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Level

Proficiency
Bonus

Features

Breath Weapon

1st

+2

Draconic Scales, Breath Weapon, Damage Resistance

3d8

2nd

+2

Draconic Attunement

3d8

3rd

+2

Lineage Feature

3d8

th

+2

Ability Score Improvement

3d8

th

+3

Lineage Feature

3d8

th

+3

Aspect of the Dragon

4d8

th

+3

Lineage Feature

4d8

th

+3

Ability Score Improvement

4d8

th

+4

Relentless Breath

4d8

10th

+4

Ferocious Willpower

4d8

11th

+4

Lineage Feature, Dragonscale Aura

5d8

12th

+4

Ability Score Improvement

5d8

13th

+5

14th

+5

Dragon Wings

5d8

15th

+5

Lineage Feature

5d8

16th

+5

Ability Score Improvement

6d8

17th

+6

18th

+6

Draconic Presence

6d8

19th

+6

Ability Score Improvement

6d8

20th

+6

True Dragon Manifestation

6d8

4
5
6
7
8

5d8

6d8

methods to infuse their bodies with draconic power. As a result,


the blood of dragons runs through the veins of many races. For
some, this heritage manifests as a sorcerous bloodline and a
predilection for magic; for others, however, the power of their
draconic ancestors becomes an obsession.
All races who embrace their draconic heritage and learn to
channel their abilities can become dragon disciples, fearsome
warriors who possess not only the repertoire of an accomplished
sorcerer but also the ability to unleash the furious power of
dragons upon their foes. As dragon disciples discover the power of
their forebears, they can learn to breathe fire, take flight on
leathery wings, and at the pinnacle of their abilitiesassume the
form of a dragon. Although they are rare, dragon disciples can be
found in any land where dragons interact with mortals.

DRACONIC NATURE__________________________
Dragon Disciples inherit personality traits common to their
draconic heritage, so that half-gold dragons are often shy and
secretive, while half-copper dragons are impish and playful. Halfgreen dragons are deceitful, while half-white dragons are often
dim-witted brutes. These traits are tempered by a Dragon
Disciples other Lineage, but greed, arrogance, and paranoia are
qualities that even good-aligned half-dragons often possess.
Before becoming a Dragons Disciple, initiates drink of the
Dragon's blood. It is this blood that gives them there
extraordinary features.

DRAGON DISCIPLE_________________________
As some of the most ancient, powerful, and capricious creatures
in existence, dragons occasionally enter into trysts with
unsuspecting mortals or sire offspring with exceptional
individuals. Likewise, the great power wielded by these creatures
has long intrigued wizards who have sought various magical

ANCIENT ANCESTRY__________________________
The most important question to consider when creating your
Dragon Disciple is your ancestry. As a starting character, you'll
choose an ancestry that ties you to a draconic bloodline. The
black, blue, green, red, and white dragons represent the evil side
of dragonkind. Aggressive, gluttonous, and vain, chromatic

dragons are dark sages and powerful tyrants feared by all


creatures. While the brass, bronze, copper, gold and silver
metallic dragons seek to preserve and protect, viewing
themselves as one powerful race among the many races that have
a place in the world. The ancestry you choose will shape your
goals and ideals. Perhaps you feel like youve been given this
power for some lofty purpose. Or you might decide that the
power gives you the right to do what you want, to take what you
want from those who lack such power.
Class Features
As a Dragon Disciple, you gain the following class features.

You can speak, read, and write Draconic. Additionally,


whenever you make a Charisma check when interacting
with dragons, your proficiency bonus is doubled.

DRACONIC SCALES_____________________
As magic flows through your body, it causes physical traits of your
dragon ancestors to emerge. Your skin is covered by thick dragonlike scales hard as steel. When you arent wearing armor, your AC
equals 10 + your Dexterity modifier + your Strength modifier. You
can use a shield and still gain this benefit.

