The Dragon Slayer Level Proficiency Bonus Features Vis Iron Fist Roar Unarmored Movement DFD 1st +2 Draconic Training, Unarmored Defense, Dragon Slayer Iron Fist x 1d6 x x x 2nd +2 Vis Points, Channel Inner Dragon, Unarmored Movement, DHF 2 1d6 x +10ft x 3rd +2 Deflect Element, Dragon Slayer Roar 3 1d6 3d8 +10ft x 4th +2 Ability Score Improvement, Slow Fall 4 1d6 3d8 +10ft x 5th +3 Extra Attack, Dragon Force 5 1d8 3d8 +10ft 3 6th +3 DHF 6 1d8 3d8 +15ft 3 7th +3 Motion Sickness, DHF 7 1d8 3d8 +15ft 3 8th +3 Ability Score Improvement 8 1d8 3d8 +15ft 3 9th +4 Unarmored Movement Improvement, DHF 9 1d8 3d8 +15ft 3 10th +4 DFI, DHF 10 1d8 3d8 +20ft 4 11th +4 Dragon SLayer Secret Art 11 1d10 4d8 +20ft 4 12th +4 Ability Score Improvement 12 1d10 4d8 +20ft 4 13th +5 DSSA, DHF 13 1d10 4d8 +20ft 4 14th +5 DHF 14 1d10 4d8 +25ft 4 15th +5 DSSA, DFI, DHF 15 1d10 4d8 +25ft 5 16th +5 Ability Score Improvement 17 1d10 5d8 +25ft 5 17th +6 DSSA, DHF 19 1d12 5d8 +25ft 5 18th +6 Dragon's Might 21 1d12 5d8 +30ft 5 19th +6 Ability Score Improvement, DSSA 23 1d12 5d8 +30ft 5 20th +6 Draconic Shift, DFI 25 1d12 5d8 +30ft 6 Hit Points Hit Dice: 1d8 per Dragon Slayer Level

Hit Points at 1st level: 8 + Constitution Modifier

Hit Points at Higher Levels: 1d8(or 5)+ your Constitution modifier per Dragon Slayer Level Proficiencies Armor: None

Weapons: Simple Weapons, Shortswords, Battleaxes, Magical Firearms

Tools: Choose one type of Artisan’s Tools

Saving Throws: Constitution and Charisma

Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: A gift(trinket) from the dragon that raised and taught you

(a) A Dungeoneer’s Pack or (b) An Explorer’s Pack

(a) A Shortsword or (b) Any Simple Weapon

(a) 10 Javelins or (b) A Battleaxe

Dragon Slayer Magic Starting at 1st level, you choose which elemental dragon you were raised from: Light Dragon, Dark Dragon, Poison Dragon, Iron Dragon, Sky Dragon, Fire Dragon, or Lighting Dragon. Your Draconic Heritage grants you features unique to the element, as well as giving you the power to make your attacks of that element. You gain features for your Draconic Heritage at levels determined by the Dragon Slayer table, marked DHF.

You gain resistance to the damage type granted by your draconic parent, at level 10 you gain immunity.

You also gain the knowledge to both write and speak Draconic due to your training from a dragon. Your dragon didn’t leave you with just knowledge of another language, it has also trained your senses, sharpening them to their peak, you gain proficiency in Perception(Wis) checks if you do not already have it, and advantage on checks that have to do with sense of smell or hearing. Unarmored Defense While you are not wearing any armor, or wielding a shield, your Armor Class equals 10 + your Strength modifier or Dexterity + your Charisma modifier Dragon Slayer Iron Fist At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and dragon slayer weapons, which are weapons you are proficient with that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only dragon slayer weapons and you aren’t wearing armor or wielding a shield: You can use Strength or Dexterity for the attack and damage rolls of your unarmed strikes and dragon slayer weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain dragon slayer levels, as shown in the Dragon Slayer Iron Fist column of the Dragon Slayer table. (Levels 1-4 have 1d6, 5-10 have 1d8, 11-16 have 1d10, and 17-20 have 1d12) When you use the Attack action with an unarmed strike or a dragon slayer weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

At level 6 your fists are considered magical for overcoming resistance and immunity.



















Vis Starting at 2nd level, your training allows you to harness the mystical power of the dragons. Your access to this energy is represented by a number of vis points. Your Dragon Slayer level determines the number of points you have, as shown in the Vis Points column of the Dragon Slayer table, You can spend these points to fuel various ki features. You start knowing four such features: Flurry of Blows, Patient Defense, Vis Blast ,and Step of the Wind, You learn more vis features as you gain levels in this class, When you spend a vis point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended vis back into yourself. You must spend at least 30 minutes of the rest meditating to regain your vis points, Some of your vis features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Vis save DC = 8 + your proficiency bonus + your Charisma modifier Patient Defense: You can spend 1 vis point to take the Dodge action as a bonus action on your turn. Vis Blast: You can channel your ki to hurl swirling energy as a ranged spell attack in place of an unarmed strike. The damage type is determined by your Draconic Heritage. The attack has a range of 20/60 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage die is a d6. This die changes as you gain Dragon Slayer levels, as shown in the Dragon Slayer Iron Fist column of the Dragon Slayer table. Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Each archetype gains a list of spells that they can cast when they reach the specified level. They can cast spells at higher levels when they hit the level requirement. Charisma is the spellcasting ability modifier. Channel Inner Dragon Your elemental dragon allows you to channel draconic energy to fuel magical effects. Each Channel Inner Dragon option provided by your dragon explains how to use it. When you use your Channel Inner Dragon, you choose which option to use. You must then finish a short or long rest to use your Channel Inner Dragon again. Some Channel Inner Dragon effects require saving throws. When you use such an effect from this class, the DC equals your Dragon Slayer spell save DC. Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Devour Element At level 3, you can use your reaction to inhale energy. Your Draconic Heritage that you chose determines the damage type of the energy you are able to inhale. The damage you take from the attack is reduced by 1d10 + your Charisma modifier + your dragon slayer level. if the damage is reduced to zero, the effect of the damage as well as the spell, ability, attack, or item itself is cancelled out. You gain temp hp for an amount equal to damage+Constitution modifier or 1 Hit-Die if not in combat. I.e. a Fire Dragon Slayer eating fire from a bonfire. The element must be within 20 feet to use this ability.

