Dragon Blood Level 4 Image
Prerequisite: Dragon Scales Level 3
 

You have continued to consume a chemically imbalanced potion of Dragons Majesty as a result you have begun to condense more drops of dragons blood. Over time your body will generate more Dragons Blood up to a current maximum of 15 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 you can use it to explode one of the condensed drops gaining an ability from it for a short time. Upon activating this ability roll 1d12 to decide the type of dragons blood you gain an effect from. 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 immune to acid damage and your melee attacks deal an extra 4d6 acid damage.

2 Blue Dragon Ability: For the next one minute you are immune to lightning damage and your melee attacks deal an extra 4d6 lightning damage.

3 Brass Dragon Ability: For the next one minute any scales on your body become brass and your AC increases by +3 you also have advantage on saving throws related to maintaining consciousness. The scales on your back break open and you grow brass wings gaining a flying speed equal to your walking speed for one minute.

4 Bronze Dragon Ability: For the next one minute any scales on your body become bronze and your AC increases by +3 you also have advantage on saving throws against being pushed away. The scales on your back break open and you grow bronze wings gaining a flying speed equal to your walking speed for one minute.

5 Copper Dragon Ability: For the next one minute any scales on your body become copper and your AC increases by +3 you also have advantage on saving throws against being slowed. The scales on your back break open and you grow copper wings gaining a flying speed equal to your walking speed for one minute.

6 Dracolich Ability: You exude a frightful presence all creatures within 50 feet of you and are aware of you must succeed a DC 20 Wisdom saving throw or become frightened for one 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 immune to poison damage and your melee attacks deal an extra 4d6 poison damage.

8 Gold Dragon Ability: For the next one minute any scales on your body become gold and your AC increases by +3 you must roll four hit die to regain hit points instantly. If you have no hit die remaining you gain +1 hit points. If you have lost a limb you can choose to take 25 necrotic damage to regrow that limb. This damage cannot be reduced in any way.

9 Red Dragon Ability: For the next one minute you are immune to fire damage and your melee attacks deal an extra 4d6 fire damage.

10 Shadow Dragon Ability: For the next one minute you are immune to necrotic damage and your melee attacks deal an extra 4d6 necrotic damage.

11 Silver Dragon Ability: For the next one minute any scales on your body become silver and your AC increases by +3 you also have advantage on saving throws against being paralyzed. The scales on your back break open and you grow silver wings gaining a flying speed equal to your walking speed for one minute.

12 White Dragon Ability: For the next one minute you are immune to cold damage and your melee attacks deal an extra 4d6 cold damage. 

Draconic Eyes

You are now more proficient in using your Dragon Blood. You have the ability to forcefully circulate your Dragons Blood and drawing it to your eyes and turning them into dragons eyes. This will give you advantage on the next perception check you make using sight as well as blindsight out to 30 feet for one minute. This ability consumes two drops of Dragon Blood.

Drake Breath

You are now far more adept at wielding your Dragon Blood. By forcefully circulating your Dragon Blood and drawing it into your lungs you can expend 5 drops of Dragons Blood to create a breath attack. Upon activating this ability roll 1d12 to decide the type of dragons blood you gain an effect from. 

1 Black Dragon Breath: You exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 5d10 acid damage on a failed save, or half as much damage on a successful one.

2 Blue Dragon Breath: You exhale lightning in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much damage on a successful one.

3 Brass Dragon Breath: You exhale sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 1 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

4 Bronze Dragon Breath: You exhale repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw. On a failed save, the creature is pushed 25 feet away from you.

5 Copper Dragon Breath: You exhale gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

6 Dracolich Breath: You exhale lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one.

7 Green Dragon Breath: You exhale poisonous gas in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 5d10 poison damage on a failed save, or half as much damage on a successful one.

8 Gold Dragon Breath: You exhale gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

9 Red Dragon Breath: You exhale fire in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 5d10 fire damage on a failed save, or half as much damage on a successful one.

10 Shadow Dragon Breath: You exhale shadowy fire in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.

11 Silver Dragon Breath: You exhale paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed 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.

12 White Dragon Breath: You exhale an icy blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 5d10 cold damage on a failed save, or half as much damage on a successful one.

Dragon Heart

You have achieved a superior level of control over your Dragon Blood and learned of the innate magic of dragons. By forcefully circulating your Dragon Blood and drawing it into your heart you can use a number of Dragon Blood Drops as few as one up to five to recover an expended spell slot equal to the number of Blood Drops you used.

Dragon Blood Level 4 Image

Comments

Posts Quoted:
Reply
Clear All Quotes