Hit points
Hit Dice: 1d 10 per Dragon Disciple level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d 10 (or 6) + your
Constitution modifier per Dragon Disciple level after 1st

DAMAGE RESISTANCE__________________

Proficiencies
Armour: shields
Weapons: Simple weapons, longswords, rapiers, shortswords,
scimitars
Tools: None
Saving Throws: Strength, Charisma
Proficiency
Skills: Choose two skills from Acrobatics, Arcana, Athletics,
History, Insight, Intimidation, Perception and Religion.

At 1st level you can use your action to exhale destructive energy.
Your draconic ancestry determines the size, shape, and damage
type of the exhalation. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A creature
takes half damage on a successful save. The shape and size of the
breath weapon are given by the following table. After you use
your breath weapon, you cant use it again until you complete a
short or long rest.

You have resistance to the damage type associated with


your draconic ancestry.

BREATH WEAPON _____________________

Dragon
Variety

Damage
Type

Breath
Weapon

Black

Acid

5 by 30 ft. line (Dex. save)

Blue

Lightning

5 by 30 ft. line (Dex. save)

Brass

Fire

5 by 30 ft. line (Dex. save)

Bronze

Lightning

5 by 30 ft. line (Dex. save)

DRAGON ANCESTOR___________________

Copper

Acid

5 by 30 ft. line (Dex. save)

At 1st level, you choose one type of dragon as your


ancestor. The damage type associated with each dragon is
used by features you gain later.

Gold

Fire

15 ft. cone (Dex. save)

Green

Poison

15 ft. cone (Con. save)

Red

Fire

15 ft. cone (Dex. save)

Silver

Cold

15 ft. cone (Con. save)

White

Cold

15 ft. cone (Con. save)

Equipment
You start with the following equipment in addition to equipment
gained by your background:
(a) a shield, or (b) longsword
(a) a Scimitar or (b) a lance
(a) a Halberd or (b) a spear
(a) a dungeoneers pack or (b) an explorers pack

Draconic Ancestry
Dragon
Damage Type
Dragon
Variety

Energy Type
Resisted

Black

Acid

Blue

Lightning

When first acquired, the breath weapon deals 3d8 points of


damage. The damage increases based on your total level in all
classes, to 4d8 at 6th level, 5d8 at 11th level, and 6d8 at 16th
level.

Brass

Fire

Bronze

Lightning

Copper

Acid

DRACONIC ATTUNEMENT_______________

Gold

Fire

Green

Poison

Red

Fire

At 2nd level you gain a minor magical benefit of the dragon.


Gain a benefit of your choice. At your option, you may also gain
minor physical attributes that are reminiscent of the dragon such
as your eyes changing color.
Breath of the Dragon: You can breathe air and water.

Silver

Cold

White

Cold

Dragon
Ancestry

Blood of the Dragon effect

Black

You can comprehend and communicate with reptiles. You are


able to ask questions of and receive answers from reptiles,
although they aren't any more friendly or cooperative than
normal. Furthermore, wary and cunning reptiles are likely to
be terse and evasive, while the more stupid ones make inane
comments. If a reptile is friendly toward you, it may do some
favour or service for you.

Blue

You can mimic any voice or sound you have heard, anytime
you like. Listeners must succeed on Wisdom (Insight) save
(DC 8 + Proficiency + Charisma modifier) to detect the ruse.

Brass

You suffer no harm from being in a hot or cold environment.


You can exist comfortably in conditions between -50 and 140
degrees Celsius without having to make Constitution saves.
Your equipment is likewise protected.

Bronze

You can move through any type of terrain and leave neither
footprints nor scent. Tracking you is impossible by
nonmagical means.

Copper

You can climb and travel on vertical surfaces or even traverse


ceilings. You gain a climb speed of 20 feet; furthermore, you
need not make Climb checks to traverse a vertical or
horizontal surface (even upside down). You retain your
Dexterity bonus to Armor Class (if any) while climbing, and
opponents get no special bonus to their attacks against you.
You cannot, however, use the run action while climbing.

Gold

You can eat almost anything and not become ill. In addition
you receive a +1 bonus on all saving throws.

