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# Martial Archetype: Dragon Knight #### Taught to harness the primal power of dragons these fearsome warriors blur the line between man and monster as they below flame and frost, soar upon scaled wings of magic, and conjure destruction as they stride. #### Draconic Specialization Starting at 3rd level you learn to embody certain dragons. Choose one of the dragon types below as your draconic specialization, this specialization determines the damage type used by other abilities in this subclass. Whenever you gain a level in fighter you may choose to refocus your draconic knowledge, allowing you to replace your current specialization with a different one. | Damage Type | Dragons | |:---:|:---:|:-----:|:----:| | Acid| Black, Copper | | Cold | Silver, White, Sea Serpent | | Fire | Brass, Gold, Red, Dragon Turtle | | Force| Amethyst| | Lightning| Blue, Bronze | | Necrotic| Topaz| | Poison| Green | |Psychic | Deep, Emerald | | Radiant| Crystal, Moonstone | | Thunder | Sapphire | #### Bonus Proficiencies Starting at 3rd Level, you learn how to speak draconic. Alternatively you may choose one language of your choice if you already know draconic. #### Draconic Armaments When you hit a creature with a weapon attack you may cause that attack to flash with draconic power, each creature other than you within 5ft. of the target(including the target) takes damage equal to half of your fighter level(rounded up). This damage type is determined by your draconic specialization. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a short or long rest. \columnbreak #### Wyrms Stride Beginning at 7th level You may temporarily overflow with magic as a bonus action, causing you to leave a trail of draconic magic in your wake. Until the end of your turn your movement speed increases by 10ft and you do not provoke attacks of opportunity. Additionally each square you have occupied this turn after activating this ability becomes covered in a magic assosiated with your draconic specialization. When a creature other than you starts its turn within 5ft of the trail or who moves within 5ft of the trail on a turn takes 2d8 damage, the type of damage is the same as your draconic specialization. The trail lasts until the end of your next turn. Once you use this feature you cannot do so again until you finish a short or long rest. #### Dragons Scales Starting at 10th level you learn how to imbue not just your weapons but also your armor with draconic might. While you are wearing armor you gain resistance to the damage type chosen in your draconic specialization feature. Additionally your armor is warped by your magic, taking on a more fearsome appearance and protecting you from influencing effects. When you are subject to a saving throw that would attempt to charm or frighten you, you may choose add a d4 to the saving throw before you make the roll. Once you have used this d4 you cannot do so again until you finish a short or long rest, or until you use your indomitable feature. #### Spectral Wings Starting at 15th level you have learned to fly as dragons do. You may cast the fly spell targeting only yourself with this trait, however this version of the spell does not require concentration and requires no components. Once you cast the spell using this trait you cannot do so again until you finish a short or long rest. #### Retaliating Breath Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 Hit Points and doesn’t kill you outright, you can use your reaction to delay falling unconscious as you can immediately bellow forth a 30ft cone of your Draconic element. Creatures within the cone must make a dexterity saving throw. Taking 12d6 damage on a failure, or half as much damage on a success. The damage of this ability is associated with your draconic specialization. The DC for this saving throw is equal to 8 + your proficiency bonus + your strength or dexterity modifier. You then fall unconscious. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.