Martial Archetype: Dragon Caller

by Jober7

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Martial Archetype: Dragon Caller V1.0

Dragon Bond:

At 3rd level, you have developed a bond with a pseudodragon and have forged a pact to fight by each other's side. You learn the Find Familiar and can cast it as a ritual without components. When you cast the spell this way you gain the service of the pseudodragon, which uses the statistics listed at the end of this document. When your familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears at the end of a long rest or when you use your Second Wind feature.

In combat, your familiar acts differently than other familiars. When you and your familiar roll initiative, your familiar can change its initiative to match your own, acting on your turn. When your familiar would take damage while within 15ft of you, you can choose to take the damage in it's place. If an effect would cause both you and your familiar to take damage, only you take the damage.

Some features make use of your familiar's draconic ancestry, who's damage type is determined by the table below.

Draconic Ancestry
Dragon Damage Type
Black Acid
Copper Acid
Silver Cold
White Cold
Brass Fire
Gold Fire
Red Fire
Bronze Lightning
Blue Lightning
Green Poison

Dragon-kin Tactics

At 3rd level, you can command your familiar to use special abilities to attack in tandem with you. As a Bonus Action, you can command your familiar to use one of the tactics it knows.

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 short or long rest.

Tactics

Your familiar learns two tactics of your choice. Your familiar learns one additional tactic of your choice at 7th, and 13th level. Each time Your familiar learns new tactics, you can also replace one tactic it know with a different one.

Tactics Dice

Some of your Dragon-kin Tactics require a dice to be rolled for damage. The damage dice for these abilities 1d8.

Saving Throws

Your tactics require your target to make a saving throw to resist the tactic's effect. The saving throw DC is calculated as follows:

Tactics save DC = 8 + your proficiency bonus + your Charisma modifier

Tactics List

Tail Sweep

Your familiar attempts to trip a creature within 5ft of it with its tail. The target must succeed a Dexterity saving throw or suffer bludgeoning damage equal to your Tactics Fice and be knocked prone.

Terrifying Screech

Your familiar lets out a terrifying screech in an attempt to startle those around it. Hostile creatures within 5ft of your familiar must make a Wisdom saving throw. On a failed save a creature becomes frightened of your familiar until the end of your next turn. At 10th and 18th level the range of this Tactic increase by 5ft.

Breath Weapon

Your familiar lets out its breath weapon at a point within 10ft of it. Each creature within 5ft of the point must succeed a Dexterity saving throw or suffer damage equal to your Tactics Dice. The type of damage is determined by your familiar's Draconic Ancestry.

Warding Strike

Your familiar lets out its breath weapon at a creature within 10ft of it. The creature must succeed a Wisdom saving throw or be forced to use it's reaction to move 10ft away from your familiar and take damage equal to your Tactics Dice. If it has already used it's reaction it suffers additional damage equal to your Tactics Dice. The type of damage is determined by your familiar's Draconic Ancestry.

Enduring Bond

At 7th level, the bond between your familiar and you has grown, allowing you to draw upon each other's strengths while in close proximity. While you are within 15ft of your familiar, you gain resistance to the damage type associated with their Draconic Ancestry and your familiar gains a bonus to its AC equal to your proficiency bonus.

Improved Tactics

At 10th level, your teamwork with you familiar has improved, strengthening your Tactics. Your Tactics Dice increases to 1d10, and at 18th level it increase to 1d12.

Additionally, when you use your Dragon-Kin Tactics, your familiar can use it's reaction to move up to 30ft before using the Tactic.

Relentless Tactics

Starting at 15th level, when you roll initiative and have no uses of Dragon-Kin Tactics, you regain 1 use.


Pseudodragon

Tiny dragon, neutral good


  • Armor Class 13
  • Hit Points 7 (2d4 + 2)
  • Speed 15ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (0) 12 (+1) 10 (0)

  • Skills Perception +3, Stealth +4
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13
  • Languages Understands Common And Draconic But Can't Speak
  • Challenge 1/4 (50 XP)

Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage. The target must succeed on a DC 11 constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Credits

Artwork 1 By: Justine Malcontento
Artwork 2 By: Cygames & Arc Systems Works: Granblue Versus
Special Thanks: Discord of Many Things

 

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