Racial Class: Sealed Dragon

by DawnGuardian

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Sealed Dragons

Rejected Birthright

Born to be the most powerful race in the multiverse, Sealed Dragons are Wyrms that are trapped in mortal forms that may or may not forever hold them hostage. These Sealed Dragons are one of many, but the most common are the ones that were kidnapped during their Wyrmling period, where a Dragon is not yet of great power. It is rare for older Dragons to be sealed, but members of the Draconic Pantheon has been known to mete out punishments similar to this. This mortal state does little to permanently weaken a Dragon, because a Dragon's soul, like those of Fey and Giants, is likened to a god and will eventually grow stronger, slowly breaking out.


Cursed Body

One does not become a Sealed Dragon and no Dragon in their right mind would ever wish to be trapped in an inferior mortal body. With an infinitely strong body and constantly growing power, Dragons are revered as mortal gods capable of shaking the very foundations of a world once they grow powerful enough. And unlike other creatures, this strength is assured. Sealed Dragons follow the same pattern but in quick bursts. While sealed, their power grows far more quicker than a normal Dragon but this has a limit, and most Sealed Dragons die quick. This is due to an inability to adapt. After all, Dragons never once adapted to anything, everything else adapts to them.


Traits


Sealed Race

You can be sealed into any race, but you do not gain all their traits. Refer traits below for details.


If you choose the Dragonborn race, your Draconic ancestry must align with your actual Draconic type. You Breath Weapon trait is present till it is replaced by the class Breath Weapon trait.


Age

The seals do very little to hinder your lifespan, the longer you live the more you are tormented by your powerlessness, right?


Traits

You take some of the traits of the race you are sealed into: size, speed, and ability score improvements. You also get darkvision up to 60 feet.


You do not gain any other race-specific traits like Trance, Nimbleness, Healing Hands, resistances, etc.


You do not select a background, as being a Sealed Dragon constitutes as your background.


Background

You background is being a Sealed Dragon. You gain proficiencies in History and Arcana, along with all the languages entitled in the following section.


Languages

Your age affords you the luxury of learning most of the common languages. You know to read, write and speak all standard languages (Common, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, and Orc) and one additional Exotic language of your choice.


Ancestry

Your choice of Draconic ancestry dictates your breath type and damage resistances.


Metallic Dragons

The generally good aligned Dragons.

Type Element Breath Formation Save Type
Adamantine Thunder 15ft. Cone Con
Brass Fire 15ft. Cone Dex
Bronze Lightning 30ft. Line Dex
Cobalt Cold 15ft. Cone Con
Copper Acid 15ft. Cone Dex
Gold Fire 15ft. Cone Dex
Iron Lightning 30ft. Line Dex
Mercury Poison 15ft. Cone Dex
Mithril Radiant 15ft. Cone Con
Orium Acid 15ft. Cone Dex
Platinum ??? ??? ???
Silver Cold 15ft. Cone Con
Steel1 Force 15ft. Cone Dex

Chromatic Dragons

The generally evil aligned Dragons.

Type Element Breath Formation Save Type
Black Acid 15ft. Cone Dex
Blue Lightning 30ft. Line Dex
Brown Acid 15ft. Cone Dex
Green Poison 15ft. Cone Dex
Grey/Fang Acid 15ft. Cone Dex
Purple/Deep Necrotic 15ft. Cone Con
Red Fire 15ft. Cone Dex
White Cold 15ft. Cone Con

Gem Dragons

More neutral aligned Dragons with crystalline scales.

Type Element Breath Formation Save Type
Amethyst1 Force 30ft. Line Str
Crystal Radiant 15ft. Cone Con
Emerald2 Bludgeoning 15ft. Cone Dex
Obsidian Fire 15ft. Cone Dex
Sapphire3 Psychic 15ft. Cone Wis
Topaz Fire 15ft. Cone Dex

Planar Dragons

Planar Dragons are a subtype of chromatic Dragons. They are the result of chromatic Dragons living and breeding on other planes and being changed dramatically by the plane.

Type Plane of Origin Element Breath Formation Save Type
Frostforged Abyss Cold 15ft. Cone Con
DeathMask Abyss Necrotic 15ft. Cone Con
Rust Acheron Acid 15ft. Cone Dex
Battle Astral Radiant 15ft. Cone Con
Pact Astral Fire 15ft. Cone Dex
Tarterian1 Carceri Force 30ft. Line Str
Radiant Celestia Radiant 15ft. Cone Con
BlazeWyrm Elemental Fire 15ft. Cone Dex
Dragon Eel Elemental Lightning 30ft. Line Dex
Tempest Elemental Lightning 30ft. Line Dex
Pyroclastic Elemental Fire 15ft. Cone Dex
Ethereal1 Ethereal Force 30ft. Line Str
Chaos Limbo Prismatic Spray4 15ft. Cone Dex
Howling Pandemonium Psychic5 15ft. Cone Wis
Faerie Feywild Radiant 15ft. Cone Con
Mirage Feywild Psychic 15ft. Cone Wis
Wretch Feywild Psychic 15ft. Cone Wis
Blight Shadowfell Fire/Necrotic6 15ft. Cone Dex
Shadow Shadowfell Necrotic 15ft. Cone Con
Styx Lower Planes Acid 15ft. Cone Dex

Miscellaneous Dragons

Dragons that aren't classified into the above archetypes (even if they do belong to one).

