Sealed Dragon
A lofty looking young man with eyes that glimmer like fire, walks through the bar ignoring everything else and reaching his goal. He stands in front of a cloaked figure and then he speaks in words that carry power and authority. With cautiousness the robed figure hands over a small pouch filled with gems. The man takes it without a word and goes to leave, only to be stopped by a dozen ruffians who saw the pouch. Without a word the man extends his fist and knocks out the arrogant person in front him and then exhales, releasing smoke and fire from his mouth. The bar revelers stare in a mix of awe and fear as the ruffians back away with cold sweat dripping from their spine. Rolling his eyes with disdain, the man goes to leave the bar unaffected by the recent encounter.
A battle rages on as a large platoon of dragon-infused soldiers charge and decimate their opponents. They breath lightning electrocuting their enemies and destroying any barricades that attempt to block them. Through their effort, they manage to reach the gates but find no success in opening it. A minute later the gate opens with a figure blocking them. Inhaling the air, they breath with intense lightning once more. To their surprise, the figure stands unaffected. The figure then inhales and they try to react but their screams are drowned out by the lightning of a true dragon.
Arrows fly from a forest ambush as a caravan is suddenly stopped by a group of bandits. The arrows hit a woman guarding the caravan only to bounce off their skin. Ice starts to subtly spread beneath the woman's feet and it seems like the forest is trying to avoid her. The bandits rush out to take their prize only to be met with cold ice.
Rejected Birthright
Born to be the most powerful race in the multiverse, sealed dragons are wyrms that are trapped in mortal forms that may or may not forever hold them hostage. These sealed dragons are one of many but the most common are the ones that were kidnapped during their wyrmling period, where a dragon is not yet of great power. It is uncommon and rare for an older dragon to be sealed but Bahamut, the Platinum Dragon has been known to mete out punishments similar to this. This mortal state does little to permanently weaken a dragon because a dragon's soul is likened to a god and will eventually grow stronger, slowly breaking out.
Cursed Body
One does not become a sealed dragon and no dragon in their right mind would ever wish to be trapped in an inferior mortal body. With an infinitely strong body and constantly growing power, dragons are revered as mortal gods capable of shaking the very foundations of a world once they grow powerful enough. And unlike other creatures, this strength is insured. Sealed dragons follow the same pattern but in quick bursts. While sealed, their power grows far more quicker than a normal dragon but this has a limit and most dragons that are cursed with being sealed die quick. This is due to lack of adapting. After all, dragons never once adapted to anything, everything else adapts to them.
Quick Build
You can make a sealed quickly by following these suggestions. First, Constitution should be your highest ability score, as your breath ability require it for saving throws. Your second highest score should be Strength if you plan on using stronger melee weapons, or Dexterity if you plan on using finesse or ranged weapons or Charisma, if you plan on focusing on features. If you plan to take the Ancient Teacher archetype, use Wisdom as your second highest ability score and use Strength or Dexterity as your third highest.
Sealed Dragon
Level | Proficiency Bonus | Features | Draconic Power | Breath Weapon |
---|---|---|---|---|
1st | +2 | Draconic Species, Breath Weapon, Sealed Approach | ─ | 2d6 |
2nd | +2 | Draconic Power | 2 | 2d6 |
3rd | +2 | Hardened Scales, Lived through Legends, Sealed Approach Feature | 2 | 2d6 |
4th | +2 | Ability Score Improvement | 3 | 3d6 |
5th | +3 | Sealed Approach Feature, Treasure Sense | 3 | 3d6 |
6th | +3 | Superior Species | 4 | 4d6 |
7th | +3 | Minor Power | 4 | 4d6 |
8th | +3 | Ability Score Improvement | 5 | 4d6 |
9th | +4 | Elemental Control | 5 | 5d6 |
10th | +4 | Draconic Resistance, Sealed Approach Feature | 6 | 5d6 |
11th | +4 | Wings of Flight | 6 | 5d6 |
12th | +4 | Ability Score Improvement | 7 | 6d6 |
13th | +5 | Strength Unleashed | 7 | 6d6 |
14th | +5 | Dragon Resilience | 8 | 7d6 |
15th | +5 | Sealed Approach Feature | 8 | 7d6 |
16th | +5 | Ability Score Improvement | 9 | 8d6 |
17th | +6 | Draconic Aging | 9 | 8d6 |
18th | +6 | Major Power | 10 | 9d6 |
19th | +6 | Ability Score Improvement | 10 | 9d6 |
20th | +6 | True Dragon Form | 11 | 10d6 |
Class Features
As a sealed dragon, you gain the following features.
