The Nature Dragon Slayer is a mystical warrior who harnesses the power of the forest to combat dragons. Drawing inspiration from the Dragon Slayers in Fairy Tail, this class wields Nature Dragon Slayer Magic, specializing in poison-based attacks. The Nature Dragon Slayer is not only a formidable combatant but also has a strong connection with the natural world, gaining abilities to navigate and interact seamlessly with the environment.
hit dice:
1d10
hit points at 1st level:
1d10 + Constitution Modifier
hit points at higher levels:
1d10
armor proficiencies:
Light armor, medium armor
weapon proficiencies:
Simple weapons, Martial weapons, Shields
tools:
Herbalism Kit, Poisoner's Kit
saving throws:
Strength, Constitution
skills:
Choose two from Acrobatics, Athletics, Perception, Survival
starting equipment:
- (a) a martial weapon or (b) two simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor, a shield, and a longbow with 20 arrows
spellcasting:
- Your spells and abilities use Consitution as your spellcasting ability.
- All of the spells used have something to do with nature or will have a forest or plant affect
- Also the type of damage is poison damage, not the one stated in the statblock (check with DM for other info)
- You can only have spells 2 of every spell level (except cantrips), e.g only two level 1 spells from the list
class features:
Nature Dragon Slayer Magic (Level 1):
You have been trained in a unique form of magic that allows you to harness the power of the forest to combat dragons. Your breath weapon is poison-based, and you gain resistance to poison damage. You also gain profiency in Nature.
Nature's Absorption (Level 1):
At 1st level, you gain the ability to consume other nature-based attacks directed at you. When you are targeted by a spell or ability that deals damage of a earth or poison, you can use your reaction to absorb the energy. You regain hit points equal to the damage taken. If this healing brings you above your maximum hit points, the excess becomes temporary hit points.
Slayer's Bond (Level 2):
At 2nd level, you form a magical bond with the flora and fauna of the forest. You gain advantage on saving throws against being frightened and charmed. Additionally, you gain proficiency in the Nature skill if you don't already have it.
Ability Score Improvement (Level 4):
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.
Extra Attack (Level 5):
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Nature Dragon's Roar (Level 6):
At 6th level, you learn to unleash the power of nature through a fearsome Nature Dragon's Roar. As an action, you can let out a mighty roar that extends in a 30-foot cone. Creatures within the cone must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes poison damage equal to your Nature Dragon Slayer level and is poisoned until the end of its next turn. On a successful save, the damage is halved, and the creature isn't poisoned. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain expended uses after finishing a short or long rest.
Ability Score Improvement (Level 8):
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.
Forest's Embrace (Level 10):
At 10th level, you learn to blend seamlessly with the forest. You can cast the Pass Without Trace spell without expending a spell slot, and you gain advantage on Dexterity (Stealth) checks while in a natural environment.
Ability Score Improvement (Level 12):
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.
Nature's Wrath (Level 14):
Beginning at 14th level, your attacks are infused with the power of the forest. Once per turn, when you hit a creature with a weapon attack, you can choose to deal additional damage equal to your Wisdom modifier.
Ability Score Improvement (Level 16):
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.
Dragon Force (Level 18):
At 18th level, you can enter Dragon Force, tapping into the true potential of your Nature Dragon Slayer Magic. While in Dragon Force, you gain temporary hit points equal to your Constitution modifier at the start of each of your turns. Dragon Force lasts for 1 minute, and you can use this feature once per long rest.
Ability Score Improvement (Level 19):
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.
Primordial Nexus (Level 20):
At 20th level, your connection with nature reaches its zenith. You can, once per long rest, call upon the primal forces of the natural world. For the next minute, your breath weapon deals maximum damage, and you gain advantage on all saving throws. Additionally, while in this state, you can use your reaction to absorb and negate a dragon's breath attack, converting it into healing equal to the damage you would have taken. The Primordial Nexus state ends if you fall unconscious or if the minute elapses.
subclass options:
Nature Dragon Slayer - Lacrima Adept (Subclass)
Lacrima Infusion (Level 3):
At 1st level, you undergo a special ritual to infuse your body with Dragon Slayer Lacrima, granting you enhanced abilities. You gain the following benefits:
- Your breath weapon's damage is upgraded. It now deals an additional 1d6 poison damage.
- You gain proficiency in the Arcana skill.
- You can now use your Nature's Absorption feature on a broader range energy-based attacks, almost all of a natural type.
Lacrima Mastery (Level 6):
At 6th level, your mastery over the Lacrima within you deepens. The additional damage from your breath weapon increases to 2d6 poison damage. Additionally, you gain advantage on saving throws against spells and effects that target your mind.
Enhanced Nature's Absorption (Level 10):
Starting at 10th level, your Nature's Absorption ability becomes more potent. When you absorb energy with Nature's Absorption, you can choose to store it within your Lacrima-infused body. As a bonus action on your turn, you can release this stored energy to deal damage to a target within 30 feet. The damage is equal to the total amount of energy stored, and you can store a maximum amount equal to twice your Nature Dragon Slayer level.
Lacrima Overdrive (Level 14):
At 14th level, you can push the Lacrima within you to its limits, entering a state of Lacrima Overdrive. While in this state, your breath weapon's poison damage increases to 3d6, and you gain temporary hit points equal to your Constitution modifier at the start of each of your turns. Lacrima Overdrive lasts for 1 minute, and you can use this feature once per long rest.
Master of the Lacrima (Level 18):
At 18th level, your mastery over the Lacrima reaches its pinnacle. The additional damage from your breath weapon increases to 4d6 poison damage. When you use your Nature's Absorption feature, you can choose to store the absorbed energy without any limits, and you can release it at any time.
Level | Spell Level | Spells |
---|
1 | Cantrips | Poison Spray, Thorn Whip, Druidcraft, Mold Earth |
2 | 1st | Entangle, Earth Tremor |
4 | 2nd | Spike Growth, Melf's Acid Arrow |
5 | 3rd | Call Lightning, Stinking Cloud |
7 | 4th | Blight, Grasping Vine |
12 | 5th | Insect Plague, Contagion |
15 | 6th | Investiture of Stone |
17 | 7th | Earthquake, Poison Storm |
19 | 8th | Abi-Dalzim's Horrid Wilting, Control Weather |
20 | 9th | Storm of Poison, Caustic Cataclysm |
|