The Dragon Scion

Hordes of goblins flee from the red dragon descending upon them. In the blink of an eye, it transforms into a Dragonborn, slaying goblins one by one with its mighty claws.

A human rushes to an injured comrade and murmurs a few arcane words, before transforming into a Brass Dragon and putting the Purple Worm to sleep.

An amber dragon descends from the tower and takes the form of a dwarf. With a swift motion of his hand, the orcs seemingly forget what they came for.

Dragon scions are powerful humanoids who derive their abilities from their draconic heritage. Only a rare few are capable of unlocking this potential, and it is through arduous training that they can truly become one with their draconic ancestors.

Dragons within

Dragon scion are the descendants of mighty dragons. Similar to sourcerer they gain their powers through this bloodline, but being much closer descendants, they are able to gather much more raw power from them. Mighty claws, a powerfull breath weapon and tough scaled skin allows them to utilize some of the most powerfull abilites of true dragons. But they are not born with the strength to utilize that. Some live a lifetime without ever knowing about their potential. But those that do, often dedicate their entire life to perfect themselve, in very rare cases becoming impossible to seperate from true dragons.

A life of training

A dragon scion that discovers his powers rarly continues his mundane life. Dediated to learn more about their powers they spend centuries to train their bodies, adapting the way of the dragons. Be it the raw power of chromatic dragons, the vast magical knowledge of metallic dragons, or the psionic abilites of gem dragons. Each Dragon scion is unique in his powers and path it takes. These gifted Indeviduals are truly are living the adventuring lifestyle, be it by exploring the world around them, studying the arcane books of the largest libraries or fighing agains horrid monsters. A Dragon scion never belives himself to be complete in training, always seeking out more and more expirencen and knowledge.

Creating a Dragon Scion

When creating a Dragon Scion, it’s important to consider the motivations behind their conquest. How did they discover their powers? Which dragon is their character descended from? Chromatic dragons tend to be more aggressive, seeking to rise in power and attain positions of authority. Metallic dragons often pursue knowledge and strive to assist those in need, while Gem dragons typically lead more reclusive lives, residing in their own realms. Although they may appear distant, they possess a focused nature. All dragons, and by extension Dragon Scions, share a common desire for immortality. Whether it’s a long life of power or knowledge, each seeks their own path to eternal existence. Although you don’t gain your dragon defining subclass until level 2, it’s important to plan ahead. The draconic nature often shapes aspects of an individual’s personality.

Dragon Scions often revere the Dragon gods, primarily focusing on the deity associated with their heritage. Chromatic Scions often worship Tiamat, metallic Scions pray to Bahamut, and gem Scions frequently hail Sardior.

Dragon Scions are typically not bound by the alignments of their heritage, but it is not uncommon for them to gradually align more closely with those traits as they grow in power and develop a stronger connection to their dragon form. Therefore, when creating your Scion, consider the methods they seek to employ in obtaining their powers.

You can make a Dragon Scion quickly by following these suggestions. First, Strength should be your highest ability score, followed by either Charisma (Chromatic heir), Intelligence (Metallic heir) or Wisdom (Gem heir). Second, choose the Outlander background.

PART 1 | Making a Dragon Scion

 

 

Class Features

As a Dragon Scion you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dragon Scion level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dragon Scion level after 1st

Proficiencies

Armor: light, medium, shields
Weapons: simple weapons
Tools: none
Saving Throws: Charisma and Constitution
Skills: Choose two from History, Nature, Deception, Persuasion, Intimidation and Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • 2 simple melee Weapons or a Light Crossbow and 10 Bolts
  • Shield
  • Leather Armor
  • Holy symbol of a Dragongod

Dragon Claws

At 1st level you manage to retain a aspect of your dragon form, forming powerfull dragon claws to attack with.

You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain dragon scion levels, as shown in the Dragon Claw column of the dragon scion table. In additon your claw attack deals slashing damage instead.

Resilient Scales

At 1st Level your connection to your Dragonform caused patches of Scales to grow on your skin, giving you an extra layer of Protection.

When you are wearing no armor your AC equals 8 + your Dexterity modifier + your Constitution modifier. You can wear a shield in addtion to this. The Base Number increases as you gain dragon scion levels, as shown in the Natural Armor column of the dragon scion table.

Draconic Perception

Starting at 1st level your innate draconic senses allow you to gain proficiency in perception and gain advantage on perception checks that rely on sight or smell.

The Dragon Scion Table
Level Proficiency Bonus Features Claw Attack Natural Armour
1st +2 Dragon Claws, Resiliant Scales, Draconic Perception 1d6 8
2nd +2 Dragon Heir, Dragon Tounge 1d6 8
3rd +2 Dragon Morph(Wyrmling) 1d6 8
4th +2 Ability Score Improvement 1d6 8
5th +3 Dragon Wings, Extra Claw attack 1d6 9
6th +3 Dragon Heir feature, Enhanced Claws 1d8 9
7th +3 Draconic Lifetime, Draconic Sense 1d8 9
8th +3 Ability Score Improvement 1d8 9
9th +4 Draconic Aura 1d8 10
10th +4 Dragon Morph(Young) 1d10 10
11th +4 Dragon Heir feature 1d10 10
12th +4 Ability Score Improvement 1d10 10
13th +5 Powefull Wings 1d10 10
14th +5 1d10 10
15th +5 As legends told, Dragon Morph(Adult) 1d10 11
16th +5 Ability Score Improvement 1d12 11
17th +6 Mighty Wings, Dragon Heir Feature 1d12 11
18th +6 1d12 11
19th +6 Ability Score Improvement, Dragon Morph(Ancient) 1d12 11
20th +6 True form 1d12 12

Dragon Tounge

Starting at 2nd level you harness the natural persuasive powers of your dragon heritage. You are able to speak draconic if you can not already.

You also have advantage on persuasion and deception made when speaking in draconic, as long as the target can understand draconic.

