https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Roteton+Kin&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T16:41:19ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Vampire_Lord_(5e_Creature)&diff=1258100Vampire Lord (5e Creature)2020-01-11T05:58:44Z<p>Roteton Kin: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Vampire Lord==<br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|race=shapechanger<br />
|alignment=lawful evil<br />
|ac=20<br />
|armor=natural armour<br />
|hp=345<br />
|hpdice=30d10 + 180<br />
|speed=50 ft., fly 80 ft.<br />
|str=22<br />
|dex=22<br />
|con=22<br />
|int=20<br />
|wis=18<br />
|cha=25<br />
|strmod=+6<br />
|dexmod=+6<br />
|conmod=+6<br />
|intmod=+5<br />
|wismod=+4<br />
|chamod=+7<br />
|saves={{5e|Dexterity|Dex}} +14, {{5e|Wisdom|Wis}} +12, {{5e|Charisma|Cha}} +15<br />
|skills={{5s|Deception}} +15, {{5s|Intimidation}} +15, {{5s|Perception}} +12, {{5s|Persuasion}} +15, {{5s|Stealth}} +14<br />
|di=necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dr=bludgeoning, piercing and slashing from nonmagical attacks that are silvered<br />
|senses={{5e|Truesight}} 120 ft., passive {{5s|Perception}} 22<br />
|languages=the languages it knew in life, telepathy 120 ft.<br />
|cr=25<br />
|xp=75,000<br />
|features=<br />
'''''Shapechanger.''''' The vampire can use an action to polymorph into a [[Nightwing Bat (5e Creature)|nightwing bat]], a Large cloud of mist, its humanoid form before becoming a vampire lord, or back into its true form.<br/><br />
While in bat form, the vampire can't speak, its walking speed is 10 feet, and it has a flying speed of 90 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.<br/><br />
While in mist form, the vampire can't take any actions, speak or manipulate objects. It is weightless, has a flying speed of 45 feet, can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has {{5e|Advantage}} on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and it is immune to all nonmagical damage.<br/><br />
While in its humanoid form, the vampire cannot use its Vampiric Touch, Bite, Soul Drain, Children of the Night actions or any of its legendary actions except Move and Unarmed Strike. In addition, it cannot fly. While in humanoid form, the vampire typically moves slower and refrains from using its innate spellcasting as to not attract attention to itself.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the vampire fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Misty Escape.''''' When the vampire drops to 0 {{5e|Hit Points|hit points}} outside of its resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {{5c|Unconscious}}, provided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its vampire form. It is then forced to remain in its resting place until it regains at least 1 {{5e|Hit Points|hit point}}. After spending 1 minute in its resting place with 0 {{5e|Hit Points|hit points}}, it regains 1 {{5e|Hit Points|hit point}}.<br />
<br />
'''''Regeneration.''''' The vampire lord regains 30 {{5e|Hit Points|hit points}} at the start of its turn if it has at least 1 {{5e|Hit Points|hit point}} and isn't in sunlight. If the vampire takes radiant damage or damage from {{5e|Holy Water (flask)|holy water}}, this trait doesn't function at the start of the vampire lord's next turn.<br />
<br />
'''''Spider Climb.''''' The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br />
<br />
'''''Death Warden.''''' When casting the [[5e SRD:Animate Dead|''animate dead'']] or [[5e SRD:Create Undead|''create undead'']] spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting [[5e SRD:Animate Dead|''animate dead'']] or [[5e SRD:Create Undead|''create undead'']] once on creatures, it no longer needs to be cast on those creatures to retain its control over them. <br />
<br />
'''''Turn Immunity.''''' The vampire is immune to effects that turn undead.<br />
<br />
'''''Marshal Undead.''''' Undead creatures within 60 feet of the vampire have {{5e|Advantage}} on saving throws against effects that turn undead. <br />
<br />
'''''Magic Resistance.''''' The vampire has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Enhanced Attacks.''''' The vampire's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.<br />
<br />
'''''Innate Spellcasting.''''' The vampire's innate spellcasting ability is {{5a|cha}} (spell save DC 23, +15 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:<br />
<br />
At will: [[5e SRD:Animate Dead|''animate dead'']], [[5e SRD:Blight|''blight'']], [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Darkness|''darkness'']], [[5e SRD:Disguise Self|''disguise self'']], [[5e SRD:Greater Invisibility|''greater invisibility'']], [[5e SRD:Levitate|''levitate'']], [[5e SRD:Telekinesis|''telekinesis'']]<br/><br />
5/day each: [[5e SRD:Create Undead|''create undead'']], [[5e SRD:Eyebite|''eyebite'']], [[5e SRD:Dominate Person|''dominate person'']], [[5e SRD:Fear|''fear'']]<br/><br />
3/day each: [[5e SRD:Finger of Death|''finger of death'']], [[5e SRD:Circle of Death|''circle of death'']] (cast using a 7th level spell slot), [[Waves of Exhaustion (5e Spell)|''waves of exhaustion'']]<br/><br />
1/day each: [[5e SRD:Dominate Monster|''dominate monster'']] (cast using a 9th level spell slot), [[5e SRD:Power Word Kill|''power word kill'']]<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack (Humanoid or Vampire Form Only).''''' The vampire makes three attacks, only one of which can be a bite attack.<br />
<br />
'''''Unarmed Strike (Humanoid or Vampire Form Only).''''' ''Melee Weapon Attack:'' +14 to hit, reach 5 ft. (10 ft. in vampire form), one creature. ''Hit:'' 11 (1d10 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 22). <br />
<br />
'''''Vampiric Touch (Vampire Form Only).''''' ''Melee Spell Attack:'' +15 to hit, reach 10 ft., one creature. ''Hit:'' 28 (6d6 + 7) necrotic damage. The vampire regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is {{5c|Grappled}} (escape DC 22). The vampire lord can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a [[5e SRD:Zombie|zombie]] after 1 hour under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Bite (Bat or Vampire Form Only).''''' ''Melee Weapon Attack:'' +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control.<br />
<br />
'''''Soul Drain (Vampire Form Only; Recharge 5-6).''''' ''Ranged Spell Attack:'' +15 to hit, range 60 ft., one creature. ''Hit:'' 42 (10d6 + 7) necrotic damage. The target makes a DC 23 {{5a|con}} saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire lord to its hit point maximum, it gains the excess as temporary hit points. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Charm.''''' The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire lord, the target must succeed on a DC 23 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire lord's bite attack. Each time the vampire or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect<br />
<br />
'''''Children of the Night (3/Day).''''' The vampire magically calls 4d6 [[5e SRD:Giant Bat|giant bats]] or [[5e SRD:Giant Rat|rats]], provided that the sun isn't up. While outdoors, the vampire can call 3d6 [[5e SRD:Dire Wolf|dire wolves]] instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire lord dies, or until the vampire lord dismisses them as a bonus action. <br />
<br />
|legendary={{Legendary Actions|name=vampire|actions=3}}<!--Delete if unused--><br />
<br />
'''Move.''' The vampire moves up to its speed without provoking opportunity attacks.<br/><br />
'''Vampiric Touch or Unarmed Strike.''' The vampire makes one Vampiric Touch attack or one unarmed strike.<br/><br />
'''Bite (Costs 2 Actions).''' The vampire makes one bite attack.<br/><br />
'''Cast a Spell (Costs 2 Actions).''' The vampire casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.<br/><br />
'''Absorb Life (Costs 3 Actions).''' Every non-undead creature within a 30-foot radius of the vampire lord must make a DC 23 {{5a|con}} saving throw. On a failed save, creatures take 35 (10d6) necrotic damage and have their hit point maximum reduced by that amount until the [[5e SRD:Greater Restoration|''greater restoration'']] spell or similar magic is cast on them. On success, creature take half damage and do not have their hit point maximum reduced. The vampire regains the amount of necrotic damage dealt as hit points. If the amount of hit points the vampire gains restores the vampire to its hit point maximum, the vampire lord gains the excess as temporary hit points. A humanoid slain in this way becomes a [[5e SRD:Wraith|wraith]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
|description=<br />
{{5e Image|center|http://img13.deviantart.net/a9e3/i/2012/133/c/6/vampire_the_blood_lord_by_pamansazz-d4zo27o.jpg|"I always wondered what it was like to be superior to all those around me...now I know"}}<br />
Vampire lords often have numerous undead beside it, usually freshly killed and animated and bent to its will. They usually fly above the battlefield using their impressive wingspan to soar above the battlefield unleashing spells of death upon its foes often unbeknownst to those below with its innate ability to become invisible. <br />
<br />
When that fails, the vampire lord is no slouch when it comes to hand to hand combat as their very touch can kill a creature where it stands only to have it serve its new master when it falls. With its dealings with necromancy and its natural undeath, it uses these innate necromantic abilities to further its vitality and siphon the very life energy of those around them making if difficult for any to even get close to it.<br />
<br />
Very few vampires live the millennia it takes to become a vampire lord and even fewer master their new found abilities. Though rumors say that the process to become a vampire lord is within the pages of the Book of Vile Darkness. Even so, one must be a vampire to do anything with the ritual, all others will only become lifeless shells of their former selves. Be wary when facing this master of death as it may be the last time you are truly alive of your own free will.<br />
<br />
In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred. <br />
<br />
Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call. <br />
<br />
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Vampire_Lord_(5e_Creature)&diff=1258099Vampire Lord (5e Creature)2020-01-11T05:56:20Z<p>Roteton Kin: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Vampire Lord==<br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|race=shapechanger<br />
|alignment=lawful evil<br />
|ac=20<br />
|armor=natural armour<br />
|hp=345<br />
|hpdice=30d10 + 180<br />
|speed=50 ft., fly 80 ft.<br />
|str=22<br />
|dex=22<br />
|con=22<br />
|int=20<br />
|wis=18<br />
|cha=25<br />
|strmod=+6<br />
|dexmod=+6<br />
|conmod=+6<br />
|intmod=+5<br />
|wismod=+4<br />
|chamod=+7<br />
|saves={{5e|Dexterity|Dex}} +14, {{5e|Wisdom|Wis}} +12, {{5e|Charisma|Cha}} +15<br />
|skills={{5s|Deception}} +15, {{5s|Intimidation}} +15, {{5s|Perception}} +12, {{5s|Persuasion}} +15, {{5s|Stealth}} +14<br />
|di=necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dr=bludgeoning, piercing and slashing from nonmagical attacks that are silvered<br />
|senses={{5e|Truesight}} 120 ft., passive {{5s|Perception}} 22<br />
|languages=the languages it knew in life, telepathy 120 ft.<br />
|cr=25<br />
|xp=75,000<br />
|features=<br />
'''''Shapechanger.''''' The vampire can use an action to polymorph into a [[Nightwing Bat (5e Creature)|nightwing bat]], a Large cloud of mist, its humanoid form before becoming a vampire lord, or back into its true form.<br/><br />
While in bat form, the vampire can't speak, its walking speed is 10 feet, and it has a flying speed of 90 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.<br/><br />
While in mist form, the vampire can't take any actions, speak or manipulate objects. It is weightless, has a flying speed of 45 feet, can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has {{5e|Advantage}} on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and it is immune to all nonmagical damage.<br/><br />
While in its humanoid form, the vampire cannot use its Vampiric Touch, Bite, Soul Drain, Children of the Night actions or any of its legendary actions except Move and Unarmed Strike. In addition, it cannot fly. While in humanoid form, the vampire typically moves slower and refrains from using its innate spellcasting as to not attract attention to itself.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the vampire fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Misty Escape.''''' When the vampire drops to 0 {{5e|Hit Points|hit points}} outside of its resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {{5c|Unconscious}}, provided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its vampire form. It is then forced to remain in its resting place until it regains at least 1 {{5e|Hit Points|hit point}}. After spending 1 minute in its resting place with 0 {{5e|Hit Points|hit points}}, it regains 1 {{5e|Hit Points|hit point}}.<br />
<br />
'''''Regeneration.''''' The vampire lord regains 30 {{5e|Hit Points|hit points}} at the start of its turn if it has at least 1 {{5e|Hit Points|hit point}} and isn't in sunlight. If the vampire takes radiant damage or damage from {{5e|Holy Water (vial)|holy water}}, this trait doesn't function at the start of the vampire lord's next turn.<br />
<br />
'''''Spider Climb.''''' The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br />
<br />
'''''Death Warden.''''' When casting the [[5e SRD:Animate Dead|''animate dead'']] or [[5e SRD:Create Undead|''create undead'']] spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting [[5e SRD:Animate Dead|''animate dead'']] or [[5e SRD:Create Undead|''create undead'']] once on creatures, it no longer needs to be cast on those creatures to retain its control over them. <br />
<br />
'''''Turn Immunity.''''' The vampire is immune to effects that turn undead.<br />
<br />
'''''Marshal Undead.''''' Undead creatures within 60 feet of the vampire have {{5e|Advantage}} on saving throws against effects that turn undead. <br />
<br />
'''''Magic Resistance.''''' The vampire has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Enhanced Attacks.''''' The vampire's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.<br />
<br />
'''''Innate Spellcasting.''''' The vampire's innate spellcasting ability is {{5a|cha}} (spell save DC 23, +15 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:<br />
<br />
At will: [[5e SRD:Animate Dead|''animate dead'']], [[5e SRD:Blight|''blight'']], [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Darkness|''darkness'']], [[5e SRD:Disguise Self|''disguise self'']], [[5e SRD:Greater Invisibility|''greater invisibility'']], [[5e SRD:Levitate|''levitate'']], [[5e SRD:Telekinesis|''telekinesis'']]<br/><br />
5/day each: [[5e SRD:Create Undead|''create undead'']], [[5e SRD:Eyebite|''eyebite'']], [[5e SRD:Dominate Person|''dominate person'']], [[5e SRD:Fear|''fear'']]<br/><br />
3/day each: [[5e SRD:Finger of Death|''finger of death'']], [[5e SRD:Circle of Death|''circle of death'']] (cast using a 7th level spell slot), [[Waves of Exhaustion (5e Spell)|''waves of exhaustion'']]<br/><br />
1/day each: [[5e SRD:Dominate Monster|''dominate monster'']] (cast using a 9th level spell slot), [[5e SRD:Power Word Kill|''power word kill'']]<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack (Humanoid or Vampire Form Only).''''' The vampire makes three attacks, only one of which can be a bite attack.<br />
<br />
'''''Unarmed Strike (Humanoid or Vampire Form Only).''''' ''Melee Weapon Attack:'' +14 to hit, reach 5 ft. (10 ft. in vampire form), one creature. ''Hit:'' 11 (1d10 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 22). <br />
<br />
'''''Vampiric Touch (Vampire Form Only).''''' ''Melee Spell Attack:'' +15 to hit, reach 10 ft., one creature. ''Hit:'' 28 (6d6 + 7) necrotic damage. The vampire regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is {{5c|Grappled}} (escape DC 22). The vampire lord can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a [[5e SRD:Zombie|zombie]] after 1 hour under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Bite (Bat or Vampire Form Only).''''' ''Melee Weapon Attack:'' +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control.<br />
<br />
'''''Soul Drain (Vampire Form Only; Recharge 5-6).''''' ''Ranged Spell Attack:'' +15 to hit, range 60 ft., one creature. ''Hit:'' 42 (10d6 + 7) necrotic damage. The target makes a DC 23 {{5a|con}} saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire lord to its hit point maximum, it gains the excess as temporary hit points. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Charm.''''' The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire lord, the target must succeed on a DC 23 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire lord's bite attack. Each time the vampire or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect<br />
<br />
'''''Children of the Night (3/Day).''''' The vampire magically calls 4d6 [[5e SRD:Giant Bat|giant bats]] or [[5e SRD:Giant Rat|rats]], provided that the sun isn't up. While outdoors, the vampire can call 3d6 [[5e SRD:Dire Wolf|dire wolves]] instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire lord dies, or until the vampire lord dismisses them as a bonus action. <br />
<br />
|legendary={{Legendary Actions|name=vampire|actions=3}}<!--Delete if unused--><br />
<br />
'''Move.''' The vampire moves up to its speed without provoking opportunity attacks.<br/><br />
'''Vampiric Touch or Unarmed Strike.''' The vampire makes one Vampiric Touch attack or one unarmed strike.<br/><br />
'''Bite (Costs 2 Actions).''' The vampire makes one bite attack.<br/><br />
'''Cast a Spell (Costs 2 Actions).''' The vampire casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.<br/><br />
'''Absorb Life (Costs 3 Actions).''' Every non-undead creature within a 30-foot radius of the vampire lord must make a DC 23 {{5a|con}} saving throw. On a failed save, creatures take 35 (10d6) necrotic damage and have their hit point maximum reduced by that amount until the [[5e SRD:Greater Restoration|''greater restoration'']] spell or similar magic is cast on them. On success, creature take half damage and do not have their hit point maximum reduced. The vampire regains the amount of necrotic damage dealt as hit points. If the amount of hit points the vampire gains restores the vampire to its hit point maximum, the vampire lord gains the excess as temporary hit points. A humanoid slain in this way becomes a [[5e SRD:Wraith|wraith]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
|description=<br />
{{5e Image|center|http://img13.deviantart.net/a9e3/i/2012/133/c/6/vampire_the_blood_lord_by_pamansazz-d4zo27o.jpg|"I always wondered what it was like to be superior to all those around me...now I know"}}<br />
Vampire lords often have numerous undead beside it, usually freshly killed and animated and bent to its will. They usually fly above the battlefield using their impressive wingspan to soar above the battlefield unleashing spells of death upon its foes often unbeknownst to those below with its innate ability to become invisible. <br />
<br />
When that fails, the vampire lord is no slouch when it comes to hand to hand combat as their very touch can kill a creature where it stands only to have it serve its new master when it falls. With its dealings with necromancy and its natural undeath, it uses these innate necromantic abilities to further its vitality and siphon the very life energy of those around them making if difficult for any to even get close to it.<br />
<br />
Very few vampires live the millennia it takes to become a vampire lord and even fewer master their new found abilities. Though rumors say that the process to become a vampire lord is within the pages of the Book of Vile Darkness. Even so, one must be a vampire to do anything with the ritual, all others will only become lifeless shells of their former selves. Be wary when facing this master of death as it may be the last time you are truly alive of your own free will.<br />
<br />
In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred. <br />
<br />
Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call. <br />
<br />
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Demizen_Vampire_Lord_(5e_Creature)&diff=1142590Demizen Vampire Lord (5e Creature)2019-02-24T08:38:44Z<p>Roteton Kin: </p>
<hr />
<div>==Demizen Vampire Lord==<br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|race=shapechanger<br />
|alignment=lawful evil<br />
|ac=24<br />
|armor=natural armour<br />
|hp=731<br />
|hpdice=34d10 + 544<br />
|speed=50 ft., fly 120 ft.<br />
|str=24<br />
|dex=24<br />
|con=24<br />
|int=22<br />
|wis=20<br />
|cha=29<br />
|strmod=+7<br />
|dexmod=+7<br />
|conmod=+7<br />
|intmod=+6<br />
|wismod=+5<br />
|chamod=+9<br />
|saves=Dex +16, Wis +14, Cha +18<br />
|skills=Deception +18, Intimidation +18, Perception +14, Persuasion +18, Stealth +16<br />
|di=necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks not made with silvered attacks<br />
|ci=frightened, poisoned, paralyzed, exhaustion, sleep, charmed, petrified<br />
|dr=bludgeoning, piercing and slashing from nonmagical attacks made with silvered attacks<br />
|dv=radiant<br />
|senses=darkvision 240 ft., truesight 120 ft., passive Perception 22<br />
|languages=the languages it knew in life, telepathy 120 ft.<br />
|cr=30<br />
|xp=155,000<br />
|features=<br />
'''''Vampire Sight.''''' Magical darkness does not impede the vampire's darkvision.<br />
<br />
'''''Shapechanger.''''' The vampire can use an action to polymorph into a [[Nightwing Bat (5e Creature)|nightwing bat]], a Large cloud of mist, its humanoid form before becoming a vampire lord, or back into its true form. <br/><br />
While in bat form, the vampire can't speak, its walking speed is 10 feet, and it has a flying speed of 90 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. <br/><br />
While in mist form, the vampire can't take any actions, speak or manipulate objects. It is weightless, has a flying speed of 45 feet, can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. <br/><br />
While in its humanoid form, the vampire cannot use its Vampiric Touch, Claw, Strength Drain, Bite, Soul Drain, Children of the Night actions or any of its Legendary actions except Move and Unarmed Strike of the Attack legendary action. In addition, it cannot fly. While in humanoid form, the vampire typically moves slower and refrains from using its traits as to not attract attention to itself. <br/><br />
While in its true form, the vampire's claws are retractable, it is aware of any danger to its phylactery, and it takes the most advantageous means to secure any goal it may have.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the vampire fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Misty Escape.''''' When the vampire drops to 0 hit points outside of its resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its vampire form. It is then forced to remain in its resting place until it regains at least 1 hit point. After spending 1 minute in its resting place with 0 hit points, it regains 1 hit point.<br />
<br />
'''''Regeneration.''''' The vampire regains 50 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from [[5e SRD:Holy Water (flask)|holy water]], this trait doesn't function at the start of the vampire's next turn.<br />
<br />
'''''Spider Climb.''''' The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br />
<br />
'''''Death Warden.''''' When casting the [[5e SRD:Animate Dead|''animate dead'']] spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting [[5e SRD:Animate Dead|''animate dead'']] once on creatures, it no longer needs to be cast on those creatures to retain its control over them. <br />
<br />
'''''Turn Immunity.''''' The vampire is immune to effects that turn undead.<br />
<br />
'''''Marshal Undead.''''' Undead creatures within a 60 feet of the vampire have advantage on saving throws against effects that turn undead. <br />
<br />
'''''Magic Resistance.''''' The vampire has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Enhanced Attacks.''''' The vampire's unarmed strike, claw, strength drain, and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.<br />
<br />
'''''Undead Mastery.''''' The vampire can wrest control of undead. At the start of their turn, any undead not under the control of the vampire must succeed on a DC 26 {{5a|wis}} saving throw or be subject to the mental commands of the vampire, as if the vampire had cast the [[5e SRD:Animate Dead|''animate dead'']] spell. This feature is effected by the Death Warden feature.<br />
<br />
'''''Consume Life.''''' As a bonus action, the vampire can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 26 {{5a|con}} saving throw against this magic or die. If the target dies, the vampire regains 21 (6d6) hit points.<br />
<br />
'''''Undead Fortitude.''''' If damage reduces the vampire to 0 hit points, it must make a {{5a|con}} saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the vampire drops to 1 hit point instead.<br />
<br />
'''''Necrotic Aura.''''' At the start of each of the vampire's turns, each creature within 5 feet of it takes 14 (4d6) necrotic damage. A creature that touches the vampire or hits it with a melee attack while within 5 feet of it takes 14 (4d6) necrotic damage.<br />
<br />
'''''Rejuvenation.''''' If it has a phylactery, the destroyed vampire gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.<br />
<br />
'''''Negative Energy Aura.''''' When a living creature within 120 feet of the vampire would regain hit points, it regains half as much instead.<br />
<br />
'''''Deathly Body.''''' The vampire cannot be slain by instant death effects, is not effected by spells effects that cause hit point reduction and is not affected by [[5e SRD:Revivify|''revivify'']], [[5e SRD:Raise Dead|''raise dead'']], [[5e SRD:Resurrection|''resurrection'']], [[5e SRD:True Resurrection|''true resurrection'']] or similar spell effect except for the Rejuvenation feature.<br />
<br />
'''''Unholy Toughness.''''' The vampire gains extra hit points equal to its Charisma modifier times its number of Hit Dice (included in the hit points).<br />
<br />
'''''Detect Life.''''' The vampire can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. The vampire knows the general direction they're in but not their exact locations.<br />
<br />
'''''Innate Spellcasting.''''' The vampire's innate spellcasting ability is Charisma (DC 26). It can innately cast the following spells requiring no material components.<br />
<br />
At will: [[5e SRD:Animate Dead|''animate dead'']], [[5e SRD:Blight|''blight'']], [[5e SRD:Darkness|''darkness'']], [[5e SRD:Disguise Self|''disguise self'']], [[5e SRD:Greater Invisibility|''greater invisibility'']], [[5e SRD:Levitate|''levitate'']], [[5e SRD:Disguise Self|''disguise self'']], [[5e SRD:Telekinesis|''telekinesis'']]<br />
<br />
5/day each: [[5e SRD:Eyebite|''eyebite'']], [[5e SRD:Dominate Person|''dominate person'']], [[5e SRD:Fear|''fear'']]<br />
<br />
3/day each: [[5e SRD:Finger of Death|''finger of death'']], [[5e SRD:Circle of Death|''circle of death'']] (7th level), [[Waves of Exhaustion (5e Spell)|''waves of exhaustion'']]<br />
<br />
1/day each: [[5e SRD:Dominate Monster|''dominate monster'']] (9th level), [[5e SRD:Power Word Kill|''power word kill'']]<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack (Humanoid or Vampire Form Only).''''' The vampire makes four attacks, only one of which can be a bite attack.<br />
<br />
'''''Unarmed Strike (Humanoid or Vampire Form Only).''''' ''Melee Weapon Attack:'' +16 to hit, reach 5 ft. (10 ft. in vampire form), one creature. ''Hit:'' 12 (1d10 + 7) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 24). <br />
<br />
'''''Vampiric Touch (Vampire Form Only).''''' ''Melee Spell Attack:'' +18 to hit, reach 10 ft., one creature. ''Hit:'' 30 (6d6 + 9) necrotic damage. The vampire regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 24). The vampire can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a [[5e SRD:Zombie|zombie]] after 1 hour under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Bite (Bat or Vampire Form Only).''''' ''Melee Weapon Attack:'' +16 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 17 (3d6 + 7) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control.<br />
<br />
'''''Paralyzing Touch (Vampire Form Only).''''' Melee Spell Attack: +18 to hit, reach 5 ft., one creature. Hit: 30 (6d6 + 9) necrotic damage. The target must succeed on a DC 26 {{5a|con}} saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the beginning of each of its turns.<br />
<br />
'''''Claw (Vampire Form Only).''''' Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (2d6 + 7) piercing damage.<br />
<br />
'''''Strength Drain (Vampire Form Only).''''' Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 16 (2d6 + 9) necrotic damage, and the target's {{5a|str}} score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.<br />
If a non-evil humanoid dies from this attack, a [[5e SRD:Shadow|shadow]] rises from the corpse 1d4 hours later.<br />
<br />
'''''Ghost Ray (Vampire Form Only).''''' Ranged Spell Attack: +18 to hit, range 60 ft., one target. Hit: 16 (2d12 + 9) necrotic damage.<br />
<br />
'''''Harrowing Roar (Recharge 6) (Vampire Form Only).''''' The vampire emits a magical roar. Each creature of the vampire's choice within 60 feet of it that is able to hear the roar must make a DC 26 {{5a|wis}} saving throw or take 55 (10d10) psychic damage and be frightened for 1 minute. A creature that succeeds on its saving throw takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
<br />
'''''Necrotic Breath (Recharge 5-6) (Vampire Form Only).''''' The vampire exhales shadowy energy in a 60-foot cone. Each creature in that area must make a DC 26 {{5a|dex}} saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid slain by this attack rises 24 hours later as an undead creature under the vampire's control, unless the humanoid is restored to life or its body is destroyed. Roll a 1d6 to determine what undead creature they become: 1 - [[5e SRD:Shadow|shadow]], 2 - [[5e SRD:Specter|specter]], 3 - [[5e SRD:Ghoul|ghoul]], 4 - [[5e SRD:Ghast|ghast]], 5 - [[5e SRD:Ghost|ghost]], 6 - [[5e SRD:Wraith|wraith]].<br />
<br />
'''''Soul Drain (Recharge 5-6) (Vampire Form Only).''''' ''Ranged Spell Attack:'' +18 to hit, range 60 ft., one creature. ''Hit:'' 44 (10d6 + 9) necrotic damage. The target makes a DC 26 {{5a|con}} saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the {{5a|con}} saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire to its hit point maximum, it gains the excess as temporary hit points. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Death Gaze (Vampire Form Only).''''' Each creature of the vampire's choice that is within 30 feet of the vampire and aware of it must succeed on a DC 26 {{5a|con}} saving throw or die. If a creature's saving throw is successful, the creature is immune to the vampire's Death Gaze for the next 24 hours.<br />
<br />
'''''Charm.''''' The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 26 {{5a|wis}} saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.<br />
<br />
'''''Wail (1/Day) (Vampire Form Only).''''' The vampire releases a wail, provided that the vampire isn't in sunlight. This wail has no effect on constructs or undead. All other creatures within 30 feet of the vampire that can hear the vampire must make a DC 26 {{5a|con}} saving throw. On failure, a creature drops to 0 hit points. On a success, a creature takes 35 (10d6) psychic damage. <br />
<br />
'''''Children of the Night (3/Day).''''' The vampire magically calls 4d6 [[5e SRD:Giant Bat|giant bats]] or [[5e SRD:Giant Rat|rats]], provided that the sun isn't up. While outdoors, the vampire can call 3d6 [[5e SRD:Dire Wolf|dire wolves]] instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. <br />
<br />
'''''Shadow Stride.''''' The vampire and up to nine willing creatures within 5 feet of it magically enter Shadowfell from the Material Plane, or vice versa.<br />
<br />
'''''Replicate.''''' As an action, the vampire can take on 1 trait or 1 action from an undead creature with 0 hit points within 5 feet of it. The vampire can have a maximum of Charisma modifier traits and Charisma modifier actions replicated in this way. All DCs gained from traits or actions are Charisma based. Innate Spellcasting and Spellcasting can not be replicated.<br />
<br />
|legendary={{Legendary Actions|name=vampire|actions=3}}<!--Delete if unused--><br />
<br />
'''''Move.''''' The vampire moves up to its speed without provoking opportunity attacks. <br />
<br />
'''''Attack.''''' The vampire makes one attack with any of the following: vampiric touch, unarmed strike, claw, strength drain, or paralyzing touch. <br />
<br />
'''''Cast a Spell (2 actions).''''' The vampire casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.<br />
<br />
'''''Bite (Costs 2 Actions).''''' The vampire makes one bite attack. <br />
<br />
