# The Thu'um: Draconic Spells
### Includes spells and subclasses for wizards and bards, and spells for draconic bloodline socerers and dragonborn spellcasters
\page ## College of the Voice Bards of the college of the voice have studied the nature of dragon's breath attacks, and discovered that they are actually magical incantations spoken in Draconic. Thus, some Bards have endeavored to learn these incatations for themselves. This is a power they call "The Voice", or "The Thu'um" in Draconic. Followers of the way of the voice are not as violent as one might think. Their study of the Draconic power is not done purely to gain strength, but is done more as a pursuit of knowledge. They are similar to members of the college of lore in this way. More advanced followers of this school of magic will often travel to distant lands seeking metallic dragons as tutors. ### Expanded Spells (Thu'um) When you join the college at 3rd level you gain access to a list of additional spells, much like the options a warlock gains from their chosen patron. The list of spells and their effects can be found further down this document ### Favorite Shout Also at 3rd level, you can choose one of your Thu'um spells and mark it as your favorite. If the spell deals damage, you add one extra die to the roll. If the spell calls for a saving throw, its DC increases by 1. You may choose a new favorite shout up to once per week by meditating on the meaning of the words for 1 hour. ### Additional Thu'um At 6th level you learn two additional Thu'um spells of your choice. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bards spells you know. ### Master of the Voice Your continued study of the Draconic voice has made it more natural for you. Starting at 14th level you can choose two Favorite Shouts instead of one. Additionally, you can cast a Thu'um spell once at 4th level without expending a spell slot. You must finish a short or long rest before you can use this feature in this way again. ## School of the Thu'um Some wizards also commit themselves to the study of draconic magic. Much like wizards who study evocation, they often themselves on battlefields, protecting the weak, or becoming powerful despots. ### Thu'um Savant Beginning when you select this school at 2nd level, you can choose Thu'um spells when you gain new spells. In addition, the gold and time you must spend to copy an Thu'um spell into your Spellbook is halved.
### Favorite Shout Starting at 2nd level when you choose this school, you can choose one of your Thu'um spells and mark it as your favorite. If the spell deals damage, you add one extra die to the roll. If the spell calls for a saving throw, its DC increases by 1. You may choose a new favorite shout up to once per week by meditating on the meaning of the words for 1 hour. ### Efficient Thu'um Beginning at 6th level, casting thu'um spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a thu'um spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. ### Empowered Thu'um Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard thu'um spell you cast. ### Maximized Thu'um Starting at 14th level, you can increase the power of your simpler thu'um. When you cast a wizard thu'um of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d6 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d6. This damage ignores resistance and immunity.
> ##### Variant Rule: Draconic Bloodlines > Consider allowing sorcerers with the Draconic Ancetry sorcerous origin access to the Thu'um spell list. In addition, consider allowing Dragonborn characters of any spellcasting class access to the list as well. This fits well with the dragon themes of both types of characters, and makes them more viable options from a meta-game standpoint.
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PART 1 | Subclasses
\page # Thu'um Spells
*The following is a list of all the spells in the Thu'um school of magic. By the designs of this homebrew they are only meant to be accessed by the subclasses provided. However, hombrew is homebrew, and if your party's Elritch Knight really wants to breathe fire, consider allowing anyone to learn these spells. All Thu'um spells are cast with only Verbal compents by speaking three words in Draconic, which the caster need not be fluent in. Most Thu'um are about as loud as a normal humanoid's screaming voice (if not louder), but a few are quieter. Those that are quiet will say so in their descriptions.* ##### 1st Level - Become Etherial - Disarm - Fire Breath - Frost Breath - Throw Voice - Unrelenting Force - Whirlwind Spint ##### 2nd Level - Clear Skies - Elemental Fury - Marked for Death ##### 3rd Level - Aura Whisper - Ice Form ##### 4th Level - Kyne's Peace - Call of Valor - Dragonrend ##### 5th Level - Animal Allegiance - Battle Fury - Dismay ##### 6th Level - Cyclone - Drain Vitality ##### 7th Level - Dragon Aspect - Slow Time ##### 8th Level - Soul Tear - Storm Call - Call Dragon ##### 9th Level - Bend Will - Summon Durnehviir
#### Animal Allegiance *5th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Raan, Mir, Tah* (Animal, Allegiance, Pack) All beasts within a 30-foot radius of the caster must succeed on a Wisdom saving throw or become charmed for the duration. While charmed, the beasts will fight anything that threatens the caster, even going so far as to risk their own lives. When the spell ends, the beasts will return to whatever they were doing before they were charmed. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the duration of spell is increased by 1 minute for each slot level above 5th. #### Aura Whisper *3rd-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot radius) - **Components:** V - **Duration:** 1 minute - **Words:** *Laas, Yah, Nir* (Life, Seek, Hunt) This Thu'um is hardly louder than a whisper. For the duration, you can see glowing silohuettes of all creatures through walls, as well as through invisibility effects, within a 60-foot radius. #### Battle Fury *5th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (20-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Mid, Vur, Shaan* (Loyal, Valor, Inspire) All willing creatures of the caster's choice within a 20-foot radius are granted extra speed. For the duration, affected creatures have their speed doubled, and can make one additional weapon attack as part of their attack actions. The caster themselves is *not* affected by this spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, affected creatures also gain a +2 bonus to their AC. #### Become Etherial *1st-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Fiem, Zii, Gron* (Fade, Spirit, Bind)
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PART 2 | Spells
\page Upon casting this spell the caster becomes partly incorporeal, much like a ghost. For the duration, they are immune to all forms of non-magical damage. Attacking, casting a spell, using an item, or interacting with an object immeadiately ends the spell's effect. For example, this spell can be used to fall great distances without taking damage, or to slip unharmed past many swigning blades. An affected creature cannot pass through walls or obstacles that are at least 6 inches thick. #### Bend Will *9th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Concentration, up to 24 hours - **Words:** *Gol, Hah, Dov* (Earth, Mind, Dragon) You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the Duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. #### Call Dragon *8th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Instantaneous - **Words:** *Od, Ah, Viing* (Snow, Hunter, Wing) You shout a call which all good-aligned dragons understand to be a call of dire need. Roll a d100 to determine the type and age of the dragon that comes to your aid. The dragon will arrive within one minute, and stay with you until it feels that you are safe, or when its hit poitns drop dangerously low. If the battle ends in your favor the dragon may attempt to indulge in coversation with you, or it may ask for healing. You must be on a plane of existance that is home to dragons to cast this spell. If cast in tight quarters, the dragon will come as close to you as is reasonably possible. | d100 | Dragon Summoned | |:----:|:-------------| | 1-10 | Young Brass Dragon | | 11-17 | Adult Brass Dragon | | 18-20 | Ancient Brass Dragon | | 21-30 | Young Bronze Dragon | | 31-37 | Adult Bronze Dragon | | 38-40 | Ancient Bronze Dragon | | 41-50 | Young Copper Dragon | | 51-57 | Adult Copper Dragon | | 58-60 | Ancient Copper Dragon | | 61-70 | Young Gold Dragon | | 71-77 | Adult Gold Dragon | | 78-80 | Ancient Gold Dragon | | 81-90 | Young Silver Dragon | | 91-97 | Adult Silver Dragon | | 98-100 | Ancient Silver Dragon | Alternatively, your DM may allow you to override the table if there is known to be a specific dragon nearby, in which case your shout must be its name. #### Call of Valor *4th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Hun, Kaal, Zoor* (Hero, Champion, Legend) The warriors of Ysgard have long respected the prowess of the dragons, and have a long-standing relationship with them. You can use your thu'um to beckon a Ysgarian Warrior to fight beside you. You summon a Ysgardian Warrior to a free space within 30 feet of you. It remains on this plane and fights for you for the duration. At the end of the spell it returns to Ysgard in a flash of blue light. If cast while in Ysgard, a warrior teleports to you, and then back to wherever they were. #### Clear Skies *1st-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (half-mile radius) - **Components:** V - **Duration:** 1 hour - **Words:** *Lok, Vah, Koor* (Sky, Spring, Summer) The power of your voice clears away all clouds and precipitation within a half-mile radius. In addition winds will be reduced to nothing. At the end of the spell's duration the weather returns to how it had been. This spell cannot dispel weather conditions caused by magic.
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PART 2 | Spells
\page #### Cyclone *6th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** V - **Duration:** Instantaneous - **Words:** *Ven, Gaar, Nos* (Wind, Unleash, Strike) Your shout unleashes a minaturized tornado that ravages the space in a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save and falls prone, or half as much damage while not being knocked prone on a successful one. The tornado dissipates early if it hits a solid wall. In addition, unsecured objects that are completely within the area of effect are automatically pushed 30 feet away in a random direction by the spell's effect, and the spell emits a howling wind audible out to 300 feet. #### Disarm *1st-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V - **Duration:** Instantaneous - **Words:** *Zun, Haal, Viik* (Weapon, Hand, Defeat) All creatures within a 30-foot cone extending out from you must make a Strength saving throw. On a failed save they lose their grip on any weapons or shields they were holding and they are dropped at their feet. One a successful save, nothing happens. #### Dismay *5th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot cone) - **Components:** V - **Duration:** 1 minute - **Words:** *Faas, Ru, Mar* (Fear, Run, Terror) You project a phantasmal image of a creature's worst fears. Each creature in a 60-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the Duration. While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. #### Dragon Aspect *7th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Mul, Qah, Diiv* (Strength, Armor, Wyrm) You imbue yourself with magical energy similar to that which dragons are suffused with. Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Stregnth saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action. In addition you gain advantage on saving throws imposed by spells cast by your enemies. #### Dragonrend *4th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V - **Duration:** 1 minute - **Words:** *Joor, Zah, Frul* (Mortal, Finite, Temporary) You shout ancient words of hate and jealousy invented by early followers of the way of The Voice who were at odds with dragons. This spell only affects dragons. A targeted dragon makes a Wisdom saving throw, at disadvantage. On a failed save, the dragon cannot fly and has its speed halved for the duration. On a successful save, it continues to fly but has its fly speed halved for the duration. A flying dragon that fails the save can use its reaction to descend safely to a point directly below it. If it has already used its reaction this round it falls violently, taking 1d6 bludegeoning damage for every 10 feet it falls. #### Drain Vitality *6th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V - **Duration:** Instantaneous - **Words:** *Gaan, Lah, Has* (Stamina, Mana, Health) All creatures within a 30-foot cone extending out from you must make a Constitution saving throw. Creatures who fail the save take 3d6 necrotic damage, or half as much on a successful one. you regain hit points equal to half the total amount of necrotic damage dealt. In addition, you regain spell slots of your choice up to a number of creatures that failed their saving throw. For example, if three creatures failed, you can restore one 3rd-level slot, a 1st-level slot and a 2nd-level slot, or three 1st-level slots. Spells slots regained by this effect cannot exceed 5th-level. #### Elemental Fury *2nd-level thu'um* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Su, Grah, Dun* (Air, Battle, Grace) You channel the power of winds, granting you enhanced quickness. For the duration, your movement speed increases by 10 feet, and when you take the attack action you may make one additional attack as part of the same action.
