~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Traits |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || Unconquerable: So long as you live, no enemy can defeat you.
Lesser Evolution (Level 1): You gain proficiency in your choice of Strength saving throws or Intelligence saving throws. (Strength)
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|| || Draconic Resistance: Your scales protect you against a type of damage determined by your ancestry. (taken at 6th)
Lesser Evolution (Level 1): You have resistance to the damage type associated with your draconic ancestry. (poison)
Moderate Evolution (Level 6): You can use an action to become immune to the damage type associated with your draconic ancestry for 1 minute. Once you use this ability, you can’t do so again until you finish a long rest.
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|| || Dragon Scales: Over time, your scales become as strong as adamantine.
Lesser Evolution (Level 1): When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. If you are proficient in heavy armor, you can instead choose to have your AC equal 16. (+1)
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|| || Frightful Presence:
As an action, you can project your awe-inspiring might onto those around you. Each target of your Frightful Presence that is aware of you must make a Wisdom saving throw. The DC for this saving throw is equal 8 + your proficiency bonus + your Charisma modifier. On a failure, the target is frightened of you until the end of its next turn. If a target’s saving throw is successful or the effect ends for it, the target is immune to your Frightful Presence for the next 24 hours. You can use Frightful Presence a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses when you finish a long rest.
- Lesser Evolution (Level 1): Your Frightful Presence affects one creature you choose within 30 feet of you.
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|| || Darkvision: You share the keen senses of traditionalist dragons. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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|| || Poisonous Defense: You may use this ability once per long rest. As a reaction, you may break your ribs and have them protrude from the sides of your body, granting you a temporary attack deterrent. You take 1d4 damage as you do this. If a creature attempts to attack you, they must succeed on a Dexterity Saving throw equal to (8+prof+con) or otherwise slash themselves on your ribs. Upon failing, they take 1d6 piercing + 1d6 poison damage.
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|| || Amphibious: You can breathe water and air.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Features |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || Swamp Wise:
Your extensive experience in marshes and swamps grants you several advantages. You can easily navigate and find safe paths through such terrains, and you have advantage on checks to find and identify plants, animals, and other natural resources in these areas. Additionally, you can harvest and safely handle leeches and other medicinal creatures, ensuring they remain viable for medical use. Any swamp that would normally be a difficult terrain does not apply to you.
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|| || Leech Healing:
As an action, you can take a leech out of the jar and affix it to the skin of a humanoid. At the start of each of the humanoid’s turns, they will lose 1 HP. After 1 minute, they will recover from one status condition (blinded, charmed, deafened, frightened, paralyzed or poisoned), or the symptoms of one disease will vanish for the next 24 hours. If the humanoid has more than one of these, the GM will decide which one is healed.
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|| || Cruel
The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.
You can roll a cruelty die under any of the following circumstances, with the indicated result:
When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.
When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.
You regain all spent cruelty dice when you finish a long rest.
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|| || Observant
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
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|| || Draconic Surge:
When you make claw attacks, you can surge to attack again, albeit with less force. If you use the Attack action to attack only with your claws on your turn, you can make one claws or bite attack as a bonus action. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
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|| || Evolutions:
At 1st level, choose one of the following options and gain the benefit listed under lesser evolution. You can choose an additional evolution, or advance an evolution you already chose to the next tier of power, at 3rd, 6th, 10th, 14th, 18th, and 20th level. Other sources, such as your dragon archetype, might grant you additional evolution advancements. You can’t take an evolution more than once.
(Ravager) Additional Evolution: At 1st level, you gain an additional lesser evolution of your choice
Fighting Style: JUGGERNAUT (3rd Level) You gain the Dragon Scales evolution, or a different evolution of your choice if you already have the Dragon Scales evolution. While you aren’t wearing armor, you gain a +1 bonus to AC.
(1st: Unconquerable) (1st: Draconic Resistance) (3rd (Class Given - Juggernaut): Dragon Scales Evolution) (3rd: Frightful Presence) (6th: Draconic Resistance: Moderate Evolution)
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|| || Draconic Gifts: You gain one draconic gift from those listed in the dragon class.
Draconic Verve: Magic can’t put you to sleep, and you have advantage on saving throws against effects that impose the paralyzed condition.
Draconic Gifts: At 2nd level, you gain two draconic gifts of your choice.
Dragon Scent: You have proficiency in Perception. You have advantage on Wisdom (Perception) checks related to smell.
Fool’s Wisdom: As an action, you can study a creature you can see within 60 feet of you by making a Wisdom (Insight) check contested by the creature’s Charisma (Deception). If you win the contest, you learn a piece of information about the target, such as one of their immunities, weaknesses, or vulnerabilities; their lowest or highest ability score; or some special ability they possess. The GM determines what information you learn. Once you’ve used this ability to study a target, you can’t study that target again for 24 hours.
Additional Draconic Gift: At 6th level, you gain an additional draconic gift of your choice.
Sudden Growth Prerequisite: 5th level Your burgeoning magical energy allows you to increase your size for a short time. You can cast enlarge/reduce on yourself without expending a spell slot. When you cast the spell in this way, you must choose the enlarge version of the spell. Once you’ve used this ability, you must finish a short or long rest before you can do so again.
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Features & Traits