'''''Absorb Life (Costs 3 Actions).''''' Every non-undead creature within a 30 foot radius of the vampire makes a {{5a|con}} saving throw with a DC of 26. On a failed save, creatures take 35 (10d6) necrotic damage and have their hit point maximum reduced by that amount until the [[5e SRD:Greater Restoration|''greater restoration'']] spell or similar magic is cast on them. On success, creature take half damage and do not have their hit point maximum reduced. The vampire regains the amount of necrotic damage dealt as hit points. If the amount of hit points the vampire gains restores the vampire to its hit point maximum, the vampire gains the excess as temporary hit points. A humanoid slain in this way becomes a [[5e SRD:Wraith|wraith]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
|description=<br />
{{5e Image|center|http://img13.deviantart.net/a9e3/i/2012/133/c/6/vampire_the_blood_lord_by_pamansazz-d4zo27o.jpg|"I always wondered what it was like to be superior to all those around me...now I know"}}<br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
Vampire lords often have numerous undead beside it, usually freshly killed and animated and bent to its will. They usually fly above the battlefield using their impressive wingspan to soar above the battlefield unleashing spells of death upon its foes often unbeknownst to those below with its innate ability to become invisible. <br />
<br />
When that fails, the vampire lord is no slouch when it comes to hand to hand combat as their very touch can kill a creature where it stands only to have it serve its new master when it falls. With its dealings with necromancy and its natural undeath, it uses these innate necromantic abilities to further its vitality and siphon the very life energy of those around them making if difficult for any to even get close to it.<br />
<br />
Very few vampires live the millennia it takes to become a vampire lord and even fewer master their new found abilities. Though rumors say that the process to become a vampire lord is within the pages of the Book of Vile Darkness. Even so, one must be a vampire to do anything with the ritual, all others will only become lifeless shells of their former selves. Be wary when facing this master of death as it may be the last time you are truly alive of your own free will.<br />
<br />
In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their ''master'' and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred. <br />
<br />
Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call. <br />
<br />
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Red_Dragon_(5e_Creature)&diff=1055226Great Wyrm Red Dragon (5e Creature)2018-06-17T00:51:31Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Red Dragon==<br />
{{5e Creature<br />
|size=Colossal<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=28<br />
|armor=natural armor<br />
|hp=870<br />
|hpdice=20d66 + 200<br />
|speed=40 ft., climb 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=24<br />
|wis=22<br />
|cha=30<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+7<br />
|wismod=+6<br />
|chamod=+10<br />
|saves=Dex +11, Con +21, Wis +17, Cha +21 <br />
|skills=Perception +28, Stealth +11<br />
|di=fire; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 38<br />
|languages=Common, Draconic<br />
|cr=39<br />
|xp=400,000<br />
|features=<br />
'''''Fire Absorption.''''' Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +21 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +21 to hit, reach 10 ft., one target. ''Hit:'' 20 (3d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +21 to hit, reach 20 ft., one target. ''Hit:'' 23 (3d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Fire Breath (Costs 3 Actions).''''' The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]]. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Red_Dragon_(5e_Creature)&diff=1055225Great Wyrm Red Dragon (5e Creature)2018-06-17T00:49:48Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Red Dragon==<br />
{{5e Creature<br />
|size=Colossal<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=28<br />
|armor=natural armor<br />
|hp=870<br />
|hpdice=20d66 + 200<br />
|speed=40 ft., climb 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=24<br />
|wis=22<br />
|cha=30<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+7<br />
|wismod=+6<br />
|chamod=+10<br />
|saves=Dex +11, Con +21, Wis +17, Cha +21 <br />
|skills=Perception +28, Stealth +11<br />
|di=fire; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 38<br />
|languages=Common, Draconic<br />
|cr=39<br />
|xp=400,000<br />
|features=<br />
'''''Fire Absorption.''''' Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +21 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +21 to hit, reach 10 ft., one target. ''Hit:'' 20 (3d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +21 to hit, reach 20 ft., one target. ''Hit:'' 23 (3d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Fire Breath (Costs 3 Actions).''''' The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]]. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Very_Old_Brown_Dragon_(5e_Creature)&diff=1037503Very Old Brown Dragon (5e Creature)2018-05-03T17:18:37Z<p>Roteton Kin: Created page with "==Very Old Brown Dragon== {{5e Creature |size=Gargantuan |type=dragon |swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--> |race=<!--optional for humanoids, delet..."</p>
<hr />
<div>==Very Old Brown Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=21<br />
|armor=natural armor<br />
|hp=351<br />
|hpdice=19d20 + 152<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=26<br />
|dex=13<br />
|con=26<br />
|int=15<br />
|wis=15<br />
|cha=17<br />
|strmod=+8<br />
|dexmod=+1<br />
|conmod=+8<br />
|intmod=+2<br />
|wismod=+2<br />
|chamod=+3<br />
|saves=Dex +7, Con +14, Wis +8, Cha +9 <br />
|skills=Perception +14, Stealth +7<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 120 ft., passive Perception 24<br />
|languages=Common, Draconic<br />
|cr=20<br />
|xp=25,000<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead. <br />
<br />
'''''Tunneler.''''' The dragon can burrow through solid rock at half its burrow speed and leaves an 10-foot-diameter tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +14 to hit, reach 15 ft., one target. ''Hit:'' 17 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +14 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d6 + 8) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +14 to hit, reach 20 ft., one target. ''Hit:'' 17 (2d8 + 8) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales fire in a 75-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Constitution saving throw, taking 67 (15d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Old_Brown_Dragon_(5e_Creature)&diff=1037495Old Brown Dragon (5e Creature)2018-05-03T16:58:24Z<p>Roteton Kin: </p>
<hr />
<div>==Old Brown Dragon==<br />
{{5e Creature<br />
|size=Huge<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=20<br />
|armor=natural armor<br />
|hp=297<br />
|hpdice=22d12 + 154<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=25<br />
|dex=13<br />
|con=25<br />
|int=15<br />
|wis=14<br />
|cha=16<br />
|strmod=+7<br />
|dexmod=+1<br />
|conmod=+7<br />
|intmod=+2<br />
|wismod=+2 <br />
|chamod=+3<br />
|saves=Dex +7, Con +13, Wis +8, Cha +9<br />
|skills=Perception +14, Stealth +7 <br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 120 ft., passive Perception 24<br />
|languages=Common, Draconic<br />
|cr=18<br />
|xp=20,000<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead. <br />
<br />
'''''Tunneler.''''' The dragon can burrow through solid rock at half its burrow speed and leaves an 9-foot-diameter tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +13 to hit, reach 10 ft., one target. ''Hit:'' 18 (2d10 + 7) piercing damage plus 7 (1d12) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +13 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6 + 7) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +13 to hit, reach 15 ft., one target. ''Hit:'' 16 (2d8 + 7) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales fire in a 75-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Constitution saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Old_Brown_Dragon_(5e_Creature)&diff=1037480Old Brown Dragon (5e Creature)2018-05-03T16:08:04Z<p>Roteton Kin: Created page with "==Old Brown Dragon== {{5e Creature |size=Huge |type=dragon |swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--> |race=<!--optional for humanoids, delete line othe..."</p>
<hr />
<div>==Old Brown Dragon==<br />
{{5e Creature<br />
|size=Huge<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=21<br />
|armor=natural armor<br />
|hp=324<br />
|hpdice=24d12 + 168<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=25<br />
|dex=13<br />
|con=25<br />
|int=15<br />
|wis=14<br />
|cha=16<br />
|strmod=+7<br />
|dexmod=+1<br />
|conmod=+7<br />
|intmod=+2<br />
|wismod=+2 <br />
|chamod=+3<br />
|saves=Dex +7, Con +13, Wis +8, Cha +9<br />
|skills=Perception +14, Stealth +7 <br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 120 ft., passive Perception 24<br />
|languages=Common, Draconic<br />
|cr=17<br />
|xp=18,000<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead. <br />
<br />
'''''Tunneler.''''' The dragon can burrow through solid rock at half its burrow speed and leaves an 9-foot-diameter tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +13 to hit, reach 10 ft., one target. ''Hit:'' 18 (2d10 + 7) piercing damage plus 7 (1d12) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +13 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6 + 7) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +13 to hit, reach 15 ft., one target. ''Hit:'' 16 (2d8 + 7) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales fire in a 75-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Constitution saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Mature_Adult_Brown_Dragon_(5e_Creature)&diff=1037459Mature Adult Brown Dragon (5e Creature)2018-05-03T15:40:13Z<p>Roteton Kin: </p>
<hr />
<div>==Mature Adult Brown Dragon==<br />
{{5e Creature<br />
|size=Huge<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=20<br />
|armor=natural armor<br />
|hp=270<br />
|hpdice=20d12 + 140<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=24<br />
|dex=13<br />
|con=24<br />
|int=14<br />
|wis=13<br />
|cha=15<br />
|strmod=+7<br />
|dexmod=+1<br />
|conmod=+7<br />
|intmod=+2<br />
|wismod=+1<br />
|chamod=+2<br />
|saves=Dex +6, Con +12, Wis +6, Cha +7<br />
|skills=Perception +11, Stealth +6<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 21<br />
|languages=Common, Draconic<br />
|cr=16<br />
|xp=15,000<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead. <br />
<br />
'''''Tunneler.''''' The dragon can burrow through solid rock at half its burrow speed and leaves an 8 foot-wide, 9-foot-high tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +12 to hit, reach 10ft., one target. ''Hit:'' 18 (2d10 + 7) piercing damage plus 5 (1d10) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +12 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6 + 7) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +12 to hit, reach 15 ft., one target. ''Hit:'' 16 (2d8 + 7) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Constitution saving throw, taking 58 (13d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}} <br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Mature_Adult_Brown_Dragon_(5e_Creature)&diff=1037456Mature Adult Brown Dragon (5e Creature)2018-05-03T15:36:28Z<p>Roteton Kin: Created page with "==Mature Adult Brown Dragon== {{5e Creature |size=Huge |type=dragon |swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--> |race=<!--optional for humanoids, delete..."</p>
<hr />
<div>==Mature Adult Brown Dragon==<br />
{{5e Creature<br />
|size=Huge<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=20<br />
|armor=natural armor<br />
|hp=270<br />
|hpdice=20d12 + 140<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=24<br />
|dex=13<br />
|con=24<br />
|int=14<br />
|wis=13<br />
|cha=15<br />
|strmod=7<br />
|dexmod=1<br />
|conmod=7<br />
|intmod=2<br />
|wismod=1<br />
|chamod=2<br />
|saves=Dex +6, Con +12, Wis +6, Cha +7<br />
|skills=Perception +11, Stealth +6<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 21<br />
|languages=Common, Draconic<br />
|cr=16<br />
|xp=15,000<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead. <br />
<br />
'''''Tunneler.''''' The dragon can burrow through solid rock at half its burrow speed and leaves an 8 foot-wide, 9-foot-high tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +12 to hit, reach 10ft., one target. ''Hit:'' 18 (2d10 + 7) piercing damage plus 5 (1d10) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +12 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6 + 7) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +12 to hit, reach 15 ft., one target. ''Hit:'' 16 (2d8 + 7) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Constitution saving throw, taking 58 (13d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}} <br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Young_Adult_Brown_Dragon_(5e_Creature)&diff=1037269Young Adult Brown Dragon (5e Creature)2018-05-03T01:33:32Z<p>Roteton Kin: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Young Adult Brown Dragon==<br />
{{5e Creature<br />
|size=Large<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=19<br />
|armor=natural armor<br />
|hp=195<br />
|hpdice=17d10 + 102<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=22<br />
|dex=13<br />
|con=22<br />
|int=14<br />
|wis=12<br />
|cha=14<br />
|strmod=+6<br />
|dexmod=+1<br />
|conmod=+6<br />
|intmod=+2<br />
|wismod=+1<br />
|chamod=+2<br />
|saves={{5e|Dexterity|Dex}} +6, {{5e|Constitution|Con}} +10, {{5e|Wisdom|Wis}} +5, {{5e|Charisma|Cha}} +6<br />
|skills={{5s|Perception}} +9, {{5s|Stealth}} +5<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Blindsight}} 60 ft., {{5e|Darkvision}} 120 ft., {{5e|Creatures#Tremorsense|tremorsense}} 60 ft., passive {{5s|Perception}} 19<br />
|languages=Common, Draconic<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Legendary Resistance (1/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Tunneller.''''' The dragon can burrow through solid rock at half its burrow speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d10 + 5) piercing damage plus 4 (1d8) fire damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6 + 5) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +10 to hit, reach 15 ft., one target. ''Hit:'' 14 (2d8 + 5) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales scorching air in a 45-foot line that is 5 feet wide. Each creature in that line must make a DC 18 {{5a|con}} saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=1}}<!--Delete if unused--><br />
<br />
'''Detect.''' The dragon makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' The dragon makes a tail attack.<br/><br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Adult_Brown_Dragon_(5e_Creature)&diff=1037268Adult Brown Dragon (5e Creature)2018-05-03T01:32:46Z<p>Roteton Kin: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Adult Brown Dragon==<br />
{{5e Creature<br />
|size=Huge<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=19<br />
|armor=natural armour<br />
|hp=225<br />
|hpdice=18d12 + 108<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=23<br />
|dex=13<br />
|con=23<br />
|int=14<br />
|wis=13<br />
|cha=15<br />
|strmod=+6<br />
|dexmod=+1<br />
|conmod=+6<br />
|intmod=+2<br />
|wismod=+1<br />
|chamod=+2<br />
|saves={{5e|Dexterity|Dex}} +6, {{5e|Constitution|Con}} +11, {{5e|Wisdom|Wis}} +6, {{5e|Charisma|Cha}} +7<br />
|skills={{5s|Perception}} +11, {{5s|Stealth}} +6<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Blindsight}} 60 ft., {{5e|Darkvision}} 120 ft., {{5e|Creatures#Tremorsense|tremorsense}} 60 ft., passive {{5s|Perception}} 21<br />
|languages=Common, Draconic<br />
|cr=14<br />
|xp=11,500<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Tunneller.''''' The dragon can burrow through solid rock at half its burrow speed and leaves an 8 foot-wide, 9-foot-high tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10 + 6) piercing damage plus 4 (1d8) fire damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6 + 6) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +11 to hit, reach 15 ft., one target. ''Hit:'' 15 (2d8 + 6) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales scorching air in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 {{5a|con}} saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''Detect.''' The dragon makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' The dragon makes a tail attack.<br/><br />
'''Wing Attack (Costs 2 Actions).''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 {{5a|dex}} saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked {{5c|Prone}}. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Young_Adult_Brown_Dragon_(5e_Creature)&diff=1037267Young Adult Brown Dragon (5e Creature)2018-05-03T01:31:50Z<p>Roteton Kin: Created page with " <!--Category:NPC--> <!--Category:Miscellaneous Creature--> ==Adult Brown Dragon== {{5e Creature |size=Large |type=dragon |swarm=<!-- optional, size of creatures in a..."</p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Adult Brown Dragon==<br />
{{5e Creature<br />
|size=Large<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=19<br />
|armor=natural armor<br />
|hp=195<br />
|hpdice=17d10 + 102<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=22<br />
|dex=13<br />
|con=22<br />
|int=14<br />
|wis=12<br />
|cha=14<br />
|strmod=+6<br />
|dexmod=+1<br />
|conmod=+6<br />
|intmod=+2<br />
|wismod=+1<br />
|chamod=+2<br />
|saves={{5e|Dexterity|Dex}} +6, {{5e|Constitution|Con}} +10, {{5e|Wisdom|Wis}} +5, {{5e|Charisma|Cha}} +6<br />
|skills={{5s|Perception}} +9, {{5s|Stealth}} +5<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Blindsight}} 60 ft., {{5e|Darkvision}} 120 ft., {{5e|Creatures#Tremorsense|tremorsense}} 60 ft., passive {{5s|Perception}} 19<br />
|languages=Common, Draconic<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Legendary Resistance (1/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Tunneller.''''' The dragon can burrow through solid rock at half its burrow speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d10 + 5) piercing damage plus 4 (1d8) fire damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6 + 5) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +10 to hit, reach 15 ft., one target. ''Hit:'' 14 (2d8 + 5) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales scorching air in a 45-foot line that is 5 feet wide. Each creature in that line must make a DC 18 {{5a|con}} saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=1}}<!--Delete if unused--><br />
<br />
'''Detect.''' The dragon makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' The dragon makes a tail attack.<br/><br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Juvenile_Brown_Dragon_(5e_Creature)&diff=1036263Juvenile Brown Dragon (5e Creature)2018-04-30T14:57:11Z<p>Roteton Kin: Created page with " <!--Category:NPC--> <!--Category:Miscellaneous Creature--> ==Juvenile Brown Dragon== {{5e Creature |size=Large |type=dragon |swarm=<!-- optional, size of creatures in..."</p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Juvenile Brown Dragon==<br />
{{5e Creature<br />
|size=Large<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=18<br />
|armor=natural armor<br />
|hp=189<br />
|hpdice=18d10 + 90<br />
|speed=40 ft., burrow 40 ft., fly 80 ft.<br />
|str=21<br />
|dex=13<br />
|con=20<br />
|int=13<br />
|wis=12<br />
|cha=14<br />
|strmod=+5<br />
|dexmod=+1<br />
|conmod=+5<br />
|intmod=+1<br />
|wismod=+1<br />
|chamod=+2<br />
|saves={{5e|Dexterity|Dex}} +5, {{5e|Constitution|Con}} +9, {{5e|Wisdom|Wis}} +5, {{5e|Charisma|Cha}} +6<br />
|skills={{5s|Perception}} +9, {{5s|Stealth}} +5<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Blindsight}} 40 ft., {{5e|Darkvision}} 120 ft., {{5e|Creatures#Tremorsense|tremorsense}} 40 ft., passive {{5s|Perception}} 19<br />
|languages=Common, Draconic<br />
|cr=9<br />
|xp=5,000<br />
|features=<br />
'''''Tunneller.''''' The dragon can burrow through solid rock at half its burrow speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon makes three attacks: one with its bite and two with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d10 + 5) piercing damage plus 4 (1d8) fire damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6 + 5) slashing damage.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales scorching air in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 {{5a|con}} saving throw, taking 49 (11d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Very_Young_Brown_Dragon_(5e_Creature)&diff=1036158Very Young Brown Dragon (5e Creature)2018-04-30T01:51:03Z<p>Roteton Kin: Created page with " <!--Category:NPC--> <!--Category:Miscellaneous Creature--> ==Very Young Brown Dragon== {{5e Creature |size=Medium |type=dragon |swarm=<!-- optional, size of creatures..."</p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Very Young Brown Dragon==<br />
{{5e Creature<br />
|size=Medium<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=17<br />
|armor=natural armor<br />
|hp=90<br />
|hpdice=12d8 + 36<br />
|speed=30 ft., burrow 30 ft., fly 60 ft.<br />
|str=17<br />
|dex=13<br />
|con=17<br />
|int=11<br />
|wis=11<br />
|cha=12<br />
|strmod=+3<br />
|dexmod=+1<br />
|conmod=+3<br />
|intmod=+0<br />
|wismod=+0<br />
|chamod=+1<br />
|saves={{5e|Dexterity|Dex}} +4, {{5e|Constitution|Con}} +6, {{5e|Wisdom|Wis}} +3, {{5e|Charisma|Cha}} +4<br />
|skills={{5s|Perception}} +6, {{5s|Stealth}} +4<br />
|di=fire<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Blindsight}} 20 ft., {{5e|Darkvision}} 90 ft., {{5e|Creatures#Tremorsense|tremorsense}} 20 ft., passive {{5s|Perception}} 16<br />
|languages=Draconic<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon makes two attacks: one with its bite and one with its claws or two with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10 + 3) piercing damage plus 2 (1d6) fire damage.<br />
<br />
'''''Claws.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) slashing damage.<br />
<br />
'''''Scorching Breath (Recharge 5-6).''''' The dragon exhales scorching air in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 {{5a|con}} saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[Dragons (5e Creature)#Brown Dragons|Dragons (5e Creature)]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_White_Dragon_(5e_Creature)&diff=1035677Great Wyrm White Dragon (5e Creature)2018-04-28T13:01:07Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm White Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=26<br />
|armor=natural armor<br />
|hp=574<br />
|hpdice=28d20 + 280<br />
|speed=40 ft., burrow 40 ft., fly 150 ft., swim 40 ft.<br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=14<br />
|wis=16<br />
|cha=18<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+2<br />
|wismod=+3<br />
|chamod=+4<br />
|saves=Dex +9, Con +19, Wis +12, Cha +13 <br />
|skills=Perception +21, Stealth +9 <br />
|di=cold; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 31<br />
|languages=Common, Draconic<br />
|cr=32<br />
|xp=195,000<br />
|features=<br />
'''''Ice Walk.''''' The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. <br />
<br />
'''''Cold Absorption.''''' Whenever the dragon is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +19 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 13 (2d12) cold damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +19 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +19 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Cold Breath (Costs 3 Actions).''''' The dragon exhales an icy blast in a 150-foot cone. Each creature in that cone must make a DC 27 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#White Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Wyrm_White_Dragon_(5e_Creature)&diff=1035676Wyrm White Dragon (5e Creature)2018-04-28T12:57:51Z<p>Roteton Kin: </p>
<hr />
<div>==Wyrm White Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=23<br />
|armor=natural armor<br />
|hp=448<br />
|hpdice=23d20 + 207<br />
|speed=40 ft., burrow 40 ft., fly 120 ft., swim 40 ft. <br />
|str=28<br />
|dex=10<br />
|con=28<br />
|int=12<br />
|wis=14<br />
|cha=16<br />
|strmod=+9<br />
|dexmod=+0<br />
|conmod=+9<br />
|intmod=+1<br />
|wismod=+2<br />
|chamod=+3<br />
|saves=Dex +8, Con +17, Wis +10, Cha +11 <br />
|skills=Perception +18, Stealth +8<br />
|di=cold; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 240 ft., passive Perception 28<br />
|languages=Common, Draconic<br />
|cr=27<br />
|xp=105,000<br />
|features=<br />
'''''Ice Walk.''''' The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. <br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +16 to hit, reach 15 ft., one target. ''Hit:'' 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +16 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d6 + 9) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +16 to hit, reach 20 ft., one target. ''Hit:'' 18 (2d8 + 9) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Cold Breath (Recharge 4-6).''''' The dragon exhales an icy blast in a 120-foot cone. Each creature in that cone must make a DC 24 Constitution saving throw, taking 81 (18d8) cold damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#White Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Red_Dragon_(5e_Creature)&diff=1035559Great Wyrm Red Dragon (5e Creature)2018-04-28T01:47:55Z<p>Roteton Kin: Undo revision 1035543 by Geodude671 (talk)</p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Red Dragon==<br />
{{5e Creature<br />
|size=Colossal<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=28<br />
|armor=natural armor<br />
|hp=870<br />
|hpdice=20d66 + 200<br />
|speed=40 ft., climb 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=24<br />
|wis=22<br />
|cha=30<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+7<br />
|wismod=+6<br />
|chamod=+10<br />
|saves=Dex +11, Con +21, Wis +17, Cha +21 <br />
|skills=Perception +28, Stealth +11<br />
|di=fire; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 38<br />
|languages=Common, Draconic<br />
|cr=39<br />
|xp=400,000<br />
|features=<br />
'''''Fire Absorption.''''' Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +21 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +21 to hit, reach 10 ft., one target. ''Hit:'' 20 (3d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +21 to hit, reach 20 ft., one target. ''Hit:'' 23 (3d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Fire Breath (Costs 3 Actions).''''' The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]]. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Talk:Great_Wyrm_Red_Dragon_(5e_Creature)&diff=1035556Talk:Great Wyrm Red Dragon (5e Creature)2018-04-28T01:43:42Z<p>Roteton Kin: Created page with "Geodude671 (talk), the reason I am changing the CR from 32 to 39 is due to the CR not being accurate to the monster. If you have a..."</p>
<hr />
<div>[[User:Geodude671|Geodude671]] ([[User talk:Geodude671|talk]]), the reason I am changing the CR from 32 to 39 is due to the CR not being accurate to the monster. If you have a reason as to why you believe it is CR 32 instead of CR 39, then please let me know. The CR calculator that I have and verified with the DMG table, and after adding in the Mythic table additions, states that this dragon is CR 39. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 19:43, 27 April 2018 (MDT)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Wyrm_Red_Dragon_(5e_Creature)&diff=1035542Wyrm Red Dragon (5e Creature)2018-04-28T00:24:31Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
==Wyrm Red Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=25<br />
|armor=natural armor<br />
|hp=697<br />
|hpdice=34d20 + 340<br />
|speed=40 ft., climb 40 ft., fly 120 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=22<br />
|wis=18<br />
|cha=26<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+6<br />
|wismod=+4<br />
|chamod=+8<br />
|saves=Dex +9, Con +19, Wis +13, Cha +17 <br />
|skills=Perception +22, Stealth +9 <br />
|di=fire; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 240 ft., passive Perception 32<br />
|languages=Common, Draconic<br />
|cr=32<br />
|xp=195,000<br />
|features=<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +19 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 21 (6d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +19 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +19 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Fire Breath (Recharge 4-6).''''' The dragon exhales in a 120-foot cone. Each creature in that cone must make a DC 27 Dexterity saving throw, taking 115 (33d6) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Wyrm_Green_Dragon_(5e_Creature)&diff=1035536Wyrm Green Dragon (5e Creature)2018-04-28T00:13:56Z<p>Roteton Kin: </p>
<hr />
<div>==Wyrm Green Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=lawful evil<br />
|ac=24<br />
|armor=natural armor<br />
|hp=481<br />
|hpdice=26d20 + 208<br />
|speed=40 ft., fly 120 ft., swim 40 ft. <br />
|str=28<br />
|dex=12<br />
|con=26<br />
|int=22<br />
|wis=20<br />
|cha=22<br />
|strmod=+9<br />
|dexmod=+1<br />
|conmod=+8<br />
|intmod=+6<br />
|wismod=+5<br />
|chamod=+6<br />
|saves=Dex +9, Con +16, Wis +13, Cha +14 <br />
|skills=Deception +14, Insight +13, Investigation +14, Perception +21, Persuasion +14, Stealth +9 <br />
|di=poison; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, poisoned, stunned<br />
|dr=<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 240 ft., passive Perception 31<br />
|languages=Common, Draconic<br />
|cr=28<br />
|xp=120,000<br />
|features=<br />
'''''Amphibious.''''' The dragon can breathe air and water. <br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +17 to hit, reach 15 ft., one target. ''Hit:'' 20 (2d10 + 9) piercing damage plus 14 (4d6) poison damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +17 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d6 + 9) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +17 to hit, reach 20 ft., one target. ''Hit:'' 18 (2d8 + 9) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Poison Breath (Recharge 4-6).''''' The dragon exhales poison in a 120-foot cone. Each creature in that cone must make a DC 24 Constitution saving throw, taking 87 (25d6) poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Green Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Red_Dragon_(5e_Creature)&diff=1035529Great Wyrm Red Dragon (5e Creature)2018-04-28T00:06:32Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Red Dragon==<br />
{{5e Creature<br />
|size=Colossal<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=28<br />
|armor=natural armor<br />
|hp=870<br />
|hpdice=20d66 + 200<br />
|speed=40 ft., climb 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=24<br />
|wis=22<br />
|cha=30<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+7<br />
|wismod=+6<br />
|chamod=+10<br />
|saves=Dex +11, Con +21, Wis +17, Cha +21 <br />
|skills=Perception +28, Stealth +11<br />
|di=fire; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 38<br />
|languages=Common, Draconic<br />
|cr=39<br />
|xp=400,000<br />
|features=<br />
'''''Fire Absorption.''''' Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +21 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +21 to hit, reach 10 ft., one target. ''Hit:'' 20 (3d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +21 to hit, reach 20 ft., one target. ''Hit:'' 23 (3d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Fire Breath (Costs 3 Actions).''''' The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]]. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=User_talk:Roteton_Kin&diff=1035518User talk:Roteton Kin2018-04-27T23:27:58Z<p>Roteton Kin: /* Dragons */</p>
<hr />
<div>Hello, I retitled your new page and it can be found at [[Cloak of Kewil (5e Equipment)]], thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:51, 8 January 2016 (MST)<br />
<br />
Hello, thanks for catching that typo on the quicksilver golem :) It's embarrassing when I get caught out cut-and-pasting :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:17, 13 June 2016 (MDT)<br />
<br />
== The Return of the Dark Queen (5e Campaign Setting) ==<br />
<br />
Hello Roteton Kin, is [[The Return of the Dark Queen (5e Campaign Setting)|The Return of the Dark Queen]] still in progress? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:53, 11 October 2016 (MDT)<br />
<br />
:Slow progress but progress nevertheless. I have all the resources on paper, just need to compile it into the appropriate pages. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 14:10, 11 Oct 2016 (CST)<br />
<br />
== Dragons ==<br />
<br />
Hello [[User:Roteton Kin|Roteton Kin]]. Regarding the new dragons you've made (I made a list of new chromatic and metallic dragons [[Dragons (5e Creature)|here]]), there are a few issues. Firstly, how old would a [[Very Young Black Dragon (5e Creature)]] be? Presumably, younger than a young dragon but older than a wyrmling, but considering that a wyrmling is a dragon younger than 6 years old and a young dragon is younger than 100 years old, how old does that make the very young dragon? Secondly, you've been leaving out a few spaces where there should have been (for example, fly 80ft. when it should be fly 80 ft.) Maybe a view of the [[5e Creature Design Guide]] would be beneficial? The new dragons look pretty good, and I'd like to see some more. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:23, 7 November 2016 (MST)<br />
