use the weapon per rest stack. You can choose during that rest to use your totem dragon's energy type or your own.

Draconic Adaptation

At 7th level, you take on an aspect of your totem dragon.

Some adaptations are extraordinary abilities that are always active; others are spell-like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and save DC equal to 8 + Proficiency bonus + Cha modifier.

Black - Water Breathing (Ex): You can breathe underwater indefinitely and you can freely use spells and other abilities underwater (always active).
Blue - Ventriloquism (Sp): As the spell (at will).
Brass - Endure Elements (Sp): As the spell, except you can only target yourself (at will).
Bronze - Water Breathing (Ex): You can breathe underwater indefinitely and you can freely use spells and other abilities underwater (always active).
Copper - Spider Climb (Sp): As the spell, except you can only target yourself (at will).
Gold - Water Breathing (Ex): You can breathe underwater indefinitely and you can freely use spells and other abilities underwater (always active).
Green - Water Breathing (Ex): You can breathe underwater indefinitely and you can freely use spells and other abilities underwater (always active).
Red - Treasure Seeker (Ex): You gain a +5 competence bonus on Appraise and Search checks (always active).
Silver - Feather Fall (Sp): As the spell, except you can only target yourself (at will).
White - Icewalker (Ex): You do not consider ice to be difficult terrain, and automatically succeed on acrobatics checks to avoid falling prone.

 

Touch of Vitality

A 7th level, you gain the ability to heal living creatures (yourself or others) by touch. You can heal a number of hit points equal to twice your proficiency bonus x your Charisma bonus. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your Touch of Vitality is a standard action. It has no effect on constructs or undead.

Beginning at 10th level, you may choose to spend some of the healing bestowed by your Touch of Vitality to remove other harmful conditions affecting the target.

For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.

For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition.

For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.

You can remove a condition and heal damage with the same touch, so long as you expend the required number of points.

Draconic Resolve

At 10th level you become immune to dragon's frightful presence ability, and you gain immunity to sleep and paralysis effects.

Energy Immunity

At 15th level, you gain immunity to the energy type of the breath weapon you gained at level 3.

Natural Armor

At 15th level you gain a natural armor that cannot be below 16 regardless of what armor is being worn.

Draconic Wings

At 18th level you grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drop to 40 feet in this case.

If you already have wings you can choose whether these draconic wings replace your own.

Dragon Shape

You are able to take the form of an adult version of your totem dragon at level 18. This ability works as per the Shapechange spell, except as follows; it only affects you, No components are required, duration is 1 hour (or until cancelled as an action), does not require concentration to maintain.

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