- Hit Points at 1st Level: 10 + your Constitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per sealed dragon level after 1st.
Proficiencies
- Armor: Shields
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon
- (a) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
Draconic Species
Before you were cursed with a weaker and frail mortal frame, you were once a part of the mightiest race to walk the multiverse and this power still resonates with you even in your most weakest state. Beginning at 1st level when you take this class, you choose one of the true dragons as your true form which cannot be changed no matter what. This choice will determine many things as you level. In addition you can speak, read, and write Draconic. You also gain resistance depending on your draconic species' damage type.
Draconic Species
Dragon | 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) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
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) |
Breath Weapon
Of all your abilities, one stayed even through your cursed state. As a true dragon in a mortal frame, you can exhale powerful magic as a breath weapon. Starting at 1st level, you can use your action to exhale destructive energy. Your draconic species determines the size, shape, and damage type of your breath weapon. When you use your breath weapon, each creature in the area of the breath must make a saving throw, the type of which is determined by your draconic species with a saving throw calculated as follows:
Breath Save DC = 8 + your Charisma modifier + your proficiency bonus.
The first creature hits takes 2d6 damage on a failed save, and half as much damage on a successful one. Initially, your breath weapon is constrained by your new mortal form. After the first creature hit by your breath weapon, only half damage applies to the rest of the creatures hit. This effect persists until level 5 whereupon the breath weapon can do full damage to all creatures inside its range who fail a save.
The amount of damage increases as you gain levels in this class, as shown in the Breath Weapon column of the Sealed Dragon table. Once you use this feature, you can roll a d6 recharging the feature on a result of 6. At level 5, you recharge the feature on a 5-6 and at level 11, you recharge the feature on a 4-6. You can only roll once per round and can reroll on the next.
Sealed Approach
At level 1 you begin to acclimate to your mortal form, making you focus on what path you'll follow as to quicken your return to your true form. Your chosen archetype grants you features at 1st level and again at 3rd, 5th, 10th and 15th level.
Draconic Power
Starting at 2nd level, your slowly cracking seal allows you to harness the innate power within your true form. Your access to this power is represented by a number of Draconic Power points. Your Sealed Dragon level determines the number of points you have, as shown in the Draconic Power column of the Sealed Dragon table.
You can spend these points to fuel various Draconic Power features. You start knowing three such features: Frightful Presence, Intensify Breath and Manifest Unbreakable Scales. You learn more Draconic Power features as you gain levels in this class.
When you spend a Draconic Power point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended Draconic Power points back.
Some of your Draconic Power features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Draconic Power DC = 8 + your Charisma modifier + your proficiency bonus.
Frightful Presence
As an action, you can spend 1 draconic power point so that each creature of your choice that is within 10 feet of you and can see you must succeed on a Charisma saving throw against your Draconic Power DC or become frightened of you until the end of your next turn. The range of your frightful presence increases to 15 feet at 11th level, and 20 feet at 15th level.
Intensify Breath
When using your breath weapon, you can increase both its size and damage by using Draconic Power points. For every 1 draconic power point you use, you increase the length by 30 feet if it is a line breath weapon or increase the cone's size by 10 feet if it is a cone breath weapon. For every 1 draconic power point you use, the damage is increased by an additional 1d6 damage, up to a max of 3d6 damage. The upper limit increases to 4d6 by 10th level, 5d6 by 15th level and 6d6 at 20th level.
Manifest Unbreakable Scales
As a bonus action, you can spend 1 or more draconic power points to temporarily increase your AC by an amount equal to the points spent, to a max of 5 points, that lasts for 1 minute.
Hardened Scales
At level 3, Your scales become hardened and capable of blocking attacks easier. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. You can use a Shield and still gain this benefit.
Lived through Legends
Legends are created and most will stand the test of time. Unknown to those besides you is that you lived through all of them, recalling them with clear and pristine memory. At level 3, you gain proficiency in history checks and if you already have proficiency, you double your proficiency bonus on history checks.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
Treasure Sense
Your lust for wealth has not dimmed at all, and your ability to appraise valuable objects returns. At level 5, When assessing an object's worth, you have advantage on any check made. This includes all factors that affect a creature's worth according to their environment, culture, social standing, and general presentation. Whether good aligned or evil aligned, you, as a superior creature, are used to assigning value to lesser creatures.
