Dragon Shaman
A halfling struggles to pull herself up a jagged cliff face. Above her, the wind howls, but she pushes on. Once at the top she pauses, as if awe-struck by the heavy, rhythmic breathing issuing from a cavern opening in the mountainside. Gathering herself, she withdraws a beautiful gem from her bag and carefully makes her way inside. A goliath opens his arms wide and takes the blow from an orc’s greatsword. The sword pierces through metal and leather, but rebounds against hard scales hidden beneath the armor. The goliath smiles, then rears back and belches forth a stream of dragon fire from his open mouth.
As a horde of skeletons descend upon a group of adventurers, the human among them raises his sword to the sky and shouts out a battlecry. His companions feel a surge of empowering energy and shake off their fear, then rush forward with renewed vigor. To some, the passing shadow of a dragon overhead isn’t a sign that invokes fear; it’s a blessing that reveals you to be in the presence of greatness. Those who become dragon shamans respect dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragon powers for themselves. In assuming the abilities and the likeness of a dragon, one seeks to emulate that might and embody that power within themselves.
Power for Power’s Sake
Power is the ultimate goal for any dragon shaman; power allows one to effect their will in the world, whether that be to the benefit of others or for malicious purposes. Dragons, with all their might, are the ultimate embodiment of power and the will to use it. Many a dragon would not be not suprised to find mortals wishing they could become dragon themselves. While dragons gain power naturally by living and aging, a dragon shaman must seek it out. Unlike dragonflesh grafters, who use bioalchemy to unnaturally fuse themselves with dragon parts, dragon shamans seek to prove their worth by searching for a totem dragon to bless them.Draconic Influence
Every dragon shaman has a totem dragon. This may be a draconic soul sent to guide the dragon shaman by some more powerful entity, the lingering spirit of a dragon, or even the manifestation of some part of the dragon shaman’s own psyche. This totem dragon bonds with the dragon shaman, creating a unique entity whose soul is now, in a very literal sense, part dragon. Over time, the dragon shaman’s body will become more dragon-like. Hard scales grow out from beneath their skin, and they learn how to use a breath weapon much like their totem dragon’s. With time the dragon shaman will even gain large leathery wings, allowing them to soar in the sky as any true dragon should. Most dragon shamans worship dragons in the abstract, honoring them in much the same way a cleric might honor light as a symbol of purity. For many, dragons are simply awe-inspiring, though they do not apply any special treatment do them. Other dragon shamans worship dragons directly, from the race as a whole to a specific individual.Creating a Dragon Shaman
When creating a dragon shaman character, think about your character’s connection to dragons. What set them on this path of draconic influence? What relatinship do they have with dragons? Are the habits and mannerisms of the dragon they are attempting to emulate reflected in their personality?Quick Build
You can make a dragon shaman quickly by following these suggestions. First, make Constitution your highest ability score, followed by Charisma or Strength. Second, choose the outlander backgroundDragon Shaman v4
Dragon Shaman
hit dice:
1d10
hit points at 1st level:
10 + your Constitution Modifier
hit points at higher levels:
1d10 (or 6) + your Constitution Modifier per dragon shaman level after 1st
armor proficiencies:
Light Armor, Medium Armor, Shields
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose two from Athletics, Deception, History, Insight, Intimidation, Nature, Perception, Persuasion and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
When you advance in level, and at your DM’s discretion, you may take the option to multiclass into a Dragon Shaman. You must meet the following prerequisites to qualify for a Dragon Shaman.
Multiclassing Prerequisites
Ability Score Minimum: Strength 13 and Charisma 13
Proficiencies
When you first multiclass into Dragon Shaman, you gain only some of the class's starting proficiencies as shown below.
Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two melee weapons
- (a) two handaxes or (b) any simple weapon
- (a) scale mail or (b) leather armor
- An explorer's pack
Multiclassing
When you advance in level, and at your DM’s discretion, you may take the option to multiclass into a Dragon Shaman. You must meet the following prerequisites to qualify for a Dragon Shaman.
