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Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Silver Dragon - Resistance: Cold
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Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.
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Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Unarmed Fighting
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
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Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
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Level 2: Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
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Level 2: Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
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Soulbound Anglering
Starting at 3rd level, you develop a unique bond with your Fishing Pole that functions as a Hoopak. You can spend 1 hour performing a special ritual to summon your fishing pole. The damage die of the weapon scales by an additional die than a regular Hoopak; the melee weapon damage is d8, and the range damage is a d6.
Once you have summoned a fishing pole to yourself in this way, you can't be disarmed of that weapon unless you are incapacitated. Additionally, if the bonded weapon is on the same plane of existence, you can summon it to your hand as a bonus action on your turn, causing it to teleport instantly to you.
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Extraordinary Bait
Also at 3rd level, you can use your Fishing Pole to summon magical bait onto the end of it. You learn two baits of your choice, from among the baits described below, and each time you gain a level in this class, you can replace one bait you know with a different one from this feature. When you reach certain levels in this class, you learn additional baits, as shown in the baits Known table.
You can apply a bait as a bonus action onto your fishing pole, and it remains active until you use the bait or finish a long rest. The maximum number of uses you can use is equal to double your proficiency modifier before regaining all expended uses on a short or long rest via fishing within the Fishing Plane.
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Luring Bait: When you hit a creature with an attack using the fishing pole with Luring Bait attached, you force the creature to make a Strength save or be pulled towards you by an amount of feet equal to 5 times your fighter level. Creatures that are two sizes larger than you have advantage on this save.
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Thunder-Bug Bait: When you hit a creature with an attack using the fishing pole with Thunder-Bug Bait attached, it deals 2d8 thunder damage and it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
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Bomb Specialist
You are proficient with improvised thrown weapons.
You gain proficiency with tinker's tools. If you are already proficient with the tool, you add double your proficiency bonus to checks you make with them.
You can detonate barrel bombs planted by you, as a bonus action, from up to 60 feet away with the snap of your fingers.
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Features & Traits