5E Pop Culture - Fairy Tail's Dragon SLayer - The Homebrewery

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The Dragon Slayer

Proficiency Iron Unarmored


Level Bonus Features Vis Fist Roar Movement DFD
1st +2 Draconic Training, Unarmored Defense, Dragon Slayer x 1d6 x x x
Iron Fist
2nd +2 Vis Points, Channel Inner Dragon, Unarmored 2 1d6 x +10ft x
Movement, DHF
3rd +2 Deflect Element, Dragon Slayer Roar 3 1d6 3d8 +10ft x
4th +2 Ability Score Improvement, Slow Fall 4 1d6 3d8 +10ft x
5th +3 Extra Attack, Dragon Force 5 1d8 3d8 +10ft 3
6th +3 DHF 6 1d8 3d8 +15ft 3
7th +3 Motion Sickness, DHF 7 1d8 3d8 +15ft 3
8th +3 Ability Score Improvement 8 1d8 3d8 +15ft 3
9th +4 Unarmored Movement Improvement, DHF 9 1d8 3d8 +15ft 3
10th +4 DFI, DHF 10 1d8 3d8 +20ft 4
11th +4 Dragon SLayer Secret Art 11 1d10 4d8 +20ft 4
12th +4 Ability Score Improvement 12 1d10 4d8 +20ft 4
13th +5 DSSA, DHF 13 1d10 4d8 +20ft 4
14th +5 DHF 14 1d10 4d8 +25ft 4
15th +5 DSSA, DFI, DHF 15 1d10 4d8 +25ft 5
16th +5 Ability Score Improvement 17 1d10 5d8 +25ft 5
17th +6 DSSA, DHF 19 1d12 5d8 +25ft 5
18th +6 Dragon's Might 21 1d12 5d8 +30ft 5
19th +6 Ability Score Improvement, DSSA 23 1d12 5d8 +30ft 5
20th +6 Draconic Shift, DFI 25 1d12 5d8 +30ft 6

(a) 10 Javelins or (b) A Battleaxe


Hit Points
Hit Dice: 1d8 per Dragon Slayer Level
Hit Points at 1st level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8(or 5)+ your Constitution
modifier per Dragon Slayer Level

Proficiencies
Armor: None
Weapons: Simple Weapons, Shortswords, Battleaxes,
Magical Firearms
Tools: Choose one type of Artisan’s Tools
Saving Throws: Constitution and Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics,
Insight, Intimidation, and Persuasion

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

A gift(trinket) from the dragon that raised and taught you


(a) A Dungeoneer’s Pack or (b) An Explorer’s Pack
(a) A Shortsword or (b) Any Simple Weapon
Dragon Slayer Magic Vis
Starting at 1st level, you choose which elemental dragon Starting at 2nd level, your training allows you to harness
you were raised from: Light Dragon, Dark Dragon, Poison the mystical power of the dragons. Your access to this
Dragon, Iron Dragon, Sky Dragon, Fire Dragon, or energy is represented by a number of vis points. Your
Lighting Dragon. Your Draconic Heritage grants you Dragon Slayer level determines the number of points you
features unique to the element, as well as giving you the have, as shown in the Vis Points column of the Dragon
power to make your attacks of that element. You gain Slayer table, You can spend these points to fuel various ki
features for your Draconic Heritage at levels determined features. You start knowing four such features: Flurry of
by the Dragon Slayer table, marked DHF. Blows, Patient Defense, Vis Blast ,and Step of the Wind,
You gain resistance to the damage type granted by your You learn more vis features as you gain levels in this class,
draconic parent, at level 10 you gain immunity. When you spend a vis point, it is unavailable until you
You also gain the knowledge to both write and speak finish a short or long rest, at the end of which you draw all
Draconic due to your training from a dragon. Your dragon of your expended vis back into yourself. You must spend at
didn’t leave you with just knowledge of another language, least 30 minutes of the rest meditating to regain your vis
it has also trained your senses, sharpening them to their points, Some of your vis features require your target to
peak, you gain proficiency in Perception(Wis) checks if make a saving throw to resist the feature's effects. The
you do not already have it, and advantage on checks that saving throw DC is calculated as follows:
have to do with sense of smell or hearing. Vis save DC = 8 + your proficiency bonus + your Charisma
modifier
Unarmored Defense Patient Defense: You can spend 1 vis point to take
the Dodge action as a bonus action on your turn.
While you are not wearing any armor, or wielding a shield,
Vis Blast: You can channel your ki to hurl swirling
your Armor Class equals 10 + your Strength modifier or
energy as a ranged spell attack in place of an
Dexterity + your Charisma modifier
unarmed strike. The damage type is determined by
your Draconic Heritage. The attack has a range of
Dragon Slayer Iron Fist 20/60 feet. You are proficient with it, and you add
At 1st level, your practice of martial arts gives you mastery your Charisma modifier to its attack and damage
of combat styles that use unarmed strikes and dragon rolls. Its damage die is a d6. This die changes as
slayer weapons, which are weapons you are proficient you gain Dragon Slayer levels, as shown in the
with that don’t have the two-handed or heavy property. You Dragon Slayer Iron Fist column of the Dragon
gain the following benefits while you are unarmed or Slayer table.
wielding only dragon slayer weapons and you aren’t Step of the Wind: You can spend 1 ki point to take
wearing armor or wielding a shield: the Disengage or Dash action as a bonus action on
You can use Strength or Dexterity for the attack your turn, and your jump distance is doubled for the
and damage rolls of your unarmed strikes and turn.
dragon slayer weapons. Each archetype gains a list of spells that they can cast
You can roll a d4 in place of the normal damage of when they reach the specified level. They can cast spells at
your unarmed strike or monk weapon. This die higher levels when they hit the level requirement.
changes as you gain dragon slayer levels, as shown Charisma is the spellcasting ability modifier.
in the Dragon Slayer Iron Fist column of the
Dragon Slayer table. (Levels 1-4 have 1d6, 5-10 Channel Inner Dragon
have 1d8, 11-16 have 1d10, and 17-20 have 1d12) Your elemental dragon allows you to channel draconic energy
When you use the Attack action with an unarmed to fuel magical effects. Each Channel Inner Dragon option
strike or a dragon slayer weapon on your turn, you provided by your dragon explains how to use it. When you
can make one unarmed strike as a bonus action. use your Channel Inner Dragon, you choose which option to
For example, if you take the Attack action and use. You must then finish a short or long rest to use your
attack with a quarterstaff, you can also make an Channel Inner Dragon again. Some Channel Inner Dragon
unarmed strike as a bonus action, assuming you effects require saving throws. When you use such an effect
haven't already taken a bonus action this turn. from this class, the DC equals your Dragon Slayer spell save
At level 6 your fists are considered magical for DC.
overcoming resistance and immunity.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet
while you are not wearing armor or wielding a shield. This
bonus increases when you reach certain monk levels, as
shown in the Monk table.
At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
during the move.
Devour Element Dragon Slayer Roar
At level 3, you can use your reaction to inhale energy. Your Once you reach 3rd level, you can use your action to
Draconic Heritage that you chose determines the damage exhale a 30 foot line of destructive energy. Your elemental
type of the energy you are able to inhale. The damage you dragon determines the damage type of the exhalation.
take from the attack is reduced by 1d10 + your Charisma When you use your roar, each creature in the area of the
modifier + your dragon slayer level. if the damage is exhalation must make a saving throw, the type of which is
reduced to zero, the effect of the damage as well as the determined by your elemental dragon. The DC for this
spell, ability, attack, or item itself is cancelled out. You gain saving throw equals 8 + your Charisma modifier + your
temp hp for an amount equal to damage+Constitution proficiency bonus. A creature takes 2d10 damage on a
modifier or 1 Hit-Die if not in combat. I.e. a Fire Dragon failed save, and half as much damage on a successful one.
Slayer eating fire from a bonfire. The element must be The damage increases to 3d8 at 6th level, 4d8 at 11th
within 20 feet to use this ability. level, and 5d8 at 16th level. When you use this feature, on
It is a taboo for a Dragon Slayer to eat energy that it subsequent turns you can roll 1d6, on a 5 or 6 this ability
creates, if it does then it is under the effects of Motion is recharged.
Sickness for a number of rounds equal to its Constitution Light deals Radiant damage (Dex. save)
modifier (minimum of 1 round), and instead lose that Dark deals Necrotic damage (Con. save)
amount of Vis Points. Poison deals Poison damage (Con. save)
When you eat a spell of your element you may gain a Iron deals Slashing or Piercing damage (Dex. save)
number of Vis Points equal to the level of the spell, as Sky deals Force damage (Con. save)
shown in the table below, you cannot gain more Vis Points Fire deals Fire damage (Dex. save)
than your maximum amount of Vis Points. Lighting deals Lightning (Dex. save), or Thunder
If you reduce the damage from a ranged weapon or damage (Con save)
projectile to 0 you can spend 1 vis to throw it back(range
20/60), you are considered proficient with this. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Devour Element Table
19th level, you can increase one ability score of your choice
Spell Level Vis Points Returned
by 2, or you can increase two ability scores of your choice by
1st 2 1. As normal, you can’t increase an ability score above 20
2nd 3 using this feature

