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| Copper || You have Advantage on Saving Throws against effects that would Charm or Frighten you, or otherwise dominate your will you.
| Copper || You have Advantage on Saving Throws against effects that would Charm or Frighten you, or otherwise dominate your will you.
|-
|-
| Gold || ----
| Gold || You have Advantage on Saving Throws imposed by Dragons.
|-
|-
| Green || When you are hit with a Melee Attack, the Attacker takes 1d4 Poison Damage.
| Green || When you are hit with a Melee Attack, the Attacker takes 1d4 Poison Damage.
|-
|-
| Iron || You have Advantage on Saving Throws against effects that would Deafen, Incapacitate, Slow, or Stun you.
| Iron || You have Advantage on Saving Throws against effects that would Deafen, Incapacitate, or Slow, you.
|-
|-
| Red || When you are hit with a Melee Attack, the Attacker takes 1d4 Red Damage.
| Red || When you are hit with a Melee Attack, the Attacker takes 1d4 Red Damage.
|-
|-
| Silver || ----
| Silver || You have Advantage on Saving Throws against Spells that would Blind, Stun, or Paralyze, you.
|-
|-
| White || When you are hit with a Melee Attack, the Attacker takes 1d4 Cold Damage.
| White || When you are hit with a Melee Attack, the Attacker takes 1d4 Cold Damage.
|}
|}
<br><br>
==== Dragon Wings ====
''14th Level Dracolyte Feature''<br>
You sprout a pair of dragon wings from your back, gaining a Flying Speed equal to your Walking Speed. These wings resemble that of your Dragon Spirit.
==== Draconic Strike ====
''17th Level Dracolyte Feature''<br>
Whenever you deal Damage to a creature of the Damage Type from your Dragon Spirit, you deal additional Damage of the same type equal to your Charisma Modifier.
<br><br>
==== Instincts of the Wyrm ====
''18th Level Dracolyte Feature''<br>
Whenever a hostile creature moves to a space within 5ft of you, you can use your Reaction to make a single Weapon Attack against that creature, or move up to half your Speed away from it. This movement does not provoke Opportunity Attacks.
<br><br>
==== Draconic Ascension ====
''20th Level Dracolyte Feature''<br>
You have mastered your dragon spirit, allowing you to transform fully into a dragon.<br>
You suffer none of the frailty of old age, and you can't be aged magically.<br>
Additionally as an Action, you can now shapeshift into an Adult version of your Dragon Spirit. You can’t use this Action again until you finish a Long Rest. You can stay in this Dragon Form for a number of hours equal to half your Dracolyte Level, you can revert back to your normal form early as a Free Action. You automatically revert back to your normal form if your Dragon Form drops to 0 Hit Points or you fall Unconscious. While you are in your Dragon Form, the following rules apply:
*Your game statistics are replaced by the statistics of the Dragon, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma Scores. You also retain all of your Skill and Saving Throw Proficiencies, in addition, you gain the Dragon's Skill and Saving Throw Proficiencies if it has any that you do not already have. You use whichever Proficiency Bonus is higher these Proficiencies.
*When you transform, you use the Dragon’s Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess Damage carries over to your normal form.
*You retain the benefit of any features from your class, race, or other source and can use them if your new form is physically capable of doing so.
*You choose whether your equipment falls to the ground in your space, merges into your Dragon Form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with you has no effect until you revert back to your normal form.
<br><br>
<br><br>

Revision as of 22:06, 2 December 2022

Dracolyte

A man steps into a tavern, his eyes glow with the power of ancient magic. The red cloak around him seems strange, curled around his front but connecting to his back. As he sits down, a drunk guard challenges him to a dual, hurling insults at the quiet new patron. The guard draws his sword and the man stands, unfurling his cloak into a pair of great red dragon wings. His hands burn with fire and his breath exhales embers. The guard stares slack jawed in awe before slinking away in defeat. The dracolyte curls his wings around him and sits once more.
In the midst of a castle siege, a platoon of strange black scaled ursans approach a wall, and in unison vomit acid onto the stone, melting it away. The soldiers inside spew forth, but can only stare in awe as a black scaled woman transforms into a dragon, melting them with an powerful exhalation of acid.
Bandits surround an elvish nomad in the desert. His fingers crackle with lightning as he drives a sword through the first cutthroat. A second bandit falls to a bolt of lightning shot from his hand and the elf throws his cloak off and takes flight on a pair of sapphire wings.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Dragon Spirit, Breath Weapon 0
2nd +2 Physical Transformation, Mutual Understanding 300
3rd +2 Draconic Awakening 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Extra Attack 6,000
6th +3 Frightful Presence 10,000
7th +3 Draconic Awakening Feature 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Bloodline Trait 60,000
10th +4 Dragon Skin 80,000
11th +4 Draconic Awakening Feature 100,000
12th +4 Ability Score Improvement 120,000
13th +5 Secondary Bloodline Trait 140,000
14th +5 Dragon Wings 160,000
15th +5 Draconic Awakening Feature 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Draconic Strike 225,000
18th +6 Instincts of the Wyrm 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Draconic Ascension 350,000