PART 2 | Class Features

 

 

Draconic Heir

At 2nd level, you discover your Origin. Choose between Metallic, Chromatic and Gem Heir, detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 11th and 17th level

Dragonmorph

At 3rd level, you learn to transform in an aspect of your ancient self. 2 times per long rest, you can take an action to transform into a dragon, the stats of which are listed bellow. Depending on your level your dragon form increases in strength aswell and you can use the higher statblock.

You can stay in your dragon for a number of hours equal to half your dragon scion level (rounded down). You then revert to your normal form unless you expend another use of this feature. 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. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon’s bonus instead of yours.

  • When you transform, you assume the dragon’s hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed.

  • However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in dragon form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can cast spells, and you can speak freely the languages you know. Your abilities to take any action that requires hands is limited to the capabilities of your dragon’s form. Transforming does break your concentration on a spell you’ve already cast however.

  • You do retain the benefit of any features from your class and other sources, and can use them if the new form is physically capable of doing so. You do not retain the benefit of your racial features however.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Dragon Hatchling (Level 3+)

Medium dragon, Your alignment


Armor Class
14 (natural armor)
Hit Points
20 + Dragon Scion level
Speed
30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

Saving Throws
Dex +2, Con +4
Skills
Perception +4, Stealth +2
Senses
darkvision 60 ft., passive Perception 14

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3 + dragon scion level) piercing damage.

Claw Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 3) slashing damage.

You can use your own Claw attack instead.

Breath Weapon (Recharge 5-6). You retain your Breath Weapon from your Dragon heir. When transforming you do not spend a charge, instead you roll a d6 at the start of your turn after using it. On a 5 or 6 you can use it again. You can retry the role once per round at the start of your turn.

PART 2 | Class Features

 

 

Dragon Wyrmling (Level 10+)

Medium dragon, Your alingment


Armor Class
15 (natural armor)
Hit Points
40 + Dragon Scion level
Speed
40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 14 (+2) 11 (+0) 19 (+4)

Saving Throws
Dex +4, Con +7, Wis +4, Cha +8
Skills
Perception +8, Stealth +4
Senses
blindsight 10 ft., darkvision 120 ft., passive Perception 18

Actions

Multiattack. You make two attacks: one with your bite and one with your claws. You can use your own claw and bite attacks in exhange for the ones listed bellow.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 4 + Scion Level) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.

Breath Weapon (Recharge 5-6). You retain your Breath Weapon from your Dragon heir. When transforming you do not spend a charge, instead you roll a d6 at the start of your turn after using it. On a 5 or 6 you can use it again. You can retry the role once per round at the start of your turn.

Young Dragon (Level 15+)

Large dragon, Your alignment


Armor Class
18 (natural armor)
Hit Points
80 + Dragon Scion level
Speed
40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 16 (+3) 13 (+1) 21 (+5)

Saving Throws
Dex +6, Con +11, Wis +7, Cha +11
Skills
Perception +13, Stealth +6
Senses
blindsight 10 ft., darkvision 120 ft., passive Perception 23

Draconic Aura. When transforming into your dragon form you can as part of the same action use your dragon aura. This use does not count towards your limit. If you already have a aura up, the time resets, and you can choose another of your chosen auras instead.

Actions

Multiattack. You make three attacks: one with your bite and two with your claws. You can use your claw or bite attacks instead of the ones listed bellow. You can replace your 2 claw attacks for one tail attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 6 + dragon scion level) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 6 + dragon scion level) bludgeoning damage.

Breath Weapon (Recharge 5 or 6. You retain your Breath Weapon from your Dragon heir. When transforming you do not spend a charge, instead you roll a d6 at the start of your turn after using it. On a 5 or 6 you can use it again. You can retry the role once per round at the start of your turn.

Wing Attack. You start to beat your wings. Each creature within 10 ft. of you must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. You can then fly up to half your flying speed without using your movment.

Bonus Actions

Tail Attack. You can make a tail attack as a bonus action.

Reactions

Detect. You can use a reaction at the end of another creatures turn to make a Wisdom (Perception) check.

PART 2 | Class Features

 

 

Adult Dragon (Level 19+)

Huge dragon, your alignment


Armor Class
20 (natural armor)
Hit Points
120 + Dragon Scion level
Speed
40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 23 (+6) 18 (+4) 15 (+2) 23 (+6)

Saving Throws
Dex +7, Con +13, Wis +9, Cha +13
Skills
Perception +16, Stealth +7
Senses
blindsight 20 ft., darkvision 120 ft., passive Perception 26

Draconic Aura. When transforming into your dragon form you can as part of the same action use your dragon aura. This use does not count towards your limit. If you already have a aura up, the time resets, and you can choose another of your chosen auras instead.

Legendary. You have 3 reactions while in Dragon form

Actions

Multiattack. You make three attacks: one with your bite and two with your claws. You can use your claw or bite attacks instead of the ones listed bellow. You can replace your 2 claw attacks for one tail attack.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 8 + Dragon scion level) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 8 + dragon scion level) bludgeoning damage.

Breath Weapon (Recharge 5 or 6). You retain your Breath Weapon from your Dragon heir. When transforming you do not spend a charge, instead you roll a d6 at the start of your turn after using it. On a 5 or 6 you can use it again. You can retry the role once per round at the start of your turn.

Wing Attack. You beat your wings. Each creature within 15 ft. of you must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. You then can fly up to half your flying speed without using your movement.

Bonus Actions

Tail Attack. You can make a tail attack as a bonus action

Reactions

Detect. You can use a reaction at the end of another creatures turn to make a Wisdom (Perception) check.

Ability Score Improvment

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature

Optional you can choose a feat instead.

Extra Claw Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action and use your claws on your turn.

Dragon Wings

Starting at 5th level, you can sharpen your connections to your ancestors, allowing you to sprout wings from your back. When using your bonus action to sprout wings, you gain 30ft of flying speed for 1 minute. You can use this feature 3 times per long rest.

