Base Class: Fighter
A strong complex subclass of fighters that came about on a whim by a sect of ancient dragons gathering many lifeforms to see whether they could attain and harness a dragon's powerful abilities or be overwhelmed by their power. With mixed results it is said these warriors were trained in various ways to prosper their individual talent to the extreme and are forced to make difficult decisions in gaining draconic power making unique individuals. Those that follow these teachings are often close to a dragon or knows someone that is, or maybe they simply have an interest/obsession in draconic beings. These people tend to be of the extreme alignments; however, neutral characters do pop up from time to time. Draconic Warriors don't just take up the ideology of dragons, and as they gain experience grow biological traits of them through various means of worship, blessings, deals, curses, research, or even consuming draconic material.
(Optional DM & Player Note) This subclass can be strong and complex for the standard player character and campaign. The draconic traits can be delayed for a better experience in a campaign to provide a stronger sense of growth and accomplishment.
Bonus Proficiencies
3rd-level Draconic Warrior feature
Being trained by dragons or living as one in the wild you have gained proficiency with Cook's Utensils, and in Wisdom (Survival) checks, you also learn to speak, read, and write Draconic. A draconic beings prolonged lifespan causes natural habits, a common one is learning their surrounding providing an uncanny sense of survival.
Draconic Traits
3rd-level Draconic Warrior feature
You develop draconic traits to enhance your body, mind and soul as you gain experience in this class. You gain one draconic trait of your choice at 3rd level and more as you gain experience. These traits modify the character enhancing aspects of them based on draconic lore and anatomy. These traits are acquired through various means of creativity, worship, blessing, deals, curses, research, or even consuming draconic material. If a non-spell draconic trait would require a saving throw, the save DC equals 8 + your proficiency bonus + your Constitution modifier. Spellcasting with this subclass utilize your Charisma, your Spell Save DC equals 8 + proficiency bonus + your Charisma Modifier, and Spell Attack is proficiency bonus + Charisma Modifier.
Draconic Traits
| Fighter Level | Number of draconic Traits |
|---|---|
| 3rd | 1 |
| 10th | 2 |
| 15th | 3 |
(Lv10) Destructive Nature
You unfortunately acquire a dragon's natural ability to destroy objects whether intentionally or not. Whenever you would deal damage to inorganic matter suck as doors, walls, structures, or constructs you deal an extra 1d6 force damage.
In addition, you may focus that destructive nature gaining advantage on all attacks till the start of your next turn once per long rest (Twice at 15th level, thrice at 20th level). Once combat ends roll a DC 16 Con Save for each use of this trait, for each failure you gain one level of Exhaustion.
(Lv10) Draconic Agility
Your bones become more like a dragon's, these changes grant you a lighter feeling and easier time moving your body around. You have advantage on Dexterity (Acrobatics) checks.
In addition, when you or a creature you can see within 10 feet of you would be hit by an attack roll, you can use your reaction to choose a different creature within 10 feet of you (including the attacker). The chosen creature becomes the target of the attack using the same roll. You must have a weapon or shield out to use this feature, this transfers the attack’s effects regardless of the attack’s range. You can use this trait once per long rest (Twice at 15th level).
(Lv10) Draconic Presence
You extrude a unique sense of pressure 10ft around you to allies and enemies. Allies receive a +1 to all saving throws, while enemies lose 5ft of movement when moving into or out of this area for the first time a turn.
(Lv10) Elemental Deflection
Your knowledge of the other draconic elements prepares your scales with the surrounding magical energies becoming able to resist elemental damage momentarily. You know the spell Absorb Elements and can cast it twice per long rest at 2nd level without a spell slot.
In addition, when you're making a Dexterity saving throw involving acid, cold, fire, lightning, thunder, or poison to take half damage, you may instead take no damage if you succeed on the saving throw, and only half damage if you fail. Once you use this trait, you can’t do so again until you finish a long rest (Twice at 15th level).
(Lv10) Long Stride & Breathing
Your muscles change to that of a dragon's granting increased endurance and breathing control. Your walking speed increases by 10ft. You gain +4 on initiative rolls, a swimming speed equal to your walking speed, and can hold your breath for twice as long.
In addition, you can finely control your breathing at a critical moment. You can gain advantage on a single ability check (You can do this after the roll but before you know the outcome). You can use this trait once per long rest (Twice at 15th level).
(Lv15) Draconic Wisdom
A draconic spirit takes a liking to you imparting some of its knowledge and wisdom helping out in tough situations for you and your allies. You gain proficiency in Wisdom Saving Throws.
In addition, when an ally you can see fails a Wisdom Save you may use your reaction to take the effect upon yourself rolling a Wisdom Save as if the effect was directed at you. You can use this trait 2 times per long rest (3 times at 20th level).