Class Information

Hit Dice. 1d10 per Dracolyte Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (or 6) + your Constitution Modifier per Dracolyte Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Constitution and Charisma
Skill Proficiencies. Choose two from Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Religion, Survival
Equipment. Scale Mail or Leather Armor and a Light Crossbow, a Martial Weapon, a Shield or a Martial Weapon, five Javelins or a Simple Melee Weapon, an Equipment Pack


Dragon Spirit

1st Level Dracolyte Feature
As a Dracolyte, you connect with dragons on a level few others can even comprehend due to the draconic nature of your soul. You choose one of the true dragons as a manifestation of your draconic spirit. This choice will determine many things as you gain Levels in this class. In addition you can speak, read, and write Draikyaan.

Draconic Spirit
Dragon Damage Type Breath Weapon
Black Acid 5x30ft Emanated Line (Dexterity Saving Throw)
Blue Lightning 5x30ft Emanated Line (Dexterity Saving Throw)
Bronze Lightning 15ft Emanated Cone (Dexterity Saving Throw)
Copper Acid 15ft Emanated Cone (Dexterity Saving Throw)
Gold Fire 15ft Emanated Cone (Dexterity Saving Throw)
Green Poison 5x30ft Emanated Line (Constitution Saving Throw)
Iron Thunder 15ft Emanated Cone (Constitution Saving Throw)
Red Fire 5x30ft Emanated Line (Dexterity Saving Throw)
Silver Cold 15ft Emanated Cone (Constitution Saving Throw)
White Cold 5x30ft Emanated Line (Constitution Saving Throw)



Breath Weapon

1st Level Dracolyte Feature
Much like the mighty creatures themselves, you have learned the art of exhaling powerful a powerful Breath Weapon. You can use your Action to exhale destructive energy. Your Dragon Spirit feature determines the size, shape, and Damage Type of the Breath Weapon. When you use your Breath Weapon, each creature in the area of the exhalation must make a Saving Throw, the type of which is determined by your Dragon Spirit feature. The DC for this Saving Throw equals 8 + your Constitution Modifier + your Proficiency Bonus. A creature takes 2d6 Damage on a failed Save, and half as much Damage on a successful one.
The Damage increases when you reach certain Levels in this class, 3d6 at 6th Level, 4d6 at 11th Level, and 5d6 at 16th Level. You can use your Breath Weapon a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Mutual Understanding

2nd Level Dracolyte Feature
Whenever you make a Charisma Check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the Check.

Physical Transformation

2nd Level Dracolyte Feature
Your body begins to take on the visage of a dragon, granting you fanged teeth and sharp claws. Your gain two Natural Weapons that use your Strength, Claws and a Bite. Your Claws deal 1d6 Slashing Damage and have the Light property, and your Bite deals 1d8 Piercing Damage.
Additionally your eyes transform into the eyes of your Dragon Spirit. You gain Darkvision out to a Range of 60ft.

Draconic Awakening

3rd, 7th, 11th, and 15th Level Dracolyte Feature
You choose one of the Draconic Awakenings in the table below that shows how your draconic powers take shape, and which aspect of the dragon empowers you.

Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Dracolyte Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th Level Dracolyte Feature
You can perform an additional Attack as part of the Attack Action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.

Frightful Presence

6th Level Dracolyte Feature
You gain one of the most iconic abilities of all dragons, its frightful presence. As an Action, all creatures of your choice within 10ft of you that can see you must make a Wisdom Saving Throw with a DC of 8 + your Charisma Modifier + your Proficiency bonus. On a failed Save, a creature is Frightened of you for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. If a creature's Saving Throw is successful or the effect ends for it, the creature is Immune to your Frightful Presence feature for the next 24 hours.
The Range of your Frightful Presence feature increases when you reach certain Levels in this class, 15ft at 11th Level, and 20ft at 15th Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.

Minor Bloodline Trait

9th Level Dracolyte Feature
Your Dragon Spirit allows you to take on the abilities of your chosen dragon. You gain a special ability based on your Dragon Spirit feature from the table below.

