Base Class: Fighter
The Wardeness of the Drakes is a master of archery and draconic magic, bonded to a drake who serves as her loyal companion. Beginning at 3rd level, she gains the ability to summon her drake to fight beside her, acting independently in battle. With her draconic connection, the Wardeness can infuse her arrows with elemental power—fire, acid, or cold—dealing additional damage to her enemies.
As the Wardeness grows in strength, she unlocks the ability to use her drake as a mount, first on land at 5th level and later in the sky at 10th level. With her drake, she can strike from range with exceptional precision, raining arrows from above while her drake aids her with its attacks and abilities. At higher levels, she learns to cast draconic spells such as Burning Hands and Scorching Ray, drawing on the elemental power of her drake to devastate her foes.
The Wardeness of the Drakes is not just an archer, but a battlefield tactician who commands both the land and skies. Her drake becomes her steadfast ally, and together they dominate any terrain, whether on the ground or in the air, using a combination of draconic magic and lethal archery to outmaneuver and destroy enemies.
Spellcasting
Spellcasting
Draconic Gift
3rd-Level Feature
The your bloodline has a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:
Thaumaturgy. You learn the Thaumaturgy cantrip.
Control Flames. You learn the Control Flames cantrip.
Fire Bolt. You learn the Fire Bolt cantrip.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Drake Companion
At 3rd level, you gain the ability to summon a drake as your companion. The drake shares your initiative and acts independently on its own turn without needing to be commanded. You can summon your drake using an action, and it remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Drake Companion
Small Dragon
Armour Class 14 + PB (natural armour)
Hit Points 5 + five times your Fighter level (the drake has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Wis +2 plus PB
Damage Immunities determined by the drake’s Draconic Essence trait
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge — Proficiency Bonus (PB) equals your bonus
Draconic Essence. The drake is immune to fire damage and inflicts fire damage with its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.
Draconic Marksman
At 3rd level, your mastery of draconic energy begins to blend seamlessly with your marksmanship.
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Draconic Spells: You learn the spells Burning Hands, Scorching Ray, and Cure Wounds, and can cast each of them using your spell slots. You use Constitution as your spellcasting ability for these spells, tapping into your inner draconic energy to fuel them.
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Drake's Flame Shot: You learn to channel elemental energy into your ranged attacks. When you take the Attack action with a ranged weapon, you can choose one attack to deal an additional 1d6 fire damage. The bonus damage increases to 2d6 at 10th level and 3d6 at 18th level.
Bond of Fang and Scale
7th-Level Feature
The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.
In addition, while your drake is summoned, you and the drake gain the following benefits:
Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.
Drake’s Breath
10th-Level Feature
As an action, you can exhale a 30-foot cone of fire breath or cause your drake to exhale it. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 10d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Perfected Bond
15th-Level Feature
Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.
Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Apex Huntress
At 18th level, your bond with your drake and mastery of the hunt have reached unparalleled heights, making you a legendary figure among hunters and drake riders alike.
• Flamesong: You harness the power of your voice to channel your internal rage into a magical song. As a bonus action, you can unleash a haunting melody infused with fiery energy. Each creature of your choice within a 30-foot radius must make a Constitution saving throw DC (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, creatures take 6d6 fire damage and are set ablaze, taking an additional 1d6 fire damage at the start of their next turn until they use an action to extinguish the flames. On a successful save, they take half damage and are not set ablaze. You can use this feature once per long rest.
• Triple Shot: Once per short rest, you can make a single ranged weapon attack that fires three arrows simultaneously. Make a single attack roll; on a hit, you deal damage for all three arrows. If you hit the same target with all three arrows, you may also choose to deal an additional 3d6 damage of the weapon's damage type.
• Fire Immunity: Fire now flows through you with ease, you are now immune to fire damage.
Previous Versions
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