Multiclassing Prerequisites
Ability Score Minimum: Strength 13 and Charisma 13
Proficiencies
When you first multiclass into Dragon Shaman, you gain only some of the class's starting proficiencies as shown below.
Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
spellcasting:
Draconic Auras
These auras are presented in alphabetical order. Energy Shield. Whenever a creature hits you or an ally with a melee attack, your aura erupts with energy. The attacker takes an amount of your totem dragon’s damage type equal to your Charisma modifier. Fortune. You and your allies gain a bonus to saving throws equal to your Charisma modifier. Magic Resistance. When you and your allies suffer damage from a spell or other magical effect, the damage is reduced by an amount equal to your Charisma modifier. Power. You and your allies gain a bonus to melee damage rolls equal to your Charisma modifier. Presence. You and your allies gain a bonus to Deception, Intimidation, and Persuasion checks equal to your Charisma modifier. Resistance. You and your allies have resistance to your totem dragon’s damage type. Starting at 10th level, you instead have immunity and your allies have resistance to the damage type of your Energy Resistance feature. Resolve. You and your allies cannot be frightened. If you or an ally are frightened when activating or entering the aura, the effect is suspended for the duration of the aura and while the ally remains within the aura. Senses. You and your allies gain a bonus to Perception checks and Initiative equal to your Charisma modifier. Toughness. When you and your allies suffer nonmagical bludgeoning, piercing, or slashing damage, the damage is reduced by an amount equal to your Charisma modifier. Vigor. Allied creatures (including yourself) gain temporary hitpoints equal to your Charisma modifier at the start of their turn or the first time they enter the aura on their turn. These temporary hit points last until they’re depleted or you finish a long rest.class features:
Dragon Lore
Your fascination with dragons has pushed you to understand everything you can about them. You have advantage on Intelligence checks made to recall information about dragons, and advantage on Charisma checks made while interacting with dragons. In addition, you can speak, read, and write Draconic in addition to your other languages.Totem Dragon
You choose a type of true dragon to emulate. Choose the Chromatic Totem Dragon, Gem Totem Dragon, or Metallic Totem Dragon, both detailed at the end of this class description. Your choice grants you features at 1st level and again at 6th, 10th, and 15th level. Those features include skill proficiencies and the Draconic Adaption Feature.Draconic Aura
Starting at 2nd level, you can channel the mighty powers of dragonkind, projecting an aura that grants you and nearby allies a special benefit. You learn three auras of your choice, which are detailed at the end of this class description. As a bonus action on your turn, you can project one of your known auras. Your aura ends only when you are knocked unconscious, you use a bonus action on your turn to end your aura, or you activate another aura in its place. You can only have one aura active at a time. While projecting an aura, you and friendly creatures within 10 feet of you gain the benefits of the aura. Unless the aura says otherwise, the benefits of an aura fade from an ally as soon as they leave this area. You learn an additional aura at 5th, 9th, 13th, and 17th level. Each time you learn a new aura, you can also replace one aura you know with a different one. At 18th level, the range of your aura increases to 30 feet.Draconic Breath
Starting at 2nd level, when you take the Attack action on your turn, you can replace one of your attacks with an exhalation of destructive energy. The size, shape, and damage type of your draconic breath are determined by your chosen totem dragon, as shown in the Draconic Breath table. When you use your draconic breath, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your totem dragon. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 15th level, and 6d6 at 20th level. You can use your draconic breath a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Draconic BreathDragon | Damage Type | Draconic Breath |
---|---|---|
Adamantine | Thunder | 15 ft. cone (Con. save) |
Amethyst | Force | 15 ft. Cone (Con. save) |
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) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Brown | Piercing | 5 by 30 ft. line (Dex. save) |
Cobolt | Cold | 15 ft. cone (Con. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Crystal | Radiant | 15 ft. cone (Con. save) |
Emerald | Psychic | 15 ft. cone (Int. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Iron | Lightning | 30 ft. line (Dex. save) |
Mithril | Radiant | 15 ft. cone (Dex. save) |
Oricalchum | Acid | 15 ft. cone (Con. save) |
Quicksilver | Poison | 15 ft. Cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Sapphire | Thunder | 15 ft. cone (Con. save) |
Silver | Cold | 15 ft. cone (Con. save) |
Steel | Force | 15 ft. cone (Con save) |
Topaz | Necrotic | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Touch of Vitality
At 3rd level, your touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your dragon shaman level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Touch of Vitality, expending hit points separately for each one. This feature has no effect on undead and constructs.Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Dragon Scales
At 7th level, your skin begins to thicken and develop faint scales the same color as your totem dragon. You gain a +1 bonus to your AC while wearing armor. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit, and using a shield alone does not count as wearing armor.Enlarged Breath
At 9th level, whenever you use your draconic breath, you can expend two uses at once. If you do, the size of your draconic breath is increased from a 15-foot cone to a 30-foot cone, or from a 5 by 30-foot line to a 5 by 60-foot line.Draconic Resolve
Beginning at 9th level, you cannot be charmed or frightened.Energy Resistance
Starting at 10th level, you have resistance to the damage type associated with your totem dragonShare Draconic Adaption
At 11th level, you can use a bonus action on your turn to share the Draconic Adaptation you gained from your totem dragon with any number of creatures you can see within 30 feet of you. The affected creatures retain the adaptation for 1 hour.Commune with Dragon Spirit
At 13th level, you gain the ability to contact your totem dragon directly to ask questions of it. You can cast the commune spell as a ritual without spending material components, using the spell to speak with your Totem Dragon in place of a deity. Your totem dragon is not omniscient, but often has primordial knowledge from tapping into the collective knowledge of the First World. After you cast commune using this feature, you can’t do so again for 7 days.Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings resembling your totem dragon’s from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action. You can’t manifest 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 manifest them.Dual Aura
Starting at 17th level, you gain the ability to project two of your draconic auras at a time instead of just one. You can only activate or change one aura at a time with your bonus action, but can choose to end both auras at once with a single bonus action.Draconic Mastery
At 20th level, you have attained mastery over your draconic powers. Whenever you finish a short rest you can regain 1d6 expended uses of your draconic breath.subclass options:
Totem Dragons
A dragon shaman’s totem dragon is not a living, breathing dragon. Becoming a dragon shaman is a spiritual journey, where the emulation of power is facilitated through a spiritual entity. This spirit could be the soul of a dead dragon, perhaps sent by one of the dragon gods to act as the dragon shaman’s guide. For others it is an inner aspect of the their own soul, suggesting some past draconic influence in their life or bloodline. And some ancient dragons are able to instill a fragment of their essence into a mortal, passing on a rudimentary copy of their knowledge and personality. It is the connection to this dragon spirit, and the act of bonding to it, that transforms a mortal into a dragon shaman. Abilities taught or gifted more directly by a dragon instead creates a warlock or sorcerer, depending on the circumstances involvedChromatic Totem Dragon
As children of Tiamat, many chromatic dragons hold the belief that they are superior to all other creatures. Their vanity is not without reason; very few creatures, save perhaps another dragon, can stand up to a fully grown chromatic and live to tell the tale. Having a chromatic totem dragon does not make one inherently evil. Good-aligned individuals can emulate a chromatic dragon’s strength without adhering to evil ideals. For some, the choice of which dragon spirit bonded with them was never theirs to make; part of their journey is embracing the nature of their dragon and learning how best to wield its power.Chromatic Dragon
When you choose this totem dragon at 1st level, you pick a true dragon to emulate. Your choice determines the damage type associated with your totem dragon and some of the features you gain at later levels. Chromatic Dragon TypeDragon | Damage Type | Skill Proficiencies |
---|---|---|
Black | Acid | Intimidation, Stealth |
Blue | Lightning | Athletics, Perception |
Brown | Fire | Perception, Stealth |
Gray | Acid | Athletics, Stealth |
Green | Poison | Deception, Insight |
Purple | Necrotic | Deception, Persuasion |
Red | Fire | Intimidation, Perception |
White | Cold | Athletics, Stealth |
Skill Proficiencies
At 1st level, you gain proficiency in two skills determined by your totem dragon. If you are already proficient in either of these skills, your proficiency bonus for that skill is instead doubled.Draconic Adaption
At 6th level, you take on an aspect of your totem dragon. These adaptations are always active, unless otherwise stated. In addition, you gain darkvision out to a range of 60 feet if you don’t already have it. If you already have darkvision from another source, its range increases by 30 feet.- Black – Amphibious. You can breathe air and water. Additionally, you gain a swim speed equal to your current speed.