3rd 5
Slow Fall
4th 6
Beginning at 4th level, you can use your reaction when you
5th 7 fall to reduce any falling damage you take by an amount equal
to five times your Dragon Slayer level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Dragon Force Dragon Slayer Secret Art
Once you reach 5th level, you fight with a dragon’s ferocity At 11th level, your draconic powers have grown exponentially
in battle. On your turn, you can enter Dragon Force as an and through enough meditation, practice, and trial-and-error,
bonus action for 1 vis. While in dragon force, you gain the you have unlocked the Secret Arts to dragon magic. Choose
following benefits if you aren’t wearing armor or a shield: one 6th-level spell as this Secret Art. You can cast your
Gain a bonus to AC equal to half of your Proficiency Secret Art spell once. At higher levels, you gain more Dragon
Bonus rounded down. Slayer spells of your choice that can be cast in this way: one
You have advantage on Strength checks and 7th-level spell at 13th level, one 8th-level spell at 15th level,
Strength saving throws. and one 9th-level spell at 18th level. You regain all uses of
When you make a melee attack using Strength, you your Secret Arts spells when you finish a long rest.
gain a bonus to the damage roll that increases as
you gain levels as a dragon slayer, as shown in the Dragon’s Might
Dragon Force Damage column of the Dragon Starting at 18th Level you have begun to channel the power
Slayer table. (Levels 5-9 gain +3) of the dragons throughout your whole being. You gain a +2 to
If you are able to cast spells, you can’t concentrate
your STR or DEX, CON, and CHA scores, the max of those
on them while in dragon force. scores is now also increased by 2.
Your dragon force lasts for 1 minute, and it ends
early if you are knocked unconscious. You can use
dragon force as many times equal to half your
Draconic Shift
Charisma modifier (rounded down, minimum of 1). At level 20, you have trained to the point where you may
Once your dragon force ends you must make a now assume the form of a dragon for one hour. You may
Constitution saving throw (DC 14). On a failed save do this as an action once before taking a long rest. The
you gain one level of exhaustion or don’t gain any following happens when you assume dragon form:
levels of exhaustion on a successful save. Your size is large.
At 10th level, your dragon force reaches its second stage. Your Armor Class is 22.
Your dragon force gains the following benefits: Your Physical Ability Scores are changed:
Your dragon force damage from levels 10-14 is now Strength:24(+7)
+4 Dexterity:12(+1)
When you are at or below 5 hit points, or become Constitution:24(+7)
unconscious, and not killed outright, you can make Your mental stats are unchanged.
a Constitution save, on a 20 or higher you enter a Your HP is your usual form's HP, and is restored to its
rage. You gain temporary hit points equal to half maximum upon transformation. When you revert to your
your max hit points. This lasts for a number of normal form, you are returned to the amount of HP before
rounds equal to your Charisma modifier. When this you transformed, and if you reverted as a result of falling
ends, you fall unconscious. below 0HP in dragon form, excess damage is carried over
Save DC increases by 2 (DC 16) upon reversion.
At 15th level, your dragon force has now reached its third Your base walking and swimming speeds are 40 feet. Your
stage. Whenever you enter dragon force, you gain the flying speed is 80 feet.
following benefits: You can breathe water and air.
You gain a flying speed equal to your movement For all intents and purposes, you are considered a dragon.
speed You gain the following natural weapons with which you
Your dragon force damage from levels 15 to 19 is are proficient:
now +5 A bite attack, dealing 2d8 piercing
Save DC increases by 2 (DC 18) Two claw attacks, dealing 2d6 slashing each
At 20th level, your dragon force has reached its final stage. A tail attack, dealing 2d6 bludgeoning.
Whenever you enter dragon force, you gain the following Any other trait you possess in normal form is preserved in
benefits: Dragon form, as long as it physically makes sense.
Your dragon force damage is now +6
Save DC increases by 2 (DC 20)

