Wizard
Base Class: Wizard

Draconic Lord's are spell casters who have adapted to the lifestyles of Dragon's, and are inspired to live like them, and learn to inhabit their power. If you are picking this subclass then you have probably met one before you. A hard to learn lifestyle, and very time consuming, but very rewarding.

Taking the required steps to develop your skills as a Draconic Lord, you will discover spectral flight, magic breath, and plenty of other spells, of several different elements of sorts.

As a Draconic Lord, you'd be working in devotion to one of the great Draconic Sage's before you, each specialising in their own respective elements:
- Wind: Lyka
- Ice: Kayle
- Fire: Tai'Lei
- Necromancy: Leandria
- Water: Aquaria
- Earth: Terra
- Spirits: Talisan
Depending on what element you choose, will determine what kind of Lord you will be, and what effects occur when you use your sub-class feats.

Dragon's Honour

At 2nd Level, Dragon's can recognise you as a Draconic Sage, and will treat you as an equal to them, allowing you to get information, reason with, or whatever with them.

With this, you also have advantage on Intimidation checks towards creatures of intelligence levels below 8.

Draconic Domain

At 2nd Level, you reach into the depths of your being, and find your inner dragon. The spirits who joined you when you devoted your body to the league of Draconic Sage's, begin to show themselves. As a Reaction you can use your Draconic Domain to take away 1d4 + 2 from any damage taken. You have 3 Charges for this feature, and can stack them in one reaction, or use them over multiple reactions.

After a Short Rest restore one charge, but you cannot go above 3.

After a Long Rest completely restore your charges back to 3.

Add one charge to your maximum (Which is 3 by default) for every level above 2 you reach for your wizard level.

Dragon Bonus

At level 6, when inflciting damage on your target, add the effect of whatever your dragon's grant you:
- Wind: Move your foe 2 tiles in whichever direction you are hitting them.
- Ice: Halve your target's movement for their next.
- Fire: Add 1d6 Fire Damage to one of your attacks per round.
- Necrotic: Add 1d4 Necrotic Damage to one of your attacks per round, and heal the damage you do (Max 4).
- Water: Release a pulse of healing water, that heals you and any allies nearby for 1d8.
- Earth: Foe must make a constitution saving throw of DC 17 or be stunned for 1 turn.
- Spirit: Foe must make a charisma saving throw of DC 13 or be charmed.

You can only do this once until you take a long rest.

Draconic Flight

At level 10, You look deeper within yourself to be more connected to your dragon side. Unlocking a deeper potential shared with your inner dragon, your anatomy morphs slightly as you gain the ability to grow wings, identical to that of your dragon type.
- Wind: Grey Wings
- Ice: Pale Blue (Leaves ice particles when flying)
- Fire: Red Scales with Cream Skin (Ignite when inflicting fire damage)
- Necrotic: Black Scales with Green Skin (Eyes and Green Skin glow green in the dark)
- Water: Greyish Blue Scales with Navy Blue Skin
- Earth: Brown Wings with Light Grey Skin
- Spirit: Black Wings (Can see space inside wings)

If player is at least 10 ft off the ground, player can swan dive to add 10 ft to their movement when flying for that turn (This type of movement takes up an action)

Draconic Overhaul

At level 14, you gain full control over your dragon side, allowing yourself to let your inner dragon consume your body. You gain the ability to, as an action, unleash you inner dragon, for every turn after the first you succeed on a Wisdom saving throw (DC 11), you gain the following:
- One additional action.
- Raise your AC to 16 if below
- Add 10 ft of movement (Double your movement speed for one turn at the cost of 1 additional exhaustion level)
- Add 1d8 to each of your attacks (For 3 levels above 14 you reach, add 1d8)
- Add 10d4 to one of your attacks (This can only be done if your have not suffered exhaustion, and doing so will add 1 exhaustion level + For every level you get above 14, add 2d4)
- As a reaction, become immune to one of the following (Doing so will add 1 exhaustion level):
   - Wind: Slashing Damage
   - Ice: Cold Damage
   - Fire: Fire Damage
   - Necrotic: Necrotic Damage
   - Water: Poison Damage or Damage done by fluids
   - Earth: Bludgeoning Damage
   - Spirit: Psychic Damage
- Gain advantage on Con, Dex, and Str saves.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2021 3:42:03 PM
2
1
1
Coming Soon
9/12/2021 6:51:15 PM
13
3
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes