Dragonslayer (HB)

## Dragonslayer

You are one of very few men who took the oath of the Dragonslayer. You used to belong to a guild known as "The Warriors of Dusk", but they fell, and when they fell; so did your brothers and sister. Very few still train under the way of the Dragonslayer, using a combination of both Faraam's brutal fighting tactics and Steel's ferocity and unrivaled strength. The Dragonslayers, forgetting the name, where not only made up of those who slew dragons. Instead, they were folks who sworn themselves to the guild, to protect innocents from harm... and they did their job.

### Favored Element

When you pick this archtype at 3rd level, you may chose one element (Lightning, Poison, Fire, Cold, Acid, or Necrotic). When attacking with that damage type, you deal double damage of that type.

### Weapon of Faith

Starting at 7th level, you gain the ability to make your weapon one that belongs to the gods. You may spend one long rest, using 250 gold and 5 pounds of pure energy of your element, to make your weapon consumed in faith. After the ritual, you cannot let go of the weapon, and it will never leave you, you also deal 1d8 of your element type in addition to the standard damage. The weapon also gains one feat (Listed below) of the fighters choice. This feat can be changed during a long rest, and requires 100 gold to change. The weapon is also considered magical. If the weapon leaves you in some way that is magical, you take 20d6 psychic damage and the weapon looses all features of being a Weapon of Faith.

*at 15th level, the weapons elemental damage increases from 1d8 to 3d8*

### Armor of Loyalty

Starting at 10th level, you may bless your armor. When doing this during a long rest, you must spend 500 gold and 10 pounds of pure energy that is in relation to your chosen element. Doing this will make your armor shape into your body, and your skin will act as a shell. Whenever you are not in combat, your skin will act completely normal. But, if you are to take damage in any way, your armor will react and break out of your skin to shield you. That armor gains a +1 to its AC bonus, and it is resistant to the damage type you have chosen. It also counts as natural armor, with the exception of the fact that you cannot wear armor after this ritual is complete.

*at 15th level, the armor makes you immune to the chosen element*

### Protect The Weak

Starting at 18th level, if a creature that is within your movement speed would take damage, you may use your reaction to stand in front of them and take the damage instead.

#### Weapon of Faith Feats:

* Giant Weapon. Your weapon grows in dimensions that you choose, up to an extra 5'-5'-5'. In addition to this, it gains another damage die, and still can be held in one hand if it is a one handed weapon.
* Arcane Weapon. Your weapon becomes infused with arcane power. If a spell touches the weapon, it can be stored and as a bonus action, let out at the holders bequest.
* Divine Weapon. Your weapon becomes a sigil to the gods, and, once per day you may cast one random divine spell as a bonus action.
* Elemental Weapon. Your weapon deals double the elemental damage that it normally does.
* Dismembering Weapon. If you deal more than 50 damage in a single hit with the weapon, the target must make a Con Save (DC=Your AC) or lose a limb.
* Shielding Weapon. If you do not use an action to attack, you may use your weapon as if it was a shield, and by using an action it will raise your AC by 3.
* Sharp Weapon. When attacking creatures, they must make a Con Save (DC=Their AC) or become afflicted with the Bleed Condition. The Damage starts at (1d8), and lasts for (1d10+2) Turns.