Enhanced Claws

When reaching 6th level, your claws get imbued with your innate draconic energy. When making an attack, your claws are considerd magical for the sake of bypassing resistances and immunities

Draconic Lifetime

Starting at 7th Level your connection with your ancestors causes you to age much slower then before. No matter your race you live for 10 thousand years and are unaffected by the signs of aging.

Draconic Senses

When reaching 7th level, your senses sharpen to the point of matching those of your Dragonkin. You gain 60ft of Darkvision and 5ft of Blindvision.

PART 2 | Class Features

 

 

Draconic Aura

Starting at 9th level, you can use a bonus action to generate an Aura in a 30ft radius from you. Your aura lasts for 1 minute and you have 2 uses per long rest. You can only choose 1 aura from the list bellow, however you can switch your aura out when you gain a level in this class. You get an additonal aura at level 18. Only 1 aura can be active at the time. If your aura requires a target to make a save, the Dc for it is 8 + your Charisma modifer + your proficiency bonus

At 18th level, your uses increase by 2 and your radius increases to 80ft.

  • Frightfull aura Whenever a Creature starts or enters your aura at their turn, they have to make a Wisdom save. On a fail save they are frightend for 1 minute. On a sucess, they are immune to your frightfull Aura for 24 hours.

  • Healing Aura For the duration of the aura whenever you or an ally uses a spell to heal anyone within the aura, everyone gets additonal hp according to your charisma bonus.

  • Aura of Encouragment For the duration of the aura any ally within the Aura can add a d4 to any check they make. Does not apply to damage rolls.

  • Charming presence For the duration of the aura you have advantage on any charisma check against someone in the aura. The first Attack made against you has disadvantage.

  • Protective Aura Whenever a ally within the Aura takes damage, you can choose to take the damage instead.

  • Resiliant Aura Every ally including you within the aura gains temporary Hit points equal to your profficency bonus. At the start of their turn, if they lost any of their temporary Hp, they regain the lost amount.

  • Power Aura Whenever an ally hits with an attack against a target within this aura, they take extra damage, equal to your charisma bonus

  • Slowing Aura When a foe enters this aura, they can not take reactions and their movment is reduced by 10 feet

  • Haste Aura Any Ally within the area, including you, gain 10ft of movment at the start of their turn, as long as they are withing the aura. They can not use the extra 10ft to move outside of your aura.

  • Elemental Aura (Prerequisite: Chromatic heir) Any Foe entering or starting their turn in your aura takes 2d6 damage according to your draconic elemental type. In additon you can, once per turn half the damage against anyone within the aura, if the damage type is equal to your Elemental type

PART 2 | Class Features
  • Arcane Aura (Prerequisite: Metallic heir) When you or an ally within your aura would get an opportunity attack, you can use your reaction to cast a spell at the triggering Creature. The spell can only be a Cantrip or of 1st level.
  • Psionic Aura (Prerequisite: Gem heir) Any ally gets advantage on wisdom and intelligence checks as long as they are within the aura. Saving throws made against your psionic abilites are made with disadvantage when the target is within the aura

Powerfull Wings

Starting at level 13 your flying speed becomes 60ft. You can always use your wings now

As Legends Told

Reaching level 15, tales are told of your might. Once per Short rest, when you fail a saving throw, ability check, or attack role, you can choose to succeed instead.

Terror of the Sky

When you reach Level 17, your wings grow in size, becoming even more powerfull. As a reaction when a creature ends its turn within 10 feet of you, you can use your wings as an attack. Anyone within a 10ft radius of you has to succed on a Dexterity save according to 10 + your Strength modifier + your proficiency bonus or take 2d6 + your strength modifier bludgeoning damage and be knocked prone. You then can fly for half your flying speed. This attack can only be used twice per long rest.

True Form

Once you reach level 20, you harness the true power of your draconic form. Once you used Dragon morph, for its duration, or until you drop it, you can switch between your forms as am bonus action without needing to spend another use. You do however retain your hp for your dragon form, unless you spend another charge of your Dragon Morph

PART 2 | Class Features

 

 

Chromatic Heir

Chromatic Dragons are vicious and brutal. As a heir of a Chromatic Dragon, you focus alot on the dragon’s natural weapons, with powerfull claws and a mighty breath weapon. While your ancestors generally tend to be of the more evil spectrum, you may be a outsider, a good hearted warrior that aims to protect his allies.

You choose your Heritage from the list bellow. Whenever a ability refers to your elemental type, use the one listed next to your choice. Your Heritage also defines your Breath Weapon as written in its description.

Chromatic Heir
Dragon Elemental type Breath Weapon
Red Fire Fire, 15ft Cone
Blue Lighting Lightning, 20ft, 5ft wide line
Green Poison Poison, 15ft Cone
Black Acid Acid, 20ft, 5ft wide line
White Cold Cold, 15ft cone
Yellow Fire Bludgeoing, 20ft, 5ft wide line
Orange Poison Piercing, 60ft range, 10ft sphere
Gray Acid Acid, 60ft range, 10ft sphere

Breath Weapon

When you choose this subclass at 2nd level, you unlock your innate breath weapon, granted by your dragon ancestor.

You have 2 uses of your Breath Weapon per long rest. You get an additonal Breath weapon at level 7 and 17. The save dc for these Breath attacks is 8 + Charisma modifer + your proficiency bonus

As an action you exhale your breath weapon. Each creature within its area must make a Dexterity saving throw, taking 3d6 damage on a failed save, or half as much damage on a successful one. The damage type and area of effect is determined by your Chromatic Heritage

At higher levels: For each level after 2nd that you gain in this class, your breath weapon damage increases by 1d6.

When transforming the area and range of the Breath weapon changes:

Dragonfrom reach
Dragonform Cone Line Sphere
Hatchling 15 ft. 20 ft., 5 ft. wide 10 ft. radius, 30 ft. range
Wyrmling 30 ft. 35 ft., 5 ft. wide 15 ft. radius, 60 ft. range
Young 60 ft. 70 ft., 5 ft. wide 30 ft. radius, 90 ft. range
Adult 90 ft. 100 ft., 10 ft. wide 45 ft. radius, 120 ft. range

Elemental Claws

When you choose this subclass at 2nd level, you strengthen your claws with your innate elemental focus.

