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DnD Class Build Dragon White

Dungeons and Dragons – Class Builds

White Dragon (Blue Eyes, White Dragon)

Source: In the Company of Dragons (5e-rip-cod)

This is a character for my wife in the D&D games that I am running as a backup character and potentially an ongoing character.

I am using details from In The Company of Dragons for 5th Edition. This will be revisited when I have had a chance to work through the Dragonborn and how they sit into my D&D setting.

Where to Start – Races

This is an existing character in the game as an NPC befriended by the party and chose to rejoin them after spending time with the Dragon Kingdoms. It is incorporation rules from In The Company of Dragons into the options, but will require a friends dragon NPC who wants to travel with the party first before it is allowed as a option in that game.

The subraces in the book are of truescale, Lung and Feykin. The Truescale suits the dragon type better for what I have in mind for this character. See the book for the other variants.

Class Options – Tannin?

I had considered making this dragon a spellcaster, but as those rules can be quite complex, I wanted to try it as a simple version for the character and take the Draconic Exemplar class from the Book itself. I have also tried to keep the character consistent with the game world I am developing.

Selecting Attributes

The character starts with 8 in everything, noting that once this has been chosen, I apply the Trait bonuses.

  • Attributes are 27 point buy
    • Strength gains 13 (5) As Str is a primary trait I will increase that to 14 for 5 points with the trait bonus
    • Dexterity gains 10 (2) I will put 2 into dex to get a bonus with the trait.
    • Constitution gains 13 (5) I will increase that to 14 for 5 points with the trait bonus
    • Intelligence gains 13 (5) put the remaining 5 into intelligence
    • Wisdom gains 13 (5) I will increase that to 14 for 5 points with the trait bonus
    • Charisma gains 13 (5) I will increase that to 14 for 5 points with the trait bonus

Str 13 (+1) Dex 12 (+1) Con 13 (+1) Int 13 (+1) Wis 13 (+1) Cha 13 (+1)

Racial Changes +1 Str, +2 Dex, +1 Con, +1 Int, +1 Wis, +1 Cha

Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

This makes a fairly balanced character that can go in different directions in the game.

Backgrounds

This dragon started out as a captive so I will be choosing a option based on that background that suits and have chosen outlander.

  • Background Traits – Outlander
    • Attribute Increase +1 Int
    • Skill Proficiencies – Athletics, Survival
    • Musical Instrument – Vocals
    • Language – Dwarven
    • Equipment: A staff, a hunting trap, a trophy from a dead foe, travellers clothes, pouch with 10 gp
    • Origin – Pilgrim
    • Feature – Wanderer – You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourse]f and up to five other people each day, provided that the land offers berries, small game, water, and so forth

Languages

For mystara there are two common languages, Alpahtian and Thyatian. Not everyone know both languages. A good trade language is the Traladara language used as a core for a few countries in the region as well.

With the racial choice they gain the following languages: Common (Thyatian) and Draconic and Goblin. They also learnt Dwarven while abroad.

  • Dragon Race – You know Common, Draconic and one other language of your choice. – Common (Thyatian), Draconic and Goblin
  • Background Outlander – Bonus language – Celestial
  • Airologist Bonus Language – Primordial (Auran)
  • Dragonologist Bonus Language – Draconic (High, Scaletype), already have Draconic, learns
  • Crutpologist Bonus Language – Draconic (High), Dwarven (High), Halfling (Ancient), or Jotun (Giant) – Learn Jotun (Giant)
  • Alchemy Bonus Language – Dwarven or Gnomish – Lean Dwarven
  • Skald Bonus Language – Heldannic

Name and Sex

The name of the character will be left to the player with the sex of it also being up to the player. Playing a male of a female has not impact on what the character can do, just how they will be perceived in different encounters.

Character is a female dragon called Calcryx as per the White Dragon Wyrmling found in the adventure and befriended.

Choice of Background and Quirks

These are normally up to the player, but if they don’t choose them, I will select them based on the story they have told about their characters.

  • Background: Outlander
  • Personality: I watch over my friends as if they were a litter of newborn pups
  • Ideal: If I dishonour myself, I dishonour the my whole clan
  • Bond: My family, my clan, and my friends are the most important thing in my life, even when they are far from me
  • Flaw: There’s no room for caution in a life lived to the fullest
  • Treasured Item: A brass orb etched with strange runes.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Here are all the options available to the character and when they kick in.

  • Racial Weapons Mastery – Unarmed

Secret Crafts

Secret Craft Options available to the character. Airologist, Cryptologist, Dragonologist Weaponologist

  • (1st) Airologist – Initiate
  • (2nd) Dragonologist – Initiate
  • (3rd) Alchemologist – Initiate
  • (4th) Cryptologist – Initiate
  • (5th) Skaldologist – Initiate
  • (6th) Dragonologist – First Circle
  • (7th) Airologist – First Circle
  • (8th) – First Circle
  • (9th) Cryptologist – First Circle
  • (10th) – First Circle

Secret CraftAirologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (air elemental aspect, Genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Craft Bonus.
  • Bonus Language – Primordial (Auran)
  • Associated Sphere – Usually a Thought Immortal, Air Pantheon Immortal, Sky Pantheon Immortal, but any Immortal who is a Patron of air is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Thought (Air) You can make a craft check to use a artefact of thought without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Air Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Airologist Additional Crit Effects

  • Airologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in Elemental Lightning which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Auran until you finish a long rest and have disadvantage on rolls using the language.
  • Airologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in Elemental Lightning but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Auran language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Secret CraftAlchemologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (Earth aspected and Dwarven or Gnome characters)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Craft Bonus.
  • Bonus Language – Dwarven or Gnomish
  • Associated Sphere – Usually a Immortal of the Dwarven or Gnome Pantheon, of Matter, or any Immortal who is a Patron of Alchemy is valid.
  • There are three different types of Alchemists:
    • Alkahest – Alkahests focus on destructive mixtures, full of entropy and disruption. Typical products for the alkahest are poisons, corrosives, explosives, and flammables.
    • Apothecary – Apothecaries focus on restorative mixtures. Typical products for an apothecary are healing potions, antidotes and antitoxins.
    • Tincturers – Tincturers focus on transformative mixtures that cause change or malleability. Typical products for a Tincturer are things that change the user’s appearance or gives the user a quality they did not already have, such as resistance to fire.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Change (Alchemy) You can make a craft check to use a artefact of Change without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Alchemical causing attuned magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Alchemologist Additional Crit Effects

  • Alchemologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are sickened for the duration of the manifestation.
  • Alchemologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your manifestation aura provides relief from toxins, allowing a saving throw with advantage each round, and no worsening of the condition.

Secret CraftDragonologist – Initiate

  • Craft Bonus = Proficiency + Cha + circle achieved +2 (elemental aspect, elves or dragonkin) +evolution
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Craft Bonus.
  • Associated Dragon – Choose Sphere/Element – First selection is always Chromatic see first circle downtime.
  • Bonus Language – Draconic (High, Scaletype)
  • Associated Sphere – Usually a Matter Immortal, Dragonkin Pantheon Immortal, but any Immortal who is a Patron of dragons is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Dragons (any) You can make a craft check to use a artefact of the Dragons without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Dragonkin attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Dragonologist Additional Crit Effects

  • Dragonologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your dragon’s element which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Draconic until you finish a long rest and have disadvantage on rolls using the language.
  • Dragonologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your dragon’s element but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Draconic language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Secret CraftCryptologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (Dwarves, Dragonkin, Giantkin and Human (Heldannic))
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Craft Bonus.
  • Bonus Language – Draconic (High), Dwarven (High), Halfling (Ancient), or Jotun (Giant)
  • Associated Sphere – Usually a Thought Immortal, Norse Pantheon Immortal, Giantkin Pantheon Immortal, Dragonkin Immortal, Dwarven and Gnome Immortal, but any Immortal who is a Patron of knowledge is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts with Runes (any) You can make a craft check to use a artefact with Runes without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Runic attuned magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Cryptologist Additional Crit Effects

  • Cryptologist Additional Craft Mishap: In addition to the critical failure effect your mind is wracked with pain which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in your craft language until you finish a long rest and have disadvantage on rolls using the language. And as further punishment from your transgression you take an effect based on how many runes you used that day already. Further uses of the power until you finish a long rest are treated as a critical failure.
    • First activation of a Rune that day – a hurricane centred on you covering 24 miles lasting 1d12 hrs with no travel possible during this event
    • Second activation of a Rune that day – a minor earthquake shakes the area covering 16 miles centred on you.
    • Third activation of a Rune that day – a violent earthquake shakes the area within a 32 miles radius cause great structural damage.
    • More than three runes activated that day – the violent earthquake and the hurricane both occur over a 32 miles radius, with no magic or runes working for 6d4 hours and the rune you used is altered and must be relearned by all runemasters who know it..
  • Cryptologist Additional Craft Boon: In addition to the base critical success effect your mind is bolstered by the power of the immortal and you feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. As an additional effect your activation of runes for the day is cleared. Your grasp of your craft language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Secret CraftSkaldologist – Initiate

  • Craft Bonus = Proficiency + Cha + circle +2 (Air aspected and Norse characters)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Craft Bonus.
  • Bonus Language – Heldannic
  • Associated Sphere – Usually a Immortal of Norse pantheon, of Thought, or any Immortal who is a Patron of the Knowledge is valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Legend (Skald) You can make a craft check to use a artefact of Animals without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Legend affecting attuned magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Skaldologist Additional Crit Effects

  • Skaldologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. Your saving throw vs spells are at disadvantage for the duration of the manifestation.
  • Skaldologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your saving throws vs magic are at advantage for the duration of the manifestation.

Available Spells

This is where all the characters spells can be selected from for the campaign, unless discussed elsewhere, spells come from here only.