Motion Sickness
At lvl 7, for some reason your body is unable to handle the
motion of vehicles, while on a non-flying vehicle you have
disadvantage to all attack rolls, ability checks, and skill
checks.You automatically fail any Con save you make while on
the vehicle.
Light Dragon Slayer
Light Dragon Slayer Features
Level Spells Vis Points
2nd Guiding Bolt, Divine Favor, Heroism, Shield of Faith 2 Vis
5th Branding Smite, Moonbeam, Invisibility, Dark Vision 3 Vis
9th Blinding Smite, Crusader's Mantle, Remove Curse, Spirit Guardians 5 Vis
13th Guardian of Faith, Banishment, Aura of Life, Aura of Purity 6 Vis
17th Flame Strike, Wall of Light, Hallow, Planar Binding 7 Vis

At level 6, you can interpose bright light between yourself and


Light Weapons an attacking enemy. When you are attacked by a creature
At first level you can create weapon constructs out of light. within 30 feet of you that you can see, you can use your
You create a weapon that you are proficient with out of pure reaction to impose disadvantage on the attack roll, causing
light, it deals radiant damage in place of its normal damage light to flare before the attacker before it hits or misses. An
type. attacker that can't be blinded is immune to this feature. You
can also use your Warding Flare feature when a creature that
Elemental Magic you can see within 30 feet of you attacks a creature other
than you.You can use this feature a number of times equal to
At 2nd level, your draconic magic has begun to grow. You gain
your Charisma modifier (a minimum of once). You regain all
the Sacred Flame cantrip.
expended uses when you finish a long rest.

Channel Inner Dragon: Vow of White Dragon’s Claw


Emnity At level 7, once per long rest, when you hit a target with a
As a bonus action, you can utter a vow of enmity against a melee attack, you may apply Bestow Curse, even if you do not
creature you can see within 10 feet of you, using your have access to the spell. You do not need to keep
Channel Divinity. You gain advantage on attack rolls against concentration on it, it still lasts for 1 minute, and the target
the creature for 1 minute or until it drops to 0 hit points or still makes the Wisdom saves as normal. The save is equal to
falls unconscious. your Spell Save DC.

Radiance of Dawn Holy Ray


Starting at 2nd level, you can use your Channel Inner Dragon At level 9, you can charge a beam of light and release, sending
to harness sunlight, banishing darkness and dealing radiant small spears of light flying outwards. As an action you can
damage to your foes. As an action, any magical darkness release three light spears, each dealing 1d4 radiant damage
within 30 feet of you is dispelled. Additionally, each hostile and it hits automatically. You can choose to charge this for up
creature within 30 feet of you must make a Constitution to 5 turns, this will require concentration. Each turn adds an
saving throw. A creature takes radiant damage equal to 2d10 additional 3 spears. While in White Drive, you gain two
+ your Dragon Slayer level on a failed saving throw, and half additional spears per turn
as much damage on a successful one. A creature that has
total cover from you is not affected. White Drive
At level 10, you can enter a dragon drive state. Entering
White Dragon's Claw this state takes a bonus action and you gain the following
At level 6, when you hit a target, you leave a stigma on the effects:
target lowering their ability to evade your next attack. When You gain an aura of bright light, causing light to
you hit a target with an unarmed strike, that target makes a radiate off of you and pool into all adjacent squares.
WIS save, on a fail your attacks have advantage against them When you cast a spell, or use a breath weapon, you
until the end of their turn. While in White Drive, unarmed can add your CHA modifier to the damage roll.
damage is increased by an additional dice. You gain advantage on concentration checks for
your other abilities and spells.
Warding Flare This requires concentration. It can be used once per
combat and lasts until concentration is lost.
Holy Breath
At 10th level, your breath weapon now creates difficult
terrain. As an action you can jump upwards and release a
stronger version of your breath weapon. Your breath weapon
is released in a 30ft cone. While in White Drive, creatures
have disadvantage on the saving throw against it.

Light Blows
Starting at 13th level, as a bonus action you can channel your
divine energy through your weapon. For the next minute,
attacks from the weapon deal additional 1d4 radiant damage.
The Light Blows damage is considered magical. The damage
die increases as you gain levels. Radiant damage starts at
1d8. At 15th level, Radiant damage becomes 1d10. At 19th
level, Radiant damage becomes 1d12. This damage is
cumulative with weapons enchantments. Should your
weapon leave your grip, the rite fades immediately. An active
light blows on a weapon thrown fades directly after the attack
is complete.

This feature may be used a number of times equal to your


CHA modifier per short or long rest

Sun Strike
At level 14, when you make a melee weapon attack you can
choose to make it a Sun Strike. If the Sun Strike hits, you
deal 4d8 radiant damage in addition to the weapon's damage.
You may only use this feature an amount of times equal to
your proficiency modifier. Activate this feature after a
successful attack roll. You regain uses after a short rest.

At level 17 this becomes 4d10 radiant damage.

Solar CLeansing
At 15th level, you gain the ability to channel your light to heal
yourself and other creatures. As a bonus action, you can
touch a creature and heal it. With each touch, a creature
regains 1d6 to 5d6(your choice). You have a total pool of 15d6
you can expend. Subtract the dice you use with each touch
from the total.

