Base Class: Fighter
Some have the blood of the dragons flowing in their veins and harness it, displaying feats of magic beyond comprehension. Others do too, but are no spell-casters. Some myths tell of mighty warriors bathing in dragon blood, dragon slayers of yore, of people who danced with drakes and wyverns, or of orphaned children and lone wanderers who found kin upon a fateful meeting with these creatures of legend.
This archetype focuses on the ability to harness the power of your draconic bloodline while remaining a fighter in the true meaning of the term, allowing you to display martial prowess imbued by such power rather than through the casting of spells and such. This art, despite being rare, proves to be more than efficient as it allies weapon and magic wielding. Your strikes may be imbued and enhanced, and many sets of movements come to complement your innate abilities. Still, however destructive, your ranged potential quickly finds itself lacking in diversity.
Should you walk upon this path, this where your legend begins too, one of a fighter, but one harnessing the dragons' power. For this is what you are, a Dragon's Heir.
Modified version for personal use. Full credit to Adaerin for the original version.
Heritage
At 3rd level, you must choose your ancestor. Your power comes from a dragon in particular and their element is the one displayed through your surge as well;
- Brass, Red, and Gold dragons: Fire
- Blue and Bronze dragons: Electricity (Lightning)
- Black and Copper dragons: Acid
- Green dragon: Poison
- White and Silver dragons: Ice (Cold)
Draconic Charges
Starting at 3rd level, you possess a certain number of draconic charges, these charges allow you to display the might of you ancestor.
You start with charges equal to your Charisma modifier draconic charges at 3rd level, and you use those whenever you use dragon skills. You regain them all when you finish a short or long rest.
You gain another 2 charges at 7th level, and 3 more at 15th level to a total of 5 charges + your Charisma modifier.
Channeled Surge
At 3rd level, you can choose to expend one of your draconic charges to add the corresponding dice to the damage of your melee attack when you take the attack action.
Your damage die is 1d4 at level 3, but increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 15. Their damage is of your ancestor's element. The effect remains until two attacks land, and the damage is rerolled for each attack made.
Draconic Bolt
At 3rd level, as an action, you can spend 2 draconic charge to release a burst of elemental magic that you are bound to.
You release a 30 ft. x 5 ft. line of elemental magic as if throwing a javelin. All creatures in that line make a Dexterity saving throw. On a failed save, creatures in the line take 3d6 elemental damage plus your Charisma modifier or half as much on a successful one.
The damage die of your Draconic Bolt is 3d6 and its range is 30 feet at 3rd level, but increases to 3d8 and 60 feet at 10th level, and 3d10 and 90 feet at 15th level.
Ancient's Fury
Beginning at 7th level and as an action, you can perform several sets of brutal and devastating techniques powered by the might of your ancestor. You learn 3 of these techniques(see list) at 7th level, gain another one at 10th level and one more at 15th level.
The DC save for those techniques is 8 + your proficiency modifier + your Strength or Dexterity modifier.
- Helm Splitter: When you hit a creature with a melee weapon attack, you can expend two draconic charges to make your attack a gruesome blunted attack aimed at your opponent's head. You deal bludgeoning weapon damage and your target must make a Constitution saving throw. On a failure they suffer the Poisoned status condition for 1 minute, they receive healing, or they perform no actions or reactions until the end of their turn in order to re-orient themselves (effectively suffering the Incapacitated condition for one turn). This has no effect on Undead.
- Rending Claw: When you hit a creature with a melee weapon attack, you can expend three draconic charges to direct your attack's force solely to their armor or other protective features. Your attack does no damage but instead shreds their protections, reducing their AC by -1.
- Dragon's Scales: When you end your turn without moving, you may spend one draconic charge to brace yourself against all potential threats. You gain a flat damage reduction equal to half your Fighter level rounded down (maximum -10) that applies to all damage taken until the beginning of your next turn. This effect does not stack with other sources of flat damage reduction.