Green

Your base land speed increases by 10 feet. This has no effect


on other modes of movement, such as burrowing, climbing or
flying, or swimming.

Starting at 9th level at the beginning of your turn if you have


already used your breath weapon you may make a DC 15
Charisma saving throw. If you succeed you regain the use of your
breath weapon.
Each time you succeed using this feature after the first, the DC
increases by 5. When you finish a short or long rest, the
DC resets to 15.

Red

Add your proficiency bonus to investigation checks and being


within 5ft of a secret door, concealed door, or other unusual
dungeon or terrain feature entitles you to a Search check to
notice it as if you were actively looking for it.

FEROCIOUS WILLPOWER________________

Silver

You always fall 60 feet per round (equivalent to the end of a


fall from a few feet), and take no fall damage.

At 10 level the Dragon Disciple becomes immune


to sleep and paralysis and the damage type associated
with your draconic ancestry.

White

You can walk across icy or slippery surfaces without reducing


your speed or falling over.

Sense of the Dragon: If you are able to hear, you are aware of the
location of any hidden or invisible creature within 10 feet of you
and gain blind sense.
Speed of the Dragon: Your speed increases by 10 feet while you
arent wearing armor.

LINEAGE_____________________________
At 3rd level, you choose a lineage that you strive to emulate in
your combat styles and techniques. Choose the Drakeheart,
Dracomancer or Shadow Dragon detailed at the end of the class
description. The lineage you choose grants you features at 3rd
level and again at 5th, 7th 11th and 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
cant increase an ability score above 20 using this feature.

BLOOD OF THE DRAGON________________


At 5th level you gain a benefit based upon your draconic ancestry
listed in the Blood of the Dragon chart.

ASPECT OF THE DRAGON_______________


At 6th level the Dragons Disciple changes and grows more and
more draconic, leaving their former selves behind. Such a
transformation is not for the faint of heart and can never be
undone. Gain a benefit of your choice. You are proficient with
natural attacks.
Fangs
You grow a large sharp pair of teeth. Gain a melee bite attack as a
bonus action. The damage of the bite attack is 1d8 + Strength
modifier piercing damage.
Claws
You grow a pair of sharp claws. As a bonus action you can attack
using your claws. The damage of the claws is 1d6 + Strength
modifier slashing damage and on a hit you may attempt to
grapple the target.
Tail
You grow a long scaly tail. When you take damage from a creature
that is within 5 feet of you can use your reaction to make a melee
tail attack against that creature. The damage of the tail attack is
1d4 + Strength modifier blunt damage. On a hit if the target is
Large or smaller, it must make a strength saving throw. The DC for
this saving throw equals 8 + your Strength modifier + your
proficiency bonus. On a failed save, you knock the target

prone.

RELENTLESS BREATH___________________

th

DRAGONSCALE AURA__________________
At 11th dragon utterly dominates any space it occupies
merely by being there. Their noble grandeur, regal bearing,
and savage ferocity are plainly on display for all to see.
Dragons cannot simply be ignored. So, too, are the
Dragons Disciples. They have learned to harness this
quality of the dragon into an aura that can bolster or
undermine. (The aura has a range of 10ft). Projecting an
aura is a bonus action. An aura remains in effect
continually until you use a bonus action to dismiss it.
Dragon Aura
Ancestry Name

Aura
Effect

Black

Entropy

All enemies within your aura take


acid damage equal to your
proficiency at the start of your
turn.

Disruption

All enemies within your aura


must make an intelligence saving
throw (DC 8 + proficiency +
charisma modifier) to manifest
powers, cast spells or use spelllike abilities.

Blue

Brass

Insight

You and your allies within your


aura gain your proficiency to all
intelligence checks.

Bronze

Alacrity

You and allies within your aura


gain your proficiency on initiative
checks.

Copper

Serendipity

You and allies within your aura


gain your proficiency bonus on
any one roll per day. Once a
particular ally chooses to use her
bonus, the aura ends for that
ally, but not for any other ally
who has not yet used the bonus.

