Base Class: Fighter
A soldier dedicated to a dragon, Dragon Knights are gifted with draconic features and abilities to aid in their service to their dragon.
Magic Resistant Scales
3rd-level Dragon Knight feature
Starting at 3rd level, draconic scales form over parts of your skin. You can add your constitution modifier to saving throws made to avoid spells and other magical effects.
Elemental Blessing
3rd-level Dragon Knight feature
Starting at 3rd level, you gain resistance to a damage type, based on your dragon's type.
Whenever you are hit with an attack or fail a saving throw to avoid an attack that deals that damage type, your attacks become empowered, dealing an additional 1d4 damage of the triggering type until the end of your next turn.
Acid - Copper, Black
You have resistance to acid damage and your empowered attacks deal acid damage.
Cold - Silver, White
You have resistance to cold damage and your empowered attacks deal cold damage.
Fire - Brass, Gold, Red
You have resistance to fire damage and your empowered attacks deal fire damage.
Force - Amethyst
You have resistance to force damage and your empowered attacks deal force damage.
Lightning - Bronze, Blue
You have resistance to lightning damage and your empowered attacks deal lightning damage.
Necrotic - Topaz
You have resistance to necrotic damage and your empowered attacks deal necrotic damage.
Poison - Green
You have resistance to poison damage and your empowered attacks deal poison damage.
Psychic - Emerald
You have resistance to psychic damage and your empowered attacks deal psychic damage.
Radiant - Crystal
You have resistance to radiant damage and your empowered attacks deal radiant damage.
Thunder - Sapphire
You have resistance to thunder damage and your empowered attacks deal thunder damage.
Agonising Strikes
7th-level Dragon Knight feature
Starting at 7th level, your draconic magic makes it harder for spellcasters to keep concentration on their spells.
Once per turn, when a creature makes a concentration check as a result of a melee attack you made, you can increase the DC of the save by your concentration modifier. You can use this feature a number of times equal to your proficiency bonus per short or long rest.
Your scales begin to cover more of your body and your eyes change colour to match the dragon you are dedicated to.
Draconic Breath
10th-level Dragon Knight feature
Starting at 10th level, you gain a breath weapon dependent on your dragon's type. This breath weapon can be used in place of an attack if you take the attack action this turn. This breath attack can only be used once every two turns and you can only use it a number of times equal to your constitution modifier per short or long rest.
Acid Breath Weapon
Your breath weapon deals acid damage. It deals damage in a 30ft cone and requires all creatures in that area to make a dexterity saving throw. Any creatures who fail this saving throw take 3d8 acid damage and any non-magical armour they are wearing takes a permanent and cumulative -1 to it's AC. Any armour that is damaged to give an AC lower than 10 is permanently broken beyond repair. Any creatures who succeed their saving throw take half the initial damage and don't take damage to their armour. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Cold Breath Weapon
Your breath weapon deals cold damage. It deals damage in a 30ft cone and requires all creatures in that area to make a dexterity saving throw. Any creatures who fail this saving throw take 3d8 cold damage and have their movement speed reduced by 10ft for 1 minute. Any creatures who succeed their saving throw take half the initial damage and don't suffer any extra effects. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Fire Breath Weapon
Your breath weapon deals fire damage. It deals damage in a 30ft cone and requires all creatures in that area to make a dexterity saving throw. Any creatures who fail this saving throw take 4d10 fire damage and are set on fire. Creatures set on fire by this ability take 1d6 fire damage at the start of their turn and must use an action on their turn to put themselves out. Any creatures who succeed their saving throw take half the initial damage and are not set on fire. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Force Breath Weapon
Your breath weapon deals force damage. It deals damage in a 30ft cone and requires all creatures in that area to make a strength saving throw. Any creatures who fail this saving throw take 3d10 force damage and have their movement speed set to 0ft until the end of their next turn. Any creatures who succeed their saving throw take half the initial damage and don't have their speed reduced. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Lightning Breath Weapon
Your breath weapon deals lightning damage. It deals damage in a 60ft line and requires all creatures in that area to make a dexterity saving throw. Any creatures who fail this saving throw take 4d10 lightning damage and can't take reactions until the end of their next turn. Any creatures who succeed their saving throw take half the initial damage and don't suffer any extra effects. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Necrotic Breath Weapon
Your breath weapon deals necrotic damage. It deals damage in a 30ft cone and requires all creatures in that area to make a constitution saving throw. Any creatures who fail this saving throw take 3d8 necrotic damage and they are weakened until the end of their next turn. Weakened creatures have disadvantage on strength checks/saving throws and all strength based attacks deal half damage. Any creatures who succeed their saving throw take half the initial damage and aren't weakened. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Poison Breath Weapon
Your breath weapon deals poison damage. It deals damage in a 30ft cone and requires all creatures in that area to make a constitution saving throw. Any creatures who fail this saving throw take 3d12 poison damage and are poisoned for 1 minute. Any creatures poisoned by this ability can make a constitution saving throw at the end of each of their turns to stop being poisoned. Any creatures who succeed their saving throw take half the initial damage and aren't poisoned. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Psychic Breath Weapon
Your breath weapon deals psychic damage. It deals damage in a 30ft cone and requires all creatures in that area to make a intelligence saving throw. Any creatures who fail this saving throw take 3d8 psychic damage and all their attacks and ability checks are reduced by 1d6 until the end of their next turn. Any creatures who succeed their saving throw take half the initial damage and suffer no other effects. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Radiant Breath Weapon
Your breath weapon deals radiant damage. It deals damage in a 30ft cone and requires all creatures in that area to make a constitution saving throw. Any creatures who fail this saving throw take 3d10 radiant damage and you heal for half the damage dealt. Any creatures who succeed their saving throw take half the initial damage and don't heal you. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Thunder Breath Weapon
Your breath weapon deals thunder damage. It deals damage in a 30ft cone and requires all creatures in that area to make a constitution saving throw. Any creatures who fail this saving throw take 3d8 thunder damage and they are incapacitated until the end of their next turn. Any creatures who succeed their saving throw take half the initial damage and aren't incapacitated. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier.
