This blessing is granted by Almira herself and resembles a mark on the blessed one's back that means follower. This mark allows Almira to channel her draconic essence through you, bolstering you and strengthening your connection with your drake and dragons in general, setting you constitution to 20. You may also channel aspects of your drake within you, allowing you to change the damage type to reflect the summoned drake. This mark can not be removed or suppressed in anyway.
Draconic Marking - The energy of her divinity travels within you. When you deal damage to a creature you may choose to mark them - causing a glowing draconic mark prey to form on the target's back. This mark can be seen through cover, obscurities (such as fog, water, invisibility, etc) and planes up to a range of one mile and grants you advantage on attack rolls against the marked creature. If the target is more than one mile from you they lose the mark. Your damage to this creature ignores resistances and treats immunity as resistance. If they are not resistant to your damage type they instead become vulnerable as Almira's strength overpowers the weak. Additionally, the marked creature takes an extra 5d10 damage of the type and each hostile creature to you within 50ft of the target must make a dexterity saving throw (DC25) or it take half the damage of your attack and none on a success as it synergises with the mark, causing an explosion of chromatic energy. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Draconic Alteration - Almira gifts you her senses, altering you. You gain blindsight to a range of 60ft, can't be surprised even when unconscious and you gain advantage on initiative if you don't already have it. This alertness grants you +10 to initiative. Your creature type also changes to Dragon and dragon's that interact with you regard you as one of their own (DM's choice on what happens).
Exuding Presence - As a bonus action on your turn you can cause the mark glows and flares for one minute, creating an intimidating aura that washes over each creature of your choice within 60ft that you can see or sense. Each creature you choose must make a wisdom save (DC25) or be frightened of you for one minute. The target can make the save again at the end of their turns, removing the effect on a success. The target can only not be affected the frightened condition should they pass the save as Almira's presence can not be ignored by even the strongest of wits.
Notes: Set: Constitution Score, person who's earned Almira's respect and gratitude
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