Gold

You and allies within your aura


gain your proficiency as a bonus
Rejuvenation to any healing, but it only affects
allies at or below half their full
normal hit points.
Aggression

You and your allies within your


aura gain your proficiency bonus
to all strength checks.

Red

Confidence

You and allies within your aura


receive a damage reduction to
attacks that hit equal to your
proficiency bonus.

Silver

Liberty

You and your allies within your


aura gain your proficiency to all
charisma checks.

White

Ferocity

You and allies affected by your


aura gain your proficiency bonus
on weapon attack rolls to hit.

Green

DRAGON WINGS______________________
At 14th level, you grow a permanent pair of wings. You
have a flying speed equal to your current speed. You cant
use your wings while wearing armor unless the armor is
made to accommodate them, and clothing not made to
accommodate your wings might be destroyed when you
spread them.

DRACONIC PRESENCE__________________
Beginning at 18th level, you can channel the dread
presence of your dragon ancestor, causing those around
you to become awestruck or frightened. As an action, once
a day you can draw on this power and exude an aura of
awe or fear (your choice) to a distance of 60 feet. For 1
minute or until you lose your concentration (as if you
were casting a concentration spell), each hostile creature
that starts its turn in this aura must succeed on a Wisdom
saving throw or be charmed (if you chose awe) or
frightened (if you chose fear) until the aura ends. A
creature that succeeds on this saving throw is immune to
your aura for 24 hours.

TRUE DRAGONMANIFESTATION__________
At 20th level the Dragon Disciple gains the ability to fully
manifest the power of their chosen dragon ancestry
allowing them to change into the form of a young dragon
of their chosen variety once a day. Once they assume this
form they gain the strength, dexterity and constitution
scores as well as temporary hit points of the dragons
health while retaining their other scores. Anything you are
carrying in your hands falls to the ground and anything on
your person either merges into your body or also falls to
the ground (your choice). You are still able to cast spells
and utilize the other features of your class/archetype.
Once you assume this form you remain in it for one
minute. However you may revert to your original form as a
bonus action. Should your temporary hit points drop to
zero in this form you return to your original form. After
you return to your original form you gain one level of
exhaustion. You regain use of this feature after a long rest.

Dragon Archetypes____________________
Different Dragon Disciples choose different approaches to
mastering their fighting style. The dragon archetype you
choose to emulate reflects your approach.

FIGHTING STYLE___________________________
At 3rd level you adopt a particular style of fighting as your
specialty.
Choose one of the following options. You cant take a
Fighting Style option more than once, even if you later get
to choose again.
Duelling
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have
the two-handed or versatile property for you to gain this
benefit.

DRAKEHEART_________________________
Those who emulate the dragons with techniques told in
legend. Using awe-inspiring abilities, and revering dragons
as majestic lords. A Drakeheart is said to have been trained
by dragons or dragon knights, and were taken under the
aegis of a dragon, given otherworldly skills and served as
retainers and defenders. Often working in partnership,
they form bonds with smaller dragons. They can be seen
riding a tamed wyvern but doing so presents a difficult and
deadly challenge.

COMBAT TRAINING____________________
rd

At 3 level you have warrior training that allows you to


perform special combat maneuvers. You gain the following
benefits:
You gain proficiency with martial weapons.
You learn two maneuvers of your choice, which are
chosen from the list of maneuvers available to fighters
with the Battle Master archetype. Many maneuvers
enhance an attack in some way. You can use only one
maneuver per attack.
You learn one additional maneuver of your choice at 5th,
9th, 11th, and 15th levels. Each time you learn a new
maneuver, you can also replace one maneuver you know
with a different one.
Superiority Dice. You have three superiority dice, which
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you
finish a short or long rest.
You gain another superiority die at 11th level and one
more at 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuvers
effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)

Protection
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
Two -Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

EXTRA ATTACK________________________
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

DEFENSIVE TACTICS____________________
At 7th level, you gain one of the following features of your
choice.
Escape the Horde. Opportunity attacks against you are
made with disadvantage.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against
being frightened.