  • Spell Lists availability
    • From 1st level – Airologist List
    • From 1st level – Sorcerer List
    • From 2nd level – Dragonologist List
    • From 3rd level – Alchemologist List
    • From 4th level – Cryptologist List
    • From 5th level – Skaldologist List

Spell ListClass ListSorcerer

Cantrips Acid Splash (ph212), Blade Ward (ph219), Chill Touch (ph222), Dancing Lights (ph231), Fire Bolt (ph243), Friends (ph245), Light (ph256), Mage Hand (ph257), Mending (ph260), Message (ph260), Minor Illusion (ph261), Poison Spray (ph267), Prestidigitation (ph248), Ray of Frost (ph272), Shocking Grasp (ph276), True Strike (ph285),

1st Level Spells Burning Hands (ph221), Charm Person (ph222), Chromatic Orb (ph222), Colour Spray (ph223), Comprehend LanguagesR (ph225), Detect MagicR (ph232), Disguise SelfR (ph234), Expeditious Retreat (ph239), False Life (ph240), Feather Fall (ph240), Fog Cloud (ph244), Grease (ph247), Jump (ph255), Mage Armour (ph257), Magic Missile (ph258), Ray of Sickness (ph272), Shield (ph276), Silent Image (ph277), Sleep (ph277), Thunderwave (ph283), Witch Bolt (ph290),

2nd Level Spells Acid Arrow (ph260), Alter SelfR (ph212), Blindness/Deafness (ph220), Blur (ph220), Cloud of Daggers (ph223), Crown of Madness (ph230), Darkness (ph230), DarkvisionR (ph230), Detect ThoughtsR (ph232), Enhance AbilityR (ph238), Enlarge/ReduceR (ph238), Flame Blade (ph243), Flaming Sphere (ph243), Gust of WindR (ph248), Hold Person (ph252), Invisibility (ph255), KnockR (ph255), LevitateR (ph255), Magic Weapon (ph258), Mirror Image (ph261), Misty Step (ph261), Phantasmal Force (ph265), Scorching Ray (ph274), See InvisibilityR (ph275), Shatter (ph276), Sleet Storm (ph277), Spider Climb (ph278), SuggestionR (ph280), Web (ph288),

3rd Level Spells Blink (ph220), Clairvoyance (ph223), Counterspell (ph229), Daylight (ph231), Dispel MagicR (ph234), Fear (ph240), Fireball (ph242), Fly (ph244), Gaseous Form (ph245), Haste (ph251), Hypnotic Pattern (ph253), Lightning Bolt (ph256), Major ImageR (ph259), Protection from Energy (ph271), Slow (ph278), Stinking Cloud (ph279), Tongues (ph284), Vampiric Touch (ph286), Water BreathingR (ph288), Water WalkR (ph288),

4th Level Banishment (ph218), Blight (ph220), Confusion (ph225), Dimension Door (ph234), Dominate Beast (ph235), Fire Shield (ph243), Greater Invisibility (see Invisibility), Ice Storm (ph253), Polymorph (ph267), Stoneskin (ph279), Wall of Fire (ph286)

5th Level Spells Animate Objects (ph214), Arcane Hand (ph219), Cloudkill (ph223), Cone of Cold (ph225), CreationRO (ph230), Dominate Person (see Dominate Beast), Hold Monster (see Hold Person), Insect Plague (ph255), Seeming (ph), Telekinesis (ph), Teleportation Circle (ph), Wall of Stone (ph)

  • 6th Level -Arcane Gate (ph), Chain Lightning (ph), Circle of Death (ph), Disintegrate (ph), Eyebite (ph), Flesh to Stone (ph/tce), Globe of Invulnerability (ph), Mass Suggestion (ph), Move Earth (ph), Otiluke’s Freezing Sphere (ph/tce), Sunbeam (ph), True Seeing (ph)
  • 7th Level – Delayed Blast Fireball (ph), Etherealness (ph), Finger of Death (ph), Fire Storm (ph), Plane Shift (ph), Prismatic Spray (ph), Reverse Gravity (ph), Teleport (ph)
  • 8th Level – Demiplane (ph/tce), Dominate Monster (ph), Earthquake (ph), Incendiary Cloud (ph), Power Word Stun (ph), Sunburst (ph)
  • 9th Level Gate (ph), Meteor Swarm (ph), Power Word Kill (ph), Time Stop (ph), Wish (ph)

* details to come. R – Ritual Spells.
Source: ph

Spell ListSecret CraftAirologist (Air)
(Air, Lighting and Thunder based spells)

Cantrip Booming Blade (scag142), Breeze (ea08), Fist of Air (br207), Gust (xge158), Headwind (bls68), Lightning Lure (scag143), Shocking Grasp (ph276), Spectral Weapon (GM), Thunder Bolt (mhh197), Thunderclap (xge168), Wind Lash (mhh202),

1st Level SpellsAbsorb Elements (xge150), Circle of WindR (mhh157), Protection from Evil and GoodR (ph271), Thunderous Smite (ph283), Thunderwave (ph283), Wind Tunnel (mhh203), Witch Bolt (ph290), With the WindR (bls129),

2nd Level SpellsAir ForgeR (bls12), Charged Missile (bls29), Dust Devil (xge154), Elemental Horns (mhh165), Gust of WindR (ph248), LevitateR (ph255), Pass through ElementR (ea08), Reverberate (mhh188), Rolling Thunder (mhh189), Shatter (ph276), SkywriteR (xge165), Warding Wind (xge170), Wind ArmourR (ea08),

3rd Level SpellsAir BreathingR (bls12), Air BridgeR (bls12), Awaken ElementR (ea08), Call Lightning (ph220), Charged Touch (bls29), Dispel MagicR (ph235), Electromagnetic Storm (bls50), Elemental Shape (mgp1008), Elemental Weapon (ph238), Fly (ph244), Gaseous Form (ph245), Lightning Arrow (ph256), Lightning Bolt (ph256), Magic CircleRO (ph257), Thunderstrike (mhh197), Protection from Energy (ph271), Upwards Thrust (mhh185), Wind Wall (ph289)

4th Level SpellsAir SphereR (bls13), Conjure Minor ElementalsRO (ph226), Elemental Bane (xge155), Erode (ea08), Siphon Elemental Lifeforce (ea08), Storm Sphere (xge166)

5th Level SpellsConjure ElementalRO (ph225), Control WindsR (xge152), Destructive Wave (ph232), Inner Storm (bls76), Magic Circle against EnergyR (ea08), Wind Bindings (ea08)

R – Ritual Spells.
Sourcebooks: bls, br, ea08, mhh, ph, scag, xge

Spell ListSecret CraftAlchemologist (Alchemist)
(Acid, Alchemy and Poison based spells)

Cantrip Acid Splash (ph212), Ferment (bls56), Poison Spray (ph267),

1st Level Spells – Bomber’s Eye (pcc36), Flame Water (bls59), Freeze Potion (mhh169), Mucilage (bls88), Protection from Oozes (bls95), Putrefy Food and Drink (bls95), Web Orb (bls127)

2nd Level SpellsAcid Arrow (ph260), Fresh Seal (bls62), Pernicious Poison (pcc40), Sandbody (bls101), Slur (bls108), Smothering Cloud (bls108)

3rd Level Spells – Explosive Cloud (bls55), Ooze Bolt (bls91), Stinking Cloud (ph279), Wine Fount (bls128), Yellow Smoke (bls130)

4th Level Spells – Hard Water Weapon (bls67), Silver Spear (bls106), Slimeball (bls107)

5th Level SpellsCloudkill (ph223), Slime Bucket (bls107), Unyielding Durability (bls122), Vile Vintage (bls123)

  • 6th Level – Ebon Water (bls50), Green Slime (bls66), Healing Draught (bls68), Transmute Gold to Steel (bls119), Transparent Steel (bls119)
  • 7th Level – Liquid Fire (bls82)
  • 8th Level – Godsblood (bls64)
  • 9th Level – Storm of Vitriol (bls114), Water of Life (pcc424)

R – Ritual Spells.
Source: bls, mhh, ph, xge

Spell ListSecret CraftCryptologist (Crypt)
(Rune, Symbol and Word based spells)

Cantrip Blade Ward (ph219), Encrypt / Decrypt (mhh165), Prestidigitation (ph248), Scribe (mhh190), Word of Misfortune (mwb437)

1st Level Spells – Deep Breath (mhh162), Flurry (mhh168), Freeze Potion (mhh169), Gliding StepR (mhh170), Goat’s Hoof Charm (mhh170), Hearth Charm (mhh173), Ill-Fated Word (mhh175), Loki’s Gift (mhh181), Protection from Evil and GoodR (ph271), Speak with Inanimate Object – R (mhh194), Trick Question (mhh199)

2nd Level Spells Berserk *, Bless Rune – R*, Fist of Thor *, Grudge Match (mhh172), Interpret Rune – R*, Wotan’s Rede – R (mhh203)

3rd Level SpellsGlyph of WardingRO (ph246), Hero’s Steel (mhh173), Inscribe Rune – R*, Know Rune – R*, Magic CircleRO (ph257), Rune of Imprisonment (mwb433), Spiteful Weapon (mhh194), Thunderclap (mhh197)

4th Level Spells – Binding Oath (mhh151) – R, Cursed Gift (mhh161), Jotun’s Jest (mhh177), Mark of Ownership (bls86), Moon Trap (mhh183), Power Word Lesser Pain (mhh186), Rain of Blades (mhh188), Snow Boulder

5th Level Spells – Grasp of the Tupilak (mhh171), Hod’s Gift (mhh174), Not this Day! (mhh184)

  • 6th Level – Extract Knowledge (mhh166) – R
  • 7th Level – Mark of Exile (bls85), Power Word Pain (xge163), Seal of Sanctuary (mhh190), Symbol of Sorcery (mhh196)
  • 8th Level – Power Word Restore (mhh186)
  • 9th Level – Greater Seal of Sanctuary (mhh171)

* details to come. R – Ritual Spells
Source: bls, mhh, mwb (GM Only), ph

Spell ListSecret CraftDragonologist (Dragon)
(Arcane and Dragon based spells)

