Base Class: Fighter
You are a dragon in the most purest form of body and spirit. You have become the epitome of Dragonkin. Other dragons should strive to emulate you, or bow before you.
Intimidating Roar
Beginning at 3rd level, you can use your action to let out an ancient and primordial roar to frighten someone with your menacing presence. When you do so, each creature in a 20 foot cone that can see or hear you, must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Additionally, you can't be frightened while you are conscious.
Deadly Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Additionally, when you score a critical hit, you can roll one additional weapon damage die, and add it to the total of the roll. This damage is the same damage type granted by your Draconic Essence racial feature.
Lethal Claws
At 7th level, your claws grow even more deadly. You gain a +1 bonus to attack rolls and damage rolls with your unarmed strikes. Additionally, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The bonus to attack and damage rolls increases to +2 at 12th level, and +3 at 18th level. (have to manually add +1, 2, or 3 damage to attack)
Shielding Nimbus
Starting at 10th level, your scales become saturated with your primordial ancestry. As a bonus action, you can cover your body in a semi incorporeal energy. You gain temporary hit points equal to 3 x your fighter level that last for 1 hour. If a creature hits you with a melee attack, that creature takes damage equal to the number of temporary hit points lost from the attack. The damage type is based on your Draconic Essence racial trait.
You can use this feature twice, and regain all expended uses when you finish a long rest.
Reflecting Nimbus
At 15th level, your Shielding Nimbus bolsters your defense further, and adds a level of offense. While your Shielding Nimbus feature is active, when a creature you can see hits you with a ranged spell attack, you can use your reaction to cause the attack to reflect off of your nimbus, causing you to take no damage from the spell. When you use your reaction to reflect the spell attack in this way, make a ranged spell attack, using the casting creatures spellcasting modifier, in an attempt to reflect the attack back at the caster. On a hit, the casting creature suffers all of the effects of the spell, as if hit by the spell themselves.
Primeval Aura
At 18th level, you unlock the ancient blood that courses through your body. As an action you can emit an aura of primordial magic. This aura extends in a 30-foot radius around you, and lasts for 1 minute, until you dismiss it as an action, drop to 0 hit points, or die outright. When you use your action to emit this aura, choose one of the aura effects below.
Creation. You harness the power of creation your ancestors used to birth the universe. When you choose to emit this aura, choose number of creatures that you can see, equal to your Constitution modifier. Once per round, whenever one of the chosen creatures enters the auras 30-foot radius for the first time in a round or starts its turn there, that creature regains 2d8 hit points. Additionally, each of the chosen creatures has advantage on all saving throws while within the aura.
Destruction. You harness the raw destructive energy of your ancestors. When you choose to emit this aura, you can choose a number of creatures that you can see, equal to your Constitution modifier that are immune to the damage from this aura. Once per round, each creature that enters the auras 30-foot radius for the first time in a round or starts its turn there automatically takes your choice of 2d8 acid, cold, fire, lightning, poison, or thunder damage. Additionally, each creature that is damaged by this aura gains disadvantage on their next saving throw.
Once you use this feature, you can’t use it again until you finish a long rest