DRAGON BOND_______________________
At 11th level, you gain a Wyvern dragon companion that
accompanies you on your adventures and is trained as a
mount. The Wyvern obeys your commands as best as it
can. It takes its turn on your initiative, though it doesnt
take an action unless you command it to. On your turn,
you can verbally command the beast where to move (no
action required by you). If you mount the wyvern it moves
as you direct it, and it has only three action options: Dash,
Disengage, and Dodge. While not mounted you can use
your action to verbally command it to take the Attack,
Dash, Disengage, Dodge, or Help action.

If the Wyvern dies, you can obtain another one by


spending 24 hours magically calling another one to you.

new and staggering ways to unleash that power of dragon


magic.

DRAGON TRAINING____________________

Level

Starting at 15th level if you command the Wyvern to take


the Attack action you can use your extra attack and make
one weapon attack yourself. If Your Wyvern doesnt
attack, you can use a bonus action to command the beast
to take the Dash, Disengage, Dodge, or Help action on its
turn.

DRACOMANCER______________________
The Dracomancer an archetype that seeks to manipulate
the dragon blood coursing through their veins along with
benefits it brings. Dissatisfied with the powers gained they
preform alchemical and magical rituals to tamper with the
development of their powers sacrificing some of their
martial prowess for more access to the dragon blood and
its power. They are known to have usually manipulated
their dragon to receive their powers or obtain them
without direct contact with a dragon of any sort.
Draconic Magic
At 3rd level upon selecting the Dracomancer archetype the
Dragon Disciple has tampered with their blood enough to
the point where they have unlocked the power to harness
and channel their own in born magic. They can discover

Spells Known

Spell Slots per Spell Level


1st

2nd

3rd

4th

5th

1st
2nd
3rd

4th

5th

6th

7th

8th

9th

10th

11th

12th

13th

14th

15th

16th

17th

10

18th

10

19th

11

20th
11
4
3
3
3
Cantrips
At 3rd level, you know 3 cantrips of your choice from the
sorcerer spell list. You learn an additional sorcerer cantrip
th
of your choice at 10 level.

Spell Slots
The Dracomancer 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 spells level
or higher. You regain all expended spell slots when you
finish a long rest.
st
Spells known of 1 level and higher
You know three 1st-level spells of your choice from the
sorcerer spell list. The Spells Known column of the
Dracomancer table shows when you learn more sorcerer
spells of your choice. Each of these spells must be of a

level for which you have spell slots. For instance, when you
th
reach 5 level in this class, you can learn one new spell of
st
1 or 2nd level. Additionally, when you gain a level in this
class, you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer spell
list, which also must be of a level for which you have spell
slots.
Spell casting Focus
You can use an arcane focus (found in chapter 5) as a
spellcasting focus for your Dracomancer spells.
Spell casting ability
Charisma is your spellcasting ability for your Dracomancer
spells, since the power of your magic relies on your ability
to project your will into the world. 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 Dracomancer spell you cast and
when making an attack roll with one.

When you cast a spell and roll a 1 or 2 on a damage die


you can reroll one of the damage dies. You must use the
new rolls.
When you cast a spell that has a duration of 1 minute or
longer, you can double its duration, to a maximum
duration of 24 hours.
After you cast a spell other than a cantrip that deals the
same type of damage as your ancestry, you can change the
effect of your gem if the gem is on your person.
If you create a new Dragon gem the previous one
disappears and the effect ceases to function.

HEART OF THE DRAGON________________


th

Spell save DC = 8 + your proficiency bonus + your Charisma


modifier

Starting at 11 level whenever you cast a spell other than


a cantrip that deals the same type of damage as your
ancestry, an aura of energy surrounds you. In addition to
the spells effects, creatures of your choice within 10 feet
of you take damage of the same type as your ancestry
(choose each time this ability activates) equal to half your
Dragon Disciple level.

Spell attack modifier = your proficiency bonus + your


Charisma modifier

DETONATE GEM_____________________________

DRACONOMICON_____________________
th

At 5 level you have gained possession of a Draconomicon.