Cantrip Chill Touch (ph222), Dancing Lights (ph231), Dragon Roar (mhh164), Fire Bolt (ph243), Friends (ph245), Light (ph256), Mage Hand (ph257), Mending (ph260), Message (ph260), Minor Illusion (ph261), Prestidigitation (ph248), Puff of Smoke (mhh187), Ray of Frost (ph272), Shocking Grasp (ph276), Thunder Bolt (mhh197), True Strike (ph285), Vicious Mockery (ph285)

1st Level SpellsBurning Hands (ph221), Charm Person (ph222), Colour Spray (ph223), Converse with Dragon (mhh159), Detect MagicR (ph232), Disguise SelfR (ph234), Draconic Smite (mhh163), Dragon’s Gauntlet (bls48), Expeditious Retreat (ph239), Faerie Fire (ph240), False Life (ph240), Feather Fall (ph240), Find FamiliarRO (ph241), Floating DiskR (ph282), Fog Cloud (ph244), Grease (ph247), Hideous Laughter (ph281), IdentifyRO (ph253), Illusory ScriptRO (ph253), Kobold’s Fury (mhh177), Land Bond (mhh178), Mage Armour (ph257), Magic Missile (ph258), Protection from Evil and GoodR (ph271), Shield (ph276), Silent Image (ph277), Sleep (ph277), Thunderwave (ph283), Unseen ServantR (ph285), Waft (mhh201)

2nd Level SpellsAcid Arrow (ph260), Alter SelfR (ph212), Arcane LockR (ph216), Arcanist’s Magic Aura (ph264), Blindness/Deafness (ph220), Blur (ph220), Continual FlameR (ph228), Darkness (ph230), DarkvisionR (ph230), Detect Dragons (mhh163), Detect ThoughtsR (ph232), Dragon Scales (bls47), Dragon’s Breath (xge154), Enhance Greed (mhh165), Enlarge/ReduceR (ph238), Flaming Sphere (ph243), Gentle ReposeR (ph246), Hold Person (ph252), Invisibility (ph255), Lair Sense – R (mhh178), LevitateR (ph255), Ley Disruption (mhh179), Locate Animals or PlantsR (ph257), Locate ObjectR (ph257), Magic MouthR (ph258), Magic Weapon (ph258), Mirror Image (ph261), Misty Step (ph261), Power Word Kneel (mhh186), Ray of Enfeeblement (ph272), Rope TrickR (ph273), Scorching Ray (ph274), See InvisibilityR (ph275), Shade (mhh190), Shatter (ph276), Silence R (ph276), Spider Climb (ph278), SuggestionR (ph280), Treasure Chasm (mhh199), Web (ph288), Wyven Guard (bls130),

3rd Level SpellsBestow Curse (ph219), Blink (ph220), Breath of the Dragon (bls26), Catch the Breath (mhh156), Clairvoyance (ph223), Counterspell (ph229), Daylight (ph231), Dispel MagicR (ph234), Fear (ph240), Fireball (ph242), Gaseous Form (ph245), Hypnotic Pattern (ph253), Jewelled Fissure (mhh177), Ley Energy Bolt (mhh179), Ley Sense (mhh179), Lightning Bolt (ph256), Major ImageR (ph259), NondetectionR (ph264), Phantom Dragon (mhh185), Phantom SteedRO (ph266), Protection from Energy (ph271), Remove Curse (ph272), Sending (ph275), Slow (ph278), Stinking Cloud (ph279), Tiny HutRO (ph256), Tongues (ph284), Vampiric Touch (ph286), Water BreathingR (ph288), Water WalkR (ph288),

4th Level SpellsArcane Eye (ph215), Black Tentacles (ph238), Blight (ph220), Conjure Minor ElementalsRO (ph226), Control Water (ph228), Dimension Door (ph234), FabricateRO (ph240), Faithful Hound (ph262), Fire Shield (ph243), Greater Invisibility (see Invisibility), Locate CreatureR (ph257), Phantasmal Killer (ph266), Polymorph (ph267), Power Word Lesser Pain (mhh186), Private SanctumRO (ph263), Raid the Lair (mhh187), Ray of Life Suppression (mhh188), Resilient Sphere (ph265), Scale Rot (mhh189), Secret ChestRO (ph254), Stoneskin (ph279), Torrent of Fire (mhh199), Wall of Fire (ph286)

5th Level Spells – Amplify Ley Field (mhh149), Animate Objects (ph214), Arcane Hand (ph219), Claws of the Earth Dragon (mhh158), Cloudkill (ph223), Cone of Cold (ph225), Conjure ElementalRO (ph225), Contact Outer PlaneRO (ph227), Contagion (ph228), CreationRO (ph230), Dragon Breath Greater (mhh164), Energy Absorption (mhh165), GeasRO (ph245), Hold Monster (see Hold Person), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Thunderstorm (mhh198)

  • 6th Level – Icy Manipulation (mmh175), Ley Whip (mhh180)
  • 7th Level – Aspect of the Dragon (mhh150), Greater Ley Pulse (mhh171), Legend Killer (mhh178), Power Word Pain (xge163), Volley Shield (mhh201)
  • 8th Level – Deadly Sting (mhh162), Disruptive Aura (mhh163), Glacial Cascade (mhh170), Illusory Dragon (xge157), Power Word Restore (mhh186), Strength of the Wyrm (bls114)
  • 9th Level – Ley Storm (mhh180), Ley Surge (mhh180)

* details to come. R – Ritual Spells, RO – Ritual Only Spells
Source: mhh, ph

Spell ListsSecret CraftSkaldologist (Skald)
(Knowledge, Rothenian and Rune based spells)

Cantrip – Bless the Dead (mhh153), Encrypt / Decrypt (mhh165), Guidance (ph249), Prestidigitation (ph248), Scribe (mhh190)

1st Level Spells – Beguiling Gift (mhh151), Comprehend LanguagesR (ph225), Find Kin – R (mwb428), Flurry (mhh168), Freeze Potion (mhh169), Gliding StepR (mhh170), IdentifyRO (ph253), Speak with Inanimate Object – R (mhh194), Trick Question (mhh199)

2nd Level Spells – Conjure Scarab Swarm (mhh159), Faerie Ward (bls55), Freeze WaterR (mhh154), Locate Animals or PlantsR (ph257), Locate ObjectR (ph257), Power Word Kneel (mhh186)

3rd Level Spells – Gloomwrought Barrier (mhh170), Glyph of WardingRO (ph246), Ire of the Mountain (mwb430), Mire (mhh183), Speak with DeadR (ph278), Upwards Thrust (mhh185),

4th Level Spells – Blade of My Brother (mhh152), Desiccating Breath (mhh162), DivinationR (ph235), Locate CreatureR (ph257), Power Word Lesser Pain (mhh186), Test of Souls – R (br208), Warrior’s Touch (bls126)

5th Level SpellsCommuneRO (ph224), Commune with NatureRO (ph225), Contact Outer PlaneRO (ph227), Eidetic Memory – R (mhh164), Exsanguinate (mwb427)

  • 6th Level – Extract Knowledge – R (mhh166), Hirvsth’s Call (mwb429), Landslide (bls80)
  • 7th Level – Curse of Dust (mhh161), Symbol of Sorcery (mhh196)
  • 8th Level – Arcane Sight (mhh149)
  • 9th Level – Form of the Gods (mhh168), Mammon’s Due – R (mwb431)

R – Ritual Spells (RO – Ritual Only)
Source: mhh, ph

Character Advancement

Creating a 1st Level Dragon

Character Level 01 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown at Starting City +1
  • Secret Craft: Gain one craft at Initiate.
  • Weapons Mastery: Training available up to Skilled Only.

RacesDragonkind Traits – Level 01

  • Elemental Affinity
    • Air – Chromatic White – Metallic Silver – Gemstone Crystal
    • Darkness – Chromatic Black – Metallic Brass – Gemstone Onyx
    • Earth – Chromatic Green – Metallic Copper – Gemstone Emerald
    • Fire – Chromatic Red – Metallic Gold – Gemstone Amber or Ruby
    • Water – Chromatic Blue – Metallic Bronze – Gemstone Sapphire
  • Evolutions: Three known evolutions of dragons Chromatic, Metallic and Gemstone each with variations within.
    • Chromatic (First Evolution) Most common variation of the dragon found around the world. They immortal they honour is Pearl.
      • Luck of Chaos: Once per long rest you can reroll one d20 roll, even after finding out the result of the roll and keeping the new roll even if its worse.
    • Metallic (Second Evolution) Least common of the varieties known. The immortal they honour is Diamond.
      • Luck of Order: Once per long rest you can roll the result twice on any d20 roll and take the best result before you know the result.
      • Breath Evolved: Your breath weapon also causes a status effect.
    • Gemstone (Third Evolution) These have not been encountered in the story yet. They are rumoured to honour Opal.
      • Nature’s Balance: Once per long rest you can select to become resistant to Bludgeoning, Piercing or Slashing damage from non-magical weapons. You then select one of the remaining damage types to become a weakness.
      • Breath of Magic: Your breath weapon also causes a magical effect.
    • Elementals (Fourth Evolution)
    • Cosmos (Fifth Evolution)
  • Dragonkind Feats: Dragon Fear, Dragon Hide, Dragonborn Evolution, Dragonkind Evolution

RacesDragon Traits – Level 01

  • Ability Score Increase: +1 Con, +1 Cha (or choose two attributes to increase)
  • Speed: 30ft walking
  • Darkvision: dim light within 60 ft is considered bright, and see in darkness as if it were dim light. Dim light shows only shades of grey.
  • Bite: You have a strength based bite attack that does 1d4 piercing damage.
  • Superior Awareness: Proficiency in Perception and Insight.
  • Nimble Claws: You can wield weapons in your front claws and use tools with them.
  • Specialised Armour: You can only wear armour designed for dragons.
  • Dragon Physiology: You are a quadruped and have the follow slots available for magical items: Armour, Belt, Chest, Eyes, Headband, Neck, Shoulders and Wrist. You can also use rings.
  • Languages: You know Common, Draconic and one other language of your choice.
  • Age: You do not age naturally, and don’t die of old age.
  • Size and Weight: You are about 3 ft tall, weigh about 60 pounds and are small in size.

