Fighter
Base Class: Fighter

Extraordinarily rare, Dragon Souls are a unique type of kin who are born with a form of ancient arcane magic taught by dragons, and just like a dragon, the Dragon Soul becomes a master of their own element.

Their ability to expel elemental dragon breath is formidable, and consuming elemental damage, as long as it is not created from their own magic, enhances their abilities. 

Dragon Souls are known to possess keener senses than those of normal kin, such as in smell, sight and hearing. Distinctive characteristics such as slitted pupils, sharpened teeth and noticeably thickened fingernails are how an extremely keen eye would be able to spot a Dragon Soul.

Each Dragon Soul has a Dragon Master designated to them at birth, a Dragon Master could be a highly skilled Dragon Soul, a wizard studied in the arts of draconic magic, or even an ancient dragon. Once a Dragon Soul has begun to show the draconic power within them, their Dragon Master will find, and teach them how to hone that magic to gain dragon-like abilities, furthering the bond between Dragon Soul and Dragon Master.

Draconic Bond

When choosing this subclass at 3rd level, you gain proficiency in the Perception skill, and you can speak, read and write Draconic.

You must choose a dragon type (listed below) as your Dragon Master. The type of Dragon you chose defines your damage type and damage resistance.
Fire - Gold or Red Dragon Master
Lightning - Bronze or Blue Dragon Master
Acid - Copper or Black Dragon Master 
Cold - Silver or White Dragon Master 
Poison - Brass or Green Dragon Master 
(You can discuss with your DM if you wish to choose a dragon type that is not listed above)

You also gain the following dragon like abilities:

  • Your skin hardens, becoming scale-like, giving you an Unarmoured Defence. Your AC is equal to 10 + your Dexterity modifier + your Constitution modifier when not wearing armour.
  • You gain resistance to damage from the same element as your chosen Dragon Master's elemental type.
  • When you hit a creature with a melee or ranged weapon attack, you can add 1d6 to the damage roll, the type of damage dealt is determined by the element of your chosen Dragon Master. You can trigger this ability only once per turn. (The amount of elemental damage you can add is increased to 1d8 at 10th level; and 1d10 at 18th level.)

Dragon Breath

At 3rd level, you can use your action to exhale a destructive Dragon Breath damaging all in its path. You have a number of Dragon Breath charges equal to your Charisma modifier and all charges refresh when you finish a long rest.

When you use this breath weapon, you may choose to hit all creatures in a 5ft by 30ft straight line in front of you or a 15ft cone in front of you. Whichever way you choose, each creature within your Dragon Breath must make a Dexterity saving throw against your Dragon Soul DC (8 + Proficiency mod + your Charisma mod) taking 2d4 damage on a failed saving throw, or half as much damage on a successful saving throw. The type of damage dealt is determined by the element of your chosen Dragon Master.  (The damage increases to 2d6 at 7th level, 2d8 at 10th level, 2d10 at 15th level, and 2d12 at 18th level.)

You can spend additional Dragon Breath charges to amplify your Dragon Breath. Spending additional charges adds 1d4 damage per extra charge spent.
( The damage increases to an additional 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level per charge spent.)

Consume Element

At 3rd level, you can consume the element of your chosen Dragon Master's elemental type and store the power for yourself.

When you, or a target within 10ft of you, takes damage of your chosen Dragon Master's elemental type, you can use your reaction to consume some of the damage and store the power inside of yourself. Roll 2d6 + your Charisma modifier and reduce the damage taken by that amount, then restore one use of your Dragon Breath ability. (The amount of damage you can reduce is increased to 2d8 + Charisma modifier at 10th level)

You can do this a number of times per day equal to your Proficiency Bonus and you regain all uses after finishing a long rest.


Note: You cannot consume elemental damage that originated from you. For example; a spell you cast, an ability or feat, or a magical item of yours that deals elemental damage of your chosen Dragon Master's elemental type.


 

Aspect of the Dragon

At 7th level, You can pull an Aspect of the Dragon from within your body. Your senses become overstimulated, causing you to see in the dark, hear imperceivable sounds, or grow either draconic claws, teeth, or a tail that act as natural weapons. You can only have one aspect active at a time and depending on what aspect you choose, the abilities are as followed:

Senses of the Dragon. As a bonus action, you gain Darkvision up to a range of 60ft, and have advantage on all perception checks that rely on sight, hearing, or smell, if you already have Darkvision, its range is extended by a further 60ft.

Claws of the Dragon. As a bonus action, you can extend, or detract your Claws of The Dragon. Once extended, your claws deal 1d8 + your Strength or Dexterity modifier of Slashing damage. The elemental damage that you add from your Draconic Bond ability is always added to damage made with your Claws of the Dragon.

Additionally, when you use the Attack Action to make an attack with your Claws of the Dragon, and are wielding no other weapon or a shield in your off hand, you can make one additional strike with your claws as part of the same Attack Action.

