As a Dragon King, you embody the regal power, cunning, and ruthlessness needed to lead your people in the volatile world of fiefdoms and rivalries. Your very presence is enough to command armies, sway nobles, and inspire both fear and loyalty among your subjects. You wield a mighty influence over the politics of your kingdom, holding court with the wisdom and cunning of a true dragon ruler.
### Dragon King Abilities
This feat allows you to guide your kingdom’s political landscape and shape its destiny through strategic decisions and alliances. Once per long rest, you may roll a d8 to determine the outcome of a major political move, council decision, or royal command. The results are as follows:
#### **Royal Command of the Dragon King (d8 Roll)**
1. **A New Law of the Realm:**
You establish a new decree that impacts the laws of the land. Choose one area of focus (e.g., military, trade, magic, or justice). For the next month, your kingdom enjoys a +2 bonus on skill checks or saving throws related to that focus (e.g., Investigation for justice, Intimidation for military). This strengthens loyalty and morale, showing the people your decisive rule.
2. **Summoning of the High Council:**
You convene your closest advisors, generals, and powerful figures in your court. Through their counsel, you gain insight into hidden agendas and the power dynamics of your allies and rivals. You have advantage on Charisma (Persuasion) or (Insight) checks in interactions with any council members or their factions for the next week.
3. **The Dragon’s Edict:**
You issue a proclamation that bolsters morale and discipline among your army and subjects. All allied troops and citizens gain a +1 bonus to attack rolls and Wisdom saving throws for the next 7 days. The edict also intimidates your enemies, imposing disadvantage on Intimidation and Insight checks they make against your people during this time.
4. **A Diplomatic Pact:**
You secure an alliance with a neighboring kingdom or powerful faction. This ally provides resources, troops, or magical artifacts for the next month. While this alliance lasts, you can call upon their assistance for major battles or gain a one-time use of an enchanted relic that grants advantage on any single combat or social roll you make.
5. **The Festival of Dragons:**
You declare a grand festival in honor of your rule, celebrating the might of dragons and the kingdom’s unity. During the festival (which lasts 24 hours), all citizens and allies gain advantage on saving throws against fear and charm effects. In addition, your kingdom’s troops are inspired, allowing any critical hit rolled by them to be treated as if it were two levels higher.
6. **King’s Fury:**
In response to a threat or betrayal, you issue a decree of vengeance, rallying your forces with fearsome vigor. Your troops deal an additional 1d4 fire or lightning damage on attacks for the next 7 days, symbolizing the wrath of their Dragon King. Enemies who hear of this proclamation must succeed on a Wisdom saving throw (DC 15) or suffer disadvantage on any attack roll made against your forces for the first round of combat.
7. **The Dragon’s Bounty:**
Through sheer force of will and charisma, you command your subjects to bring forth resources from across the realm, whether gold, food, or artifacts. This bounty grants your kingdom temporary wealth, providing a +2 bonus on Charisma-based checks when negotiating with merchants, other kingdoms, or to secure high-value resources for the next month.
8. **The Iron Throne’s Influence:**
Your power is unshakable, your authority absolute. You assert control over all factions within your kingdom, intimidating rivals and reinforcing loyalty. All allies and subjects are immune to being frightened, charmed, or deceived by external influences for the next 30 days, and they view any actions against you as betrayal. You gain advantage on Charisma (Intimidation) checks when dealing with internal conflicts, rooting out traitors and rallying others to your cause.
### Additional Abilities
- **Majesty of the Dragon King:**
You add 1d8 to any Charisma (Persuasion) or (Intimidation) checks made to influence subjects or rivals within your realm. If you are addressing a council, commanding generals, or speaking with a ruler, you may roll 2d8 and choose the higher result. This bonus can be used once per short rest.
- **The Dragon’s Aura:**
Your presence inspires loyalty and fear in equal measure. Fey, mortals, and even some dragons instinctively recognize your status and think twice before challenging you. When interacting with those of draconic heritage, beasts, or fey-aligned creatures, you have advantage on Insight checks to detect their intentions or loyalty.
With this feat, you assume the mantle of the Dragon King, wielding both power and influence as your kingdom bends to your will. Those who defy you learn swiftly the might of the dragon’s wrath, and those who serve you rise with the strength of your rule.
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