You regain all expended dice from your pool when you
finish a long rest

White Dragon Slayer's Secret Art:


Lumos: Holy Nova
At level 17, as an action, you bend your arm backward and
release a punch imbued with pure light, striking the ground
and causing a massive explosion. All creatures within 30 feet
of you must make a DEX saving throw. A target takes 10d12
and is pushed 30 feet away from you on a failed save, they are
also branded for rounds equal to your Charisma modifier.
This brand causes the target to take 1d4 radiant damage
each time it is hit with an attack. Targets who succeed the
saving throw only take half the damage and are only pushed
away 15 feet. You must make a long rest before using this
feature again.
Shadow Dragon Slayer
Dragon Slayer Features
Level Spells Vis Points
2nd Arms of Hadar, Bane, Inflict Wounds, Sleep 2 Vis
5th Crown of Madness, Enthrall, Hold Person, Shadow Blade 3 Vis
9th Hunger of Hadar, Bestow Curse, Fear, Vampiric Touch 5 Vis
13th Blight, Shadow of Moil, Dimension Door, Evard's Black Tentacles 6 Vis
17th Dream, Enervation, Raise Dead, Antilife Shell 7 Vis

Shadow Weapons
At first level you can create weapon constructs out of
darkness. You create a weapon that you are proficient with
out of pure darkness, it deals necrotic damage in place of its
normal damage type.

Elemental Magic Shadow Step


At 2nd level, your draconic magic has begun to grow. You gain
At 7th level, you gain the ability to step from one shadow into
the Chill Touch cantrip.
another. When you are in dim light or darkness, as a bonus
action you can teleport up to 60 feet to an unoccupied space
Channel Inner Dragon: Touch of you can see that is also in dim light or darkness. You then
Darkness have advantage on the first melee attack you make before the
end of the turn.
Starting at 2nd level, the Dragon Slayer can use Channel
Inner Dragon to destroy another creature's life force by touch.
For a minute, when you hit a creature with a melee attack, Shadow Dragon's Mergence
you can use Channel Inner Dragon to lower the targets max At 9th level while you are in dim light or darkness, you can
hp equal to the damage dealt plus your Dragonslayer Level. use your action to become invisible. This invisibility lasts
until you leave an area of dim light or dakness, or if you
Feint Attack attack or cast a spell. You can do this once per long rest
At 6th level, when you are hidden or in darkness, and you If Shadow Drive is active, the light level 30ft around you is
make a melee attack, you can add an additional die from lowered.(bright light turns into light, light turns to dim
Dragon Slayer’s Iron Fist to the damage roll. If you have Dark light, dim light turns to darkness)
Dragons Shadow Drive active, you get an additional die
added. Dark Dragon’s Shadow Drive
At level 10 you can enter a dragon drive state. Entering this
Waxwing Flash state takes a bonus action and you gain the following effects:
At level 6, you can the ability to turn your body into shadow as
You gain an aura of darkness, causing darkness to
an action and move up to 30ft in any direction, you can
emanate from you and leak into all adjacent squares.
surround one enemy that you move through in Darkness,
When you cast a spell, or use a breath weapon, you can
they must make a STR save or they are trapped inside a pitch
add your CHA modifier to the damage roll.
black shadow and take 4d4 necrotic damage and become
You gain advantage on concentration checks for your
blinded. On a success they take half damage and are not
other abilities and spells.
blinded. They can make a STR saving throw that will free
them, and all saves are at the end of that player’s turn. This This requires concentration. It can be used once per
ability gains an additional d4 at 12th level, and another at combat and lasts until concentration is lost.
18th level. You can use this ability any number of times per
short rest or long rest equal to your CHA modifier. If Shadow Cloak of Shadows
Drive is active you may surround a 2nd target in shadows.
By 10th level, you have learned to become one with the
shadows. When you are in an area of dim light or darkness,
you can use your action to become invisible. You remain
invisible until you make an attack, cast a spell, or are in an
area of bright light.
Shadow Paralysis
At 13th level, as an action you can target a creature within
60ft. The target must succeed on a WIS save or become
paralyzed.

At the end of each of its turns, the target can make


another save. On a success, the paralysis ends.
When in dim light the range increases to 90ft and when in
darkness the range increases to 120ft.
While in Shadow Drive, you can target up to 2 additional
creatures within 30ft of each other.

Shadow Strangle
At level 14, As a bonus action, target a creature targeted by
Shadow Paralysis. The creature must make a Constitution
saving throw, on a failed save the creature suffers a level of
exhaustion. Using this ability ends the effect of Shadow
Paralysis. While in Shadow Drive you may affect a 2nd
creature if there is an applicable target.

Lingering Shadows
At 15th level, when you use Shadow step, you can cause your
location to implode while you travel away, dealing 3d6
necrotic damage to everyone within a 5-ft. radius at the spot
you were at before traveling away.The area is clouded in
magical darkness as if someone cast the Darkness spell
there. You need a long rest before you can do this again.

Shadow Dragon’s Secret Slayer Art:


Abysso: Shadow Dragon’s Sword
Dance
Starting at level 17, you master the secret art of the Dark
Dragon. As an action, you surround yourself with an aura of
pitch blackness that forms a 60 foot circle around you. Giant
shadowy blades then shoot up from the ground, and any
number of creatures (your choice) caught within the aura
must make a DEX saving throw, on a failed save the creature
takes 10d6 slashing damage and 10d6 necrotic damage and
are blinded until they succeed a CON saving throw at the
start of each of their turns, or take half as much damage and
aren’t blinded on a successful save. You must make a long
rest before using this feature again.
Poison Dragon Slayer
Dragon Slayer Features
Level Spells Vis Points
2nd Beast Bond, Charm Person, Ray of Sickness, Speak with Animals 2 Vis
5th Beast Sense, Melf's Acid Arrow, Detect Thought, Ray of Enfeeblement 3 Vis
9th Elemental Weapon, Stinking Cloud, Bestow Curse, Gaseous Form 5 Vis
13th Blight, Conjure Woodland Beings, Dominate Beast, Sickening Radiance 6 Vis
17th Awaken, Cloudkill, Contagion, Insect Plague 7 Vis

At lev
Acolyte of Nature almo
At 1st level, you gain proficiency in one of the following skills attack
of your choice: Animal Handling, Nature, or Survival. if you
take 2
Elemental Magic repla