<br />
:[[User:SirSprinkles|SirSprinkles]], in regards to how the age categories change is more of a reversion of how 3.5e did the age categories. Below is how 3.5e did it.<br />
<br />
{| class="d20"<br />
|-<br />
|+ '''Dragon Age Categories'''<br />
|-<br />
! '''Category'''!! '''Age (Years)'''<br />
|-<br />
| 1 Wyrmling|| 0–5<br />
|-class="even"<br />
| 2 Very young|| 6–15<br />
|-<br />
| 3 Young|| 16–25<br />
|-class="even"<br />
| 4 Juvenile|| 26–50<br />
|-<br />
| 5 Young adult|| 51–100<br />
|-class="even"<br />
| 6 Adult|| 101–200<br />
|-<br />
| 7 Mature adult|| 201–400<br />
|-class="even"<br />
| 8 Old|| 401–600<br />
|-<br />
| 9 Very old|| 601–800<br />
|-class="even"<br />
| 10 Ancient|| 801–1,000<br />
|-<br />
| 11 Wyrm|| 1,001–1,200<br />
|-class="even"<br />
| 12 Great wyrm|| 1,201 or more<br />
|}<br />
<br />
In regards to the formatting of the pages, I'll take a better look at the [[5e Creature Design Guide]] to better format them. More dragons are on the way just working them into fruition. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 08:32, 8 November 2016 (CST)<br />
:Oh, in case you were wondering, I give you permission to make very young etc. versions of my dragons (found at [[Dragons (5e Creature)]]). [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 16:43, 13 November 2016 (MST)<br />
<br />
::Sweet, I look forward to creating the other age categories for your dragons. I've already come up with ideas on how to use some of those dragons in my Five Heads campaign idea. The premise being that 5 chromatic great wyrms (black, blue, green, white and red) are running dragon based gangs and are inciting terror in millions of people. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:50, 13 November 2016 (CST)<br />
<br />
:::[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]), I'm adding Siege Monster and the links to the SRD and homebrew page for the respective creatures. Just to keep you in the loop. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 00:01, 15 November 2016 (CST)<br />
::::Cool. I thought that it would be nice to give the eldest dragons something to emphasise their size and strength, and Siege Monster seemed perfect. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:06, 14 November 2016 (MST)<br />
<br />
Perhaps that age category table should be included with the dragons? Just in case others are confused about ages, as I was at first. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:11, 22 November 2016 (MST)<br />
<br />
:We could throw it on the [[Dragons (5e Creature)|Dragons]] page with a brief explanation of each additional age category that way we don't have to throw it on every single dragon. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 08:50, 23 November 2016 (CST)<br />
::Well, I did intend for the table to be on the main page, not each and every dragon, as that would be redundant. Maybe some kind of table detailing additional [[5e SRD:Half-Dragon|half-dragons]] could be included as well? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:02, 23 November 2016 (MST)<br />
:::Perhaps one for dragonborn as well... [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 19:33, 8 February 2017 (MST)<br />
<br />
When will you be creating magenta and pink dragons and filling out the pink dragons section on the [[Dragons (5e Creature)]] page? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 19:35, 8 February 2017 (MST)<br />
<br />
:Within the next week. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 20:14, 8 February 2017 (MST)<br />
<br />
[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]), been sometime but I have renewed the dragon crusade. I have needed to update the Great Wyrms and Wyrms as they were under CR by a fair bit according to the DMG. I know since I had to rework my CR Calculator to include Mythic level monsters. It has been helpful in checking my work as it were. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:27, 27 April 2018 (MDT)<br />
<br />
== Aura Guardian Plaigarism? ==<br />
<br />
Hallo there, long time no see! I hope you remember me with your [[Aura Guardian (5e Class)|Aura Guardian]]? Well, I found this Reddit post that someone copy-pasted your work!<br />
<br />
Here is the Reddit post [https://www.reddit.com/r/UnearthedArcana/comments/8eg1uy/classes_blood_mage_aura_guardian_demontouched/], and here is the Homebrewery link [http://homebrewery.naturalcrit.com/share/S1EGRkn3z]. I wanted to check if this is you by any chance. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 20:39, 23 April 2018 (MDT)<br />
<br />
No, it isn't me. I post my homebrew stuff here or on facebook by request. I appreciate the heads up but it isn't just my work, you and I sculpted it to its current form. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 23:26, 23 April 2018 (MDT)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=User_talk:Roteton_Kin&diff=1035516User talk:Roteton Kin2018-04-27T23:27:32Z<p>Roteton Kin: </p>
<hr />
<div>Hello, I retitled your new page and it can be found at [[Cloak of Kewil (5e Equipment)]], thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:51, 8 January 2016 (MST)<br />
<br />
Hello, thanks for catching that typo on the quicksilver golem :) It's embarrassing when I get caught out cut-and-pasting :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:17, 13 June 2016 (MDT)<br />
<br />
== The Return of the Dark Queen (5e Campaign Setting) ==<br />
<br />
Hello Roteton Kin, is [[The Return of the Dark Queen (5e Campaign Setting)|The Return of the Dark Queen]] still in progress? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:53, 11 October 2016 (MDT)<br />
<br />
:Slow progress but progress nevertheless. I have all the resources on paper, just need to compile it into the appropriate pages. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 14:10, 11 Oct 2016 (CST)<br />
<br />
== Dragons ==<br />
<br />
Hello [[User:Roteton Kin|Roteton Kin]]. Regarding the new dragons you've made (I made a list of new chromatic and metallic dragons [[Dragons (5e Creature)|here]]), there are a few issues. Firstly, how old would a [[Very Young Black Dragon (5e Creature)]] be? Presumably, younger than a young dragon but older than a wyrmling, but considering that a wyrmling is a dragon younger than 6 years old and a young dragon is younger than 100 years old, how old does that make the very young dragon? Secondly, you've been leaving out a few spaces where there should have been (for example, fly 80ft. when it should be fly 80 ft.) Maybe a view of the [[5e Creature Design Guide]] would be beneficial? The new dragons look pretty good, and I'd like to see some more. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:23, 7 November 2016 (MST)<br />
<br />
:[[User:SirSprinkles|SirSprinkles]], in regards to how the age categories change is more of a reversion of how 3.5e did the age categories. Below is how 3.5e did it.<br />
<br />
{| class="d20"<br />
|-<br />
|+ '''Dragon Age Categories'''<br />
|-<br />
! '''Category'''!! '''Age (Years)'''<br />
|-<br />
| 1 Wyrmling|| 0–5<br />
|-class="even"<br />
| 2 Very young|| 6–15<br />
|-<br />
| 3 Young|| 16–25<br />
|-class="even"<br />
| 4 Juvenile|| 26–50<br />
|-<br />
| 5 Young adult|| 51–100<br />
|-class="even"<br />
| 6 Adult|| 101–200<br />
|-<br />
| 7 Mature adult|| 201–400<br />
|-class="even"<br />
| 8 Old|| 401–600<br />
|-<br />
| 9 Very old|| 601–800<br />
|-class="even"<br />
| 10 Ancient|| 801–1,000<br />
|-<br />
| 11 Wyrm|| 1,001–1,200<br />
|-class="even"<br />
| 12 Great wyrm|| 1,201 or more<br />
|}<br />
<br />
In regards to the formatting of the pages, I'll take a better look at the [[5e Creature Design Guide]] to better format them. More dragons are on the way just working them into fruition. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 08:32, 8 November 2016 (CST)<br />
:Oh, in case you were wondering, I give you permission to make very young etc. versions of my dragons (found at [[Dragons (5e Creature)]]). [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 16:43, 13 November 2016 (MST)<br />
<br />
::Sweet, I look forward to creating the other age categories for your dragons. I've already come up with ideas on how to use some of those dragons in my Five Heads campaign idea. The premise being that 5 chromatic great wyrms (black, blue, green, white and red) are running dragon based gangs and are inciting terror in millions of people. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:50, 13 November 2016 (CST)<br />
<br />
:::[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]), I'm adding Siege Monster and the links to the SRD and homebrew page for the respective creatures. Just to keep you in the loop. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 00:01, 15 November 2016 (CST)<br />
::::Cool. I thought that it would be nice to give the eldest dragons something to emphasise their size and strength, and Siege Monster seemed perfect. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:06, 14 November 2016 (MST)<br />
<br />
Perhaps that age category table should be included with the dragons? Just in case others are confused about ages, as I was at first. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:11, 22 November 2016 (MST)<br />
<br />
:We could throw it on the [[Dragons (5e Creature)|Dragons]] page with a brief explanation of each additional age category that way we don't have to throw it on every single dragon. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 08:50, 23 November 2016 (CST)<br />
::Well, I did intend for the table to be on the main page, not each and every dragon, as that would be redundant. Maybe some kind of table detailing additional [[5e SRD:Half-Dragon|half-dragons]] could be included as well? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:02, 23 November 2016 (MST)<br />
:::Perhaps one for dragonborn as well... [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 19:33, 8 February 2017 (MST)<br />
<br />
When will you be creating magenta and pink dragons and filling out the pink dragons section on the [[Dragons (5e Creature)]] page? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 19:35, 8 February 2017 (MST)<br />
<br />
:Within the next week. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 20:14, 8 February 2017 (MST)<br />
<br />
[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]), been sometime but I have renewing the dragon crusade. I have needed to update the Great Wyrms and Wyrms as they were under CR by a fair bit according to the DMG. I know since I had to rework my CR Calculator to include Mythic level monsters. It has been helpful in checking my work as it were. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:27, 27 April 2018 (MDT)<br />
<br />
== Aura Guardian Plaigarism? ==<br />
<br />
Hallo there, long time no see! I hope you remember me with your [[Aura Guardian (5e Class)|Aura Guardian]]? Well, I found this Reddit post that someone copy-pasted your work!<br />
<br />
Here is the Reddit post [https://www.reddit.com/r/UnearthedArcana/comments/8eg1uy/classes_blood_mage_aura_guardian_demontouched/], and here is the Homebrewery link [http://homebrewery.naturalcrit.com/share/S1EGRkn3z]. I wanted to check if this is you by any chance. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 20:39, 23 April 2018 (MDT)<br />
<br />
No, it isn't me. I post my homebrew stuff here or on facebook by request. I appreciate the heads up but it isn't just my work, you and I sculpted it to its current form. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 23:26, 23 April 2018 (MDT)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Green_Dragon_(5e_Creature)&diff=1035513Great Wyrm Green Dragon (5e Creature)2018-04-27T23:24:19Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Green Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=lawful evil<br />
|ac=27<br />
|armor=natural armor<br />
|hp=585<br />
|hpdice=30d20 + 270<br />
|speed=40 ft., fly 150 ft., swim 40 ft. <br />
|str=30<br />
|dex=12<br />
|con=28<br />
|int=24<br />
|wis=22<br />
|cha=24<br />
|strmod=+10<br />
|dexmod=+1<br />
|conmod=+9<br />
|intmod=+7<br />
|wismod=+6<br />
|chamod=+7<br />
|saves=Dex +11, Con +19, Wis +16, Cha +17 <br />
|skills=Deception +17, Insight +16, Investigation +17, Perception +26, Persuasion +17, Stealth +11 <br />
|di=poison; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, poisoned, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 36<br />
|languages=Common, Draconic<br />
|cr=33<br />
|xp=260,000<br />
|features=<br />
'''''Poison Absorption.''''' Whenever the dragon is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +20 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 17 (5d6) poison damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +20 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +20 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 28 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Poison Breath (Costs 3 Actions).''''' The dragon exhales in a 150-foot cone. Each creature in that cone must make a DC 27 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Green Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Wyrm_Blue_Dragon_(5e_Creature)&diff=1035502Wyrm Blue Dragon (5e Creature)2018-04-27T23:14:53Z<p>Roteton Kin: </p>
<hr />
<div><br />
==Wyrm Blue Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=lawful evil<br />
|ac=24<br />
|armor=natural armor<br />
|hp=526<br />
|hpdice=27d20 + 243<br />
|speed=40 ft., burrow 40 ft., fly 120 ft. <br />
|str=30<br />
|dex=10<br />
|con=28<br />
|int=19<br />
|wis=18<br />
|cha=22<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+9<br />
|intmod=+4<br />
|wismod=+4<br />
|chamod=+6<br />
|saves=Dex +8, Con + 17, Wis +12, Cha +14 <br />
|skills=Perception +20, Stealth +8 <br />
|di=lightning; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 240 ft., passive Perception 30<br />
|languages=Common, Draconic<br />
|cr=28<br />
|xp=120,000<br />
|features=<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +18 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 11 (2d10) lightning damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +18 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack:+ 18 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Lightning Breath (Recharge 4-6).''''' The dragon exhales lightning in a 150-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Blue Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Blue_Dragon_(5e_Creature)&diff=1035489Great Wyrm Blue Dragon (5e Creature)2018-04-27T22:51:41Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
==Great Wyrm Blue Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=lawful evil<br />
|ac=27<br />
|armor=natural armor<br />
|hp=615<br />
|hpdice=30d20 + 300 <br />
|speed=40 ft., burrow 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=22<br />
|wis=20<br />
|cha=26<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+6<br />
|wismod=+5<br />
|chamod=+8<br />
|saves=Dex +10, Con +20, Wis +15, Cha +18 <br />
|skills=Perception +26, Stealth +10 <br />
|di=lightning; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 36<br />
|languages=Common, Draconic<br />
|cr=33<br />
|xp=260,000<br />
|features=<br />
'''''Lightning Absorption.''''' Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +20 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 13 (2d12) lightning damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +20 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +20 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 28 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Lightning Breath (Costs 3 Actions).''''' The dragon exhales lightning in a 180-foot line that is 15 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Blue Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Blue_Dragon_(5e_Creature)&diff=1035481Great Wyrm Blue Dragon (5e Creature)2018-04-27T22:44:07Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
==Great Wyrm Blue Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=lawful evil<br />
|ac=27<br />
|armor=natural armor<br />
|hp=615<br />
|hpdice=30d20 + 300 <br />
|speed=40 ft., burrow 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=22<br />
|wis=20<br />
|cha=26<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+6<br />
|wismod=+5<br />
|chamod=+8<br />
|saves=Dex +10, Con +20, Wis +15, Cha +18 <br />
|skills=Perception +26, Stealth +10 <br />
|di=lightning; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 36<br />
|languages=Common, Draconic<br />
|cr=33<br />
|xp=260,000<br />
|features=<br />
'''''Lightning Absorption.''''' Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +20 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 13 (2d12) lightning damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +20 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +20 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 28 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Lightning Breath (Costs 3 Actions).''''' The dragon exhales lightning in a 180-foot line that is 15 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Blue Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Black_Dragon_(5e_Creature)&diff=1035476Great Wyrm Black Dragon (5e Creature)2018-04-27T22:39:25Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Black Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=26<br />
|armor=natural armor<br />
|hp=585<br />
|hpdice=30d20 + 270<br />
|speed=40 ft., fly 150 ft., swim 40 ft. <br />
|str=30<br />
|dex=14<br />
|con=28<br />
|int=20<br />
|wis=18<br />
|cha=25<br />
|strmod=+10<br />
|dexmod=+2<br />
|conmod=+9<br />
|intmod=+5<br />
|wismod=+4<br />
|chamod=+7<br />
|saves=Dex +11, Con +18, Wis +13, Cha +16<br />
|skills=Perception +22, Stealth +11<br />
|di=acid; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 32<br />
|languages=Common, Draconic<br />
|cr=32<br />
|xp=195,000<br />
|features=<br />
'''''Amphibious.''''' The dragon can breathe air and water.<br />
<br />
'''''Acid Absorption.''''' Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +19 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 13 (2d12) acid damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +19 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +19 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Acid Breath (Costs 3 Actions).''''' The dragon exhales acid in a 150-foot line that is 15 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Black Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Black_Dragon_(5e_Creature)&diff=1035470Great Wyrm Black Dragon (5e Creature)2018-04-27T22:36:49Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Black Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=26<br />
|armor=natural armor<br />
|hp=585<br />
|hpdice=30d20 + 270<br />
|speed=40 ft., fly 150 ft., swim 40 ft. <br />
|str=30<br />
|dex=14<br />
|con=28<br />
|int=20<br />
|wis=18<br />
|cha=25<br />
|strmod=+10<br />
|dexmod=+2<br />
|conmod=+9<br />
|intmod=+5<br />
|wismod=+4<br />
|chamod=+7<br />
|saves=Dex +11, Con +18, Wis +13, Cha +16<br />
|skills=Perception +22, Stealth +11<br />
|di=acid; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 32<br />
|languages=Common, Draconic<br />
|cr=32<br />
|xp=195,000<br />
|features=<br />
'''''Amphibious.''''' The dragon can breathe air and water.<br />
<br />
'''''Acid Absorption.''''' Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +19 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 13 (2d12) acid damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +19 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +19 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Acid Breath (Costs 3 Actions).''''' The dragon exhales acid in a 150-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Black Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Wyrm_Black_Dragon_(5e_Creature)&diff=1035468Wyrm Black Dragon (5e Creature)2018-04-27T22:25:34Z<p>Roteton Kin: </p>
<hr />
<div><br />
==Wyrm Black Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=24<br />
|armor=natural armor<br />
|hp=444<br />
|hpdice=24d20 + 192<br />
|speed=40 ft., fly 120 ft., swim 40 ft. <br />
|str=29<br />
|dex=14<br />
|con=26<br />
|int=18<br />
|wis=16<br />
|cha=21<br />
|strmod=+9<br />
|dexmod=+2<br />
|conmod=+8<br />
|intmod=+4<br />
|wismod=+3<br />
|chamod=+5<br />
|saves=Dex +10, Con +16, Wis +11, Cha +13<br />
|skills=Perception +19, Stealth +10<br />
|di=acid; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 240 ft., passive Perception 29<br />
|languages=Common, Draconic<br />
|cr=26<br />
|xp=90,000<br />
|features=<br />
'''''Amphibious.''''' The dragon can breathe air and water.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +17 to hit, reach 15 ft., one target. ''Hit:'' 20 (2d10 + 9) piercing damage plus 11 (2d10) acid damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +17 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d6 + 9) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +17 to hit, reach 20 ft., one target. ''Hit:'' 18 (2d8 + 9) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Acid Breath (Recharge 4-6).''''' The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 81 (18d8) acid damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Black Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Wyrm_Black_Dragon_(5e_Creature)&diff=1035443Wyrm Black Dragon (5e Creature)2018-04-27T20:21:19Z<p>Roteton Kin: </p>
<hr />
<div><br />
==Wyrm Black Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=24<br />
|armor=natural armor<br />
|hp=444<br />
|hpdice=24d20 + 192<br />
|speed=40 ft., fly 120 ft., swim 40 ft. <br />
|str=29<br />
|dex=14<br />
|con=26<br />
|int=18<br />
|wis=16<br />
|cha=21<br />
|strmod=+9<br />
|dexmod=+2<br />
|conmod=+8<br />
|intmod=+4<br />
|wismod=+3<br />
|chamod=+5<br />
|saves=Dex +10, Con +16, Wis +11, Cha +13<br />
|skills=Perception +19, Stealth +10<br />
|di=acid; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 60 ft., darkvision 240 ft., passive Perception 29<br />
|languages=Common, Draconic<br />
|cr=28<br />
|xp=120,000<br />
|features=<br />
'''''Amphibious.''''' The dragon can breathe air and water.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +17 to hit, reach 15 ft., one target. ''Hit:'' 20 (2d10 + 9) piercing damage plus 11 (2d10) acid damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +17 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d6 + 9) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +17 to hit, reach 20 ft., one target. ''Hit:'' 18 (2d8 + 9) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Acid Breath (Recharge 4-6).''''' The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 81 (18d8) acid damage on a failed save, or half as much damage on a successful one.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Black Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Black_Dragon_(5e_Creature)&diff=1035431Great Wyrm Black Dragon (5e Creature)2018-04-27T19:48:09Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Black Dragon==<br />
{{5e Creature<br />
|size=Gargantuan<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=26<br />
|armor=natural armor<br />
|hp=585<br />
|hpdice=30d20 + 270<br />
|speed=40 ft., fly 150 ft., swim 40 ft. <br />
|str=30<br />
|dex=14<br />
|con=28<br />
|int=20<br />
|wis=18<br />
|cha=25<br />
|strmod=+10<br />
|dexmod=+2<br />
|conmod=+9<br />
|intmod=+5<br />
|wismod=+4<br />
|chamod=+7<br />
|saves=Dex +13, Con +20, Wis +15, Cha +18<br />
|skills=Perception +26, Stealth +13<br />
|di=acid; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 36<br />
|languages=Common, Draconic<br />
|cr=38<br />
|xp=350,000<br />
|features=<br />
'''''Amphibious.''''' The dragon can breathe air and water.<br />
<br />
'''''Acid Absorption.''''' Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +21 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10 + 10) piercing damage plus 13 (2d12) acid damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +21 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6 + 10) slashing damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +21 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8 + 10) bludgeoning damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature that fails the save by 5 or more is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Acid Breath (Costs 3 Actions).''''' The dragon exhales acid in a 150-foot line that is 10 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Black Dragons|5e SRD:Dragons]].<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Red_Dragon_(5e_Creature)&diff=1035426Great Wyrm Red Dragon (5e Creature)2018-04-27T19:34:16Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Red Dragon==<br />
{{5e Creature<br />
|size=Colossal<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=28<br />
|armor=natural armor<br />
|hp=870<br />
|hpdice=20d66 + 200<br />
|speed=40 ft., climb 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=24<br />
|wis=22<br />
|cha=30<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+7<br />
|wismod=+6<br />
|chamod=+10<br />
|saves=Dex +11, Con +21, Wis +17, Cha +21 <br />
|skills=Perception +28, Stealth +11<br />
|di=fire; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 38<br />
|languages=Common, Draconic<br />
|cr=44<br />
|xp=400,000<br />
|features=<br />
'''''Fire Absorption.''''' Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +21 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +21 to hit, reach 10 ft., one target. ''Hit:'' 20 (3d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +21 to hit, reach 20 ft., one target. ''Hit:'' 23 (3d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature that fails the save by 5 or more is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Fire Breath (Costs 3 Actions).''''' The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]]. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Great_Wyrm_Red_Dragon_(5e_Creature)&diff=1035424Great Wyrm Red Dragon (5e Creature)2018-04-27T19:33:47Z<p>Roteton Kin: </p>
<hr />
<div>{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Great Wyrm Red Dragon==<br />
{{5e Creature<br />
|size=Colossal<br />
|type=dragon<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=chaotic evil<br />
|ac=28<br />
|armor=natural armor<br />
|hp=870<br />
|hpdice=20d66 + 200<br />
|speed=40 ft., climb 40 ft., fly 150 ft. <br />
|str=30<br />
|dex=10<br />
|con=30<br />
|int=24<br />
|wis=22<br />
|cha=30<br />
|strmod=+10<br />
|dexmod=+0<br />
|conmod=+10<br />
|intmod=+7<br />
|wismod=+6<br />
|chamod=+10<br />
|saves=Dex +11, Con +21, Wis +17, Cha +21 <br />
|skills=Perception +28, Stealth +11<br />
|di=fire; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=bludgeoning, piercing and slashing damage from magical attacks<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=blindsight 120 ft., darkvision 240 ft., passive Perception 34<br />
|languages=Common, Draconic<br />
|cr=44<br />
|xp=400,000<br />
|features=<br />
'''''Fire Absorption.''''' Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.<br />
<br />
'''''Magic Resistance.''''' The dragon has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the dragon fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Siege Monster.''''' The dragon deals double damage to objects and structures.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.<br />
<br />
'''''Bite.''''' Melee Weapon Attack: +21 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage. <br />
<br />
'''''Claw.''''' Melee Weapon Attack: +21 to hit, reach 10 ft., one target. ''Hit:'' 20 (3d6 + 10) slashing damage. <br />
<br />
'''''Tail.''''' Melee Weapon Attack: +21 to hit, reach 20 ft., one target. ''Hit:'' 23 (3d8 + 10) bludgeoning damage. <br />
<br />
'''''Frightful Presence.''''' Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature that fails the save by 5 or more is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
|legendary={{Legendary Actions|name=dragon|actions=3}}<!--Delete if unused--><br />
<br />
'''''Detect.''''' The dragon makes a Wisdom (Perception) check.<br/><br />
'''''Tail Attack.''''' The dragon makes a tail attack.<br/><br />
'''''Wing Attack (Costs 2 Actions).''''' The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 29 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.<br/><br />
'''''Fire Breath (Costs 3 Actions).''''' The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]]. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:Mythic Monster]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=User_talk:Roteton_Kin&diff=1034324User talk:Roteton Kin2018-04-24T05:26:03Z<p>Roteton Kin: </p>
<hr />
<div>Hello, I retitled your new page and it can be found at [[Cloak of Kewil (5e Equipment)]], thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:51, 8 January 2016 (MST)<br />
<br />
Hello, thanks for catching that typo on the quicksilver golem :) It's embarrassing when I get caught out cut-and-pasting :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:17, 13 June 2016 (MDT)<br />
<br />
== The Return of the Dark Queen (5e Campaign Setting) ==<br />
<br />
Hello Roteton Kin, is [[The Return of the Dark Queen (5e Campaign Setting)|The Return of the Dark Queen]] still in progress? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:53, 11 October 2016 (MDT)<br />
<br />
:Slow progress but progress nevertheless. I have all the resources on paper, just need to compile it into the appropriate pages. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 14:10, 11 Oct 2016 (CST)<br />
<br />
== Dragons ==<br />
<br />
Hello [[User:Roteton Kin|Roteton Kin]]. Regarding the new dragons you've made (I made a list of new chromatic and metallic dragons [[Dragons (5e Creature)|here]]), there are a few issues. Firstly, how old would a [[Very Young Black Dragon (5e Creature)]] be? Presumably, younger than a young dragon but older than a wyrmling, but considering that a wyrmling is a dragon younger than 6 years old and a young dragon is younger than 100 years old, how old does that make the very young dragon? Secondly, you've been leaving out a few spaces where there should have been (for example, fly 80ft. when it should be fly 80 ft.) Maybe a view of the [[5e Creature Design Guide]] would be beneficial? The new dragons look pretty good, and I'd like to see some more. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:23, 7 November 2016 (MST)<br />
<br />
:[[User:SirSprinkles|SirSprinkles]], in regards to how the age categories change is more of a reversion of how 3.5e did the age categories. Below is how 3.5e did it.<br />
<br />
{| class="d20"<br />
|-<br />
|+ '''Dragon Age Categories'''<br />
|-<br />
! '''Category'''!! '''Age (Years)'''<br />
|-<br />
| 1 Wyrmling|| 0–5<br />
|-class="even"<br />
| 2 Very young|| 6–15<br />
|-<br />
| 3 Young|| 16–25<br />
|-class="even"<br />
| 4 Juvenile|| 26–50<br />
|-<br />
| 5 Young adult|| 51–100<br />
|-class="even"<br />
| 6 Adult|| 101–200<br />
|-<br />
| 7 Mature adult|| 201–400<br />
|-class="even"<br />
| 8 Old|| 401–600<br />
|-<br />
| 9 Very old|| 601–800<br />
|-class="even"<br />
| 10 Ancient|| 801–1,000<br />
|-<br />
| 11 Wyrm|| 1,001–1,200<br />
|-class="even"<br />
| 12 Great wyrm|| 1,201 or more<br />
|}<br />
<br />
In regards to the formatting of the pages, I'll take a better look at the [[5e Creature Design Guide]] to better format them. More dragons are on the way just working them into fruition. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 08:32, 8 November 2016 (CST)<br />
:Oh, in case you were wondering, I give you permission to make very young etc. versions of my dragons (found at [[Dragons (5e Creature)]]). [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 16:43, 13 November 2016 (MST)<br />
<br />
::Sweet, I look forward to creating the other age categories for your dragons. I've already come up with ideas on how to use some of those dragons in my Five Heads campaign idea. The premise being that 5 chromatic great wyrms (black, blue, green, white and red) are running dragon based gangs and are inciting terror in millions of people. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:50, 13 November 2016 (CST)<br />
<br />
:::[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]), I'm adding Siege Monster and the links to the SRD and homebrew page for the respective creatures. Just to keep you in the loop. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 00:01, 15 November 2016 (CST)<br />
::::Cool. I thought that it would be nice to give the eldest dragons something to emphasise their size and strength, and Siege Monster seemed perfect. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:06, 14 November 2016 (MST)<br />
<br />
Perhaps that age category table should be included with the dragons? Just in case others are confused about ages, as I was at first. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:11, 22 November 2016 (MST)<br />
<br />
:We could throw it on the [[Dragons (5e Creature)|Dragons]] page with a brief explanation of each additional age category that way we don't have to throw it on every single dragon. [[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 08:50, 23 November 2016 (CST)<br />