RacesDragon Traits – Truescale Subrace Traits – Level 01

  • Ability Score Increase: Str +1, Wis +1
  • Wings: gain a fly speed of 30 ft
  • Deadly Tail: Tail attack, strength based, reach 10 ft, 1d8 Bludgeoning damage. At Large this increases to 2d8.
  • Wing Attack: Wing Attack, everything within 10 ft, must make a Dex save or take 2d6 Bludgeoning damage. DC is equal to 8 + Str + prof. Usable once per long rest.
  • Weapons Mastery: You are proficient with Unarmed and Natural Attacks.

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Air Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)

ClassesDraconic Exemplar – Level 01

  • Hit Dice d12
  • Proficiencies: Unarmed Attack / Natrual Weapons
  • Saving Throws: Strength and Intelligence
  • Skill Choice: Choose three from Arcana, Atheltics, History, Insight, Intimidation, Nature, Persuasion and Survival
  • Size: Small, Weight: 50 to 75 lbs., Reach: 5 ft
  • Draconic Gift: Choice of one of the follpowing: Gift of the Ancients, Gift of the Behemoth, Gift of the Thrd Eye. Some features may require creatures to make a saving throw. The DC for those features is 10 + your proficiency bonus + your Strength modifier.
  • Dracomorphosis: Size Small, bite attack increases to 1d6 Piercing.
  • Predator’s Claws: You can use your claws to make at attack 1d6 dealing slashing damage.
  • Hardened Scales: Without armour, AC equals 10 + Dex + Con
  • Spellcasting Gain 1 level of spellcasting – Choose a spellcasting class, you gain spells as per that class. You don’t gain any other features of that class.
  • Player Choices:
    • Racial Options: Air affiliated becoming a Chromatic White Dragon. Languages of Common (Thyatian), Draconic, Goblin
    • Renown: Jyhric +1 (Rockhome region) Name to be corrected later
    • Background (Outlander) – Language (Gnome), Skills (Athletics, Survival), Tool – Musical Instrument (vocals)
    • Attributes:
      • Starting Str 13 (+1) Dex 12 (+1) Con 13 (+1) Int 13 (+1) Wis 13 (+1) Cha 13 (+1)
      • Dragon (+1 Con, +1 Cha), Truescale subrace (Str +1, Wis +1), Air (+2 Dex)
    • Class Options (Dragon) – Skill choice (Arcana, Intimidation, Persuasion), Draconic Gift (Gift of the Ancients – Elemental Claws)
      • Spellcasting – as Sorcerer (Cha)
      • Sorcerer Class Spell Attack: Prof+Cha DC: 8 +Prof+Cha
    • Known: 4 Cantrips + 2 other Spell Known.
      • Cantrips – Fist of Air (br207), Gust (xge157), Thunderclap (xge168), Wind Lash (mhh202)
      • 1st Level – Circle of Wind (mhh157), Wind Tunnel (mhh203)
      • Spell Slots: (2) 1st level
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check 10 +2 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 11
    • 1st Week – Learn Ritual Spell DC 11 (Detect Magic)
    • 2nd Week – Learn Ritual Spell DC 11 (Comprehend Languages)
    • 3rd Week – Learn Ritual Spell DC 11 (Circle of Wind)
    • 4th Week – Learn Ritual Spell DC 11 (Protection from Good and Evil)
    • 5th Week – Learn Tool #1 DC 10 – Gem Appraising Kit
    • 6th Week – Learn Tool #2 DC 11 – Jeweller Kit
    • 7th Week – Armour Mastery – proficiency Shields #1 DC 10 (Light)
    • 8th Week – Weapon Mastery – proficiency #1 DC 10 (Shortsword)
Advancing to Second Level Dragon

Character level 02 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate

ClassesDraconic Exemplar – Level 02

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Draconic Essence: Must choose an essence
  • Breath Weapon: Lightning Cone (15 ft) Dex Save (DC 10+prof+Dex = DC 14) for half. 2d6 damage. Can’t use again until you take a short or long rest. Gains resistance to lightning.
  • Adventurous: You must make a Wisdom saving throw (DC 10 +prof +Cha) to resist exploring or investigating a new location or object of significance.
  • Player Choices:
    • Renown: Wyrmsteeth +1 (In Wyrmsteeth mountains, Norwold Region)
    • New Spell Learnt: Thunderwave (ph283)
    • Draconic Essence – Adventurous – You must make a Wisdom saving throw (DC 10+prof+cha = DC 14) to resist exploring or investigating a new location or object of significance
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check 10 +2 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 11
    • 1st Week – Weapons Mastery – skilled #1 DC 12 (Shortsword)
    • 2nd Week – Weapons Mastery – skilled #1 DC 11 (Shortsword)
    • 3rd Week – Weapons Mastery – proficiency #2 DC 11 (Dagger)
    • 4th Week – Weapons Mastery – proficiency #3 DC 12 (Longsword)
    • 5th Week – Weapons Mastery – proficiency #3 DC 11 (Longsword)
    • 6th Week – Weapons Mastery – proficiency #4 DC 13 (Lasso)
    • 7th Week – Weapons Mastery – proficiency #4 DC 12 (Lasso)
    • 8th Week – Weapons Mastery – proficiency #4 DC 11 (Lasso)
Advancing to Third Level Dragon

Character level 03 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.
  • Weapons Mastery – One weapon upgrade.

ClassesDraconic Exemplar – Level 03

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Humanoid Form: At 3rd level, you can assume a specific humanoid form of the same sex as an action. You always take this specific form when using this ability. You decide what you look like, including your race, height, weight, facial features, sound of your voice, hair length, coloration, clothing or armour, and distinguishing characteristics, if any. While in humanoid form, your size becomes medium and your ability scores, hit points, and armour class do not change. You cannot use any abilities that are specific to your dragon form, such as flying, your Breath Weapon or Claws. You can remain in this form indefinitely or until you revert to your natural form as a bonus action. When you revert, you must have enough space around you otherwise you must stay in humanoid form.
  • Player Choices:
    • Renown: Gnomespeak +1 (Above dwarvish city of Dengar Rockhome)
    • New Spell Learnt: Elemental Horns (mhh165)
    • Weapons Mastery: Unarmed or Natural improved to Skilled
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check 10 +2 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 11
    • 1st Week – Language Training #1 DC 10 – Gnomish
    • 2nd Week – Learning Ritual Spell DC 12 (Air Forge) Week 1/2
    • 3rd Week – Learning Ritual Spell DC 12 (Air Forge) Week 2/2
    • 4th Week – Learning Ritual Spell DC 11 (Air Forge)
    • 5th Week – Learning Ritual Spell DC 12 (Skywrite) Week 1/2
    • 6th Week – Learning Ritual Spell DC 12 (Skywrite) Week 2/2
    • 7th Week – Learning Ritual Spell DC 11 (Skywrite)
    • 8th Week – Weapons Master – Proficiency #5 DC 14 Bola
Advancing to Fourth Level Dragon

Character Level 04 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.

ClassesDraconic Exemplar – Level 04

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Ability Score Improvement (Attribute and Feat)
  • Player Choices:
    • Attribute Increase – Charisma +2
    • Feat Selection – Appendage Severing (icd22)
    • New Spell Learnt: Charged Missile (bls29)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level (Downtime check 10 +2 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 11
    • 1st Week – Learn Ritual Spell DC 11 (Speak with Inanimate Object)
    • 2nd Week – Weapons Master – Proficiency #5 DC 13 Bola
    • 3rd Week – Weapons Master – Proficiency #5 DC 12 Bola
    • 4th Week – Weapons Master – Proficiency #5 DC 11 Bola
    • 5th Week – Learn Tool #3 DC 12 – Coffee Kit
    • 6th Week – Learn Tool #3 DC 11 – Coffee Kit
    • 7th Week – Language Training #2 DC 11 – Common (Alphatian)
    • 8th Week – Learn Ritual Spell DC 12 (Lair Sense) Week 1/2
Advancing to Fifth Level Dragon

Character Level 05 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +3
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.

ClassesDraconic Exemplar – Level 05

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Second Attack: When making the Attack Action, you can attack twice
  • Draconic Gift: Shielding Nimbus As a bonus action, you cover your body in energy. You gain temporary hit points equal to 5 + your Constitution modifier that last for 1 hour. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage. You can use this feature twice and any uses of this feature recharge after a long rest.
  • Player Choices:
    • New Spell Learnt: Call Lightning (ph220)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check 10 +2 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +3 (prof) = 12
    • 1st Week – Learn Ritual Spell DC 12 (Lair Sense) Week 2/2
    • 2nd Week – Learn Ritual Spell DC 13 (Air Bridge) Week 1/3
    • 3rd Week – Learn Ritual Spell DC 13 (Air Bridge) Week 2/3
    • 4th Week – Learn Ritual Spell DC 13 (Air Bridge) Week 3/3
    • 5th Week – Learn Ritual Spell DC 12 (Air Bridge)
    • 6th Week – Rumour Shofa Musical
    • 7th Week – Learn Ritual Spell DC 13 (Air Breathing) Week 1/3
    • 8th Week – Learn Ritual Spell DC 13 (Air Breathing) Week 2/3
Advancing to 6th Level Dragon

Character Level 06 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.
  • Weapons Mastery – One weapon upgrade. Expert training available.

