Base Class: Fighter
Gold Dragon Knights are fighters who have been physically changed by ingesting the ritually prepared blood of Gold Dragons. Gold Dragons rarley allow others to use their blood for these rituals believing that most aren't worthy. Those that do receive this blessing are those dedicated to fighting evil and protecting others. The ritual can also use the blood of previous Gold Dragon Knights. This has led to the creations of some organizations of families that pass the power on.
Gold Dragon Knights often live by the following tenants:
1. To live a virtuous life one must actively hunt and destroy evil beings.
2. One needs wisdom to understand evil and all its many forms.
3. The power of a gold dragon is an honor and not all should know of its power nor should it be flaunted.
Draconic Mind
Starting at 3rd level the dragon blood begins to change your mind. You can read, write, and speak draconic. You also gain proficiency in either insight or the survival skill.
Insight
You gain proficiency in the insight skill.
Survival
You gain proficiency in the survival skill.
Form of the Dragon
Starting at 3rd level, you manifest the power of the Gold Dragon. As a bonus action you transform for 1 minute. While transformed you gain temporary hit points equal to 1d6 + your fighter level. This ability can be used a number of times equal to your constitution modifier (minimum of once) per long rest.
When using Form of the Dragon your appearance changes to better resemble a gold dragon. For example, this change in appearance could be the growth of temporary scales, horns, or glowing gold skin.
Draconic Smite
Starting at 3rd level, your Form of the Dragon empowers your attacks. While transformed by Form of the Dragon the first creature you hit with a weapon attack or unarmed strike takes additional fire damage equal to 1d6 + half your fighter level rounded down. At level 7 you can change this damage to radiant. After level 7 you can change the damage type every time you gain a level.
Fire
The extra damage you deal with Draconic Smite is fire.
Radiant
The extra damage you deal with Draconic Smite is radiant.
Gold Dragon Breath
Starting at 7th level, you can unleash a breath attack similiar to that of a Gold Dragon. As an action you unleash a breath of fire in a 30 ft. cone. Creatures in the cone must make dexterity saving throw equal to your 8 + your PB + constiution modifier. On a failed save creatures take 2d8 fire damage and 2d8 radiant damage or half on a successful save. You can perform this ability once per long rest.
This ability can be used twice per long rest starting at level 10.
This damage increases to 4d8 fire and 4d8 radiant damage at level 15.
Draconic Body
Starting at 7th level, the dragon's blood has further changed your body. You gain an additional 10 ft of blindsight. Your walking speed increases to 35 ft. if it is not already. You also gain a swim or climbing speed equal to 35 ft.
Climbing
You gain a climbing speed of 35 ft.
Swimming
You gain a swim speed of 35 ft.
Aspect of the Dragon
Starting at 10th level, your Form of the Dragon manifests even greater power. When you transform using the Form of the Dragon you manifest magical Gold Dragon wings. For the duration of the Form of the Dragon you gain a fly speed of 35 ft. and advantage on strength saving throws and ability checks.
Heart of the Dragon
Starting at level 15, Your body has reached its full draconic form. It protects your mind and body as you hunt and vanquish evil. You gain resistance to fire or radiant damage. When transformed by Form of the Dragon you gain advantage on rolls to prevent being charmed, frightened, and stunned.
Fire
You gain resistance to fire damage.
Radiant
You gain resistance to radiant damage.
Purifying Chains
Starting at level 18, you draw upon the full extent of the dragon's blood and summon flaming chains to capture your target. As an Action you summon flaming chains on a target within 45 ft. of you. The target's size can be no larger than huge. The target takes 3d6 fire and 3d6 radiant damge. The target must also make a strength saving throw equal to 8 + your PB + your constitution modifier. On a failed save the creature is considered restrained. The target takes an additional 3d6 fire and 3d6 radiant damage on the start of every turn they are still restrained. The creature can repeat the save at the end of their turn. If an evil aligned creature fails the save by 5 or more their alignment changes from evil to neutral for one year. This does not effect creatures who are immune to charm affects. This ability can be used once per long rest.
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