Fighter
Base Class: Fighter

Bonus Proficiencies

3rd-level Dragon Knight feature

You gain proficiency in Intimidation, and you learn to speak, read, and write Draconic.

Student of Dragons

3rd-level Dragon Knight feature

Your study of dragons has opened your eyes to the effects of the dragon's pulse. You learn two Draconic Techniques of your choice and each time you gain a level in this class you can replace one technique with another on the list. You learn an additional technique at 7th, 10th, and 15th level.

The following techniques are available to you when you learn a technique. If a technique has a level requirement, you must be at least that level in this class to learn the technique. If a Technique requires a saving throw, your Draconic Technique save DC equals 8 + your proficiency bonus + your Constitution modifier.

Draconic Path

7th-level Dragon Knight feature

Your use of draconic techniques has heightened your natural manipulation of the dragon's pulse. When you gain this feature you choose one of three Draconic Paths:

Chromatic. Your blows begin to be charged with elemental energy, when you damage a creature with an attack you can deal an additional 1d4 acid, cold, fire, lightning, or poison damage.

Gematic. Your mental command begins to extend beyond, you gain the mage hand cantrip, when you cast the cantrip, the spectral hand is invisible.

Metallic. Your physical durability begins to change, you gain a bonus +2 to your armor class.

whenever you gain a level in this class you can change your Draconic Path

Draconic Pressure

10th-level Dragon Knight feature

The dragon's pulse begins to permanently alters you and you gain the following benefits:

You gain resistance to one of the following damage types: Fire, Cold, Lightning, Poison, or Acid. At the end of a short or long rest you can select a new resistance.

You gain Blindsight out to 15ft and Darkvision out to 120ft.

Your movement speed increases by 20ft

Child of Dragons

15th-level Dragon Knight feature.

Your Draconic Path grows stronger.

Chromatic. When you roll the additional damage you now roll a number of d4 equal to your proficiency bonus.

Gematic. You can cast Telekinesis at fifth level an number of times equal to your proficiency bonus.

Metallic. Your armor class bonus increases equal to your proficiency bonus instead of 2.

Perfected Dragon.

18th-level Dragon Knight feature.

You have achieved the pinnacle of pulse manipulation, you gain the following features:

Your resistance from your Draconic Pressure feature becomes immunity.

As a bonus action you can create spectral dragon wings in a colour of your choosing, these wings last until you dismiss them as a bonus action. While manifested you gain a flying speed equal to twice your movement speed.

You gain Truesight out to 300ft.

 

Bonus Proficiencies

3rd-level Dragon Knight feature

You gain proficiency in Intimidation, and you learn to speak, read, and write Draconic.

Student of Dragons

3rd-level Dragon Knight feature

Your study of dragons has opened your eyes to the effects of the dragon's pulse. You learn two Draconic Techniques of your choice and each time you gain a level in this class you can replace one technique with another on the list. You learn an additional technique at 7th, 10th, and 15th level.

The following techniques are available to you when you learn a technique. If a technique has a level requirement, you must be at least that level in this class to learn the technique. If a Technique requires a saving throw, your Draconic Technique save DC equals 8 + your proficiency bonus + your Constitution modifier.

 

Bane of Dragons. Flight is one of the most powerful tools in any obstacle, and those who have seen the plight of dragons know that if you can stop their flight, it almost always means their death.

When a creature with flying speed is more than 5 feet in the air and within 120 feet of you, you can use your reaction to send violent pulses towards the creature, the flying creature must make a dexterity saving throw against your technique DC, on a failure the creature no longer has a flying speed until the start of your next turn. Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Elemental Discharge. The breaths of energy is the most recognizable of a dragon's arsenal, a devastating torrent of energy directed at a swath of opponents, however, if focused to a single point it has dangerous potential.

As a bonus action you charge elemental energy into your strikes, if you hit a creature with a charged attack they take additional damage equal to a number of d8s equal to your proficiency bonus. Roll an extra d6 to determine the damage type (1-Acid, 2-Cold, 3-fire, 4-lightning, 5-poison, 6-thunder). Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Distant Strikes. Dragons have the luxury of being able to strike at a distance with their rending claws, most do not have that luxury.

As a free action you can extend the reach of your weapons to 30ft. Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Dominating Presence. Dragons are fearsome beings, massive and powerful, only those with the wrong mind would not be scared of a mighty dragon.

As a bonus action, you choose a number of creatures equal to your proficiency bonus within 60 feet of you, each creature must make a wisdom saving throw against your Technique DC, of a failure creatures had disadvantage on attacks against creatures other than you. A creature can repeat the save at the end of their turn.

 

Dragon's Hide (7th Level or Higher). Furthering their astounding resilience, a dragon's hide is covered in scales as tough as any steel, stories have been told of grand armies needing incredible engines of war to fell a dragon.

As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Supernatural Might (7th Level or Higher). The might of a dragon is unrivaled, one whose strength stands unopposed, creatures of pure power that rein the land, sea, and sky.