::Well, I did intend for the table to be on the main page, not each and every dragon, as that would be redundant. Maybe some kind of table detailing additional [[5e SRD:Half-Dragon|half-dragons]] could be included as well? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:02, 23 November 2016 (MST)<br />
:::Perhaps one for dragonborn as well... [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 19:33, 8 February 2017 (MST)<br />
<br />
When will you be creating magenta and pink dragons and filling out the pink dragons section on the [[Dragons (5e Creature)]] page? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 19:35, 8 February 2017 (MST)<br />
<br />
:Within the next week. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 20:14, 8 February 2017 (MST)<br />
<br />
== Aura Guardian Plaigarism? ==<br />
<br />
Hallo there, long time no see! I hope you remember me with your [[Aura Guardian (5e Class)|Aura Guardian]]? Well, I found this Reddit post that someone copy-pasted your work!<br />
<br />
Here is the Reddit post [https://www.reddit.com/r/UnearthedArcana/comments/8eg1uy/classes_blood_mage_aura_guardian_demontouched/], and here is the Homebrewery link [http://homebrewery.naturalcrit.com/share/S1EGRkn3z]. I wanted to check if this is you by any chance. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 20:39, 23 April 2018 (MDT)<br />
<br />
No, it isn't me. I post my homebrew stuff here or on facebook by request. I appreciate the heads up but it isn't just my work, you and I sculpted it to its current form. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 23:26, 23 April 2018 (MDT)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Dragons_(5e_Creature)&diff=1034145Dragons (5e Creature)2018-04-23T16:49:46Z<p>Roteton Kin: /* Metallic Dragons */</p>
<hr />
<div>''See also: [[5e SRD:Dragons]]''<br />
<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Dragons==<br />
<br />
<!--If you are planning to create new dragons, please use the following format:<br />
====X Dragons====<br />
*[[Great Wyrm X Dragon (5e Creature)|X Dragon, Great Wyrm]]<br />
*[[Wyrm X Dragon (5e Creature)|X Dragon, Wyrm]]<br />
*[[Ancient X Dragon (5e Creature)|X Dragon, Ancient]]<br />
*[[Very Old X Dragon (5e Creature)|X Dragon, Very Old]]<br />
*[[Old X Dragon (5e Creature)|X Dragon, Old]]<br />
*[[Mature Adult X Dragon (5e Creature)|X Dragon, Mature Adult]]<br />
*[[Adult X Dragon (5e Creature)|X Dragon, Adult]]<br />
*[[Young Adult X Dragon (5e Creature)|X Dragon, Young Adult]]<br />
*[[Juvenile X Dragon (5e Creature)|X Dragon, Juvenile]]<br />
*[[Young X Dragon (5e Creature)|X Dragon, Young]]<br />
*[[Very Young X Dragon (5e Creature)|X Dragon, Very Young]]<br />
*[[X Dragon Wyrmling (5e Creature)|X Dragon, Wyrmling]]<br />
<br />
Describe your dragon here.<br />
<br />
=====A X Dragon's Lair=====<br />
Describe the typical lair of the dragon here.<br />
<br />
======Lair Actions======<br />
Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.<br />
<br />
======Regional Effects======<br />
Describe the regional effects of the dragon here.<br />
<br />
Describe how long it takes for the regional effects to end if the dragon dies here.<br />
--><br />
<br />
===Chromatic Dragons===<br />
====Black Dragons====<br />
*[[Great Wyrm Black Dragon (5e Creature)|Black Dragon, Great Wyrm]]<br />
*[[Wyrm Black Dragon (5e Creature)|Black Dragon, Wyrm]]<br />
*[[Very Old Black Dragon (5e Creature)|Black Dragon, Very Old]]<br />
*[[Old Black Dragon (5e Creature)|Black Dragon, Old]]<br />
*[[Mature Adult Black Dragon (5e Creature)|Black Dragon, Mature Adult]]<br />
*[[Young Adult Black Dragon (5e Creature)|Black Dragon, Young Adult]]<br />
*[[Juvenile Black Dragon (5e Creature)|Black Dragon, Juvenile]]<br />
*[[Very Young Black Dragon (5e Creature)|Black Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Black Dragons|5e SRD:Dragons]].<br />
<br />
====Blue Dragons====<br />
*[[Great Wyrm Blue Dragon (5e Creature)|Blue Dragon, Great Wyrm]]<br />
*[[Wyrm Blue Dragon (5e Creature)|Blue Dragon, Wyrm]]<br />
*[[Very Old Blue Dragon (5e Creature)|Blue Dragon, Very Old]]<br />
*[[Old Blue Dragon (5e Creature)|Blue Dragon, Old]]<br />
*[[Mature Adult Blue Dragon (5e Creature)|Blue Dragon, Mature Adult]]<br />
*[[Young Adult Blue Dragon (5e Creature)|Blue Dragon, Young Adult]]<br />
*[[Juvenile Blue Dragon (5e Creature)|Blue Dragon, Juvenile]]<br />
*[[Very Young Blue Dragon (5e Creature)|Blue Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Blue Dragons|5e SRD:Dragons]].<br />
<br />
====Brown Dragons====<br />
*[[Great Wyrm Brown Dragon (5e Creature)|Brown Dragon, Great Wyrm]]<br />
*[[Wyrm Brown Dragon (5e Creature)|Brown Dragon, Wyrm]]<br />
*[[Ancient Brown Dragon (5e Creature)|Brown Dragon, Ancient]]<br />
*[[Very Old Brown Dragon (5e Creature)|Brown Dragon, Very Old]]<br />
*[[Old Brown Dragon (5e Creature)|Brown Dragon, Old]]<br />
*[[Mature Adult Brown Dragon (5e Creature)|Brown Dragon, Mature Adult]]<br />
*[[Adult Brown Dragon (5e Creature)|Brown Dragon, Adult]]<br />
*[[Young Adult Brown Dragon (5e Creature)|Brown Dragon, Young Adult]]<br />
*[[Juvenile Brown Dragon (5e Creature)|Brown Dragon, Juvenile]]<br />
*[[Young Brown Dragon (5e Creature)|Brown Dragon, Young]]<br />
*[[Very Young Brown Dragon (5e Creature)|Brown Dragon, Very Young]]<br />
*[[Brown Dragon Wyrmling (5e Creature)|Brown Dragon, Wyrmling]]<br />
<br />
Aggressive and quick-tempered, brown dragons crave the heat of the desert, and respond to even the smallest of slights &mdash; real or imagined &mdash; with violence. Brown dragons live for the hunt, chasing the largest prey, and a brown dragon on the hunt destroys villages and towns to sate its hunger on the way. As such, most brown dragons keep minions around to guard their treasures from thieves, though they rarely travel more than a few miles away from their lairs.<br/><br />
A brown dragon has a very long, smooth body to aid in burrowing. A long, spiralling horn dominates the front of its head, while several small ridges line the back of its head, extending to its neck, and several spikes adorn its jaw. A young brown dragon has muddy brown scales that gradually thicken and turn to an almost black brown as it ages. Its pupils also fade as it ages, and the oldest brown dragons have eyes that resemble spheres of soil.<br />
<br />
'''''Fiery Hatred.''''' A brown dragon's breath is as hot as the winds of deserts it lives in, and it likes to sear its prey before devouring it. A brown dragon has a remarkable memory, though it most remembers creatures that defeat it or prey that escapes it, focusing attacks against those creatures if it encounters them again.<br/><br />
Brown dragons sometimes compete for territory with blue dragons, though a brown dragon that sees itself clearly outmatched offers its fealty to the blue dragon, serving it until it has the opportunity to overthrow its former master, claiming its treasures as its own and devouring any of the blue dragon's minions that refuse to serve it. Such a brown dragon often lets adventurers seeking to slay its master pass relatively unharmed, though they see those adventurers as expendable, devouring any that survive the fury of the blue dragon.<br />
<br />
'''''Riches of the Sands.''''' A brown dragon loves the lustre of gemstones, though it especially likes objects made from amber or topaz. A brown dragon sees desert caravans as an easy source of food and treasure, and attacks them whenever it can, devouring the traders and dragging anything that strikes its fancy beneath the sands, leaving the rest to be covered by the ever-changing dunes. A brown dragon likes to carve tales of its glory on stone tablets and display them proudly within its lair, both as a warning to its enemies and a testament to its own pride.<br />
<br />
=====A Brown Dragon's Lair=====<br />
A brown dragon prefers to build its lair deep underground, building criss-crossing tunnels that it can collapse behind it to trap interlopers that follow it, and with numerous cavern-like rooms that it uses to store its treasure or, more rarely, its eggs.<br/><br />
A brown dragon might have a secret entrance to its lair concealed within a large stone formation or near an oasis, but such an entrance is usually filled with sand or made to look as natural as possible. Such tunnels usually lead to a major chamber or a secret treasure vault.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 {{5a|dex}} saving throw or take 10 (3d6) bludgeoning damage and be knocked {{5c|Prone}} and buried. The buried target is {{5c|Restrained}} and unable to breathe or stand up. A creature can take an action to make a DC 10 {{5a|str}} check, ending the buried state on a success.<br />
*A cloud of sand swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 {{5a|con}} saving throw or be {{5c|Blinded}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
*A blast of scorching air sweeps through the lair, forming a 5-foot-wide line that is 60 feet long. Each creature in that line must succeed on a DC 15 {{5a|con}} saving throw or take 10 (3d6) fire damage.<br />
<br />
======Regional Effects======<br />
The region containing a legendary brown dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Sandstorms rage within 6 miles of the lair.<br />
*Quicksand (see "Wilderness Hazards" in chapter 5 of the ''Dungeon Master's Guide'') spontaneously forms within 1 mile of the lair.<br />
*Amber brought within 1 mile of the lair glows slightly and feels warm to the touch.<br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days. Any quicksand remains where it is.<br />
<br />
====Green Dragons====<br />
*[[Great Wyrm Green Dragon (5e Creature)|Green Dragon, Great Wyrm]]<br />
*[[Wyrm Green Dragon (5e Creature)|Green Dragon, Wyrm]]<br />
*[[Very Old Green Dragon (5e Creature)|Green Dragon, Very Old]]<br />
*[[Old Green Dragon (5e Creature)|Green Dragon, Old]]<br />
*[[Mature Adult Green Dragon (5e Creature)|Green Dragon, Mature Adult]]<br />
*[[Young Adult Green Dragon (5e Creature)|Green Dragon, Young Adult]]<br />
*[[Juvenile Green Dragon (5e Creature)|Green Dragon, Juvenile]]<br />
*[[Very Young Green Dragon (5e Creature)|Green Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Green Dragons|5e SRD:Dragons]].<br />
<br />
====Grey Dragons====<br />
*[[Great Wyrm Grey Dragon (5e Creature)|Grey Dragon, Great Wyrm]]<br />
*[[Wyrm Grey Dragon (5e Creature)|Grey Dragon, Wyrm]]<br />
*[[Ancient Grey Dragon (5e Creature)|Grey Dragon, Ancient]]<br />
*[[Very Old Grey Dragon (5e Creature)|Grey Dragon, Very Old]]<br />
*[[Old Grey Dragon (5e Creature)|Grey Dragon, Old]]<br />
*[[Mature Adult Grey Dragon (5e Creature)|Grey Dragon, Mature Adult]]<br />
*[[Adult Grey Dragon (5e Creature)|Grey Dragon, Adult]]<br />
*[[Young Adult Grey Dragon (5e Creature)|Grey Dragon, Young Adult]]<br />
*[[Juvenile Grey Dragon (5e Creature)|Grey Dragon, Juvenile]]<br />
*[[Young Grey Dragon (5e Creature)|Grey Dragon, Young]]<br />
*[[Very Young Grey Dragon (5e Creature)|Grey Dragon, Very Young]]<br />
*[[Grey Dragon Wyrmling (5e Creature)|Grey Dragon, Wyrmling]]<br />
<br />
Calculating and cunning, grey dragons are manipulative, never taking action unless they see benefit in doing so. Grey dragons are lazy, rarely venturing from the mountain caves they inhabit except to hunt, and a grey dragon prefers to eat all of its kills.<br/><br />
A grey dragon has a thick, yet limber body and very long wings that it usually keeps tucked close to its body. A ridge of jagged horns emerges from the back of its head, culminating in an imposing crest, while several small spikes jut out around its eyes. A young grey dragon has stony grey scales with a few flecks of lighter and darker grey. As it ages, these flecks become larger and more varied, giving an adult grey dragon a mottled appearance with some scales nearly black, and others almost white.<br />
<br />
'''''Cold and Distant.''''' Grey dragons are arrogant and aloof, cold as the bitter gales of the mountains they inhabit. They hate and avoid all other kinds of dragon, viewing them as inferior, and they see humanoids as little more than slaves to be devoured as they see fit. They find orcs and half-orcs to be the tastiest of humanoids, so an orc horde that draws too near to the lair of a grey dragon rarely escapes without major losses, so nearby settlements are rarely attacked by orcs, though a grey dragon isn't picky about what it eats, and so might devour an attacking orc horde and the population of a village at the same time.<br/><br />
Conversely, they find elves and dwarves disgusting, often leaving settlements predominately inhabited by members of those races relatively unscathed unless they incur the dragon's ire.<br />
<br />
'''''Frigid Treasures.''''' A grey dragon is an avid collector of stones, and their treasure hoards are often littered with oddly shaped or coloured stones that the dragon has accumulated during its life. Other treasures they value include objects made from or including pieces of stone, particularly obsidian or granite.<br />
<br />
=====A Grey Dragon's Lair=====<br />
A grey dragon prefers to build its lair in caves in the highest snow-capped mountains, far from thieves and other dragons.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*The dragon conjures limbs of ice and stone that burst from a wall that it can see within 120 feet of it. The limbs sweep at a creature of the dragon's choice within 30 feet of the wall, which must succeed on a DC 15 {{5a|dex}} saving throw or take 10 (3d6) bludgeoning damage.<br />
*A cloud of mist swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 {{5a|con}} saving throw or be {{5c|Blinded}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
*Ice and stone erupt from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius spike. Each creature in the spike's area must make a DC 15 {{5a|dex}} saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.<br />
<br />
======Regional Effects======<br />
The region containing a legendary grey dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Snowstorms rage within 6 miles of the lair.<br />
*Slippery ice (see "Wilderness Hazards" in chapter 5 of the ''Dungeon Master's Guide'') spontaneously forms within 1 mile of the lair.<br />
*Menacing faces can occasionally be seen in the clouds within 1 mile of the lair.<br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days.<br />
<br />
====Magenta Dragons====<br />
*[[Great Wyrm Magenta Dragon (5e Creature)|Magenta Dragon, Great Wyrm]]<br />
*[[Wyrm Magenta Dragon (5e Creature)|Magenta Dragon, Wyrm]]<br />
*[[Ancient Magenta Dragon (5e Creature)|Magenta Dragon, Ancient]]<br />
*[[Very Old Magenta Dragon (5e Creature)|Magenta Dragon, Very Old]]<br />
*[[Old Magenta Dragon (5e Creature)|Magenta Dragon, Old]]<br />
*[[Mature Adult Magenta Dragon (5e Creature)|Magenta Dragon, Mature Adult]]<br />
*[[Adult Magenta Dragon (5e Creature)|Magenta Dragon, Adult]]<br />
*[[Young Adult Magenta Dragon (5e Creature)|Magenta Dragon, Young Adult]]<br />
*[[Juvenile Magenta Dragon (5e Creature)|Magenta Dragon, Juvenile]]<br />
*[[Young Magenta Dragon (5e Creature)|Magenta Dragon, Young]]<br />
*[[Very Young Magenta Dragon (5e Creature)|Magenta Dragon, Very Young]]<br />
*[[Magenta Dragon Wyrmling (5e Creature)|Magenta Dragon, Wyrmling]]<br />
<br />
Obsessive and possessive, magenta dragons are greedy to a fault, little issues in this dragon's life consume their being to an almost compulsive nature. Magenta dragons are bipolar, their attitudes and emotions towards things in their lives change at a whim. Unlike most chromatic dragons that find themselves living in natural caves or jungles, Magenta dragons prefer to live in cities molded by gnomes or elves.<br/><br />
A magenta dragon has a lean and slim body and two sets of ornate wings that is prefers to display so that they are admired for their beauty. Magenta dragons lack any horns or spikes to speak of but have incredibly strong hide to make up for its relatively unimposing appearance. A young magenta dragon has dull brown scales with streaks of red scales mixed within. As it ages, these streaks become larger and more varied, giving an adult magenta dragon a worked polished wood like quality.<br />
<br />
'''''Spontaneous and Impulsive.''''' Magenta dragons are wild and erratic, changing their desires at the flip of a hat. They find themselves bored at times but when push comes to shove, they are very resourceful using their gale force breath to keep other flying creatures, especially dragons, away from their home and treasures. Magenta dragons are probably the most carefree chromatic dragon enjoying conversation over combat but they will not hesitate when it comes to defending their territory. They treat other races with respect, at least as much respect as they deserve, and are on relatively good terms with them but even so... they are still dragons.<br />
<br />
'''''Carved Treasures.''''' A magenta dragon enjoys treasures carved from any style of wood. Their lair is furnished with luxurious wooden sculptures of just about anything, many of them carved by the dragon itself though some are acquired. Magenta dragons prize woodworkers and sculptors to keep their lairs looking well presentable to others that may visit. <br />
<br />
=====A Magenta Dragon's Lair=====<br />
A magenta dragon's lair is a well furnished city that was made and well kept to the point where it is spotless.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*The dragon animates a sculpture within its lair. The sculpture is an ally of the dragon, is immune to the {{5c|Charmed}} and {{5c|Frightened}} conditions, and is immune to psychic damage. In addition, the animated sculpture acts on the dragon's initiative. <br />
*Stray wood splinters converge within 120 feet of the dragon in a 20-foot cube. The wood splinters spread around corners. The wood splinters then explode into enemies. Each creature in the cube must make a DC 15 {{5a|dex}} saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.<br />
*Wood polish erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot radius puddle. Each creature in the puddle's area must succeed on a DC 15 {{5a|dex}} saving throw or fall {{5c|Prone}}. The puddle is {{5e|Difficult Terrain|difficult terrain}} and remains for 1 minute or until the dragon uses this lair action again.<br />
<br />
======Regional Effects======<br />
The region containing a legendary magenta dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Wooden surfaces within 6 miles of the lair have a magically polished sheen to them that does not go dull.<br />
*Trees within 1 mile of the lair cannot be cut down or otherwise mutilated, unless the dragon allows it, and break any object used to do so.<br />
*Beasts with an {{5a|int}} score of 2 or less within 1 mile of the lair change to a random alignment every hour. <br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days.<br />
<br />
====Orange Dragons====<br />
*[[Great Wyrm Orange Dragon (5e Creature)|Orange Dragon, Great Wyrm]]<br />
*[[Wyrm Orange Dragon (5e Creature)|Orange Dragon, Wyrm]]<br />
*[[Ancient Orange Dragon (5e Creature)|Orange Dragon, Ancient]]<br />
*[[Very Old Orange Dragon (5e Creature)|Orange Dragon, Very Old]]<br />
*[[Old Orange Dragon (5e Creature)|Orange Dragon, Old]]<br />
*[[Mature Adult Orange Dragon (5e Creature)|Orange Dragon, Mature Adult]]<br />
*[[Adult Orange Dragon (5e Creature)|Orange Dragon, Adult]]<br />
*[[Young Adult Orange Dragon (5e Creature)|Orange Dragon, Young Adult]]<br />
*[[Juvenile Orange Dragon (5e Creature)|Orange Dragon, Juvenile]]<br />
*[[Young Orange Dragon (5e Creature)|Orange Dragon, Young]]<br />
*[[Very Young Orange Dragon (5e Creature)|Orange Dragon, Very Young]]<br />
*[[Orange Dragon Wyrmling (5e Creature)|Orange Dragon, Wyrmling]]<br />
<br />
The most domineering of chromatic dragons, orange dragons are exceedingly vain and arrogant. They seek to dominate all creatures foolish enough to enter their demesnes, though they find gnomes and halflings ugly, and eat them on sight.<br/><br />
An orange dragon has a very long neck, and its lithe body is covered in overlapping arrowhead-shaped scales. Two long spikes emerge from either side of its jaw, which is very wide compared to most other dragons, while a single whitish horn that resembles a tree stump emerges from the back of its head. A young orange dragon has pale amber scales that gradually thicken and turn to an almost red orange as it ages.<br />
<br />
'''''Toxic Dragons.''''' Orange dragons are poisonous and evil, and they think themselves as gods from deep in the rainforest.<br/><br />
An orange dragon's breath courses with foul-smelling poison that causes terrible pain in those that breathe it. It is driven by its vile nature to keep those it defeats alive as long as possible so that it can watch the pained writhing of its victims. When its victims expire, it devours them, though it prefers not to eat the head, placing it at the edge of its territory impaled on a sharpened pole to ward off interlopers.<br />
<br />
'''''Jungle Treasures.''''' An orange dragon craves gems and precious metals, particularly those orange in colouration. Above all other treasures, however, an orange dragon sees items crafted from humanoid bones to be the most valuable, sending its minions to slay humanoids far and wide. As it prefers to have humanoid minions, an orange dragon also uses the threat of becoming a part of its hoard to keep its underlings in line.<br />
<br />
=====An Orange Dragon's Lair=====<br />
An orange dragon lairs deep in the rainforest, claiming an overgrown ruin or jungle clearing as its lair.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*Grasping roots and vines erupt in a 20-foot radius centred on a point on the ground that the dragon can see within 120 feet of it. That area becomes {{5e|Difficult Terrain|difficult terrain}}, and each creature there must succeed on a DC 15 {{5a|str}} saving throw or be {{5c|Restrained}} by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 {{5a|str}} check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.<br />
*A cloud of swarming insects fills a 20-foot-radius sphere centred on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 {{5a|con}} saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.<br />
*A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 {{5a|con}} saving throw or take 10 (3d6) poison damage.<br />
<br />
======Regional Effects======<br />
The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Rainstorms rage within 6 miles of the lair.<br />
*Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it in minutes.<br />
*There's a noticeable increase in the populations of venomous animals, particularly snakes, spiders, and wasps.<br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days.<br />
<br />
====Pink Dragons====<br />
*[[Great Wyrm Pink Dragon (5e Creature)|Pink Dragon, Great Wyrm]]<br />
*[[Wyrm Pink Dragon (5e Creature)|Pink Dragon, Wyrm]]<br />
*[[Ancient Pink Dragon (5e Creature)|Pink Dragon, Ancient]]<br />
*[[Very Old Pink Dragon (5e Creature)|Pink Dragon, Very Old]]<br />
*[[Old Pink Dragon (5e Creature)|Pink Dragon, Old]]<br />
*[[Mature Adult Pink Dragon (5e Creature)|Pink Dragon, Mature Adult]]<br />
*[[Adult Pink Dragon (5e Creature)|Pink Dragon, Adult]]<br />
*[[Young Adult Pink Dragon (5e Creature)|Pink Dragon, Young Adult]]<br />
*[[Juvenile Pink Dragon (5e Creature)|Pink Dragon, Juvenile]]<br />
*[[Young Pink Dragon (5e Creature)|Pink Dragon, Young]]<br />
*[[Very Young Pink Dragon (5e Creature)|Pink Dragon, Very Young]]<br />
*[[Pink Dragon Wyrmling (5e Creature)|Pink Dragon, Wyrmling]]<br />
<br />
Bubbly and aloof, pink dragons care little for the lives of other chromatic dragons. Pink dragons enjoy their free time, typically for swimming in the ocean. They seek to live in relative peace in their coral castles but have no problem defending themselves from the undersea creatures that intrude near its lair.<br/><br />
A pink dragon has a short neck, and its frail appearing body is covered in heart-shaped scales. Curved horns emerge from either side of its jaw, which is very petite compared to most other dragons, while a single pink spike that resembles a pillar of coral emerges from the back of its head. A young pink dragon has a white tinge to its scales that gradually gain more and more red as it turns into pink as it ages.<br />
<br />
'''''Whimsical and Sadistic.''''' A pink dragon enjoy jokes, puns and all manner of laughter.<br/><br />
A pink dragon's breath large amounts of bubbles that when they pop cause quick freezing liquid to coat is victims. It surrounds itself with bodies of those it has slain, posing their bodies in fits of laughter. Pink dragons find themselves hilarious but to others, their humour is borderline cruel.<br />
<br />
'''''Treasures of Love.''''' A pink dragon values pink gems, such as rose diamonds, viewing pink to be a source of joy and happiness. It also likes to possess coral and pink sea life, as they affirm it of its joyful demeanour.<br />
<br />
=====A Pink Dragon's Lair=====<br />
Pink dragon lairs are found underneath mountains of coral.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 {{5a|str}} saving throw or be pulled up to 20 feet into the water and knocked {{5c|Prone}}.<br />
*A wall of coral springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 {{5a|dex}} saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 {{5a|dex}} saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.<br />
:Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to bludgeoning damage, resistance to fire and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. <br />
*Icy gas is released in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 {{5a|con}} saving throw or be {{5c|Paralyzed}}.<br />
<br />
======Regional Effects======<br />
The region containing a legendary pink dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Water within 6 miles of the dragon's lair becomes pink in appearance. <br />
*Coral within 1 mile of the dragon's lair is as strong as metal.<br />
*Large quantities of pink sea life is extremely common within 1 mile of the dragon's lair.<br />
If the dragon dies, these effects fade over the course of 1d10 days.<br />
<br />
====Purple Dragons====<br />
*[[Great Wyrm Purple Dragon (5e Creature)|Purple Dragon, Great Wyrm]]<br />
*[[Wyrm Purple Dragon (5e Creature)|Purple Dragon, Wyrm]]<br />
*[[Ancient Purple Dragon (5e Creature)|Purple Dragon, Ancient]]<br />
*[[Very Old Purple Dragon (5e Creature)|Purple Dragon, Very Old]]<br />
*[[Old Purple Dragon (5e Creature)|Purple Dragon, Old]]<br />
*[[Mature Adult Purple Dragon (5e Creature)|Purple Dragon, Mature Adult]]<br />
*[[Adult Purple Dragon (5e Creature)|Purple Dragon, Adult]]<br />
*[[Young Adult Purple Dragon (5e Creature)|Purple Dragon, Young Adult]]<br />
*[[Juvenile Purple Dragon (5e Creature)|Purple Dragon, Juvenile]]<br />
*[[Young Purple Dragon (5e Creature)|Purple Dragon, Young]]<br />
*[[Very Young Purple Dragon (5e Creature)|Purple Dragon, Very Young]]<br />
*[[Purple Dragon Wyrmling (5e Creature)|Purple Dragon, Wyrmling]]<br />
<br />
Gluttonous and greedy, a purple dragon's eye sees all things other than itself to be food, treasure, or worthless.<br/><br />
A purple dragon's head is quite long and thin, yet its eyes are quite large, almost seeming as though they belong to another creature. A long crest emerges from the back of a purple dragon's head, and at the end of its tapering snout is a cluster of small horns. A young purple dragon's scales are a pale violet that darkens into a more dull purple as it ages.<br />
<br />
'''''Deep Dragons.''''' A purple dragon values itself on its treasures, believing that the older it becomes, the more rightfully it can claim the treasures of the world as its own.<br/><br />
However, purple dragons are intelligent and cunning, more so than most believe. They know that most think them unintelligent gluttons, and they play the part until they can lure other creatures into traps, chasing prey to impassable chasms or into dead ends in tunnels.<br />
<br />
'''''Subterranean Riches.''''' A purple dragon values purple gems, such as amethysts, viewing purple to be a regal and noble colour. It also likes to possess elaborate jewellery and symbols of status, as they affirm it of its innate draconic superiority.<br />
<br />
=====A Purple Dragon's Lair=====<br />
A purple dragon finds sunlight displeasing, and so lairs as far beneath the earth as it can, choosing a natural cavern system or an abandoned (sometimes forcefully) underground fortress or mine as its lair.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*Jagged stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.<br />
*A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 {{5a|dex}} saving throw or be knocked {{5c|Prone}}.<br />
*A flash of acid originates around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 {{5a|dex}} saving throw or take 10 (3d6) acid damage.<br />
<br />
======Regional Effects======<br />
The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Tremors are common within 6 miles of the lair.<br />
*Tunnels form within 1 mile of the lair that lead to dangerous places, such as chasms or magma flows.<br />
*Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.<br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days. Any tunnels remain where they are.<br />
<br />
====Red Dragons====<br />
*[[Great Wyrm Red Dragon (5e Creature)|Red Dragon, Great Wyrm]]<br />
*[[Wyrm Red Dragon (5e Creature)|Red Dragon, Wyrm]]<br />
*[[Very Old Red Dragon (5e Creature)|Red Dragon, Very Old]]<br />
*[[Old Red Dragon (5e Creature)|Red Dragon, Old]]<br />
*[[Mature Adult Red Dragon (5e Creature)|Red Dragon, Mature Adult]]<br />
*[[Young Adult Red Dragon (5e Creature)|Red Dragon, Young Adult]]<br />
*[[Juvenile Red Dragon (5e Creature)|Red Dragon, Juvenile]]<br />
*[[Very Young Red Dragon (5e Creature)|Red Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Red Dragons|5e SRD:Dragons]].<br />
<br />
====White Dragons====<br />
*[[Great Wyrm White Dragon (5e Creature)|White Dragon, Great Wyrm]]<br />
*[[Wyrm White Dragon (5e Creature)|White Dragon, Wyrm]]<br />
*[[Very Old White Dragon (5e Creature)|White Dragon, Very Old]]<br />
*[[Old White Dragon (5e Creature)|White Dragon, Old]]<br />
*[[Mature Adult White Dragon (5e Creature)|White Dragon, Mature Adult]]<br />
*[[Young Adult White Dragon (5e Creature)|White Dragon, Young Adult]]<br />
*[[Juvenile White Dragon (5e Creature)|White Dragon, Juvenile]]<br />
*[[Very Young White Dragon (5e Creature)|White Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#White Dragons|5e SRD:Dragons]].<br />
<br />
====Yellow Dragons====<br />
*[[Great Wyrm Yellow Dragon (5e Creature)|Yellow Dragon, Great Wyrm]]<br />
*[[Wyrm Yellow Dragon (5e Creature)|Yellow Dragon, Wyrm]]<br />
*[[Ancient Yellow Dragon (5e Creature)|Yellow Dragon, Ancient]]<br />
*[[Very Old Yellow Dragon (5e Creature)|Yellow Dragon, Very Old]]<br />
*[[Old Yellow Dragon (5e Creature)|Yellow Dragon, Old]]<br />
*[[Mature Adult Yellow Dragon (5e Creature)|Yellow Dragon, Mature Adult]]<br />
*[[Adult Yellow Dragon (5e Creature)|Yellow Dragon, Adult]]<br />
*[[Young Adult Yellow Dragon (5e Creature)|Yellow Dragon, Young Adult]]<br />
*[[Juvenile Yellow Dragon (5e Creature)|Yellow Dragon, Juvenile]]<br />
*[[Young Yellow Dragon (5e Creature)|Yellow Dragon, Young]]<br />
*[[Very Young Yellow Dragon (5e Creature)|Yellow Dragon, Very Young]]<br />
*[[Yellow Dragon Wyrmling (5e Creature)|Yellow Dragon, Wyrmling]]<br />
<br />
Yellow dragons are to gold dragons as fools' gold is to real gold. They physically appear very similar to gold dragons, and an older yellow dragon's scales even have a slight sheen, but in reality, the vicious and brutal yellow dragons are entirely unlike the majestic gold dragons.<br/><br />
However, the mimicry of a yellow dragon is flawed in several key ways. No yellow dragon can breathe fire or the weakening gas of a gold dragon: their breath is charged with the fury of lightning, so a yellow dragon avoids using its breath weapon if it risks exposing itself, often hunting during storms when its breath could be dismissed as a bolt of lightning, while some study magic to replicate the effect of a searing storm of fire. Yellow dragons are also noticeably smaller and weaker than gold dragons, though yellow dragons claim that they were always the smallest of the clutch if this threatens to reveal their deception. Most revealing of all is that, even though a yellow dragon's scales have a slight sheen, it is never to the same degree as a gold dragon.<br />
<br />
'''''Conniving and Cunning.''''' Yellow dragons are deceitful by nature, avoiding the truth whenever they can, finding amusement in misleading other creatures. A yellow dragon hates creatures more powerful than itself, and seeks to attack and devour them in secrecy.<br/><br />
A yellow dragon loves the taste of humanoid flesh, though it rarely indulges its hunger for fear of outing itself. Interlopers that grow curious and begin investigating the lair of a yellow dragon are seen as fair game by yellow dragons, devouring them to indulge its hunger and to keep its secret.<br/><br />
A yellow dragon that has its secret revealed ruthlessly destroys any creatures that revealed it, indiscriminately attacking and levelling nearby settlements and taking anything that it wants.<br />
<br />
'''''Similar Treasures.''''' Attempting to appear as similar as possible to gold dragons, yellow dragons stock their hoards with treasures valued by gold dragons, such as pearls, and places magical wards within its vaults, though above all else, a yellow dragon craves yellow gemstones, as it sees yellow as the most beautiful and majestic of all colours by far.<br />