It is a taboo for a Dragon Slayer to eat energy that it creates, if it does then it is under the effects of Motion Sickness for a number of rounds equal to its Constitution modifier (minimum of 1 round), and instead lose that amount of Vis Points.

When you eat a spell of your element you may gain a number of Vis Points equal to the level of the spell, as shown in the table below, you cannot gain more Vis Points than your maximum amount of Vis Points.

If you reduce the damage from a ranged weapon or projectile to 0 you can spend 1 vis to throw it back(range 20/60), you are considered proficient with this. Devour Element Table Spell Level Vis Points Returned 1st 2 2nd 3 3rd 5 4th 6 5th 7 Dragon Slayer Roar Once you reach 3rd level, you can use your action to exhale a 30 foot line of destructive energy. Your elemental dragon determines the damage type of the exhalation. When you use your roar, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your elemental dragon. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d10 damage on a failed save, and half as much damage on a successful one.

The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. When you use this feature, on subsequent turns you can roll 1d6, on a 5 or 6 this ability is recharged. Light deals Radiant damage(Dex. save) Dark deals Necrotic damage(Con. save) Poison deals Poison damage(Con. save) Iron deals Slashing or Piercing damage(Dex. save) Sky deals Force damage(Con. save) Fire deals Fire damage(Dex. save) Lighting deals Lightning(Dex. save), or Thunder damage(Con save)







Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 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 Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Dragon Slayer level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dragon Force Once you reach 5th level, you fight with a dragon’s ferocity in battle. On your turn, you can enter Dragon Force as an bonus action for 1 vis. While in dragon force, you gain the following benefits if you aren’t wearing armor or a shield: Gain a bonus to AC equal to half of your Proficiency Bonus rounded down. You have advantage on Strength checks and Strength saving throws. When you make a melee attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a dragon slayer, as shown in the Dragon Force Damage column of the Dragon Slayer table. (Levels 5-9 gain +3) If you are able to cast spells, you can’t concentrate on them while in dragon force. Your dragon force lasts for 1 minute, and it ends early if you are knocked unconscious. You can use dragon force as many times equal to half your Charisma modifier (rounded down, minimum of 1). Once your dragon force ends you must make a Constitution saving throw (DC 14). On a failed save you gain one level of exhaustion or don’t gain any levels of exhaustion on a successful save.

At 10th level, your dragon force reaches its second stage. Your dragon force gains the following benefits: Your dragon force damage from levels 10-14 is now +4 When you are at or below 5 hit points, or become unconscious, and not killed outright, you can make a Constitution save, on a 20 or higher you enter a rage. You gain temporary hit points equal to half your max hit points. This lasts for a number of rounds equal to your Charisma modifier. When this ends, you fall unconscious. Save DC increases by 2 (DC 16)

At 15th level, your dragon force has now reached its third stage. Whenever you enter dragon force, you gain the following benefits: You gain a flying speed equal to your movement speed Your dragon force damage from levels 15 to 19 is now +5 Save DC increases by 2 (DC 18)

At 20th level, your dragon force has reached its final stage. Whenever you enter dragon force, you gain the following benefits: Your dragon force damage is now +6 Save DC increases by 2 (DC 20)

Motion Sickness At lvl 7, for some reason your body is unable to handle the motion of vehicles, while on a non-flying vehicle you have disadvantage to all attack rolls, ability checks, and skill checks.You automatically fail any Con save you make while on the vehicle.











Dragon Slayer Secret Art At 11th level, your draconic powers have grown exponentially and through enough meditation, practice, and trial-and-error, you have unlocked the Secret Arts to dragon magic. Choose one 6th-level spell as this Secret Art. You can cast your Secret Art spell once. At higher levels, you gain more Dragon Slayer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 18th level. You regain all uses of your Secret Arts spells when you finish a long rest. Dragon’s Might Starting at 18th Level you have begun to channel the power of the dragons throughout your whole being. You gain a +2 to your STR or DEX, CON, and CHA scores, the max of those scores is now also increased by 2. Draconic Shift At level 20, you have trained to the point where you may now assume the form of a dragon for one hour. You may do this as an action once before taking a long rest. The following happens when you assume dragon form:

Your size is large.