(Example: A human slave is not worth much in a human society but may be worth a lot in a dark elf society.)
Superior Species
Your will to return to your superior form aches throughout your whole body, rejecting any obstacle and weakness that will prevent you from reaching your true state. At level 6, when you fail a saving throw, you can reroll the die once and must use the new roll. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) every long rest.
Minor Power
At level 7, you have started to gain more of your true form's characteristics. These characteristics manifest as minor spells. You gain a minor draconic power based on your draconic species from the table below.
Minor Power
Dragon | Power |
---|---|
Black | You can cast the spell water breathing using 1 draconic power point. |
Blue | You can cast the spell silent image using 1 draconic power point. |
Brass | You can cast the cantrip control flames. |
Bronze | You can cast the spell water walk using 1 draconic power point. |
Copper | You can cast the spell suggestion using 1 draconic power point. |
Gold | You can cast the spare the dying using 1 draconic power point. |
Green | You can cast the cantrip friends. |
Red | You can cast the spell locate object using 1 draconic power point. |
Silver | You can cast the spell fog cloud using 1 draconic power point. |
White | You can cast the cantrip frostbite. |
Elemental Control
At level 9, your power over your elemental abilities have grown stronger and can now be manifested as abilities that are powered by your draconic power points. You gain the following draconic power features.
Elemental Aura
As a bonus action, you can spend 2 draconic power points to project an aura 10 feet around you that lasts for 1 minute. Creatures that end their turn in your aura takes damage equal to your charisma modifier.
Elemental Burst
As an action, you can spend 1 draconic power point to release a burst of energy around 5 feet of you. Each creature in range must succeed on a Dexterity saving throw or take 2d6 damage which is determined by your draconic species feature and be knocked prone on a failed save, or take half as much damage and not be knocked prone on a successful one.
Elemental Dampening
When you see a creature attacked by the same damage type as your draconic species feature, you can use your reaction to dampen its effect by spending one draconic power point. The creature targeted gains resistance to said damage type until end of their next turn.
Draconic Resistance
At level 10, your body starts to grow scales that resemble your true form's scales. When making a saving throw against any effect that deals your draconic species damage type, you have advantage. Additionally, as an action you can force the scales to harden, granting you immunity to the element of your draconic species damage type for 1 minute. You can’t use this feature again until you finish a long rest.
Wings of Flight
At level 11, your body is now capable of materializing wings that will allow you to fly. You gain a flying speed equal to your walking speed.
At level 17, your flying speed is double your walking speed.
Strength Unleashed
At level 13, you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. At level 17, You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift. At level 20, you count as three sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
In addition to this, you can roll a 1d8 + your strength modifier bludgeoning damage in place of the normal damage of your Unarmed Strike.
Dragon Resilience
Your seal is almost undone and you share some of your true form's old toughness. At level 14, you gain proficiency in death saving throws and one saving throw of your choice that you currently don't have proficiency with.
Draconic Aging
Dragons have never been a race to appreciate the seconds of their lives since they are possibly the most long lived race in the multiverse, excluding naturally immortal races. At level 17, your aging becomes slowed as time becomes more and more irrelevant to you. For every 50 years that pass, your body only ages by 1 year. You cannot be aged magically.
Major Power
At level 18, you have started to gain more of your true form's characteristics. These characteristics manifest as major spells. You gain a major draconic power based on your draconic species from the table below.
Major Power
Dragon | Power |
---|---|
Black | You can cast the spell vitriolic sphere using 3 draconic power points. |
Blue | You can cast the spell lightning bolt using 3 draconic power points. |
Brass | You can cast the spell burning hands using 1 draconic power point. |
Bronze | You can cast the spell call lightning using 3 draconic power points. |
Copper | You can cast the spell command using 1 draconic power point. |
Gold | You can cast the find the path using 3 draconic power points. |
Green | You can cast the spell charm person using 1 draconic power point. |
Red | You can cast the spell fireball using 3 draconic power points. |
Silver | You can cast the spell cone of cold using 3 draconic power points. |
White | You can cast the spell ice storm using 3 draconic power points. |
True Dragon Form
Broken and destroyed, your seal is finally gone but you have not lost the experience and power you have gained as a mortal, adding to your already supreme true form. But despite this, there are lingering embers that burn from your seal and you cannot maintain your true form permanently, yet. Maybe one day, you will find the ability to permanently remove your seal.
