Jsk Dragon Knight

Dragon Covenant
At 3rd level, you have survived a dangerous ritual which has magically infused you with the blood of a powerful dragon. This blood grants you abilities that the average person could only dream of, and marks you as a member of the legendary Dragon Knights. You can choose which type of dragon blood you have been infused with, and this choice will effect some of your Dragon Knight features.

Additionally, you become resistant to your dragon damage type, as seen in the table below. Furthermore, you can create small sensory effects appropriate to the colour of your dragon, similar to the ones described in the Prestidigitation spell. For example, a Dragon Knight infused with red dragon blood might be able to create small flickering flames or heat up food, while a Dragon Knight infused with silver dragon blood could create a light mist or chill objects and food. The extent of your draconic affinity is determined by the DM.

Dragon Knight Arts
At 3rd level, your dragon blood allows you to perform special techniques called dragon knight arts. If any of these techniques deal dragon damage, then the damage type becomes the type of dragon blood that flows through your veins (see your Dragon Covenant feature). These techniques become stronger as you gain levels in this class.

You can use this feature four times. You gain one additional use of this feature at 5th level (five uses) and at 11th level (six uses). You regain one expended use of this feature when you finish a short rest, and all expended uses of this feature when you finish a long rest. If you have no uses of this feature remaining, you can sacrifice a Hit Die to to use this feature instead. When you do this, you roll your hit die and take necrotic damage equal to the result. You can only use one Dragon Knight technique per turn.

Dragon Bite
When you make a weapon Attack against a creature, you can choose to empower that attack. On a hit, the attack deals an additional 1d8 dragon damage. You must choose to use this feature before you roll to hit.
 * At 5th level: This Attack scores a critical hit on a roll of 19 and 20.
 * At 11th level: This Attack scores a critical hit on a roll of 18, 19, and 20.
 * At 17th level: This Attack scores a critical hit on a roll of 17, 18, 19, and 20.

Dragon Breath
As an Action, you exhale destructive energy in a direction of your choosing. The destructive energy of this technique has a range of your choosing when you use it. It can be have a range of "Self (15-foot cone)" or "Self (30-foot line, 5 feet wide)". A creature caught in the technique must make a saving throw, which is determined by your Dragon Covenant choice. On a failed save, a creature takes 3d6 dragon damage, or half as much on a successful save.
 * At 5th level: The damage increases to 4d6 dragon damage.
 * At 11th level: The damage increases to 5d6 dragon damage.
 * At 17th level: The damage increases to 6d6 dragon damage.

Dragon Dive
As an Action, you leap directly up into the air. This leap is empowered, allowing you to vault 20 feet into the air. At the height of your leap, you choose an unoccupied location no further than 20 feet away from your original position and lunge toward it. When you land, you take no falling damage, and you can immediately take the Attack action against a creature that you can reach as part of this Action. Your first successful Attack this turn will deal an additional 1d6 dragon damage. If this ability provokes a Reaction, any Attack made against you as part of that Reaction is made with disadvantage.
 * At 5th level: When you use this technique, you gain a bonus to your AC equal to your Charisma modifier (a minimum of 0) until the start of your next turn.
 * At 11th level: The distance you can leap and lunge becomes 40 feet.
 * At 17th level: The damage increases to 1d8 dragon damage.

Dragon Sense
As an Action, your senses sharpen dramatically until the start of your next turn. While your senses are heightened, you gain the following benefits: Attacks made against you are made with disadvantage, and you know the general location of any bloodied creature within 30 feet of you. You do not gain the benefits of this technique if you are anosmic, blinded, or deafened.
 * At 5th level: You make Dexterity saving throws with advantage.
 * At 11th level: If a creature fails to hit you with a weapon Attack, you can use your Reaction to make one weapon Attack against your attacker.
 * At 17th level: If you are anosmic, blinded, or deafened, you no longer are.

Dragon Tail
As an Action, you sweep the area around you with the magical power of your ancestor dragon. All creatures of your choice within 10 feet of you must make a saving throw. This saving throw is determined by your Dragon Covenant choice. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature takes 2d8 dragon damage.
 * At 5th level: A creature that rolls a natural 5 or less is knocked prone.
 * At 11th level: You sweep twice as part of the same Action. A creature that was knocked prone from the first sweep automatically fails its saving throw.
 * At 17th level: The damage increases to 2d10.