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PART 2 | Spells
\page #### Fire Breath *1st-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V - **Duration:** Instantaneous - **Words:** *Yol, Toor, Shul* (Fire, Inferno, Sun) Your shout breathes fire, just as the dragons do. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Frost Breath *1st-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V - **Duration:** Instantaneous - **Words:** *Fo, Krah, Diin* (Frost, Cold, Freeze) Your shout breathes frozen wind, just as the dragons do. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 2d8 cold damage on a failed save, or half as much damage on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Ice Form *3rd-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (20-foot line) - **Components:** V - **Duration:** Up to 24 hours - **Words:** *Liz, Slen, Nus* (Ice, Flesh, Statue) Your shout commands water in the air to turn to solid ice. Each creature in a 20-foot line must make a Strength saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. In addition, Large or smaller creatures who fail the save will be frozen solid in ice for a period of time determined by their enviornment, as listed on the table below. A frozen creature is paralyzed and can only use their action to repeat the saving throw to break free. The ice can also be thawed away with fire. | Climate | Time Frozen | |:-------:|:-------| | Near Fire | 1 round | | Desert | 1 minute | | Jungle | 10 minutes | | Plains | 1 hour | | Forest | 1 hour | | Tundra | 24 hours |
#### Kyne's Peace *4th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot radius) - **Components:** V - **Duration:** Concentration, up to 8 hours - **Words:** *Kaan, Drem, Ov* (Kyne, Peace, Trust) Your shout speaks to all manner of beats, calming them and causing them to accept you. All beasts within a 60-foot radius of you will ignore your prescense, allowing you to travel more safley. This radius travels with you, and remains centered on you. Beasts will ingore people and creatures who are allied with you. Affected beasts will *not* fight on your befalf, they'll simply ignore or flee from any fight you get in. If you or your allies attacks a beast this spell's effect immediately ends. #### Marked for Death *2nd-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Krii, Lun, Aus* (Kill, Leech, Suffer) You attempt to twist fate around a creature, making it easier to kill. Your target makes a Constitution saving throw. On a failed save its AC is reduced by 2 (to a minimum of 5), and it has disadvantage on all saving throws for the duration. On a successful save, nothing happens. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the target's AC decreases by 1 more point for each slot level above 2nd. #### Soul Tear *8th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Rii, Vaaz, Zol* (Essence, Tear, Zombie) You command a creature's soul to leave its body. If the creature you chose has 50 hit points or fewer, it dies. Otherwise, the spell has no effect. A creautre killed by this spell is reanimated to fight for you for the duration. A creature reanimated by this spell has its Inteligence score reduced to 4. When the spell ends, the creature and all of its non-magical possesions turn to ash. This spell has no effect on constructs or undead.
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PART 2 | Spells
\page #### Slow Time *7th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** 1 minute - **Words:** *Tiid, Klo, Ul* (Time, Sand, Eternity) Time bends around you, slowing to half its normal speed. On each of your turns for the spell's duration, you movement speed is doubled, you make take two actions, and you may take two bonus actions. In addition, you gain advantage on Dexterity saving throws, and you can take two reactions per round. If comabt begins after this spell is cast, you have advantage on the initiative roll, regardless of whether or not you were surprised. To other creatures, you appear to move at double speed. #### Storm Call *8th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute - **Words:** *Strun, Bah, Qo* (Storm, Wrath, Lightning) You summon a localized lightning storm above you in a 100-foot radius. For the duration, enemies within the storm's area must make a Dexterity saving throw at the start of each of their turns. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. In addition, the wind and rain imposes disavantage on ranged weapon attacks for all creatures in the spell's area. If casting indoors this spell fails if the ceilings are not at least 100-feet high. If casting in a room smaller than a 100-foot radius the storm is contained withn the room. #### Summon Durnehviir *9th-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** 1 minute - **Words:** *Dur, Neh, Viir* (Curse, Never, Dying) The ancient bronze dragon Durnehviir was long ago banished to the Shadowfell. Eons there have corrupted him into a shadow dragon, but he still remains mostly himself. He yearns to visit the material plane, and when a powerful student of the Thu'um calls his name he can return to our plane for a brief time. He is grateful for these rare opportunities, and will assist those who call him. If he is killed he takes one year to regenerate in the Shadowfell before he can be called again. When you cast this spell you must wait one week before casting it again..
