Fighter
Base Class: Fighter

Some have the blood of the dragons flowing in their veins and harness it, displaying feats of magic beyond comprehension. Others do too, but are no spell-casters. Some myths tell of mighty warriors bathing in dragon blood, dragon slayers of yore, of people who danced with drakes and wyverns, or of orphaned children and lone wanderers who found kin upon a fateful meeting with these creatures of legend.

This archetype focuses on the ability to harness the power of your draconic bloodline while remaining a fighter in the true meaning of the term, allowing you to display martial prowess imbued by such power rather than through the casting of spells and such. This art, despite being rare, proves to be more than efficient as it allies weapon and magic wielding. Your strikes may be imbued and enhanced, and many sets of movements come to complement your innate abilities. Still, however destructive, your ranged potential quickly finds itself lacking in diversity.

Should you walk upon this path, this where your legend begins too, one of a fighter, but one harnessing the dragons' power. For this is what you are, a Dragon's Heir.

Heritage

At 3rd level, you must choose your ancestor. Your power comes from a dragon in particular and their element is the one displayed through your surge as well;

  • Brass, Red, and Gold dragons: Fire
  • Blue and Bronze dragons: Electricity (Lightning)
  • Black and Copper dragons: Acid
  • Green dragon: Poison
  • White and Silver dragons: Ice (Cold)

Draconic Charges

Starting at 3rd level, you possess a certain number of draconic charges, these charges allow you to display the might of you ancestor.

You start with 4 + your Charisma modifier draconic charges at 3rd level, and you use those whenever you use dragon skills. You regain them all when you finish a short or long rest. On a natural 20, you also regain one draconic charge.

You gain another 2 charges at 7th level, and 2 more at 15th level to a total of 8 charges + your Charisma modifier.

Upon 7th level, dealing the  killing blow to a creature of significant threat (DM’s discretion) allows you to regain 1 draconic charge.

Channeled Surge

At 3rd level, you can choose to expend one of your draconic charges to add the corresponding dice to the damage of your melee attack when you take the attack action.

Your damage die is 1d4 at level 3, but increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 15. Their damage is of your ancestor's element. The effect remains until two attacks land.

Upon reaching 5th level and getting the Extra Attack feature, Channeled Surge's damage is re-rolled for any attack that lands and counts for up to two attacks.

Draconic Bolt

At 3rd level, as an action, you can spend 2 draconic charge to release a burst of elemental magic that you are bound to. 

You release a 30 ft. x 5 ft. line of elemental magic as if throwing a javelin. All creatures in that line make a Dexterity saving throw. On a failed save, creatures in the line take 3d6 elemental damage plus your Charisma modifier or half as much on a successful one.

The damage die of your Draconic Bolt is 3d6 and its range is 30 feet at 3rd level, but increases to 3d8 and 60 feet at 10th level, and 3d10 and 90 feet at 15th level.

Wyvern's Dance

Beginning at 7th level and as an action, you can perform several sets of graceful, almost dance-like movements powered by the might of your ancestor. You learn 3 of these movements (see list)  at 7th level, gain another one at 10th level and one more at 15th level.

The DC save for those techniques is 8 + your proficiency modifier + you Strength or Dexterity modifier.

  • Flurry: You can expend two draconic charges to attempt to inflict one more strike to your target with your weapon and add your Channeled Surge dice to the total.
  • Disarming Attack: When you hit a creature with a weapon attack, you can expend two draconic charges to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.  
  • Evasive Footwork: When you move on your turn, you can expend two draconic charges, adding the total score of 2d3 dice to your AC as long as you use up at least half of your movement speed every turn.
  • Feinting Attack: You can expend two draconic charges and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature.
  • Pushing Attack: When you hit a creature with a weapon attack, you can expend two draconic charges to attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.  
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one draconic charge to make a melee attack against the creature.
  • Distracting Strike: When you hit a creature with a weapon attack, you can expend two draconic charges to distract the creature, giving your allies an opening. The next attack rolls against the target by an attacker other than you has advantage if the attacks are made before the start of your next turn.  
  • Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend two draconic charges to attempt to damage another creature with the same attack. Choose up to 2 other creatures within 5 feet of the original target and within your reach. If the original attack roll would hit the other creatures, it takes damage equal to a throw of your Channeled Surge's. The damage is of the same type dealt by the original attack.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend two draconic charges to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw or be knocked prone.  

Cloud Piercer

At 10th level, as an action, you can choose to spend 3 draconic charges to perform a powerful attack. It allows you to rush at great speed 20ft. up to your target and lift it upwards, impaled by a lance-like weapon made of your favored element, releasing it through the said target and dealing 3d10 on top of the weapon's damage.

You can expend more draconic charges to deal additional d10s up to a maximum of 6d10 damage (3 extra charges).

At 14th level, Dragon Lance's base damage increases to 4d10, and to 5d10 at 16th level.

You can use this feature only once per long rest.

As Fierce as the Dragons

Upon reaching 10th level, you gain the ability to draw strength from your heritage itself. As a reaction upon falling to 3 draconic charges or lower, you can choose to regain 6 draconic charges.

Once you use this feature, you cannot use it again until you finish a long rest.

Rightful Heir

Starting at 15th level, your melee attacks are now naturally imbued with your power, each of them score their respective damage +1d4 of your favored element.

Additionally, when engaged in the fray of combat, you roll a d20 at the beginning of each of your turn against a DC15 minus your Charisma modifier. Upon success, you regain 1 draconic charge.

You can also use the Cloud Piercer ability twice per long rest.

Dragon's Fury

At 18th level, every time you suffer an attack, you roll a d20. On an 15 or more, you regain one draconic charge and do so up to a limit of half your charisma modifier (minimum of 1, rounded down).

The As Fierce as the Dragons feature now restores 8 draconic charges as well.

Additionally, you can choose as an action to expend 8 of your draconic charges to conjure a pillar of your favored element centered on an enemy. Its damage is equal to 8d10+ your Charisma modifier. Creatures within 15ft. of the target must succeed a Dexterity saving throw and take half damage on failure. You can expend additional draconic charges to add extra d10s up to a maximum of 12d10 (or 4 extra charges).

You can use this ability only once per long-rest.

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