Martial Archetype





Dragonblood Knight

Once slaves to the Dragons, the Dragonborn value their freedom above near all else and will defend it at any cost, and what better method to use then the Dragon's own power. The order of Dragonblood Knights use the residual power of Dragons within their blood to enhance their fighting potential and defend the Dragonborn against those who would see them in chains.

Restriction: Dragonborn Only

Only Dragonborn can choose the Dragonblood Knight martial archetype. The Dragonblood Knights are the chosen few that defend Dragonborn society from threats both mundane and draconic in nature, and use techniques closely guarded by their practitioners.

Draconic Surges

At 3rd level, when you choose this archetype, you gain the ability to manifest the innate draconic magic in your blood in the form of surges of power. You gain a number of Draconic Surges equal to your Constitution modifier + half your Fighter level (rounded down) .

At any time during your turn you may expend as many Draconic Surges as you wish in order to manifest 1 or more of the following effects:

You add 1d4 of damage to your melee attacks, the damage type is the same as your Draconic Ancestry. You may roll an additional d4 per extra Draconic Surge spent. The dice increases to a d6 at 7th level and to a d8 at 18th level

You expend 2 Draconic Surges in order to reroll a to hit dice on a melee weapon. The new roll must be used. This does not scale with no. of Draconic Surges spent

You expend 3 Draconic Surges in order to give an ally the ability to choose to reroll a Strength or Constitution saving throw. The new roll must be used. This does not scale with no. of Draconic Surges spent

The effects of a Draconic Surge last until the start of you next turn. You regain your Draconic Surges at the end of a long rest.

Dragon's Resilience

At 7th level, you learn to control your draconic magic through your breath. When using the Second Wind feature, instead of gaining 1d10 + your fighter level worth of hitpoints, you can opt to instead regain half your fighters level (rounded down) worth of Draconic Surges.

Rallying Shout

At 10th level, you are able to use an action to emit a loud roar that boosts the morale of your allies. All allies, including yourself, that can hear you gain a number of temporary hitpoints equal to 7 per Draconic Surge spent.







Elemental Rapport

At 15th level, the elemental affinity granted to you by your draconic nature is strengthened. Your draconic ancestory damage type now bypasses resistence allowing you to hit with the full might of a dragon. In addition, if an ally within 30ft of you takes the same type of damage as your ancestory, you can use 3 Draconic Surges to half it as a reaction.

Soul of the Dragon

At 18th level, the magic that runs through your veins permanently changes your body. As a bonus action, you can sprout a pair of draconic wings from you back that give you a flying speed equal to your walking speed. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. In addition, when you recieve 10 or more damage that shares your ancestry, you regain 1 Draconic Surge per 10 points of damage. This skill applies before resistance.