ClassesDraconic Exemplar – Level 06

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Dracomorphosis: Medium, 200 lbs, Bite and Claws to 1d8, movement types gain +10 ft, extra dice to breath and extra use. Choice of gaining a second element or advancing to a matellic variation.
  • Ability Score Improvement (Attribute and Feat)
  • Player Choices:
    • New Cantrip Learnt: Prestidigitation (ph247)
    • New Spell Learnt: Dispel Magic – R (ph234)
    • Weapons Mastery: Unarmed (expert)
    • Dracomorphosis – Metallic option. Wis +2, Feat (Flyby Attack)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level / Tier 2 has two activities per week) (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (prof) = 17
    • 1st Week – Learn Ritual Spell DC 13 (Air Breathing) Week 3/3
      / Armour Mastery – Light proficiency #1 DC 12 (Leather)
    • 2nd Week – Learn Ritual Spell DC 13 (Dispel Magic) Week 1/3
      / Armour Mastery – Light proficiency #2 DC 13 (Padded)
    • 3rd Week – Learn Ritual Spell DC 13 (Dispel Magic) Week 2/3
      / Armour Mastery – Light proficiency #3 DC 12 (Studded Leather)
    • 4th Week – Learn Ritual Spell DC 13 (Dispel Magic) Week 3/3
      / Armour Mastery – Shield proficiency #2 DC 11 (Medium)
    • 5th Week – Learn Skill #1 DC 10 (Performance) Week 1/4
      / Weapons Mastery – Option #1 DC 14 – Close QuartersCombat
    • 6th Week – Learn Skill #1 DC 10 (Performance) Week 2/4
      / Profession Rumour Shofar musical
    • 7th Week – Learn Skill #1 DC 10 (Performance) Week 3/4
      / Profession Coffee Maker
    • 8th Week – Learn Skill #1 DC 10 (Performance) Week 4/4
      / Profession Coffee Maker
Advancing to 7th Level Dragon

Character Level 07 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.

ClassesDraconic Exemplar – Level 07

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Heightened Instincts At 7th level, you become more wary of danger and ready for battle at a moment’s notice. You now have advantage on initiative rolls and you cannot be surprised.
  • Player Choices:
    • New Spell Learnt: Storm Sphere (xge166)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level / Tier 2 has two activities per week) (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (prof) = 17
    • 1st Week – Language Training #3 DC 12 – Cyndecian
      / Research Gormites
    • 2nd Week – Learn Ritual Spell DC 13 (Awaken Element) Week 1/3
      / Research Madurians
    • 3rd Week – Learn Ritual Spell DC 13 (Awaken Element) Week 2/3
      / Research Usamigarians
    • 4th Week – Learn Ritual Spell DC 13 (Awaken Element) Week 3/3
      / Research Zorgians
    • 5th Week – Learn Skill #2 DC 11 (History) Week 1/4
      / Learn Ritual Spell DC 14 (Binding Oath) Week 1/4
    • 6th Week – Learn Skill #2 DC 11 (History) Week 2/4
      / Learn Ritual Spell DC 14 (Binding Oath) Week 2/4
    • 7th Week – Learn Skill #2 DC 11 (History) Week 3/4
      / Learn Ritual Spell DC 14 (Binding Oath) Week 3/4)
    • 8th Week – Learn Skill #2 DC 11 (History) Week 4/4
      / Learn Ritual Spell DC 14 (Binding Oath) Week 4/4
Advancing to 8th Level Dragon

Character Level 08 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.

ClassesDraconic Exemplar – Level 08

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Ability Score Improvement (Attribute and Feat)
  • Player Choices:
    • New Spell Learnt: Resilient Sphere
    • Dragon – +2 Con, Feat (Attentive)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level / Tier 2 has two activities per week) (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (prof) = 17
    • 1st Week – Research Zorgan
      / Learn Skill #3 DC 12 (Culture) Week 1/4
    • 2nd Week – Research Zorgan
      / Learn Skill #3 DC 12 (Culture) Week 2/4
    • 3rd Week – Research Zorgan
      / Learn Skill #3 DC 12 (Culture) Week 3/4
    • 4th Week – Research Zorgan
      / Learn Skill #3 DC 12 (Culture) Week 4/4
    • 5th Week – Research Zorgan
      / Learn Skill #4 DC 13 (Nature) Week 1/4
    • 6th Week – Research Zorgan
      / Learn Skill #4 DC 13 (Nature) Week 2/4
    • 7th Week – Research Zorgon
      / Learn Skill #4 DC 13 (Nature) Week 3/4
    • 8th Week – Research Zorgon
      / Learn Skill #4 DC 13 (Nature) Week 4/4
Advancing to 9th Level Dragon

Character Level 09 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus increases to +4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.
  • Weapons Mastery – One weapon upgrade.

ClassesDraconic Exemplar – Level 09

  • Hit Dice d12 (add 7 for levels beyond 1st)
  • Spellcasting – Gain 1 level of spellcasting – as per chosen class.
  • Lethal Claws – Claws are considered magical for overcoming damage resistance and immunities. Gain +1 dice of damage to your claw attacks and their elemental damage.
  • Player Choices:
    • New Spell Learnt: Destructive Waves
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level / Tier 2 has two activities per week) (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +4 (prof) = 18
    • 1st Week – Learn Skill #5 DC 14 (Religion) Week 1/4
      / Learn Ritual Spell L2 DC 12 (Knock) Week 1/2
    • 2nd Week – Learn Skill #5 DC 14 (Religion) Week 2/4
      / Learn Ritual Spell L2 DC 12 (Knock) Week 2/2
    • 3rd Week – Learn Skill #5 DC 14 (Religion) Week 3/4
      / Learn Ritual Spell L2 DC 12 (Locate Plant or Animal) Week 1/2
    • 4th Week – Learn Skill #5 DC 14 (Religion) Week 4/4
      / Learn Ritual Spell L2 DC 12 (Locate Plant or Animal) Week 2/2
    • 5th Week – Learn Skill #6 DC 15 (Stealth) Week 1/4
      / Learn Ritual Spell L2 DC 12 (Locate Object) Week 1/2
    • 6th Week – Learn Skill #6 DC 15 (Stealth) Week 2/4
      / Learn Ritual Spell L2 DC 12 (Locate Object) Week 2/2
    • 7th Week – Learn Skill #6 DC 15 (Stealth) Week 3/4
      / Learn Ritual Spell L2 DC 12 (Gust of Wind) Week 1/2
    • 8th Week – Learn Skill #6 DC 15 (Stealth) Week 4/4
      / Learn Ritual Spell L2 DC 12 (Gust of Wind) Week 2/2

Magical Items

I handle magical items differently in my world. Each character gains these options are new levels (2nd and beyond) and will only get to make the choice once their character is complete. All Items ar either random or selected by the GM.

  • Tier 1 – 2x Common Item or 1x Uncommon Item or Upgrade 1 item
  • Tier 2 – 2x lower tier or 2x Uncommon Item or 1x Rare Item or Upgrade 1 item
  • Tier 3 – 2x lower tier or 2x Rare item, or 2x Very Rare Item or Upgrade 1 item
  • Tier 4 – 2x lower tier or 2x Very Rare Item, 1x Legenday Item or Upgrade 1 item.

Items Gained in the course of the campaign –

Calcryx (Ariadna)

Items consumed (used, lost or sold during storyline)

Character Example

Putting the character together will all the updates above for 7th level.

Calcyrx Blue Eyes White Dragon (Level 9)

Calcryx
Medium Female Dragon (Metallic White/Silver), Chaotic Air Aspected

  • Initiative: +7 (Always have advantage, never Surprised)
  • Hit Points: 95 / 113 (7d12+14) 12 + (8 x7 =56) + 27 / 45
  • Armour Class: 15 / 17 (Hardened Scales 10 +Con (3/5) +Dex (2))
  • Speed: 40ft (Walking), 40ft (Flying)

Str 14 (+2) Dex 14 (+2) Con 16/20 (+3/+5) Int 16 (+3) Wis 16 (+3) Cha 18 (+4)

