Base Class: Druid
The Circle of Scale, otherwise known as Dragon Knights, are Druids who focus on the strength and power of scaled beasts to grant them unnatural abilities. Whether gaining the ability to fly through dragon's flight or stalking your prey like a snake you learn from everything in the planes that people try to avoid. These druids recognize that intelligence and strength do not need to be mutually exclusive. Dragon Knights train for years to be able to call dragons from the hidden depths to aid them and become one with the horrifying beast.
adds proficiency with lances and tridents.
Dragon's Tongue
At 2nd level, As you took the time to learn about Dragons and focus on their nature you learned about their innate nature of the pursuit of knowledge. In wanting to learn more about them you began to decipher the growls and roars of the Dragons. The Druids in the Circle of Scale were approached long ago by an ancient dragon: Aurus. This ancient Gold dragon terrified the early druids but he approached and growled low and slow for them to understand. As he did the druids learned about the ancient art of telepathy communication. You can communicate with dragons through telepathy and a select few close individuals around you.
Dragon's leap
At 2nd level, You use the strength of dragons and the power of serpents to leap high into the air. As you jump you summon the energy of all scaled beings to create a weapon, if none is being held, in your hands. The weapon is a lance. You are able to move 10 feet in any direction and drop onto an enemy. You deal your weapon damage and 2d4 force damage as you slam into the ground. At higher levels, you summon the fire of dragons to add extra flair to your attack.
Dragon's claw & Serpents tooth.
at 6th level, As the druids continued to learn Aurus wanted his legacy to be continued if he should ever perish. He spoke into the minds of the druids and told them to cut their hands off. They did and he replaced them with an image of his own claw. Over the years the druids have learned to use wild shape to do this same thing without needing to cut your hand off. You make a claw attack dealing 2d6+10 damage.
The druids also took this knowledge and applied it to the fangs of serpents. They developed poison glands and the ability to use wild shape to turn two of their teeth into fangs. you can do a bite attack that deals 1d6+5 poison damage.
Dragon's Fire
At 10th level, As you continue learning about the nature of dragons you discover the secret to their flame. It started when the druids felt their breath getting hot as they spoke the language of dragons. Through practice and learning from Aurus, they began sparking and eventually were able to spew flames from their mouths. In learning this ability you can breathe a line of fire 15 feet ahead of you. Everyone within this range makes a DEX saving throw, on a failed save they take 4d10 fire damage and half as much on a successful save.
Dragon Rider
at 14th level, After years of practice, the druids eventually mastered everything Aurus had taught them. Pleased with their progress he offered his back so they can ride him and become as powerful as he believed they could be. The druids then asked if they could make this permanent and Aurus agreed to teach them how to summon dragons at will. You gain the ability to use the spell "Find Steed" with a few modifications. This can be cast as a ritual spell.
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on the form of a young dragon or any wyvern. You may choose its colour. The steed has the Statistics of the chosen form.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Comments