Base Class: Druid
It is said that long ago in the early stages of life, there were dragons who chose to escape the feud between Tiamat and Bahamut. They casted off their scales and embraced the mortal coil. Their power now diminished and seated deep within the chaos of nature, they seek to understand the true meaning behind the fragility of life.
Wherever power is hidden, there will be those who seek it out. Whether they be descendants of the ancient dragons trying to embrace their lost heritage or beings with dreams of ascending past their mortal shell, the Circle of Scales seek the true meaning of dragons buried deep within the primal aspects of nature.
Draconic Origin
At 2nd level, you choose one type of dragon as the focus of your druidic meditation. The damage type associated with each dragon is used by features you gain later.
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Draconic Origin |
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Dragon Color |
Damage Type |
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Black |
Acid |
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Blue |
Lightning |
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Brass |
Fire |
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Bronze |
Lightning |
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Copper |
Acid |
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Gold |
Fire |
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Green |
Poison |
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Red |
Fire |
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Silver |
Cold |
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White |
Cold |
Drake Stone
At 2nd level, You've created a Drake Stone as part of your draconic meditation. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Drake Stone table or by choosing one.
While holding this stone, you have these benefits:
- If you can’t already, you learn to speak, read, and write Draconic.
- You know the Primal Savagery cantrip. It deals damage in the type associated with your Draconic Origin.
- You gain a minor breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 30 foot line that is 5 feet wide. All creatures in the area must make a Constitution saving throw. A creature takes 2d6 damage in the type associated with your Draconic Origin on a failed save, or half as much on a successful one. This damage increases as you reach higher levels in this class. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the Drake Stone, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous Drake Stone.
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d6 |
Drake Stone Form |
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1 |
A small multicolored scale |
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2 |
A stone dragon claw |
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3 |
A small round sphere with swirling energy inside |
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4 |
A bound scroll depicting the form of either Tiamat or Bahamut |
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5 |
A crystal that projects a roaring dragon when placed before a light |
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6 |
A scaled egg that emits a dull warmth |
Draconic Form
At 2nd level, you gain the ability to harness draconic power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to transform into a Primal Dragon, rather than transforming into a beast. While transformed, the following apply:
- This form follows the rules of Wild Shape in regards to your equipment and ability to cast spells.
- You determine the cosmetic characteristics of the Primal Dragon such as your color, scale texture, any visible effect of your Draconic Origin, or if you have wings or webbed feet; your choice has no effect on your game statistics.
- While in this form, you can only speak in Draconic.
- Draconic Vitality. You embrace draconic power. Your in game statistics stay the same with the exception that you gain a bonus to your Strength, Dexterity, and Constitution scores equal to your proficiency bonus.
- Draconic Instincts. Your senses sharpen like a natural predator. You have advantage on Wisdom checks and Dexterity saving throws. If you don’t already have it, you gain darkvision out to 60 feet.
- Draconic Resilience. Your scales give you a natural armor. Your AC equals 13 + your Wisdom modifier. Additionally, you gain resistance to the damage type associated with your Draconic Origin.
- Draconic Recovery. You tap into the vitality of dragons. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
- Natural Weapons. You have claws, fangs, and a dragon tail. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you use, and your are proficient with your unarmed strikes. Finally, the natural weapons are magical and you use your Wisdom modifier for attack and damage rolls.
- Breath Weapon. A well of primal magic fills your lungs. As a bonus action, you can expend a spell slot to exhale magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the type associated with your chosen Draconic Origin on a failed save, or half as much damage on a successful one. The damage increases by an additional 1d6 for each slot level above 1st.
You can stay in this form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you use this feature again. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Dragon’s Breath (Optional)
Starting at 3rd level, you have the Dragon’s Breath spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared. You can cast Dragon’s Breath without expending a spell slot. Once you cast it this way, you can’t cast it again with this trait until you finish a short or long rest.
Extra Attack
Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Enhanced Draconic Form
At 10th level, your draconic form improves. While transformed into a Primal Dragon, you gain the following benefits:
- If you are smaller than Large, you become Large. If you lack the room to become Large, your size doesn’t change.
- You gain blindsight out to 30 feet.
- You can breath both air and water.
- You have a swim and fly speed of 80 ft and can hover.
- Primal Boon. Your attacks deal an extra 1d6 damage of the type associated with your Draconic Origin.
- Swift Attack. On any of your turns when you don’t take the Dodge action, you can make an unarmed attack as a bonus action.
- Draconic Roar. As a bonus action, you make a primal roar. Hostile creatures within 60 feet of you must make a Wisdom saving throw or become stunned until the start of your next turn. If a creature’s saving throw is successful, the creature is immune to this effect for the next 24 hours.
- Retaliation. As a reaction to being hit by a melee attack, you can make a tail attack against the attacker. In addition to your normal damage, the attacker must make a Strength saving throw or be knocked prone.
Improved Draconic Form
At 14th level, while you are transformed into a Primal Dragon, your scales harden, giving you immunity to the damage type associated with your Draconic Origin and resistance to bludgeoning, piercing, and slashing damage.
Additionally, your draconic form starts to bleed into your normal form. You gain the following:
- Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Wisdom modifier.
- You gain the ability to sprout your Primal Dragon form’s natural weapons as a bonus action. They last until you dismiss them as a bonus action. Treat them as you would when you are in your Primal Dragon form with the exception that they don’t benefit from your Enhanced Draconic Form’s Primal Boon feature.
- You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Previous Versions
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