At 2nd level, your draconic magic has begun to grow. You gain
the Poison Spray cantrip, and you learn one druid cantrip of Poison Dragon’s Sharp Horn
your choice. You punch your target, then release a burst of poison at point-
blank range, which causes poison damage and burns. At lvl 7,
Channel Inner Dragon: Summon When you attack a target and the hit lands, you can instead
choose to deal 4d6 poison and 2d6 fire damage. You can do
Serpents this once per long rest.
Starting at 2nd level, you can use Channel Inner Dragon to
summon poisonous snakes that fight for you. When the Snake Familiar
dragon slayer is hit with an attack, the dragon slayer can use
their reaction to release a number of poisonous snakes equal At 9th level you gain the power to summon a powerful ally.
to their Charisma modifier (minimum of one). Roll initiative You summon a Large Flying Snake with the stats and
for the snakes, which have their own turns. It obeys any abilities of a Green Dragon Wyrmling. If it happens to be
verbal commands that are issued to it (no action required by slain, you can resummon it after a Long Rest.
the dragon slayer). If no commands are issued to the snakes,
they defends themselves from hostile creatures, but Poison Dragon’s Guard
otherwise takes no actions. The DM has the creature’s Starting at 10th level, As an action you can coat yourself in a
statistics. You can choose to also summon flying snakes at protective bubble of poison. When you are struck by a melee
8th level. attack, the poison sticks to the attacker dealing damage equal
to half your level in poison damage until the start of your next
Poison Dragon’s Withering Fang turn.
Once you reach 6th level, when you hit a creature with a
melee attack, you can choose to have the creature make a Sound Wall
Constitution saving throw vs your spell save DC. They take You manipulate the sound in your immediate vicinity into a
1d6 poison damage for 1 minute on a failed save or none on a wall of pure pressure, which simultaneously protects you and
successful save.This feature can be used a number of times destroys portions of the surrounding area. 13th level you can
equal to your Charisma modifier (minimum of one) before cast wall of force once per long rest.
making a long rest.
Sound Palm
Poison Dragon’s Scales
Through touch, you transmit a very powerful sound wave
You swing your arms, generating a very large number of from your palm to the target's body, sending them flying. At
scale-shaped masses of poison, which are rapidly sent flying level 13, when you land with an unarmed attack, you can
at the target in consecutive reprises. At 6th level, you spray make the target make a CON save, on a fail the target is
poisonous scales in a 15ft cone, Anything caught in the area knocked back 30ft. If the target collides with a structure of
needs to make a CON save, on a fail they take 3d6 poison another creature, they both take 3d8 force damage
damage. Half as much on success. This can be done a
number of times equal to your CHA mod.
Poison Dragon’s Corrosive Punch
Poison Dragon’s Fang Thrust
You inflict a poison with a paralyzing effect. At level 15 when
you can make a melee attack against a target, they must
make a CON save or become paralyzed, they can make a new
save at the end of each of their turns. This can only trigger
once per creature per round.

Poison Dragon Slayer’s Secret Art:


Miasma Wave
At 17th level, as an action you can release a giant fog of
miasma. In a 60 foot radius around you other creatures will
need to make a CON saving throw. On a fail they take 10d6
poison damage and 5d6 acid damage, half on success. This
fog lasts for 30 seconds before dissipating, all creatures in
the area must make a new save on each turn.
Iron Dragon Slayer
Dragon Slayer Features
Level Spells Vis Points
2nd Alarm, Hail of Thorns, Ensnaring Strike, Thunderwave 2 Vis
5th Earthbind, Enlarge/Reduce, Knock, Shatter 3 Vis
9th Conjure Barrage, Wall of Sand, Erupting Earth, Protection from Energy 5 Vis
13th Fabricate, Grasping Vine, Conjure Minor Elemental, Stone Shape 6 Vis
17th Bigby's Hand, Conjure Volley, Steel Wind Strike, Wall of Stone 7 Vis

At 6th level you can transform an arm or a leg into a large


Iron Dragon Technique steel club, this limb has reach. As an attack you can slam the
Starting at 1st level, you can use your bonus action to harden transformed limb into a target within 20 feet dealing
your skin, giving it the appearance of iron, For the duration of bludgeoning damage, all creatures within 5 feet of the target
1 minute you can give yourself one of the following benefits: need to make a DEX save(8+PROF+CHA), on a fail they take
A bonus added to you AC equal to your CHA modifier thunder damage equal to your iron fist damage dice, on a
(minimum of 1). You gain resistance to either magical and pass they dodge out of the way to the nearest unoccupied
non magical bludgeoning, piercing, or slashing damage (your square.
choice). Advantage on checks and saves to resist being
grappled, restrained, forcibly moved or knocked prone Iron Dragon’s Sword
Similar to your IRON DRAGON CLUB, you can transform an
Channel Inner Dragon: Dragon’s arm or leg into a large, jagged steel blade. At level 7 you can
Blessing make an attack doing slashing damage in a 15ft line in front
Starting at 2nd level, you can use your Channel Inner Dragon of you, dealing damage equal to your fist die.
to strike with supernatural accuracy. Whenever you or a
creature within 30 feet of you makes an attack roll, you can Iron Dragon’s Foot Blade
use your reaction to grant a +10 bonus to the roll. You make At 9th level you kinda figured out that you can make yourself
this choice after you see the roll, but before the DM says taller by putting spikes on your heels, you found out about
whether the attack hits or misses. You can do this once per this earlier but it only became relevant now because you just
long rest learned that you are under the effects of the Spider Climb
spell while using IRON DRAGON’S FOOT BLADE,
Iron Dragon’s Lance activating and deactivating takes a bonus action
At 2nd level, you turn your arms into iron poles increasing
their devastating force. As an action, you can make a Iron Dragon’s Scales
sweeping attack against all creatures that are within 10ft of At 9th level you cover yourself in steel scales, requires
you. This deals bludgeoning damage equal to your concentration, lasts for 1 minute. Add an additional damage
dragonslayer iron fist dice. At 6th level, as an action you can die to attacks. Can do a 30 by 5ft line of force damage dealing
make a ranged attack up to 30ft, you shoot out 1d4 iron poles 1d8, increases to 2d8 at level 16, Dex save halves damage on
that deal piercing damage equal to your iron fist. success, full on fail. +2 to AC.

