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# Sealed Dragon: Cleric
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:----:|:---:|:---------------------------------|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, The Seals Start to Fracture | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Channel Divinity (1/rest) | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Breath Weapon, Channel Divinity (2/rest) | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Claws | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Divine Intervention, Claws | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Wings, Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Destroy Undead (CR 4), Scales | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | The Seals Break: Divine Empowerment | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
___ ## 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, Medium Armour, Shields * **Weapons:** Simple Weapons * **Tools:** None * **Saving Throws:** Wisdom, Charisma * **Skills:** Choose any two from History, Insight, Medicine, Persuasion and Religion ___ ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a Mace or (b) a Warhammer * (a) Scale Mail, (b) Leather Armour or (c) Chain Mail * (a) Light Crossbow w/ 20 bolts or (b) any Simple Weapon * an Explorer's Pack * a Shield ___ ### Spellcasting Your own powers might have been Sealed, but you've learnt to draw from other sources. And to put yourself in the service of a god is nothing new to you as a Dragon, only now, you have to rely on them for power. As a conduit for divine power, you can cast Cleric spells. ___ \pagebreak ##### Cantrips At 1st level, you know three cantrips of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table. ___ ##### Preparing and Casting Spells The table shows how many spell slots you have to cast your cleric 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. ___ You prepare the list of Cleric spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric spells equal to your Wisdom modifier + your level (minimum of one spell). The spells must be of a level for which you have spell slots. ___ For example, if you are 3rd-level, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *Cure Wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. ___ You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. ___ ##### Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. * **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier * **Spell attack modifier** = your proficiency bonus + your Wisdom modifier ___ ##### Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared. ##### Domain Spells Refer the Sealed Dragon: Race section for information on Domain Spells. When you gain these spells at the indicated levels, they do not count against the number of spells you can prepare each day, and are always prepared. ___ ### The Seals Start to Fracture The tiniest cracks have already begun to form in your Seals due to your devotion. ___ By combing your natural magic with the divine magic, when you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. ___ If the spell targets more than one ally, you choose the ally who can make the attack ___ ### Channel Divinity: Turn Undead At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. As an action, you present your holy symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. ___ A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. ___ Beginning at 6th level, you can use your this feature twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. ___ ### 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. ___ ### Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the table below. | Level |Destroys Undead of CR | |:---:|:---| | 5th | 1/2 or lower | | 8th | 1 or lower | | 11th | 2 or lower | | 14th | 3 or lower | | 17th | 4 or lower | ___ \pagebreak ### 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 8th 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. ___ ### Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. ___ Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. ___ If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. ___ ### Scales At 17th 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. ___ ### 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. ___ \columnbreak ### The Seals Break: Divine Empowerment 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, you connection to your god improves tremendously, and your Divine Intervention feature now succeeds automatically. ___