You can now add your charisma modifer to your Attack role when using your Claws.

When making a Claw attack you gain an additonal 1d6 damage. The damage type equals your elemental type. This increases by 1d6 at level 6,11 and 17.

Draconic Fangs

Starting at 6th level, your fangs grow to unusual size. As a action you can use your bite attack instead of your claw attacks.

It is considerd an unarmed strike and deals 2d10 + your strength modifer piercing damage +2d6 damage, equal to your elemental type.

When you hit a target with this attack, you can use your bonus action to make a Claw attack as if made on 2nd level.

Draconic Endurance

Starting at level 11, whenever you used all your breath weapon uses, you can regain uses according to 1d4 + your charisma modifer (minimum of 1). Any breath weapon used this way however only deals half damage rounded down. This feature can only be used once per Short Rest.

In additon you gain resistant to your elemental type.

Dragonmaster

Starting at level 17, you master your innate draconic energy.

When in Dragon form, you regain your breath weapon whenever you roll a 3-6 on a d6, instead of 5-6. In addition, you become immune to your elemental type.

PART 3 | Chromatic Heir

 

 

Metallic Heir

Metallic dragons have a much deeper connection to the essence of magic,making it easier for you to learn the arcane mysteries. Most metallic dragons aim to destroy all evil, but some may live more open lifes, exploring the wonders of the world.

Spellcasting

Starting at level 2 you harness your innate powers to focus on the study of magic.

Cantrips: You learn 1 Cantrip from your Dragon Heir Spellist. You learn an additonal Cantrip at level 3, 10 and 17
Spell Slots: The Metallic Heritage Spellcasting table shows how many spell slots you have to cast your dragon heir spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells known of 1st Level and Higher: You know two 1st-level dragon heir spells of your choice
The Spells Known column of the Dragon Heir Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability: Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dragon scion spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting: You can cast a dragon heir spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Metallic Heir Spellcasting
Class Level Cantrips Known Spells Known — Spells Slots per Spell Level —
1st 2nd 3rd 4th 5th
2nd 1 2 1
3rd 2 3 2
4th 2 4 3 1
5th 2 4 3 1
6th 2 5 3 2
7th 2 6 4 2
8th 2 6 4 2
9th 2 7 4 2 1
10th 3 8 4 3 1
11th 3 8 4 3 1
12th 3 9 5 3 1
13th 3 10 5 3 2 1
14th 3 10 5 3 2 1
15th 3 11 5 4 2 1
16th 3 12 5 4 3 2
17th 4 12 5 4 3 2 1
18th 4 13 6 4 3 2 1
19th 4 14 6 5 4 3 2
20th 4 14 6 5 4 3 3

Breath Weapon

When you choose this subclass at 2nd level you choose your Heritage from the list bellow. Your heritage defines the dragon you turn to, aswell as your Breath Weapon. Ignore the Enhancment Colume until you reach 6th level in this class.

You have 2 uses of your Breath Weapon per short rest. Your amount increases by one at level 7,13 and 17.

Any breath weapon that deals damage, has a base damage of 3d6. This damage increases by 3d6 at level 5,10,15 and 20.

Your DC for saving throws is 8 + your Intelligence modifier + your proficiency

When you transform with your Dragonmorph ability, the range of the breath weapon changes as following:

Dragonfrom reach
Dragonform Cone Line
Hatchling 15 ft. 20 ft., 5 ft. wide
Wyrmling 30 ft. 35 ft., 5 ft. wide
Young 60 ft. 70 ft., 5 ft. wide
Adult 90 ft. 100 ft., 10 ft. wide

PART 4 | Metallich Heir

 

 

Metallic Heir
Dragon Breath Weapon Enhancment
Brass Exhale sleep gas in a 15ft cone. Constitution save. On fail target falls unconcius for one minute, or until attacked. The target can retry the save at the end of their turn Level 2+, As long as it is asleep it takes 1d6 poison damage at the start of their turn. For each level above 2nd it increases by 1d6 each.
Copper Exhales a booming roar in a 15t cone. Constitution save. Deals thunder damage Level 1+,deafens targets until the end of your next turn. deals another 1d6 damage. For each level above 1st it deals another 2d6 damage
Bronze Exhales compressed air in a 20ft long, 5ft wide line. Strength save. Deals bludgeoning damage Level 1+, knocks targets prone and deals 1d6 more damage. For each beyond 1st it deals another 2d6 damage.
Steel Exhales shards of steel in a 20ft, 5ft wide line. Dexterity save. Deals pircing damage Level 1+ deals 2d6 more damage. For each beyond 1st it deals another 3d6 damage.
Mercury Exhales liquid mercury in a 20ft, 5ft wide line. Dexterity save. Deals poison damage Level 1+, Blinds target. Deals 1d6 more damage. For each beyond 1st it deals another 2d6 damage.
Electrum Exhales a confusing gas in a 15ft cone. Wisdom save. On fail, targets are confused until the end of your next round. On their turn roll a d8 an determin before which number corrosponeds to which direction. The spend their full movement to walk in that direction. Level 2+, The target can no longer take reactions or bonus actions while confused. For each level from 3rd onwards, the duration increases by 1 round.
Silver Exhales a cold paralyzing gas in a 15ft cone. Constitution save. Deals cold damage. Level 1+, Paralyzes at a failed save until the end of your next turn. For each above 1st it increases by 1 round, but it can retry the save at the end of each of its turns.
Gold Exhales a fiery weakening gas in a 15ft cone. Dex save. Deals fire damage. Level 1+, At a failed save the target hast disadvantage on all attack roles and checks related to strength. For each above 1st level it increase by 1 round each.

