The Knight Dragon Bloodline
Your innate magic comes from the heavenly might of Knight Dragons. These knights are brave dragons who reside in heaven and embody ideas of chivalry.
There are many ways one becomes a sorcerer of this bloodline; for instance, a knight dragon can gift the bloodline to those they deem worthy, or one can be a descendant of a dragon. Like the dragons they represent, most sorcerers of this bloodline have a knack for martial arts, enjoy battle, and live in pursuit of the greater good.
Heavenly Warrior Ancestor
You can speak, read, and write Celestial and Draconic. Also, you are proficient with one martial weapon and one armor of your choice.
Sword of the Knight Dragon
At 1st level, you feel you’re under the watchful eye of your ancestors. Once per turn, when you hit a target with a weapon attack, a golden sword appears in the air and revolves around you. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take slashing damage equal to half your sorcerer level (minimum of one damage).
Armory of the Knight Dragon
At 6th level, you can use your action to conjure up to three weapons and armor from the armory of your knight dragon ancestor (for example a longsword, a shield, and a breastplate; or a halberd, a battleaxe, and a plate), which immediately appear in your hand or on your body. You must be proficient with the armor and the weapon to conjure it. Weapons and armor made up of more than one piece (e.g. gauntlets) cannot be conjured using this feature.
The weapons and armor conjured in this way are magic weapons, and they are in gold instead of their regular color. When you attack with a conjured weapon, you can use Charisma instead of Strength or Dexterity for the attack and damage rolls you make. The conjured weapons are also larger than usual, which increases their weapon damage by 1d6.
A conjured weapon deals an extra 1d6 radiant damage on a hit when you reach 14th level, and becomes a +2 weapon when you reach 18th level in this class.
A conjured armor and shield also becomes +1 when you reach 10th level, and +2 when you reach 14th level, and +3 when you reach 18th level in this class.
The conjured weapon and armor remain until you dismiss them as a bonus action, or until you fall unconscious.
Knightly Metamagic
Starting at 6th level, when you take the Attack action to make weapon attacks, you can spend 2 sorcery points to make another weapon attack once per turn.
Extra Attack
Beginning at 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The Dragon Within
At 14th level, you sprout draconic wings and gain a flying speed of 30 feet.
Will of the Knight Dragon
Starting at 18th level, you refuse to fall before your enemies do. When you drop to 0 hit points, you start to regain a number of hit points equal to your Charisma modifier (minimum of one hit point) at the start of each of your turns for 1 minute.
Once this effect takes place, you must finish a short or long rest for it to do so again.
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