Level
5th
Casting Time
1 Action
Range/Area
30 ft.
(30 ft. )
Components
None
Duration
Concentration
10 Rounds
School
Transmutation
Attack/Save
None
Damage/Effect
Buff (...)
- 10% Draconic adds 1d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 20% Draconic adds 2d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 30% Draconic adds 3d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 40% Draconic adds 4d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 50% Draconic adds 5d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 60% Draconic adds 6d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 70% Draconic adds 7d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 80% Draconic adds 8d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 90% Draconic adds 9d4 of psychic damage to every attack made by the player while concentrating on the spell.
- 100% Draconic adds 10d4 of psychic damage to every attack made by the player while concentrating on the spell.
- At 25% draconic power enemies within 30ft have disadvantage on constitution saving throws and wisdom saving throws while concentrating on spell. Companions within 30ft of you have advantage on constitution saving throws and wisdom saving throws while concentrating on the spell.
- At 50% draconic power player has resistance to all melee damage while concentrating on the spell.
- At 75% draconic power player gains resistance to one choice of elemental damage at the start of the spell and Darkvision with no distance limitations while concentrating on the spell.
- At 100% unlocking full draconic power gives the player dragon-like traits while concentrating on the spell. The player gains see invisibility, conjure incorporeal wings for flight, and aura of fear. (Any enemy within 10ft of the player must make a wisdom saving throw or become frightened each round. Frightened enemies become vulnerable to physic damage and can take no actions until they succeed a wisdom saving throw on their turn.)
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