Your Armor Class is 22.

Your Physical Ability Scores are changed: Strength:24(+7) Dexterity:12(+1) Constitution:24(+7)

Your mental stats are unchanged.

Your HP is your usual form's HP, and is restored to its maximum upon transformation. When you revert to your normal form, you are returned to the amount of HP before you transformed, and if you reverted as a result of falling below 0HP in dragon form, excess damage is carried over upon reversion.

Your base walking and swimming speeds are 40 feet. Your flying speed is 80 feet.

You can breathe water and air.

For all intents and purposes, you are considered a dragon.

You gain the following natural weapons with which you are proficient: A bite attack, dealing 2d8 piercing Two claw attacks, dealing 2d6 slashing each A tail attack, dealing 2d6 bludgeoning.

Any other trait you possess in normal form is preserved in Dragon form, as long as it physically makes sense.

Light Dragon Slayer Light Dragon Slayer Features Level Spells Vis Points 2nd Guiding Bolt, Divine Favor, Heroism, Shield of Faith 2 Vis 5th Branding Smite, Moonbeam, Invisibility, Dark Vision 3 Vis 9th Blinding Smite, Crusader's Mantle, Remove Curse, Spirit Guardians 5 Vis 13th Guardian of Faith, Banishment, Aura of Life, Aura of Purity 6 Vis 17th Flame Strike, Wall of Light, Hallow, Planar Binding 7 Vis Light Weapons At first level you can create weapon constructs out of light. You create a weapon that you are proficient with out of pure light, it deals radiant damage in place of its normal damage type. Elemental Magic At 2nd level, your draconic magic has begun to grow. You gain the Sacred Flame cantrip. Channel Inner Dragon: Vow of Emnity As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Radiance of Dawn Starting at 2nd level, you can use your Channel Inner Dragon to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Dragon Slayer level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. White Dragon's Claw At level 6, when you hit a target, you leave a stigma on the target lowering their ability to evade your next attack. When you hit a target with an unarmed strike, that target makes a WIS save, on a fail your attacks have advantage against them until the end of their turn. While in White Drive, unarmed damage is increased by an additional dice. Warding Flare At level 6, you can interpose bright light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. White Dragon’s Claw At level 7, once per long rest, when you hit a target with a melee attack, you may apply Bestow Curse, even if you do not have access to the spell. You do not need to keep concentration on it, it still lasts for 1 minute, and the target still makes the Wisdom saves as normal. The save is equal to your Spell Save DC. Holy Ray At level 9, you can charge a beam of light and release, sending small spears of light flying outwards. As an action you can release three light spears, each dealing 1d4 radiant damage and it hits automatically. You can choose to charge this for up to 5 turns, this will require concentration. Each turn adds an additional 3 spears. While in White Drive, you gain two additional spears per turn White Drive At level 10, you can enter a dragon drive state. Entering this state takes a bonus action and you gain the following effects: You gain an aura of bright light, causing light to radiate off of you and pool into all adjacent squares. When you cast a spell, or use a breath weapon, you can add your CHA modifier to the damage roll. You gain advantage on concentration checks for your other abilities and spells.

This requires concentration. It can be used once per combat and lasts until concentration is lost.

Holy Breath At 10th level, your breath weapon now creates difficult terrain. As an action you can jump upwards and release a stronger version of your breath weapon. Your breath weapon is released in a 30ft cone. While in White Drive, creatures have disadvantage on the saving throw against it. Light Blows Starting at 13th level, as a bonus action you can channel your divine energy through your weapon. For the next minute, attacks from the weapon deal additional 1d4 radiant damage. The Light Blows damage is considered magical. The damage die increases as you gain levels. Radiant damage starts at 1d8. At 15th level, Radiant damage becomes 1d10. At 19th level, Radiant damage becomes 1d12. This damage is cumulative with weapons enchantments. Should your weapon leave your grip, the rite fades immediately. An active light blows on a weapon thrown fades directly after the attack is complete. This feature may be used a number of times equal to your CHA modifier per short or long rest Sun Strike At level 14, when you make a melee weapon attack you can choose to make it a Sun Strike. If the Sun Strike hits, you deal 4d8 radiant damage in addition to the weapon's damage. You may only use this feature an amount of times equal to your proficiency modifier. Activate this feature after a successful attack roll. You regain uses after a short rest. At level 17 this becomes 4d10 radiant damage. Solar CLeansing At 15th level, you gain the ability to channel your light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains 1d6 to 5d6(your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from the total. You regain all expended dice from your pool when you finish a long rest White Dragon Slayer's Secret Art: Lumos: Holy Nova At level 17, as an action, you bend your arm backward and release a punch imbued with pure light, striking the ground and causing a massive explosion. All creatures within 30 feet of you must make a DEX saving throw. A target takes 10d12 and is pushed 30 feet away from you on a failed save, they are also branded for rounds equal to your Charisma modifier. This brand causes the target to take 1d4 radiant damage each time it is hit with an attack. Targets who succeed the saving throw only take half the damage and are only pushed away 15 feet. You must make a long rest before using this feature again.

