Fighter
Base Class: Fighter

Some fighters are born not only with steel in their hands but sorcery in their blood. The Dragonsoul is a martial warrior awakened to the magic of draconic ancestry. Whether by ancient rite, bloodline inheritance, or a pact with a sleeping wyrm, the Dragonsoul channels elemental magic in harmony with their battle-hardened skill.
<span;>A Dragonsoul walks the line between blade and spell, infusing their strikes with arcane energy, teleporting through the fray in a flash of elemental power, and shaping the battlefield through sheer force of will.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Sorcerer spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Sorcerer spell list.

When you reach Fighter level 10, you learn another Sorcerer cantrip of your choice.

Spell Slots. The Dragonsoul Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Dragonsoul Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Sorcerer spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Dragonsoul Spellcasting table. Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Sorcerer spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Constitution is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Level 3: Draconic Awakening

At 3rd level, you awaken the dormant arcane power in your blood, manifesting the traits of a draconic ancestor. Choose a damage type from the Draconic Ancestry table. This choice affects several features in this subclass.

Additionally, you learn to cast spells using Constitution as your spellcasting ability. You follow the half-caster progression, as shown in the Eldritch Knight spellcasting table.

 

You use the sorcerer's spell list, and your subclass is considered a hybrid of Fighter and Sorcerer. Whenever you gain a level in Fighter, you count as gaining a level in 

Sorcerer for the purpose of:

• Draconic Resistance (see below)

• Sorcery Points

• Metamagic

• Your always-prepared Draconic Spells

 

Level 3: Dragonic Spells

At 3rd level, you gain a set of always-prepared spells based on your draconic affinity. These do not count against your number of known spells.

Level 3: Draconic Resistance

Draconic Resistance
At 3rd level, your body manifests physical signs of your draconic ancestry:
• Your hit point maximum increases by 3, and it increases by 1 whenever you gain another level in this class.
• You grow scales. While you are not wearing armor, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

Level 7: Arcane Pulse

At 7th level, when you use your Second Wind feature, you can also cause a surge of draconic power. 

• Release a wave of energy in a 15-foot cone. Each creature of your choice in the area takes damage equal to your Fighter level (of your draconic ancestry's type), or half as much on a successful Dexterity save (DC = 8 + proficiency + Charisma mod).

• Gain temporary hit points equal to your Fighter level + your Charisma modifier.

Level 10: Draconic Imbuement Improvement

At 10th level, your elemental energy grows stronger. Whenever you use your Arcane Fangs Metamagic or a similar feature that imbues a weapon strike with spell damage, the bonus damage increases:

• 1d6 at 3rd level

• 2d6 at 10th level

• 3d6 at 15th level

• 4d6 at 18th level

This damage uses your draconic ancestry’s damage type.

Level 18: Draconic Apex

At 18th level, your draconic blood burns with power. You gain the following benefits:

• When you roll initiative and have no sorcery points remaining, regain 2.

• Once per long rest, when you drop to 0 hit points, you can drop to 1 hit point instead and release a burst of energy. Each creature within 10 feet takes damage equal to your Fighter level + Charisma modifier (Dex save for half).

• Your Draconic Imbuement now deals 4d6 damage.

 

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