Draconic Knight

As with any lesser deity, dragons and creatures of a draconic nature are highly capable of designating benefactors of their divine ability, whether it be through action or happenstance. Most folk that are born with or come across this divine attention are typically Sorcerers; however, some more martially-inclined folk put their boons to a different use.

### **Spellcasting**

When you choose this archetype at 3rd level, you gain the ability to cast spells.

Below is a table detailing the levels at which you gain known spells, spell slots, and levels of slots.

#### **Spell Slots**

The Draconic Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher, and what level of casting your spell slots are equivalent to. To cast one of these spells, you must expend a slot. You regain all expended spell slots when you finish a short rest.

#### **Spells Known**

You know two Sorcerer cantrips. In addition, you know three 1st level Sorcerer spells of your choice, two of which must come from the evocation and conjuration spell schools. The third spell can be from any Sorcerer school of magic. You gain an additional Sorcerer cantrip at 10th level.

The Spells Known column of the Draconic Knight Spellcasting table above shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 7th, 13th, and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or conjuration spell, unless you're replacing the spell you gained at 3rd, 7th, 13th, or 19th level.

#### **Spellcasting Ability**

Charisma is your spellcasting ability for your Sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability.

**Spell save DC** = 8 + proficiency bonus + Charisma mod

**Spell attack mod** = proficiency bonus + Charisma mod

### **Draconic Fortitude**

At 3rd level, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.

### **Draconic Severity**

At 3rd level, your Draconic affiliation allows you to imbue your weapon attacks with elemental energy for brief bursts of time, the damage type depending on your affiliation as listed on the following table. As a bonus action, you can cause held weapons to erupt with elemental energies for 1 minute. During this time, your weapon attacks deal additional damage of your relevant damage type equal to your Proficiency Bonus. You can use this ability twice per short rest, increasing to three times at 7th level, four times at 10th level, and unlimited times at 15th level.

While this ability is active, your held weapons emit bright light in a 15-foot radius and dim light for an additional 15 feet. This light effect can be activated at-will without expending a use of this ability as an action. In addition, as an action, you can cause a elementally-relevant sensory effect to emit from your held weapon, such as sparks, cold fog, crackles, or acidic hisses.

Ranged weapons imbue fired ammunition with your damage type, with the ammunition losing their elemental property after hitting or missing. Thrown weapons become non-elemental after hitting or missing. Held weapons lose their elemental properties after leaving your grasp.

 Cold
 Lightning
 Acid
 Poison

### **Resurgent Strikes**

At 7th level, for until the end of your next turn after using your Fighter's Second Wind or Action Surge ability, your melee weapon attacks gain 5 feet of range.

### **Elemental Alignment**

At 10th level, you gain resistance to your relevant damage type. In addition, when you cast a spell that deals damage of your relevant type, you may add your Charisma modifier to that damage. The damage bonus applies to one damage roll of a spell, not multiple rolls.

### **Aerial Burst**

At 15th level, when you take the Dash action, you gain a flying speed equal to your ground speed until the end of your turn.

### **Relentless Force**

At 18th level, when you use your Fighter's Action Surge ability, you regain one expended spell slot.