Fighter
Base Class: Fighter

A Dragon Knight is a fighter who is trained in magically enhanced martial techniques that emulate the power of dragons. Some Dragon Knights are faithful servants to a dragon master, while others may train to become dragon slayers. These warriors fight with all the might and fury of dragonkind.

Draconic Lore

When you choose this archetype at 3rd level, you have advantage on all Intelligence ability checks to recall information related to dragons. Additionally, you learn to speak, read, and write Draconic. If you already know Draconic, you can choose another language of your choice.

Draconic Battle Art

Beginning at 3rd level, you learn a series of martial techniques powered by your Draconic Discipline die, which is a d6. You have a number of Draconic Discipline dice equal to your Constitution modifier + your proficiency bonus. Some of your battle arts expend the Draconic Discipline die they use, as specified in a battle arts description, and you can’t use a battle art if it requires you to use a die when your dice are all expended. A Draconic Discipline die is expended when you use it, and you regain all of your expended Draconic Discipline dice when you finish a long rest.

For any feature that offers a choice of draconic energy type, choose acid, cold, fire, lightning, or poison damage

If a Draconic Battle Art requires a saving throw, your save DC equals 8 + your proficiency bonus + your Constitution modifier.

When you reach certain levels in this class, the size of your Draconic Discipline die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). Your battle arts are listed alphabetically below.

Dancing Dragon. This battle art is inspired by a dragon’s wing attack. When you hit a creature with a weapon attack, you can expend one Dragon Discipline die to attempt to knock the target down. You add Draconic Discipline die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Until the end of your turn, your movement doesn’t provoke opportunity attacks.

Dragon Fang Strike. You can infuse your weapon with draconic energy. When you hit a creature with a weapon attack, you can expend a Draconic Discipline die to add an amount of your choice of draconic energy damage equal to the number rolled, in addition to the weapon’s damage. This damage can’t be added to any weapon that already deals energy damage, like a Sun Blade or a Flame Tongue weapon. 

Dragon’s Roar. When you take the attack action on your turn, you can use one of your attacks and expend a Draconic Discipline die to exhale a breath of draconic energy in a 15-foot cone or a 30 foot line that is 5 feet wide (your choice). Each creature in the area must make a Dexterity saving throw, taking damage of the chosen type equal to the number rolled on your Draconic Discipline die + your Constitution modifier on a failure, or half as much damage on a success.

Draconic Warrior

At 7th level, you have attained more advanced draconic combat techniques.

Draconic Fortitude. When a creature hits you with an attack, you can reduce the damage of all subsequent attacks made by that creature against you for the rest of your turn by an amount equal to a roll of your Draconic Discipline die + your Constitution modifier. 

Drake’s Might. This battle art emulates a dragon’s frightening presence. When you take the Attack action on your turn, you can use one of your attacks to force a creature to make a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you take this action, you can’t use it again until you finish a short or long rest, unless you expend a Draconic Discipline die to take it again.

Rising Dragon. As a bonus action on your turn, your jump distance is tripled until the end of your next turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Draconic Discipline die to take it again.

Changing Scales

Starting at 10th, each time you finish a short rest or long rest, you can choose to gain resistance to a draconic energy type of your choice

Soaring Dragon

At 15th, you gain the ability to sprout a pair of spectral dragon wings from your back, gaining a flying speed equal to your walking speed. You can choose the appearance of the wings based on draconic scale colour or element. You create these wings as a bonus action on your turn. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a Draconic Discipline die to sprout them again.

Dragon Hearted

Beginning at 18th, you now regain all of your expended Draconic Discipline dice when you finish a short rest or long rest. When you roll initiative and you have no Draconic Discipline dice remaining, you regain a number equal to half your proficiency bonus.

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