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Dragonslayer


Hit Points

Hit Dice: d10 per Dragonslayer level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Slayer level after 1st

Proficiences

Armor: Natural Armor
Weapons: Simple Melee Weapons, Short and Long Swords
Tools: One artisan's tool or musical instrument
Saving Throws: Strength, Wisdom
Skills: Choose two from: Athletics, Intimidation, Nature, Perception, Persuasion, and Survival

Overview & Creation

Dragon slayers are a unique type of people. They are taught by dragons on how to use magic when they are young. They become a master of whatever element they are taught. They can produce and control their element from any part of their body, which can be used both in melee or as a ranged form of offense. The generated element can be manipulated in a wide variety of ways, but their “type” is fixed. However, they can be given a material manifestation. Due to their draconian mentors, they possess keener senses such as sight, hearing, and smell. They also have some defining physical characteristics such as reptilian pupils, sharper canines, or dragon scales in various places.


Class Features

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn, at 11th level you can attack 3 times, instead of once, whenever you take the attack, at 17th level you can attack 4 times instead of once, whenever you take the attack action on your turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Infused Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance to nonmagical attacks and damage.

Draconic Parent

As dragon blood flows through your body, it causes physical traits of your dragon parent to emerge, part of your skin is covered by a thin sheen of dragon-like scales. At 1st level, you choose one type of element that was of your dragon parent. The damage type associated with each dragon is used by features you gain later. Choose from one of the following elements/damage types:
  • Wind: 15 ft. cone (Dex. save)
  • Acid: 5 by 30 ft. line (Dex. save)
  • Cold: 15 ft. cone (Dex. save)
  • Fire: 15 ft. cone (Dex. save)
  • Lightning : 5 by 30 ft. line (Dex. save)
  • Poison: 15 ft. cone (Dex. save)
  • Radiant: 15 ft. come (Dex. save)
  • Necrotic: 5 by 30 ft. line (Dex. save)
You are also immune to the chosen element. Another benefit to being raised by dragons is learning their language. You can read, write, and speak draconic and celestial.

Draconic Resilience

When you aren't wearing armor or wielding a shield, your AC equals 10 + (Dexterity or Strength) modifier + (Wisdom or Constitution) modifier. In addition, you treat yourself as one size larger when it comes to carrying capacity.

Dragon's Roar

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature within a 30ft cone must make a Dexterity saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The amount of the damage increases as you gain levels in this class, as shown in the Breath Attack column of the Dragon Slayer table.
You may use this feature a number of times equal to your proficiency bonus + Wisdom, and you regain all uses of this feature after you finish a long rest.

Dragon’s Claw

As an action, you wrap your hand in your element, dealing 1d6 elemental damage on a successful melee attack. You make two attacks at 5th level, three at 11th level, and four at 17th level.

Draconic Senses

At 2nd level your superior dragon instincts alert you to incoming danger. You gain proficiency in Perception. You also gain a +2 to your Passive Wisdom (Perception). To gain these benefits you can't be blinded, deafened, paralyzed or incapacitated.

Dragon Slaying Potency

You gain benefits at the 3rd, 6th, 10th, and 14th levels to further your ability to slay dragons.
Elemental Mastery Starting at 3rd level, you have immunity to your chosen element, and your chosen elemental damage ignores resistance.
Elemental Mastery and Movement Starting at 6th level, your movement increases by 10 feet, and you gain a swimming speed equal to your walking speed.
Elemental Mastery and Movement Starting at 10th level, your elementals damage treats Immunity as resistance, your speed increases by 20 feet, and you gain a burrowing speed equal to your walking speed.
Complete Mastery and Movement Starting at 14th level, your elements ignores Immunity, your speed increases by 30 feet.

Dragon Martial Arts

At 3rd level, your training in martial arts gives you mastery of combat styles that use lethal, unarmed strikes in combination with magic. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
  • You can roll 1d6 in place of the normal damage of your unarmed strike. Your unarmed attacks are unusually heavy and damaging and are infused with your dragon parent essence.
  • Increase damage to 1d8 at level 9 Increase to 2d6 at level 13 Increase to 2d8 at level 17

Dragon Inhalation

Beginning at 7th level, you can use your reaction to inhale a spell that is within 30ft of you and is the same damage type as your element. When you do, targeted spells deal half damage to the creature or player that is targeted. Every 10 cubic feet of your element that you inhale, you gain temporary hit points equal to 1d6 + your Constitution modifier. To gain temporary hit points the spell must be cast by a hostile creature. In addition, if you inhale your element in a non-magical form, you only get 1d4 temporary hit points instead.

Dragon Slayer Secret Arts

Beginning at 9th level, you have finally mastered a secret technique that was taught to you by your Dragon parent. You learn one 5th or 6th level spell from the wizard spell list that deals the same damage as your element. You may use this spell once a day. At 15th level, you gain one 7th or 8th level spell from the sorcerer or wizard spell list which can be used in the same way.