Type Element Breath Formation Save Type
Song7 Radiant 30ft. Sphere Wis
Sun Radiant 15ft. Cone Wis
Moon Radiant 15ft. Cone Wis
Prismatic Prismatic8 15ft. Cone Dex

Notes

  • This is not a comprehensive list.
  • 1 These Dragons have their damage resistance feature in Scales changed to all Slashing, Piercing, and Bludgeoning.
  • 2 An Emerald Dragon breathes out a powerful gust of wind.
  • 3 A Sapphire Dragon emits a cone of panic inducing sounds.
  • 4 Use the same d8 as the Spell Prismatic Spray, and replace 8s with a simple re-roll.
  • 5 A Howling Dragon emits a cone of maddening sounds.
  • 6 Half damage die (rounded up) to Fire and half damage die (rounded down) to Necrotic.
  • 7 'Breath' does no damage. All those that fail the save are Charmed by the Dragon for the next minute and repeat the save if they take damage equal to or more than twice the Sealed Dragons level, or if Counter Charmed by a spell, ability, or action.
  • 8 Use a d6 to determine type. First five are the same as the Prismatic Spray spell, and 6 is Radiant. This elemental affinity lasts 1d10 days before you can roll the next elemental affinity.

Class Spells

The following spells are available to you as part of your class's spell list, even if they normally are not. The following spells are also your Domain spells if you are a Cleric, Oath spells if you are a Paladin, and your Expanded spell list if you are a Warlock.

Spell Level Spells
1 Burnish/Tarnish, Cause Fear
2 Dragon's Breath, Elemental Blade
3 Elemental Step, Galder's Tower
4 Hallucinatory Terrain, Polymorph
5 Commune with Nature, Steel Wind Strike

Burnish/Tarnish

Transmutation, Level 1


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M*
  • Duration: 1 Hour

For the duration of the spell, any affected metal objects up to 100 lbs, including coins, weapons, decorations, and even dragon scales among others, are restored to their full, natural luster.


If cast as tarnish, the spell instead actively dulls the shine of metal, covering it an unsightly film.


* - (the metallic objects targeted)


Cause Fear

Necromancy, Level 1


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V
  • Duration: 1 Minute (Concentration)

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Dragon's Breath

Evocation, Level 2


  • Casting Time: 1 Bonus Action
  • Range: Self (15 foot cone)
  • Components: V, S, M*
  • Duration: 1 Minute (Concentration)

You imbue yourself with the power to spew magical energy from your mouth. Until the spell ends, you can use an action to exhale energy of the type of your chosen ancestry in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.


Alternatively, you can use this spell to regenerate your Breath weapon, if you've unsealed it. If you use it this way, it requires a spell slot of level equal to half your level


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


* - (a hot pepper)


Elemental Blade

Illusion, Level 2


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute (Concentration)

You weave together threads of draconic essence to create a sword of solidified magic in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 damage on a hit and has the finesse, light, and thrown properties (range 20/60). The damage type depends on your draconic ancestry.


If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.


At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.


Galder's Tower

Conjuration, Level 3


  • Casting Time: 10 Minutes
  • Range: 30 feet
  • Components: V, S, M*
  • Duration: 24 Hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:


  • A bedroom with a bed, chairs, chest, and magical fireplace
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
  • A lounge with couches, armchairs, side tables and footstools
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches
  • An observatory with a telescope and maps of the night sky
  • An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.


You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.


* - (a fragment of stone, wood, or other building material)


Elemental Step

Conjuration, Level 3


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V
  • Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you reappear, a burst of elemental magic explodes around you. Each creature within 10 feet of you needs to make a saving throw, taking 3d10 damage on a failed save, or half as much on a successful save (saving throw and damage type aligned with your ancestry).


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


Hallucinatory Terrain

Illusion, Level 4


  • Casting Time: 10 Minutes
  • Range: 300 feet (150 foot cube)
  • Components: V, S, M*
  • Duration: 24 Hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.


The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.


* - (a stone, a twig, and a bit of green plant)


Polymorph

Transmutation, Level 4


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: 1 Hour (Concentration)

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.


The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.


The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.


The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.


The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.


* - (a caterpillar cocoon)


Commune with Nature

Divination, Level 5, Ritual


  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.


You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:


  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.


Steel Wind Strike

Conjuration, Level 5


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.


You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.


* - (a melee weapon worth at least 1 sp)


SEALED

DRAGONS

Inspired by u/Blacklight85's homebrew. However, their's is a standalone class, and I wanted to use 'subclasses' of the existing player classes.

Most of the information about dragons is sourced from Draconomicon, The Book of Dragons (ISBN-13: 978-0786928842).

Image Credits


 

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