| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Ancient Blood. This form lasts until you end it as a Bonus Action, or die. Your game statistics are replaced by the stat block, but you keep your Hit Points, Hit Point Dice, Ability Scores, Languages, Proficiencies, Species and Class features, and the effects of your Boons and Flaws. Your Strength Score becomes 20 if it is not already higher. Your base AC equals 14 + your Transformation modifier (Max 6). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. The attacks you gain from this stat block count as Unarmed Strikes, and gain a +3 bonus to their Attack and Damage rolls (included in the stat block); this bonus does not stack with items that increase Attack or Damage rolls for Unarmed Strikes, such as the Wraps of Unarmed Power. Upon transforming, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.
Improved Breath Weapon. If you have Dragon's Breath, while in this form the amount of damage dice rolled for your breath weapon is now equal to twice your Proficiency bonus, the damage dice become d12 if not already, and the area increases to a 60-foot Cone or a 90-foot Line that is 5 feet wide (choose the shape each time). Additionally, after the initial uses, at the start of your turn roll 1d6, on a roll of 6 you recharge this breath weapon.
Improved Natural Weapons. If you have Vicious Weapons, while in this form you gain a Bite attack which you can take as part of the Multiattack action. The bite deals 2d10 + your Strength or Dexterity modifier, and an additional 1d8 damage of your Ancestry type. Additionally, the damage dice of your Claw and Tail attacks increase their value by one (2d6 becomes 2d8, and 1d10 becomes 1d12).
Multiattack (Only if you have Extra Attack or Thirsting Blade). You make three attacks: two with your claws and one with your tail. If you have Vicious Weapons you can also make a Bite attack.
Bite (Only if you have Vicious Weapons). Melee Weapon Attack: Your Strength or Dexterity modifier + your Proficiency Bonus +3 to hit, reach 10 ft., one target. Hit: 2d10 + your Strength or Dexterity modifier + 3 slashing damage plus 4 (1d8) damage of your chosen Ancestry.
Claw. Melee Weapon Attack: Your Strength or Dexterity modifier + your Proficiency Bonus +3 to hit, reach 5 ft., one target. Hit: 2d6 + your Strength or Dexterity modifier + 3 slashing damage, or 2d8 + your Strength or Dexterity modifier + 3 slashing damage if you have Vicious Weapons.
Tail. Melee Weapon Attack: Your Strength or Dexterity modifier + your Proficiency Bonus + 3 to hit, reach 15 ft., one target. Hit: 1d10 + your Strength or Dexterity modifier + 3 bludgeoning/piercing damage, or 1d12 + your Strength or Dexterity modifier + 3 bludgeoning/piercing damage if you have Vicious Weapons.
Breath Weapon (Only if you don't have Dragon's Breath, Recharges after a Short or Long Rest). Choose either a 30-foot Cone or a 60-foot Line that is 5 feet wide (choose the shape each time). Each creature in the area of the exhalation must make a saving throw against your Transformation Save DC, the damage type of which is determined by your Draconic Ancestry. The damage die of the breath weapon is determined by your highest class Hit Point Die, and the amount of dice rolled is equal to your proficiency bonus. Spells and other effects that alter your Hit Point Die amount do not affect this ability's damage. On a successful save, the targets take half as much damage.
Previous Versions
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4/4/2025 4:54:00 AM
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5/2/2025 1:39:44 AM
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5/6/2025 10:29:37 PM
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