(Lv15) Higher Lifeform
Through a sacred ritual you gain some of a dragons lifeforce, causing you to give off a faint draconic presence and are considered part dragon in addition to any other race that you may be. You age ten years instantly from minor to extreme changes (Description based on player), but your life expectancy increases by 500 years, your proficiency bonus increases by 1.
In addition, your second wind ability has become empowered by the Draconic Life Force within you: Once per long rest you may invoke this life force causing your second wind to heal for an additional 2d10 health. Doing so causes your body to heal at a rapid rate causing any severed body parts (fingers, legs, tails, and so on), to be restored after 2 minutes. If you hold a severed part up to the stump, it reconnects to the stump in 6 seconds. Once you use this enhanced trait, you can’t do so again until you finish a long rest (Twice at 20th level).
(Lv15) Weapon Augmentation
You choose one weapon to spend 8 hours with it engraving a sigil with your blood on it creating a specialized bond. When drawing or stowing the bonded weapon you can have it morph from or into your body (A stowed weapon this way morphs from you if you fall to 0 Hit Points) and once per day you can re-roll your first Nat 1 on an attack. Your chosen weapon cannot be disarmed from you unless you are at 0 Hit Points. You can undo this bond by spending 8 hours with it or another weapon ending the bond with the previous one (You can only have one weapon bonded at a time with this trait).
In addition, when you hit a target with your bonded weapon you may biologically augment it with your scale's element for 1 minute dealing an extra 1d10 damage based on your scale type. You can use this trait twice per long rest (Thrice at 20th level).
(Lv3) Draconic Bond: Familiar
You find a faint lingering draconic spirit, that you bring forth with a contract/bond. You learn the Find Familiar spell and can cast it once per long rest without material components or a spell slot. When choosing the form of your familiar as you cast this spell, you can choose one of the normal forms or the Pseudodragon, Pygmy/Pocket Dragon. You also learn 2 cantrips, one must be an attacking spell.
In addition, you also gain the ability at 7th level to cast Speak with dead once per long rest (Twice at 15th level). This trait requires your familiar to cast this spell.
(Lv3) Draconic Grip
You have advantage on strength checks to grapple and maintain them on targets the same size. You grow retractable claws from the tips of your fingers (Extending or retracting the claws requires no action). The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. These claws are considered magical when dealing damage at 7th level.
In addition, as a bonus action you can throw a grappled target a number of feet equal to your Strength Score depending on their size to you: Full if smaller, 1/2 if same, 1/4 if larger (Ex. (Str=18) 18ft, 9ft, 4.5ft). You can use this trait once per short or long rest (Twice at 15th level).
(Lv3) Draconic Hide
Your skin hardens becoming similar to thick hide and a few faint scales grow to protect your vital areas granting +1 to your AC and becoming immune to Diseases.
As a reaction you can harden your skin to gain resistance to bludgeoning, piercing, and slashing damage till the start of your next turn. You can use this trait a number of times equal to your Constitution Modifier and regain them after a long rest.
(Lv3) Draconic Hobby/Talent
Through repeated exercises, extreme boredom, or an interest in various tools/music you gain a dragon's hobby/talent. You gain proficiency in Charisma (Performance) checks and with a musical instrument or tool. You also learn the cantrips Minor Illusion, Vicious Mockery, and can cast Unseen Servant once per short or long rest.
In addition, at 10th level your proficiency bonus is doubled for any ability check you make that uses a tool your proficient with (I.E., a Dice Set, Smith Tools, or a Lute).
(Lv3) Draconic Perception
Your pupils change into slits granting you some of a dragon's keen sight. This grants you 60ft of Darkvision and have advantage on Intelligence (Investigation) checks (Must be able to see). If you already have Darkvision, its range is increased by 60ft.
In addition, as a bonus action you can close your eyes and focus your other senses granting 10ft of Blindsight for 1 minute. You can use this trait once per long rest (Twice at 15th).
Alternatively, at 15th level you may instead use BOTH USES and a bonus action to pierce the veil with your sight granting 10ft Truesight for 1 minute once per long rest.
(Lv3) Draconic Tongue
You gain a dragons cunning tongue and powerful voice. You become proficient with the Charisma (Persuasion) and (Intimidation) skills.
As a bonus action you can use a powerful draconic voice to frighten a target that can hear you within 60ft of your sight. They must make a Wisdom Save or be Frightened by you for 1 minute into a frightened stupor. The target repeats the saving throw when taking damage and at the end of each of its turns, ending the effect on a success. You can use this trait once per short or long rest (Twice at 15th level).
At 10th level, when you speak draconic you may make it sounds as if it's spoken from an adult dragon for 1 minute potentially gaining advantage on a Persuasion or Intimidation skill check once per long rest.
(Lv3) Dragon's Arcana
You come to an understanding of the dragon's innate arcana and their magical properties. You gain + 2 to Arcana and Investigation. You also learn the spells Prestidigitation, Dancing Lights, and can cast the spells Identify, Detect Magic as rituals only.