As a bonus action you channel the supernatural might of dragons, you gain advantage on all strength checks, saving throws, and attack rolls. You gain advantage on saves against spells and you double your strength modifier on attack rolls.  Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Bane of Dragons

Flight is one of the most powerful tools in any obstacle, and those who have seen the plight of dragons know that if you can stop their flight, it almost always means their death.

When a creature with flying speed is more than 5 feet in the air and within 120 feet of you, you can use your reaction to send violent pulses towards the creature, the flying creature must make a dexterity saving throw against your technique DC, on a failure the creature no longer has a flying speed until the start of your next turn. Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Distant Strikes

Dragons have the luxury of being able to strike at a distance with their rending claws, most do not have that luxury.

As a free action you can extend the reach of your weapons to 30ft. Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Dominating Presence

Dragons are fearsome beings, massive and powerful, only those with the wrong mind would not be scared of a mighty dragon.

As a bonus action, you choose a number of creatures equal to your proficiency bonus within 60 feet of you, each creature must make a wisdom saving throw against your Technique DC, of a failure creatures had disadvantage on attacks against creatures other than you. A creature can repeat the save at the end of their turn.

Dragon's Hide

Furthering their astounding resilience, a dragon's hide is covered in scales as tough as any steel, stories have been told of grand armies needing incredible engines of war to fell a dragon.

As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Elemental Discharge

The breaths of energy is the most recognizable of a dragon's arsenal, a devastating torrent of energy directed at a swath of opponents, however, if focused to a single point it has dangerous potential.

As a bonus action you charge elemental energy into your strikes, if you hit a creature with a charged attack they take additional damage equal to a number of d8s equal to your proficiency bonus. Roll an extra d6 to determine the damage type (1-Acid, 2-Cold, 3-fire, 4-lightning, 5-poison, 6-thunder). Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Supernatural Might

The might of a dragon is unrivaled, one whose strength stands unopposed, creatures of pure power that rein the land, sea, and sky.

As a bonus action you channel the supernatural might of dragons, you gain advantage on all strength checks, saving throws, and attack rolls. You gain advantage on saves against spells and you double your strength modifier on attack rolls.  Once you invoke this technique, you can’t do so again until you finish a short or long rest.

Draconic Path

7th-level Dragon Knight feature

Your use of draconic techniques has heightened your natural manipulation of the dragon's pulse. When you gain this feature you choose one of three Draconic Paths:

Chromatic. Your blows begin to be charged with elemental energy, when you damage a creature with an attack you can deal an additional 1d4 acid, cold, fire, lightning, or poison damage.

Gematic. Your mental command begins to extend beyond, you gain the mage hand cantrip, when you cast the cantrip, the spectral hand is invisible.

Metallic. Your physical durability begins to change, you gain a bonus +2 to your armor class.

whenever you gain a level in this class you can change your Draconic Path

Chromatic

Your blows begin to be charged with elemental energy, when you damage a creature with an attack you can deal an additional 1d4 acid, cold, fire, lightning, or poison damage.

Gematic

Your mental command begins to extend beyond, you gain the mage hand cantrip, when you cast the cantrip, the spectral hand is invisible.

Metallic

Your physical durability begins to change, you gain a bonus +2 to your armor class.

Draconic Pressure

10th-level Dragon Knight feature

The dragon's pulse begins to permanently alters you and you gain the following benefits:

You gain resistance to one of the following damage types: Fire, Cold, Lightning, Poison, or Acid. At the end of a short or long rest you can select a new resistance.

You gain Blindsight out to 15ft and Darkvision out to 120ft.

Your movement speed increases by 20ft

Resistance - Acid

You gain resistance to Acid

Resistance - Cold

You gain resistance to Cold damage.

Resistance - Fire

You gain resistance to fire damage.

Resistance - Lightning

You gain resistance for lightning damage.

Resistance - Poison

You gain resistance to poison damage.

Child of Dragons

15th-level Dragon Knight feature.

Your Draconic Path grows stronger.

Chromatic. When you roll the additional damage you now roll a number of d4 equal to your proficiency bonus.

Gematic. You can cast Telekinesis at fifth level an number of times equal to your proficiency bonus.

Metallic. Your armor class bonus increases equal to your proficiency bonus instead of 2.

Chromatic

When you roll the additional damage you now roll a number of d4 equal to your proficiency bonus.

Gematic

You can cast Telekinesis at fifth level an number of times equal to your proficiency bonus.

Metallic

Your armor class bonus increases equal to your proficiency bonus instead of 2.

Perfected Dragon

18th-level Dragon Knight feature.

You have achieved the pinnacle of pulse manipulation, you gain the following features:

Your resistance from your Draconic Pressure feature becomes immunity.

As a bonus action you can create spectral dragon wings in a colour of your choosing, these wings last until you dismiss them as a bonus action. While manifested you gain a flying speed equal to twice your movement speed.

You gain Truesight out to 300ft.

Immunity - Acid

you gain immunity to acid

Immunity - Cold

you gain immunity to cold damage.

Immunity - Fire

You gain immunity to fire damage.

Immunity - Lightning

You gain immunity to lightning damage

Immunity - Poison

You gain immunity to Poison damage.

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