- Blue – Desert Dweller. You are considered naturally adapted to hot climates. Additionally, you gain a burrowing speed equal to your current speed.
- Brown - Sand Walker. You are conidered naturally adapted to hot climates. You can move across Sand without needing to make an ability check, and difficult terrain coposed of sand doesn't cost you extra oveent. Additionally, you gain a burrowing speed equal to your walking speed.
- Gray - Stone's Affinity. You are immune to being petrified and the petrified condition. If a spell or ability requires you to make a saving throw or be restrained, and then later make a second saving throw or be petrified, you automatically succeed on the saving throw against being restrained.
- Green – Amphibious. You can breathe air and water. Additionally, you gain a swim speed equal to your current speed.
- Purple - Improved Darkvision. The range of your darkvision further increases by 60 feet. This is in addition to any change to your darkvision normally granted by Draconic Adaption
- Red – Strong Climber. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
- White – Ice Walker. You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost you extra movement.
Frightful Presence
At 10th level, as an action on your turn you can use your draconic presence to strike fear into your enemies. Each creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw. The DC is 8 + your proficiency bonus + your Charisma modifier. On a failed save the creature is frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. Once you use this feature, you can’t use it again until you finish a long rest.Bloodied Breath
Starting at 15th level, when you are reduced to half of your maximum hit points or fewer you can roll d10s instead of d6s for your Draconic Breath.Gem Totem Dragon
Gem dragons are wielders of powerful psionic abilities, and many are prodigiously intelligent as a result. While most metallic dragons may help a dragon shaman gain their powers in order to provide some kind of aid for a greater cause, a gem dragon will help a mortal out of the simple joy from bestowing some of their power to another. This was a personality quirk of Sardior himself. Being the progenitor of all gem dragons, most look up to Sardior as an ideal, and do their best to emulate him through their own actions. The bond with a gem totem dragon awakens a small amount of psionic power in mortals. This power is, compared to even the youngest of dragons, relatively weak, but still grants the dragon shaman a few unique psionic abilities.Gem Dragon
When you choose this totem dragon at 1st level, you pick a true dragon to emulate. Your choice determines the damage type associated with your totem dragon and some of the features you gain at later levels. Gem Dragon TypeDragon | Damage Type | Skill Proficiencies |
---|---|---|
Amethyst | Force | Arcana, Perception |
Crystal | Radiant | Perception, Survival |
Emerald | Psychic | Arcana, Stealth |
Sapphire | Thunder | History, Stealth |
Topaz | Necrotic | Intimidation, Perception |
Skill Proficiencies
At 1st level, you gain proficiency in two skills determined by your totem dragon. If you are already proficient in either of these skills, your proficiency bonus for that skill is instead doubled. Additionally, emulating a gem dragon has sparked latent psionic power within you, allowing you to channel your dragon shaman abilities through the strength of your mind rather than the power of your will. Whenever a feature you gain from this class uses your Charisma, you can use your Intelligence instead. Additionally, when you gain the Dragon Wings feature you can hover when using your fly speed.Draconic Adaption
At 6th level, you take on an aspect of your totem dragon. These adaptations are always active, unless otherwise stated. In addition, you gain darkvision out to a range of 60 feet if you don’t already have it. If you already have darkvision from another source, its range increases by 30 feet.- Amethyst – Amphibious. You can breathe air and water. Additionally, you gain a swim speed equal to your current speed.