Draconic Transformation
15th-level Dragon Knight feature
At 15th level, your dedication to to your dragon has further altered you physically as you grow wings and a tail, matching those of your dragon's type. The resistance you gained from the Elemental Blessing feature turns into an immunity as the scales cover more of your body.
You gain a flying speed equal to your walking speed plus 20. In addition, your new tail is able to aid you in performing athletic feats and fighting in combat. You gain advantage on athletic checks and gain the Tail Strike, Tail Sweep, Tail Coil and Tail Kickoff abilities. For abilities that require a saving throw, the DC is equal to 8 + your proficiency bonus + your constitution modifier.
Tail Strike - Your tail is a natural melee weapon with 5ft range. It deals 1d10 + your strength modifier magical bludgeoning damage and you are proficient with this weapon.
Tail Sweep (bonus action) - You can sweep your tail around you to try and knock over anyone that gets too close. Every creature within 5ft of you must make a dexterity saving throw or take 1d8 + your strength modifier magical bludgeoning damage and get knocked prone. This damage can benefit from the Elemental Blessing feature.
Tail Coil (bonus action) - You can attempt to coil your tail around a medium or smaller creature within melee range. Make a Tail Strike against a creature within range. On a hit they don't take the normal damage and are instead restrained. The creature can attempt to make a contested athletics check as an action on their turn to escape. If you have the Elemental Blessing feature active when you use this bonus action, the creature takes the bonus damage from that feature at the start of each of their turns as long as they are restrained by this ability. If you have a creature restrained by this ability, you can't use any other abilities granted by this feature, but can drag the restrained creature when you move as part of your movement.
Tail Kickoff (bonus action) - You use your tail to make a jump of extraordinarily long distance. Make an athletics check. You immediately jump up to that many feet in any direction. This doesn't count against your movement for this turn. If you have the Elemental Blessing feature active when you use this ability, every creature within 10ft of where you land must make a strength saving throw or take damage equal to double the bonus damage from the Elemental Blessing feature.
Acid Immunity
Your acid resistance turns into an acid immunity.
Cold Immunity
Your cold resistance turns into a cold immunity.
Fire Immunity
Your fire resistance turns into a fire immunity.
Force Immunity
Your force resistance turns into a force immunity.
Lightning Immunity
Your lightning resistance turns into a lightning immunity.
Necrotic Immunity
Your necrotic resistance turns into a necrotic immunity.
Poison Immunity
Your poison resistance turns into a poison immunity.
Psychic Immunity
Your psychic resistance turns into a psychic immunity.
Radiant Immunity
Your radiant resistance turns into a radiant immunity.
Thunder Immunity
Your thunder resistance turns into a thunder immunity.
Draconic Awakening
18th-level Dragon Knight feature
Starting at 18th level, your abilities from your dragon become fully awakened. You gain an aura of fear and when you use the attack action on your turn, you can empower your first attack with a flying charge, as long as you have one hand free. You can use this flying charge attack a number of times equal to your constitution modifier per short rest.
Aura of Fear - Each creature of your choice within 60ft of you must make a wisdom saving throw (DC 8 + your proficiency bonus + your constitution modifier) or become frightened of you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds on a saving throw against this ability, or the effect expires, the creature is immune to this ability for the next 24 hours.
Flying Charge - You move up to half your flying speed towards a medium or smaller creature. If you are within 5ft of the creature at the end of this movement you attempt to grapple them (strength or dexterity saving throw, DC 8 + your proficiency bonus + your strength modifier). If you successfully grapple them, they are dragged along the floor, taking 2d10 bludgeoning damage and an additional 2d10 damage of the type linked to your dragon as you move up to half your flying speed again before throwing the creature up to 10ft in any direction. If they collide with a wall or similarly strong object, they take another 2d10 bludgeoning damage and the wall/object takes the maximum damage from the impact. The movement from this attack counts against your movement for this turn and can't benefit from the Elemental Blessing feature.
Previous Versions
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4/6/2026 1:10:34 AM
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7/30/2026 4:30:28 PM
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