<br />
=====A Yellow Dragon's Lair=====<br />
A yellow dragon prefers to build its lair in places that a gold dragon might be found, to aid in its mimicry.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*The dragon creates a cloud of fog as though it had cast the [[5e SRD:Fog Cloud|''fog cloud'']] spell. The fog lasts until initiative count 20 on the next round.<br />
*A bolt of lightning strikes a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 {{5a|dex}} saving throw or take 10 (3d6) lightning damage.<br />
*The dragon creates an illusory replica of itself. The replica acts on the same initiative as the dragon, but cannot damage or otherwise harm creatures or objects. Physical interaction with the image reveals it to be an illusion, because things can pass through it. The image fades on initiative count 20 on the next round.<br />
<br />
======Regional Effects======<br />
The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Thunderstorms rage within 6 miles of the lair.<br />
*Gems and pearls within 1 mile of the dragon's lair that aren't a part of its hoard seem duller than usual.<br />
*There's a noticeable increase in the populations of creatures that hunt by mimicry.<br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days.<br />
<br />
===Metallic Dragons===<br />
====Adamantine Dragons====<br />
*[[Great Wyrm Adamantine Dragon (5e Creature)|Adamantine Dragon, Great Wyrm]]<br />
*[[Wyrm Adamantine Dragon (5e Creature)|Adamantine Dragon, Wyrm]]<br />
*[[Ancient Adamantine Dragon (5e Creature)|Adamantine Dragon, Ancient]]<br />
*[[Very Old Adamantine Dragon (5e Creature)|Adamantine Dragon, Very Old]]<br />
*[[Old Adamantine Dragon (5e Creature)|Adamantine Dragon, Old]]<br />
*[[Mature Adult Adamantine Dragon (5e Creature)|Adamantine Dragon, Mature Adult]]<br />
*[[Adult Adamantine Dragon (5e Creature)|Adamantine Dragon, Adult]]<br />
*[[Young Adult Adamantine Dragon (5e Creature)|Adamantine Dragon, Young Adult]]<br />
*[[Juvenile Adamantine Dragon (5e Creature)|Adamantine Dragon, Juvenile]]<br />
*[[Young Adamantine Dragon (5e Creature)|Adamantine Dragon, Young]]<br />
*[[Very Young Adamantine Dragon (5e Creature)|Adamantine Dragon, Very Young]]<br />
*[[Adamantine Dragon Wyrmling (5e Creature)|Adamantine Dragon, Wyrmling]]<br />
<br />
Proudly the most powerful and rarest of the metallic dragon breed are the adamantine dragons. The reason that this type of dragon is so rare is that they do not live on the Material Plane and therefore have little recorded about them save by the most astute dragon researchers. Those who do know have found that these rare dragons dwell in the Outer Planes.<br/><br />
An adamantine dragon has heavy, over-lapping plates along its shoulders and back where as the remainder of its body is covered in sword-like scales that protrude in a slightly spiked fashion. The body of an adamantine dragon is large and stocky, with its muscular frame able to withstand a large amount of punishment. The tail of an adamantine dragon is shaped almost like a maul with a large block-esqe shape that it can break through walls and stone with ease. The entire body of an adamantine dragon is eventually coated with the metal that bears its name. From its scales, claws and horns; nothing is left uncovered. A young adamantine dragon is starting to grow the thick plates around its shoulders but they are not large enough to confuse them with their natural scales and as it ages, these plates become more profound. As such, the older an adamantine dragon becomes the thicker and harder is scales and their plates become till they are nigh indestructible. <br />
<br />
'''''Hardiest of Defenses.''''' An adamantine dragon's scales do not buckle, do not bend and do not break; no matter how much force is applied. They have the strongest scales by far and that fact aids to their strength and defense. Damage dealt to an adamantine dragon is always beneath the surface of the scales. This defense is one of the reasons why an adamantine dragon has little to fear when it comes to the power of those who oppose it. <br />
<br />
'''''A Rare Sight.''''' Seeing an adamantine dragon is almost like seeing a deity, at least to most. There are so few adamantine dragons because of one reason. Hunters. Adamantine dragons did not always live in the Outer Planes, they once enjoyed their lives on the Material Plane finding it nice and most people friendly. However, when one of these dragons died from old age, a group of miners eventually came across it. They did not know it was a dragon at first since the body was covered in debris. They only realized it after clearing away almost half of the scales, going through nearly 300 pickaxes to do it. Afterwards they stopped but they did not want to waste the metal they collected. They forged this metal into pickaxes, weapons, armor and the like. They presented these gifts to their lord and after a few days the lord demanded where this metal came from. They explained and eventually, rumors spread far and wide. The rumor of metal capable of withstanding the most powerful of blows and not leave a scratch. Years later, many adamantine dragons lay slain by greedy individuals claiming this metal. The metallic dragon deity saw this and took their children back, bringing them to their realm...saving them from the greed of mortals.<br />
<br />
=====An Adamantine Dragon's Lair=====<br />
An adamantine dragon's lair is like a fortress, well defended and fortified by the defenses there in. It can be placed anywhere but usually found in high to reach places that can only be reached by flight or powerful magic.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*A 20-foot wall that is 1-foot thick breaks through the ground at a point the dragon can see within 120 feet. A creature in the same space of the wall must make a DC 15 {{5a|dex}} or be pushed onto either side of the wall (dragon's choice). The wall has 20 AC, 100 hit points and is immune to nonmagical attacks not made with adamantine weapons. The wall remains until the dragon uses this lair action again.<br />
*A column extends from a solid surface within 120 feet of the dragon. A creature in the same space of the column must make a DC 15 {{5a|dex}} or become restrained as they are pushed into a solid surface and take 17(5d6) bludgeoning damage. The column remains until the dragon uses this lair action again.<br />
*Time slows down in a 30-foot radius around the dragon. Creatures within that radius, excluding the dragon, must make a DC 15 {{5a|wis}} or become slowed as per the [[5e SRD:Slow|''slow'']] spell. This effect remains until initiative count 20.<br />
<br />
======Regional Effects======<br />
The region containing a legendary adamantine dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*There are pockets of time that are slowed to the point where creatures and objects only age 1 year for every century that passes. Creatures that pass through the effect are unharmed if they pass through after the initial slowing. These areas vary in size and shape; they occur within 6 miles of the dragon's lair.<br />
*Veins of adamantine ore slowly replace all other natural ore sources within 1 miles of the dragon's lair.<br />
*Rock and rock-like creatures, such as [[5e SRD:Earth Elemental|earth elementals]], become as hard as adamantine to where they are immune to nonmagical attacks not made with adamantine weapons.<br />
<br />
If the dragon dies, pockets of slowed time and veins of adamantine ore fade over 1d10 centuries. The effect on rocks and rock-like creatures fade immediately <br />
<br />
====Brass Dragons====<br />
*[[Great Wyrm Brass Dragon (5e Creature)|Brass Dragon, Great Wyrm]]<br />
*[[Wyrm Brass Dragon (5e Creature)|Brass Dragon, Wyrm]]<br />
*[[Very Old Brass Dragon (5e Creature)|Brass Dragon, Very Old]]<br />
*[[Old Brass Dragon (5e Creature)|Brass Dragon, Old]]<br />
*[[Mature Adult Brass Dragon (5e Creature)|Brass Dragon, Mature Adult]]<br />
*[[Young Adult Brass Dragon (5e Creature)|Brass Dragon, Young Adult]]<br />
*[[Juvenile Brass Dragon (5e Creature)|Brass Dragon, Juvenile]]<br />
*[[Very Young Brass Dragon (5e Creature)|Brass Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Brass Dragons|5e SRD:Dragons]].<br />
<br />
====Bronze Dragons====<br />
*[[Great Wyrm Bronze Dragon (5e Creature)|Bronze Dragon, Great Wyrm]]<br />
*[[Wyrm Bronze Dragon (5e Creature)|Bronze Dragon, Wyrm]]<br />
*[[Very Old Bronze Dragon (5e Creature)|Bronze Dragon, Very Old]]<br />
*[[Old Bronze Dragon (5e Creature)|Bronze Dragon, Old]]<br />
*[[Mature Adult Bronze Dragon (5e Creature)|Bronze Dragon, Mature Adult]]<br />
*[[Young Adult Bronze Dragon (5e Creature)|Bronze Dragon, Young Adult]]<br />
*[[Juvenile Bronze Dragon (5e Creature)|Bronze Dragon, Juvenile]]<br />
*[[Very Young Bronze Dragon (5e Creature)|Bronze Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Bronze Dragons|5e SRD:Dragons]].<br />
<br />
====Cobalt Dragons====<br />
*[[Great Wyrm Cobalt Dragon (5e Creature)|Cobalt Dragon, Great Wyrm]]<br />
*[[Wyrm Cobalt Dragon (5e Creature)|Cobalt Dragon, Wyrm]]<br />
*[[Ancient Cobalt Dragon (5e Creature)|Cobalt Dragon, Ancient]]<br />
*[[Very Old Cobalt Dragon (5e Creature)|Cobalt Dragon, Very Old]]<br />
*[[Old Cobalt Dragon (5e Creature)|Cobalt Dragon, Old]]<br />
*[[Mature Adult Cobalt Dragon (5e Creature)|Cobalt Dragon, Mature Adult]]<br />
*[[Adult Cobalt Dragon (5e Creature)|Cobalt Dragon, Adult]]<br />
*[[Young Adult Cobalt Dragon (5e Creature)|Cobalt Dragon, Young Adult]]<br />
*[[Juvenile Cobalt Dragon (5e Creature)|Cobalt Dragon, Juvenile]]<br />
*[[Young Cobalt Dragon (5e Creature)|Cobalt Dragon, Young]]<br />
*[[Very Young Cobalt Dragon (5e Creature)|Cobalt Dragon, Very Young]]<br />
*[[Cobalt Dragon Wyrmling (5e Creature)|Cobalt Dragon, Wyrmling]]<br />
<br />
Virtuous and noble, a cobalt dragon has little tolerance for evildoers that trespass on its territory, and it adamantly protects the flora and fauna of its home.<br/><br />
A cobalt dragon has a thick and stocky body and a whip-like tail that is quite long in proportion to the rest of its body. It has a pair of long, curling horns that extend from the back of its head, which is very solidly built in comparison to those of other metallic dragons, while the many ridges and spikes on its face give it a somewhat frightening appearance. A young cobalt dragon has bluish scales tinged with black, and as it ages, its scales harden and become deeper in tone, so an older cobalt dragon has incredibly dark blue scales that shimmer like moonlit ocean water. Its pupils also fade as it ages, while white flecks emerge on its eyes, so the oldest cobalt dragons have eyes that resemble the night sky.<br />
<br />
'''''Dragons of the Night.''''' Most humanoids find cobalt dragons unsettling at best, or downright terrifying at worst, though those who have personally met cobalt dragons quickly change their minds when they find how kind the dragons can be. Above all else, however, a cobalt dragon respects strength. It might allow a creature that bests it in a trial by combat to pass through its territory with no further incursions, while it delivers those it defeats to nearby settlements.<br/><br />
A cobalt dragon chooses its minions based on their martial might, and it treats its minions like an instructor at a school of arms, using its inborn knowledge of ancient fighting styles to teach its students. Some aspiring warriors travel far and wide to beseech a particularly powerful cobalt dragon to teach them, and the those that pass several gruelling tasks set by the dragon are allowed tutelage.<br />
<br />
'''''Valued Treasures.''''' A cobalt dragon likes to hoard metal objects, particularly those made from cobalt. It also hoards tomes and treatises on martial combat to supplement its own knowledge, so a particularly old cobalt dragon might have mastery of several forms of hand-to-hand combat, both those long lost to history and those newly created.<br />
<br />
=====A Cobalt Dragon's Lair=====<br />
A cobalt dragon takes a mist-covered forest as a lair, though it prefers to live near the ocean. Gradually, the mist thickens, and the forest and its surrounds begin to turn supernaturally cold thanks to the dragon's frigid influence.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*The dragon creates fog as though it had cast the [[5e SRD:Fog Cloud|''fog cloud'']] spell. The fog lasts until initiative count 20 on the next round.<br />
*A flash of cold originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 {{5a|con}} saving throw or take 10 (3d6) cold damage.<br />
<br />
======Regional Effects======<br />
The region containing a legendary cobalt dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*The land within 6 miles of the lair is {{5e|Lightly Obscured|lightly obscured}} by fog.<br />
*Plants and plant creatures that aren't hostile to the dragon within 1 mile of the lair take no damage from nonmagical fire.<br />
*Whenever a creature that isn't hostile to the dragon finishes a long rest while within 1 mile of the lair, it feels supernaturally invigorated.<br />
<br />
If the dragon dies, the fog fades over 1d10 days. The other effects end immediately.<br />
<br />
====Copper Dragons====<br />
*[[Great Wyrm Copper Dragon (5e Creature)|Copper Dragon, Great Wyrm]]<br />
*[[Wyrm Copper Dragon (5e Creature)|Copper Dragon, Wyrm]]<br />
*[[Very Old Copper Dragon (5e Creature)|Copper Dragon, Very Old]]<br />
*[[Old Copper Dragon (5e Creature)|Copper Dragon, Old]]<br />
*[[Mature Adult Copper Dragon (5e Creature)|Copper Dragon, Mature Adult]]<br />
*[[Young Adult Copper Dragon (5e Creature)|Copper Dragon, Young Adult]]<br />
*[[Juvenile Copper Dragon (5e Creature)|Copper Dragon, Juvenile]]<br />
*[[Very Young Copper Dragon (5e Creature)|Copper Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Copper Dragons|5e SRD:Dragons]].<br />
<br />
====Gold Dragons====<br />
*[[Great Wyrm Gold Dragon (5e Creature)|Gold Dragon, Great Wyrm]]<br />
*[[Wyrm Gold Dragon (5e Creature)|Gold Dragon, Wyrm]]<br />
*[[Very Old Gold Dragon (5e Creature)|Gold Dragon, Very Old]]<br />
*[[Old Gold Dragon (5e Creature)|Gold Dragon, Old]]<br />
*[[Mature Adult Gold Dragon (5e Creature)|Gold Dragon, Mature Adult]]<br />
*[[Young Adult Gold Dragon (5e Creature)|Gold Dragon, Young Adult]]<br />
*[[Juvenile Gold Dragon (5e Creature)|Gold Dragon, Juvenile]]<br />
*[[Very Young Gold Dragon (5e Creature)|Gold Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Gold Dragons|5e SRD:Dragons]].<br />
<br />
====Iron Dragons====<br />
*[[Great Wyrm Iron Dragon (5e Creature)|Iron Dragon, Great Wyrm]]<br />
*[[Wyrm Iron Dragon (5e Creature)|Iron Dragon, Wyrm]]<br />
*[[Ancient Iron Dragon (5e Creature)|Iron Dragon, Ancient]]<br />
*[[Very Old Iron Dragon (5e Creature)|Iron Dragon, Very Old]]<br />
*[[Old Iron Dragon (5e Creature)|Iron Dragon, Old]]<br />
*[[Mature Adult Iron Dragon (5e Creature)|Iron Dragon, Mature Adult]]<br />
*[[Adult Iron Dragon (5e Creature)|Iron Dragon, Adult]]<br />
*[[Young Adult Iron Dragon (5e Creature)|Iron Dragon, Young Adult]]<br />
*[[Juvenile Iron Dragon (5e Creature)|Iron Dragon, Juvenile]]<br />
*[[Young Iron Dragon (5e Creature)|Iron Dragon, Young]]<br />
*[[Very Young Iron Dragon (5e Creature)|Iron Dragon, Very Young]]<br />
*[[Iron Dragon Wyrmling (5e Creature)|Iron Dragon, Wyrmling]]<br />
<br />
The surliest and most pessimistic of metallic dragons, iron dragons oppose evil unerringly, though are also the most far-removed of metallic dragons, preferring to build their lairs as far away as possible from humanoid settlements.<br/><br />
Iron dragons have somewhat small bodies when compared to other dragons, but they are covered in tough scales that give them an armoured appearance. Numerous horns extend from the back of an iron dragon's head, though the largest of these horns emerges from between the dragon's eyes. A newly hatched iron dragon has a ruddy brown coating over its scales that resembles rusted iron that flakes off as it approaches the end of the wyrmling stage of development, leaving tough metallic scales that resemble small plates of iron. An iron dragon's pupils fade as it ages, and the eyes of the oldest iron dragons look like pools of liquid iron.<br />
<br />
'''''Toughness and Might.''''' Iron dragons are tough and solitary, seldom leaving their isolation except to raise young or to meet with other iron dragons.<br/><br />
Most iron dragons make an exception to their solitude to keep minions around. An iron dragon can breathe a gas that causes those that inhale it to become pacifistic, so a particularly rowdy intruder is subjected to this breath and forced to leave or perform some minor task for the dragon. Some of the more unfettered iron dragons use this breath to create servants and guards for their lairs.<br />
<br />
'''''Martial Riches.''''' An iron dragon likes to collect objects made from iron, especially weapons and armour, and particularly those used by great heroes, both old and new. An iron dragon might travel to the home of a dying hero to request a favoured weapon to add to its hoard, or take the storied axe of a slain giant intruder as a favoured treasure. Magical weapons and sentient weapons are the greatest treasures that an iron dragon can possess.<br />
<br />
=====An Iron Dragon's Lair=====<br />
An iron dragon prefers to dwell in hilly areas, far from the settlements of humanoids.<br/><br />
The dragon makes the boundaries of its territory incredibly obvious, embedding shed horns and talons within trees and boulders.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*The dragon creates a cloud of fog as though it had cast the [[5e SRD:Fog Cloud|''fog cloud'']] spell. The fog lasts until initiative count 20 on the next round.<br />
*A bolt of lightning strikes a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 {{5a|dex}} saving throw or take 10 (3d6) lightning damage.<br />
<br />
======Regional Effects======<br />
The region containing a legendary iron dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Thunderstorms are common within 6 miles of the lair.<br />
*Creatures that aren't hostile to the dragon within 1 mile of the lair magically gain the ability to speak and understand Draconic if they don't already.<br />
*Reptiles within 1 mile of the lair are unusually active.<br />
<br />
If the dragon dies, the storms fade over 1d10 days. The other effects end immediately.<br />
<br />
====Lead Dragons====<br />
*[[Great Wyrm Lead Dragon (5e Creature)|Lead Dragon, Great Wyrm]]<br />
*[[Wyrm Lead Dragon (5e Creature)|Lead Dragon, Wyrm]]<br />
*[[Ancient Lead Dragon (5e Creature)|Lead Dragon, Ancient]]<br />
*[[Very Old Lead Dragon (5e Creature)|Lead Dragon, Very Old]]<br />
*[[Old Lead Dragon (5e Creature)|Lead Dragon, Old]]<br />
*[[Mature Adult Lead Dragon (5e Creature)|Lead Dragon, Mature Adult]]<br />
*[[Adult Lead Dragon (5e Creature)|Lead Dragon, Adult]]<br />
*[[Young Adult Lead Dragon (5e Creature)|Lead Dragon, Young Adult]]<br />
*[[Juvenile Lead Dragon (5e Creature)|Lead Dragon, Juvenile]]<br />
*[[Young Lead Dragon (5e Creature)|Lead Dragon, Young]]<br />
*[[Very Young Lead Dragon (5e Creature)|Lead Dragon, Very Young]]<br />
*[[Lead Dragon Wyrmling (5e Creature)|Lead Dragon, Wyrmling]]<br />
<br />
Lead dragons are intelligent and wise, though they are also competent combatants. They are friendly enough, if somewhat aloof and arrogant at times.<br/><br />
Lead dragons are incredibly stocky and heavy. A great many spikes of all different sizes emerge from a lead dragon's thick head. A newly hatched lead dragon has somewhat dull grey scales, and as it ages, a lead dragon's scales grow thicker and tougher, though their scales always appear duller than those of most other metallic dragons. A lead dragon's pupils fade as it ages, and the eyes of the oldest lead dragons look like glowing grey orbs.<br />
<br />
'''''Fierce Combatants.''''' A lead dragon has poisonous breath that can cause a myriad of detrimental bodily effects, though it rarely uses its breath in combat unless it sees a dire need to, as it prefers to hack away with its claws and tear foes to pieces with its fangs.<br/><br />
A lead dragon focuses its attacks on a single troublesome foe, only diverting its attention to drive its allies away.<br />
<br />
'''''Toxic Treasures.''''' A lead dragon's favoured treasures are objects made from or including components made from lead. Lead dragons also like to collect dark-coloured gems, such as onyxes and unusually dark sapphires.<br />
<br />
=====A Lead Dragon's Lair=====<br />
A lead dragon builds its lair by a rock-studded coast, typically in a cave system that can only be accessed via underwater entrances.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 {{5a|str}} saving throw or be pulled up to 20 feet into the water and knocked {{5c|Prone}}.<br />
*A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 {{5a|con}} saving throw or take 10 (3d6) poison damage.<br />
<br />
======Regional Effects======<br />
The region containing a legendary lead dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*The land within 6 miles of the lair is {{5e|Lightly Obscured|lightly obscured}} by fog.<br />
*Lead within 1 mile of the dragon's lair sparkles and gleams, shedding {{5e|Dim Light}} in a 5-foot radius.<br />
*Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. Creatures that aren't enemies of the dragon find it to be normal water.<br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days.<br />
<br />
====Mercury Dragons====<br />
*[[Great Wyrm Mercury Dragon (5e Creature)|Mercury Dragon, Great Wyrm]]<br />
*[[Wyrm Mercury Dragon (5e Creature)|Mercury Dragon, Wyrm]]<br />
*[[Ancient Mercury Dragon (5e Creature)|Mercury Dragon, Ancient]]<br />
*[[Very Old Mercury Dragon (5e Creature)|Mercury Dragon, Very Old]]<br />
*[[Old Mercury Dragon (5e Creature)|Mercury Dragon, Old]]<br />
*[[Mature Adult Mercury Dragon (5e Creature)|Mercury Dragon, Mature Adult]]<br />
*[[Adult Mercury Dragon (5e Creature)|Mercury Dragon, Adult]]<br />
*[[Young Adult Mercury Dragon (5e Creature)|Mercury Dragon, Young Adult]]<br />
*[[Juvenile Mercury Dragon (5e Creature)|Mercury Dragon, Juvenile]]<br />
*[[Young Mercury Dragon (5e Creature)|Mercury Dragon, Young]]<br />
*[[Very Young Mercury Dragon (5e Creature)|Mercury Dragon, Very Young]]<br />
*[[Mercury Dragon Wyrmling (5e Creature)|Mercury Dragon, Wyrmling]]<br />
<br />
Sly and mercurial, mercury dragons are tricksters by nature. They are capable of transforming their bodies into a roiling wave of liquid metal, and they use this to move around enemies and reach advantageous terrain.<br/><br />
Mercury dragons are much slimmer and more angular than most other dragons. A pair of short horns extend above a mercury dragon's eyes, and several short spikes run down the back of its neck. A newly hatched mercury dragon has silvery scales that are quite flexible, and as it ages, a mercury dragon's scales grow thicker and tougher, yet they still remain unusually flexible. A mercury dragon's pupils fade as it ages, and the eyes of the oldest mercury dragons look like pools of liquid mercury.<br />
<br />
'''''Fluid Dragons.''''' A mercury dragon has poisonous breath that can cause blindness, and creatures that are exposed to mercury dragons suffer the long-term detriments of gases it releases from its scales, which often cause madness or blindness. A mercury dragon cannot control these gases, so many are solitary, favouring minions resistant to poison, such as constructs. Others study magic to alleviate the effects of their poison on creatures exposed to it.<br/><br />
Mercury dragons like to play in pools of liquid mercury, and so rivers of mercury are common in the lairs of mercury dragons.<br />
<br />
'''''Liquid Treasures.''''' A mercury dragon's favoured treasures are liquids, such as potions, oils, and its most valued treasure: mercury. It also likes to collect treasures that can be molten down, like metals. A mercury dragon has an innate sense for the general temperature a substance needs to reach before it becomes liquid just by looking at it.<br />
<br />
=====A Mercury Dragon's Lair=====<br />
A mercury dragon prefers to dwell in mountains or underground, though it favours places where mercury is common.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 {{5a|wis}} saving throw or suffer the effects of the [[5e SRD:Slow|''slow'']] spell. Creatures affected by the spell feel like they are wading through quicksilver. The effect lasts until initiative count 20 on the next round.<br />
*A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 {{5a|con}} saving throw or take 10 (3d6) poison damage.<br />
<br />
======Regional Effects======<br />
The region containing a legendary mercury dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Rain is common within 6 miles of the lair.<br />
*Images reflected in liquids within 1 mile of the lair sometimes move of their own accord.<br />
*Liquids within 6 miles of the lair seem to be more vibrant than usual.<br />
<br />
If the dragon dies, these effects fade over the course of 1d10 days.<br />
<br />
====Mithral Dragons====<br />
*[[Great Wyrm Mithral Dragon (5e Creature)|Mithral Dragon, Great Wyrm]]<br />
*[[Wyrm Mithral Dragon (5e Creature)|Mithral Dragon, Wyrm]]<br />
*[[Ancient Mithral Dragon (5e Creature)|Mithral Dragon, Ancient]]<br />
*[[Very Old Mithral Dragon (5e Creature)|Mithral Dragon, Very Old]]<br />
*[[Old Mithral Dragon (5e Creature)|Mithral Dragon, Old]]<br />
*[[Mature Adult Mithral Dragon (5e Creature)|Mithral Dragon, Mature Adult]]<br />
*[[Adult Mithral Dragon (5e Creature)|Mithral Dragon, Adult]]<br />
*[[Young Adult Mithral Dragon (5e Creature)|Mithral Dragon, Young Adult]]<br />
*[[Juvenile Mithral Dragon (5e Creature)|Mithral Dragon, Juvenile]]<br />
*[[Young Mithral Dragon (5e Creature)|Mithral Dragon, Young]]<br />
*[[Very Young Mithral Dragon (5e Creature)|Mithral Dragon, Very Young]]<br />
*[[Mithral Dragon Wyrmling (5e Creature)|Mithral Dragon, Wyrmling]]<br />
<br />
Mithral dragons are natives of the Astral Sea and other divine and celestial planes, though they can be rarely found on the Material Plane. When a mithral dragon comes to the Material Plane it is to due Bahamut's bidding or to face a great evil directly. Mithral dragons are also immortal due to their celestial nature, and much like an angel can never truly die. If a mithral's physical body is destroyed its spirit returns to the side of Bahamut and they are reborn again. Mithral dragons also act as Bahamut's solars.<br />
<br />
'''''Nightmare of the Damned.''''' A mithral dragon is feared by creatures such as devils, demons, and the undead, even more than these creatures fear solars. It is said that solars can make demon princes shrink away at its resonate command due to its celestial might, if that is true then a mithral dragon is what haunts these creatures in their most dreadful nightmares. It is also not uncommon for a mithral dragon to get somewhat bored and decide to go rampaging through the Nine Hells or the Abyss.<br />
<br />
'''''Bright Treasures.''''' A mithral dragon's favored treasures that shine, glow, or are very reflective, such as glowing magic items and extremely well-polished metals, and its most valued treasure: mithral.<br />
<br />
=====A Mithral Dragon's Lair=====<br />
Mithral dragons prefer lairs that are in the Astral Sea or in other similar divine planes. If a mithral dragon does choose to make a lair on the Material Plane it tends to favor places that have been consecrated by good deities such as Bahamut.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 {{5a|dex}} saving throw or be struck by beams of radiance from the heavens and take 3d10 radiant damage.<br />
*The dragon summons a {{5e|Planetar}} to a space it can see within 60 feet of it to aid it. The {{5e|Planetar}} is an ally of the dragon and acts on the dragon's initiative. The planetar remains for 1 minute, or until it is reduced to 0 {{5e|Hit Points|hit points}} or the dragon uses this lair action again, whereupon it disappears.<br />
*The dragon's scales reflect an intense otherworldly light in a 20-foot radius around it. Each creature in that area must succeed on a DC 15 {{5a|con}} saving throw or be {{5c|Blinded}} for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
<br />
======Regional Effects======<br />
The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Any region a mithral dragon lairs in becomes a serene paradise where plants flourish. Examples of this effect are: oases might appear in deserts, forests and jungles become lusher and thrive with life, and if a mithral dragon goes subterranean the dragon's own radiance causes the area around it to grow plants that would normally require sunlight to survive.<br />
*Creatures that aren't hostile to the dragon within 1 mile of the lair become peaceful towards other nonhostile creatures, but turn into fierce guards should a creature hostile to the dragon enter its domain.<br />
*Whenever a creature that isn't hostile to the dragon finishes a long rest while within 1 mile of the lair, it awakes with a sense of serenity.<br />
<br />
If the dragon dies, these effects end over 1d10 days.<br />
<br />
====Silver Dragons====<br />
*[[Great Wyrm Silver Dragon (5e Creature)|Silver Dragon, Great Wyrm]]<br />
*[[Wyrm Silver Dragon (5e Creature)|Silver Dragon, Wyrm]]<br />
*[[Very Old Silver Dragon (5e Creature)|Silver Dragon, Very Old]]<br />
*[[Old Silver Dragon (5e Creature)|Silver Dragon, Old]]<br />
*[[Mature Adult Silver Dragon (5e Creature)|Silver Dragon, Mature Adult]]<br />
*[[Young Adult Silver Dragon (5e Creature)|Silver Dragon, Young Adult]]<br />
*[[Juvenile Silver Dragon (5e Creature)|Silver Dragon, Juvenile]]<br />
*[[Very Young Silver Dragon (5e Creature)|Silver Dragon, Very Young]]<br />
<br />
See [[5e SRD:Dragons#Silver Dragons|5e SRD:Dragons]].<br />
<br />
====Steel Dragons====<br />
*[[Great Wyrm Steel Dragon (5e Creature)|Steel Dragon, Great Wyrm]]<br />
*[[Wyrm Steel Dragon (5e Creature)|Steel Dragon, Wyrm]]<br />
*[[Ancient Steel Dragon (5e Creature)|Steel Dragon, Ancient]]<br />
*[[Very Old Steel Dragon (5e Creature)|Steel Dragon, Very Old]]<br />
*[[Old Steel Dragon (5e Creature)|Steel Dragon, Old]]<br />
*[[Mature Adult Steel Dragon (5e Creature)|Steel Dragon, Mature Adult]]<br />
*[[Adult Steel Dragon (5e Creature)|Steel Dragon, Adult]]<br />
*[[Young Adult Steel Dragon (5e Creature)|Steel Dragon, Young Adult]]<br />
*[[Juvenile Steel Dragon (5e Creature)|Steel Dragon, Juvenile]]<br />
*[[Young Steel Dragon (5e Creature)|Steel Dragon, Young]]<br />
*[[Very Young Steel Dragon (5e Creature)|Steel Dragon, Very Young]]<br />
*[[Steel Dragon Wyrmling (5e Creature)|Steel Dragon, Wyrmling]]<br />
<br />
Steel dragons are the most stubborn of metallic dragons, similar to bulls in both shape and mentality.<br/><br />
Steel dragons are among the largest of dragons. Two horns, like those of a bull, emerge from the back of its stocky head. A newly hatched steel dragon has somewhat dull silver scales, and as it ages, a steel dragon's scales grow thicker, tougher and brighter in hue. A steel dragon's pupils fade as it ages, and the eyes of the oldest steel dragons resemble glowing blue orbs.<br />
<br />
'''''Sturdy Dragons.''''' A steel dragon has acidic breath, though it tends to first use its deafening gas to disorient its opponents. A steel dragon's will is as sturdy as its body, and creatures that attempt to threaten a steel dragon rarely leave the dragon's presence alive.<br/><br />
A steel dragon also enjoys the company of other steel dragons, and a place known to be used by steel dragons as a gathering place is avoided by locals, as steel dragons don't take kindly to the thought of being spied on, and devour any creatures they think to be spies. Conversely, a steel dragon often sends its agents to learn about current affairs, and so that it knows when and where evil creatures are lurking, so it can destroy them.<br />
<br />
'''''Hardy Treasures.''''' A steel dragon's favoured treasures are hard substances, such as metals, ores, and gems. A steel dragon keeps its treasures in a vault within a large stone formation or expansive ruin inside its territory, using that same structure as a den in which it retreats to to avoid the worst of the sun.<br />
<br />
=====A Steel Dragon's Lair=====<br />
A steel dragon lairs in a sun-scorched desert, though it might choose to inhabit a searing savannah.<br />
<br />
======Lair Actions======<br />
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:<br />
*A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 {{5a|dex}} saving throw or be knocked {{5c|Prone}}.<br />
*Acid erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 {{5a|dex}} saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.<br />
<br />
======Regional Effects======<br />
The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:<br />
*Rain is common within 6 miles of the lair.<br />
*Clouds within 6 miles of the lair are steely grey in colour and move to conceal the dragon while it flies.<br />
*Desert creatures within 6 miles of the lair that have an {{5a|int}} score of 5 or lower are {{5c|Charmed}} by the dragon.<br />
<br />
If the dragon dies, the rain fades over the course of 1d10 days, but the other effects end immediately.<br />
<br />
===Other Dragons===<br />
====Chaos Dragons====<br />
*[[Great Wyrm Chaos Dragon (5e Creature)|Chaos Dragon, Great Wyrm]]<br />
