Racial Class: Sealed Dragon Rogue

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Sealed Dragon: Rogue

Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 The Seals Start to Fracture
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Breath Weapon, Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Claws
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Wings
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Scales
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 The Seals Break: Hidden Dragon
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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: Thieves' Cant
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a Rapier, or (b) Shortsword
  • (a) a Shortbow and a quiver with 20 arrows, (b) a Shortsword
  • Leather Armour, two Daggers, and Thieves' Cant
  • an Explorer’s Pack

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.


At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.


Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the table.


Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


The Seals Start to Fracture

At 3rd level, the tiniest cracks have begun to form in your Seals and your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.


You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.


Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.


Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


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.


Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Claws

At 9th 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.


Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


Wings

The Seals deteriorate further and allow you to unfurl your wings again. At 13th 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.


Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.


Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.


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.


Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.


The Seals Break: Hidden Dragon

Broken and destroyed, your seals are finally gone but you have not lost the experience and power you have gained as a mortal, 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 have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.


 

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