Lightning Rod Action Surge


At 6th level you begin to share the properties of the metal you At level 10 you can push yourself beyond your normal limits
so proudly eat. You become a walking lightning rod, any for a moment. On your turn, you can take one additional
lightning based projectile within 20 feet of you redirects to action on top of your regular action and a possible bonus
you, and any lightning based attack directed towards you action. Once you use this feature, you must finish a short or
cannot miss you. You have resistance to this damage. In long rest before you can use it again
exchange for this, your melee attacks can now crit on an 18
and deal an additional damage die on crit.
Sharpen the Iron
Iron Dragon’s Club At 13th level, you gain the ability to augment your weapons
with the strength of your vis. You can expend up to 3 vis
points to grant a weapon you touch a bonus to damage rolls
while you wield it. The bonus equals the number of vis points
you spent. This bonus lasts for 1 minute or until you use this
feature again.
Iron Dragon’s Hard Fist
At 14th level you have made your fists harder than steel, you
can now add an additional damage die to all fist melee
attacks

Limit Breaker
At 15th Level you have gained the strength to make your
magic go even further beyond, but only for an instant. Once
per long rest you can double the damage of your breath
weapon attack.

Iron Dragon Slayer’s Secret Art:


Potentia: Karma Demon Iron God
Sword
At 17th level, as an action, you put your arms together making
a giant iron blade. You strike down at the earth in a line 100
feet long and 10 feet wide from you. All creatures caught
within this line must make a DEX saving throw, on a failed
save they take 5d8 slashing damage, 5d8 piercing damage,
and 5d8 bludgeoning damage, are pushed 20 feet away from
you, and are knocked prone. On a successful save they take
half of the damage and are only pushed 10 feet. You must
make a long rest before using this feature again
Sky Dragon SLayer
Dragon Slayer Features
Level Spells Vis Points
2nd Dissonant Whispers, Expiditious Retreat, Healing Word, Cure Wounds 2 Vis
5th Barkskin, Blindness/Deafness, Invisibility, Cloud of Daggers 3 Vis
9th Aura of Vitality, Beacon of Hope, Remove Curse, Wind Wall 5 Vis
13th Aura of Life, Death Ward, Freedom of Movement, Greater Invisibility 6 Vis
17th Destructive Wave, Far Step, Mass Cure Wounds, Wall of Force 7 Vis

Wind Strikes
At 1st Level when you successfully land an unarmed attack,
on your bonus action you can make an additional 2 unarmed Disciple of Life
attacks. Attacks made this way have a range of up to 15 feet.
Starting at 6th level, your healing spells are more effective.
Whenever you use a spell of 1st level or higher to restore hit
Elemental Magic points to a creature, the creature regains additional hit points
At 2nd level, your draconic magic has begun to grow. You gain equal to 2 + the spell’s level.
the Spare the Dying cantrip if you don’t already know it.
Troia
Channel Inner Dragon: Lay on At 7th level you learn how to cure ailments with your sky
Hands dragon magic. As an action you can relieve an ailment
Starting at 2nd level, your touch can heal wounds. You have a affecting a target that you can touch for 10 hours, such as
pool of healing power that replenishes when you take a short motion sickness. The more you use this on a target the less
or long rest. With that pool, you can restore a total number of effective it becomes. For each time after the first use of Troia
hit points equal to your dragon slayer level x 10. As an action, on a target, roll 1d20, on a 10 or higher the spell works as
you can touch a creature and draw power from the pool to normal, on a fail the effectiveness is lowered by 1 hour. On
restore a number of hit points to that creature, up to the each success the number to beat is increased by 1, every
maximum amount remaining in your pool. Alternatively, you failure to succeed resets the number to 10.
can expend 5 hit points from your pool of healing to cure the
target of one disease or neutralize one poison affecting it. You Sky Dragon’s Wing Attack
can cure multiple diseases and neutralize multiple poisons At 9th level you can punish those foolish enough to line up in
with a single use of Lay on Hands, expending hit points front of you. As an action you can make a kicking motion
separately for each one. This feature has no effect on undead towards an opponent, causing a violent gust of wind to
and constructs. charge forward. All creatures in a 30ft line, centered from you
in a direction of your choose, will need to make a DEX save.
Three of Coronas On a fail they will take 3d8 force damage and will be knocked
Starting at 6th level, you gain the ability to bless yourself and back 10ft, if they hit into a wall they will take an additional
your allies with draconic abilities. When using this feature as 1d8 force damage. On a successful save they will take half
an action, you may choose to provide one of the following damage and will not be knocked back. This ability increases
benefits: to 4d8 at level 13, and 5d8 at level 17.