*[[Wyrm Chaos Dragon (5e Creature)|Chaos Dragon, Wyrm]]<br />
*[[Ancient Chaos Dragon (5e Creature)|Chaos Dragon, Ancient]]<br />
*[[Very Old Chaos Dragon (5e Creature)|Chaos Dragon, Very Old]]<br />
*[[Old Chaos Dragon (5e Creature)|Chaos Dragon, Old]]<br />
*[[Mature Adult Chaos Dragon (5e Creature)|Chaos Dragon, Mature Adult]]<br />
*[[Adult Chaos Dragon (5e Creature)|Chaos Dragon, Adult]]<br />
*[[Young Adult Chaos Dragon (5e Creature)|Chaos Dragon, Young Adult]]<br />
*[[Juvenile Chaos Dragon (5e Creature)|Chaos Dragon, Juvenile]]<br />
*[[Young Chaos Dragon (5e Creature)|Chaos Dragon, Young]]<br />
*[[Very Young Chaos Dragon (5e Creature)|Chaos Dragon, Very Young]]<br />
*[[Chaos Dragon Wyrmling (5e Creature)|Chaos Dragon, Wyrmling]]<br />
<br />
Describe your dragon here.<br />
<br />
=====A Chaos Dragon's Lair=====<br />
Describe the typical lair of the dragon here.<br />
<br />
======Lair Actions======<br />
Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.<br />
<br />
======Regional Effects======<br />
Describe the regional effects of the dragon here.<br />
<br />
Describe how long it takes for the regional effects to end if the dragon dies here.<br />
<br />
====Prismatic Dragons====<br />
* [[Great Wyrm Prismatic Dragon (5e Creature)|Prismatic Dragon, Great Wyrm]]<br />
* [[Ancient Prismatic Dragon (5e Creature)|Prismatic Dragon, Ancient]]<br />
* [[Adult Prismatic Dragon (5e Creature)|Prismatic Dragon, Adult]]<br />
* [[Young Prismatic Dragon (5e Creature)|Prismatic Dragon, Young]]<br />
* [[Prismatic Dragon Wyrmling (5e Creature)|Prismatic Dragon, Wyrmling]]<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:Creature]]<br />
[[Category:User]]<br />
[[Category:Dragon Type]]<br />
[[Category:Creature Overview]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Talk:Aura_Guardian_(5e_Class)&diff=1015744Talk:Aura Guardian (5e Class)2018-03-04T21:26:30Z<p>Roteton Kin: /* Further Discussion */</p>
<hr />
<div>== Kydro Reviews ==<br />
<br />
;Fluff: There's basically nothing here! This is about as filling and flavorful as a dinner plate with a single grain of uncooked rice. Great. I'm going to be in for a real treat with this one... Let me guess. All combat, right?<br />
<br />
EDIT: Yes. All combat. Go read [[The Three Pillars of Adventure (5e Guideline)]] before you read the rest of the review.<br />
<br />
;Proficiencies: All armors. All weapons. It's an alternative fighter. Lots of combat oriented option power in there. STR and CON saves are damn useful. Generally, a class only gives one physical save and one mental save, but neither are the coveted DEX save, and there's no rule against all-physical saves. Just keep in mind that these proficiencies all together count for a lot of combat power on their own, and those saves double up in exploration power output. As long as the class features work with this, rather than stacking on top of it, I'm fine with this proficiency base.<br />
<br />
;Starting Gear: The armor/shield combo overloads the player's hands. They have no single weapon option, so they wind up either wasting a weapon or shelving the shield. Also, this section is very limited. It fails to take advantage of or demonstrate the gear versatility represented by their proficiencies. You can't build very many unique styles or looks with this. You COULD, however, start out with two greatswords and immediately hawk them for 100gp. Speaking of money, why does this class give you a random pile of money? I'm not saying you ''can't'' do that, but it is rather unusual, and I can't see any specific reason justifying it. Also, the max result is 240gp. The most likely result is 180gp. Either way, that is a ''ton'' of starting money compared to anything the core content can make.<br />
<br />
;Aura: Here's the problem with that word in 5e: It has no mechanical definition. It's a holdover from 4e that appears primarily as fluff mixed into several spell descriptions, and is similarly left undefined therein. My recommendation: [http://www.dandwiki.com/w/index.php?action=edit&preload=5e+Variant+Rule+Preload&editintro=Add+Instructions&summary=&nosummary=&prefix=&minor=&title=Auras+%285e+Variant+Rule%29&create=Create+new+variant+rule. Make a variant rule defining what auras are and how they work in 5th edition.] Make it compatible with spells that use the word aura, so their mechanics do not change. (The easiest way to do that would be to openly exclude anything which does not link directly to the variant rule) Link to that rule from this trait. Until this is done, I will assume an "aura" is just a keyworded effect with no special mechanics of its own. Keep in mind that if there are any features which affect "your auras", this means your class will affect any spells which use that word cast by you. This means this class could have unforeseen consequences if given certain magic items, or if it is allowed to multiclass.<br />
<br />
;Guardian Aura: OK, so permanent AOE effects keyed to an action. Got it. You can have up to 5 total, but you start with a limited number, can only have one active at a time, (Thanks to the typical interpretation of concentration- but some players may argue that this is not a spell, and the rules for concentration don't explicitly prevent multiple non-spell concentration, so depending on the reading, this could be insanely powerful) and can only learn certain ones if you have a high enough level. Simple. Lots of content to choose from. Lots of option power here. It gives you a ton of build options, as well as actual versatility in play. I am disappointed in how much it focuses on combat. I was expecting a good mix of pillar focus between the auras, and that just wasn't there. It makes the whole thing rather flat. Also, I gather this is supposed to be a defensive class, and that's fine, but giving players too much option power with a defensive class makes it very easy for players to put together a "victory by default" build, turning defensive bonuses into an unstoppable (if rather slow) offensive build. <br />
:(Just so you know how predictable this class is, and how experienced I am at this, I wrote all of this before I actually read the auras. It all still holds true. It is everything I expected.)<br />
:Alright, let's go through the list...<br />
:* Protector's Defense: OK. I tell my buddy to build a UAC barbarian. I choose a lance as my starting weapon and immediately buy a horse with my starting wealth, and make sure I always end my turn within 10ft of my DPS. We proceed to stomp the campaign. I already have no reason to learn or use any other auras.<br />
:* Defender's Strike: Eh. Paired with a team of archers, especially if they're fighters, this could make your party into an unstoppable wall of arrows. Otherwise, this is basically mush compared to the first one, because it takes more teamwork to truly shine.<br />
:* Healer's strike straight-up does not make sense. It is too abbreviated. If it means "Each time you make an attack action, allies within your aura regain hp equal to your aura bonus" then it's totally broken. 5e doesn't distinguish between "in combat" and "not in combat". As a consequence, this feature completely demolishes the healing economy in 5e, because after combat, you could just have everyone huddle around you and roll attacks on a wall. (Which, yes, can be targeted, according to the DMG) The DM could houserule a bunch of stuff to try and prevent it, like damaging weapons on hits, but that just changes the target chosen, or makes the player use an improvised weapon, like a stick, instead. Also, if a feature requires houserules in order to function in play, newsflash: it's broken!<br />
:* Adroit Step: Useless. Difficult terrain is the easiest combat problem to solve. Also, the aura only affects people within 10ft of you. So it only works for your allies if you stand in the middle of the difficult terrain during their turns. Show of hands: Who wants to play as a bridge over a minor nuisance? AT LEVEL 3?? Also, this one doesn't benefit from the aura bonus, so it starts out bad and continues to get worse as you gain levels.<br />
:* Deadly Defense: Does not make sense. You're trying to invoke 3.5e attacks of opportunity within a bubble. This is a terrible idea on so many levels, and the execution just makes it worse. You do realize that the reason AoOs were changed to OAs was because pretty much the entire hobby community ''hated them'', right? This style of OA makes combat static and boring. People assume their positions and roll each other to death, because any other choice gives the opponent extra actions. As for the mechanical execution, this aura is a PAIN IN THE ADDS to actually use. Its effect balloons/spiderwebs outward to cover an irregular, lumpy, cloud-like shape based on your AoE-covered allies' weapon reaches. Does not scale with bonus.<br />
:* Determined Charge: Makes no sense. By my best guess, in order for this to work for your allies, you need to stand somewhere between them and their target, acting as a bridge for the effect, and all they gain is attack advantage. If that isn't the intended effect, let me ask: Do your allies need to ''start'' their turn in this aura, ''end'' their turn in this aura, or ''merely pass through any portion of it'' in order for the effect to trigger?? RAW, you are the only person benefited by this, and it gives you a permanent attack advantage from level 5 onward. That's crazy overpowered. I would build for DPS and switch to this immediately at level 5 and never go back. Good solo show build right there. Does not scale with bonus.<br />
:* Group Athletics: Cool. We're now wrestling masters forever. Do you have any idea how broken reliable grappling is with a party of creative players? Just by myself, I could use this to build a character who can dismantle any creature around its size, regardless of their CR. VERY busted if I used a large-size homebrew race. Again, because it is more efficient for me to build for my own auras, rather than having the party build to my spec, this is easily a one-man show-stopper feature. Not to mention these two skills are additionally useful outside of combat as well, so this is very potent. Does not scale with bonus.<br />
:* Keen Edges: Ooh, a return of crit threshold modifiers! How regressive of you! Since crits are an optional rule in 5e, and there's nothing else in the game which affects them, this feature is basically useless. Does not scale with bonus.<br />
:* Traveler's Cloak: Revolves around a homebrew spell that makes no sense. Useless. Does not scale with bonus.<br />
:* '''<u>Protector's Courage: This... This is actually very cool. I like this one. Do not touch it. It does everything right. Useful in all 3 pillars, grows with you, and helps the whole party as a team. This should be a first level option.</u>'''<br />
:* Traveler's Speed: I buy a horse. I now have 120 movement speed. I play a speed-optimized monk. I now have over 200 movement speed. Oh no, I can only move my normal speed after an attack? That's fine, I'm still a murder-slingshot.<br />
:* Resilient Troops: Great, an aura bonus to ALL FREAKING SAVING THROWS. Well, that blew my favorite option out of the water. This covers fear saves and then some! Just call me and my AC-optimized party, "The untouchables", because from here on out we can walk through anything.<br />
:* Healer's Sanctum: Holy shit. This is literally the song, "We Are the Champions" by Queen, transformed into a D&D class feature. There is no redemption, this needs to go.<br />
:Ok, look, what the heck is up with all the defaulting to advantage? You have a perfectly good bonus that you could be giving your allies, and that bonus is much closer to being balanced than permanent free advantage. Why not just use it?? The trait even says that your auras are supposed to get stronger based on that bonus, so why don't they?? Also, by restricting the level at which you can learn certain auras, you are reducing the bonus value range those auras will ever see, reducing the value of the bonus overall. It makes more sense to make all of the options available, AND BALANCED, from first level, so they all benefit equally from that nif-T<sup>TM</sup> bonus mechanic you made. You know what the saddest part of this feature is? Features which give optional permanent effects just become build choices. People will choose a build focus, choose the aura that suits it best, and activate it once. They have no reason to activate any other aura unless they're in a tight spot. Essentially, all other auras will effectively play second-fiddle to whatever aura suits the character build best. It means everything that is cool about this feature is ruined by the feature's options, and that's sad, because this really is a cool idea.<br />
<br />
Whew. One feature in and this class already has enough content to carry multiple characters through to 20th level. Unless all of the other features are ribbons, this class is clearly broken at a glance. I... I just can't go on any further This class is so predictable, reviewing it is boring, and explaining all of the reasons why the mechanics don't work is time consuming and exhausting. You can probably replace the rest of my likely review with '''"Blah blah blah, totally unbalanced, blah blah blah, do you even own a PHB, blah blah, rewrite from scratch."''' It is a cool idea expressed as a mechanically shallow and dysfunctional class. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 14:29, 4 February 2017 (MST)<br />
<br />
== Proposal for Revision ==<br />
<br />
Hmm, seems like a job for someone with free time in hand! I might not be the brightest mind in D&D Wiki, but I do love revising things into more functional and interesting versions. Mind if I do the rework? I welcome criticisms, as well as suggestions on revision. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 01:32, 5 February 2017 (MST)<br />
<br />
:Wow, if you think you have the stones to sort this thing out, by all means, have at 'er! You are right though, it will take time. Probably more than a month. It hinges on counterbalancing, which is pretty much the hardest design technique to employ. You should check out [[Help:Balance]], it's incomplete, but it has a good introduction to counterbalancing at the bottom. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 07:00, 5 February 2017 (MST)<br />
<br />
:: Thanks for your support! Again, I may not be the brightest mind 'round here, but as long as it is interesting enough, why not? Challenge accepted. I'm on my way! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 07:15, 5 February 2017 (MST)<br />
<br />
=== Concerning Revision ===<br />
<br />
So I just uploaded my first draft of the revision, it's still WIP, but thank goodness I worked on this thing for hours. I was originally going to make a new article, say, ''Aura Guardian (5e Class) (Revised)'' or something, but luckily I was permitted to make a direct revision, so here we go.<br />
<br />
Here <del>are</del> '''were''' some things that bug me:<br />
*<del>Should I keep Hit Dice to d10, or reduce it down to d8? The current version is using d8, but as far as I can see it, the new AG is more of a tanker than a bruiser, with no ''Extra Attack'' feature and any other features that can boost damage.</del> ''Nevermind, I added Extra Attack feature to Steadfast Stance archetype. That archetype will be the bruiser I was looking for.''<br />
*<del>Does the ''Aura Bonus'' increase count as an increase? In other words: Is the 7th and 13th level dead? I'm not sure about this one.</del> ''Also nevermind, I reckon Aspect Aura features scaling up with level is definitely an increase. Doubly so since I added some features that gives extra movement.''<br />
<br />
I will be most grateful if you leave any comments concerning the revision process. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 07:43, 5 February 2017 (MST)<br />
<br />
:As this was originally my class, I would like to still be used for the proposed revisions. I do like what I see at present. I would also like to state, that as requested, I made an [[Auras (5e Variant Rule)|Aura]] variant rule primarily for this class and it could be used for the Aspect Auras giving them more detailed mechanics. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 12:34, 5 February 2017 (MST)<br />
<br />
::First of all, I would like to give my apology for modifying your work. I know the change is drastic; sometimes I just carried away a bit too much with myself. Still, I am most glad to hear that you approve my proposal. I will do my best to make Aura Guardian great ag- er, I mean, balanced and interesting. Any comments or suggestion concerning revision is welcomed.<br />
<br />
::Just checked the Aura variant rule, and I think I understand what you originally intended with your aura. Please note that making your aura concentration-dependent could be risky, as a concentration can be broken by damage or other hostile situations. I'm changing some aspect spells to no longer require concentration, or make some annotation that it will still maintain its effect without breaking concentration over the aspect. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 15:11, 5 February 2017 (MST)<br />
<br />
::: As far as I know, damage, combat, movement, talking, taking actions, taking reactions, and taking bonus actions do not end concentration. In fact, not even all conditions end concentration. For example, being restrained doesn't end concentration, nor does bejng charmed. The mechanics for concentration are found in the PHB with the rest of spell mechanics. I think either you're misunderstanding the rules, or I've missed a boxed text somewhere. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 13:17, 6 February 2017 (MST)<br />
<br />
:::: Oof, my bad. I was referring Constitution check (or Concentration check in 3.5, I remember my sorcerer doing it every time) and the word didn't come out properly. What I was concerned is that most of the initial aspects spells such as [[5e SRD:Hold Person|''hold person'']] or [[5e SRD:Heroism|''heroism'']] required concentration, which forced me to change the entire list. Now that I think of it, however, maybe it would be too broken if I allowed both aspect features ''and'' concentration spells at the same time. So yup, no harms done. I'm still working on this. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 16:45, 6 February 2017 (MST)<br />
<br />
::Dude! Glad to see you're still in the home brewing game! I like the idea of having an actual aura mechanic that the community can make use of, thank you for making that! --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 13:17, 6 February 2017 (MST)<br />
<br />
:Well, unless you have any additional input on the Aspect Features I added so that every Aspect has 3 features. I tried to keep them on par with the other Aspect Features in regards to resolve point cost and level of spells produced. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 22:33, 8 February 2017 (MST)<br />
<br />
::Thank you for cooperation! I was thinking the same thing, since Aspect Features are pretty strong by themselves. I'm checking my copy of PHB and DMG for resolve point costs. Now that I think of it, I was a bit rushed when I made a rework on your article. I am sorry for making such a drastic change, but at the same time, I am glad that you approve it. Let's get this baby done, fellow wikian! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 23:24, 8 February 2017 (MST)<br />
<br />
Dear [[User:Roteton Kin|Roteton Kin]] - I count a total of 13 aspects so far, 5 of which are versatile-exclusive. My initial idea was to have about 10 to 12 aspects plus 4 to 5 aspects for versatile stance, but frankly speaking, I am running out of idea to fill out the remaining two to three aspects. I will give my best shots, though, and I will let you know when I am done. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 08:33, 9 February 2017 (MST)<br />
<br />
:In regards to the 2 new aspect types, we could do Death and Greed. Another aspect idea could be Awareness. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 12:26, 9 February 2017 (MST)<br />
<br />
::Death and Greed sounds nice! I can easily think of a way to implement Death, but maybe I have to grab another cup of coffee to work on Greed, I am not a very creative folk, you see. Awareness also sounds nice, maybe we can tweak some ranger features for this. As always, thank you for feedback! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 21:58, 9 February 2017 (MST)<br />
<br />
:::Death and Greed are finished. I like how you took Awareness and turned it into Vigilance. In regards to the armor proficiency, we should make it similar to Clerics in that regard. Light and Medium proficiency being the norm and Steadfast getting Heavy armor and shields. Steadfast should be considered beefier and Versatile should well...be considered more Versatile since it has access to more Aspects and such. Let me know what you think. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 09:42, 11 February 2017 (MST)<br />
<br />
::::Thanks for the comments! Also, thanks for taking Death and Greed, I had no idea how to do with Greed, and it looks awesome. Concerning armor proficiency, I do think the Aura Guardian deserves some improvement, because the class is... well, Aura ''Guardian'', right? [[User:Blackbando|Blackbando]] below had a point there.<br />
::::While I am at it, I was thinking of giving one or two more aspects for Versatile Stance archetype, for it is... well... ''versatile''. As a more spell-oriented archetype, I thought it will be powerful to have some more aspects to wield. I would like to know how you think about this proposal. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 16:41, 11 February 2017 (MST)<br />
<br />
:::::We shouldn't need any more aspects yet but I can make the armor proficiency change. I do say yet because their is always room for growth. Afterwards, discussion for any additional aspects for either archetype can be added to this fantastic redesign that you and I made. Though I have to tip my hat off to you for the bulk of the redesign. You definitely took my original 3.5e adaption of the class to the next level. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:47, 11 February 2017 (MST)<br />
<br />
::::::Always glad to be of service. This is actually my second or third work on actual class, not on archetype, and you might be aware of the fact that I was stealing a majority from ardents, which I glimpsed when I was skimming my DM's books and had a liking of. Thanks! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 00:48, 12 February 2017 (MST)<br />
<br />
Removed the stub template - I think the new aura guardian is ready to roll. Once again, I am most grateful to be of your service, once and for all. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 08:46, 22 February 2017 (MST)<br />
<br />
Just a minor change - I read the ''Stance of Bulwark'' feature and it was sort of confusing, since the aura guardian uses it when the target "takes damage" but "imposes disadvantage on attack rolls." I changed it to either halve the damage the target takes, or redirect the entire damage to the aura guardian. Just reporting. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 07:54, 24 February 2017 (MST)<br />
<br />
== Further Discussion ==<br />
<br />
So, uh, people have done a lot of discussing about this. Like. A lot. So, I'm just gonna add one small thing I noticed, that was mildly entertaining; The description-ish thing at the top of the page says "''Clad in chain mail, with a battleaxe at the ready, a human rushes towards his allies to aid in the defense.''" This class doesn't get heavy armor proficiency. Or medium armor proficiency. It just gets Light armor.--[[User:Blackbando|Blackbando]] ([[User talk:Blackbando|talk]]) 11:08, 9 February 2017 (MST)<br />
<br />
:''(Laughs)'' Now that you say it, you are completely right! The description was written by [[User:Roteton Kin|Roteton Kin]] when he (...he, am I right?) created the Aura Guardian. I participated in the rework, and my idea was that the Aura Guardian would be too strong if given access to heavy armor, since the class has area-of-effect buffs and debuffs and whatnot. So I deleted heavy armor proficiency from the class.<br />
<br />
:Although... you may scroll down to see that th Steadfast Stance ''does'' gives medium armor proficiency. I know, this means only chain shirts. Hmm... maybe it might not be a bad idea to give heavy armor proficiency, just like clerics. I might think about this for a while. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 11:14, 9 February 2017 (MST)<br />
<br />
::[[User:Roteton Kin|Roteton Kin]] and I agreed on adding medium armor proficiency as a default, and add heavy armor proficiency for ''Steadfast Stance'' archetype. Apologies for late reply - I am most forgetful these days. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 08:01, 24 February 2017 (MST)<br />
<br />
::okie so aura bonus doesnt do anything anymore? if it does do tell me (^^;) --[[User:PrimalX|PrimalX]]<br />
<br />
:::The Aura Bonus now has a purpose again. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 00:42, 4 March 2018 (MST)<br />
<br />
::yas :3 [[User:PrimalX|PrimalX]]<br />
<br />
:::Aura Bonus already gave you a bonus based on your Aspect Aura in the Aspect List, so the change was unneeded.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:42, 4 March 2018 (MST)<br />
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::::It has been a minute since I have looked at the class that I initially made. Thank you Blobby for the reminder. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 14:26, 4 March 2018 (MST)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Talk:Aura_Guardian_(5e_Class)&diff=1015523Talk:Aura Guardian (5e Class)2018-03-04T07:42:58Z<p>Roteton Kin: </p>
<hr />
<div>== Kydro Reviews ==<br />
<br />
;Fluff: There's basically nothing here! This is about as filling and flavorful as a dinner plate with a single grain of uncooked rice. Great. I'm going to be in for a real treat with this one... Let me guess. All combat, right?<br />
<br />
EDIT: Yes. All combat. Go read [[The Three Pillars of Adventure (5e Guideline)]] before you read the rest of the review.<br />
<br />
;Proficiencies: All armors. All weapons. It's an alternative fighter. Lots of combat oriented option power in there. STR and CON saves are damn useful. Generally, a class only gives one physical save and one mental save, but neither are the coveted DEX save, and there's no rule against all-physical saves. Just keep in mind that these proficiencies all together count for a lot of combat power on their own, and those saves double up in exploration power output. As long as the class features work with this, rather than stacking on top of it, I'm fine with this proficiency base.<br />
<br />
;Starting Gear: The armor/shield combo overloads the player's hands. They have no single weapon option, so they wind up either wasting a weapon or shelving the shield. Also, this section is very limited. It fails to take advantage of or demonstrate the gear versatility represented by their proficiencies. You can't build very many unique styles or looks with this. You COULD, however, start out with two greatswords and immediately hawk them for 100gp. Speaking of money, why does this class give you a random pile of money? I'm not saying you ''can't'' do that, but it is rather unusual, and I can't see any specific reason justifying it. Also, the max result is 240gp. The most likely result is 180gp. Either way, that is a ''ton'' of starting money compared to anything the core content can make.<br />
<br />
;Aura: Here's the problem with that word in 5e: It has no mechanical definition. It's a holdover from 4e that appears primarily as fluff mixed into several spell descriptions, and is similarly left undefined therein. My recommendation: [http://www.dandwiki.com/w/index.php?action=edit&preload=5e+Variant+Rule+Preload&editintro=Add+Instructions&summary=&nosummary=&prefix=&minor=&title=Auras+%285e+Variant+Rule%29&create=Create+new+variant+rule. Make a variant rule defining what auras are and how they work in 5th edition.] Make it compatible with spells that use the word aura, so their mechanics do not change. (The easiest way to do that would be to openly exclude anything which does not link directly to the variant rule) Link to that rule from this trait. Until this is done, I will assume an "aura" is just a keyworded effect with no special mechanics of its own. Keep in mind that if there are any features which affect "your auras", this means your class will affect any spells which use that word cast by you. This means this class could have unforeseen consequences if given certain magic items, or if it is allowed to multiclass.<br />
<br />
;Guardian Aura: OK, so permanent AOE effects keyed to an action. Got it. You can have up to 5 total, but you start with a limited number, can only have one active at a time, (Thanks to the typical interpretation of concentration- but some players may argue that this is not a spell, and the rules for concentration don't explicitly prevent multiple non-spell concentration, so depending on the reading, this could be insanely powerful) and can only learn certain ones if you have a high enough level. Simple. Lots of content to choose from. Lots of option power here. It gives you a ton of build options, as well as actual versatility in play. I am disappointed in how much it focuses on combat. I was expecting a good mix of pillar focus between the auras, and that just wasn't there. It makes the whole thing rather flat. Also, I gather this is supposed to be a defensive class, and that's fine, but giving players too much option power with a defensive class makes it very easy for players to put together a "victory by default" build, turning defensive bonuses into an unstoppable (if rather slow) offensive build. <br />
:(Just so you know how predictable this class is, and how experienced I am at this, I wrote all of this before I actually read the auras. It all still holds true. It is everything I expected.)<br />
:Alright, let's go through the list...<br />
:* Protector's Defense: OK. I tell my buddy to build a UAC barbarian. I choose a lance as my starting weapon and immediately buy a horse with my starting wealth, and make sure I always end my turn within 10ft of my DPS. We proceed to stomp the campaign. I already have no reason to learn or use any other auras.<br />
:* Defender's Strike: Eh. Paired with a team of archers, especially if they're fighters, this could make your party into an unstoppable wall of arrows. Otherwise, this is basically mush compared to the first one, because it takes more teamwork to truly shine.<br />
:* Healer's strike straight-up does not make sense. It is too abbreviated. If it means "Each time you make an attack action, allies within your aura regain hp equal to your aura bonus" then it's totally broken. 5e doesn't distinguish between "in combat" and "not in combat". As a consequence, this feature completely demolishes the healing economy in 5e, because after combat, you could just have everyone huddle around you and roll attacks on a wall. (Which, yes, can be targeted, according to the DMG) The DM could houserule a bunch of stuff to try and prevent it, like damaging weapons on hits, but that just changes the target chosen, or makes the player use an improvised weapon, like a stick, instead. Also, if a feature requires houserules in order to function in play, newsflash: it's broken!<br />
:* Adroit Step: Useless. Difficult terrain is the easiest combat problem to solve. Also, the aura only affects people within 10ft of you. So it only works for your allies if you stand in the middle of the difficult terrain during their turns. Show of hands: Who wants to play as a bridge over a minor nuisance? AT LEVEL 3?? Also, this one doesn't benefit from the aura bonus, so it starts out bad and continues to get worse as you gain levels.<br />
:* Deadly Defense: Does not make sense. You're trying to invoke 3.5e attacks of opportunity within a bubble. This is a terrible idea on so many levels, and the execution just makes it worse. You do realize that the reason AoOs were changed to OAs was because pretty much the entire hobby community ''hated them'', right? This style of OA makes combat static and boring. People assume their positions and roll each other to death, because any other choice gives the opponent extra actions. As for the mechanical execution, this aura is a PAIN IN THE ADDS to actually use. Its effect balloons/spiderwebs outward to cover an irregular, lumpy, cloud-like shape based on your AoE-covered allies' weapon reaches. Does not scale with bonus.<br />
:* Determined Charge: Makes no sense. By my best guess, in order for this to work for your allies, you need to stand somewhere between them and their target, acting as a bridge for the effect, and all they gain is attack advantage. If that isn't the intended effect, let me ask: Do your allies need to ''start'' their turn in this aura, ''end'' their turn in this aura, or ''merely pass through any portion of it'' in order for the effect to trigger?? RAW, you are the only person benefited by this, and it gives you a permanent attack advantage from level 5 onward. That's crazy overpowered. I would build for DPS and switch to this immediately at level 5 and never go back. Good solo show build right there. Does not scale with bonus.<br />