Minor Bloodline Trait
Dragon Trait
Black You can breathe both air and water and gain a Swimming Speed of 30ft.
Blue You gain Tremorsense out to a Range of 15ft.
Bronze While you are within 5ft of a friendly creature that is not Unconscious, you have a +2 bonus on your Weapon Attacks.
Copper You have Advantage on Charisma (Performance) and Charisma (Deception) Checks.
Gold You automatically detect all evil aligned creatures within 30ft of you, and have Advantage on Attack Rolls against evil aligned creatures within 30ft of you.
Green You have Advantage on Charisma (Persuasion) and Charisma (Deception) Checks.
Iron You have Advantage on Attack Rolls against creatures that have failed on a Charisma Saving Throw you forced it to make in the last hour.
Red You have Advantage on Intelligence (Investigation) and Intelligence (Nature) Checks.
Silver Attacks made against other creatures of your choice within 5ft of you that are not Unconscious have Disadvantage.
White You gain a Climbing Speed of 30ft and can move across and climb icy surfaces without needing to make an Ability Check. Additionally, Difficult Terrain composed of ice or snow does not affect you.



Dragon Skin

10th Level Dracolyte Feature
Large patches of your body start to grow over with scales matching the color of your Dragon Spirit. You gain Resistance to the Damage Type of your Dragon Spirit.
Additionally, as an Action you can force the scales to harden, granting you Immunity to the Damage type of your Dragon Spirit for 1 minute. You can’t use this feature again until you finish a Long Rest.

Dragon Skin
Dragon Damage Type
Black Acid
Blue Lightning
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Iron Thunder
Red Fire
Silver Cold
White Cold



Major Bloodline Trait

13th Level Dracolyte Feature
You have learned to harness the full potential of your Dragon Spirit, you gain a major trait of your Dragon Spirit from the table below.

Minor Bloodline Trait
Dragon Trait
Black When you are hit with a Melee Attack, the Attacker takes 1d4 Acid Damage.
Blue When you are hit with a Melee Attack, the Attacker takes 1d4 Lightning Damage.
Bronze You cannot be moved against your will.
Copper You have Advantage on Saving Throws against effects that would Charm or Frighten you, or otherwise dominate your will you.
Gold You have Advantage on Saving Throws imposed by Dragons.
Green When you are hit with a Melee Attack, the Attacker takes 1d4 Poison Damage.
Iron You have Advantage on Saving Throws against effects that would Deafen, Incapacitate, or Slow, you.
Red When you are hit with a Melee Attack, the Attacker takes 1d4 Red Damage.
Silver You have Advantage on Saving Throws against Spells that would Blind, Stun, or Paralyze, you.
White When you are hit with a Melee Attack, the Attacker takes 1d4 Cold Damage.



Dragon Wings

14th Level Dracolyte Feature
You sprout a pair of dragon wings from your back, gaining a Flying Speed equal to your Walking Speed. These wings resemble that of your Dragon Spirit.

Draconic Strike

17th Level Dracolyte Feature
Whenever you deal Damage to a creature of the Damage Type from your Dragon Spirit, you deal additional Damage of the same type equal to your Charisma Modifier.

Instincts of the Wyrm

18th Level Dracolyte Feature
Whenever a hostile creature moves to a space within 5ft of you, you can use your Reaction to make a single Weapon Attack against that creature, or move up to half your Speed away from it. This movement does not provoke Opportunity Attacks.

Draconic Ascension

20th Level Dracolyte Feature
You have mastered your dragon spirit, allowing you to transform fully into a dragon.
You suffer none of the frailty of old age, and you can't be aged magically.
Additionally as an Action, you can now shapeshift into an Adult version of your Dragon Spirit. You can’t use this Action again until you finish a Long Rest. You can stay in this Dragon Form for a number of hours equal to half your Dracolyte Level, you can revert back to your normal form early as a Free Action. You automatically revert back to your normal form if your Dragon Form drops to 0 Hit Points or you fall Unconscious. While you are in your Dragon Form, the following rules apply:

  • Your game statistics are replaced by the statistics of the Dragon, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma Scores. You also retain all of your Skill and Saving Throw Proficiencies, in addition, you gain the Dragon's Skill and Saving Throw Proficiencies if it has any that you do not already have. You use whichever Proficiency Bonus is higher these Proficiencies.
  • When you transform, you use the Dragon’s Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess Damage carries over to your normal form.
  • You retain the benefit of any features from your class, race, or other source and can use them if your new form is physically capable of doing so.
  • You choose whether your equipment falls to the ground in your space, merges into your Dragon Form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with you has no effect until you revert back to your normal form.