The Draconomicon holds the spell find familiar. You must
have in hand the Draconomicon while casting find familiar
with it. The spell doesnt count against your number of
spells known. You may cast find familiar as a ritual and
may only summon the pseudodragon. When you take the
Attack action, you can forgo one of your own attacks to
allow your familiar to make one attack of its own. In
addition you can reference the Draconomicon whenever
you make an Intelligence check to recall information about
some aspect of dragons, such as lore about dragons. When
you do so, you have advantage on that check.

DRAGON GEM________________________
Starting at 7th level, you can spend 8 hours creating a
dragon gem that stores draconic magic. You can only
benefit from the gem yourself. You constantly gain one
benefit of your choice as long as the stone is in your
possession.
When you create the gem, choose the benefit from the
following options:
When you cast a spell that forces other creatures to
make a saving throw, you can protect some of those
creatures from the spells full force. Choose a number of
those creatures up to your Charisma modifier (minimum of
one creature). A chosen creature automatically succeeds
on its saving throw against the spell.
You can cast a spell without any somatic or verbal
components.

Starting at 15th level, you can use your action to consume


the reserve of dragon magic stored within your Dragon
Gem in a single burst. When you do so, choose and cast
one of the following spells without using a spell slot:
Earthquake, Firestorm, Tsunami or Whirlwind. Your gem
stone is destroyed and cant be remade until you finish a
long rest.

may choose to mark that target for the shadow fell. If you
reduced a marked target to 0 hit points a shadow rises
from its corpse and acts immediately after the Shadow
dragon in the initiative count. The shadow dragon may
summon and has complete telepathic control over only
one shadow at a time. The shadow lasts until killed or
dismissed as a bonus action. This mark may be used a
number of times equal to your Charisma Modifier
(minimum one). You regain all expended uses when you
finish a long rest.

SHADOW STEP________________________________
At 7th level, you gain the ability to step from one shadow
into another. When you are in dim light or darkness, as a
bonus action you can teleport up to 60 feet to an
unoccupied space you can see that is also in dim light or
darkness including your shadow. You then have advantage
on the first melee attack you make before the end of the
turn.

CLOAK OF SHADOWS_________________________
By 11th level, you have learned to become one with the
shadows. When you are in an area of dim light or
darkness, you can use your action to become invisible.
You remain invisible until you make an attack, cast a spell,
or are in an area of bright light.

LIVING SHADOW_____________________________
SHADOW DRAGON____________________
The Shadow dragons are Dragon Disciples that were either
trained in the Shadowfell, transformed by years spent
within its dismal confines or by some other magical means.
Some shadow dragon disciples embrace the Shadowfell for
its bleak landscapes and desolation. Others seek spread
the darkness and evil of the Plane of Shadow.

SHADOWS CALL______________________________
At 3rd level upon selecting the Shadow Dragon archetype
the Dragon Disciple may, choose three skill proficiencies
from Acrobatics, Deception, Perception, Performance,
Sleight of Hand, and Stealth, or two skill proficiency and
gain proficiency with thieves tools. You gain proficiency in
that skill if you did not have it. Your proficiency bonus is
doubled if you previously had that skill.

SHADOW ANCESTRY__________________________
At 3rd level your dragon's scales lose their luster and fade
to a charcoal black hue and your eyes pale to pools of
opalescent gray. Any damage-dealing breath weapon you
use becomes necrotic damage instead of its original
damage type and the dragon resistance granted by your
ancestry changes to necrotic damage.

SHADOWFELL MARK_________________________
th

By 5 level the Shadow Dragon has learned to call the


shadows to it. Before you attack a humanoid in melee, you

th

At 15 level while in dim light or darkness, the Shadow


Dragon has resistance to all damage that is not force,
psychic, or radiant.

Multiclass: Requires Strength 13+ and Charisma 13+.


Count 2/3 your Dragons Disciple level when determining
your multiclass spell slots if you have the Dracomancer
archetype.

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