Dragon Warrior Heir to an ancient, draconic bloodline, half
Transcription
Dragon Warrior Heir to an ancient, draconic bloodline, half
towns. However, the increasing dangers of the wilds have driven many half-dragons into closer proximity to human and elf communities. Some half-dragons have adapted smoothly to this change, carving out a niche for themselves in kingdoms and cities. Others have a much harder time fitting in. Half-dragons who feel alienated from the plains and forests they love sometimes take up the adventuring life as a way of escaping the confines of city walls and return to their territory. Hit points Hit Dice: 1d 10 per Dragon Warrior level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per Dragon Warrior level after 1st Proficiencies Armour: Light armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Charisma Proficiency Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception and Religion. Dragon Warrior Heir to an ancient, draconic bloodline, half-dragons have no realms of their own. They instead live in distant territories, or within human kingdoms and cities. They are the offspring of princesses and the young dragons who kidnap them. Half-dragons are fierce hunters strongly influenced by their draconic bloodline. They think and act like predators, conceiving of most activities in terms of hunting and prey. Though they can’t fully change shape as their ancestors can, half-dragons do become more draconic during the heat of battle, calling on the power of the dragon within. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Draconic Nature Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other Lineage, but greed, arrogance, and paranoia are qualities that even goodaligned half-dragons often possess. . Before becoming a Dragon Warrior initiate’s drink of the Dragon's blood. It is this blood that gives them there extraordinary features and it is this blood that grants them the ability to learn spells. Ancient History Historically, most half-dragons met and lived in nomadic bands in plains and forests far removed from cities and Proficiency Bonus Features Level Breath Weapon 1st +2 Draconic Scales, Breath Weapon, Damage Resistance 3d8 2nd +2 Claw Attack 3d8 3rd +2 Lineage, Draconic Armor 3d8 th +2 Ability Score Improvement 3d8 th +3 Lineage Feature, Extra attack 3d8 th +3 Ability Score Improvement, Bite 4d8 th +3 Lineage Feature 4d8 th +3 Ability Score Improvement 4d8 th 9 +4 10th +4 Ferocious Willpower 4d8 11th +4 Lineage Feature 5d8 12th +4 Ability Score Improvement 5d8 13th +5 Dragon Wings 5d8 14th +5 Ability Score Improvement 5d8 15th +5 Lineage Feature 5d8 16th +5 Ability Score Improvement 6d8 17th +6 18th +6 Draconic Presence 6d8 19th +6 Ability Score Improvement 6d8 20th +6 True Dragon Manifestation 6d8 4 5 6 7 8 4d8 6d8 Equipment You start with the following equipment in addition to equipment gained by your background: ● (a) a shield, or (b) leather armor ● (a) a Halberd or (b) a lance ● (a) a Scimitar, or (b) a spear ● (a) a dungeoneer’s pack or (b) an explorer’s pack After you use your breath weapon, you can’t use it again until you complete a short or long rest. Dragon Variety Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Draconic Ancestry Dragon Damage Type Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Con. save) Red Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) Dragon Variety Energy Type Resisted Black Acid Blue Electricity Brass Fire Bronze Electricity Copper Acid Gold Fire Green Acid Red Fire Silver Cold White Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled. Damage Resistance You have resistance to the damage type associated with your draconic ancestry. Draconic Scales As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by thick dragon-like scales hard as steel. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier + your strength modifier. You can use a shield and still gain this benefit. Breath Weapon At 1st level, a half-dragon gains a breath weapon similar to that of the dragon that provided the benefits of the template. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes half damage on a successful save. The shape and size of the breath weapon are given by the following table. When first acquired, the breath weapon deals 3d8 points of damage. The damage increases to 4d8 at 6th level, 5d8 at 11th level, and 6d8 at 16th level. Claws At 2nd level, the Dragon Warrior gains claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. Lineage At 3rd level, you choose a lineage that you strive to emulate in your combat styles and techniques. Choose either the Dragoon or Dracomancer, both detailed at the end of the class description. The lineage you choose grants you features at 3rd level and again at 7th, 9th, 11th, and 15th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Bite At 6th level, the Dragon Warrior gains an elemental