Fighter
Base Class: Fighter

The Dragonborn Paragons, sometimes called the Canary Knights, are followers of Bahamut on a pilgrimage to become the greatest warriors of the Dragonborn race. While on this path, they often embellish their armor and their weaponry with icons of up to seven golden canaries to represent their current place on that path. 

Restriction: Dragonborn Only
Only Dragonborn can choose the Dragonborn Paragon Archetype. Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of the Dragonborn Paragons, but it might not apply to your DM’s setting. However, most features adapt the Breath Weapon racial trait. If your character has no Breath Weapon, you won’t be able to fully benefit from this Archetype’s features.

Breath Weapon Mastery

When you choose this archetype at 3rd level, you learn various ways to alter your Breath Weapon. When you use your Breath Weapon, you may use one of the following options:
Empowered Breath
When you roll damage for your breath weapon, you may reroll a number of the damage dice up to your Constitition modifier (minimum of one). You must use the new rolls.
Forceful Breath
When a creature fails their saving throw for your breath weapon, they also fall prone
Hurl Breath
You can hurl your breath weapon into a projectile-like orb. You may target a creature or a hard surface within 30 feet. Each creature within 5 feet of the target must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
Shape Breath
Whenever you use your breath weapon, you may choose to shape it to either a 5 by 30 ft line or a 15 ft cone.
Whirlwind Breath
Your breath weapon’s range becomes a 5 ft sphere centered around you. You are not affected by your breath weapon. You may choose not to target creatures that are within range.

Bahamut's Grace

Starting 3rd level, when a creature you can see attacks you, you can use your reaction to increase your AC by your Charisma modifier (minimum of 1) until the start of your next turn. Alternatively, you may use your reaction to increase a single saving throw by your Charisma modifier (minimum of 1)

Additionally, you gain advantage on Charisma (Deception) and Charisma(Persuasion) checks when dealing with Good dragons.

Protector's Strike

Starting at 3rd level, whenever a creature makes an attack against a target other than you within 30 feet of you, you can use your reaction to move up to your speed and make a melee weapon attack against the attacking creature.

Breath and Blade

Starting at 7th level, whenever you use your breath weapon, you may immediately make a melee weapon attack.

Eternal Breath

From 10th level onwards, when you roll initiative and have expended your Breath weapon, you regain the use of your breath weapon. Additionally you may choose to add your Charisma modifier to the DC for any number of targets of your breath weapon.

Dragon Wings

At 15th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Sacred Shield

From 18th level onward, whenever you use your Second Wind, you may choose a number of creatures up to your Charisma modifier. They gain temporary hit points equal to the hit points you regained. They also gain resistance to the same damage type you gain from your draconic ancestry. Both the temporary hit points and the resistance last 1 minute.

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