Enhanced Breath Weapon

Once you reach 6th level in this class you can can infuse your natural abilites with your magical powers. You can, as part of your action, when using a breath weapon, enhance it by expending a spell slot. The effect is listed next to the description of each Breath Weapon. Some breath weapon may require a higher level spell slot to have any effect. You can enhance the attack as soon as you use it, but before saves are rolled.

Also when you are enhancing your breath weapon that way, you can choose one of the following benefits:

  • The range doubles
  • It deals an additonal 5d6 + Dragon scion level force damage
  • Targets gain disadvantage on the save

Draconic Focus

When reaching 11th level, your mind sharpens to otherwordly levels.
When transforming into or out of your dragonform, you do not loose concentration.
In additon, when in dragon form you have advantage on constituation saving throws to maintane concentration.

Dracomancer

Starting at 17th level, when casting a spell its always considerd 1 level higher then what you cast it. So if you would cast Healing Word at 1st level, it would be 2nd level instead.

In addition Ritual casting only costs you 1 minute to cast.

PART 4 | Metallic Heir

 

 

Gem Heir

Gem dragons masterd their psionic abilites. As a Heir of a Gem dragon you master te manipulation of the minds around you. While Gem Dragon have access to very unique Breath Weapons, they rarly use them. Focusing on their psionic powers instead.

Choose your Heritage from the list bellow. It defines what dragon you turn into, aswell as your dragon breath and one psionic ability that you have masterd. These specialist abilites do not count towards your known abilites and cost you only half psionic points (rounded down). This does not apply to extra costs from empowering a ability.

Gem Heir
Dragon Breath Weapon Psionic Speciality
Amber Exhales a sticky sap in a 15ft cone. Area becomes difficult terrain, Dexterity save. On fail anyone within the are has disadvantage on attack rolls until they use a action to get rid of the sap. Woodland Telepathy
Emerald Exhales a blinding gas in a 15 ft. cone. Constitution saving throw. On fail blinded for 1 minute. They can retry the save at the end of each of their turns Aura sight
Sapphire Exhales a black gas in a 15 ft. cone. Wisdom saving throw. On fail fightend until the end of its next turn. Allure
Crystal Exhales a beam of light in a 20ft long, 5ft wide line. Con save. Deals 5d6 radiance damage + your Psionic dice psychic damage. Half damage on success. Sense Truth
Topaz Exhales a beam of Burning hot water in a 20ft long, 5ft wide line. Dexterity saving throw. On fail deals 3d6 bludgeoning damage, 2d6 fire damage + your Psionic dice psychic damage. Half damage on success. Energy Containment
Amethyst Exhales a boom of force in a 15ft Cone. Constitution saving throw. On fail deals 5d6 Force damage + your Psionic dice psychic damage. Half damage on success Telekinise

Psionic Mind

When choosing this heir at 2nd level you unlock your psionic abilities. You have a pool of psionic points that you can spend on various abilites. You start of with 5 Psionic points and gain more as you level up in this class, as shown in your Gem heir psionic table. You regain spend points equal to half your max psionic points, rounded up at a long rest

Psionic Dice

When choosing this heir at 2nd level you get an psionic dice. Whenever an ability asks for this dice you can roll a d4. This dice increases as you gain levels in this class, as shown in your Gem heir psionic tabel.

Psionic Abilities

You choose 2 Psionic abilites, which are listed at the end of this class. You gain more abilites as you level up in this class as shown in your Gem heir psionic table. You can switch out any ability when leveling up.

Psionic Ability: Wisdom is your psionic ability for your manifestations. You use your Wisdom whenever a manifestation refers to your psionic ability. In addition, you use your Wisodm modifier when setting the saving throw DC for your manifestation and when making an attack roll with one.

Psionic save DC = 8 + your proficiency bonus + your Wisdom modifier

Psionic attack modifier = your proficiency bonus + Wisdom modifier

Gem heir psionic table
Level Abilites known Psionic Dice Psionic Points
2nd 2 1d4 5
3rd 2 1d4 7
4th 3 1d6 9
5th 3 1d6 11
6th 3 1d6 14
7th 4 1d6 17
8th 4 1d8 20
9th 5 1d8 23
10th 5 1d8 27
11th 5 1d8 31
12th 6 1d10 35
13th 6 1d10 39
14th 7 1d10 43
15th 7 1d10 47
16th 7 1d10 52
17th 7 1d10 57
18th 8 1d12 62
19th 8 1d12 67
20th 9 1d12 72

PART 5 | Gem Heir

 

 

Redirect energy

Starting at 6th level, you can redirect your psionic aswell as your draconic energy. As a bonus action you can transform a use of your breath weapon into 4 psionic points. Counterwise, you can spend 4 psionic points to create a new breath weapon use. These points or uses do not count towards your limit, however once used, they are gone. If you have uses remaining when taking a short or long rest, they expire.

Clarity

When you reach 11th level in this class, your empowerd willpower makes it harder to alter your mind. You have advantage on wisdom saving throws. In addition, whenever you make a Wisdom check, you can spend 3 Psi points to roll your Psionic dice. You can add the roll to your total result.

Ancient Mind

When you reach 17th level in this class, your Mind enters an alernate state of existence, connected to the flow of the ethereal plane, usings some of its power. You regain the full amount of your Psi points at a long rest. Whenever an ability asks for your psionic dice, you can spend 10 Psionic points to roll a 2nd dice.
In additon you can switch your psionic abilites at a long rest now.

How Psionic functions

Psionic is a new ability with resamblance to spellcasting. It uses Psionic Points instead of Spell slots, and there is no limit to what Manifistetions you can learn, you just need the points required to cast the spell.

Channeling a Manifestation:

Channeling Manifestations is very similar to casting a spell. Generally you can only channel one manifestation on your turn, however you can double the cost of the more expensive manifestation to channel it on the same turn. However if you already channel a manifestation using your action or bonus action, you can only channel a manifestation that uses the alternate manifestation time.

Example: You create Aura Sight, using your bonus action. Now you can create Clouded Mind for 16 instead of 8 points. You can’t create Contact however, as it also uses your bonus action.