:* Group Athletics: Cool. We're now wrestling masters forever. Do you have any idea how broken reliable grappling is with a party of creative players? Just by myself, I could use this to build a character who can dismantle any creature around its size, regardless of their CR. VERY busted if I used a large-size homebrew race. Again, because it is more efficient for me to build for my own auras, rather than having the party build to my spec, this is easily a one-man show-stopper feature. Not to mention these two skills are additionally useful outside of combat as well, so this is very potent. Does not scale with bonus.<br />
:* Keen Edges: Ooh, a return of crit threshold modifiers! How regressive of you! Since crits are an optional rule in 5e, and there's nothing else in the game which affects them, this feature is basically useless. Does not scale with bonus.<br />
:* Traveler's Cloak: Revolves around a homebrew spell that makes no sense. Useless. Does not scale with bonus.<br />
:* '''<u>Protector's Courage: This... This is actually very cool. I like this one. Do not touch it. It does everything right. Useful in all 3 pillars, grows with you, and helps the whole party as a team. This should be a first level option.</u>'''<br />
:* Traveler's Speed: I buy a horse. I now have 120 movement speed. I play a speed-optimized monk. I now have over 200 movement speed. Oh no, I can only move my normal speed after an attack? That's fine, I'm still a murder-slingshot.<br />
:* Resilient Troops: Great, an aura bonus to ALL FREAKING SAVING THROWS. Well, that blew my favorite option out of the water. This covers fear saves and then some! Just call me and my AC-optimized party, "The untouchables", because from here on out we can walk through anything.<br />
:* Healer's Sanctum: Holy shit. This is literally the song, "We Are the Champions" by Queen, transformed into a D&D class feature. There is no redemption, this needs to go.<br />
:Ok, look, what the heck is up with all the defaulting to advantage? You have a perfectly good bonus that you could be giving your allies, and that bonus is much closer to being balanced than permanent free advantage. Why not just use it?? The trait even says that your auras are supposed to get stronger based on that bonus, so why don't they?? Also, by restricting the level at which you can learn certain auras, you are reducing the bonus value range those auras will ever see, reducing the value of the bonus overall. It makes more sense to make all of the options available, AND BALANCED, from first level, so they all benefit equally from that nif-T<sup>TM</sup> bonus mechanic you made. You know what the saddest part of this feature is? Features which give optional permanent effects just become build choices. People will choose a build focus, choose the aura that suits it best, and activate it once. They have no reason to activate any other aura unless they're in a tight spot. Essentially, all other auras will effectively play second-fiddle to whatever aura suits the character build best. It means everything that is cool about this feature is ruined by the feature's options, and that's sad, because this really is a cool idea.<br />
<br />
Whew. One feature in and this class already has enough content to carry multiple characters through to 20th level. Unless all of the other features are ribbons, this class is clearly broken at a glance. I... I just can't go on any further This class is so predictable, reviewing it is boring, and explaining all of the reasons why the mechanics don't work is time consuming and exhausting. You can probably replace the rest of my likely review with '''"Blah blah blah, totally unbalanced, blah blah blah, do you even own a PHB, blah blah, rewrite from scratch."''' It is a cool idea expressed as a mechanically shallow and dysfunctional class. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 14:29, 4 February 2017 (MST)<br />
<br />
== Proposal for Revision ==<br />
<br />
Hmm, seems like a job for someone with free time in hand! I might not be the brightest mind in D&D Wiki, but I do love revising things into more functional and interesting versions. Mind if I do the rework? I welcome criticisms, as well as suggestions on revision. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 01:32, 5 February 2017 (MST)<br />
<br />
:Wow, if you think you have the stones to sort this thing out, by all means, have at 'er! You are right though, it will take time. Probably more than a month. It hinges on counterbalancing, which is pretty much the hardest design technique to employ. You should check out [[Help:Balance]], it's incomplete, but it has a good introduction to counterbalancing at the bottom. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 07:00, 5 February 2017 (MST)<br />
<br />
:: Thanks for your support! Again, I may not be the brightest mind 'round here, but as long as it is interesting enough, why not? Challenge accepted. I'm on my way! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 07:15, 5 February 2017 (MST)<br />
<br />
=== Concerning Revision ===<br />
<br />
So I just uploaded my first draft of the revision, it's still WIP, but thank goodness I worked on this thing for hours. I was originally going to make a new article, say, ''Aura Guardian (5e Class) (Revised)'' or something, but luckily I was permitted to make a direct revision, so here we go.<br />
<br />
Here <del>are</del> '''were''' some things that bug me:<br />
*<del>Should I keep Hit Dice to d10, or reduce it down to d8? The current version is using d8, but as far as I can see it, the new AG is more of a tanker than a bruiser, with no ''Extra Attack'' feature and any other features that can boost damage.</del> ''Nevermind, I added Extra Attack feature to Steadfast Stance archetype. That archetype will be the bruiser I was looking for.''<br />
*<del>Does the ''Aura Bonus'' increase count as an increase? In other words: Is the 7th and 13th level dead? I'm not sure about this one.</del> ''Also nevermind, I reckon Aspect Aura features scaling up with level is definitely an increase. Doubly so since I added some features that gives extra movement.''<br />
<br />
I will be most grateful if you leave any comments concerning the revision process. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 07:43, 5 February 2017 (MST)<br />
<br />
:As this was originally my class, I would like to still be used for the proposed revisions. I do like what I see at present. I would also like to state, that as requested, I made an [[Auras (5e Variant Rule)|Aura]] variant rule primarily for this class and it could be used for the Aspect Auras giving them more detailed mechanics. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 12:34, 5 February 2017 (MST)<br />
<br />
::First of all, I would like to give my apology for modifying your work. I know the change is drastic; sometimes I just carried away a bit too much with myself. Still, I am most glad to hear that you approve my proposal. I will do my best to make Aura Guardian great ag- er, I mean, balanced and interesting. Any comments or suggestion concerning revision is welcomed.<br />
<br />
::Just checked the Aura variant rule, and I think I understand what you originally intended with your aura. Please note that making your aura concentration-dependent could be risky, as a concentration can be broken by damage or other hostile situations. I'm changing some aspect spells to no longer require concentration, or make some annotation that it will still maintain its effect without breaking concentration over the aspect. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 15:11, 5 February 2017 (MST)<br />
<br />
::: As far as I know, damage, combat, movement, talking, taking actions, taking reactions, and taking bonus actions do not end concentration. In fact, not even all conditions end concentration. For example, being restrained doesn't end concentration, nor does bejng charmed. The mechanics for concentration are found in the PHB with the rest of spell mechanics. I think either you're misunderstanding the rules, or I've missed a boxed text somewhere. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 13:17, 6 February 2017 (MST)<br />
<br />
:::: Oof, my bad. I was referring Constitution check (or Concentration check in 3.5, I remember my sorcerer doing it every time) and the word didn't come out properly. What I was concerned is that most of the initial aspects spells such as [[5e SRD:Hold Person|''hold person'']] or [[5e SRD:Heroism|''heroism'']] required concentration, which forced me to change the entire list. Now that I think of it, however, maybe it would be too broken if I allowed both aspect features ''and'' concentration spells at the same time. So yup, no harms done. I'm still working on this. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 16:45, 6 February 2017 (MST)<br />
<br />
::Dude! Glad to see you're still in the home brewing game! I like the idea of having an actual aura mechanic that the community can make use of, thank you for making that! --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 13:17, 6 February 2017 (MST)<br />
<br />
:Well, unless you have any additional input on the Aspect Features I added so that every Aspect has 3 features. I tried to keep them on par with the other Aspect Features in regards to resolve point cost and level of spells produced. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 22:33, 8 February 2017 (MST)<br />
<br />
::Thank you for cooperation! I was thinking the same thing, since Aspect Features are pretty strong by themselves. I'm checking my copy of PHB and DMG for resolve point costs. Now that I think of it, I was a bit rushed when I made a rework on your article. I am sorry for making such a drastic change, but at the same time, I am glad that you approve it. Let's get this baby done, fellow wikian! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 23:24, 8 February 2017 (MST)<br />
<br />
Dear [[User:Roteton Kin|Roteton Kin]] - I count a total of 13 aspects so far, 5 of which are versatile-exclusive. My initial idea was to have about 10 to 12 aspects plus 4 to 5 aspects for versatile stance, but frankly speaking, I am running out of idea to fill out the remaining two to three aspects. I will give my best shots, though, and I will let you know when I am done. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 08:33, 9 February 2017 (MST)<br />
<br />
:In regards to the 2 new aspect types, we could do Death and Greed. Another aspect idea could be Awareness. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 12:26, 9 February 2017 (MST)<br />
<br />
::Death and Greed sounds nice! I can easily think of a way to implement Death, but maybe I have to grab another cup of coffee to work on Greed, I am not a very creative folk, you see. Awareness also sounds nice, maybe we can tweak some ranger features for this. As always, thank you for feedback! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 21:58, 9 February 2017 (MST)<br />
<br />
:::Death and Greed are finished. I like how you took Awareness and turned it into Vigilance. In regards to the armor proficiency, we should make it similar to Clerics in that regard. Light and Medium proficiency being the norm and Steadfast getting Heavy armor and shields. Steadfast should be considered beefier and Versatile should well...be considered more Versatile since it has access to more Aspects and such. Let me know what you think. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 09:42, 11 February 2017 (MST)<br />
<br />
::::Thanks for the comments! Also, thanks for taking Death and Greed, I had no idea how to do with Greed, and it looks awesome. Concerning armor proficiency, I do think the Aura Guardian deserves some improvement, because the class is... well, Aura ''Guardian'', right? [[User:Blackbando|Blackbando]] below had a point there.<br />
::::While I am at it, I was thinking of giving one or two more aspects for Versatile Stance archetype, for it is... well... ''versatile''. As a more spell-oriented archetype, I thought it will be powerful to have some more aspects to wield. I would like to know how you think about this proposal. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 16:41, 11 February 2017 (MST)<br />
<br />
:::::We shouldn't need any more aspects yet but I can make the armor proficiency change. I do say yet because their is always room for growth. Afterwards, discussion for any additional aspects for either archetype can be added to this fantastic redesign that you and I made. Though I have to tip my hat off to you for the bulk of the redesign. You definitely took my original 3.5e adaption of the class to the next level. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:47, 11 February 2017 (MST)<br />
<br />
::::::Always glad to be of service. This is actually my second or third work on actual class, not on archetype, and you might be aware of the fact that I was stealing a majority from ardents, which I glimpsed when I was skimming my DM's books and had a liking of. Thanks! --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 00:48, 12 February 2017 (MST)<br />
<br />
Removed the stub template - I think the new aura guardian is ready to roll. Once again, I am most grateful to be of your service, once and for all. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 08:46, 22 February 2017 (MST)<br />
<br />
Just a minor change - I read the ''Stance of Bulwark'' feature and it was sort of confusing, since the aura guardian uses it when the target "takes damage" but "imposes disadvantage on attack rolls." I changed it to either halve the damage the target takes, or redirect the entire damage to the aura guardian. Just reporting. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 07:54, 24 February 2017 (MST)<br />
<br />
== Further Discussion ==<br />
<br />
So, uh, people have done a lot of discussing about this. Like. A lot. So, I'm just gonna add one small thing I noticed, that was mildly entertaining; The description-ish thing at the top of the page says "''Clad in chain mail, with a battleaxe at the ready, a human rushes towards his allies to aid in the defense.''" This class doesn't get heavy armor proficiency. Or medium armor proficiency. It just gets Light armor.--[[User:Blackbando|Blackbando]] ([[User talk:Blackbando|talk]]) 11:08, 9 February 2017 (MST)<br />
<br />
:''(Laughs)'' Now that you say it, you are completely right! The description was written by [[User:Roteton Kin|Roteton Kin]] when he (...he, am I right?) created the Aura Guardian. I participated in the rework, and my idea was that the Aura Guardian would be too strong if given access to heavy armor, since the class has area-of-effect buffs and debuffs and whatnot. So I deleted heavy armor proficiency from the class.<br />
<br />
:Although... you may scroll down to see that th Steadfast Stance ''does'' gives medium armor proficiency. I know, this means only chain shirts. Hmm... maybe it might not be a bad idea to give heavy armor proficiency, just like clerics. I might think about this for a while. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 11:14, 9 February 2017 (MST)<br />
<br />
::[[User:Roteton Kin|Roteton Kin]] and I agreed on adding medium armor proficiency as a default, and add heavy armor proficiency for ''Steadfast Stance'' archetype. Apologies for late reply - I am most forgetful these days. --[[User:WeirdoWhoever|WeirdoWhoever]] ([[User talk:WeirdoWhoever|talk]]) 08:01, 24 February 2017 (MST)<br />
<br />
::okie so aura bonus doesnt do anything anymore? if it does do tell me (^^;) --[[User:PrimalX|PrimalX]]<br />
<br />
:::The Aura Bonus now has a purpose again. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 00:42, 4 March 2018 (MST)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Aura_Guardian_(5e_Class)&diff=1015522Aura Guardian (5e Class)2018-03-04T07:41:11Z<p>Roteton Kin: /* Aura Bonus */</p>
<hr />
<div><br />
== Aura Guardian ==<br />
<br />
<!--Introduction--><br />
<br />
=== Background ===<br />
<br />
Clad in chain mail, with a battleaxe at the ready, a human rushes towards his allies to aid in the defense. His mere presence bolsters the allies' defense as he raises his battleaxe and let out a great war cry. No wraiths nor ghouls can bring a glimpse of fear into their heart, for he is a beacon of courage, a paragon of great war.<br />
<br />
Nothing much is known of the entities often called as '''the aura guardians''', but they tend to stand out simply by existing. This is closely related to the source of their power: their own souls, representing their deepest thoughts, channel their innate mystic energy to perform wonders. The power from their soul is too much for an individual to bear, and as a result, it radiates from their origin and form an intagible yet powerful aura, affecting every living souls (and dead souls) within it.<br />
<br />
=== Creating an Aura Guardian ===<br />
<br />
;Quick Build<br />
You can make an aura guardian quickly by following these suggestions. First, make Strength or Wisdom your highest ablility score, depending on whether you want to focus on close combat or on the spellcasting from your aspects. Your next-highest ability score should be Constitution. Second, choose the soldier background.<br />
<br />
{{5e Class Features<br />
|name=Aura Guardian<br />
|summary=A mighty defender that manifests aspects from one's own soul to wield various powers.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light, Medium armors and shields<br />
|weapons=Simple weapons, greataxes, greatswords, mauls, pikes, warhammers<br />
|tools=None<br />
|saves=Strength, Wisdom<br />
|skills=Choose two from the following: Athletics, History, Insight, Persuasion, Perception, and Religion<br />
|item1a=(''a'') a greataxe, (''b'') a pike, or (''c'') a simple weapon<br />
|item1b=<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=A leather armor and two handaxes<br />
|item3b=<br />
|classfeatures1=[[#Aspects|Aspects]], [[#Aura Guardian Stance|Aura Guardian Stance]]<br />
|classfeatures2=[[#Aspect Resolves|Aspect Resolves]]<br />
|classfeatures3=[[#Aspect Aura|Aspect Aura]]<br />
|classfeatures4=<br />
|classfeatures5=&mdash;<br />
|classfeatures6=[[#Aura Guardian Stance|''Aura Guardian Stance'']] feature<br />
|classfeatures7=&mdash;<br />
|classfeatures8= <br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Aura Guardian Stance|''Aura Guardian Stance'']] feature<br />
|classfeatures11=[[#Extended Aura|Extended Aura]] (20 ft.)<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Aura Guardian Stance|''Aura Guardian Stance'']] feature<br />
|classfeatures15=&mdash;<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Extended Aura|Extended Aura]] (30 ft.)<br />
|classfeatures19=<br />
|classfeatures20=[[#Guardian's Determination|Guardian's Determination]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Aspects Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Resolve Points<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
<br />
|extra3_name=Aura Bonus<br />
|extra3_1=&mdash;<br />
|extra3_2=&mdash;<br />
|extra3_3=+1<br />
|extra3_4=+1<br />
|extra3_5=+1<br />
|extra3_6=+1<br />
|extra3_7=+2<br />
|extra3_8=+2<br />
|extra3_9=+2<br />
|extra3_10=+2<br />
|extra3_11=+3<br />
|extra3_12=+3<br />
|extra3_13=+3<br />
|extra3_14=+3<br />
|extra3_15=+4<br />
|extra3_16=+4<br />
|extra3_17=+4<br />
|extra3_18=+4<br />
|extra3_19=+5<br />
|extra3_20=+5<br />
}}<br />
<br />
==== Aspects ====<br />
<br />
As an aura guardian, you can channel some '''aspects''' of your soul to harness mystical energy within yourself. Aspects are categorized by your emotions and your thoughts on concrete or abstract concepts.<br />
<br />
At '''1st level''', you know two aspects of your choice. You learn additional aspects at higher levels, as shown in the Aspects Known column of the Aura Guardian table.<br />
<br />
Additionally, whenver you gain a level in this class, you can replace one aspect of the aspects you know with another aspect of your choice.<br />
<br />
;Aspect Focus<br />
<br />
In order to utilize your mystical power, you must focus on one of your aspects to draw ongoing benefits from it. As a bonus action, you can choose one of your aspects and gain its ''Aspect Focus'' bonus, which is detailed in that aspect's descriptions. You can use your bonus action to choose another aspect focus bonus to focus on, or dismiss your focus on your aspect without expending an action.<br />
<br />
Focusing on an aspect requires your concentration, as if concentrating on a spell. ''(See [[5e SRD:Casting a Spell#Concentration|"Concentration" on System Refrence Document]] for more details.)'' If you lose concentration, your focus on an aspect ends, and you lose all benefits from it.<br />
<br />
==== Aura Guardian Stance ====<br />
<br />
Starting at '''1st level''', the aura guardian choose a path to follow based on a chose stance. Choose one of the following stance: [[#Steadfast Stance|'''Steadfast Stance''']] or [[#Versatile Stance|'''Versatile Stance''']], both detailed at the end of the class description.<br />
<br />
Your choice grants you features at '''1st level''', and again at '''6th''', '''10th''', and '''14th level'''.<br />
<br />
==== Aspect Resolves ====<br />
<br />
Starting at '''2nd level''', your control over your mystic power becomes more complex, enabling you to manifest a range of various supernatural power with your inner fire. Your control over your mystic power is represented by a number of '''resolve points'''. Your aura guardian level determines the number of points you have, as shown in the ''Resolve Points'' column of the Aura Guardian table.<br />
<br />
You can spend your resolve points to fuel various aspect features. Each aspects describes effects you can create with it by spending a certain number of resolve points. You regain all spent resolve points when you finish a long rest.<br />
<br />
Some of your aspect features require your target to make a saving throw to resist the feature's effect. The saving throw DC is calculated as follows:<br />
<br />
<code><tt>Aspect save DC = 8 + your proficiency bonus + your Wisdom modifier</tt></code><br />
<br />
;Casting Aspect Spells<br />
<br />
Some aspect features allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you do not need to provide material components for it.<br />
<br />
If the spell requires saving throws to the target, you use your aspect save DC as your spell save DC. If the spell has a duration, the spell ends immediately when you lose focus on your aspect.<br />
<br />
==== Aspect Aura ====<br />
<br />
Starting at '''3rd level''', your inner mystic power creates an aura emanating from you, affecting other creatures surrounding you. While you are focused on your aspects, you emanate an aura in a 10-foot-radius. The effects of this aura depend on the aspect you are currently focused on, as detailed in that aspect's descriptions.<br />
<br />
''See [[Auras (5e Variant Rule)|"Auras" variant rule]] for reference.''<br />
<br />
==== Aura Bonus ====<br />
<br />
Starting at '''3rd level''', you gain an Aura Bonus. Your Aura Bonus increases as you gain levels in this class. Whenever you are subject to making a Constitution saving throw to maintain an Aspect, you add your Aura Bonus to the saving throw.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
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==== Extended Aura ====<br />
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Starting at '''11th level''', the range of your aura increases to 20 feet. When you reach '''18th level''', the range of your aura increases to 30 feet.<br />
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==== Guardian's Determination ====<br />
<br />
Starting at '''20th level''', your devotion and determination as an aura guardian gives you an unlimited resolves. Whenever you finish a short rest, you regain 4 resolve points.<br />
<br />
=== Aura Guardian Stances ===<br />
<br />
==== Steadfast Stance ====<br />
<br />
The aura guardians' ''steadfast stance'' represents their role as the defender, an indomitable bulwark that guard their allies and stand up to any threats they face. As the name implies, the stance is rarely broken, just like the aura guardian's will to protect those in needs.<br />
<br />
;Bonus Proficiency<br />
Starting from '''1st level''', you gain proficiency in heavy armor.<br />
<br />
;Stance of Bulwark<br />
Also starting from '''1st level''', you learn how some actions in a combat make the difference between life and death. When you or a friendly creature 5 feet away from you takes damage from an attack, you can use your reaction to either halve that damage, or take that damage yourself instead of the target creature.<br />
<br />
;Extra Attack<br />
Starting from '''6th level''', you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Stalwart Guardian<br />
Starting from '''10th level''', your willpower is too strong to be overpowered. You have advantage on Constitution saving throws to maintain your focus on an aspect.<br />
<br />
;Empowered Aspects<br />
Starting from '''14th level''', you and all friendly creatures within your aura have resistance to bludgeoning, piercing, and slashing damage from nonmagical source. Also, the area within your aura is a difficult terrain for your enemies.<br />
<br />
==== Versatile Stance ====<br />
<br />
The aura guardians' '''versatile stance''' is a variant implication of the power of aura, originating from the fact that one harness power through their own souls and thoughts. Through immense trainings and self-control, the aura guardian awakens a resolve of power that further enables their possibilities that can be utilized to serve their roles.<br />
<br />
;Bonus Aspects<br />
Starting from '''1st level''', you can manifest your aspects originating from more abstract concepts. The following aspects are added for your aspect list: ''[[#Air|Air]], [[#Earth|Earth]], [[#Fire|Fire]], [[#Storm|Storm]], [[#Water|Water]].''<br />
<br />
;Stance of Arcane Guardian<br />
Also starting from '''1st level''', you learn two cantrips from the following list: ''friends'', [[5e SRD:Light|''light'']], [[5e SRD:Mending|''mending'']], [[5e SRD:Message|''message'']], [[5e SRD:Mage Hand|''mage hand'']], [[5e SRD:Minor Illusion|''minor illusion'']], [[5e SRD:Spare the Dying|''spare the dying'']], and [[5e SRD:Prestidigitation|''prestidigitation'']]. You can cast these cantrips while you are focused on any of your aspects.<br />
<br />
;Aspect Bending<br />
Starting from '''6th level''', you can assume more direct and subtle controls over your mystic power channelled by your aspects. You learn two [[5e SRD:Sorcerer#Metamagic|''Metamagic'' options]] from the list available to [[5e SRD:Sorcerer|the sorcerer class]]. You can use these ''Metamagic'' options to the spells you cast using your aspect features, and you spend your resolve points instead of sorcery point to fuel your ''Metamagic''.<br />
<br />
;Aspect Veteran<br />
Starting from '''10th level''', you have better control over your mystic energy channelled through your aspects, performing wonders with less efforts. Whenever you cast a spell using your aspect features, you can reduce the resolve point cost by 1. You cannot reduce the resolve point cost below 2 with this feature.<br />
<br />
;Aspect Mastery<br />
Starting from '''14th level''', you have full control over one of the aspects of your soul molded by a particular concepts and thoughts. Choose one of the aspects you know. You can use the ''Aspect Feature'' options from the chosen aspect when you are focused on other aspects. If you do so, the resolve point cost for that option is increased by 1.<br />
<br />
=== Aspect List ===<br />
<br />
==== Air ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
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*'''''Aspect Focus: Breeze Step.''''' While focused on this aspect, moving through difficult terrain, both nonmagical and magical, costs you no extra movement, and you ignore any obstacles and spells that affects you when stepped on, including [[5e SRD:Ball Bearings (bag of 1,000)|ball bearings]], [[5e SRD:Caltrops (bag of 20)|caltrops]], and [[5e SRD:Grease|''grease'']] spell.<br />
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*'''''Aspect Aura: Trade Wind Stride.''''' Your moving speed is increased by 5 feet plus 5 feet per your aura bonus. When a friendly creature starts its turn within your aura, the creature's moving speed is also increased by the same amount, until the end of the turn.<br />
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*'''''Aspect Feature: Adroit Step.''''' You can spend 3 resolve points to take either Dash or Disengage action as a bonus action.<br />
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*'''''Aspect Feature: Ride the Updraft.''''' You can spend 2 resolve points to cast [[5e SRD:Jump|''jump'']].<br />
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*'''''Aspect Feature: Warding Gale.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When you or any friendly creature within your aura makes a Dexterity saving throw that allows it to take only half damage, the creature gains a bonus to the saving throw equal to your aura bonus, and takes no damage on a successful save.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Courage ====<br />
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*'''''Aspect Focus: Protector's Courage.''''' While focused on this aspect, you cannot be frightened.<br />
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*'''''Aspect Aura: Valorous Presence.''''' Whenever any friendly creatures within your aura must make a saving throw against being frightened, the creature gains a bonus to the saving throw equal to your aura bonus.<br />
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*'''''Aspect Feature: Force of Gallantry.''''' You can spend 5 resolve points to cast [[5e SRD:Haste|''haste'']]. The spell cast this way does not require concentration, and lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Raw Nerve.''''' As a bonus action, you can spend 3 resolve points to gain a bonus to saving throws against being paralyzed or stunned equal to your aura bonus. This feature lasts for 1 minute or until you lose focus on this aspect. <br />
<br />
*'''''Aspect Feature: Surge of Bravery.''''' You can spend 2 resolve points to cast [[5e SRD:Heroism|''heroism'']]. The spell cast this way does not require concentration, and lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
==== Death ====<br />
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*'''''Aspect Focus: Deathly Body.''''' While focused on this aspect, you have resistance to necrotic damage, and you can see normally in nonmagical darkness to a distance of 30 feet.<br />
<br />
*'''''Aspect Aura: Dying Lights.''''' In the area of your aura, bright light from nonmagical sources is reduced to dim light, and dim light from nonmagical sources is reduced to darkness. Additionally, when a hostile creature starts its turn within your aura, it must make on a Charisma saving throw. The save DC for this saving throw is increased by your aura bonus. On a failed save, the creature is blinded until the start of its next turn. Constructs and undeads automatically succeed on this saving throw.<br />
<br />
*'''''Aspect Feature: Painful Grip.''''' You can spend 2 resolve points to cast [[5e SRD:Inflict Wounds|''inflict wounds'']], as a 1st-level spell.<br />
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*'''''Aspect Feature: The Dead Will Rise.''''' You can spend 5 resolve points to cast [[5e SRD:Animate Dead|''animate dead'']], as a 3rd-level spell.<br />
<br />
*'''''Aspect Feature: Death's Kiss.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a hostile creature other than construct or undead start its turn within your aura when it has no more than half of its hit point maximum, it takes necrotic damage equal to your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Earth ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Hard as a Rock.''''' While focused on this aspect, you have resistance to bludgeoning, piercing, and slashing damage from all nonmagical source, but your speed decreases by 10 feet.<br />
<br />
*'''''Aspect Aura: Stubborn as the Mountains.''''' When you or any friendly creatures within your aura make a saving throw against being knocked prone, shoved, or grappled, the creature gains bonus to the saving throw equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Shifting Earths.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a hostile creature enters your aura for the first time on a turn or starts its turn there, it must make a Strength saving throw. The save DC for the saving throw is increased by your aura bonus. On a failed save, the creature's speed drops to 0 until the start of its next turn.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
*'''''Aspect Feature: One with the Rock.''''' You can spend 5 resolve points to cast [[5e SRD:Meld into Stone|''meld into stone'']].<br />
<br />
*'''''Aspect Feature: Tremors with Magnitude.''''' As a bonus action, you can spend 2 resolve points to cause 1 creature within 10 feet of you to make a Strength saving throw. The creature must be on solid ground, cannot be flying and cannot be swimming. On a failed save, the target creature is knocked prone.<br />
<br />
==== Fear ====<br />
<br />
*'''''Aspect Focus: Menacing Presence.''''' While focused on this aspect, you gain proficiency in the Intimidation skill.<br />