At level 20, you can finally assume your true form. You shapeshift into an ancient dragon equivalent of your draconic species (see the Monster Manual section on dragons for your statistics). You can’t use this ability again until you finish a long rest. You can stay in your dragon form for 5 hours. You cannot extend or increase your time as your true form in any way. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skills and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon’s bonus instead of yours. If the dragon has any legendary or lair actions, you can't use them.
- When you transform, you assume the dragon’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in your true form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your true form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your true form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Any features that your sealed approach offers is available for your true dragon form, unless it is specifically noted that it isnt't.
End of the Line
At this point, you've almost broken your seal and maybe you want to try out a new character. Talk to your DM about the end and how you as a sealed dragon will finally ascend back to your true form with access to your current power. You never know, your character might just become one of the most powerful NPCs your next campaign will have.
Sealed Approach
Just like mortals, dragons are unique and different in their own ways. The same rule applies to sealed dragons, they approach their current state differently. These approaches are what makes them specialized and powerful.
Ancient Teacher
Wise and knowledgeable, you were a wyrm of great prestige. You used to give advice to nobles, kings, emperors and even heroes. You have been both a guide and a teacher to the masses as your legend has been passed down from kings to nobles, to nobles to peasants. Your great knowledge will assist you in learning how to defeat your opponents with relative ease.
Great Knowledge
Armed with knowledge on how to properly tackle the world, you are capable of amazing feats. At level 1, you gain proficiency in your history skill and intelligence saving throws.
Helpful Advice
At level 1, you can now use the help action as a bonus action and its range is increased up to 30 feet. For you to help a creature, they must be able to see and hear you.
Let Me Teach You
You know how combat flows and can easily assist others to defend well or attack well. At level 1, you can use an action to choose one friendly creature of your choice and either teach them how to defend or attack in the given moment.
Defend. A creature of your choice gains 5 + your charisma modifier temporary hit points that last for 1 minute. While the creature has the temporary hit points, they can take the dodge action as a bonus action. At level 5, the temporary hit points is equal to 10 + your charisma modifier. At level 20, while the creature has the temporary hit points, creature have disadvantage when attack it.
Attack. A creature of your choice gains advantage the first time it makes an attack against a creature. At level 5, the creature deals additional damage equal to your charisma modifier. At level 20, the creature deals an additional damage equal to double your charisma modifier.
You can choose two creatures at level 5 and 3 creatures at level 11.
Will of the Ancients
You have regained the ability to force your will upon other creatures. At level 3, when a creature is making a saving throw against you, you can use your reaction to increase the DC by half your charisma modifier (rounded down). You can use this feature a number of times equal to your charisma modifier.
Not just for Destruction
Your massive knowledge has allowed you to use your breath weapon in many ways. At level 5, you gain the following draconic power features. Using any of these features reduces the damage of the breath weapon by half.
Power Within. When using your breath weapon, you can spend 1 draconic power point to strengthen your allies when infused by your breath weapon. When you use your breath weapon, you can infuse strength to creatures of your choice within the breath weapon's area. Each creature affected by your breath weapon gains 15 + half your total level temporary hit points and while they have these temporary hit points, they deal an additional 1d4 damage from your draconic species damage type when they hit a creature with a melee attack. Creatures unaffected by this feature, take damage as usual. The damage increases to 1d6 at level 10, 1d8 at level 15 and 1d10 at level 20.
Healing Element. When using your breath weapon, you can spend 1 draconic power point to infuse healing energy in the very destructive weapon you have. When you use your breath weapon, you can heal creatures of your choice within the breath weapon's area. Each creature affected by your breath weapon is healed by 1d4 + your Charisma modifier hit points. Creatures unaffected by this feature, take damage as usual. The healing increases by 2d4 at level 10, 4d4 at level 15 and 6d4 at level 20.
Paralyzing Breath. When using your breath weapon, you can spend 1 draconic power point to infuse your breath weapon with energies that can temporarily shut down an organic body. When you use your breath weapon, any creature hit by your breath weapon will be paralyzed until the end of your next turn on a failed save. Undead and Constructs are unaffected by this feature.
Open Mind
Your knowledge is vast and far reaching to the point that nothing scares you. At level 10, you become immune to any effect that would make you frightened.
Master Tactician
Your knowledge of the world has grown and you can easily help others when it comes to combat. At level 10, whenever you use the help action, you can choose to help as many creatures equal to your intelligence modifier and its range is increased to 30 feet. When using your help action, you can use your action to use your Let me Teach You feature in conjunction with it.
