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South of the Crossroads and the free city of Zobeck lies the provinces of the Magdar Kingdom, lands rich with tradition, chivalry, and warfare. Here, the Magdar knights hold the line against threats from the east and south. From the east, centaur tribes from the Rothenian Plain rumble forth, looking to sack the kingdom’s castles and fortresses. From the south, the draconic forces of the Mharoti Empire scheme and lay siege, aiming to break through Magdar’s lines and march north toward the capital city of Cronepisht.
In the face of these threats, Magdar’s forces have developed warfare and tactics designed to combat larger enemies, with a particular focus on dragons. Named after the red sun of Khors on the Magdar banner, fighters of the Red Sun Dragonslayer persuasion can range from chivalrous heroes out of fairy tales to ruthless warriors who know every weak point on a dragon or drake and how to exploit it. They excel in reducing their enemies’ mobility and standing resolute in the face of their deadly breath weapons.
Red Sun Dragonslayer
Despite the name, fighters of the Red Sun Dragonslayer discipline slay more than dragons. The tactics devised by the knights of the Magdar Kingdom are effective at slaying large enemies of nearly any type. In addition to dragons, the knights use these strategies against their centaur foes to the east, stray griffons from the Margreve Forest, and even the occasional roc that the Mharoti let fly over to bother them. All fall before the prowess of the Red Sun.
SLAYER’S RESOLVE
3rd-Level Red Sun Dragonslayer Feature
You’ve studied and practiced tactics designed to defeat terrifying foes, but none more than mighty dragons. You’ve learned their ways and wiles. You know Draconic. You are also resistant to becoming frightened. You are immune to the frightened condition if the source of the fear is a dragon.
VOLLEY FIRE
3rd-Level Red Sun Dragonslayer Feature
You excel at bringing the fight to airborne creatures. While you are wielding a ranged weapon, as an action, you can expend a number of pieces of ammunition equal to twice the number of attacks you can make with one Attack action. For instance, at 3rd level, you can make one attack, so you can expend two pieces of ammunition. At 5th level, your Multiattack fighter class feature allows you to make two attacks with one Attack action, so you could expend four pieces of ammunition.
Select a creature you can see within normal or long range of your weapon. The target must make a DEX save with a DC equal to 8 + your PB + your STR or DEX modifier (your choice). On a failure, the target takes 1d6 piercing damage for each piece of ammunition you expend. In addition, the target’s flying speed is reduced to 0 until the start of your next turn (the creature falls immediately). On a successful save, the target takes half as much damage and suffers no other effects.
You can use this feature a number of times equal to your PB. You regain one use of this feature when you finish a short rest and regain all uses when you finish a long rest.
MOUNTING ATTACK
7th-Level Red Sun Dragonslayer Feature
When facing a larger foe, one of the most effective positions you can be in is on its back. Once per turn, when you hit with a melee weapon attack against a creature that is at least one size larger than you, you can attempt to mount it. Make a STR (Athletics) check against a DC equal to the target’s AC. On a success, you clamber onto the creature.
While you are mounting a creature with this feature, your speed becomes 0, you have advantage on attack rolls made against the mounted creature, and the mounted creature’s speed is halved.
At the end of your turn while you are mounted on a creature, you must succeed on a DEX save with a DC equal to the mounted creature’s AC. On a failure, you fall from the creature to an unoccupied space within 5 feet of it. If you take falling damage, treat it as if the distance you fell was 10 feet less.
BREATH WEAPON DEFENSE
11th-Level Red Sun Dragonslayer Feature
You’ve trained to withstand the elemental intensity of a dragon’s breath weapon, and you can even shield your allies against the worst of it. When you make a save against any effect that deals acid, cold, fire, lightning, or poison damage, as a reaction, you and creatures within 5 feet of you gain resistance to that type of damage until the start of your next turn. If the damage is caused by a dragon, the range of this feature increases to 15 feet.
BRING THEM LOW
15th-Level Red Sun Dragonslayer Feature
With a decisive command, your allies strike alongside you. When you use your Volley Fire feature, you can roll d10s instead of d6s. In addition, you can select a number of creatures that can see or hear you within 60 feet of you equal to the amount of ammunition you spent. Each of those creatures can use its reaction to make a weapon attack or spell attack that has a casting time of one action against the target of your Volley Fire so long as the target is within the creature’s range.
Once you use this feature, you must finish a long rest before using it again.
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This is great design. I really like the features in which it isn’t hyper specialized but still good enough against other creature types. The format of Class feature, but Class Feature ++ against [Creature Type] is a great design space. My only concern would be the reduce flying speed to 0 would greatly diminish a flying monster’s capabilities. I think reducing the speed by 1/2 and allow it to be stacked (rounded down) would have a similar effect without feeling its an auto-legendary resistance when you fail as the DM.