Fighter
Base Class: Fighter

Dragon Knights are fighters, who were trained in the ways of fighting by a dragon. few have the chance to be trained in swordsmanship by a dragon, making them very rare. Dragon knights are feared on the battle field, for their ability to cast spells and wield weapons and there powerful dragon-given abilities.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Dragon Knight Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation spells on the sorcerer spell list.

The Spells Known column of the Dragon Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through finding favor with a dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Dragon Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Draconic Weapon

 At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, it becomes sentient. while sentient, it can speak draconic, and has telepathy to you if you are holding it. it acts as the dragon who taught you would, and knows as much as you do, along with some basic dragon information, that basically all dragon would know, such as who rules the dragons (assuming most dragons know who rules them). being sentient does not grant in any ability to move on its own, or anything other than the ability to communicate.

You can have only 1 bonded weapon at a time. If you attempt to bond with another weapon, you break the bond with the old weapon.

Elemental Affinity

beginning at level 7, when you deal damage with a spell, you may change the damage type to the damage type associated with the dragon who taught you, as shown on the table below. 

Draconic Instructor
Dragon Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

additionally, you gain resistance to the type of damage associated with your draconic instructor.

Black

you have resistance to acid damage, and may switch the damage of your spells to acid.

Blue

you have resistance to lightning damage, and may switch the damage of your spells to lightning. 

Brass

you have resistance to fire damage and may switch the damage of spells to fire damage.

Bronze

you have resistance to lightning damage, and may switch the damage of your spells to lightning. 

Copper

you have resistance to acid damage, and may switch the damage of your spells to acid.

Gold

you have resistance to fire damage and may switch the damage of spells to fire damage.

Green

you have resistance to poison damage, and may switch the damage of your spells to poison. 

Red

you have resistance to fire damage and may switch the damage of spells to fire damage.

Silver

you have resistance to cold damage, and may switch the damage of spells to cold damage.

White

you have resistance to cold damage, and may switch the damage of spells to cold damage.

Elemental Strikes

when you reach 10th level in this class, you learn to imbue you strikes with elemental power. when you deal damage with a weapon, you may deal an additional 1d4 damage of the type associated with the dragon who taught you.

Draconic Flight

at level 15, strong, draconic, wings sprout from you back. you gain a flying speed of 45 feet. while you are wearing heavy armor, this is reduced to 35 feet.

Dragon Fear

starting at 18th level, you learn how, like dragons, to inspire fear in the hears of your enemies. as a bonus action, you may use this feature, and choose any number of creatures who can see you. those creatures must make a wisdom saving throw against your spell save DC, or be frightened for a minute. the affected creatures can repeat the save on each of their turns, ending the effect on a success.you can use this feature twice, regaining the spent use after a long rest. additionally, you gain proficiency in the intimidation skill, if you did not already have proficiency in it. 

Previous Versions

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