A Teacher also Protects
Your increasing knowledge and time as a mortal has given you many advantages in combat. At level 15, you can add your Charisma modifier to your AC and any attack roll you make.
World Ender
Powerful, dangerous and a calamity, you are quite possibly one of the most feared wyrms to ever exist in the world. This power is lessened by a large margin due to your mortal state but your goal of returning to your true form cannot and will not be stopped. For you there is only two options, achieve your true state or die.
Stronger Physical Form
Your true form starts to break down the seal that has put you in your current form and is manifesting itself. Starting at level 1, your hands transform to accommodate powerful and sharp claws capable of rending your enemies apart. Your mouth gains the ability to momentarily create sharp teeth that surpasses your claws in sharpness.
As an action, you can make a claw attack, dealing 1d4 + your Strength modifier slashing damage on a hit. The damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.
As an action, you can elongate your mouth creating a massive maw filled with teeth to attack a creature of your choice. Your bite attack deals 2d4 + your Strength modifier piercing damage on a hit. The damage increases to 2d6 at 5th level, 2d8 at 9th level, 2d10 at 13th level and 2d12 at 17th level. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). When you finish a long rest, you regain all expended uses. This is considered an attack and can be paired with other attacks when you have an extra attack feature.
Destructive Power
Your focus on strengthening your innate power has allowed you to use your breath weapon in many very destructive ways. At level 3, you gain the following draconic power features.
Condensed Energy. When using your breath weapon, you can spend 1 draconic power point to condense the very energies of your destructive weapon. When you use your breath weapon, instead of breathing out in a cone or line, you release a ball of condensed energy that hits only one creature within 60 feet of you. The creature must succeed on a saving throw or take your breath weapon's damage plus 2d6 additional damage. The additional damage increases by 3d6 at level 15 and 4d6 at level 20.
Increased Range. When using your breath weapon, you can spend 1 draconic power point to increase the size of your breath weapon. Cone breath weapons increase to a 30 foot cone and line breath weapons increase to a 10 by 60 ft. line attack.
Infused Strength. When using your breath weapon, you can spend 1 draconic power point to instead imbue yourself with the power of your destructive power. For 1 minute, you cannot regain or recharge your breath weapon and you deal an additional 1d6 damage from your draconic species' damage type for melee weapon attack that hits. The additional damage increases to 2d6 at level 7, 3d6 at 14th level and 4d6 at level 20.
Shockwave. When using your breath weapon, you can spend 1 draconic power point to knock back all creatures that failed their saving throw 10 feet away from you. This knock back increases to 20 feet at 11th level and 30 feet at 17th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Obliteration
Your true soul's power and strength manifests as an aura that cannot be ignored by any other creature. At level 10, you gain proficiency in intimidation. If you are already proficient in intimidation, you double your proficieny bonus on your intimidation instead. Creatures that are frightened by you take an additional damage die from your claw attack and two additional damage die from your bite attack.
Legendary Resistance
Your will to succeed and ancient bloodline refuses to be defeated by obstacles that bother mortals. At level 15, when you use your superior species feature, you can add your proficiency bonus on it if you are not proficient in it. If you are proficient in that saving throw, you double your proficiency bonus on that reroll. You can use this feature once per long rest.
You can use this feature twice per long rest at level 20.
Wizened Wyrm
Before your unfortunate sealing or maybe during your time as a sealed dragon, you were starting make some achievements in the field of magic. Due to your mortal state, you have noticed that learning magic is easier compared to when you were in your true form. Because of this, you have decided to pursue magic as your approach to your current state.
Wizened Wyrm Spellcasting
Sealed Dragon Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
1 | 2 | ─ | ─ | ─ | ─ | ─ |
2 | 2 | ─ | ─ | ─ | ─ | ─ |
3 | 2 | 3 | 2 | ─ | ─ | ─ |
3 | 2 | 3 | 2 | ─ | ─ | ─ |
4 | 2 | 4 | 3 | ─ | ─ | ─ |
5 | 2 | 4 | 3 | ─ | ─ | ─ |
6 | 2 | 4 | 3 | ─ | ─ | ─ |
7 | 2 | 5 | 4 | 2 | ─ | ─ |
8 | 2 | 6 | 4 | 2 | ─ | ─ |
9 | 2 | 6 | 4 | 2 | ─ | ─ |
10 | 3 | 7 | 4 | 3 | ─ | ─ |
11 | 3 | 8 | 4 | 3 | ─ | ─ |
12 | 3 | 8 | 4 | 3 | ─ | ─ |
13 | 3 | 9 | 4 | 3 | 2 | ─ |
14 | 3 | 10 | 4 | 3 | 2 | ─ |
15 | 3 | 10 | 4 | 3 | 2 | ─ |
16 | 3 | 11 | 4 | 3 | 3 | ─ |
17 | 3 | 11 | 4 | 3 | 3 | ─ |
18 | 3 | 11 | 4 | 3 | 3 | ─ |
19 | 3 | 12 | 4 | 3 | 3 | 1 |
20 | 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
When you reach 1st level, you learn how to tap into the innate magic present in all dragons, granting you the ability to cast spells (see chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list).
