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# Sealed Dragon: Fighter
| Level | Proficiency Bonus | Features | |:----:|:---:|:---| | 1st | +2 | Fighting Style, Second Wind | | 2nd | +2 | Action Surge (one use) | | 3rd | +2 | The Seals Start to Fracture | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack | | 6th | +3 | Ability Score Improvement | | 7th | +3 | Breath Weapon | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Indomitable | | 10th | +4 | Claws | | 11th | +4 | Extra Attack (2) | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Indomitable (two uses) | | 14th | +5 | Ability Score Improvement | | 15th | +5 | Wings | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Action Surge (two uses), Indomitable (three uses) | | 18th | +6 | Scales | | 19th | +6 | Ability Score Improvement | | 20th | +6 | The Seals Break: Martial Prowess |
___ ## Class Features With this Sealed Dragon class, you gain the following features. ___ ### Hit Points * **Hit Dice:** 1d10 per level. * **Hit Points at 1st Level:** 10 + your Constitution modifier * **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per level after 1st ___ ### Proficiencies * **Armor:** All Armour, Shields * **Weapons:** Simple Weapons, Martial Weapons * **Tools:** None * **Saving Throws:** Strength, Constitution * **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival ___ ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) Chain Mail or (b) Leather Armour, Longbow, and 20 arrows * (a) a Martial Weapon and a Shield or (b) two Martial Weapons * (a) a Light Crossbow and 20 bolts or (b) two Handaxes * an Explorer’s Pack ___ ### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. ___ **Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons. \pagebreak ___ **Defense:** While you are wearing armor, you gain a +1 bonus to AC. ___ **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ___ **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ___ **Protection:** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ___ **Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ___ ### Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a short or long rest before you can use it again. ___ ### Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. ___ Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. ___ ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. ___ Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ___ ### The Seals Start to Fracture At 3rd level, the tiniest cracks have begun to form in your Seals. ___ You learn how to inspire your allies to fight on past their injuries. ___ When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. ___ ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ___ The number of attacks increases to three when you reach 11th level. ___ ### Breath Weapon The Seals on you start breaking. At 7th level, you can finally access your fundamentum and exhale destruction that defines a Dragon. Once per short or long rest you exhale a breath aligned with your ancestry as shown in the Dragon racial table. The damage die is d6, the number of dice is half your level (rounded down), and the save DC is your spell save DC. On a successful save, targets take half damage. ___ At 9th level, this breath can also recharge on a 20 on a d20, at 14th level, it recharges on 18 or above on a d20, and at 19th level, it recharges on 15 or above on a d20. ___ ### Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. ___ You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. ___ ### Claws At 10th level, the Seals deteriorate further and you are now able to manifest your claws. They are considered Finesse weapons, and deal 2d6 damage on hit. They are not considered magical weapons for the sake of overcoming immunity or resistance. ___ ### Wings The Seals deteriorate further and allow you to unfurl your wings again. At 15th level, once per long rest, you are able to manifest your wings as a bonus action. These wings last 5 hours or till you dismiss them as a bonus action. To do so, you must be wearing light armour, or no armour. If you don any other armour while your wings are present, you take 5d6 bludgeoning damage every 12 seconds. If you are reduced to 0 HP by this damage, you cannot use your wings to fly till they are healed by a Heal spell or a Regeneration spell. ___ With your wings, you have a flying speed of 30 feet. ___ At 18th level, your flying speed increases to 60 feet. ___ \pagebreak ### Scales At 18th level, your beautiful scales finally manifest. While not wearing any armour, your AC is 14 + Dexterity Modifier. Further, you gain damage resistance to elemental damage aligned with your ancestry and from non-magical melee damage. ___ ### The Seals Break: Martial Prowess Broken and destroyed, your seals are finally gone but you have not lost the experience and power you have gained as a mortal, adding to your already supreme true form. But despite this, there are lingering embers that burn from your seals and you cannot maintain your true form permanently ..... yet. Maybe one day, you will find the ability to permanently remove your seal. ___ At level 20, you can finally assume your true form. You shapeshift into an ancient Dragon equivalent of your draconic species as an action. You can’t use this ability again until you finish a long rest. You can stay in your Dragon form for 1d4 + 1 hours. You cannot extend or increase your time as your true form in any way. ___ While in your true form, the following limitations apply: * When you transform, you assume half the Dragon’s hit points and Hit Dice. When you revert to your sealed form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your sealed form. For example, if you take 10 damage in your true form and have only 1 hit point left, you revert and take 9 damage in your sealed form. As long as the excess damage doesn't reduce your sealed form to 0 hit points, you are not knocked unconscious. * Your breath weapon does 15d10 damage, instead of the damage indicated on the stat block. * If possible, your equipment drops to the floor. Worn items that are not magical (mundane armour, clothes) are destroyed during the transformation process. Any magical items on you (including worn) drops safely. * The number of Extra Attacks you have is reduced to 1 (ie, you can make a total of 2 attacks when you take the Attack action) ___ Your sealed form statistics are replaced by the statistics of the Dragon if they are higher (capped to 16) but you retain your alignment, personality, Intelligence, Wisdom, Charisma scores, and your HP while in sealed form. You also retain all of your skills and saving throw proficiencies. In addition, you become proficient in Strength, Dexterity, and Constitution saving throws if the Dragon is. If the Dragon has any legendary or lair actions, you cannot use them. You also do not gain legendary resistances. ___ Further, due to your martial experience, you gain an additional Extra Attack (ie, when you take the Attack action, you can attack a total of 4 times). ___