Base Class: Fighter
Chromatic Dragoons enhance they're martial prowess with the power of dragons by using draconic runes. An ancient practice originally taught to Dragonborn. Originally only those taught directly from dragons could use these runes, but they're has been so much research put into this over the years more and more people have started self teaching them this special rune crafting.
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Draconic.
Dragon Rune Enscriber
3rd-level Chromatic Dragoon feature
You can use draconic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Runes Known
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your strength modifier.
Green Dragon Rune. This rune emulates the Green Dragons cunning and treacherous nature. While Wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (sleight of hand) skill checks and charisma (Deception) checks
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Red Dragon Rune. This rune’s magic channels the rage and charisma of a red dragon. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (intimidation) and (persuasion)skill checks.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
White dragon Rune. This rune’s magic invokes feral and animalistic side of White dragons . While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Survival) and ([Tooltip Not Found]) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Blue Dragon Rune. This rune’s magic channels the vain and territorial nature of blue dragon. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest
Black Dragon Rune (7th Level or Higher). This rune's magic channels black dragons Vile nature. While wearing or carrying an object inscribed with this rune you can breath air and water and have advantage on saving throws against being frightened.
In addition, you can invoke the rune as a bonus action to enter a menacing state for 1 minute or until you’re incapacitated. Until the state ends, when a hostile creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, once per round you can use your reaction to cause the roll to have disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Chromatic Master Rune (10th Level or Higher). This rune's magic channels the elemental and physical prowess of chromatic dragons. While wearing or carrying an object inscribed with this rune, you have advantage on strength ([Tooltip Not Found]) checks and dexterity ([Tooltip Not Found]) checks.
In addition, you can invoke the rune as a bonus action, gaining advantage on saving throws against being poisoned and have resistance to acid, fire, cold, lightning and poison, bludgeoning, piercing, and slashing damage for 1 minutes. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Black Dragon Rune
This rune's magic channels black dragons Vile nature. While wearing or carrying an object inscribed with this rune you can breath air and water and have advantage on saving throws against being [Tooltip Not Found].
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, once per round you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Blue Dragon Rune
This rune’s magic channels the vain and territorial nature of blue dragon. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest
Chromatic Master Rune
This rune's magic channels the elemental and physical prowess of chromatic dragons. While wearing or carrying an object inscribed with this rune, you have advantage on strength ([Tooltip Not Found]) checks and dexterity ([Tooltip Not Found]) checks.
In addition, you can invoke the rune as a bonus action, gaining advantage on saving throws against being poisoned and have resistance to acid, fire, cold, lightning and poison, bludgeoning, piercing, and slashing damage for 1 minutes. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Green Dragon Rune
This rune emulates the Green Dragons cunning and treacherous nature. While Wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (sleight of hand) skill checks and charisma (Deception) checks
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Red Dragon Rune
This rune’s magic channels the rage and charisma of a red dragon. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (intimidation) and (persuasion)skill checks.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
White Dragon Rune
This rune’s magic invokes feral and animalistic side of White dragons . While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Survival) and ([Tooltip Not Found]) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Dragons Breath
3rd-level Chromatic Dragoon feature
You can channel destructive waves of energy, like those created by the dragons. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). You can only use element for those runes you have on you at the time. Creatures make a dexterity saving throw against 10 + proficiency bonus + strength bonus. Taking 1d10 damage of the type associated with runes enscribed. On a successful save, it takes half as much damage.
This damage increases by 1d10 when you reach 9th level (2d10), 12th level (3d10), 16th level (4d10), and 20th level (5d10)You can use breath weapon a number of times equal to your Proficiency Bonus
Dragons step
7th-level Chromatic Dragoon feature
You learn to invoke your draconic runes to grow spectral dragon wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dragon Aspects
10th-level Chromatic Dragoon feature
The magic of your dragon runes permanently alters you. You gain small aspects of a dragon. Either as growing draconic like claws,, growing a tail, gaining some dragon scales, or growing dragon horns.
Master of Runes
15th-level Rune Knight feature
You can invoke each dragon rune feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Draconic Form
18th-level Chromatic Dragoon feature
As a Bonus action you can become a half dragon like creature. Skin is covered in dragon scales. If smaller than large size become large size. Grow wings gaining flight speed equal of 45 ft. Gain a natural ac of 10 + strength modifier + proficiency bonus.
Previous Versions
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11/15/2022 3:09:21 PM
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