You have repeatedly consumed a chemically imbalanced potion of Dragons Majesty as a result your body has begun to transform into that of a dragon. You have condensed your first drop of dragons blood. Over time your body will generate more Dragons Blood up to a current maximum of 3 drops. Due to the nature of the potion you recklessly consumed to cause this effect the type of dragon you are turning into is random and so are the effects of using this blood. After a long rest you will have condensed the maximum amount of dragons blood drops. Drinking more of the potion will cause you to continue to change and once the transformation wears off you will have condensed the maximum amount of dragons blood drops.
Blood Drops
This is the amount of Dragons Blood you have currently condensed. All abilities granted by Dragons Blood will use this pool. After a long rest you will have condensed the maximum amount of dragons blood drops.
Blood Burst
Due to the randomness of the potion you recklessly consumed to gain this ability and your inexperience in using it the most you can do with it is to explode one of the condensed drops gaining an ability from it for a short time. You can use this ability a number of times equal to the number of dragon blood drops you have condensed.
1 Black Dragon Ability: For the next one minute you are resistant to acid damage and your melee attacks deal an extra 1d6 acid damage.
2 Blue Dragon Ability: For the next one minute you are resistant to lightning damage and your melee attacks deal an extra 1d6 lightning damage.
3 Brass Dragon Ability: For the next one minute any scales on your body become brass and your AC increases by +2 you also have advantage on saving throws related to maintaining consciousness.
4 Bronze Dragon Ability: For the next one minute any scales on your body become bronze and your AC increases by +2 you also have advantage on saving throws against being pushed away.
5 Copper Dragon Ability: For the next one minute any scales on your body become copper and your AC increases by +2 you also have advantage on saving throws against being slowed.
6 Dracolich Ability: You exude a frightful presence all creatures within 50 feet of you and are aware of you must succeed a DC 18 Wisdom saving throw or become frightened 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 success. For the next one minute you have advantage on saving throws against spells and other magical effects
7 Green Dragon Ability: For the next one minute you are resistant to poison damage and your melee attacks deal an extra 1d6 poison damage.
8 Gold Dragon Ability: For the next one minute any scales on your body become gold and your AC increases by +2 you must roll one hit die to regain hit points instantly. If you have no hit die remaining you gain +1 hit points.
9 Red Dragon Ability: For the next one minute you are resistant to fire damage and your melee attacks deal an extra 1d6 fire damage.
10 Shadow Dragon Ability: For the next one minute you are resistant to necrotic damage and your melee attacks deal an extra 1d6 necrotic damage.
11 Silver Dragon Ability: For the next one minute any scales on your body become silver and your AC increases by +2 you also have advantage on saving throws against being paralyzed.
12 White Dragon Ability: For the next one minute you are resistant to cold damage and your melee attacks deal an extra 1d6 cold damage.
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