- Airbuster: You may spend up to four draconic charges to leap up to 10 x (number of charges spent) feet straight upwards into the air and make a melee weapon attack against a creature within reach. If this attack hits a Large or smaller creature, they either fall from the sky (if flying) or are knocked from their space into your own (if standing above, i.e. on a castle wall), and fall down with you. The target creature takes falling damage as normal, but you do not if your attack connected, as you use their body to absorb the shock; if you failed to hit, you take the falling damage as normal. If this attack was performed on a creature with a fly speed, they are unable to fly for 1d4 rounds beginning with the end of your own turn.
- Tail Rebuke: When you are struck by a Medium or smaller creature's melee attack and they are within your reach, you may spend your reaction and two draconic charges to manifest a tail comprised of your ancestor's element and retaliate with a brutal tail sweep. The creature must make a Dexterity saving throw; on a failure, you take no damage from their attack and they are knocked prone.
- Greedy Jaws: When you hit a creature no more than one size category larger than you with a weapon attack, you can spend up to three draconic charges and an attack to grow a vicious draconic muzzle and clamp your jaws into your target. Make a grapple check at normal. On a successful check, you grapple your target and deal damage of your ancestor's element equal to 1d8 * the number of draconic charges spent.
- Dread Wings: You may spend three draconic charges to manifest great wings comprised of your ancestor's element and beat them, producing a powerful wave of mana. Each creature within 10 ft. of you must make a Dexterity saving throw or take 1d6+CHA damage of your ancestor's element and be knocked prone. You can then move up to half your movement speed. This damage scales to 2d6+CHA at 10th level, and 3d6+CHA at 15th level.
- Hoarding Flame: When you are struck by a creature's attack, you may spend your reaction and two draconic charges to envelop your body with the power of your ancestor, protecting you as viciously as a dragon guards their hoard. Until the start of your next turn you gain flat damage reduction equal to your proficiency bonus and any time you are hit by an attack from within 60 ft. of you, your powerful aura retaliates with a tendril of your ancestor's element, dealing corresponding damage equal to your CHA modifier. At the start of each of your turns you may spend two more draconic charges to maintain this effect, but if you do so you are unable to perform another Ancient Fury technique until this effect is allowed to fade.
Cloud Piercer
At 10th level, as an action, you can choose to spend 3 draconic charges to perform a powerful attack. It allows you to rush at great speed 20ft. up to your target and lift it upwards, impaled by a lance-like weapon made of your favored element, releasing it through the said target and dealing 3d10 on top of the weapon's damage.
You can expend more draconic charges to deal additional d10s up to a maximum of 6d10 damage (3 extra charges).
At 14th level, Dragon Lance's base damage increases to 4d10, and to 5d10 at 16th level.
You can use this feature only once per long rest.
As Fierce as Dragons
Upon reaching 10th level, you gain the ability to draw strength from your heritage itself. As a reaction upon falling to 2 draconic charges or lower, you can choose to regain half of your maximum charges rounded down.
Once you use this feature, you cannot use it again until you finish a long rest.
Rightful Heir
Starting at 15th level, your melee attacks are now naturally imbued with your power, each of them score their respective damage +1d4 of your favored element.
Additionally, when engaged in the fray of combat, you roll a d20 at the beginning of each of your turn against a DC15 minus your Charisma modifier. Upon success, you regain 1 draconic charge.
You can also use the Cloud Piercer ability twice per long rest.
Dragon's Fury
At 18th level, every time you suffer an attack, you roll a d20. On an 15 or more, you regain one draconic charge and do so up to a limit of half your charisma modifier (minimum of 1, rounded down).
The As Fierce as the Dragons feature now procs at 3 charges or less as well.
Additionally, you can choose as an action to expend 8 of your draconic charges to conjure a pillar of your favored element centered on an enemy. Its damage is equal to 8d10+ your Charisma modifier. Creatures within 15ft. of the target must succeed a Dexterity saving throw and take half damage on failure. You can expend additional draconic charges to add extra d10s up to a maximum of 12d10 (or 4 extra charges).
You can use this ability only once per long-rest.
Previous Versions
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