Dragon Wing
As a Reaction when you are hit by an Attack, you can conjure a protective wing of magic around yourself, increasing your AC against the triggering Attack by 2, potentially causing it to miss.
 * At 5th level: You can push your attacker 5 or 10 feet away from you (your choice) if the AC gained from this ability turns a hit into a miss and your attacker is within 5 feet of you.
 * At 11th level: You can use your Reaction when you fall to gain the Effects of the Feather Fall spell.
 * At 17th level: The AC gained from this ability increases to 4.

Draconic Traits
At 6th level, your body has begun to adapt to the powerful blood that flows through you. You can choose one of the following draconic traits to gain. You can change your draconic trait, but it comes at a price. During a long rest, you can force your body to reject your current trait and adapt to a new one. When you finish the long rest, you gain two levels of exhaustion.

Body
You body gains the resilience of a mighty dragon. When you finish a long rest you gain temporary hit points equal to your half your Atavist level + your Charisma modifier (a minimum of 0). While you are bloodied, you gain 2 temporary hit points at the start of each of your turns.

Eyes
Your eyes become draconic. You gain proficiency with Wisdom (Perception) and Intelligence (Investigation) ability checks, and advantage on saving throws against illusions. Furthermore, you can easily discern the value and rarity of gems, art pieces, and magical items. You can spend 1 minute studying a gem or art piece, after which you learn its exact value. Additionally, if it is a gemstone, you learn what kind of gemstone it is. If it's an art piece, you learn how old it is.

Heart
You gain the strength of a dragon's heart. When you finish a long rest, you regain an additional amount of expended Hit Die equal to your Charisma modifier (a minimum of 1). Additionally, if you are reduced to 0 hit points and not outright killed, you can make a Charisma saving throw against a DC of 10 or the damage dealt (whichever is higher). On a successful save, you are reduced to 1 hit point instead of 0 hit points. You cannot benefit from this trait again until you have finished a long rest.

Horns
A number of horns grow from the crown of your head. You can use these horns as a melee weapon to Attack, dealing 1d6 bludgeoning or piercing damage (your choice). You can use your Strength, Dexterity, or Charisma modifier for the attack and damage rolls of this Attack. If you score a critical hit with your horns, the target becomes stunned until the start of your next turn. Additionally, psychic damage that you take is reduced by an amount equal to your Charisma modifier (a minimum of 1).

Lungs
Your lungs, throat, and tongue adapt to your dragon damage type, allowing you to use your bonus action to exhale weapon-coating magic to empower your attacks. When you do this, the damage type of your weapon becomes the same as the dragon damage type from your chosen Dragon Covenant. If the weapon is a ranged weapon, the ammunition it shoots becomes empowered. Your weapon remains coated in power for 1 minute, or until you choose to end the effect on the weapon (no action required). You can only empower one weapon with this ability, and empowering a second weapon will cause the first to lose its power. Additionally, you can hold your breath for twice as long as normal.

Scales
A thin layer of scales covers your body. Your scales grant you an AC equal to 10 + your Dexterity modifier + your Charisma modifier. If your scales would grant you an AC that is higher than the armour that you are wearing, then you can use the AC granted by your scales instead of your armour. You cannot wield a shield and get this benefit.

Tail
Your spine extends and you gain a muscular tail. You gain proficiency with the Dexterity (Acrobatics) skill, or expertise if you are already proficient with it. You also have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks based on balance, jumping, or leaping, and advantage on saving throws against being knocked prone.

Draconic Dominance
At 9th level, if you kill a creature of CR1 or higher with an Attack or feature that deals dragon damage, you regain one expended use of your Dragon Knight Arts feature.

Titanic Presence
At 13th level, you can use your Action to unleash a powerful shockwave filled with the dread aura of a dragon. Any number of creatures of your choice within 30 feet of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature becomes frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. Once you have used this feature, you cannot use it again until you have finished a long rest.

If you have no uses of this feature remaining, then you can sacrifice five of your hit die to perform the technique. When you do this, you roll the five hit die and take necrotic damage equal to the result.

Master Dragon Knight
At 17th level, you regain all expended uses of your Dragon Knight Arts feature when you finish a short or long rest.