Fighter
Base Class: Fighter

Dragons are not merely monsters. They are legends given flesh—ancient forces of nature bound in scale and fury. To hunt such creatures is no small calling. It demands more than strength—it demands purpose, patience, and an unbreakable will.

Fighters who walk the path of the Dragon Hunter are among the rare few who dedicate their lives to mastering the art of dragon-slaying. They study the great beasts with relentless precision, learning to track their movements, pierce their defenses, and endure their wrath. Their training is exacting, their techniques specialized, and their resolve forged in the shadow of death.

But a dragon’s death is not the end. Those who slay them often find something left behind—some fragment of the dragon’s power that refuses to fade. Whether it is a blessing, a curse, or the mark of obsession, none can say. All that matters to the Dragon Hunter is the next trail, the next challenge, the next roar echoing across the mountains.

For every dragon brought low, their legend grows. Not as a tyrant of flame or a beast of storm—but as the one who dared to hunt them.

Fright of the Wyrm

at 3rd level, the first mark of your long hunt etches itself upon your presence. The lingering echoes of the dragons you have faced—and those you will face—wrap around you like a cloak of dread. Whether you know it or not, others feel it when you enter the room: the pressure, the weight, the instinct to flee.

As an action, you can unleash an overwhelming aura of fear. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Charisma modifier, whichever is higher) or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. you can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a short or long rest.

At 10th level, creatures that succeed on the saving throw still feel your pressure—granting them disadvantage on their next attack roll or ability check made before the end of their next turn.

additionally, at 3rd level you also gain advantage on all weapon attacks against dragons.

Boiling Drake's Reprisal

There comes a moment in the battle against a dragon when death seems inevitable—when fire scorches the air or thunder splits the sky. Most mortals break in that moment. You don’t. Whether through obsession, instinct, or something far older echoing in your soul, you rise.

When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. When you do, your body surges with borrowed fury—you may immediately take one reaction, even if you’ve already used one this round. This reaction must be used before the end of the current turn.

Once you use this feature, you can’t do so again until you finish a long rest.

In addition, starting at this level, you may take two reactions per round. You can only take one reaction per turn, but you may use a second reaction on a different creatures turn during the same round of combat.

This gift is not seen, but it is felt—a heat beneath your skin, a crackle behind your eyes, a storm in your blood. Some call it instinct. Others, the drake's rage remembering what it means to fight to the last breath.

Fang of the Icebound Serpent

at 10th level, there is no fury in your retaliation—only precision, patience, and cold resolve. Your will, sharpened against the minds of ancient beasts, cannot be easily swayed. Your body endures. Your strike returns only when it matters most.

You gain the following benefits:

  • You are immune to the frightened condition, and have advantage on saving throws against being charmed.

  • When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deliver a punishing counterstrike. The creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or take damage equal to 2d8 + your Strength or Dexterity modifier. The damage type is the same as the weapon you are wielding.

You may use this reaction a number of times equal to your proficiency bonus per long rest.

There is no flare, no visible mark of the rebuke. Only pain—cold and sudden, as though the spirit of the icebound serpent lashes out through you in silence. It is not wrath that strikes. It is judgment.

Clarity of the Skyfang Wyvern

at 15th level, the heights no longer daunt you. Your mind soars above the battlefield, calculating every angle, sensing every shift in the wind. When you move, it is sudden and absolute—like the strike of a wyvern from clouded peaks, unseen until it is far too late.

You gain the following benefits:

  • You can no longer be surprised, and you have advantage on Wisdom (Perception) checks.
  • you no longer take damage from falling.
  • when you move on your turn, you may choose to unleash the Skyfang leap. You can instantly jump up to 60 feet in any direction without provoking opportunity attacks. If you land within 10 feet of any creatures, each of them must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 3d10 bludgeoning damage and be knocked prone as the earth around you shakes and crumbles. On a successful save, they take half damage and remain standing. this damage increases to 4d10 at 18th level. you can make this leap an amount of times equal to your strength modifier, and regain all expended uses on a long rest.

Your leap is not flight. You do not sprout wings. You do not shimmer with magic. You simply move—too fast, too violently, too precisely. The sky cracks beneath your momentum. The earth remembers where you landed.

Crown of the Elder Dragon

at 18th level, you have walked the paths of ash and ruin, through shattered lairs and echoing roars. You have stood before the ageless and unflinching—and prevailed. Now, you are something more.

You carry their weight.

You gain the following benefits:

  • You have advantage on all saving throws against spells and magical effects, such as a dragons breath, as if your soul has learned to twist away from the arcane breath of the dragons you have faced.

  • Whenever you reduce a creature to 0 hit points, you may choose to invoke your presence. Each hostile creature within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be frightened of you until the end of your next turn. Creatures that succeed are still unnerved—granting you advantage on Charisma (Intimidation) checks against them until the end of your next turn.

This fear has no shape, no sound. It is not cast by spell or flame, but by the shadow of a hunter who has looked into the eyes of dragons—and made them quiver.

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