melee bite attack as a bonus action. The base damage of the Dragon Warriors bite attack is 1d6 + Strength modifier. The damage type is determined by the dragon’s ancestry. Ferocious Willpower th At 10 level the Dragon Warrior becomes immune to sleep and paralysis and the damage type associated with your draconic ancestry. Dragon Wings At 13th level, you gain the ability to control a pair of dragon wings on your back, gaining a flying speed equal to your current speed. You can use these wings as a bonus action on your turn. They last until you stop using them as a bonus action on your turn. You can’t use your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you spread them. Draconic Presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, once a day you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you we’re casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. True Dragon Manifestation At 20th level the Dragon Warrior gains the ability to fully manifest the power of their chosen dragon ancestry allowing them to change into the form of a young dragon of their chosen variety once a day. Once they assume this form they gain the strength, dexterity and constitution scores as well as temporary hit points of the dragon’s health while retaining their other scores. Anything you are carrying in your hands falls to the ground and anything on your person either merges into your body or also falls to the ground (your choice). You are still able to cast spells and utilize the other features of your class/archetype. Once you assume this form you remain in it for one hour. However you may revert to your original form as a bonus action. Should your temporary hit points drop to zero in this form you return to your true form. After you return to your true form you gain one level of exhaustion. You regain use of this feature at the rise of dawn. Dragon Archetypes Different Dragon Warriors choose different approaches to mastering their fighting style. The dragon archetype you choose to emulate reflects your approach. Dragoon Those who emulate the dragons with techniques told in legend. Using awe-inspiring leaps, and revering dragons as majestic lords. A Dragoon is said to have been trained by dragons or dragon knights, and were taken under the aegis of a dragon, given otherworldly skills and served as retainers and defenders. Jump Attack rd Starting at 3 level you may perform a jump attack. When performing a jump attack you may leap into the air a number of feet up to your speed, and cover a number of feet up to your speed, if you move at least 10 feet on foot immediately before the jump. You must have 5 feet of height for every 5 feet of distance you cover. When you make a standing jump attack, you can leap only half that distance. Deal an extra 1d6 force damage to the creature hit with a jump attack. When performing a jump attack you safely fall a number of feet equal to your speed next to the target. Fighting Style At 5th level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two -Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Dragon Strike By 7th level The Dragon Warrior has become a battle trained veteran. They gain the ability to do a Dragon Strike. When you hit a creature with a melee weapon attack you may add an extra 2d8 of damage. The type of damage is based on your ancestry. You can use this number of times equal to 1 + your Strength modifier. The damage increases th to 3d8 at 15 level. You regain all expended uses when you finish a long rest. Dragon Shout th Starting at 11 level when a creature within 10 feet of you hits you with an attack, you can use your reaction to unleash an earth shaking dragon shout. All creatures within 10 feet of you must succeed on a Dexterity saving throw or receive 2d8 damage (type of damage based on ancestry) and be knocked prone. In addition, you emit a boom audible out to 300 feet. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. Draconic Inspiration At 15th level The Dragoon has mastered the dragon shout and can unleash a roar that inspires all allies that can hear them. This causes a number of allies that can hear you equal to your charisma modifier to gain advantage on their next attack roll, ability check or saving throw. In addition, you emit a boom audible out to 300 feet. This feature recharges on a long rest. Dracomancer The Dracomancer an archetype that seeks to manipulate the dragon blood coursing through their veins along with benefits it brings. Dissatisfied with the powers gained they preform alchemical and magical rituals to tamper with the development of their powers sacrificing some of their martial prowess for more access to the dragon blood and its power. They are known to have usually manipulated their dragon to receive their powers or obtain them without direct contact with a dragon of any sort. Draconic Magic At 3rd level upon selecting