Fighter
Base Class: Fighter

Still working on this.

Level 3: Draconic Imprint

  • Draconic Tongue - You learn to speak, read, and write Draconic or one other language of your choice if you already know Draconic.
  • Draconic Intuition - You have +2 on all Arcana, History, Nature, and Survival Checks that deal with draconic lore.

Level 3: Dragon Companion

Dragon Companion - As an action, you can magically summon your Dragon Wyrmling that is bound to you from within yourself. It appears in an unoccupied space of your choice within 30 feet of you. You can speak telepathically to your dragon while it is within 60 feet of you. You can summon the dragon in this way 2 times per day. 7 level 3 times per day, 10 level 4 times per day.

The dragon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Dragon Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the dragon, such as its color, its scale texture, or any visible effect; your choice has no effect on its game statistics. 

In combat, the dragon shares your initiative count and acts on your turn as well. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the dragon can take any action of its choice, not just Dodge.

The dragon remains until it is reduced to 0 hit points, until you use this feature to summon the dragon again, or until you die. Anything the dragon was wearing or carrying is left behind when the dragon vanishes back into your body.

Level 7: Bond of Fang and Scale

Growing Bond - You can now speak telepathically to your dragon while it is within 120 feet of you. You may now also summon your dragon as a bonus action, but if you do so then your dragon can not act until the start of your next turn.

  • Dragon Mount - The dragon grows to Medium size. Reflecting your special bond, you can use the dragon as a mount if your size is Medium or smaller. While you are riding your dragon, it can’t use the flying speed if you are wearing medium or heavy armor.
  • Magic Fangs and Claws - The dragon’s Bite attack deals 1d8 piercing damage. The Infused Claw Strike now does 1d8 Slashing and 1d8 of the chosen damage type.
  • Multi Attack - Your dragon can now use one bite attack plus one claw attack, two claw attacks. If the dragon has any infused claw strikes then it may replace one claw attack with an infused claw strike.
  • Draconic Charm – you have gained a sly tongue when it comes to talking to and getting creatures who understand a language you speak to listen to you. When you are required to roll a persuasion check you can reroll the check by spending 1 of your draconic magic points and you must use the new roll. You can only use this once per persuasion check.
  • Draconic Intergration - You now have a +4 on all Arcana, History, Nature, and Survival Checks that deal with draconic lore.  

Level 3: Draconic Magic

  • Draconic Magic – You have a number of Draconic Magic points equal to your proficiency modifier +2. You can use them to do various things and activate some powers. You regain all of your expended Draconic Magic points when you finish a long rest.
  • Dragon Scales – Your bond with your dragon companion seeks to protect you and the bond you share. This protective bond changes your skin to match that of your dragon companion. - As a reaction You can spend one Draconic Magic Point to activate this ability. You have resistance against bludgeoning, piercing, and slashing damage from non magical weapons until the start of your next turn.
  • Breath Weapon - When you take the Attack action on your turn, you can spend one draconic magic point and replace one of your attacks with an exhalation of magical energy in a 15-foot cone or 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the chosen type. On a successful save, it takes half as much damage. The type of damage is the same damage type you chose when you summoned your dragon. If you haven’t summoned your dragon yet then the type you choose will also determine your dragon’s type the next time you summon it before you take a long rest. Acid, Lightning, Fire, or Cold. 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.
Ambush

When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.

Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander’s Strike

When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Disarming Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Distracting Strike

When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork

As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Feinting Attack

As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.

Goading Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry

When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Precision Attack

When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally

As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Riposte

When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.

Sweeping Attack

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Level 10: Advanced Dragon Rider

  • Draconic Utility - When you summon your dragon you can choose its size as medium or large.
  • Straddle - You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
  • Dragon Rider - Mounting or dismounting your dragon or other mounts costs you only 5 feet of movement, rather than half your speed.
  • Shared Essence – Once per day you can expend one of your dragon summons to regain 6 Draconic Magic Points.

Level 15: Draconic Infusion

Draconic infusionYou and your dragon have learned to become one. The bond and connection you share is beyond the scope of what others could even try to understand.

As a bonus action you can expend two of your dragon summons to instead infuse yourself with your dragon. You look similar to a large half dragon but with wings and gain the following features.

  • You transform into your new form until you use an action to drop the form, use your action to summon your dragon, take a long rest, drop to zero hp, become unconscious, or die. The antimagic field doesn’t make you drop this form as well.
  • You also gain 50 temporary hit points.
  • Claws – you have magical claws that deal 2d6 + str. mod. slashing damage plus 2d6 damage of your chosen draconic essence.
  • Your Strength score is now 22, you have a fly speed of 60 ft., have dark vision of 120 ft., you have resistance to your chosen draconic essence, and your size is large. All your other stats are the same and you can use all your fighter abilities.
  • You can use your action cast the spell Chromatic Orb as a 4 level spell 5 times per day without the V,S,C. Con is your spell casting modifier for this and poison is not a damage option.
  • While in the form any check you make while interacting with a dragon if you roll lower than a 10 you can choose to just say you rolled a 10 instead. You can use this feature four times while in the form.

You can only stay in this form for 4 hours of light activity but the time goes down to 1 hour once you use any of your combat abilities. Once you use the Draconic infusion you can’t use it again until you finish a long rest.

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