Note that unlike spellcasting, you have no Verbal, symbolic or material components. As Psionic is utilizing your raw mental power, as shown by your psionic points.

Psionic Terminology

Manifestation:

The psionic equivalant of spells. They can be of one of the following

  • Clairsentience: This category encapsulates the ability to learn and study minds and souls in short periods of time. This also includes the ability to read minds.
  • Metacreativy: The ability to create things using only your mind.
  • Pyschokinesis: The ability to manipulate matter with your mind.
  • Pyschometabolism: The ability to modify one own’s body with psychic mutations.
  • Psychomanipulation: The ability to modify the minds and thoughts of those around you.
  • Psychoportation: The ability to improve your movement with psychic modifications
Manifestation time:

The duration that it takes to channel a manifestation. This can be:

  • 1 or multiple actions
  • 1 or multiple bonus actions
  • 1 or multiple reactions
  • A longer duration, such as 1 minute.

If a manifestation takes longer then a action, like 1 minute, you need to spend a action each turn for the duration to channel the manifestation.

Range:

The range a manifestation has. This is the same as with spellcastin, being touch, self, or a set range like 10ft

Psionic Points:

These are used to channel manifestation. Each manifestation shows the cost that they take on their description. Other then spellslots, you can use points to channel any manifestation, as their are no levels.

Duration:

Same as with Spellcasting, longer lasting manifestations often have the “Focus” tag

Focus:

Focus works mostly the same as concentration. Other then with it however, you can focus one more manifestations at once. However you can only channel the same manifestation once. When you get attacked or under certain circumstance depending on the gm’s discretion, you may need to make a focus saving throw, which just like with Concentration, is a Con save.

PART 5 | Gem Heir

 

 

Metallic Dragon Spell List

Cantrips (0 Level)
  • Dancing Lights,
  • Guidance,
  • Light,
  • Message,
  • Prestidigitation,
  • Produce Flame,
  • Poison Spray,
  • Resistance,
  • Thaumaturgy,
  • Spare the dying,
1st Level
  • Alarm,
  • Animal Freindship,
  • Bless,
  • Charm Person,
  • Color spray,
  • Command,
  • Comprehend Languages,
  • Create or Destroy Water,
  • Cure Wounds,
  • Detect Evil and Good,
  • Detect Magic,
  • Detect Poison and disease,
  • Disguise self,
  • Expeditious Retreat,
  • Faerie Fire
  • Feather fall,
  • Find Familiar,
  • Fog cloud,
  • Goodberry,
  • Guiding Bolt,
  • Healing Word,
  • Heroism,
  • Identify,
  • Illusory script,
  • Jump,
  • Longstrider,
  • Mage Armor,
  • Magic Missile,
  • Protection from good and evil,
  • Purify food and drink,
  • Sanctuary,
  • Silent Image,
  • Sleep,
  • Speak with animals,
  • Unseen Servant
2nd Level
  • Aid,
  • Alter self,
  • Animal messenger,
  • Arcane Lock,
  • Barkskin,
  • Blur,
  • Darkness
  • Darkvision,
  • Detect Thoughts,
  • Enhance Abilities,
  • Enlarge/reduce,
  • Find traps,
  • Gust of Wind
  • Hold Person,
  • Invisibility,
  • Knock,
2nd Level
  • Lesser Restoration,
  • Locate animals or plants,
  • Locate Object,
  • Magic Mouth,
  • Mirror Image,
  • Misty Step,
  • Pass without Trace,
  • Protection from Poison,
  • Rope Trick,
  • See Invisiblity,
  • Shatter,
  • Silence,
  • Spider Climb,
  • Spike Growth,
  • Suggestion,
  • Warding Bond,
  • Zone of Truth
3rd Level
  • Blink,
  • Conjure Animals,
  • Counterspell,
  • Create food and water,
  • Daylight,
  • Dispel Magic,
  • Glyph of Warding,
  • Haste,
  • Magic Circle,
  • Major Image,
  • Mass Healing Word,
  • Melt into stone,
  • Nondetection,
  • Remove Curse,
  • Revivify,
  • Sending,
  • Slow,
  • Speak with Plants,
  • Tiny Hut,
  • Tounges,
  • Water breathing,
  • Water walk
4th Level
  • Arcane Eye,
  • Charm Monster,
  • Confusion,
  • Conjure Woodland creature,
  • Control Water,
  • Death Ward,
  • Dimension door,
  • Dominate Beast,
  • Freedom of movment,
  • Greater invisibility,
  • Locate Creature,
  • Polymorph,
  • Resiliant Sphere,
  • Stoneskin,
5th Level
  • Animate Object,
  • Awaken,
  • Conjure Elemental,
  • Dispel Evil and Good,
  • Greater Restoration,
  • Hold Monster,
  • Legend lore,
  • Mass Cure Wounds,
  • Mislead,
  • Reincarnate,
  • Telekinises,
  • Telepathic Bond,
  • Teleportation Circle,
  • Wall of Force

PART 6 | Metallic Spell List

 

 

Manifestations

Allure

Psychomanipulation

Manifestation time:
1 Action
Area:
80 ft. radius
Psionic Points:
6
Duration:
Instant

You target up to 3 creatures. They have to make a Wisdom saving throw. On a fail, at the start of their next turn they have to use their entire movment to get closer to you.
Spending additonal Points: For each 2 points spend, you can target on 1 additonal creature.