- Crystal – Light Bearer. You can use a bonus action to shed bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. You can alter the radius or completely extinguish the light as a bonus action.
- Emerald – Tunneler. You gain a burrowing speed equal to your current speed. You can burrow through solid rock at half your burrowing speed and can leave a 5-foot-diameter tunnel in your wake.
- Sapphire – Tunneler. You gain a burrowing speed equal to your current speed. You can burrow through solid rock at half your burrowing speed and can leave a 5-foot-diameter tunnel in your wake.
- Topaz – Amphibious. You can breathe air and water. Additionally, you gain a swim speed equal to your current speed.
Energy Resistance Improvement
At 10th level, you have an improved version of the Energy Resistance feature, which grants you resistance to an additional damage type. The second damage type is determined your totem dragon. Energy Resistance ImprovementDragon | Damage Type |
---|---|
Amethyst | Psychic |
Crystal | Cold |
Emerald | Fire |
Sapphire | Lightning |
Topaz | Cold |
Psychic Step
At 15th level, as a bonus action you can magically teleport to an unoccupied space you can see within 60 feet. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this feature, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Metallic Totem Dragon
Among the wisest of all creatures, most metallic dragons are noble and altruistic. They acknowledge their own strength as that of one powerful race among the many that live in the world. Dragon shamans who emulate metallic dragons often use their strength to help others in need. Bonding with a metallic totem dragon connects the mortal to Bahamut in a way many clerics of the platinum dragon could only dream of, and it is not uncommon to find such dragon shamans pledging a life of devotion.Metallic Dragon
When you choose this totem dragon at 1st level, you pick a true dragon to emulate. Your choice determines the damage type associated with your totem dragon and some of the features you gain at later levels. Metallic Dragon TypeDragon | Damage Type | Skill Proficiencies |
---|---|---|
Adamantine | Thunder | Insight, Intimidation |
Brass | Fire | History Perception |
Bronze | Lightning | Insight, Stealth |
Cobolt | Cold | Intimidation, Survival |
Copper | Acid | Perception, Stealth |
Gold | Fire | Insight, Persuasion |
Iron | Lightning | Athletics, Intimidation |
Mithril | Radiant | Insight, Perception |
Oricalchum | Acid | History, Investigation |
Quicksilver | Poison | Acrobatics, Stealth |
Silver | Cold | Arcana, History |
Steel | Force | Deception. Perception |
Skill Proficiencies
At 1st level, you gain proficiency in two skills determined by your totem dragon. If you are already proficient in either of these skills, your proficiency bonus for that skill is instead doubled.Draconic Adaption
At 6th level, you take on an aspect of your totem dragon. These adaptations are always active, unless otherwise stated. In addition, you gain darkvision out to a range of 60 feet if you don’t already have it. If you already have darkvision from another source, its range increases by 30 feet.- Adamantine - Improved Armor. You have a +1 bonus to your AC, even while wearing armor.
- Brass – Desert Dweller. You are considered naturally adapted to hot climates. Additionally, you gain a burrowing speed equal to your current speed.
- Bronze – Amphibious. You can breathe air and water. Additionally, you gain a swim speed equal to your current speed.
- Cobolt - Ice Walker. You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.
- Copper – Strong Climber. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
- Gold – Amphibious. You can breathe air and water. Additionally, you gain a swim speed equal to your current speed.
- Iron – Thicket Trampler. Moving through nonmagical difficult terrain costs you no extra movement, and you can pass through nonmagical plants without being slowed or harmed by them.
- Mithril – Teleportation. You gain the ability to cast the spell misty step. Once you do, you can’t do so again until you finish a short or long rest.
