Fighter
Base Class: Fighter

Adventurers have been studying and fighting dragons for millenia, and now some have harnessed the raw fury of a dragon’s breath, and are able to imbue their arrow, bolts, and bullets with the magic of dragons. As well as empower their own movement with the speed of flying dragons.

Bonus Proficiency

You gain proficiency with firearms (check with your DM if firearms are permitted in your campaign).

Dragon’s Blessing

You can perform a 10 minute ritual to imbue one ranged weapon with a draconic element (cold, fire, lightning, acid, or poison).  Hits with this weapon do 1d4 additional damage of the chosen element (the die size increases at levels 7, 10, 15, and 18). You also gain resistance to the chosen element. This ritual can take place during a long or short rest without negating the benefits of the rest. You may only have one Imbued Weapon at a time. 

Wyrm’s Fury

At 3rd level:

As a bonus action, you can make your weapon spew forth with the breath of a dragon. All creatures in a 15 ft cone or 15 ft straight line, must make a Dex saving throw (DC= 8+Dex+Proficiency) or take 4d6 damage of the current chosen element, taking half damage on a success. This can be used an amount of times per day equal to your Proficiency bonus.

At 10th level:

Vicious Wyrm’s Fury: Creatures who fail the save from your Wyrm’s Fury ability are subjected to a different additional effect determined by which element is chosen. 

  • Fire: Affected creatures take a lingering burn, any successful hit against them deals an additional 1d4 fire damage until the start of your next turn. 
  • Acid: Any attack roll made against an affected creature has advantage until the start of your next turn. 
  • Lightning: Affected creatures can not take reactions until the start of your next turn.
  • Cold: Affected creatures have their speed halved until the start of your next turn.
  • Poison: Affected creatures have disadvantage on all attack rolls until the start of your next turn

At 15th level:

Relentless Wyrm’s Fury: The range of the cone or line increases to 45 ft. and the damage increases to 8d6 of the chosen element.

Ranged Weapon Savant

Being within 5 ft of a target does not impose disadvantage on attack rolls, and you can ignore any AC increases from all but Full Cover.

Armor Hide

Your AC increases by +1.  

Dragon Mastery

Changing your weapon's elemental type now only takes a bonus action. 

 

Scales of Wrath

As an action, you can fire your weapon to create a volley of magically charged missiles. You create 5 missiles that have their own targets and attack rolls. Each missile correlates to one of the five element types, and deals 3d12 damage of that type, ignoring resistance and immunity, on a hit. This ability recharges on a short or long rest.

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