In addition, at 5th level you may cast counterspell with the Verbal component instead of Somatic (You must be able to speak to use this feature). You can use this trait once per long rest.
(Lv3) Primal Nature
You gain a deep connecting to nature awakening your primal instinct; you have advantage on Wisdom (Animal Handling) checks and are proficient with Intelligence (Nature) checks. You also gain the ability to cast Speak with animals twice per long rest.
In addition, when you encounter Difficult Terrain, you may use a bonus action to utilize your primal instincts with nature to ignore that terrains non magical penalties as if there were none for 1 hour once per day (Twice at 15th level).
Half Dragon Form
7th-level Draconic Warrior feature
Your faint scales grow more prominent gaining a color type to them (Or another set if you already have scales). You gain the ability as a bonus action to transform into a half dragon based on your scales for 10 minutes, and while in this form, you gain the following features pertaining to half dragons.
- Scales and thick hide granting +1 to AC
- Resistance to the color type of your scales
- A pair of wings granting a flight speed of 30ft
- A breath weapon based on your scales once per transformation
- A versatile bonus action tail attack dealing 1d6 bludgeoning or piercing damage
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 15th level you can stay in this form indefinitely without limit and can transform back and forth with a bonus action, you also regain your Half Dragon Form's breath attack automatically after an hour.
Amethyst Dragon Scale
Your faint scales become a Crystalline Amethyst (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to force damage and its breath weapon to deal force damage.
Black Dragon Scale
Your faint scales become Chromatic Black (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to acid damage and its breath weapon to deal acid damage.
Blue Dragon Scale
Your faint scales become Chromatic Blue (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to lightning damage and its breath weapon to deal lightning damage.
Brass Dragon Scale
Your faint scales become Metallic Brass (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to fire damage and its breath weapon to deal fire damage.
Bronze Dragon Scale
Your faint scales become Metallic Bronze (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to lightning damage and its breath weapon to deal lightning damage.
Copper Dragon Scale
Your faint scales become Metallic Copper (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to acid damage and its breath weapon to deal acid damage.
Crystal Dragon Scale
Your faint scales become Crystalline (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to radiant damage and its breath weapon to deal radiant damage.
Emerald Dragon Scale
Your faint scales become a Crystalline Emerald (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to psychic damage and its breath weapon to deal psychic damage.
Gold Dragon Scale
Your faint scales become Metallic Gold (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to fire damage and its breath weapon to deal fire damage.
Green Dragon Scale
Your faint scales become Chromatic Green (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to poison damage and its breath weapon to deal poison damage.
Malachite Dragon Scale
Your faint scales become Metallic Malachite (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to poison damage and its breath weapon to deal poison damage.
Red Dragon Scale
Your faint scales become Chromatic Red (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to fire damage and its breath weapon to deal fire damage.
Sapphire Dragon Scale
Your faint scales become a Crystalline Sapphire (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to thunder damage and its breath weapon to deal thunder damage.
Silver Dragon Scale
Your faint scales become Metallic Silver (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to cold damage and its breath weapon to deal cold damage.
Topaz Dragon Scale
Your faint scales become a Crystalline Topaz (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to necrotic damage and its breath weapon to deal necrotic damage.
White Dragon Scale
Your faint scales become Chromatic White (If you already have scales, you gain this as a second color type). These scales cause your half dragon form to be resistant to cold damage and its breath weapon to deal cold damage.
Draconic Resilience and 2nd Trait
10th-level Draconic Warrior feature
Your soul becomes more resilient granting expertise in Wisdom (Survival) checks, and your body adapts to survive increasing your appetite allowing you to eat 4x the normal amount and resist starvation for twice as long. You also gain a 2nd draconic trait.
Draconic Vitality and 3rd Trait
15th-level Draconic Warrior feature
Your experience as a Draconic Warrior has brought you closer to becoming a dragon. You gain your 3rd trait and enhances your other traits including your Half Dragon Form. You can invoke most draconic traits you have an additional time. In addition, your Half Dragon Form has no set duration lasting until you use a bonus action to revert or go unconscious. You now regain your Half Dragon Form's breath attack automatically after an hour.
Unleash Dragon Form
18th-level Draconic Warrior feature
You have gained the pinnacle of a Draconic Warrior, able to harness the power of a true dragon. Each trait resonates within your body mind and soul like a puzzle coming together. You can use an action to transform into a large young dragon based on your scales (you can't transform if there's not enough room). You have a number of hours that you can stay in this form and gain 1 hour daily each dawn up to a max of 6 hours total. Each transformation expends a minimum duration of 1 hour and can revert if you use a bonus action, or if your HP reaches 0 returning you to your previous forms hit points (Taking any leftover damage). While in this form you use the stat block of the young dragon (except for any legendary actions or lair actions) and have access to the dragon's breath attack as an action once per hour.
Previous Versions
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