Fighter
Base Class: Fighter

If you have ever just stared up, watching a dragon wing over top of you, and envied the power that is contained in that race, then the dragon shaman is the right course for you. The dragon is the mortal race that are most often called gods, for their longevity, as well as the true force that is behind a dragon's will. While many dragon shamans take this route because they actually revere either one of the draconic gods or dragons themselves and wish to have more of the power possessed by their gods, some merely covet the monstrous power contained in the scaly form of a wyrm. To them, the shadow of a dragon flying overhead is not source for terror, but rather a symbol that means that they are in the presence of the divine. 

 

Dragon Colour

Proficiencies

Energy Type

Supernatural abilities

Breath Weapon

Black

Stealth, Intimidation

Acid

Water Breathing

30 ft line

Blue

Arcana, Deception

Lightning

Ventriloquism as spell at will

30 ft line

Green

Deception, Insight

Poison

Entangle as spell at will, centred on you and you and allies ignore it

15 ft cone

Red

Deception, Investigation

Fire

Treasure Seeker- You get advantage on Investigation and Perception checks made to find and identify treasure

15 ft cone

White

Stealth, Athletics

Cold

Icewalker- You do not consider ice to be difficult terrain, and automatically succeed on acrobatics checks to avoid falling prone

15 ft cone

Brass

Persuasion, History  

Fire

Endure Elements as spell at will

30 ft line

Bronze

Insight, Survival

Lightning

Water Breathing

30 ft line

Copper

Deception, Performance

Acid

Spider Climb as spell at will

30 ft line

Gold

Insight, Persuasion

Fire

Can exchange fire as breath weapon for weakening breath once per long rest- Str saving throw, on fail, disadvantage on all strength bases rolls for 1 min

15 ft cone

Silver

Arcana, History

Cold

Feather Fall as spell at will

15 ft cone

Bonus Language

You know draconic if you do not already know it. 

Proficiencies

You gain proficiency in Wisdom and Charisma saving throws. 

Draconic Aura

You channel the power of your draconic totem that grants you and your allies a special benefit.

Projecting an aura is a bonus action, and you can only project one aura at a time. This aura lasts until you dismiss it as a free action, or create a new aura. An aura is a continuous effect, therefore, you can create one before an encounter starts, before your turn. A draconic aura is not a concentration ability, so you can take other actions while maintaining an aura.

Unless otherwise notes, an aura affects you and all of your allies within 30 ft of you that do not have total cover with respect to you. This range increases to 60 ft at 15 level. The aura is dismissed if you fall unconscious or die, but not if you are otherwise incapacitated.

Your aura bonus is equal to your proficiency bonus. When you take this martial archetype, you learn three of the following auras. You learn an additional aura at 7, 10, 15, and 18 level. Each time you learn an aura, you may choose any of the below options.

Energy Shield

A creature that attacks you or an ally with a melee weapon takes 2 points of energy damage per point of aura bonus. The energy type is the same as your dragon totem.

Power

Bonus on melee damage equal to your aura bonus.

Presense

Bonus on Deception, Intimidation, and Persuasion checks equal to your aura bonus.

Resistance

Resistance to your totem dragon’s energy type.

Senses

Bonus on Perception, Investigation, and Initiative checks equal to your aura bonus.

Toughness

Damage Reduction 1/magic per point of your aura bonus.

Vigour

You and your allies may spend an action to roll a hit dice and regain that much hit points plus your aura. You have a number of uses equal to your aura bonus. Each time you or an ally uses this ability, it expends a use. You regain expended uses when you finish a short rest. You may only activate this ability when under half your hit point maximum.

Breath Weapon

At 3 level, you gain a breath weapon of the same energy type as your totem dragon. The type and area of effect are detailed in the totem dragon table. All breath weapons deal 2d6 points of energy damage, the same type as your totem dragon’s, half damage on a successful Dexterity saving throw (DC is equal to 8 + your proficiency bonus + your Constitution modifier). After you use this weapon, you cannot use it again until you take a short or long rest. At 7, 10, 15, and 18 level, you gain another use of the breath weapon and another d6 damage, until you have 5 uses and deal 7d6 damage. If you already have a breath weapon from some other source, such as if you are a dragon born, the number of time you can use the weapon per rest stack. You can choose during that rest to use your totem dragon’s energy type or your own.

Draconic Adaptation

You can change your abilities to specialize in certain areas. At 7  level, you get the ability to either gain proficiency in a set of skills and saving throws or certain abilities relating to your chosen totem dragon, described in the totem dragon table. You can change whether to gain proficiencies or abilities, which include resistance to the dragon’s energy type,  at the end of each long rest. For example, the Silver Dragon Shaman Arya focuses on her proficiencies (Wisdom, Charisma, Arcana, and History). After taking a long rest, she decides that the abilities would be more useful (Feather Fall at will, resistance to cold).

Draconic Resolve

At 7 level, you become immune to dragon’s frightful presence ability, as well as magical paralysis and sleep effects.

Touch of Vitality

At 10 level, you gain the ability to heal living creatures (yourself or others) by touch alone. You can heal a number of hit points equal to your Constitution modifier + your proficiency bonus, times your Charisma modifier. This ability takes one action to use. At 18 level, the number of hit points you can heal increases by your fighter level. This ability has no effect on constructs or undead.

Draconic Resilience

At 15 level, you gain one of the following features:

                Energy Immunity- You become immune to the energy type of your totem dragon.

                Natural Armour- Your skin thickens and develops faint scales, increasing your AC. Your AC increases by half your proficiency bonus (rounded down).

Draconic Wings

At 18 level, you sprout leathery wings that resemble the wings of your totem dragon. You gain a flight speed of 60 ft (good manoeuvrability). If you already have wings, you choose whether these replace your own.

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