Ring of Fire Resistance. You have resistance to Fire damage while wearing this garnet ring.
Ring of Evasion. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring. you can take a reaction to expend 1 charge to succeed in that save instead.
Spellcasting. You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.
Cantrips. You know two cantrips of your choice from the Druid spell list.
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list.
The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
Spellcasting. Captain Drachen Fadigon is a 14-level spellcaster. Its spellcasting ability is 11 (spell save DC 18, +10 to hit with spell attacks, +5 Modifier). Captain Drachen Fadigon has following Durid spells prepared:
Cantrips (at will): Poison Spray, Produce Flame, Ray of Frost, Resistance, Thunderclap.
1st level (4 slots): Earth Trmor, Find Familiar, Fog Cloud, Speak with Animals, Thunderwave.
2nd level (3 slots): Darkvision, Earth Tremor, Find Familiar, Flame Blade, Fog Cloud, Heat Metal, Hold Person, Levitate, Speak with Animals, Thunderwave
3rd level (3 slots): Call Lightning, Counterspell, Dispel Magic, Earth Tremor, Find Familiar, Flame Arrows, Flame Blade, Fog Cloud, Heat Metal, Hold Person, Sleet Strom, Speak with Animals, Thunderwave.
4th level (3 slots): Blight, Call Lightning, Charm Monster, Counterspell, Dispel Magic, Earth Tremor, Find Familiar, Flame Arrows, Flame Blade, Fog Cloud, Heat Metal, Hold Person, Ice Storm, Speak with Animals, Stoneskin, Thunderwave.
5th level (1 slots): Antilife Shell, Blight, Call Lightning, Charm Monster, Cone of Cold, Counterspell, Dispel Magic, Earth Tremor, Find Familiar, Flame Arrows, Flame Blade, Fog Cloud, Heat Metal, Hold Person, Ice Storm, Planer Binding, Sleet Strom, Speak with Animals, Thunderwave.
6th level (1 slots): Antilife Shell, Blight, Call Lightning, Charm Monster, Cone of Cold, Counterspell, Dispel Magic, Earth Tremor, Find Familiar, Flame Arrows, Flame Blade, Fog Cloud, Heat Metal, Hold Person, Ice Storm, Planer Binding, Sleet Strom, Speak with Animals, Sunbeam, Thunderwave.
7th level (1 slots): Antilife Shell, Blight, Call Lightning, Charm Monster, Cone of Cold, Counterspell, Dispel Magic, Earth Tremor, Find Familiar, Flame Arrows, Flame Blade, Fog Cloud, Heat Metal, Hold Person, Ice Storm, Planer Binding, Reverse Gravity, Sleet Strom, Speak with Animals, Thunderwave.
Druidic. You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
Leave Druidic Message.
Speak with Animals.
Primal Order. You have dedicated yourself to one of the following sacred roles of your choice.
Warden. Trained for battle, you gain proficiency with Martial weapons and training with medium armor.
Wild Shape. The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
- Level 2: You know 4 four Beast Forms with a Max CR of 1/4 that lack a Fly Speed.
- Level 4: You know 6 four Beast Forms with a max CR of 1/2 that lack a Fly Speed.
- Level 8: You know 8 four Beast Forms with a max CR of 1 and can adopt a form that has a Fly Speed.
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
Wild Companion. You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
Circle of the Land Spells. Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Ray of Frost (Cantrip).
Fog Cloud (1st).
Hold Person (2nd).
Sleet Strom (3rd).
Ice Strom (4th).
Cone of Cold (5th).
Land’s Aid. As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
Wild Resurgence. Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.
Natural Recovery. You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.
In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.
Elemental Fury. The might of the elements flows through you. You gain one of the following options of your choice.
Nature’s Ward. You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.
Polar. You have Resistance to Cold damage.
Nature’s Sanctuary. As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.
As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Savage Attacker. Oncer per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Air Genasi Trait.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Mingle with the Wind. You can cast levitate (without material Components) once per Long rest. CON is your spellcasting ability.
Mutiattack. Captain Drachen Fadigon can make three melee attacks.
Durid Slayer. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1d12+1 slashing damage.
Deals extra 3d8+40 (Slashing Damage) to any Non-humanoids, and, or any Duric, or Duric multiclass.
Sets anything hit on fire (1d8 fire damage per round, for 3 rounds)
Sets any creature poisoned (1d8 poison damage per round, for 3 rounds).
Sorcerer Slayer. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1d8+1 Piercing damage.
Extra 3d8 +40 (Piercing Damage) to any Sorcerer
Has six Charges: Four charges of level four counterspell, and two extra level 4 spells of your choice. (Sorcerer spell list)
At the end of a long rest, roll a 1d6, the resulting number is how many charges the rapier gets back.
Poison Spray. Spell attack: +10 to hit, Range/Area 30 Ft., 1 target. Hit. 3d12+5 Poison Damage.
Ray of Frost. Spell attack: +10 to hit, Range/Area 60 Ft., 1 target. Hit. 3d8+5 Cold Damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 2 Bludgeoning damage.
Land’s Aid: Damage. As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC 18, taking 4d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
Nature’s Sanctuary. As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.
Two-Weapon Fighting. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Spells.
Produce Flame (Cantrip).
Flame Blade (2nd).
Wild Shape. The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
- Level 2: You know 4 four Beast Forms with a Max CR of 1/4 that lack a Fly Speed.
- Level 4: You know 6 four Beast Forms with a max CR of 1/2 that lack a Fly Speed.
- Level 8: You know 8 four Beast Forms with a max CR of 1 and can adopt a form that has a Fly Speed.
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
Opportunity Attack. When a creature leaves your combat range, you can make one attack on that creature.
Spells. Counterspell (3rd).
Description
Captain Drachen Fadigon, a Level 14 Druid and Air Genasi, stands as a powerful and enigmatic figure within the ranks of Fay Works. His tall and imposing presence is accentuated by the ethereal, swirling patterns of air that constantly surround him, a testament to his mastery of the elemental forces. His skin bears a faint blue hue, and his eyes gleam with an otherworldly light, reflecting his deep connection to the skies.
Dressed in flowing robes that ripple like the wind, Fadigon's attire is adorned with intricate patterns that mimic the currents of air. His silver hair flows freely, caught in an invisible breeze that seems to follow him wherever he goes. A calm but fierce demeanor belies the storm within, making him a commander to be both respected and feared.
As the commander of a formidable fleet of Skyships, Fadigon wields the power of the skies to devastating effect. These magically powered ships, known as the Weapons of the Air, are capable of annihilating even the most fearsome dragons. His personal flagship, the F.W.S Creature Killer, is a symbol of his ruthless efficiency and tactical brilliance.
Fadigon's name is synonymous with destruction and terror, his reputation forged through countless battles and the devastation of entire cities. One of his most notorious acts was the bombing of Susquine, where he led 30 Skyships in a merciless assault that left the city in ruins. The attack claimed the lives of countless innocents, including King Mayther, who had supported several nations with funds and soldiers during the first global war.
To this day, the ruins of Susquine stand as a grim reminder of Fadigon's wrath and the might of his Skyships. His brutal tactics and unwavering dedication to Fay Works have made him a formidable enemy, and his name is spoken with a mixture of fear and reverence by those who know of his deeds.
Captain Drachen Fadigon is a force of nature, commanding the very air itself to bring about his foes' destruction. His presence on the battlefield signals an inevitable and crushing defeat for anyone who dares to stand in his way.
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