Racial Class: Sealed Dragon Bard

by DawnGuardian

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Sealed Dragon: Bard

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest 2 5 3
3rd +2 Expertise, The Seals Start to Fracture 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Breath Weapon, Countercharm 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Inspiration (d10), Claws, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Wings, Magical Secrets 4 18 4 3 3 3 2 1 1
15th +5 Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Scales, Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 The Seals Break: Inspired Symphony 4 22 4 3 3 3 3 2 2 1 1
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Class Features

With this Sealed Dragon class, you gain the following features.


Hit Points

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

Proficiencies

  • Armor: Light Armour
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: Three musical instruments of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

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

  • (a) a Rapier, (b) a Longsword, or (c) any Simple Weapon
  • A Musical Instrument
  • an Explorer’s Pack
  • Leather Armour and a Dagger

Spellcasting

Your own powers might have been Sealed, but you've learnt to draw from other sources. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.


Cantrips

You know two Cantrips of your choice from the Bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.


Spell Slots

The table shows how many spell slots you have to cast your 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 Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.


Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.


The Spells Known column of the table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.


Spellcasting Focus

You can use a musical instrument (see the Tools section) as a spellcasting focus for your spells.


Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.


Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.


Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.


The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.


Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.


The Seals Start to Fracture

At 3rd level, the tiniest cracks have begun to form in your Seals.


You gain the ability to make your weapon attacks magically imbued by tapping into your fundamentum.


When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 damage of type aligned with your ancestry to that target. You can do so only once per round on your turn.


The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.


Ability Score Improvement

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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.


Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).


Breath Weapon

The Seals on you start breaking. At 6th level, you can finally access your fundamentum and exhale destruction that defines a Dragon. Once per short or long rest you exhale a breath aligned with your ancestry as shown in the Dragon racial table. The damage die is d6, the number of dice is half your level (rounded down), and the save DC is your spell save DC. On a successful save, targets take half damage.


At 9th level, this breath can also recharge on a 20 on a d20, at 14th level, it recharges on 18 or above on a d20, and at 19th level, it recharges on 15 or above on a d20.


Claws

At 10th level, the Seals deteriorate further and you are now able to manifest your claws. They are considered Finesse weapons, and deal 2d6 damage on hit. They are not considered magical weapons for the sake of overcoming immunity or resistance.


Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the table, or a cantrip.


The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the table.


You learn two additional spells from any classes at 14th level and again at 18th level.


Wings

The Seals deteriorate further and allow you to unfurl your wings again. At 14th level, once per long rest, you are able to manifest your wings as a bonus action. These wings last 5 hours or till you dismiss them as a bonus action. To do so, you must be wearing light armour, or no armour. If you don any other armour while your wings are present, you take 5d6 bludgeoning damage every 12 seconds. If you are reduced to 0 HP by this damage, you cannot use your wings to fly till they are healed by a Heal spell or a Regeneration spell.


With your wings, you have a flying speed of 30 feet.


At 18th level, your flying speed increases to 60 feet.


Scales

At 18th level, your beautiful scales finally manifest. While not wearing any armour, your AC is 14 + Dexterity Modifier. Further, you gain damage resistance to elemental damage aligned with your ancestry and from non-magical melee damage.


The Seals Break: Inspired Symphony

Broken and destroyed, your seals are finally gone but you have not lost the experience and power you have gained, adding to your already supreme true form. But despite this, there are lingering embers that burn from your seals and you cannot maintain your true form permanently ..... yet. Maybe one day, you will find the ability to permanently remove your seal.


At level 20, you can finally assume your true form. You shapeshift into an ancient Dragon equivalent of your draconic species as an action. You can’t use this ability again until you finish a long rest. You can stay in your Dragon form for 1d4 + 1 hours. You cannot extend or increase your time as your true form in any way. While in your true form, the following limitations apply:

  • When you transform, you assume half the Dragon’s hit points and Hit Dice. When you revert to your sealed 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 sealed form. For example, if you take 10 damage in your true form and have only 1 hit point left, you revert and take 9 damage in your sealed form. As long as the excess damage doesn't reduce your sealed form to 0 hit points, you are not knocked unconscious.
  • Your breath weapon does 15d10 damage, instead of the damage indicated on the stat block.
  • If possible, your equipment drops to the floor. Worn items that are not magical (mundane armour, clothes) are destroyed during the transformation process. Any magical items on you (including worn) drops safely.

Your sealed form statistics are replaced by the statistics of the Dragon if they are higher (capped to 16) but you retain your alignment, personality, Intelligence, Wisdom, Charisma scores, and your HP while in sealed form. You also retain all of your skills and saving throw proficiencies. In addition, you become proficient in Strength, Dexterity, and Constitution saving throws if the Dragon is. If the Dragon has any legendary or lair actions, you cannot use them. You also do not gain legendary resistances.


Further, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


 

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