Dragon slayer in The plane of Sunder | World Anvil
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Dragon slayer

-lore
LvL prof bonus Feats. Trance
1 +2 Hunters trance, Combat jump 2
2 +2 Survival sense 2
3 +2 Shield bash, Vorpal thrust 2
4 +2 Ability score improvement 2
5 +3 Brute force 3
6 +3 Lightning pierce 3
7 +3 prepared assault 3
8 +3 Ability score improvement 3
9 +4 Lightning bolt 4
10 +4 Elusive jump, Sonic thrust. 4
11 +4 - 4
12 +4 Ability score improvement 4
13 +5 Descending dark, Dragonfire swipe. 5
14 +5 - 5
15 +5 Bloodbath 5
16 +5 Ability score improvement 5
17 +6 Desolate Dive. 6
18 +6 - 6
19 +6 Ability score improvement 6
20 +6 Blood of the dragon 6

Class features

Hit Points

Hit die: 1d10 per level.
HP at level 1: 10+CON modifier
HP at higher levels: 1d10(6) + CON mod.

Proficiencies

Armour: All armour and shields
Weapons: Longsword, spear, halberd, Javelin, Greatsword, Glaive, Lance, Pike and Warpick.
Tools: none.
Saving throws: Strength, Dexterity
Skills: choose two: Animal handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival.

Equipment

  • Scale mail or Padded armour.
  • A proficient weapon or two spears.
  • A crossbow or two javelins.
  • A explorer's pack or dungeoneer's pack
  • A Dragon's eye.

Hunter's trance

  At level 1 you cam spend a bonus action to heighten your senses, gaining advantage on perception and survival checks. You can also jump 30ft into the air and the jumping distance becomes 15ft.
Activating your hunter's trance costs a trance point, you regain all your trance points on a short or long rest.
While in hunter's trance you also deal double piercing damage to dragons, since you know how to put spears, arrows and alike right between their scales.

Combat jump

At level 1 you can spend an action when you are hunter's trance to preform a jump attack.
You jump up to 30ft in the air and 15ft from your starting position on to a creature within range.
The creature you jump on must make a DEX save against your dive DC.
If the creature fails the save, you deal your weapon damage + additional d6, if it succeeds the save it only takes half of the damage.

Dive DC = 8 + prof bonus + str modifier.

You cannot jump on a creature that's higher than 30ft or has less than 5ft space between their head and ceiling.
After finishing the jump you select a adjacent space besides the creature.

Survival sense

At level 2 you mastered your senses, you know when things nearby are not as they should be, giving you an edge on avoiding danger.
You have advantage on DEX saving throws against effects that you can see, such as traps and spells. To use these senses you cant be blinded or deafened.
You are also gain advantage on survival checks, to check tracks study creatures etc.

Shield bash

At level 3 you can spend a bonus action to shield bash,dealing 1d4 bludgeoning damage if it his.
The target also needs to make a con save against your Dive DC, if the target fails the save it is stunned until the end of the next round.

Vorpal thrust

At level 3 you learn vorpal trust, an attack that deals an additional 1d4 damage to your current wielding weapon.
You can only use vorpal thrust if you used a melee attack with the same weapon on this or your previous turn.

Brute force

At level 5 you learn to brute force yourself through obstacles, non-magic difficult terrain does not affect you.
You can walk through non magical plants that would otherwise damage you unharmed and you gain advantage on saves against things like entangle and grapple.

Lightning pierce

At level 6 you learn blitz pierce, an attack that swaps your current wielding weapon damage type to lightning damage.
You can only use this if you used vorpal trust on this or the previous turn.

Prepared assault

At level 7 you gain temporary HP equal to your CON modifier with a minimum of 1 when you activate your survival sense.
They vanish when you lose your survival sense.

Lightning bolt

At level 9 you can spend an action to launch a lightning bolt that deals 2d6 lightning damage and can cover 120ft.
You can only cast the equivalent of your trances of lightning bolts.

Elusive jump

At level 10 you can use an reaction to jump 10ft back, avoiding an melee or ranged attack.
If it is an AOE attack and your jump ends within the radius you did not avoid the attack.

Sonic thrust

At level 10 you can spend an action to use Sonic thrust.
An attack that deals damage enemies in a 10ft line from you.
The damage die is the same as your current wielding weapon.

Descending dark

At level 13 you can spend an action to do a combat dive like attack, but unlike the combat dive this attack deals also damage to creatures adjacent to your target.
All these creatures too have to make a DEX save against your Dive DC.

Dragonfire swipe

At level 13 you can use the Dragonfire swipe attack, an melee attack that swap the damage type of your current wielding weapon with fire to one target within range and to one creature to the left and one creature to the right of your target. You must roll attack rolls for all creatures.
This also adds an additional 1d4 to your damage die.
The amount of damage is equal to your current weapon and you can only use this attack after sonic thrust.

Bloodbath

At level 15 you can spend an bonus action to replace the damage die of one attack with one hit die. the attack modifiers and other bonus damage remain.
You can only do this three times per short rest.

Desolate dive

At level 17 you can spend an action to preform a desolate dive, which is a jumping attack that hits one creature within 5 or 10ft range. The attack swap the damage type of your current wielding weapon with lightning. this also adds an additional 2d4 to your damage die. This can only be used after dragonfire swipe.

Blood of the dragon

At level 20, when you activate your survival senses you grow a pair of draconic wings and gain a fly speed of 30ft.
You also gain the ability to spit lightning in a 15ft cone.
You can only spit lightning once per trance.
You also gain resistance against fire damage.

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