Shadow Dragon Slayer Dragon Slayer Features Level Spells Vis Points 2nd Arms of Hadar, Bane, Inflict Wounds, Sleep 2 Vis 5th Crown of Madness, Enthrall, Hold Person, Shadow Blade 3 Vis 9th Hunger of Hadar, Bestow Curse, Fear, Vampiric Touch 5 Vis 13th Blight, Shadow of Moil, Dimension Door, Evard's Black Tentacles 6 Vis 17th Dream, Enervation, Raise Dead, Antilife Shell 7 Vis Shadow Weapons At first level you can create weapon constructs out of darkness. You create a weapon that you are proficient with out of pure darkness, it deals necrotic damage in place of its normal damage type. Elemental Magic At 2nd level, your draconic magic has begun to grow. You gain the Chill Touch cantrip. Channel Inner Dragon: Touch of Darkness Starting at 2nd level, the Dragon Slayer can use Channel Inner Dragon to destroy another creature's life force by touch. For a minute, when you hit a creature with a melee attack, you can use Channel Inner Dragon to lower the targets max hp equal to the damage dealt plus your Dragonslayer Level. Feint Attack At 6th level, when you are hidden or in darkness, and you make a melee attack, you can add an additional die from Dragon Slayer’s Iron Fist to the damage roll. If you have Dark Dragons Shadow Drive active, you get an additional die added. Waxwing Flash At level 6, you can the ability to turn your body into shadow as an action and move up to 30ft in any direction, you can surround one enemy that you move through in Darkness, they must make a STR save or they are trapped inside a pitch black shadow and take 4d4 necrotic damage and become blinded. On a success they take half damage and are not blinded. They can make a STR saving throw that will free them, and all saves are at the end of that player’s turn. This ability gains an additional d4 at 12th level, and another at 18th level. You can use this ability any number of times per short rest or long rest equal to your CHA modifier. If Shadow Drive is active you may surround a 2nd target in shadows.













Shadow Step At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Shadow Dragon's Mergence At 9th level while you are in dim light or darkness, you can use your action to become invisible. This invisibility lasts until you leave an area of dim light or dakness, or if you attack or cast a spell. You can do this once per long rest If Shadow Drive is active, the light level 30ft around you is lowered.(bright light turns into light, light turns to dim light, dim light turns to darkness) Dark Dragon’s Shadow Drive At level 10 you can enter a dragon drive state. Entering this state takes a bonus action and you gain the following effects: You gain an aura of darkness, causing darkness to emanate from you and leak into all adjacent squares.

When you cast a spell, or use a breath weapon, you can add your CHA modifier to the damage roll.

You gain advantage on concentration checks for your other abilities and spells. This requires concentration. It can be used once per combat and lasts until concentration is lost. Cloak of Shadows By 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Shadow Paralysis At 13th level, as an action you can target a creature within 60ft. The target must succeed on a WIS save or become paralyzed. At the end of each of its turns, the target can make another save. On a success, the paralysis ends.

When in dim light the range increases to 90ft and when in darkness the range increases to 120ft.

While in Shadow Drive, you can target up to 2 additional creatures within 30ft of each other. Shadow Strangle At level 14, As a bonus action, target a creature targeted by Shadow Paralysis. The creature must make a Constitution saving throw, on a failed save the creature suffers a level of exhaustion. Using this ability ends the effect of Shadow Paralysis. While in Shadow Drive you may affect a 2nd creature if there is an applicable target. Lingering Shadows At 15th level, when you use Shadow step, you can cause your location to implode while you travel away, dealing 3d6 necrotic damage to everyone within a 5-ft. radius at the spot you were at before traveling away.The area is clouded in magical darkness as if someone cast the Darkness spell there. You need a long rest before you can do this again. Shadow Dragon’s Secret Slayer Art: Abysso: Shadow Dragon’s Sword Dance Starting at level 17, you master the secret art of the Dark Dragon. As an action, you surround yourself with an aura of pitch blackness that forms a 60 foot circle around you. Giant shadowy blades then shoot up from the ground, and any number of creatures (your choice) caught within the aura must make a DEX saving throw, on a failed save the creature takes 10d6 slashing damage and 10d6 necrotic damage and are blinded until they succeed a CON saving throw at the start of each of their turns, or take half as much damage and aren’t blinded on a successful save. You must make a long rest before using this feature again.

Poison Dragon Slayer Dragon Slayer Features Level Spells Vis Points 2nd Beast Bond, Charm Person, Ray of Sickness, Speak with Animals 2 Vis 5th Beast Sense, Melf's Acid Arrow, Detect Thought, Ray of Enfeeblement 3 Vis 9th Elemental Weapon, Stinking Cloud, Bestow Curse, Gaseous Form 5 Vis 13th Blight, Conjure Woodland Beings, Dominate Beast, Sickening Radiance 6 Vis 17th Awaken, Cloudkill, Contagion, Insect Plague 7 Vis Acolyte of Nature At 1st level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. Elemental Magic At 2nd level, your draconic magic has begun to grow. You gain the Poison Spray cantrip, and you learn one druid cantrip of your choice. Channel Inner Dragon: Summon Serpents Starting at 2nd level, you can use Channel Inner Dragon to summon poisonous snakes that fight for you. When the dragon slayer is hit with an attack, the dragon slayer can use their reaction to release a number of poisonous snakes equal to their Charisma modifier (minimum of one). Roll initiative for the snakes, which have their own turns. It obeys any verbal commands that are issued to it (no action required by the dragon slayer). If no commands are issued to the snakes, they defends themselves from hostile creatures, but otherwise takes no actions. The DM has the creature’s statistics. You can choose to also summon flying snakes at 8th level. Poison Dragon’s Withering Fang Once you reach 6th level, when you hit a creature with a melee attack, you can choose to have the creature make a Constitution saving throw vs your spell save DC. They take 1d6 poison damage for 1 minute on a failed save or none on a successful save.This feature can be used a number of times equal to your Charisma modifier (minimum of one) before making a long rest. Poison Dragon’s Scales You swing your arms, generating a very large number of scale-shaped masses of poison, which are rapidly sent flying at the target in consecutive reprises. At 6th level, you spray poisonous scales in a 15ft cone, Anything caught in the area needs to make a CON save, on a fail they take 3d6 poison damage. Half as much on success. This can be done a number of times equal to your CHA mod.











