Seraphina sought to bridge the gap between humans and dragons, representing the unity of two worlds. When worn, it would bind the wearer's heart to that of a dragon, forging a connection akin to marriage or betrothal—a union of minds and souls across time space, and species boundaries.
Abilities
Dragonspeak: You gain the ability to speak draconic.
Draconic Insight: The wearer gains proficiency in Arcana and History and a +2 bonus to Nature skill, reflecting the knowledge imparted by the dragon's ancient wisdom.
Dragonkin Telepathy: You create a telepathic link between yourself and a willing Dragon with which you are familiar. can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. simultaneously communicate telepathically with up to 3 non-Draconic creatures you can see within 30 feet of you. this communication is instantaneous and doesn't require an action.
Draconic Affinity: The wearer gains a measure of protection from harsh environmental elements(Immunity from 1 element of the DM's choice, Resistant to 1 elemental type of the DM's choice)
Spells
Elemental Exchange:
(Cost 2 charges /Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of) You tear your foes in a 60ft radius apart with elemental power and absorb the released energy to heal your own wounds. As part of this spell choose either acid, cold, fire, lightning, poison, or thunder damage. On a hit, each target takes 3d8 damage of your chosen type, and you regain hit points equal to the amount of damage dealt.
Draconic Rush:
(Cost 1 charge / Casting Time: 1 action) As draconic fury fills you, target a creature within 30 feet. You grow spectral wings that propel you into the air in a line toward that creature. While traveling in this line, you are considered flying and you elevate above any creatures that would block your path. Additionally, opportunity attacks made against you as you move in this line are made with disadvantage. When you reach the targeted creature, you slam into it with devastating force and the creature makes a Dexterity saving throw, taking 2d8 fire damage and 2d8 force damage on a failed save, and half as much damage on a successful one. Additionally, on a failure, the targeted creature must make a Strength saving throw to avoid being knocked prone. If the target is flying or hovering, it can't be knocked prone.
If you are aloft after this action is completed, you can descend to the ground at a rate of 60 feet per round, land on your feet, and take no falling damage, action does not count as movement
Summon Drake:
(Cost 6 charges / Casting Time: 1 action)
Duration 1 Hour
You call forth a Drake which appears within 10ft in an unoccupied space within range. the creature slams into the ground dealing 2d6 Force dmg to creatures The DM has the creature's statistics. The Drake is friendly to you and your companions for the duration. Roll initiative for the wyvern, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If the casters' hitpoints are reduced to zero the Drake will stabilize the caster on its turn, when the duration ends the Drake departs.
Notes: Proficiency: Arcana, Proficiency: History, Language: Draconic, Bonus: Wisdom Score, Bonus: Nature, Magic Item Name - Band of the Intended, Requires Attunement - true, Attunement Description - by a druid, sorcerer, warlock, wizard, fighter, barbarian, rogue, ranger, cleric, monk, bard
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