- Oricalchum – Strong Climber. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
- Quicksilver – Strong Climber. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
- Silver – Slow Faller. When you fall, you can choose to make your rate of descent 60 feet per round. If you land while slow-falling in this way, you take no falling damage and can land on your feet
- Steel – Invisibility. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.
Alter Appearance
Starting at 10th level, you can magically change your appearance. You can cast the alter self spell on yourself at will with this feature, using only the spell’s change appearance option.Second Draconic Breath
At 15th level, you gain a second Draconic Breath option determined by your totem dragon. When you use your draconic breath, you can choose either option.- Adamantine - Deafening Breath. You bellow a deafening roar in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw versus your Draconic Breath DC or become deafened for 1 minute. While deafened in this way, the creature is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending these effects on itself on a success.
- Brass – Sleep Breath. You exhale sleep gas in a 15- foot cone. Each creature in the area must succeed on a Constitution saving throw versus your Draconic Breath DC or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
- Bronze – Repulsion Breath. You exhale repulsion energy in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw versus your Draconic Breath DC or be pushed 30 feet away from you.
- Cobolt - Slowing Breath. You exhale gas in a 15-foot cone. Each creature in that area must succed on a Constitution saving throw versus your Draconic Breath DC. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
- Copper – Slowing Breath. You exhale slowing gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw versus your Draconic Breath DC. On a failed save the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself with a successful save.
- Gold – Weakening Breath. You exhale a strength-sapping gas in a 15-foot cone. Each creature in the area must succeed on a Strength saving throw versus your Draconic Breath DC. On a failed save the creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself with a successful save.
- Iron - Attracting Breath. You inhale your breath in a 15-foot cone. Each creature in that area must succed on a Strength saving throw versus your Draconic Breath DC. On a failed save, the creature is pulled up to 10 feet toward you. You exhale blinding gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw vs your Draconic Breath DC or be poisoned for 1 minute. A creature is blind while poisoned in this way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Mithril – Blinding Breath. You exhale a blinding light in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw versus your Draconic Breath DC or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Orium – Servant Breath. Your exhaled breath collapses into the form of a tiny poisonous snake as if you cast the spell find familiar. It persists for 1 hour or until it drops to 0 hit points. You can dismiss it early using a bonus action.
- Quicksilver - Blinding Breath.You exhale blinding gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw vs your Draconic Breath DC or be poisoned for 1 minute. A creature is blind while poisoned in this way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Silver – Paralyzing Breath. You exhale paralyzing gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw versus your Draconic Breath DC. On a failed save the creature is paralyzed for one minute, but a creature can repeat the saving throw at the end of each of its turns, ending the paralysis with a successful save.
- Steel – Incapacitating Breath. You exhale incapacitating energy in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw versus your Draconic Breath DC or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Level | Proficiency Bonus | Features | Aura's Known |
---|---|---|---|
1st | +2 | Dragon Lore, Totem Dragon | -- |
2nd | +2 | Draconic Aura, Draconic Breath (2) | 3 |
3rd | +2 | Touch of Vitality | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 4 |
6th | +3 | Totem Dragon feature, Draconic Breath Improvement (3d6) | 4 |
7th | +3 | Dragon Scales | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Enlarged Breath, Draconic Resolve | 5 |
10th | +4 | Energy Resistance, Totem Dragon Feature | 5 |
11th | +4 | Share Draconic Adaption, Draconic Breath Improvement (4d6) | 5 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Legendary Resistance, Commune with Dragon Spirit | 6 |
14th | +5 | Dragon Wings | 6 |
15th | +5 | Totem Dragon feature, Draconic Breath improvement (5d6) | 6 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | Dual Aura | 7 |
18th | +6 | Aura Improvement | 7 |
19th | +6 | Ability Score Improvement | 7 |
20th | +6 | Draconic Mastery, Draconic Breath Improvement (6d6) | 7 |
Remove these ads. Join the Worldbuilders Guild
Comments