Base Class: Fighter
The Dragon Slayers are specially trained fighters that excel at combating a specific species of dragon. But many have had practice facing such beasts. What makes the Dragon Slayers unique is that they were trained by dragons themselves to combat other dragons, having been given gifts and magics to make them a worthy fight for any draconic creature.
Draconic Teachings
When you choice this subclass, choose one type of following dragons whose teachings have changed the way you fight. You gain resistances to attacks associated with your choice.
Fire Dragon – resistance to fire damage
Iron Dragon – resistance to bludgeoning, slashing, and piercing damage from metal and nonmagical metal weapons
Sky Dragon – resistance to bludgeoning damage from wind and force damage
Lightning Dragon – resistance to lightning and thunder damage
Poison Dragon – resistance to poison and acid damage
Shadow Dragon – resistance to necrotic damage (shadows)
Light Dragon – resistance to radiant damage (light)
On the first attack against any dragon type enemy per round, you can add damage equal to a number of d6s equal to either your Intelligence, Wisdom, or Charisma modifier. This is your Draconic Ability Stat. You pick the ability stat when you choose this subclass and it will be used to calculate saving throws for other subclass abilities. The damage type is that of the original attack.
Additionally, when you attack a dragon with an immunity to your chosen elements, you bypass their immunity with any of your elemental damage. The dragon is now resistant to your damage instead of immune.
Hidden Arte
You gain advantage on Perception checks based on smell, sight, or hearing. You also gain a unique ability based on your Draconic Teachings. You can use this ability twice per short rest.
Fire Dragon – Brilliant Flame – as a bonus action you can ignite both of your hands. Your next weapon or melee attack does an additional 2d8 fire damage.
Iron Dragon – Steel Body – as a bonus action your entire body becomes covered in a strange alloy. Your AC increases by +2 and you have advantage on Strength checks and saving throws until your next round.
Sky Dragon – Momentary Wind – as a bonus action you can add increase the speed on yourself and allies within 15ft by half their movement speed. This last until the end of your next round.
Lightning Dragon – Raging Bolt – as a bonus action you can deal 4d4 lightning or thunder damage to all creatures within 15ft.
Poison Dragon – Twin Fang – as a bonus action, you can make 2 unarmed strikes for d4 + your Draconic Ability modifier bludgeoning damage each. If one of them hits, the creature makes a Constitution saving throw or be poisoned until the end of your next turn. If both hit, add a +1 to the save DC.
Shadow Dragon – Waxwing Flash – as a bonus action, your body becomes shadowy. You have advantage on your next attack roll and the next attack roll against you has disadvantage.
Light Dragon – Holy Ray – as a bonus action, you can make a ranged spell attack against a target within 30ft. It causes 2d4 + your Draconic Ability modifier radiant damage. Your next attack against that creature has advantage.
Dragon's Roar
As a reaction when you are damage by an attack you are resistant to from your Draconic Teachings feature, you can ingest or inhale the attack and take no damage. This can be done a number of times equal to your Draconic Ability modifier chosen previously.
Outside of combat as an action, you can ingest or inhale the material that you are resistant to. You receive temporary hit points that equal to 3d6 that last one hour and receive no damage. This can be done once per short rest.
You cannot ingest any material that you magically produce yourself.
As a bonus action, you can roar and do damage of your Draconic Teachings type equal to your Fighter level + 1d10. The targets must be within a 30ft cone. The target can make a Constitution Saving Throw to reduce the damage to half. If you have used your reaction to ingest material within the last round or have the temporary hit points from ingesting material, you can add your proficiency bonus + you Draconic Ability modifier to the damage. This can be done a number of times equal to your Draconic Ability modifier
Primal Surge
You gain a unique ability based on your Draconic Teachings. You can use this ability once per short rest.
Fire Dragon – Crimson Lotus – As an action you ignite your entire body for a moment. Every creature within 20ft must make a Constitution Saving throw or take 6d8 fire damage. Creatures that fail are blasted 10ft away and land prone. Creature that succeed take half damage and suffer no additional effects.
Iron Dragon – Iron Spiral – If you use 20ft of movement, you can use an action to jump up to an addition 10ft into a spinning attack. The target must make a Dexterity saving throw. On a fail, it takes 6d8 piercing damage. Inanimate objects takes twice as much damage. This can also be done while falling more than 20ft. In this case, fall damage to you is halved and any creature landed on takes additional damage equal to your fall damage.
Sky Dragon – Milky Way – As an action, you create a 20ft radius whirlwind centered on yourself. Allies within that range are healed by 4d8 and cured of harmful status effects or curses. Enemies must make a Wisdom saving throw. On a fail, it takes 4d8 bludgeoning damage and have any helpful status effects dispelled. On a success it takes half as much damage.
Lightning Dragon – Roaring Thunder – As an action, you bring electricity down from above. All creatures within 15ft must make a Constitution saving throw. On a fail, it takes 4d8 lightning or thunder damage and becomes stunned for one round. On a success it takes half as much damage and no additional effects.
Poison Dragon – Venomous Guard – As an action you create a burning noxious mistin with a radius of 15ft centered on you for 2 rounds. All creatures except for you have disadvantage on attack rolls and take 4d6 acid damage if they enter the area at any time.
Shadow Dragon – Shadow Drive – As an action, you and allies within 15ft become invisible until the end of your next turn. Any attacks made by affected creatures do an additional 2d6 necrotic damage.
Light Dragon – White Drive – As an action, you bathe yourself in bright light. Creatures within 15ft must make a Constitution Saving throw. On a fail, it takes 4d6 radiant damage and is blinded until the end of your next turn.
Dragon Force
As an action, you can unleash the following effects for one minute once per long rest. Scales and elemental energy wreathe your body.
- You gain resistance to all damage from a draconic creature.
- You gain wings and a fly speed equal to your walking speed.
- All damage you inflect does an addition d10 of your elemental damage
- You gain one additional use of your Hidden Arte and Primal Surge
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