Second Element

You have learned how to infuse your magic with the element of other dragons. Starting at 13th level, you choose one element to permanently become your second element. All of your attacks deal an extra 1d4 damage of one of the your dragon elements. You also gain immunity to your new dragon element.You then can also do everything that you can with your original element with the new one. You can learn another dragon secret arts of your second element.

Draconic Wisdom

Starting at 17th level, you may add your Wisdom modifier twice to: the damage draconic magic you cast, in roll of Wisdom and in your Passive Wisdom (Perception).

Dragon Force

Starting at 18th level, you have learned to embrace the full magical power of your Dragon parent and enter the Dragon Force for 2d4 rounds. When you enter the Dragon Force, you gain a +5 bonus to your AC. Additionally, you gain advantage on Strength and Wisdom checks and saving throws. Enemies also gain disadvantage on Dexterity saving throw caused by you. When using the Dragon Force, your carrying capacity and jump distance is all doubled. After the transformation is over, you gain one level of exhaustion. You regain use of this feature after you finish a short rest.

Draconic Strength

Starting at 20th level, your Constitution Strength and Wisdom scores increase by 4. Your maximum for those scores is now 24.

Master of Elements

By 20th level, you have practiced enough to the point of having mastered your use of the elements. You have all 1st level spells that deal the same elemental damage as Control Elements prepared. You can cast these spells without expending a spell slot. While in dragon force, you can use a bonus action to make your unarmed strike deal an additional 1d10 damage (Damage as per your parents essence)

Multiclassing

Prerequisites. To qualify for multiclassing into the dragon slayer class, you must meet these prerequisites: Strength of 13 and Wisdom of 13.
Proficiencies. None.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A gift from the dragon that raised and taught you (trinket of choice)
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a belt pouch containing 4d4 x10 gold


Spellcasting

Dragon Slayer Magic

A dragon slayer's lost magic gives them the power of a dragon, and in turn the power to defeat them. As they learn and grow, dragon slayers develop unique characteristics. Wisdom is your spellcasting ability for your wizard spells, as the raw power of draconic magic can only be instilled with proper training. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Dragon Slayer Spell List:   Cantrips Acid Splash, Chill Touch, Control Flames, Create Bonfire, Fire Bolt, Frostbite, Green Flame blade, Produce Flame   Level 1 Burning Hands, Chaos Bolt, Chromatic Orb, Earth Tremor, False Life, Sheild, Sleep, Thunderwave
Level 2 Darkness, Dust Devil, Earthbind, Gust of wind, Enhance ability, Invisiblilty, Pyrotechniques, Scorching ray, Flame Blade
Level 3 Blink, Counter Spell, Daylight, Dispel magic, Enemies Abound, Erupting Earth, Fireball, Lightning bolt, Wall of Water
Level 4 Banishment, Blight, Confusion, Conjure Barlgura, Conjure Shadow Demon, Dimension Door, Dominate Beast, Greater Invisibility, Ice Storm, Wall of Fire
Level 5 Animate Objects, Cloudkill, Cone of Cold, Control Winds, Hold Monster, Immolation, Telekinesis, Teleportation Circle, Wall of Stone   Spell save DC 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier Your proficiency bonus + your Wisdom modifier   Spellcasting Focus You can use your dragon parent's gift as a spellcasting focus for your dragon slayer spells, but this is not required and you yourself may act as a focus.


LevelProf. BonsusFeaturesBreath AttackCantrips KnownSpells Known1st2nd3rd4th5th
1st+2Dragon Slayer Magic, Spellcasting2d62------
2nd+2Dragon Slayer Senses2d6222----
3rd+2Dragon Slayer Potency2d6233----
4th+2Ability Score Improvement, Unarmed Strike increase2d6233----
5th+3Extra Attack2d63442---
6th+3Dragon Slaying Potency feature, Infused Strikes3d63442---
7th+3Draconic Inhalation, Unarmed Strike increase3d63543---
8th+3Ability Score Improvement3d63543---
9th+4Dragon Slayer Secret Arts3d636432--
10th+4Dragon Slaying Potency feature, Unarmed Strike increase3d646432--
11th+4-4d647433--
12th+4Ability Score Improvement4d647433--
13th+5Second Element, Unarmed Strike increase4d6484331-
14th+5Dragon Slaying Potency feature4d6484331-
15th+5Dragon Slayer Secret Arts(2)4d6494332-
16th+5Ability Score Improvement5d6494332-
17th+6Draconic Wisdom, Unarmed Strike increase5d651043331
18th+6Dragon Force5d651043331
19th+6Ability Score Improvement, Unarmed Strike increase5d651143332
20th+6Draconic Strength, Master of Elements5d651143332

Created by

sowens.

Statblock Type

Class Features

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