Base Class: Bard
Some say that the world was formed by the roars of dragons, their
very will shaping the sky, earth, and seas. Few remain that outright
worship dragons, but the idea of dragons having a physical
effect on the world remains timeless to artists and troubadours
alike. (Credits: livingstone_library, Art by Martina Fackova and Piotr Dura)
Draconic Voice
Starting at 3rd level, your words carry frightful weight, a nigh-physical force that
disrupts and terrifies your enemies. As a bonus action, you can
expend one use of your Bardic Inspiration and target one creature
that you can see within 30 feet of you. In addition, choose a
damage type: acid, cold, fire, lightning, or poison. You target the
creature with your choice of one of the following effects:
Fading Call: You sing a long, mournful dirge. The target must
make a Constitution saving throw against your spell save DC. On a
failed save, the target takes damage of the chosen type equal to a
roll of your Bardic Inspiration die and can't use bonus actions or
reactions until the end of your next turn.
Forceful Shout: You scream, sending shockwaves toward a
creature using only your voice. The target must make a Strength
saving throw against your spell save DC. On a failed save, the
target takes damage of the chosen type equal to a roll of your
Bardic Inspiration die and is pushed 10 feet away from you in a
straight line.
Frightful Voice: You lock eyes with one creature, your presence
and voice striking fear into its heart. The target must make a
Wisdom saving throw against your spell save DC. On a failed save,
the target takes damage of the chosen type equal to a roll of your
Bardic Inspiration die and is frightened of you until the end of your
next turn.
Dragon's Will
Starting at 3rd level, you burn with the spirit of a dragon, granting you the following
benefits:
Draconic Charm: When you roll a 1 on the d20 for a Charisma
check, you can reroll the die and must use the new roll. You can
use this feature a number of times equal to your Charisma
modifier (minimum of once), and you regain all expended uses
when you finish a long rest.
Flame Wielder: You learn the produce flame cantrip.
Tongue of Dragons: You learn to speak, read, and write
Draconic or one other language of your choice.
You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a Bard spell for you, but it doesn't count against the number of Bard spells you know.
| Spell Level | Spells |
|---|---|
| 3rd | Chromatic Orb, Absorb Elements, Dragon's Breath, Misty Step, Shield or Mage Armor |
| 5th | Ashardalon's Stride, Call Lightning, Fly, Haste or Slow |
| 7th | Fire Shield, Elemental Bane, Find Greater Steed |
| 9th | Summon Draconic Spirit, Destructive Wave, Far Step or Steel Wind Strike |
| 11th | Fizban's Platinum Shield, Sunbeam, Contingency |
Elemental Protection
Starting at 6th level, your affinity for draconic power allows you to temporarily cloak
yourself in dragon scales, protecting you against the elements.
When you take acid, cold, fire, lightning, or poison damage, you
can use your reaction to halve that instance of damage.
Eternal Soul
Starting at 14th level, whenever you use your Draconic Voice, you can target a
number of creatures up to your Charisma modifier (minimum of
one).
In addition, the following effects are added to your list of
options for your Draconic Voice:
Call From Beyond: You sing a song so low that it can't be heard
by mortal ears. Ghostly spirits of long-dead dragons swirl around
you. The target treats the area within 30 feet of you as heavily
obscured until the end of your next turn. At the start of the
target's next turn, it must succeed on a Wisdom saving throw
against your spell save DC or take damage of the type chosen for
your Voice of the Dragon equal to 3d10 + a roll of your Bardic
Inspiration die.
Sky Rend: You howl into the sky, forcing your foes to the
ground. The target's flying speed (if any) is reduced to 0 feet until
the end of your next turn. An airborne creature targeted by this
feature instantly descends up to 120 feet. If the target is still falling
on its next turn, it descends up to 120 feet at the end of that turn.
The target takes double the damage it would normally take from
falling, which can't be reduced in any way.
Previous Versions
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10/10/2022 11:27:45 PM
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10/10/2022 11:29:19 PM
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10/11/2022 12:13:29 AM
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12/18/2022 7:16:02 PM
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