Aura Sight

Clairsentience

Manifestation time:
1 Bonus Acion
Range:
60 ft
Psionic Points:
5
Duration:
Instant

You target one creature wihin 60 ft. that you can see. You can choose one of the following, learning it about the Creature: Weakness, Resitance, Immunity.
Spending additonal Points: For each 2 additonal points spend you can target 1 additonal creature

Cell Adjustment

Psychometabolism

Manifestation time:
1 Action
Range:
Touch
Psionic Points:
30
Duration:
1 Hour, Focus

You touch one creature and increase one of its stats. For the duration of the ability one stat of your choice increases by 1 + your proficency bonus. This effect can not exceed a stat beyond 20

Clouded Mind

Psychomanipulation

Manifestation time:
1 Action
Range:
60 ft.
Psionic Points:
8
Duration:
1 minute, Focus

You target one creature in range. It makes a Wisdom saving throw. A fog clouds the targets mind, blinding it for the duration.
Spending additonal Points: For each 2 additonal points spend, you can target 1 additonal Creature.

Contact

Psychomanipulation

Manifestation time:
1 Bonus Action
Range:
120 ft.
Psionic Points:
1
Duration:
Instant

You target one creature you can see or know of. You can send them a single sentence through telepathy. It must be in a language that both you and the target understand.
Spending additonal Points: For each point that you spend you can increase the range by 60 ft. to a limit of 420 ft.

Control Body

Psychomanipulation

Manifestation time:
1 Action
Range:
80 ft.
Psionic Points:
16
Duration:
1 minute, Focus

You target one creature you can see. It makes a Wisdom saving throw. On a fail you can, on your turn, order the target to do one of three actions:

  • Attack a Target of your choice
  • Move to a spot of your choice within its movment or fall prone
  • Drop anything in its hands

As long as its under your control, you can choose for it to fail any Dexterity, Strength or Constitution Check automatically. At the end of each of its turn, it can make a Wisdom saving throw, freeing itself on a success.

Detonate

Psychokinesis

Manifestation time:
1 Action
Range:
60 ft.
Psionic Points:
5
Duration:
Instant

You target 1 non living object within range that fills a space no larger then 5ft. It then detonates in a 10 ft radius sphere. Anyone within the sphere has to make a Dexterity saving throw, taking 6d6 thunder damage and be knocked prone, or take half damage on a successfull save. The targeted object shatters and turns into a pile of ash.
Spending additonal Points: You can spend 3 Points once to target 1 additonal Object PART 7 | Manifestations

 

 

Ethereal warp

Psychoportation

Manifestation time:
1 Bonus action
Range:
touch, self
Psionic Points:
20
Duration:
1 Round

You transfer your concioucness to the ethereal plane. Your mortal body vanishes. At the start of your next turn, choose a space within 100ft that is unoccupied. You reapear there. Any creature with ethereal sight can see you at all times. You can not be attacked from anyone that is not in the ethereal plane.

Ego Whip

Psychomanipulation

Manifestation time:
1 Action
Range:
30 ft.
Psionic Points:
6
Duration:
1 minute, Focus

Make a psy attack role against one target you can see within range. On hit it takes 1d8 psychic damage and has to make a intelligence saving throw. On a fail its mind is filled with despair. It has disadvantage on strength and wisdom saving throws and is unable to cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target
Spending additonal Points: For each extra 4 points you deal an additonal 1d8 damage.

Energy Containment

Psychokinesis

Manifestation time:
1 Reaction
Range:
60 ft.
Psionic Points:
3
Duration:
Instant

If a ranged attack that would deal fire, lighting or cold damage target an ally within range, you can instead refocus it, making it hit you. It always hits, but you can roll your psionic dice and reduce the damage by the rolled amount. For every 5 points of damage you took from this attack, you shine 1 minute in a bright light in a 10ft radius from you, and dim light in additonal 15 ft. radius around you.
Spending additonal Points: For each 2 points spend, you can reduce the damage by 1 additonal point.

Expansion

Psychokinesis

Manifestation time:
1 Bonus Action
Range:
60 ft.
Psionic Points:
2
Duration:
Instant

You target a body of fluid that fills no more then 10ft of space. You then expand it by up to 5 ft in a direction of your choice. Fluid expanded that way can not be expanded again.
Spending additonal Points: For every 2 points spend both the size of the target and the max expansion inreases by 5 ft.

Healing Thoughts

Psychometabolism

Manifestation time:
1 Bonus Action
Area:
15ft Radius from you
Psionic Points:
12
Duration:
Instant

You choose up to 4 creatures within the area. Each of them regains hit points equal to your psionic dice + psionic modifier.
Spending additonal Points: For each extra point that you spend you heal 1 additonal hit point.

Iron Will

Psychometabolism

Manifestation time:
1 Bonus Action
Range:
Touch
Psionic Points:
10
Duration:
1 Hour

You touch a willing creature, embuing it with a iron will. For the duration of te manifestation, the target has advantage on Wisdom, Intelligence and Charisma checks and saving throws.
Spending additonal Points: For each additonal 10 points you spend you can touch an additonal creature.

Mind Cleanse

Psychomanipulation

Manifestation time:
1 Action
Range:
touch
Psionic Points:
25
Duration:
Instant

You touch a creature. If it is under a effect that causes it to be controlled by another Creature, it is freed of that effect. In additon if it is under any kind of curse, it is freed from it. PART 7 | Manifestations

 

 

Clairsentience

Manifestation time:
1 Action
Range:
120 ft.
Psionic Points:
5
Duration:
1 minute, focus

You attempt to connect your mind with a creature you can see. If it is not willing it makes a Wisdom saving throw. On a fail, or if it allows the link, you can for the duration, see, smell or hear through the creature. You keep the senses you have not chosen.
Spending additonal Points: For each 2 points spend, your range increases by 60ft, to a maximum of 420 ft.

Mindread

Clairsentience

Manifestation time:
1 Action
Range:
80 ft.
Psionic Points:
5
Duration:
1 minute, focus

You focus on a creature you can see, reading its thoughts. It has to make a Wisdom saving throw. On a fail, for the duration, you hear their thoughts as if they are spoken. Attacks made against you by that creature are made with disadvantage.

