Base Class: Fighter
Draconic Zealots spend years studying dragons; their habits, patterns, and their elemental magic. By studying these powers, they are able to weave the same kind of elemental magic into their weapons.
Dragons Breath
Upon taking this subclass at third level you can unleash an elemental torrent of dragon's breath through your weapon based on a dragon of your choosing. You spend a dragon charge, and in exchange for a normal weapon attack, you send out a 15 foot cone from your weapon that deals 4d6 elemental damage + your weapon's damage modifier to any creature that fails a dexterity saving throw, taking half damage on a success. Additionally your weapon attacks deal an extra 1d4 of that elemental damage until the end of your next turn
The DC for this is 8 + Proficiency Bonus + your Strength of Dexterity modifier.
You decide what draconic element infuses your weapon after every long rest.
Additional Proficiency
Upon taking this subclass at third level you learn the Draconic Language
Dragon Charges
Upon taking this subclass at third level you gain a number of Dragon Charges equal to your proficiency bonus, they refresh on a long rest. These can be used for Dragon's Cunning or Dragon's Breath
Dragon's Versatility
At level seven, through the study of a dragons personality, the draconic zealot can inmate a dragon's mental ability. As an action you can use a Dragon Charge to gain advantage on wisdom, intelligence, or charisma checks for one hour.
Additionally, instead of dealing your weapon's usual damage, you can replace it with the type of damage associated with the dragon you picked for the day.
Dragon's Flight
At level seven you can weave spectral dragon wings around your body to give yourself the ability to fly. As a bonus action you can spend a use of second wind to give yourself a 60ft fly speed for 1 minute.
Improved Dragon's Breath
At level ten the dragon's breath attack now expands to a 30 foot cone and increases to 8d6 + your weapon modifier elemental damage. Your weapon now deals 1d6 extra elemental damage until the end of your next turn. Additionally, creatures that fail the saving throw suffer an additional effect based on the element you choose.
Fire: Inflicts one turn of heat metal on a piece metal the creature is wearing
Cold: Knocks the creature prone
Poison: Inflicts the poisoned condition until the end of the creature's next turn
Lightning: Pushes the creature back 15 feet
Acid: Reduces the creature's AC by 5 until the end of the creature's next turn
Fury of the Elements
At level fifteen once per long rest use a bonus action to imbue your weapon with extra elemental damage for one minute. All weapon attacks deal an additional 1d10 elemental damage and any enemy within 15 feet of the target also take this damage.
Speedy Recovery
At level eighteen you can regain a number of dragon charges equal to half your proficiency bonus every short rest and after using the dragons breath feature you do not provoke attacks of opportunity.
Additionally Fury of the Elements refreshes on a short rest
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