  • Saving Throws: +6 Strength, +7 Intelligence
  • Resistance: Lightning and Thunder
  • Weapons and Armour: (Proficient) Armour (Leather, Padded, Studded Leather), Shields (Light, Medium), Bola, Dagger, Lasso, Longsword, (Skilled) Shortsword (Expert) Unarmed or Natural
  • Tools: (Proficient) Coffee Kit, Gem Appraisal Kit, Jeweller Kit, Musical Instrument (vocals)
  • Skills: (Proficient) +6 Athletics (Str), +7 Arcana (Int), +7 Culture (Wis), +7 History (Int), +7 Insight (Wis), +8 Intimidation (Cha), +7 Nature (Int), +7 Perception (Wis), +8 Performance (Cha), +8 Persuasion (Cha), +7 Religion (Wis), +6 Stealth (Dex), +7 Survival (Wis)
  • Senses: +7 Perception (Wis), Darkvision 60 ft. Heightened (Can’t be surprised)
  • Languages: Common (Alphatian, Thyatian), Celestial, Cyndician, Draconic (High, Chromatic, Metallic), Dwarven, Gnomish, Goblin, Heldannic, Jotun (Giant), Primordial (Auran)
Abilities
  • Age (Dragon) You do not age naturally, and don’t die of old age.
  • Air Evolution (Air Aspected) Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi.
  • Appearance (Air Aspected) Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Bite (Dragon) You have a strength based bite attack that does 1d4 piercing damage.
    • Dracomorphosis (Tanin 1st) Damage increases to 1d6.
    • Dracomorphosis (Tanin 5th) Damage increases to 1d8.
  • Breath Weapon (Tanin 2nd) Lightning Cone (15 ft) Dex Save (DC 10+prof+Dex = DC 15) for half. 3d6 damage. Can be used twice until you take a short or long rest. Gains resistance to lightning.
    • Breath Evolved: Your breath weapon also causes a status effect. (Thought – Confusion Will Save)
  • Claws (Dragon) A dragon has claws.
    • Draconic Gift (Tanin 1st) Gift of the Ancients – Elemental Claws – Claw attacks deal an extra 1d6 lighting damage.
    • Nimble Claws (Dragon) You can wield weapons in your front claws and use tools with them.
    • Predator’s Claws (Tanin 1st) You can use your claws to make at attack 1d6 dealing slashing damage.
    • Dracomorphosis (Tanin 5th) Damage increases to 1d8.
  • Danger of Matter (Air Aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Darkvision (Dragon) dim light within 60 ft is considered bright, and see in darkness as if it were dim light. Dim light shows only shades of grey.
  • Deadly Tail (Dragon Truescale) Tail attack, strength based, reach 10 ft, 1d8 Bludgeoning damage. At Large this increases to 2d8.
  • Draconic Essence –
    • Adventurous (Tanin 2nd) – You must make a Wisdom saving throw (DC 10+prof+cha = DC 16) to resist exploring or investigating a new location or object of significance.
    • Honourable (Dragon 6th) – You must make a Wisdom saving throw (DC 10+prof+cha = DC 16) to resist defending the weak or deceiving another creature.
  • Draconic GiftShielding Nimbus (Tanin 6th) As a bonus action, you cover your body in energy. You gain temporary hit points equal to 5 + your Constitution modifier that last for 1 hour. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage. You can use this feature twice and any uses of this feature recharge after a long rest.
  • Dracomorphosis – Small (Tanin 1st) Size Small, bite attack increases to 1d6.
    • Medium (Tanin 5th) Medium, 200 lbs, Bite and Claws to 1d8, movement types gain +10 ft, extra dice to breath and extra use.
  • Dragon Evolution – Chromatic (First Evolution, Dragon) Most common variation of the dragon found around the world. They immortal they honour is Pearl.
  • Dragon Physiology (Dragon) You are a quadruped and have the follow slots available for magical items: Armour, Belt, Chest, Eyes, Headband, Neck, Shoulders and Wrist. You can also use rings.
  • Hardened Scales (Tanin 1st) Without armour, AC equals 10 + Dex + Con.
  • Heightened Instincts (Tanin 7th) You become more wary of danger and ready for battle at a moment’s notice. You now have advantage on initiative rolls and you cannot be surprised.
  • Humanoid Form (Tanin 3rd) You can assume a specific humanoid form of the same sex as an action. You always take this specific form when using this ability. You decide what you look like, including your race, height, weight, facial features, sound of your voice, hair length, coloration, clothing or armour, and distinguishing characteristics, if any. While in humanoid form, your size becomes medium and your ability scores, hit points, and armour class do not change. You cannot use any abilities that are specific to your dragon form, such as flying, your Breath Weapon or Claws. You can remain in this form indefinitely or until you revert to your natural form as a bonus action. When you revert, you must have enough space around you otherwise you must stay in humanoid form.
  • Luck of Chaos (Chromatic Dragon) Once per long rest you can reroll one d20 roll, even after finding out the result of the roll and keeping the new roll even if its worse.
  • Luck of Order: (Metallic Dragon) Once per long rest you can roll the result twice on any d20 roll and take the best result before you know the result.
  • Power of the Air (Air Aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Second Attack (Tanin 5th) When making the Attack Action, you can attack twice
  • Specialised Armour (Dragon) You can only wear armour designed for dragons.
  • Superior Awareness (Dragon) Proficiency in Perception and Insight.
  • Touch of the Air (Air Aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Wanderer (Outlander) You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
  • Wings (Dragon Truescale) gain a fly speed of 30 ft
    • Wing Attack (Dragon Truescale) Wing Attack, everything within 10 ft, must make a Dex save or take 2d6 Bludgeoning damage. DC is equal to 8 + Str + prof (DC 13). Usable once per long rest.
Spellcasting
Feats
  • Appendage Severing (icd22) Your bite attacks can disable your opponents. When you score a critical hit with your bite attacks, your target becomes incapacitated until the start of your next turn and drops one item that it is holding.
  • Attentive (a5e) +5 bonus to Initiative, You can only be surprised if your unconscious, hidden creatures do not have advantage attacking you.
  • Flyby Attack (icd23) You no longer provoke attacks of opportunity when you fly out of a targets reach if you have attacked them this round with a melee strike.
Actions
Actions (1 per round)
  • Attack Action (ph192) – When making the attack action, you can attack twice.
  • Breath Weapon (Dragon) Lightning or Thunder Cone (15 ft) Dex Save (10 +Prof +Cha = DC 16) for half. 4d6 damage. Has two uses, which you can’t use again until you take a short or long rest.
    • Your breath weapon also causes Confusion on a failed Will Save.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Draconic Gifts – Some features may require creatures to make a saving throw. The DC for those features is 10 + your proficiency bonus + your Strength modifier.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Humanoid Form (Dragon) At 3rd level, you can assume a specific humanoid form of the same sex as an action. You always take this specific form when using this ability. You decide what you look like, including your race, height, weight, facial features, sound of your voice, hair length, coloration, clothing or armour, and distinguishing characteristics, if any. While in humanoid form, your size becomes medium and your ability scores, hit points, and armour class do not change. You cannot use any abilities that are specific to your dragon form, such as flying, your Breath Weapon or Claws. You can remain in this form indefinitely or until you revert to your natural form as a bonus action. When you revert, you must have enough space around you otherwise you must stay in humanoid form.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
Bonus Actions (1 per round)
  • Shielding Nimbus (Dragon) As a bonus action, you cover your body in energy. You gain temporary hit points equal to 5 + your Constitution modifier that last for 1 hour. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage. You can use this feature twice and any uses of this feature recharge after a long rest.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.
Reactions (1 per round)
  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.
Weapons
  • Bite: (expert) +5 to hit, reach 5 ft, 1 target
    • Hit: 3d8+2 piercing
    • Crit: Appendage Severing – Target become incapacitated until start of your next turn and drops one item it is holding.
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Claws (expert): +5 to hit, reach 5 ft, 1 target
    • Hit: 4d8+2 magical piercing + 2d6 lightning damage.
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Deadly Tail (expert): +5 to hit, reach 15 ft, 1 target
    • Hit: 3d8+2 Bludgeoning damage
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
    • Crit: Knockout (Base DC+1) Con save or unconscious for 1 round per every 5 the check fails.
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.
  • Wing Attack (expert): Area Attack, range 10 ft, Usable once per long rest.
    • Saving Throw: Dex save (DC 13) or take 4d8 Bludgeoning damage.
    • Crit Fail: Knockout (Base DC+1) Con save or unconscious for 1 round per every 5 the check fails.

WEAPON OPTIONS Close Quarter Combat

Weapon Option – Close Quarters Combat (Bonus or Reaction Attack Option) – When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with this weapon as a reaction. Each level above expert with the weapon adds +1 WM Bonus to the DC to escape your grapples, or as a bonus for you to escape a grapple.
Associated WeaponsBlackjack, Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed or Natural

Secret Crafts
  • Airologist – 1st Circle (Bonus = Prof +Int +Circle +2 Racial = 10)
    • Craft DC 18 = 8+bonus / Craft Check +10 = bonus
  • Alchemologist – 1st Circle (Bonus = Prof +Int +Circle = 8)
    • Craft DC 16 = 8+bonus / Craft Check +8 = bonus
  • Cryptologist – Initiate (Bonus = Prof +Int +Circle +2 Racial = 9)
    • Craft DC 17 = 8 +bonus / Craft Check +9 = bonus
  • Dragonolist – 1st Circle (White/Silver) (Bonus = Prof +Cha +Circle +Evolution +4 Racial = 14)
    • Craft DC 22 = 8 +bonus / Craft Check +14 = bonus / Associated Dragon – Air (White/Silver – Metallic)
  • Skaldologist – 1st Circle (Bonus = Prof +Cha +Circle +2 Racial = 11)
    •    Craft DC 21 = 8 +bonus / Craft Check +11 = bonus

Secret Crafts – The Craft Check (used whenever a 1 or a 20 is rolled on a craft check)

  • Base Craft Check Critical Failure: A roll of a 1 on this check is a curse from your patron, and you suffer a mishap. Check each of the crafts for what happens during a mishap. The standard thing that happens is that it doubles the loss to maximum hit points due to soulburn. This also ends any ongoing effects from your crafts.
  • Base Craft Check Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. Check each of the crafts for what happens during a boon. The standard thing is that you half the loss to maximum hit points due to soulburn.

Airologist Additional Crit Effects

  • Airologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in Elemental Lightning which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Auran until you finish a long rest and have disadvantage on rolls using the language.
  • Airologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in Elemental Lightning but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Auran language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Alchemologist Additional Crit Effects

  • Alchemologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are sickened for the duration of the manifestation.
  • Alchemologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your manifestation aura provides relief from toxins, allowing a saving throw with advantage each round, and no worsening of the condition.

Cryptologist Additional Crit Effects

  • Cryptologist Additional Craft Mishap: In addition to the critical failure effect your mind is wracked with pain which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in your craft language until you finish a long rest and have disadvantage on rolls using the language. And as further punishment from your transgression you take an effect based on how many runes you used that day already. Further uses of the power until you finish a long rest are treated as a critical failure.
    • First activation of a Rune that day – a hurricane centred on you covering 24 miles lasting 1d12 hrs with no travel possible during this event
    • Second activation of a Rune that day – a minor earthquake shakes the area covering 16 miles centred on you.
    • Third activation of a Rune that day – a violent earthquake shakes the area within a 32 miles radius cause great structural damage.
    • More than three runes activated that day – the violent earthquake and the hurricane both occur over a 32 miles radius, with no magic or runes working for 6d4 hours and the rune you used is altered and must be relearned by all runemasters who know it..
  • Cryptologist Additional Craft Boon: In addition to the base critical success effect your mind is bolstered by the power of the immortal and you feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. As an additional effect your activation of runes for the day is cleared. Your grasp of your craft language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Dragonologist Additional Crit Effects

  • Dragonologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your dragon’s element which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Draconic until you finish a long rest and have disadvantage on rolls using the language.
  • Dragonologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your dragon’s element but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Draconic language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Skaldologist Additional Crit Effects

  • Skaldologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. Your saving throw vs spells are at disadvantage for the duration of the manifestation.
  • Skaldologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your saving throws vs magic are at advantage for the duration of the manifestation.

Secret Craft Manifestations

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Airologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. All lighting or thunder attacks treat a damage dice rolled of 2 or less as a 2.

Alchemologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an light 10ft radius. Alchemical damage in the area treats a damage dice roll of 1 as a 2. Alchemical effect durations increase by 1 round.

Dragonologist Apprentice (Manifestation SB 1 DC 16) When you activate this power, you choose one of the three manifestation aspects (“Form of the Dragon“, “Mind of the Dragon” or “Power of the Dragon“. You can spend an action to change the manifestation aspect. These lasts until you take a long rest and you can spend. While active you radiate the colour of your dragon as bright light for 10ft, unless black in which case it becomes dim light. A Metallic type can have two active, while a Gemstone type can have all three active though each takes a check and cost to activate.

  • Form of the Dragon (Manifestation Aspect) Your teeth and nails become sharp and do piercing or slashing damage with an unarmed attack, and you gain resistance to your dragon energy type. If you already have resistance that increases to immunity, and if your bite does piercing and your claws do slashing this increases the damage by a dice. Allies in the area of effect also gain the same resistance if they spend a reaction.
  • Mind of the Dragon (Manifestation Aspect) Your pupils change to slits and your type becomes Dragon in regard to spell effects. You are immune to a dragon’s fear effect, allies in your radius gain advantage on dragon fear checks if they spend a reaction.
  • Power of the Dragon (Manifestation Aspect) When this is active you generate an additional 5ft glow based on the energy type. You dragon type energy attacks treat a damage dice rolled less than 2 as a 2. Allies in the area of effect can reroll a dice of damage of the same energy type if it rolls a 1 and they spend a reaction.

Skaldologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an light aura 15ft radius. Humanoids are treated as one stage friendlier when in this aura as long as your telling a story.

Secret Craft Enhancements and Powers

Airologist Apprentice Enhancements and Powers (Requires Airologist Apprentice to be active)

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d4 Lightning damage and 1d4 thunder damage. Each strike can be heard 120 ft away.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d4 Lightning damage and 1d4 Sonic damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Lightning or Sonic Damage.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over clouds or smoke or treating as difficult terrain until the end of your next turn.

Alchemologist Apprentice Enhancements and Powers (Requires Alchemologist Apprentice to be active)

  • TBA (Enhancement SB 1 DC 16):
  • Alchemical Bomb (Power SB 1 DC 16): As a bonus action, craft an explosive dealing 1d6 damage and costing 50 gp of material components. It affects everything within 5ft of the target space. A Dexterity saving throw reduces the damage by half. You can ignore the SB cost if you use a charge from a field kit or have your full laboratory handy.
  • Alchemical Identification (Power SB 1 DC 16): During a short rest, you can define all components in a non-magical substance as an experiment. Ideal for detecting and identifying poisons, vegetables, bones, etc. Takes a full lab to complete. This cannot be done with the field kit.
  • Alchemical Preparation (Enhancement SB 1 DC 16): Once a substance has been researched and is in your formula book, it is known and can be crafted during a short rest.  These crafted items only last while your manifestation is active, plus 1d4 days before spoiling. You can ignore the SB cost if you use a charge from a field kit or have your full laboratory handy.
  • Alchemist Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed. You can have active as many spells as circles you have achieved circles in the craft
  • TBA (Power SB 1 DC 16):

Dragonologist Apprentice Enhancements and Powers (Requires Dragonologist Apprentice and Draconic aspect to be active)

Form of the Dragon Aspect

  • Eye of the Dragon (Enhancement SB 1 DC 16) As a bonus action you blindsight and darkvision out to your manifestation range.
  • Fist of the Dragon (Enhancement SB 1 DC 16) As an action, your fists materialise scales of your dragon type and you strike harder, dealing double damage on all objects and on a critical hit triple instead of double the result. Half of your damage with your fists or melee weapons is of your energy type. If your fists or weapons already do energy damage of the type, increase it by one dice.
  • Glide of the Dragon (Power SB 1 DC 16) As a free action you can materialise wings your dragon type and move your speed in any direction with perfect manoeuvrability while concentrating for up to 1 minute per circle obtained, after this time or losing concentration if you do not end your move on a solid surface, you then start to fall as your wings disappear at the end of your turn. You can Increase the duration via higher circle rank enhancement. If you already have a fly speed, add your ground movement to your fly speed for up to ten minute while you concentrate. Different dragon types allow you to substitute and switch the flight for other forms of movement Black (burrow), Blue (swim), Green (climb), Red (climb), white (climb). This can be for the whole or part of the movement.

Mind of the Dragon Aspect

  • Cunning of a Dragon (Enhancement SB 1 DC 16) Gain your circle learnt as a bonus to Wisdom and Charisma checks.
  • Detect a Dragon (Power SB 1 DC 16) During a short rest, you can sense the presence of dragon within 1 mile. For dragon detected, you can choose to try and learn its direction, age category and type with a DC equal to its HD (plus modifiers). You can Increase the range via higher circle rank enhancement. If you are of a dragon type, this ability excludes you, and those you specify.
  • Parlay with Dragons (Power SB 1 DC 16) Upon activation during a conversation, a dragon listens to your words, the DC is affected by the type modifier. The dragon cannot harm the crafter but can block his way and use spells or abilities that don’t affect the crafter. This includes being able to attack party members. This lasts until the crafter leaves line of sight of the dragon, attacks or steals from the dragon, or a member of their party attacks or steals. If your of a Dragon type, then the other dragon has disadvantage vs this ability.

Power of the Dragon Aspect

  • Strength of a Dragon (Enhancement SB 1 DC 16) Gain your circle learnt as a bonus to Strength and Constitution checks.
  • Empower Spell (Power SB 1 DC 16) As a reaction you can enhance a spell being cast as if it used one spell slot higher, or two if it uses your energy type.
  • Dragon Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.

Skaldologist Apprentice Enhancements and Powers (Requires Skaldologist Apprentice to be active)

  • Avert Evil Eye (Power SB 1+ DC 16) As a reaction, you can activate this power to stop a curse affecting anyone in your aura as if you cast a counterspell. You can expend more SB to increase the level of the counterspell.
  • Local History (Power SB 1 DC 16) As a bonus action, You remember an important bit of history from your area that may or may not help the situation. If you have bard levels, you treat it as a critical success gaining something critical to the moment at hand, even if it relates to something you have never seen.
  • Power Word – Sleep (Power SB 1 DC 16) As a bonus action, You force a creature to make a Wisdom saving throw or fall asleep for 1d4 hours.
  • Skald Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed. You can have active as many spells as circles you have achieved circles in the craft
  • Truthtell (Enhancement SB 1 DC 16) As an action, you can enhance your manifestation. Everyone within your aura of affect has disadvantage on deception rolls against you. You have advantage on insight rolls to overcome deception. You also can sense the presence of scrying in your aura radius.

DOWNTIME SPECIAL ACTIONS

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

Airologist Apprentice Downtime

  • Elemental Air Aspect (SB 1) You can change your aspect to Air, or gain it as an elemental aspect if you did not already have one.
  • Elemental Air Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Elemental Air Familiar (SB 1+): You spend a week to training a familiar to take on Air Elemental traits. This gives the familiar once per short rest the ability to turn into air for 1 round per level taking on the abilities of air form, air movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Sky or Air pantheons). You cannot recover the soul burn while you retain the familiar.
  • Elemental Air Companion (SB 1+): You spend a week to training a companion to take on Air Elemental traits. This gives the companion once per short rest the ability to turn into air for 1 round per level taking on the abilities of air form, air movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Sky or Air pantheons). You cannot recover the soul burn while you retain the companion.
  • Elemental Air Mount (SB 1+): You spend a week to training a mount to take on Air Elemental traits. This gives the mount once per short rest the ability to turn into air for 1 round per level taking on the abilities of air form, air movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Sky or Air pantheons). You cannot recover the soul burn while you retain the mount.
  • Air Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Reference Notes for Elemental Air Creature Abilities

  • Air Form – while in fire form can move through a space as narrow as 1 inch wide without squeezing. In addition, the creature can enter a hostile creature’s space and stop there.
  • Air Movement – The creature gains a fly speed equal to its land movement, if it already has a fly speed it is increased by its land movement.
  • Attacks – All attacks are treated as thunder damage

Alchemologist Apprentice Downtime

  • Alchemy Laboratory (gp cost) Alchemists must spend a week to create a laboratory to use their abilities in at the cost of 5,000 gp per circle they have obtained. To enhance it to work with additional circles, the difference only.
  • Alchemy Field Kit (gp cost) Once they have a laboratory, they can build a field kit that costs 3,000 gp per circle and allows experiments but has twice the failure rate. This can be used ten times before it runs out of components. It costs 300 gp per use being refreshed, if it is exhausted, then it must be rebuilt from scratch. Using a field kit doubles the laboratory SB cost.
  • Alchemy Experiment or Research (gp cost) Experiments cost 1,000 gp of components, take a week and must succeed a craft check for each interruption. Research non-magical powder, balm or liquid to produce a specific effect in the laboratory and add to formula book. This cannot be done with the field kit.
  • Alchemy Components (gp cost) Finding components takes a week per 1,000 gp of items in Glantri City, or twice that in another capital, or three to four times depending on the country.
  • Alchemy Formula Book (1 SB) They require a formula book (use a blank spellbook) to write down all the details of the items they can create with their lab or field kits.
  • Alchemy Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Alchemy Familiar (SB 1+) You spend a week to training a familiar to be one with the star. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven and Gnome pantheon). You cannot recover the soul burn while you retain the familiar.
  • Alchemy Companion (SB 1+): You spend a week to training a companion to be one with the star. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Dwarven and Gnome pantheon). You cannot recover the soul burn while you retain the companion.
  • Alchemy Mount (SB 1+) You spend a week to training a mount to be one with the star. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Dwarven and Gnome pantheon). You cannot recover the soul burn while you retain the mount.
  • Alchemy Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Dragonologist Apprentice Downtime