You shout Durnehviir's name and he appears in an unnocupied space within range. For the duration, he will fight your enemies. If not in combat, he may induldge in conversation with you, or he may simply fly about and enjoy his freedom. When the spell ends, he returns to the Shadowfell in a flash of purple light. #### Throw Voice *1st-level thu'um* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V - **Duration:** Instantaneous - **Words:** *Zul, Mey, Gut* (Voice, Fool, Far) You whisper your thu'um, and it carries your voice to a point of your choosing within range. You can speak a short sentence, and the sound will emerge from that point instead of your mouth. Creatures will mostly likely investigate the sound (at the DM's discretion), allowing you an opportunity to sneak past them, or perhaps ambush them. #### Unrelenting Force *1st-level thu'um* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V - **Duration:** Instantaneous - **Words:** *Fus, Ro, Dah* (Force, Balance, Push) You shout breathes an intense wave of force, just as the dragons do. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 2d4 force damage on a failed save, or half as much damage on a successful one. Large or smaller creatures who fail the save are also knocked prone. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. When you cast this spell using a spell slot of 5th level or higher, creatures who fail the save are thrown 30 feet way from you. #### Whirlwind Sprint *1st-level thu'um* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous - **Words:** *Wuld, Nah, Kest* (Whirlwind, Fury, Tempest) You shout propels you forward, with great force. In an instant you travel up to 30 feet in a direction your choosing, even over gaps or upwards. Your path must be unobstructed for this spell to be cast.
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PART 2 | Spells
\page ___ ___ > ## Durnehviir >*Gargantuan Dragon, Chaotic Good* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 444(24d20 + 192) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|10 (+0)|27 (+8)|18 (+4)|17 (+3)|21 (+5)| >___ > - **Saving Throws** DEX +7, CON +15, WIS +10, CHA +12 > - **Skills** Insight +10, Perception +17, Stealth +7 > - **Damage Immunities** Lightning > - **Damage Resistances** Necrotic > - **Senses** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27 > - **Languages** Common, Draconic > - **Challenge** 23 (50,000 XP) > ___ > ***Amphibious.*** The dragon can breathe air and water. > >***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > >***Living Shadow.*** While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant. > >***Shadow Stealth.*** While in dim light or darkness, the dragon can take the Hide action as a bonus action. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > >***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. > >***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. > >***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. > >***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > >***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons. > >***Lightning Breath.*** The dragon exhales lightning in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) lightning damage on a failed save, or half as much damage on a successful one. > >***Repulsion Breath.*** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. > >***Shadow Breath.*** The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control. > >***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). > >In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. > >### Legendary Actions > >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. > >***Detect.*** The dragon makes a Wisdom (Perception) check. > >***Tail Attack.*** The dragon makes a tail attack. > >***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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PART 3 | Creature Stats
\page ___ > ## Ysgardian Warrior >*Medium humanoid (Ysgardian), Chaotic Good* > ___ > - **Armor Class** 19 (half-plate, shield) > - **Hit Points** 80 > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+3)|16 (+3)|10 (0)|12 (+1)|15 (+2)| >___ > - **Saving Throws** Str +7, Dex +5, Con +6 > - **Senses** passive Perception 19 > - **Skills** Athletics +10, Intimidation +5 > - **Languages** Common, Celestial, Draconic > - **Challenge** 4 (1,100 XP) > ___ > ***Brave.*** The Ysgardian Warrior has advantage on saving throws against being frightened. > > ### Actions > ***Multiattack.*** The gladiator makes three melee attacks or two ranged attacks. > > ***Spear.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6 + 4 piercing damage, or 1d8 + 4 piercing damage if used with two hands to make a melee attack. > > ***Longbow.*** Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage. > >***Shield Bash.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1d4 + 4 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. > >### Reactions > >***Parry.*** The warrior adds 3 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.
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PART 3 | Creature Stats