Poison Dragon’s Sharp Horn You punch your target, then release a burst of poison at point-blank range, which causes poison damage and burns. At lvl 7, When you attack a target and the hit lands, you can instead choose to deal 4d6 poison and 2d6 fire damage. You can do this once per long rest. Snake Familiar At 9th level you gain the power to summon a powerful ally. You summon a Large Flying Snake with the stats and abilities of a Green Dragon Wyrmling. If it happens to be slain, you can resummon it after a Long Rest. Poison Dragon’s Guard Starting at 10th level, As an action you can coat yourself in a protective bubble of poison. When you are struck by a melee attack, the poison sticks to the attacker dealing damage equal to half your level in poison damage until the start of your next turn. Sound Wall You manipulate the sound in your immediate vicinity into a wall of pure pressure, which simultaneously protects you and destroys portions of the surrounding area. 13th level you can cast wall of force once per long rest. Sound Palm Through touch, you transmit a very powerful sound wave from your palm to the target's body, sending them flying. At level 13, when you land with an unarmed attack, you can make the target make a CON save, on a fail the target is knocked back 30ft. If the target collides with a structure of another creature, they both take 3d8 force damage Poison Dragon’s Corrosive Punch At level 14, your poison has become potent enough to corrode almost anything. When you hit a target with an unarmed attack and roll an 18 or 19 it lowers the targets’ AC by 1, or 2 if you roll a 20. Creatures with unarmored defense instead take 2d8 acid damage. This effect lasts until the armor is replaced or repaired.

Poison Dragon’s Fang Thrust You inflict a poison with a paralyzing effect. At level 15 when you can make a melee attack against a target, they must make a CON save or become paralyzed, they can make a new save at the end of each of their turns. This can only trigger once per creature per round. Poison Dragon Slayer’s Secret Art: Miasma Wave At 17th level, as an action you can release a giant fog of miasma. In a 60 foot radius around you other creatures will need to make a CON saving throw. On a fail they take 10d6 poison damage and 5d6 acid damage, half on success. This fog lasts for 30 seconds before dissipating, all creatures in the area must make a new save on each turn.

Iron Dragon Slayer Dragon Slayer Features Level Spells Vis Points 2nd Alarm, Hail of Thorns, Ensnaring Strike, Thunderwave 2 Vis 5th Earthbind, Enlarge/Reduce, Knock, Shatter 3 Vis 9th Conjure Barrage, Wall of Sand, Erupting Earth, Protection from Energy 5 Vis 13th Fabricate, Grasping Vine, Conjure Minor Elemental, Stone Shape 6 Vis 17th Bigby's Hand, Conjure Volley, Steel Wind Strike, Wall of Stone 7 Vis Iron Dragon Technique Starting at 1st level, you can use your bonus action to harden your skin, giving it the appearance of iron, For the duration of 1 minute you can give yourself one of the following benefits: A bonus added to you AC equal to your CHA modifier (minimum of 1). You gain resistance to either magical and non magical bludgeoning, piercing, or slashing damage (your choice). Advantage on checks and saves to resist being grappled, restrained, forcibly moved or knocked prone Channel Inner Dragon: Dragon’s Blessing Starting at 2nd level, you can use your Channel Inner Dragon to strike with supernatural accuracy. Whenever you or a creature within 30 feet of you makes an attack roll, you can use your reaction to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You can do this once per long rest Iron Dragon’s Lance At 2nd level, you turn your arms into iron poles increasing their devastating force. As an action, you can make a sweeping attack against all creatures that are within 10ft of you. This deals bludgeoning damage equal to your dragonslayer iron fist dice. At 6th level, as an action you can make a ranged attack up to 30ft, you shoot out 1d4 iron poles that deal piercing damage equal to your iron fist. Lightning Rod At 6th level you begin to share the properties of the metal you so proudly eat. You become a walking lightning rod, any lightning based projectile within 20 feet of you redirects to you, and any lightning based attack directed towards you cannot miss you. You have resistance to this damage. In exchange for this, your melee attacks can now crit on an 18 and deal an additional damage die on crit. Iron Dragon’s Club At 6th level you can transform an arm or a leg into a large steel club, this limb has reach. As an attack you can slam the transformed limb into a target within 20 feet dealing bludgeoning damage, all creatures within 5 feet of the target need to make a DEX save(8+PROF+CHA), on a fail they take thunder damage equal to your iron fist damage dice, on a pass they dodge out of the way to the nearest unoccupied square. Iron Dragon’s Sword Similar to your IRON DRAGON CLUB, you can transform an arm or leg into a large, jagged steel blade. At level 7 you can make an attack doing slashing damage in a 15ft line in front of you, dealing damage equal to your fist die. At 9th level you kinda figured out that you can make yourself taller by putting spikes on your heels, you found out about this earlier but it only became relevant now because you just learned that you are under the effects of the Spider Climb spell while using IRON DRAGON’S FOOT BLADE, activating and deactivating takes a bonus action Iron Dragon’s Scales At 9th level you cover yourself in steel scales, requires concentration, lasts for 1 minute. Add an additional damage die to attacks. Can do a 30 by 5ft line of force damage dealing 1d8, increases to 2d8 at level 16, Dex save halves damage on success, full on fail. +2 to AC. Action Surge At level 10 you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again Sharpen the Iron At 13th level, you gain the ability to augment your weapons with the strength of your vis. You can expend up to 3 vis points to grant a weapon you touch a bonus to damage rolls while you wield it. The bonus equals the number of vis points you spent. This bonus lasts for 1 minute or until you use this feature again.