Teeth of the Dragon. As a bonus action, you can extend, or detract your Teeth of The Dragon. Once extended, you can use your bonus action on each of your turns to make an unarmed strike that deals 1d8 + your Strength modifier of Piercing damage. The target must make a Constitution Saving Throw against your Dragon Soul DC, on a fail, you regain hit points equal to half the amount of damage you dealt.

Tail of the Dragon. As a bonus action, you can extend, or detract your Tail of the Dragon. Once extended, your tail acts as a unique weapon which does not require a free hand to use. Your Tail of the Dragon deals 1d6 + your Dexterity modifier of bludgeoning damage, and has the reach weapon property.

Additionally, as an action, you can swing your Tail of the Dragon to attempt to knock a target humanoid prone, the target must be of your size or smaller and be within 10ft of you. The target must succeed on a Strength Saving Throw against your Dragon Soul DC, or be knocked prone and take 1d6 bludgeoning damage on a fail.

Dragon Knowledge

At 7th level, your time spent connected to dragon-kin has further heightened your senses around other dragons and dragon-folk.

You gain advantage on all Wisdom and Intelligence checks when the information is tied or connected to Dragons or Dragon-Folk.

Consume Dual Element

At 10th level, you have learned to consume elemental magic other than what your Dragon Master has taught you and blend it with your own Dragon Breath for devastating hybrid effects..

Choose a second element that is not of your Dragon Master's elemental type, you can now blend this Dual Element with your Dragon Breath. You can use your reaction to consume some of the damage from your Dual Element and store it to be unleashed with your next Dragon Breath ability.
  
Whenever you or a target within 10ft of you is hit with an attack that deals elemental damage of your Dual Element, you can use your reaction to Roll 2d8 and reduce the damage taken by that amount. The next time you use your Dragon Breath ability you can unleash the Dual Element you consumed and add 2d8 of that elemental damage type to your normal Dragon Breath damage.
 
You must have at least one use of your Dragon Breath ability left to consume your Dual Element.
 
You can attempt to consume an element of any type, even if it is not shared with your Dragon Master's elemental type or your Dual Element, you can use your reaction to Roll 2d8 and reduce the damage taken by that amount. When you do this, make a Constitution Saving throw where the DC equals 10 + the number of damage you consumed, on a failed save, you take one level of exhaustion and do not reduce the damage, on a successful save, the next time you use your Dragon Breath ability you can unleash the element you consumed and add 2d10 of that elemental damage type to your normal Dragon Breath damage.
 
You must have at least one use of your Dragon Breath ability left to try to consume an element you do not understand.

Note: You cannot consume elemental damage that originated from you. For example; a spell you cast, an ability or feat, or a magical item of yours that deals elemental damage of your chosen Dragon Master's elemental type.
 

Draconic Awakening

At 15th level, your unbreakable connection to your Dragon Master has allowed you to adopt the characteristics of a dragon for a short time, sometimes with great side affects.
 
At 15th level, you can enter your draconic form as a bonus action. This transformation lasts for 10 minutes, until you dismiss it as a bonus action, or until you fall unconscious. You can don your draconic form only once per long rest.
 
When you enter this form roll a d20. On a roll of 1-19 you gain the following benefits:
  • You grow the same type of wings as your Dragon Master, giving you +10 to your movement speed and a fly speed equal to your movement speed.
  •  You gain immunity to damage from the elemental shared with your Dragon Master
  • Your AC increases by an amount equal to half your Proficiency Bonus (rounded down.)
  • You gain a bonus to your saving throws equal to half your Proficiency Bonus (rounded down.)
  • You can make a ranged or melee weapon attack or unarmed strike as a bonus action on each of your turns as long as you have taken the attack action or used your Dragon Breath on this turn.
  • You gain a bonus to your ranged and melee weapon damage and unarmed damage rolls equal to half your Proficiency Bonus (rounded down.)
On a roll of a 20, you transform into an Adult Dragon of the same colour shared with your Dragon Master, unleashing the full chaotic power of the dragon slumbering within you.
Use the stat block of an Adult Dragon of the same colour shared with your Dragon Master. Your form only has 180HP and you cannot use legendary actions or cast any spells that the stat block has access to, although you DO keep all of your race, class and subclass abilities whilst in this form.
 

Draconic Awakening Upgrade

At 18th level, along with the benefits of your Proficiency Bonus going up at this level and making your Draconic Awakening Transformation abilities stronger, you now have a higher chance to fully unleash the chaotic dragon within you, now transforming into your Adult Dragon form on a roll of 18 - 20.
 
You can also use this ability multiple times per long rest. Each time you attempt to transform after the first you must make a Constitution Saving Throw, the DC = 19 + the number of times you have transformed this day.
 
On a successful save, you take on your Draconic Awakening Transformation again. On a failed save, the transformation does not work and you take 1 point of exhaustion for as many times as you have transformed since the end of your last long rest (including this attempt) and you can not attempt to transform again until you finish a long rest.

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