Mindwipe

Psychomanipulation

Manifestation time:
1 Action
Range:
Touch
Psionic Points:
30
Duration:
10 minutes

You touch a creature. Attempting to reset their memory. It makes a intelligence saving throw. On a fail it forgets everything that happend in the last hour for the duration. Keen mind blocks this ability.
Spending additonal Points: When you spend an additonal 10 Points, it forget everything that happend in the last 24 hours. For 20 Points it forgets everything that happend in the last week. For 30 additonal Points it forgets everything in its entire lifetime for the duration.

Project Force

Metacreativity

Manifestation time:
1 Action
Range:
60 ft
Psionic Points:
15
Duration:
1 minute

You project a spirital double of yourself anywhere within 60ft of you. For the duration, you can use manifestations through it, see, hear and smell through it, aswell as speak through it in any language you know. Besides manifestations, it can not react with its enviorment however. Meaning it can not be attacked either.
Spending additonal Points: For each additonal 5 points you spend, your spirital double stays for an additonal minute.

Psionic Blast

Metacreativity

Manifestation time:
1 Action
Range:
80 ft
Psionic Points:
5
Duration:
Instant

You target a creature within your range and send a beam of psychic energy at it. Make a attack role against it. On hit the target takes 5d8 Psychic damage.
Spending additonal Points: You can spend an additonal 5 points to target an additonal creature, for a maxium of 5 creatures

Psionic Burst

Metacreativity

Manifestation time:
1 Action
Area:
10 ft. from you
Psionic Points:
7
Duration:
Instant

Anyone within 10ft of you has to make a Intelligene saving throw taking 3d8 Psychic Damage and falling prone on a failed save, or taking half damage on a succesfull save.
Spending additonal Points: For each 3 additonal points you spend you deal an additonal 1d8 damage PART 7 | Manifestations

 

 

Psionic Crush

Psychomanipulation

Manifestation time:
1 Action
Range:
5 ft.
Psionic Points:
15
Duration:
Instant

Make an attack role against a target within your area. On hit they take 4d10 Psychic Damage and have to make a Wisdom saving throw. On a fail they are frightend against you for 1 minute. They can retry the save at the end of each of their turns.
Spending additonal Points: For each 6 additonal points you spend you deal an additonal 1d10 damage

Psionic Surge

Psychoportation

Manifestation time:
1 Bonus Action
Range:
Touch
Psionic Points:
20
Duration:
1 Hour

For the duration, the affected gains an additonal 10ft of walking speed, gains an additonal reaction and can use the dash action as a bonus action.
Spending additonal Points: For each 10 points you spend, you can target an additonal creature.

Regeneration

Psychometabolism

Manifestation time:
1 Bonus Action
Range:
60 ft
Psionic Points:
20
Duration:
1 minute, focus

You target one creature you can see within 60ft. For the duration they heal for 1d4 + your psionic modifier on the start of each of their turns.
Spending additonal Points: For every 4 points you spend, it heals for one additonal hit point.

Sense Truth

Clairsentience

Manifestation time:
1 Bonus Action
Range:
80 ft.
Psionic Points:
10
Duration:
1 Hour, focus

You attempt to read the true intentions of a sinlge creature of your choice. It makes a Wisdom saving throw. On a fail you know any lie it tells for the next hour. However it is aware of your presence in its mind.
Spending additonal Points: You can spend an additonal 20 points, hiding your presence in its mind. It is not aware of you in its mind. PART 7 | Manifestations

Telekinesis

Psychokinesis

Manifestation time:
1 Action
Range:
120 ft.
Psionic Points:
4
Duration:
Instant, Focus

You focus on a object that weights no more then 15 lb within your range that isn’t being worn or carried. You can move the object up to 30 ft. If you throw it at a target, its considerd an improvised action but uses your psionic ability for your attack role. You can not move it through other objects. As long as you focus, you can use a bonus action on your turn to move it an additonal 30 ft, aslong as its within your range.
Spending additonal Points: For each 3 points that you spend, you can increase the max carry weight by 1 lb.

Telepathie

Psychomanipulation

Manifestation time:
1 Bonus Action
Range:
120ft
Psionic Points:
4
Duration:
1 minute

You focus on a mind within 120ft of you, communicating with it purly through telekinesis for 1 minute. This communication is not affected by deafening or the silence spell. Both you and your linked mind have to communicate in a language you both understand.

Woodland Telepathie

Psychomanipulation

Manifestation time:
1 Bonus Action
Range:
100ft
Psionic Points:
6
Duration:
Instant

You can communicate with any animal, plant or druid through telepathie you can understand each other, as if you are speaking in a language you know. It is not affected by deafening or the silence spell.

Mental Barrier

Psychometabolism

Manifestation time:
1 Action
Range:
touch, self
Psionic Points:
12
Duration:
1 hour, focus

You center your mind building a mental barrier that protects you from mental harm. For the duration, you are immune to psychic damage and have advantage on Wisdom saving throws. You are also immune to being poisoned. PART 7 | Manifestations

 

 

Thought Shield

Metacreativity

Manifestation time:
1 Bonus Action
Range:
touch, self
Psionic Points:
8
Duration:
1 minute, focus

Your protective thoughs manifest into a physical shield that protects you from harm. For the duration, whenever an attack role is made against you, roll your psionic dice. The opposing attack role is reduced by the amount. PART 7 | Manifestations

 

 

Barbarian Subclasse: Path of the Dragon Tamer

Babarians who grew a facination of Dragons, may walk the path of the Dragon tamer, drawing their rage from the energy of their Dragon spirit they tame. The Dragon spirit changes the Barbarian, shifting depending on the spirit they gain.

These Barbarians generally are quite intelligent and have a great understanding of all things nature. The Spirit and the Barbarian eventually become one, often mimicing each others personality.

Dragon Spirit Origin
1d6 Origin
1 You battled your spirit to submission
2 You made a deal with your spirit, leanding each others power.
3 You saved a spirit from certain doom, and it forever is in your dept now.
4 You befriended a lonely Spirit, becoming a loyal freind
5 A Dragon you met returns as Spirit to you, seeking your aid in vengance against their killer(s).
6 You where in a Dragon Cult worshippers, and have been designated a spirit for training