Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 15 Dexterity saving throw, taking 11 (2d10) lightning damage + 2 (1d4) fire damage and be stunned until the end of its next turn on a failure, or half as much damage and no other effects on a success.
Aura of Command. The draconian radiates a commanding presence in a 20-foot radius sphere centered on itself. A draconian in the aura that can see and hear the aurak can't be charmed and has advantage on saving throws against being frightened.
Innate Spellcasting. The draconian can cast the following spells requiring no material components and using Charisma as its spellcasting ability (spell save DC 13):
At Will: mage hand, firebolt, invisibility
1/day each: dimension door, disguise self, sending
1/day: dominate person, fireball
Spellcasting. The draconian can also cast the following spells while needing all components. Its spellcasting ability is Charisma (spell save DC 13, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): create bonfire, true strike, control flames, blade ward
1st level (4 slots): burning hands, chromatic orb, feather fall
2nd level (3 slots): scorching ray, suggestion
3rd level (2 slots): counterspell, lightning bolt
4th level (1 slot): wall of fire
Font of Metamagic. The draconian has 3 sorcery points that it regains after finishing a long rest. The draconian can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
|
SPELL SLOT LEVEL |
SORCERY POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
|
5th |
7 |
As a bonus action on the draconian's turn, it can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
The draconian can also use its sorcery points to activate one of the following Metamagic options:
Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Multiattack. The draconian makes three attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage.
Noxious Breath (Recharge 5-6). The draconian exhales a 15-foot cone of heated noxious gas. Each creature in that area must make a DC 14 Constitution saving throw, taking 17 (5d6) poison damage + 6 (1d12) fire damage and gain 1 level of exhaustion on a failure, or half as much damage, no other effects, and be immune to the Noxious Breath of all other draconians for 18 hours.
Description
After the War of the Lance, many draconians were freed from the Dragon Queen's will, allowing them to form their own communities and live how they please. Their lost connection to the Dragon Queen caused their Death Throes to dramatically weaken, allowing them to live easy and fight in large groups without possibly hurting one another. However, their love and reverence toward dragons barely wavered in the slightest, and they still worship draconic gods.
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