This aura grants a bonus equal to your Charisma modifier to concentration checks and saving throws to avoid the frightened, paralyzed and charmed conditions. All damage taken from the chosen type is reduced by an amount equal to your Charisma modifier. The damage type must be chosen when you activate this aura after a rest. This aura grants a bonus equal to your Charisma modifier to all Charisma ( Deception), ( Intimidation), and ( Persuasion) checks.Ĭhoose one damage type from the following: acid, cold, fire, lighting or poison. The damage type must be chosen when you activate this aura, after a rest. This aura allow creatures in the aura area to ignore resistance against one damage type. This aura grants a bonus equal to your Charisma modifier to all Intelligence ( Arcana), ( Nature), ( Religion), ( Investigation) and ( History) checks.
This aura grants to the creatures inside it a bonus equal to your Charisma modifier to all saving throws made to avoid effects that deal acid, cold, lighting or fire damage. This radius increases to 30-foot at 18th level. The aura is centered on you and have 10-foot radius. You have one aura known at 1st level, and gain one additional one at 9th level and one more at 15th level. You can have only one aura active at time, and swapping between auras require a short rest.
Starting at 1st level, you learn how to express the eldritch power of dragons through the use of auras that mimic draconic abilities.
Your choice grants you features at 1st level, and again at 2nd, 7th, 10th, and 20th level. You can select from the archetypes which are detailed at the end of the class description. Starting at 1st level, you adopt a archetype you strive to emulate. In addition, you gain advantage in all Charisma checks made to interact with dragons and on all Intelligence checks made to recall information about them. Once you use this feature, you can't use it again until you finish a long rest. Also, you can use your action to grant the ability to speak and understand draconic to a number of creatures equal to your Charisma modifier, for 1 minute. You know how to speak, read and write Draconic.
You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception, and Persuasion Equipment Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Lord level after 1st
Hit Points at 1st Level: 10 + Constitution modifier Second, choose the noble background.Īs a Dragon Lord you gain the following class features. First, Strength or Dexterity should be your highest ability score, followed by Charisma. You can make a Dragon Lord quickly by following these suggestions. What's your history, how and why did you became a dragon lord? You are only one from a long lineage of draconic nobles? Have you implored for knowledge and patronage of a dragon? Have you survived an savage attack of a dragon, and have its power imprinted on you after the trauma? When creating a dragon lord, ask yourself at first, from where you draw your powers? Are you an heir of a dragon, either by bloodline or reincarnation? Did you learned from a ancient dragon master? Are you a chosen of a dragon god? Others, however, have a more indirect access to this power, being protegees of ancient dragons or dragon gods, being representative of this powerful dragon. Some are dragon descendants, being heirs of a draconic dynasty, and have the dragon blood coursing through their veins or are the reincarnation of a ancient dragon's soul, awakening over time, growing stronger and reclaiming its former glory. The nature of this draconic power varies from lord to lord. They have a majestic presence in the battlefield, that can both boasts the morale of allies or inspire dread in the hearts of enemies. The dragon lords are kings, commanders and occupants from positions of great power, that have this authority granted by them by the dragons.