Iron Dragon’s Hard Fist At 14th level you have made your fists harder than steel, you can now add an additional damage die to all fist melee attacks Limit Breaker At 15th Level you have gained the strength to make your magic go even further beyond, but only for an instant. Once per long rest you can double the damage of your breath weapon attack. Iron Dragon Slayer’s Secret Art: Potentia: Karma Demon Iron God Sword At 17th level, as an action, you put your arms together making a giant iron blade. You strike down at the earth in a line 100 feet long and 10 feet wide from you. All creatures caught within this line must make a DEX saving throw, on a failed save they take 5d8 slashing damage, 5d8 piercing damage, and 5d8 bludgeoning damage, are pushed 20 feet away from you, and are knocked prone. On a successful save they take half of the damage and are only pushed 10 feet. You must make a long rest before using this feature again

Sky Dragon SLayer Dragon Slayer Features Level Spells Vis Points 2nd Dissonant Whispers, Expiditious Retreat, Healing Word, Cure Wounds 2 Vis 5th Barkskin, Blindness/Deafness, Invisibility, Cloud of Daggers 3 Vis 9th Aura of Vitality, Beacon of Hope, Remove Curse, Wind Wall 5 Vis 13th Aura of Life, Death Ward, Freedom of Movement, Greater Invisibility 6 Vis 17th Destructive Wave, Far Step, Mass Cure Wounds, Wall of Force 7 Vis Wind Strikes At 1st Level when you successfully land an unarmed attack, on your bonus action you can make an additional 2 unarmed attacks. Attacks made this way have a range of up to 15 feet. Elemental Magic At 2nd level, your draconic magic has begun to grow. You gain the Spare the Dying cantrip if you don’t already know it. Channel Inner Dragon: Lay on Hands Starting at 2nd level, your touch can heal wounds. You have a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your dragon slayer level x 10. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Three of Coronas Starting at 6th level, you gain the ability to bless yourself and your allies with draconic abilities. When using this feature as an action, you may choose to provide one of the following benefits: Vernier: You infuse your allies with enhanced speed. You and up to three other friendly creatures gain a movement speed bonus equal to your half your movement speed. This effect lasts for 1 minute or until you break concentration.

Arms: You enchant your allies with increased damage. You and up to three other friendly creatures gain a +1 bonus to all their attack and damage rolls. This effect lasts for 1 minute or until you break concentration.

Armor: You bolsters your ally’s defenses. You and up to three other friendly creatures gain a bonus to AC equal to half your Charisma modifier (rounded down). This effect lasts for 1 minute or until concentration is broken This feature can be used as many times equal to your Charisma modifier before making a long rest.



Disciple of Life Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Troia At 7th level you learn how to cure ailments with your sky dragon magic. As an action you can relieve an ailment affecting a target that you can touch for 10 hours, such as motion sickness. The more you use this on a target the less effective it becomes. For each time after the first use of Troia on a target, roll 1d20, on a 10 or higher the spell works as normal, on a fail the effectiveness is lowered by 1 hour. On each success the number to beat is increased by 1, every failure to succeed resets the number to 10. Sky Dragon’s Wing Attack At 9th level you can punish those foolish enough to line up in front of you. As an action you can make a kicking motion towards an opponent, causing a violent gust of wind to charge forward. All creatures in a 30ft line, centered from you in a direction of your choose, will need to make a DEX save. On a fail they will take 3d8 force damage and will be knocked back 10ft, if they hit into a wall they will take an additional 1d8 force damage. On a successful save they will take half damage and will not be knocked back. This ability increases to 4d8 at level 13, and 5d8 at level 17. Sky Dragon’s Claw At 9th level you learn a technique to help you fend off multiple enemies at a time. As an action you can make an attack against all creatures in a 20ft area around you. All enemies will need to make a dex save, on a fail they will take 2d10 force damage and half on success. This ability increases to 3d10 at level 13, and 4d10 at level 17. Air Shatter Cannon You clap your hands together with a powerful boom, each creature in a 20ft radius of you will need to make a CON save. On a fail they take 6d8 Thunder damage, or half on success. Anything within 5ft of and anything non-magical not worn or made up of inorganic material have disadvantage on this roll