Vernier: You infuse your allies with enhanced speed. You Sky Dragon’s Claw
and up to three other friendly creatures gain a movement
speed bonus equal to your half your movement speed. At 9th level you learn a technique to help you fend off
This effect lasts for 1 minute or until you break multiple enemies at a time. As an action you can make an
concentration. attack against all creatures in a 20ft area around you. All
Arms: You enchant your allies with increased damage. You enemies will need to make a dex save, on a fail they will take
and up to three other friendly creatures gain a +1 bonus to 2d10 force damage and half on success. This ability
all their attack and damage rolls. This effect lasts for 1 increases to 3d10 at level 13, and 4d10 at level 17.
minute or until you break concentration.
Armor: You bolsters your ally’s defenses. You and up to Air Shatter Cannon
three other friendly creatures gain a bonus to AC equal to You clap your hands together with a powerful boom, each
half your Charisma modifier (rounded down). This effect creature in a 20ft radius of you will need to make a CON
lasts for 1 minute or until concentration is broken save. On a fail they take 6d8 Thunder damage, or half on
This feature can be used as many times equal to your success. Anything within 5ft of and anything non-magical not
Charisma modifier before making a long rest. worn or made up of inorganic material have disadvantage on
this roll
At level 15 you have studied the effects of strain on the body
Sky Dragon’s Crushing Fang and have made a way to shrug them off. Oncer per short or
At 10th level the user cloaks one of their hands in a long rest you can give a creature that you can touch
whirlwind and strikes the target with their fingertips, leaving advantage on saves against Exhaustion.
behind a trail of wind. You imbue your hand with sky dragon
magic and make a melee attack against a target, on a hit the
target takes 4d8 force damage. The target then needs to
make a STR save, on a fail they are knocked back 20ft and
knocked prone. The space between the two becomes difficult
terrain until the end of your next turn. On a save the target
doesn’t get knocked back 20ft, but still takes full damage. Sky Dragon Slayer’s Secret Art:
Anything the targets hits into will also need to make a STR
save, on a fail it will take half damage and will also be
Placabilis Ira: Milky Way
knocked back 20ft, on success they manage to hold their Starting at 17th level, you have become one with the wind. As
ground. This can be used once per short rest. an action, you form a swirling vortex of magical air that
surrounds you in a 60 foot aura that lasts for 1 minute. To
Pretty Cure friendly creatures, this vortex is filled with warm, soothing air
and whenever a friendly creature enters or starts its turn in
At level 13, your Roar has taken on healing properties. Any the vortex it is healed for 2d10 + your Charisma modifier,
ally caught in your roar will now be healed for the damage cures it of any conditions or debilitations it has, and benefits
dealt.
from one of the options from Three of Coronas (your choice)
without needing concentration. To hostile creatures, this
Deus Zero vortex is a violent torrent of wind and whenever a hostile
You are able to drain magical effects from a target within 10ft creature enters or starts its turn within the vortex the area is
of you, it requires 1 turn per level of the cast that caused the treated as difficult terrain for them and they must make a
magic effect. This requires 1 minute to cast and requires Constitution saving throw. On a failed save, they are knocked
concentration while using, you can use this once per long rest prone and on a successful save they are not knocked prone.
You must finish a long rest before using this feature again.
Ile of Coronas
At level 14 you have made your Three of Coronas more
Shattering Light: Sky Drill
potent, but at a cost. Each effect will only last 30 seconds, but A special spell where you form a fast wind barrier with your
you can now switch which ability is active by using a bonus arms spread out, and by moving them in a counterclockwise
action. You can also choose an additional 3 targets whenever direction, causes the barrier to contract inwards towards
you activate one of the features. And you can have one effect your opponent. As an action you create a barrier around your
active without requiring concentration, if you activate a opponent, any ranged attacks automatically miss and any
second one, then that will require concentration. Having magic below 6th level fails. Barrier is 20 ft radius, anything
more than one active at a time puts immense strain on your stuck inside has speed reduced to 0 and will need to make a
body, giving you a level of exhaustion every other turn that CON save. On a fail they take 10d8 Force Damage and are
you have a Secondary Corona active. considered suffocating, half as much on success but are still
considered suffocating. This ability lasts for up to 1 minute as
When you activate Vernier all creatures affected by it are long as you can keep up concentration on it and can be used
considered under the effects of the spell haste. once per long rest.
When you activate Arms all creatures affected by it gain a
+2 to all attack rolls, as well as gaining an additional
damage dice equal to the damage dice of your Dragon
Slayer Iron Fist.
When you activate Armor all creatures affected by it gain
resistance to magical and mundane piercing, slashing, and
bludgeoning damage, as well as a bonus to AC equal to
half your Charisma modifier rounded down.

Fatigue Resistance Enchant:Re-


Raise
Fire Dragon Slayer
Dragon Slayer Features
Level Spells Vis Points
2nd Burning Hands, Searing Smite, Hellish Rebuke, Longstrider 2 Vis
5th Aganazzar's Scorcher, Continual Flame, Flame Blade, Flaming Sphere 3 Vis
9th Flame Arrows, Fireball, Melf's Minute Meteors, Haste 5 Vis
13th Elemental Bane, Fire Shield, Freedom of Movement, Wall of Fire 6 Vis
17th Conjure Elemental, Flame Strike, Immolation, Circle of Power 7 Vis

Fiery Attacks
Starting at 1st level, as an action you can imbue your melee
attacks with fiery energy, this can be applied to your unarmed Action Surge
attacks. For 1 minute, your attacks deal an additional 1d6 fire
At 10th level, on your turn, you can take one additional action
damage, emits dim light in a 20-foot radius, and is considered
on top of your regular action and a possible Bonus Action.
magical for the duration. This requires concentrationou can
end this effect on your turn as part of any other action. If you Once you use this feature, you must finish a short or Long
fall unconscious, the effect ends immediately. The extra Rest before you can use it again.
damage increases to 2d6 at 8th level and 3d6 at 16th level.
Fire Dragon’s Roasting Bath
Elemental Magic At level 10, you exude heat on par with a fire dragon from
At 2nd level, your draconic magic has begun to grow. You gain your body. Any creature within 10 feet of you while this is
active will need to make a DC5 Con save, the creature has
the Control Flames cantrip.
disadvantage on the save if it is wearing medium or heavy
armor. The save increases by 2 after each success, on a fail
Channel Inner Dragon: Fiery the creature gains one level of exhaustion. If a creature
Indignation completely exits your aura the DC lowers itself by 1 on each
At 2nd level, the fires of rage and anger burn within you when subsequent turn. This lasts for 1 minute.
you consciousness begins to fade. When you are reduced to 0
hit points, you can use your Channel Inner Dragon to ignite Fire Dragon’s Hell Hurl
your flames of anger and heal yourself. You regain a number Starting at 14th level, when you hit a creature with an attack,
of hit points equal to your level plus your con modifier as your you hit them so hard they get sent to another plane. You can
own flames begin to sustain you. Until the start of your next use this feature to instantly transport the target through the
turn the flames wreathing your body burn with such a heat lower planes. The creature disappears and hurtles through a
that your body appears to ripple from the air burning around nightmare landscape. At the end of your next turn, the target
you, your AC is increased by 2. returns to the space it previously occupied, or the nearest
unoccupied space. If the target is not a fiend, it takes 10d10
Fire Dragons Flame Elbow psychic damage as it reels from its horrific experience. Once
Immediately after you take the Attack action on your turn, you you use this feature, you can't use it again until you finish a
can spend 1 ki point to make two unarmed strikes as a bonus long rest.
action
Fire Dragon Slayer’s Secret Art:
Fire Dragon’s Grip Strike Crimson Lotus Dragon Fist
Starting at 7th level, you grapple an opponent unleashing a At 14th level you make your attacks hit with explosive impact.
close range blast. When you attempt to grapple a target. If For one round any melee attack that lands a hit creates an
you succeed the grapple, you can make a Dragon Slayer Roar explosion that blasts out 15ft in all directions. Anything
attack against the target as part of that attack. This attack caught in this explosion(you are immune to this effect) makes
does not hit anything else but the target. The target a DEX save, on a fail takes 4d6 fire damage or half on
automatically fails the DEX saving throw for the Dragon success. You can do this ability once per long rest.
Roar.
Limit Breaker
Fire Dragon’s Brilliant Flame At 15th Level you have gained the strength to make your
At 9th level you gain the Fireball spell if you don’t already magic go even further beyond, but only for an instant. Once
know it. Once per long rest you can twin-cast Fireball while per long rest you can double the damage of your breath
only consuming one spell slot. weapon attack or one spell attack.
Fire Dragon Slayer’s Secret Art:
Impetus: Exploding Flame Blade
At level 17, you swipe your arms creating a devastating
torrent of flames. As an action, you unleash pure fire at any
number of creatures you choose within 30 feet of you. Each
target must make a DEX saving throw. On a fail they take
10d12 fire damage and are pushed 20 feet away from you.
They are also left burning and take 1d6 fire damage for a
number of rounds equal to your CHA mod. On a successful
save they take half of the damage, are only pushed 10 feet,
and don’t burn. This ability can only be used once per long
rest.
Lightning Dragon Slayer
Dragon Slayer Features
Level Spells Vis Points
2nd Guiding Bolt, Thunderwave, Witch Bolt, Thunderous Smite 2 Vis
5th Blur, Mirror Image, Shatter, Hold Person 3 Vis
9th Call Lightning, Lightning Arrow, Lightning Bolt, Major Image 5 Vis
13th Elemental Bane, Storm Sphere, Freedom of Movement, Conjure Minor Elemental 6 Vis
17th Conjure Elemental, Destructive Wave, Mislead, Hold Monster 7 Vis