  • Apprentice Hatchery (SB 1) You can spend a week to use the apprentice power of the Dragon Hatchery to gain an elemental dragon affinity of a chromatic dragon based on colour chosen. If you want to use a different hatchery it requires a DC 16 craft skill check with the activation cost. Note – When you use the powers on Dragons that match your type the DC increased by 1, and the same with colour. Both bonuses stack
    • Associated Dragon Colour – Once you gain 1st circle in the craft, you must choose a dragon colour that you aspire to be. When you choose your first colour you also gain affinity to Chromatic Dragons. Black (Entropy, Necrotic), Blue (Time, Cold), Green (Earth, Acid), Red (Energy, Fire) or White (Thought, Lightning)
    • Enhanced Dragon Type – Metallic – Using the hatchery a second time allows for the type of dragon to evolve to metallic. Brass (Green, Matter, Acid, Poison), Bronze (Blue, Time, Cold, Force), Copper (Black, Entropy, Necrotic, Psychic), Gold (Red, Energy, Fire, Radiant), Silver (White, Thought, Lightning, Thunder)
    • Enhanced Dragon Type – Other – It is believed to possible to evolve to other forms of Elemental (NA), Environmental (NA), Gemstone (NA)
  • Drake Servant (SB 1+) You gain the services of a Drake by spending one week and costing 1 SB for each HD of the drake (or 1 point if you have the mount class feature or follow the dragonkin pantheons). You can treat it as a mount.
  • Craft Specialisation (SB 1+) You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Dragon Familiar (SB 1+) You spend a week to training a familiar to take on your dragon traits. This gives the familiar once per short rest the ability to turn into a dragon aspect for 1 round per level allowing it to have a breath weapon based on your energy type of 1d10 (recharge d6 (5-6)). This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the dragonkin pantheons). You cannot recover the soul burn while you retain the familiar.
  • Dragon Companion (SB 1+) You spend a week to training a companion to take on your dragon traits. This gives the companion once per short rest the ability to turn into a dragon aspect for 1 round per level allowing it to have a breath weapon based on your energy type of 1d10 (recharge d6 (5-6)). This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the dragonkin pantheons). You cannot recover the soul burn while you retain the companion.
  • Dragon Mount (SB 1+) You spend a week to training a mount to take on your dragon traits. This gives the mount once per short rest the ability to turn into a dragon aspect for 1 round per level allowing it to have a breath weapon based on your energy type of 1d10 (recharge d6 (5-6)). This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the dragonkin pantheons). You cannot recover the soul burn while you retain the mount.
  • Dragon Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Note: a character must select a chromatic type and colour first before being able to advance it to one of the other stages. Each level needs to be advanced as their own version of the craft. For example a gold dragon type requires investing in chromatic red and then advancing (learning the same craft at each step again) as the metallic variant. This makes the more advanced dragon types less common and harder to advance. Gemstone and other dragon types advancement requires metallic advancement and details unknown to players and their characters at this time.

Skaldologist Apprentice Downtime

  • Storyteller (SB 1) You become attached to a community as a local storyteller, you can be attached to as many communities as you like, but each costs the same investment. You can spend a week to earn a living telling stories gaining your perform check in gold each week, multiplied by your circles obtained, when used out of session this becomes 10+performance modifier.
  • Skald Craft Specialisation (SB 1+) You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Skald Familiar (SB 1+) You spend a week to training a familiar to be one with the legends. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Norse pantheon). You cannot recover the soul burn while you retain the familiar.
  • Skald Companion (SB 1+) You spend a week to training a companion to be one with the legends. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Norse pantheon). You cannot recover the soul burn while you retain the companion.
  • Skald Mount (SB 1+) You spend a week to training a mount to be one with the legends. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Norse pantheon). You cannot recover the soul burn while you retain the mount.
  • Skald Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

NOTES

  • Age: 7 Equivalent to Juvenile (ability to speak, reason and communicate from birth). Proficiency Bonus: +4
  • Size and Weight: You are about 6 ft tall, weigh about 200 pounds and are medium in size.
  • Personality: I watch over my friends as if they were a litter of newborn pups
  • Ideal: If I dishonour myself, I dishonour the my whole clan
  • Bond: My family, my clan, and my friends are the most important thing in my life, even when they are far from me
  • Flaw: There’s no room for caution in a life lived to the fullest
  • Treasured Item: A brass orb etched with strange runes.
  • Story Awards – The Dragon Realm (+2 Int), The Lost City (+2 Cha)

Equipment

  • Basic Arms and Armour:
  • Basic Equipment: A staff, a hunting trap, a trophy from a dead foe, travellers clothes, pouch with 10 gp
  • Magical Items Attuned (4 max) – Bone Skull Ring, Calcyrx’s Bag of Holding, Calcryx’s Magical Spellbook, White Gemstone Scale, Wyrmsteeth Bracers

MAGICAL ITEMS

Magical Item – Rare – Bone Skull Ring – 14,000 gp

  • Standard: Made from the skull of a avian, this ring feels cold to the touch. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells.
    • Animal Friendship (save DC 13)
    • Fear (save DC 13) targeting only beasts that have an Intelligence of 3 or lower
    • Speak with Animals
  • Attunement: You in increase the maximum number of charges by 2. While attuned to this item you can understand Jotun, the language of Giants.
  • Relic: If used by a human you gain an extra charge. If attuned by an Atruaghin or an Ethengarian, it does not use a charge to use the ring on your totem animals.
  • Details Built From: Built by Undead, Property of Language
  • Owners:
    • ???? Xhall (Ethengarian Cleric/Wizard) Purchased before travelling to Isle of Dread.
    • 1005-10-15 Calcryx (Dragon White) Gift from Xhall when he realised he would not be using it. (Session 54)

Magical Item – Legendary – White Gemstone Scale – 51,000 gp

  • Standard: This used to be a necklace is made from brass, bronze and copper intertwined and has a pendant made from a white dragon scale embedded with a pearl, since work done by the dragon smiths, it is now a white dragon scale with a pearl, glittering prism and a ruby etched with eldritch runes. This is now one of Calcryx’s actual scales and cannot be removed by choice.
  • While wearing this item you have advantage on death saves, and you begin to obsess about material wealth. The 1-inch diameter ruby also acts as a spell casting focus for your spells. You can use it in place of a spell component pouch for items costing less than 10 gp once per short rest.
  • When you are using an Arcana check, you have a +1 to the roll in relation to Aberrations, Celestials, Fey and Fiends.
  • From the pearl, you cast identify on one magical item. This ability is used once per month and refreshes at dawn after the night of a full moon.
  • This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects.
    • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
    • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
    • When all the gem’s charges are expended, the prism becomes a non-magical jewel worth 50 gp
  • Attunement: While attuned, you stabilise whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Dice to regain hit points, double the number of hit points it restores, and it grows warm when a dragon is within 120 ft. It is a holy symbol for The Great One.
  • Every full cycle of the moon the prism regains 5 charges on the night of the full moon or 10 if it is the night of the red moon.
  • You can use an action to speak this pearl’s command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
  • Awakened: Once per month, if you have given prayers each night to your god, they can provide assistance, either in a dream, sending or guidance, with physcial intervention usually involving a quest on their behalf as payment. This ability is limited to The Great One and their interests.
  • Relic: When attuned by a giant, they can remove one level of exhaustion with a short rest, or two with a long rest. When used by a dragon, it can replace the need for a spell pouch and items costing up to 10 gp. Once per short rest it can replace a material component up to 10 gp per level. When held by a dragon, the prims also regains one charge each week it has been attuned
  • Details built from: Created by Dragons. Quirk of Covetous. Pearl of Power, Ruby of the Dragon, Wyrmsteeth Prism, Rune of Power – As
  • Owners:

Magical Item – Rare – Wyrmsteeth Bracers – 12,170 gp

  • Standard: Designed to work with dragon forelegs and shows the hatchery symbol on it, each has half of a round crystal embedded in the design. While wearing these bracers, you use the dodge action as a bonus action once per long rest. You can use the bracers as a spellcasting focus for your wizard spells.
  • You can use an action to determine which way is north. This property functions only on the material plane.
  • You can spend a bonus action to make your scales glisten as if in the sun.
  • Attunement: While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armour and using no shield. Glows warm if another dragon is within 120 ft other than the attuned owner.
  • You can link the bracers to a location you touch it to, and instead of knowing which way is north, it will know which way this location is. This effect can only be used once per long rest. It grows warm when another dragon (other than the holder) is within 120 ft.
  • This item also points to the Wrymsteeth Mountains hatchery as well as north if used by a dragon.
  • Can change the colour, shape and style of the bracers as a bonus action. And when making scales glitter, wings ripple as if in a breeze.
  • You have Advantage on making a first impression once per day, refreshes at sunrise. While you are attuned to it, it can’t be picked up, stolen or moved by another.
  • You can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action is wasted. In either case, you can’t use this property again until you finish a long rest. While attuned you can speak and understand the Dwarven language.
  • Relic: If attuned by a giant, you can increase the protection to +3. When a gnome is attuned to this item you roughly know the distance to the location. A halfling attuned to this item has advantage on charm checks against targets larger than you while attuned once per short rest. As an elf, if your attuned you can use it once per short rest.
  • Details built from: Created by dragons. Property of Language, Property of Loyal, Alfheim Wizardry Hat, Eastshire Cloak, Wyrmsteeth Orb
  • Owners:

REFERENCES

  • bls – Book of Lost Spells (Frog God Games)
  • br – Book of the Righteous (Green Ronin)
  • ph – Players Handbook (Wizards of the Coast)
  • icd – In the Company of Dragons (Rite Publishing)
  • mhh – Midgard’s Hero’s Handbook (Kobold Press)
  • xge – Xanithar’s Guide to Everything (Wizards of the Coast)

Content Update

  • 2021-10-05 – Update to secret crafts for character.
  • 2021-10-04 – Update to structure to show level advancement.
  • 2021-01-22 – Adding in Sorcerer ability with each draconic level, as well as putting together an available spell list for the character to be able to select from when wanting to swap out spells. Added in details for going to level seven.
D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session RecordingsCampaign Journals

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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