Sky Dragon’s Crushing Fang At 10th level the user cloaks one of their hands in a whirlwind and strikes the target with their fingertips, leaving behind a trail of wind. You imbue your hand with sky dragon magic and make a melee attack against a target, on a hit the target takes 4d8 force damage. The target then needs to make a STR save, on a fail they are knocked back 20ft and knocked prone. The space between the two becomes difficult terrain until the end of your next turn. On a save the target doesn’t get knocked back 20ft, but still takes full damage. Anything the targets hits into will also need to make a STR save, on a fail it will take half damage and will also be knocked back 20ft, on success they manage to hold their ground. This can be used once per short rest. Pretty Cure At level 13, your Roar has taken on healing properties. Any ally caught in your roar will now be healed for the damage dealt. Deus Zero You are able to drain magical effects from a target within 10ft of you, it requires 1 turn per level of the cast that caused the magic effect. This requires 1 minute to cast and requires concentration while using, you can use this once per long rest Ile of Coronas At level 14 you have made your Three of Coronas more potent, but at a cost. Each effect will only last 30 seconds, but you can now switch which ability is active by using a bonus action. You can also choose an additional 3 targets whenever you activate one of the features. And you can have one effect active without requiring concentration, if you activate a second one, then that will require concentration. Having more than one active at a time puts immense strain on your body, giving you a level of exhaustion every other turn that you have a Secondary Corona active. When you activate Vernier all creatures affected by it are considered under the effects of the spell haste.

When you activate Arms all creatures affected by it gain a +2 to all attack rolls, as well as gaining an additional damage dice equal to the damage dice of your Dragon Slayer Iron Fist.

When you activate Armor all creatures affected by it gain resistance to magical and mundane piercing, slashing, and bludgeoning damage, as well as a bonus to AC equal to half your Charisma modifier rounded down. Fatigue Resistance Enchant:Re-Raise At level 15 you have studied the effects of strain on the body and have made a way to shrug them off. Oncer per short or long rest you can give a creature that you can touch advantage on saves against Exhaustion.











Sky Dragon Slayer’s Secret Art: Placabilis Ira: Milky Way Starting at 17th level, you have become one with the wind. As an action, you form a swirling vortex of magical air that surrounds you in a 60 foot aura that lasts for 1 minute. To friendly creatures, this vortex is filled with warm, soothing air and whenever a friendly creature enters or starts its turn in the vortex it is healed for 2d10 + your Charisma modifier, cures it of any conditions or debilitations it has, and benefits from one of the options from Three of Coronas (your choice) without needing concentration. To hostile creatures, this vortex is a violent torrent of wind and whenever a hostile creature enters or starts its turn within the vortex the area is treated as difficult terrain for them and they must make a Constitution saving throw. On a failed save, they are knocked prone and on a successful save they are not knocked prone. You must finish a long rest before using this feature again. Shattering Light: Sky Drill A special spell where you form a fast wind barrier with your arms spread out, and by moving them in a counterclockwise direction, causes the barrier to contract inwards towards your opponent. As an action you create a barrier around your opponent, any ranged attacks automatically miss and any magic below 6th level fails. Barrier is 20 ft radius, anything stuck inside has speed reduced to 0 and will need to make a CON save. On a fail they take 10d8 Force Damage and are considered suffocating, half as much on success but are still considered suffocating. This ability lasts for up to 1 minute as long as you can keep up concentration on it and can be used once per long rest.

Fire Dragon Slayer Dragon Slayer Features Level Spells Vis Points 2nd Burning Hands, Searing Smite, Hellish Rebuke, Longstrider 2 Vis 5th Aganazzar's Scorcher, Continual Flame, Flame Blade, Flaming Sphere 3 Vis 9th Flame Arrows, Fireball, Melf's Minute Meteors, Haste 5 Vis 13th Elemental Bane, Fire Shield, Freedom of Movement, Wall of Fire 6 Vis 17th Conjure Elemental, Flame Strike, Immolation, Circle of Power 7 Vis Fiery Attacks Starting at 1st level, as an action you can imbue your melee attacks with fiery energy, this can be applied to your unarmed attacks. For 1 minute, your attacks deal an additional 1d6 fire damage, emits dim light in a 20-foot radius, and is considered magical for the duration. This requires concentrationou can end this effect on your turn as part of any other action. If you fall unconscious, the effect ends immediately. The extra damage increases to 2d6 at 8th level and 3d6 at 16th level. Elemental Magic At 2nd level, your draconic magic has begun to grow. You gain the Control Flames cantrip. Channel Inner Dragon: Fiery Indignation At 2nd level, the fires of rage and anger burn within you when you consciousness begins to fade. When you are reduced to 0 hit points, you can use your Channel Inner Dragon to ignite your flames of anger and heal yourself. You regain a number of hit points equal to your level plus your con modifier as your own flames begin to sustain you. Until the start of your next turn the flames wreathing your body burn with such a heat that your body appears to ripple from the air burning around you, your AC is increased by 2. Fire Dragons Flame Elbow Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action Fire Dragon’s Grip Strike Starting at 7th level, you grapple an opponent unleashing a close range blast. When you attempt to grapple a target. If you succeed the grapple, you can make a Dragon Slayer Roar attack against the target as part of that attack. This attack does not hit anything else but the target. The target automatically fails the DEX saving throw for the Dragon Roar. Fire Dragon’s Brilliant Flame At 9th level you gain the Fireball spell if you don’t already know it. Once per long rest you can twin-cast Fireball while only consuming one spell slot.



