Page 56 - Homebrew D&D 5e Characters
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•   Your speed and jump height increase by 10ft.    

               •   When you take an attack action while wielding a   At 11  level, your understanding of the arcane and divine
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                  weapon in each hand, you may attack twice for   arts increases. From this point forward the number of spells
                  one action.                                     you can prepare is twice your Charisma Modifier (Minimum
                                                                  2) plus half your Dragon Knight level rounded down.
               •   Once per turn, when you make a melee attack    Additionally, you gain advantage on Concentration (CON)
                  against a creature, you don't provoke opportunity   checks caused by damage from melee weapon attacks.
                  attacks from that creature for the rest of the turn,   Finally, at 15  level you can prepare the following spells in
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                  whether you hit or not.                         addition to those found on the normal Dragon Knight List:
                                                                  Greater Restoration, Revivify, Heal, Divine Word, Chain
               •   Once per turn, you can make an acrobatics check   Lightning, Disintegrate, Delayed Blast Fireball, Teleport
                  to move along vertical surfaces as though they
                  were flat ground.                                
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                  (DC = 10 + 5 for every 5 feet past 10ft.)       At 15  level, you have learned to harness the elemental
                                                                  energies of Dragons. Choose 2 wave types from the
                                                      Elemental Wave list below.  You cannot change this
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                                                                  choice. At 18  level you may choose one additional wave
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           At 11  level, the blessing of the divine dragon increases.   type. Once per long rest, as a bonus action, you can use
           You regain your use Wyrm Talon after a short rest.     the Dragon Wave ability to use your pole arm to send out a
           Additionally, you gain access to the Dragon Dive feature.   wave of elemental energy in a 30ft. cone in front of you.
                                                        Creatures in the cone must make a Dexterity saving throw.
                                                                  On a failed save the creatures take 6d8 damage and an
           When you use Wyrm Talon to successfully hit a creature,   elemental effect dictated by the damage type in the
           you may use your reaction before your next turn to teleport   Elemental Wave list. On a successful save, creatures take
           to the weapon that scored the hit. You appear in an open   half damage.
           space adjacent to the struck creature. Moving in this way
           does not provoke attacks of opportunity.                
                                                                  Acid – AC bonuses and damage from non-magical armor
           Once you use this feature, you must finish a short rest   and weapons are permanently reduced by 2.
           before you can use it again. Starting at 14  level, you can   Cold – Creatures hit are chilled. Their movement is
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           use it twice per rest. Starting at 18  level, you can use it   reduced by half and all Dexterity saving throws and checks
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           three times per rest.                                  are at disadvantage for 1 minute or until they make a
                                                     Constitution saving throw.
                                                                  Fire – Creatures hit are ignited and take 1d6 fire damage at
           At 15  level the power of the divine dragon comes through   the beginning of their turns until the fire is put out.
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           in your forged weapons. All weapons created using the   Lightning – Creatures hit are stunned until the end of your
           Dragon Forge feature gain 1d4 radiant or necrotic damage   next turn.
           (depending on which deity provided their blood) damage.
           At 18  level this bonus is increased to 1d6.            Aspect of Flame Spell Chart
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                                                                         1 Spell Slots Per Spell Level
                                                                                                4
                                                                                         2
                                                                                            3
                                                                                                       6
                                                                                                           7
                                                                                                   5
                                                                    Level   Cantrips   s  n  r  t   t  t   t
           The Aspect of Flame empowers the Dragon Knight’s                 Known
           magical abilities allowing them to cast more powerful spells               t   d   d   h   h   h   h
           quickly in the midst of a melee. See the Aspect of Flame   1
           Spell Chart to see the number of spells you can cast of 1
                                                        st
           level and above.                                          2         1
                                                                     3         2      3  2
            
                                                                     4         2      3  2
           Beginning when you choose this form you gain proficiency
           with War Scythes (See Weapons Table at the end of this    5         3      4  2   1
           document.) and two weapons with the Reach property.       6         3      4  3   2
           These weapons are considered Dragon Knight weapons for    7         3      4  3   3
           you.                                                      8         3      4  3   3   1
                                                         9         4      4  3   3   2
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           At 6  level, you have learned to increase your casting    10        4      4  3   3   2   1
           speed and work somatic components into your polearm       11        4      4  3   3   2   2
           attacks. Whenever you take an attack action with a reach   12       4      4  3   3   2   2
           weapon, you may use a bonus action to cast a 1  level     13        4      4  3   3   2   2   1
                                                  st
           spell or a cantrip that would normally take an action.
                                                                     14        4      4  3   3   2   2   1






  Scott Pyles (Order #26819287)
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