the Dracomancer archetype the Dragon Warrior has tampered with their blood enough to the point where they have unlocked the potential of dragon magic. This gives them access to full spell casting abilities and gains 4 cantrips. Cantrips At 3rd level, you know 4 cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip th of your choice at 10 level. Spell Slots The Dracomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. st Spells known of 1 level and higher You know three 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Dracomancer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you th reach 5 level in this class, you can learn one new spell of st 1 or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spell Slots per Spell Level Spells Known 1st 3rd 3 3 4th 3 3 5th 4 4 2 6th 4 4 2 7th 5 4 3 8th 5 4 3 9th 6 4 3 2 10th 6 4 3 2 11th 7 4 3 3 12th 7 4 3 3 13th 8 4 3 3 1 14th 8 4 3 3 1 15th 9 4 3 3 2 16th 9 4 3 3 2 17th 10 4 3 3 3 1 18th 10 4 3 3 3 1 19th 11 4 3 3 3 2 20th 11 4 3 3 3 2 Level 2nd 3rd 4th 5th 1st 2nd Spell casting ability Charisma is your spellcasting ability for your Dracomancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ancient Rituals th At 5 level you have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. You acquire a ritual book holding the spells comprehend languages, detect magic, water breathing, and water walk. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Dragon Gem Starting at 7th level, you can spend 8 hours creating a dragon gem that stores draconic magic. You can only benefit from the gem yourself. You gain one benefit of your choice as long as the stone is in your possession. When you create the gem, choose the benefit from the following options: • When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. • You can cast a spell without any somatic or verbal components. • When you cast a spell and roll a 1 or 2 on a damage die you can reroll one of the damage dies. You must use the new rolls. • When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. After you cast a spell other than a cantrip that deals the same type of damage as your ancestry, you can change the effect of your gem if the gem is on your person. If you create a new Dragon gem the previous one remains but the effect ceases to function. Heart of the Dragon th Starting at 11 level whenever you cast a spell other than a cantrip that deals the same type of damage as your ancestry, an aura of energy surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take damage of the same type as your ancestry (choose each time this ability activates) equal to half your sorcerer level. Detonate Gem Starting at 15th level, you can use your action to consume the reserve of dragon magic stored within your Dragon Gem in a single burst. When you do so, choose and cast one of the following spells without using a spell slot: Tsunami, Earthquake, Control Weather or Incendiary Cloud. Your gem stone is destroyed and can’t be remade until you finish a long rest. Shadow Dragon The Shadow dragon archetype consists of dragons warriors that were either born in the Shadowfell, transformed by years spent within its dismal confines or by some other magical means. Some shadow dragon warriors embrace the Shadowfell for its bleak landscapes and desolation. Others seek spread the darkness and evil of the Plane of Shadow. Shadow’s Call At 3rd level upon selecting the Shadow Dragon archetype the Dragon Warrior may, choose three skill proficiencies from Acrobatics, Deception, Perception, Performance, Sleight of Hand, and Stealth, or two skill proficiency and gain proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Shadow Ancestry At 3rd level your dragon's scales lose their luster and fade to a charcoal black hue and your eyes pale to pools of opalescent gray. Any damage-dealing breath weapon you use becomes necrotic damage instead of its original damage type and the dragon resistance granted by your ancestry changes to necrotic damage. Shadowfell Mark th By 5 level the Shadow Dragon has learned to call the shadows to it. Before you attack a humanoid in melee, you may choose to mark that target for the shadow realm. If you reduced a marked target to 0 hit points a shadow rises from its corpse and acts immediately after the Shadow dragon in the initiative count. The shadow dragon may summon and control only one shadow at a time. The shadow lasts until killed or dismissed as a bonus action. This mark may be used a number of times per equal to your Charisma Modifier (minimum one). You regain all expended uses when you finish a long rest. Shadow Step At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Cloak of Shadows By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. Living Shadow th At 15 level while in dim light or darkness, the Shadow Dragon has resistance to all damage that is not force, psychic, or radiant.