Fighter
Base Class: Fighter

Dragon Knights are fighters infused with the raw essence of dragons, whether through a wyrm’s blessing, a dangerous ritual, or the sheer will to harness draconic power. This infusion transforms their weapons and bodies, allowing them to wield the destructive elements of dragonkind in battle. Some stride forth as champions, their strikes wreathed in fire or lightning; others take on the mantle of tyrants, commanding fear and cold authority like the dragons of legend.

No two Dragon Knights are alike. One might inherit their strength as a legacy of a draconic ancestor, while another seizes it by slaying and consuming a dragon’s heart. What unites them is the fusion of martial mastery and primal elemental fury. Whether called heroes, hunters, or harbingers, Dragon Knights command the battlefield with power worthy of the greatest creatures in existence.

Draconic Traits & Quirks (d8)

How does your bond manifest physically or magically?

  1. Your eyes gleam like molten gold, sapphire lightning, or frozen crystal.

  2. A faint scent of smoke, frost, or ozone clings to you.

  3. Your bonded weapon hums or steams with elemental energy.

  4. Small scales appear along your shoulders, arms, or chest.

  5. Your breath frosts the air (or sparks, smolders, drips acid, etc.).

  6. When angry, your voice resonates with a dragon’s echo.

  7. Shadows around you briefly flicker with the wings of a great wyrm.

  8. Animals and common folk grow uneasy in your presence, sensing the predator beneath your skin.

Draconic Bond

You learn a ritual that creates a magical bond between yourself and a weapon you are proficient with. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.

  • Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
  • You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
  • Choose acid, cold, fire, lightning, or poison. Your bonded weapon deals that damage type instead of its normal type and counts as magical for overcoming resistance and immunity to nonmagical attacks and damage. You can change your chosen element when you finish a long rest.
Draconic Bond - Acid

Choose acid, cold, fire, lightning, or poison. Your bonded weapon deals that damage type instead of its normal type and counts as magical for overcoming resistance and immunity to nonmagical attacks and damage. You can change your chosen element when you finish a long rest.

Draconic Bond - Cold

Choose acid, cold, fire, lightning, or poison. Your bonded weapon deals that damage type instead of its normal type and counts as magical for overcoming resistance and immunity to nonmagical attacks and damage. You can change your chosen element when you finish a long rest.

Draconic Bond - Fire

Choose acid, cold, fire, lightning, or poison. Your bonded weapon deals that damage type instead of its normal type and counts as magical for overcoming resistance and immunity to nonmagical attacks and damage. You can change your chosen element when you finish a long rest.

Draconic Bond - Lightning

Choose acid, cold, fire, lightning, or poison. Your bonded weapon deals that damage type instead of its normal type and counts as magical for overcoming resistance and immunity to nonmagical attacks and damage. You can change your chosen element when you finish a long rest.

Draconic Bond - Poison

Choose acid, cold, fire, lightning, or poison. Your bonded weapon deals that damage type instead of its normal type and counts as magical for overcoming resistance and immunity to nonmagical attacks and damage. You can change your chosen element when you finish a long rest.

Dragon's Disposition

3rd-Level Dragon Knight Feature

Your connection with Dragons grows, granting you understanding and empowering your presence. You gain the following benefits:

  • Prestidigitation. You learn the Prestidigitation cantrip.  
  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice. Additionally, you have advantage on Charisma ability checks you make when interacting with dragons.

Dragon Heart

7th-Level Dragon Knight Feature

You can channel your inner draconic essence to empower your strikes with elemental fury. As a bonus action, you can activate this feature for 1 minute. While active, the following benefits apply:

  • Elemental Blast. Once per turn, when you take the Attack action on your turn, you can replace one of your extra attacks with a blast of elemental energy from your bonded weapon. The blast is either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). The damage type is the same as your Draconic Bond’s type. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Strength or Dexterity modifier + your proficiency bonus), taking 2d8 damage of your Draconic Bond’s type on a failed save, or half as much damage on a successful one. On a failed save, a creature is also incapacitated until the start of its next turn. The extra damage of this feature increases by 1d8 at 10th level (3d8),  15th level (4d8), and 18th level (5d8).

  • Empowered Strikes. when you hit a creature with your bonded weapon, you deal an extra 1d8 damage of your Draconic Bond’s type. The extra damage of this feature increases to 2d8 at 15th level

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wings of the Wyrm

10th-Level Dragon Knight Feature

The essence of your draconic bond manifests more fully, carrying you aloft on spectral wings of elemental power

  • Flying Speed. As a bonus action, you can summon spectral draconic wings that sprout from your back. The wings last for 10 minutes, and while they remain, you gain a flying speed equal to your movement speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The wings vanish early if you are incapacitated or die.

Wyrm's Pride

15th-Level Dragon Knight Feature

Your spirit has been tempered by battle and strengthened by draconic power, allowing you to embody the pride and presence of a true dragon. While your Dragon Heart feature is active, you gain the following benefits.

  • Elemental Supremacy. You ignore resistance to the damage type of your Draconic Bond. If a creature is immune to that damage type, you treat its immunity as resistance instead.

  • Draconic Presence. While your Dragon’s Heart is active, you can use a bonus action to exude an aura of draconic might in a 30-foot diameter. Each creature of your choice within the aura must succeed on a Wisdom saving throw (DC equal to your Dragon’s Heart save DC) or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on this saving throw or the effect ends for it, that creature is immune to your Draconic Presence for the next 24 hours.

Draconic Smite

18th-Level Dragon Knight Feature

When you strike, you can unleash the full fury of your draconic essence.

While your Dragon’s Heart is active, you can replace one of the attacks granted by your Attack action with a special strike empowered by your bonded element. On a hit, the attack deals an extra 10d8 damage of your Draconic Bond’s damage type.

If the attack misses, the use of this feature isn’t expended. You can use this feature once during each use of your Dragon’s Heart.

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