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Wizened Wyrm Spellcasting 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the Evocation and Transmutation spells on the Sorcerer spell list.
The Spells Known column of the Wizened Wyrm Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a Evocation or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an Evocation or Transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic relies on projecting your will so that magic manifests 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 Charisma modifier + your proficiency bonus.
Spell Attack Modifier = your Charisma modifier + your proficiency bonus.
Spell Scales
Your magic is infused in your scales and protects you from the damaging elements. At level 3, when you cast a spell that deals damage, you can expend a draconic power point to infuse your scales with defensive properties. Until the end of your next turn, you gain resistance that is the same as the casted spell's damage type.
Draconic Influence
At level 5, you manage to attune your draconic power points to your spells, allowing you to power your spells using your points.
Frightful Magic. When casting an evocation spell that deals damage, you can spend 1 draconic power point so that the creature affected must make a Charisma saving throw against your Draconic Power DC or become frightened of you until the start of your next turn.
Intensify Magic. When casting a spell, you can increase its level by spending a draconic power point, increasing its level by 1 for each draconic power point you use. You cannot increase a spell's level above 9th level.
Regain Spell Slot. You can transform unexpended draconic power points into one spell slot as a bonus action on your rurn. The created spell slots vanish at the end of a long rest. 1 draconic power point is equivalent to 1 spell level. You cannot transform spell slots into draconic power points.
Supreme Magic. When you cast a spell that shares the same damage type as your draconic species and makes the creature roll a saving throw, you can spend 1 draconic power point to force the enemy to reroll the saving throw and ignore their resistance if they have resistance.
Dragon Fueled Magic
At level 10, your spells strip away resistances and m creatures vulnerable to your breath weapon. If a creature fails their saving throw against your spells, they will gain vulnerability on breath weapon for 1 minute. They will lose their resistance and if they have immunity, it will be treated as resistance for 1 minute.
Magic Breath
At level 15, you found a way to infuse your spells onto your breath weapon, creating a massively powerful weapon. When using your breath weapon, you can spend draconic power points equal to the level of the spell you wish to use. All creatures hit by your breath must succeed on a saving throw against your breath weapon and the spell you cast. You can’t use this feature again until you finish a long rest.
When using this ability, the following rules apply:
- When you use your breath weapon, you can only cast a spell that has a casting time of 1 action or 1 bonus action and is harming towards your targets (e.g. fireball, lightning bolt or slow).
- You cannot cast spells that would benefit you (e.g. haste, misty step or armor of agathys)
- You cannot cast spells that would heal others or yourself.
- Spells that persist (e.g. storm sphere) are cast at the area of the breath.
- Spells that are not an area of effect and instead affects individual or many creatures (e.g. command & mass suggestion) but considered a harming spell (e.g. charm person) only the creatures hit by your breath weapon are affected.
- If a spell is damaging and confers some benefits to you, the benefits still appear.
- The spell cast alongside your breath weapon does not stack with your dragon fueled magic but it can still stack with dragon fueled magic if you cast a spell on an earlier round that caused dragon fueled magic.
Blacklight85's
Sealed Dragon
Class
Cover Art: Rawwad
Deathwing Art: World of Warcraft
Lightning Dragon Art: Aubrey Mills
Knight Fighting Wyvern Art: Fotokostic
Gryphon Knight Vs Dragon Art: William Connor Studios
Metallic Dragon Kekaiart
A Big Thank you to Nephisimian
He took the time to break down the class in a way that would greatly help in both the revision and improvement of the class.
Another Big Thanks to TetramerousSagebrush
My version 2 got removed due to me breaking sub rules but this guy took the time to message me about small grammar and spelling mistakes. He also added his own opinion on stuff that I believe is relevant to the class. So again, I must thank the guy.