Multiattack. The major can make up to 5 actions per turn: 2 weapon attacks (Crossbow, Longsword, Spear, Javelin), 1 Divine Ability (Dragon's Call, Divine Sense, Lay on Hands, Cleansing Touch), 1 spell (1st-5th Level Spellcasting), and it's breath weapon.
Crossbow. Ranged Weapon Attack: +16 to hit, reach 400 ft., one creature. Hit: 17 (1d10 +12) piercing damage.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) radiant damage. When the major attacks a creature with this magic weapon and rolls a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. The major also gain 10 temporary hit points.
Spear. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 10 (1d8 + 6) piercing damage plus 4 (1d8) radiant damage.
Javelin. Melee Weapon Attack: +12 to hit, reach 30 ft., one creature. Hit: 9 (1d6 + 6) plus 4 (1d8) radiant damage.
Dragon's Call (1/per day). As an action, the major presents its holy symbol and speak a prayer calling for dragonic allies to aid it in a task. Each evil dragonic creature (For the purpose of this ability, "dragonic" refers to any creature with the dragon type, including dragon turtles and wyverns.) that is within 3 miles (15840 ft.) comes to its location.
Any dragonic creature that comes to it because of this ability will fight alongside it and its allies. The creature will not follow commands from the summoner, doing whatever it deems necessary to complete the task that was prayed for or that would protect the caller of this spell or itself unless Tiamat demands otherwise. After 1 hour or till the task is complete, the dragonic creature will return to where it came from unless Tiamat demands otherwise.
Divine Sense. The major can use an action to detect good and evil. Until the end of the major's next turn, it can sense anything affected by the hallow spell and/or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.
Lay on Hands. The major has a pool of healing power that can restore 100 HP. As an action, the major can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. The major pool resets at dawn each day.
Cleansing Touch (5/per day). The major can use an action to end one spell on itself or on one willing creature that it touches.
1st Level Spellcasting (4/per day). The major's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks, +5 damage). It can cast the chosen spells, requiring no material components. The following spells are what the major is capable of casting: Absorb Elements, Bless, Command, Cure Wounds, Divine Favor, Heroism, Shield of Faith
2nd Level Spellcasting (3/per day). The major's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks, +5 damage). It can cast the chosen spells, requiring no material components. The following spells are what the major is capable of casting: Aganazzar's Scorcher, Aid, Branding Smite, Lesser Restoration, Magic Weapon, Scorching Ray, Zone of Truth
3rd Level Spellcasting (3/per day). The major's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks, +5 damage). It can cast the chosen spells, requiring no material components. The following spells are what the major is capable of casting: Dispel Magic, Fireball, Lightning Bolt, Magic Circle, Sleet Storm
4th Level Spellcasting (3/per day). The major's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks, +5 damage). It can cast the chosen spells, requiring no material components. The following spells are what the major is capable of casting: Death Ward, Greater Invisibility, Ice Storm, Polymorph
5th Level Spellcasting (2/per day). The major's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks, +5 damage). It can cast the chosen spells, requiring no material components. The following spells are what the major is capable of casting: Dispel Evil and Good, Dominate Person, Flame Strike, Raise Dead
Poison Breath (1/per day). Ranged Attack: reach 15 ft. cone. Hit: 17 (5d6) poison damage. Target must make a DC 19 Constitution saving throw. One a success the target takes half damage from this attack.
Divine Smite. When the major hits with a melee weapon attack, it can expend one use of it's spellcasting abilities to deal 2d8 extra radiant damage to the target plus extra damage if the major decides to use a spell level higher than 1st (2nd=1d8, 3rd=2d8, 4th=3d8, 5th=4d8) and plus 1d8 against undead or fiends.
Dragon's Power. As an bonus action, the major can imbue themselves with the power of a dragon. For 1 minute, your attack becomes 30, you gain a fly speed of 60, and you can resistance to one of the following types of damage: cold, fire, poison, lightning, or acid. You also add your Charisma modifier and Strength modifier to attack rolls you make (with a minimum bonus of +1). If the attack is not already magical, it becomes magical for the duration.
You can end this effect on your turn as a bonus action. If you fall unconscious, this effect ends.
Dragon's Wrath (1/per day). In battle, the major fights with primal, draconic ferocity. On its turn, it can enter a draconic rage as a bonus action.
While raging, its gain the following benefits:
- The major have advantage on Strength checks and Strength saving throws.
- When the major make a melee weapon attack using Strength, it gain a bonus to the damage roll that is equal to double to its Strength modifier.
- It has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
The major's rage lasts for 1 hour. It ends early if the magor is knocked unconscious or if it's turn ends and it hasn't attacked a hostile creature since it last turn or taken damage since then. It can also end your rage on its turn as a bonus action.
Opportunity Attack. The major can make an opportunity attack when a hostile creature that it can see moves out of it's reach. To make the opportunity attack, it uses it's reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves it's reach.
Description
The highest rank a normal Dragonborn solider can go in the ranks, a Dragonborn major of the Cult of the Dragon are the strongest in the rank beside the sages. These Dragonborn have been blessed by Tiamat for their work and devotion, giving them powers beyond what they would imagine. The only ones who command this rank is the Head Priest and the Dragon Knights. All other members of the Cult of the Dragon follow their orders.
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