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# Sealed Dragon: Druid
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:----:|:---:|:-----------------------------------------|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Druidic, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Reduced Shapechange, The Seals Start to Fracture | 2 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Breath Weapon | 3 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Claws | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Wings | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Scales, Shapechange Spells, Timeless Body | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | The Seals Break: Natural Enhancements | 4 | 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:** Clubs, Daggers, Darts, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Slings, and Spears * **Tools:** Herbalism Kit * **Saving Throws:** Intelligence, Wisdom * **Skills:** Choose any two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival ___ ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a Shield or (b) a Simple Weapon * (a) Scimitar or (b) a Simple Weapon * Leather Armour * an Explorer's Pack ___ \pagebreak ### Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. ___ ### Spellcasting Your own powers might have been Sealed, but you've learnt to draw from other sources. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. ___ ##### Cantrips At 1st level, you know two Cantrips of your choice from the Druid spell list. You learn additional Druid 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 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 Druid spells that are available for you to cast, choosing from the Druid spell list. When you do so, choose a number of Druid 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. ___ ##### Spellcasting Focus You can use a Druidic focus as a spellcasting focus for your spells. ___ ### Reduced Shapechange Starting at 2nd level, you can use your action to magically assume the shape of a beast (it must have the beast tag) that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. ___ You can stay in a beast shape for a number of hours equal to half your druid 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. ___ Your druid level determines the beasts you can transform into: | Level | Max CR | Limitations | |:---:|:---:|:---| | 1 | 1/4 | No flying/swimming speed | | 2 | 1/4 | No flying/swimming speed | | 3 | 1/4 | No flying/swimming speed | | 4 | 1/2 | No flying speed | | 5 | 1/2 | No flying speed | | 6+ | 1/3 Level | No limitations | ___ While you are transformed, the following rules apply: * Your game statistics are replaced by the statistics of the beast, 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 creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. * When you transform, you assume the beast’s hit points and Hit Dice. 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 animal 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. \pagebreak * You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. * Because of your Druidic experience, you can choose if your non magical equipment falls to the floor or is merged into your form. Choosing to merge the equipment into your form uses 1 level of spell slot for every 3 items. For example, to merge 5 pieces of equipment, you need to use a level 2 spell slot or 2 level 1 spell slots. You can choose to drop your magical items safely or to merge them into you form freely. ___ ### The Seals Start to Fracture At 2nd level, the tiniest cracks have begun to form in your Seals. ___ You can use your Bonus Action to perform you Reduced Shapechange. Additionally, you can expend a spell slot while shapechanged to regain 1d8 HP per level of spell slot used. ___ ### 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. ___ ### 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. ___ \columnbreak ### 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. ___ ### Shapechange Spells Beginning at 18th level, you can cast many of your spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. ___ ### Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. ___ \pagebreak ### The Seals Break: Natural Enhancements 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, as long as you are not in your true form, you can use your Reduced Shapechange ability an unlimited number of times. ___