Lightning Body
Starting at 1st level, you transform into a wandering bolt of
electricity. As an Action, you can move freely up to 30 feet to Lightning Dragon's Crescent Axe
an unoccupied space you can see, and pass through creatures
At 7th level, you have learned to shape you lightning into a
as well. If you pass through a creature while in Lightning
Battleaxe. Once per short rest as a bonus action you create
Body, they must make a DEX save, on a fail they take 2d6
lightning damage, or half as much damage on a successful battleaxe made of lightning. This axe does 1d8(1d10
one. You can bring along objects as long as their weight versatile) lightning damage and lasts for 1 minute. You are
considered proficient with this weapon and can be used in
doesn't exceed what you can carry. You can also bring one
place of your unarmed attack when using Dragon Slayers
willing creature of your size or smaller who is carrying gear
Iron Fist to attack as a bonus action.
up to its carrying capacity. The creature must be within 5 feet
of you when you activate this and there must be an
unoccupied space within 5 feet of your destination space for Breakdown Fist
the creature to appear in, otherwise the creature is left At 9th level, you project your fist to become a giant lightning
behind. You gain an extra 1d6 damage at level 5, level 11, level fist. As a bonus action on your turn you can increase the
17. You can only use this feature as many times equal to your range of your unarmed strikes by 5 feet and they deal an
CHA modifier before making a short or long rest. additional 1d4 lightning damage until the end of the round.
You may use this ability a number of times equal to your Cha
Elemental Magic mod per short rest.
At 2nd level, your draconic magic has begun to grow. You gain
the Lightning Lure cantrip. Action Surge
At 10th level, on your turn, you can take one additional action
Channel Inner Dragon: on top of your regular action and a possible Bonus Action.
Destructive Wrath Once you use this feature, you must finish a short or Long
Rest before you can use it again.
Starting at 2nd level, you can use your Channel Inner Dragon
to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your
Arcing Breath
Channel Inner Dragon to deal maximum damage, instead of At 13th level, you’ve learned to direct your breath weapon to
rolling. cause the most destructive power possible. Once per long
rest you can double the range of your breath weapon and
Static Strike cause it to change direction once anywhere in the line.

At 6th level, you gain the ability to infuse your strikes with
electricity. Once on each of your turns when you hit a
Lightning Dragon’s Jaw
creature with a melee attack, you can cause the attack to deal Starting at 13th level, your destructive force can shift the very
an extra 1d6 thunder or lightning damage (your choice) to the earth. As an action, jump 20ft into air and select a target
target. When you reach 14th level, this damage increase to within 20 ft, the target must make a dex save. On a fail they
2d6. Additionally when you attack a structure/siege weapon, take 6d6 lightning damage and half on a success. On impact
it counts as a critical. you create a large crater that becomes difficult terrain in a
20ft radius around you. You can use this once per short rest.
Lightning Release: Lucem Currui
At 6th level you harness your power for a stronger attack. As
a bonus action you can gather your lightning into your hand.
This lasts for 1 minute (requires concentration), on the first
attack you land you deal 3d6 lightning damage. On hit the
target is stunned until the end of their next turn. You can use
this once per long rest.
Lightning Dragon Slayer’s Secret
Art: Roaring Lightning
At 14th level,you use your lightning to propel you forward and
charge anyone in your path. As an action, you charge 60 feet
in a line, anything in the line must make a dex save or be
pushed with you taking 2d6 per 10ft carried. You must finish
a long rest before you can use this ability again

Limit Breaker
At 15th Level you have gained the strength to make your
magic go even further beyond, but only for an instant. Once
per long rest you can double the damage of your breath
weapon attack or one spell attack

Lightning Dragon Slayer’s Secret


Art: Raikô: Red Lightning
At 17th level, you hurl an explosive bolt of chain red lightning.
As an action, you can create a barrage of pitch black lightning
that arcs towards a target of your choice that you can see
with 100 feet of you. Four red bolts then leap from that target
to as many as four other targets, each of which must be
within 50 feet of the last target. Each target must make a
Dexterity saving throw. A creature takes 10d8 lightning
damage and 10d8 thunder damage on a failed save, or half as
much damage on a successful one. The lightning ignites
flammable objects in the area that aren’t being worn or
carried. You must complete a long rest before being able to
use this feature again.

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