Action Surge At 10th level, on your turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Fire Dragon’s Roasting Bath At level 10, you exude heat on par with a fire dragon from your body. Any creature within 10 feet of you while this is active will need to make a DC5 Con save, the creature has disadvantage on the save if it is wearing medium or heavy armor. The save increases by 2 after each success, on a fail the creature gains one level of exhaustion. If a creature completely exits your aura the DC lowers itself by 1 on each subsequent turn. This lasts for 1 minute. Fire Dragon’s Hell Hurl Starting at 14th level, when you hit a creature with an attack, you hit them so hard they get sent to another plane. You can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest. Fire Dragon Slayer’s Secret Art: Crimson Lotus Dragon Fist At 14th level you make your attacks hit with explosive impact. For one round any melee attack that lands a hit creates an explosion that blasts out 15ft in all directions. Anything caught in this explosion(you are immune to this effect) makes a DEX save, on a fail takes 4d6 fire damage or half on success. You can do this ability once per long rest. Limit Breaker At 15th Level you have gained the strength to make your magic go even further beyond, but only for an instant. Once per long rest you can double the damage of your breath weapon attack or one spell attack.

Fire Dragon Slayer’s Secret Art: Impetus: Exploding Flame Blade At level 17, you swipe your arms creating a devastating torrent of flames. As an action, you unleash pure fire at any number of creatures you choose within 30 feet of you. Each target must make a DEX saving throw. On a fail they take 10d12 fire damage and are pushed 20 feet away from you. They are also left burning and take 1d6 fire damage for a number of rounds equal to your CHA mod. On a successful save they take half of the damage, are only pushed 10 feet, and don’t burn. This ability can only be used once per long rest.

Lightning Dragon Slayer Dragon Slayer Features Level Spells Vis Points 2nd Guiding Bolt, Thunderwave, Witch Bolt, Thunderous Smite 2 Vis 5th Blur, Mirror Image, Shatter, Hold Person 3 Vis 9th Call Lightning, Lightning Arrow, Lightning Bolt, Major Image 5 Vis 13th Elemental Bane, Storm Sphere, Freedom of Movement, Conjure Minor Elemental 6 Vis 17th Conjure Elemental, Destructive Wave, Mislead, Hold Monster 7 Vis Lightning Body Starting at 1st level, you transform into a wandering bolt of electricity. As an Action, you can move freely up to 30 feet to an unoccupied space you can see, and pass through creatures as well. If you pass through a creature while in Lightning Body, they must make a DEX save, on a fail they take 2d6 lightning damage, or half as much damage on a successful one. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you activate this and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise the creature is left behind. You gain an extra 1d6 damage at level 5, level 11, level 17. You can only use this feature as many times equal to your CHA modifier before making a short or long rest. Elemental Magic At 2nd level, your draconic magic has begun to grow. You gain the Lightning Lure cantrip. Channel Inner Dragon: Destructive Wrath Starting at 2nd level, you can use your Channel Inner Dragon to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Inner Dragon to deal maximum damage, instead of rolling. Static Strike At 6th level, you gain the ability to infuse your strikes with electricity. Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d6 thunder or lightning damage (your choice) to the target. When you reach 14th level, this damage increase to 2d6. Additionally when you attack a structure/siege weapon, it counts as a critical. Lightning Release: Lucem Currui At 6th level you harness your power for a stronger attack. As a bonus action you can gather your lightning into your hand. This lasts for 1 minute (requires concentration), on the first attack you land you deal 3d6 lightning damage. On hit the target is stunned until the end of their next turn. You can use this once per long rest.



Lightning Dragon's Crescent Axe At 7th level, you have learned to shape you lightning into a Battleaxe. Once per short rest as a bonus action you create battleaxe made of lightning. This axe does 1d8(1d10 versatile) lightning damage and lasts for 1 minute. You are considered proficient with this weapon and can be used in place of your unarmed attack when using Dragon Slayers Iron Fist to attack as a bonus action. Breakdown Fist At 9th level, you project your fist to become a giant lightning fist. As a bonus action on your turn you can increase the range of your unarmed strikes by 5 feet and they deal an additional 1d4 lightning damage until the end of the round. You may use this ability a number of times equal to your Cha mod per short rest. Action Surge At 10th level, on your turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Arcing Breath At 13th level, you’ve learned to direct your breath weapon to cause the most destructive power possible. Once per long rest you can double the range of your breath weapon and cause it to change direction once anywhere in the line. Lightning Dragon’s Jaw Starting at 13th level, your destructive force can shift the very earth. As an action, jump 20ft into air and select a target within 20 ft, the target must make a dex save. On a fail they take 6d6 lightning damage and half on a success. On impact you create a large crater that becomes difficult terrain in a 20ft radius around you. You can use this once per short rest.