<br />
*'''''Aspect Aura: Jaws of Defeat.''''' Whenever any hostile creature within your aura is hit by a melee attack, the creature must make a Wisdom saving throw. The save DC for this saving throw is increased by your aura bonus. On a failed save, the creature immediately falls prone. Creatures that are immune to being frightened automatically succeed on the save.<br />
<br />
*'''''Aspect Feature: Crippling Fear''''' You can spend 3 resolve points to target one hostile creature within your aura. Target creature must make a Wisdom saving throw or becomes frightened of you. While the creature is frightened by this feature, choose an ability score. The save DC for all saving throws the creature makes with the chosen ability is increased by your aura bonus. This feature lasts for 1 minute, or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Grasp of Despair.''''' You can spend 3 resolve points to cast [[5e SRD:Blindness/Deafness|''blindness/deafness'']].<br />
<br />
*'''''Aspect Feature: Withered Resolve.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''Whenever any hostile creatures within your aura makes a saving throw, the save DC for the saving throw is increased by your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Fire ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Forged by Fire.''''' While focused on this aspect, you gain resistance to fire damage.<br />
<br />
*'''''Aspect Aura: Searing Impact.''''' Whenever you or any friendly creatures within your aura hit target creature with a weapon attack or cantrip that require attack rolls, the target take additional fire damage equal to your aura bonus. Additionally, you and all friendly creatures within your aura do not suffer the effects of extreme heat.<br />
<br />
*'''''Aspect Feature: Embrace of the Blaze.''''' You can spend 5 resolve points to give resistance to fire damage to all friendly creatures within your aura. This effect lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Raging Blaze.''''' You can spend 5 resolve points to cast [[5e SRD:Fireball|''fireball'']], as a 3rd-level spell.<br />
<br />
*'''''Aspect Feature: Spontaneous Combustion.''''' As a bonus action, you can spend 2 resolve points to ignite one flammable object within your aura that is not being worn or carried.<br />
<br />
==== Greed ====<br />
<br />
*'''''Aspect Focus: Duplicitous.''''' While focused on this aspect, you have proficiency in the Deception and Persuasion skills.<br />
<br />
*'''''Aspect Aura: Silver Tongued.''''' You and friendly creatures within your aura add your aura bonus to Charisma (Deception) and Charisma (Persuasion) skill checks. Additionally, magic such as the [[5e SRD:Zone of Truth|''zone of truth'']] spell cannot determine if you or friendly creatures within your aura are lying.<br />
<br />
*'''''Aspect Feature: Influence.''''' You can spend 3 resolve points to cast [[5e SRD:Suggestion|''suggestion'']], as a 2nd-level spell.<br />
<br />
*'''''Aspect Feature: False Contract.''''' You can spend 2 resolve points to cast [[5e SRD:Illusory Script|''illusory script'']].<br />
<br />
*'''''Aspect Feature: Mind Games.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a creature enters the area within your aura, you can impose them to make a Wisdom saving throw. The save DC for the saving throw is increased by your aura bonus. On a failed save, the creature becomes charmed to you for 1 minute or until it moves out of your aura. While the creature is charmed this way, it has disadvantage on all skill checks.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Hope ====<br />
<br />
*'''''Aspect Focus: Aspiring Beacon.''''' While focused on this aspect, you gain proficiency in the Medicine skill, and when you use a healer's kit to stabilize a dying creature, that creature also gains 1 hit point.<br />
<br />
*'''''Aspect Aura: Embodiment of Hope.''''' Whenever you or any friendly creatures within your aura restores hit points from a spell, the creature regains additional hit points equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Inner Fire.''''' You can spend 3 resolve points to give one creature other than you within your aura temporary hit points equal to 1d8 plus your aura bonus. The temporary hit points last for 10 minutes, or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Ray of Hope.''''' You can spend 5 resolve points to cast [[5e SRD:Daylight|''daylight'']].<br />
<br />
*'''''Aspect Feature: Soul of Purity.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''Whenever any friendly creatures within your aura make a death saving throw, they gain a bonus to the saving throw equal to your aura bonus.'' <br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Knowledge ====<br />
<br />
*'''''Aspect Focus: Awakened Mind.''''' While focused on this aspect, you gain proficiency with one skill of your choice. Each time you focus on this aspect, you can choose a different skill.<br />
<br />
*'''''Aspect Aura: Augumented Expertise.''''' When you or any friendly creatures within your aura makes an ability check using a skill proficiency, the creature gains a bonus to the check equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Collective Expertise.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''You and all friendly creatures within your aura gain proficiency with any skill that at least one of the friendly creatures in the aura has proficiency with.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
*'''''Aspect Feature: Bibliophilia's Delight.''''' You can spend 2 resolve points to cast [[5e SRD:Comprehend Languages|''comprehend languages'']].<br />
<br />
*'''''Aspect Feature: Omniglot.''''' You can spend 5 resolve points to cast [[5e SRD:Tongues|''tongues'']].<br />
<br />
==== Protection ====<br />
<br />
*'''''Aspect Focus: Guardian's Stance.''''' While focused on this aspect, you gain +1 bonus to AC as long as you are wearing armor.<br />
<br />
*'''''Aspect Aura: Protective Presence.''''' When you or a friendly creature within your aura are hit by an attack, the creature can use its reaction to gain bonus to AC equal to your aura bonus against that attack.<br />
<br />
*'''''Aspect Feature: Personal Haven.''''' You can spend 2 resolve points to cast [[5e SRD:Sanctuary|''sanctuary'']].<br />
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*'''''Aspect Feature: Spell Shield.''''' You can spend 5 resolve points to cast [[5e SRD:Counterspell|''counterspell'']]. as a 3rd-level spell.<br />
<br />
*'''''Aspect Feature: Warding Protection.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''You and friendly creatures in your aura are under the effect of the following spells: [[5e SRD:Protection from Evil and Good|''protection from evil and good'']] and [[5e SRD:Protection from Poison|''protection from poison'']].'' <br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Storm ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Stormborne.''''' Each time you focus on this aspect, choose on of the following damage type: lightning or thunder. While focused on this aspect, you gain resistance to the chosen damage type.<br />
<br />
*'''''Aspect Aura: Vengeful Storm.''''' When you or any friendly creature takes damage from a melee attack, the attacker must make a Dexterity saving throw. On a failed save, the attacker takes damage equal to 1d8 plus your aura bonus. The damage type is equal to the damage type you chose when you focus on this aspect.<br />
<br />
*'''''Aspect Feature: Embrace of the Storm.''''' You can spend 5 resolve points to give resistance to all friendly creatures within your aura. The damage type of resistance is equal to the damage type you chose when you focus on this aspect. This effect lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Roaring Thunder.''''' You can spend 2 resolve points to cast [[5e SRD:Thunderwave|''thunderwave'']], as a 1st-level spell.<br />
<br />
*'''''Aspect Feature: Wrath of the Storm.''''' You can spend 5 resolve points to cast [[5e SRD:Lightning Bolt|''lightning bolt'']], as a 3rd-level spell.<br />
<br />
==== Strength ====<br />
<br />
*'''''Aspect Focus: Paragon of Bodily Virtues.''''' While focused on this aspect, you gain proficiency in Athletics skill. If you already have proficiency in Athletics skill, your proficiency bonus is doubled for any ability check you make that uses Athletics skill.<br />
<br />
*'''''Aspect Aura: Resolute Strength.''''' When you or any friendly creatures within your aura make a Strength saving throw, the creature gains a bonus to the saving throw equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: And It Shall Be Opened to You''''' You can spend 3 resolve points to cast [[5e SRD:Knock|''knock'']].<br />
<br />
*'''''Aspect Feature: Bigger Is Better.''''' You can spend 3 resolve points to cast [[5e SRD:Enlarge/Reduce|''enlarge/reduce'']] on yourself. You can only enlarge with this spell. The spell cast this way does not require concentration, and lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Supernatural Strength.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When you or any friendly creatures within your aura make a Strength check, the creature gains a bonus to the check equal to your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Trickery ====<br />
<br />
*'''''Aspect Focus: Charlatan's Disillusion.''''' While focused on this aspect, you cannot be charmed.<br />
<br />
*'''''Aspect Aura: Countercharm.''''' Whenever any friendly creatures within your aura must make a saving throw against being charmed, the creature gains a bonus to the saving throw equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Appetite for Deception.''''' You can spend 2 resolve points to cast [[5e SRD:Disguise Self|''disguise self'']].<br />
<br />
*'''''Aspect Feature: Illusory Defense.''''' You can spend 3 resolve points to cast [[5e SRD:Mirror Image|''mirror image'']].<br />
<br />
*'''''Aspect Feature: Mesmerizing Presence.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a hostile creature enters your aura for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. The save DC for the saving throw is increased by your aura bonus. On a failed save, the creature is incapaciatated and has a speed of 0 for 1 minute, until it is moved out of the aura, or until you lose focus on this aspect. Creatures immune to the charmed condition are immune to this feature.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Vigilance ====<br />
<br />
*'''''Aspect Focus: Semper Vigilans.''''' While focused on this aspect, you have advantage on the Wisdom (Perception) check.<br />
<br />
*'''''Aspect Aura: Night Patrol.''''' You and all creatures within your aura gain darkvision with a range of 60 feet if they do not have it already.<br />
<br />
*'''''Aspect Feature: Wild Agent.''''' You can spend 3 resolve points to cast [[5e SRD:Beast Sense|''beast sense'']].<br />
<br />
*'''''Aspect Feature: Sentinel's Strike.''''' When you hit a make an opportunity attack, you can spend 3 resolve points to gain a bonus to the attack roll equal to your aura bonus. On a hit, you add your aura bonus to the damage roll, and the target's speed is reduced to 0.<br />
<br />
*'''''Aspect Feature: Ready to Roll.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''You an all friendly creatures within your aura gain a bonus equal to your aura bonus to initiative rolls.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== War ====<br />
<br />
*'''''Aspect Focus: Thirst for Battle.''''' While focused on this aspect, you can use your bonus action to make one melee weapon attack on your turn.<br />
<br />
*'''''Aspect Aura: Controlled Rage.''''' When you or any friendly creatures within your aura makes a melee weapon attack using Strength, the creature gains a bonus to the damage roll equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Controlled Frenzy.''''' On your turn, when you make a melee weapon attack using Strength, you can spend 2 resolve points to gain advantage on that attack roll. If you use this feature, all attack rolls against you have advantage until your next turn.<br />
<br />
*'''''Aspect Feature: Powerful Blows.''''' On your turn, when you make a melee weapon attack using Strength, you can spend 3 resolve points to reroll the damage dice. You can choose either result.<br />
<br />
*'''''Aspect Feature: War Cry.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When you or any friendly creatures within your aura makes a melee attack, the creature gains a bonus to the attack roll equal to your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Water ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Oceanborne.''''' While focused on this aspect, you gain resistance to cold damage.<br />
<br />
*'''''Aspect Aura: Deep Sea Adjustment.''''' Whenever you start your turn, or a friendly creature starts its turn within your aura, the creature gains swimming speed equal to 5 feet plus 5 feet per your aura bonus, until the end of its turn. Additionally, you and all friendly creatures within your aura can breathe underwater and do not suffer the effects of extreme cold.<br />
<br />
*'''''Aspect Feature: Walking Fountain.''''' You can spend 2 resolve points to cast [[5e SRD:Create or Destroy Water|''create or destroy water'']], as a 1st-level spell. You can only create water with this spell.<br />
<br />
*'''''Aspect Feature: Embrace of the Tide.''''' You can spend 5 resolve points to give resistance to cold damage to all friendly creatures within your aura. This effect lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Frozen Blast.''''' You can spend 3 resolve points to cast [[5e SRD:Chromatic Orb|''chromatic orb'']] as a 2nd-level spell. You can only cause cold damage with this spell.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the aura guardian class, you must meet these prerequisites: ''Strength 13, Wisdom 13.''<br />
<br />
'''Proficiencies.''' When you multiclass into the aura guradian class, you gain the following proficiencies: ''Simple Weapons, Light Armor.''<br />
<br />
<br />
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{{5e Classes Breadcrumb}}<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Aura_Guardian_(5e_Class)&diff=1015520Aura Guardian (5e Class)2018-03-04T07:37:08Z<p>Roteton Kin: </p>
<hr />
<div><br />
== Aura Guardian ==<br />
<br />
<!--Introduction--><br />
<br />
=== Background ===<br />
<br />
Clad in chain mail, with a battleaxe at the ready, a human rushes towards his allies to aid in the defense. His mere presence bolsters the allies' defense as he raises his battleaxe and let out a great war cry. No wraiths nor ghouls can bring a glimpse of fear into their heart, for he is a beacon of courage, a paragon of great war.<br />
<br />
Nothing much is known of the entities often called as '''the aura guardians''', but they tend to stand out simply by existing. This is closely related to the source of their power: their own souls, representing their deepest thoughts, channel their innate mystic energy to perform wonders. The power from their soul is too much for an individual to bear, and as a result, it radiates from their origin and form an intagible yet powerful aura, affecting every living souls (and dead souls) within it.<br />
<br />
=== Creating an Aura Guardian ===<br />
<br />
;Quick Build<br />
You can make an aura guardian quickly by following these suggestions. First, make Strength or Wisdom your highest ablility score, depending on whether you want to focus on close combat or on the spellcasting from your aspects. Your next-highest ability score should be Constitution. Second, choose the soldier background.<br />
<br />
{{5e Class Features<br />
|name=Aura Guardian<br />
|summary=A mighty defender that manifests aspects from one's own soul to wield various powers.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light, Medium armors and shields<br />
|weapons=Simple weapons, greataxes, greatswords, mauls, pikes, warhammers<br />
|tools=None<br />
|saves=Strength, Wisdom<br />
|skills=Choose two from the following: Athletics, History, Insight, Persuasion, Perception, and Religion<br />
|item1a=(''a'') a greataxe, (''b'') a pike, or (''c'') a simple weapon<br />
|item1b=<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=A leather armor and two handaxes<br />
|item3b=<br />
|classfeatures1=[[#Aspects|Aspects]], [[#Aura Guardian Stance|Aura Guardian Stance]]<br />
|classfeatures2=[[#Aspect Resolves|Aspect Resolves]]<br />
|classfeatures3=[[#Aspect Aura|Aspect Aura]]<br />
|classfeatures4=<br />
|classfeatures5=&mdash;<br />
|classfeatures6=[[#Aura Guardian Stance|''Aura Guardian Stance'']] feature<br />
|classfeatures7=&mdash;<br />
|classfeatures8= <br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Aura Guardian Stance|''Aura Guardian Stance'']] feature<br />
|classfeatures11=[[#Extended Aura|Extended Aura]] (20 ft.)<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Aura Guardian Stance|''Aura Guardian Stance'']] feature<br />
|classfeatures15=&mdash;<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Extended Aura|Extended Aura]] (30 ft.)<br />
|classfeatures19=<br />
|classfeatures20=[[#Guardian's Determination|Guardian's Determination]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Aspects Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Resolve Points<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
<br />
|extra3_name=Aura Bonus<br />
|extra3_1=&mdash;<br />
|extra3_2=&mdash;<br />
|extra3_3=+1<br />
|extra3_4=+1<br />
|extra3_5=+1<br />
|extra3_6=+1<br />
|extra3_7=+2<br />
|extra3_8=+2<br />
|extra3_9=+2<br />
|extra3_10=+2<br />
|extra3_11=+3<br />
|extra3_12=+3<br />
|extra3_13=+3<br />
|extra3_14=+3<br />
|extra3_15=+4<br />
|extra3_16=+4<br />
|extra3_17=+4<br />
|extra3_18=+4<br />
|extra3_19=+5<br />
|extra3_20=+5<br />
}}<br />
<br />
==== Aspects ====<br />
<br />
As an aura guardian, you can channel some '''aspects''' of your soul to harness mystical energy within yourself. Aspects are categorized by your emotions and your thoughts on concrete or abstract concepts.<br />
<br />
At '''1st level''', you know two aspects of your choice. You learn additional aspects at higher levels, as shown in the Aspects Known column of the Aura Guardian table.<br />
<br />
Additionally, whenver you gain a level in this class, you can replace one aspect of the aspects you know with another aspect of your choice.<br />
<br />
;Aspect Focus<br />
<br />
In order to utilize your mystical power, you must focus on one of your aspects to draw ongoing benefits from it. As a bonus action, you can choose one of your aspects and gain its ''Aspect Focus'' bonus, which is detailed in that aspect's descriptions. You can use your bonus action to choose another aspect focus bonus to focus on, or dismiss your focus on your aspect without expending an action.<br />
<br />
Focusing on an aspect requires your concentration, as if concentrating on a spell. ''(See [[5e SRD:Casting a Spell#Concentration|"Concentration" on System Refrence Document]] for more details.)'' If you lose concentration, your focus on an aspect ends, and you lose all benefits from it.<br />
<br />
==== Aura Guardian Stance ====<br />
<br />
Starting at '''1st level''', the aura guardian choose a path to follow based on a chose stance. Choose one of the following stance: [[#Steadfast Stance|'''Steadfast Stance''']] or [[#Versatile Stance|'''Versatile Stance''']], both detailed at the end of the class description.<br />
<br />
Your choice grants you features at '''1st level''', and again at '''6th''', '''10th''', and '''14th level'''.<br />
<br />
==== Aspect Resolves ====<br />
<br />
Starting at '''2nd level''', your control over your mystic power becomes more complex, enabling you to manifest a range of various supernatural power with your inner fire. Your control over your mystic power is represented by a number of '''resolve points'''. Your aura guardian level determines the number of points you have, as shown in the ''Resolve Points'' column of the Aura Guardian table.<br />
<br />
You can spend your resolve points to fuel various aspect features. Each aspects describes effects you can create with it by spending a certain number of resolve points. You regain all spent resolve points when you finish a long rest.<br />
<br />
Some of your aspect features require your target to make a saving throw to resist the feature's effect. The saving throw DC is calculated as follows:<br />
<br />
<code><tt>Aspect save DC = 8 + your proficiency bonus + your Wisdom modifier</tt></code><br />
<br />
;Casting Aspect Spells<br />
<br />
Some aspect features allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you do not need to provide material components for it.<br />
<br />
If the spell requires saving throws to the target, you use your aspect save DC as your spell save DC. If the spell has a duration, the spell ends immediately when you lose focus on your aspect.<br />
<br />
==== Aspect Aura ====<br />
<br />
Starting at '''3rd level''', your inner mystic power creates an aura emanating from you, affecting other creatures surrounding you. While you are focused on your aspects, you emanate an aura in a 10-foot-radius. The effects of this aura depend on the aspect you are currently focused on, as detailed in that aspect's descriptions.<br />
<br />
''See [[Auras (5e Variant Rule)|"Auras" variant rule]] for reference.''<br />
<br />
==== Aura Bonus ====<br />
<br />
Starting at '''3rd level''', you gain an Aura Bonus. Your Aura Bonus increases as you gain levels in this class. Whenever you are subject to making a Constitution saving throw to maintain an Aspect Aura, you add your Aura Bonus to the saving throw.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extended Aura ====<br />
<br />
Starting at '''11th level''', the range of your aura increases to 20 feet. When you reach '''18th level''', the range of your aura increases to 30 feet.<br />
<br />
==== Guardian's Determination ====<br />
<br />
Starting at '''20th level''', your devotion and determination as an aura guardian gives you an unlimited resolves. Whenever you finish a short rest, you regain 4 resolve points.<br />
<br />
=== Aura Guardian Stances ===<br />
<br />
==== Steadfast Stance ====<br />
<br />
The aura guardians' ''steadfast stance'' represents their role as the defender, an indomitable bulwark that guard their allies and stand up to any threats they face. As the name implies, the stance is rarely broken, just like the aura guardian's will to protect those in needs.<br />
<br />
;Bonus Proficiency<br />
Starting from '''1st level''', you gain proficiency in heavy armor.<br />
<br />
;Stance of Bulwark<br />
Also starting from '''1st level''', you learn how some actions in a combat make the difference between life and death. When you or a friendly creature 5 feet away from you takes damage from an attack, you can use your reaction to either halve that damage, or take that damage yourself instead of the target creature.<br />
<br />
;Extra Attack<br />
Starting from '''6th level''', you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Stalwart Guardian<br />
Starting from '''10th level''', your willpower is too strong to be overpowered. You have advantage on Constitution saving throws to maintain your focus on an aspect.<br />
<br />
;Empowered Aspects<br />
Starting from '''14th level''', you and all friendly creatures within your aura have resistance to bludgeoning, piercing, and slashing damage from nonmagical source. Also, the area within your aura is a difficult terrain for your enemies.<br />
<br />
==== Versatile Stance ====<br />
<br />
The aura guardians' '''versatile stance''' is a variant implication of the power of aura, originating from the fact that one harness power through their own souls and thoughts. Through immense trainings and self-control, the aura guardian awakens a resolve of power that further enables their possibilities that can be utilized to serve their roles.<br />
<br />
;Bonus Aspects<br />
Starting from '''1st level''', you can manifest your aspects originating from more abstract concepts. The following aspects are added for your aspect list: ''[[#Air|Air]], [[#Earth|Earth]], [[#Fire|Fire]], [[#Storm|Storm]], [[#Water|Water]].''<br />
<br />
;Stance of Arcane Guardian<br />
Also starting from '''1st level''', you learn two cantrips from the following list: ''friends'', [[5e SRD:Light|''light'']], [[5e SRD:Mending|''mending'']], [[5e SRD:Message|''message'']], [[5e SRD:Mage Hand|''mage hand'']], [[5e SRD:Minor Illusion|''minor illusion'']], [[5e SRD:Spare the Dying|''spare the dying'']], and [[5e SRD:Prestidigitation|''prestidigitation'']]. You can cast these cantrips while you are focused on any of your aspects.<br />
<br />
;Aspect Bending<br />
Starting from '''6th level''', you can assume more direct and subtle controls over your mystic power channelled by your aspects. You learn two [[5e SRD:Sorcerer#Metamagic|''Metamagic'' options]] from the list available to [[5e SRD:Sorcerer|the sorcerer class]]. You can use these ''Metamagic'' options to the spells you cast using your aspect features, and you spend your resolve points instead of sorcery point to fuel your ''Metamagic''.<br />
<br />
;Aspect Veteran<br />
Starting from '''10th level''', you have better control over your mystic energy channelled through your aspects, performing wonders with less efforts. Whenever you cast a spell using your aspect features, you can reduce the resolve point cost by 1. You cannot reduce the resolve point cost below 2 with this feature.<br />
<br />
;Aspect Mastery<br />
Starting from '''14th level''', you have full control over one of the aspects of your soul molded by a particular concepts and thoughts. Choose one of the aspects you know. You can use the ''Aspect Feature'' options from the chosen aspect when you are focused on other aspects. If you do so, the resolve point cost for that option is increased by 1.<br />
<br />
=== Aspect List ===<br />
<br />
==== Air ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Breeze Step.''''' While focused on this aspect, moving through difficult terrain, both nonmagical and magical, costs you no extra movement, and you ignore any obstacles and spells that affects you when stepped on, including [[5e SRD:Ball Bearings (bag of 1,000)|ball bearings]], [[5e SRD:Caltrops (bag of 20)|caltrops]], and [[5e SRD:Grease|''grease'']] spell.<br />
<br />
*'''''Aspect Aura: Trade Wind Stride.''''' Your moving speed is increased by 5 feet plus 5 feet per your aura bonus. When a friendly creature starts its turn within your aura, the creature's moving speed is also increased by the same amount, until the end of the turn.<br />
<br />
*'''''Aspect Feature: Adroit Step.''''' You can spend 3 resolve points to take either Dash or Disengage action as a bonus action.<br />
<br />
*'''''Aspect Feature: Ride the Updraft.''''' You can spend 2 resolve points to cast [[5e SRD:Jump|''jump'']].<br />
<br />
*'''''Aspect Feature: Warding Gale.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When you or any friendly creature within your aura makes a Dexterity saving throw that allows it to take only half damage, the creature gains a bonus to the saving throw equal to your aura bonus, and takes no damage on a successful save.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Courage ====<br />
<br />
*'''''Aspect Focus: Protector's Courage.''''' While focused on this aspect, you cannot be frightened.<br />
<br />
*'''''Aspect Aura: Valorous Presence.''''' Whenever any friendly creatures within your aura must make a saving throw against being frightened, the creature gains a bonus to the saving throw equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Force of Gallantry.''''' You can spend 5 resolve points to cast [[5e SRD:Haste|''haste'']]. The spell cast this way does not require concentration, and lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Raw Nerve.''''' As a bonus action, you can spend 3 resolve points to gain a bonus to saving throws against being paralyzed or stunned equal to your aura bonus. This feature lasts for 1 minute or until you lose focus on this aspect. <br />
<br />
*'''''Aspect Feature: Surge of Bravery.''''' You can spend 2 resolve points to cast [[5e SRD:Heroism|''heroism'']]. The spell cast this way does not require concentration, and lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
==== Death ====<br />
<br />
*'''''Aspect Focus: Deathly Body.''''' While focused on this aspect, you have resistance to necrotic damage, and you can see normally in nonmagical darkness to a distance of 30 feet.<br />
<br />
*'''''Aspect Aura: Dying Lights.''''' In the area of your aura, bright light from nonmagical sources is reduced to dim light, and dim light from nonmagical sources is reduced to darkness. Additionally, when a hostile creature starts its turn within your aura, it must make on a Charisma saving throw. The save DC for this saving throw is increased by your aura bonus. On a failed save, the creature is blinded until the start of its next turn. Constructs and undeads automatically succeed on this saving throw.<br />
<br />
*'''''Aspect Feature: Painful Grip.''''' You can spend 2 resolve points to cast [[5e SRD:Inflict Wounds|''inflict wounds'']], as a 1st-level spell.<br />
<br />
*'''''Aspect Feature: The Dead Will Rise.''''' You can spend 5 resolve points to cast [[5e SRD:Animate Dead|''animate dead'']], as a 3rd-level spell.<br />
<br />
*'''''Aspect Feature: Death's Kiss.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a hostile creature other than construct or undead start its turn within your aura when it has no more than half of its hit point maximum, it takes necrotic damage equal to your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Earth ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Hard as a Rock.''''' While focused on this aspect, you have resistance to bludgeoning, piercing, and slashing damage from all nonmagical source, but your speed decreases by 10 feet.<br />
<br />
*'''''Aspect Aura: Stubborn as the Mountains.''''' When you or any friendly creatures within your aura make a saving throw against being knocked prone, shoved, or grappled, the creature gains bonus to the saving throw equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Shifting Earths.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a hostile creature enters your aura for the first time on a turn or starts its turn there, it must make a Strength saving throw. The save DC for the saving throw is increased by your aura bonus. On a failed save, the creature's speed drops to 0 until the start of its next turn.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
*'''''Aspect Feature: One with the Rock.''''' You can spend 5 resolve points to cast [[5e SRD:Meld into Stone|''meld into stone'']].<br />
<br />
*'''''Aspect Feature: Tremors with Magnitude.''''' As a bonus action, you can spend 2 resolve points to cause 1 creature within 10 feet of you to make a Strength saving throw. The creature must be on solid ground, cannot be flying and cannot be swimming. On a failed save, the target creature is knocked prone.<br />
<br />
==== Fear ====<br />
<br />
*'''''Aspect Focus: Menacing Presence.''''' While focused on this aspect, you gain proficiency in the Intimidation skill.<br />
<br />
*'''''Aspect Aura: Jaws of Defeat.''''' Whenever any hostile creature within your aura is hit by a melee attack, the creature must make a Wisdom saving throw. The save DC for this saving throw is increased by your aura bonus. On a failed save, the creature immediately falls prone. Creatures that are immune to being frightened automatically succeed on the save.<br />
<br />
*'''''Aspect Feature: Crippling Fear''''' You can spend 3 resolve points to target one hostile creature within your aura. Target creature must make a Wisdom saving throw or becomes frightened of you. While the creature is frightened by this feature, choose an ability score. The save DC for all saving throws the creature makes with the chosen ability is increased by your aura bonus. This feature lasts for 1 minute, or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Grasp of Despair.''''' You can spend 3 resolve points to cast [[5e SRD:Blindness/Deafness|''blindness/deafness'']].<br />
<br />
*'''''Aspect Feature: Withered Resolve.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''Whenever any hostile creatures within your aura makes a saving throw, the save DC for the saving throw is increased by your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Fire ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Forged by Fire.''''' While focused on this aspect, you gain resistance to fire damage.<br />
<br />
*'''''Aspect Aura: Searing Impact.''''' Whenever you or any friendly creatures within your aura hit target creature with a weapon attack or cantrip that require attack rolls, the target take additional fire damage equal to your aura bonus. Additionally, you and all friendly creatures within your aura do not suffer the effects of extreme heat.<br />
<br />
*'''''Aspect Feature: Embrace of the Blaze.''''' You can spend 5 resolve points to give resistance to fire damage to all friendly creatures within your aura. This effect lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Raging Blaze.''''' You can spend 5 resolve points to cast [[5e SRD:Fireball|''fireball'']], as a 3rd-level spell.<br />
<br />
*'''''Aspect Feature: Spontaneous Combustion.''''' As a bonus action, you can spend 2 resolve points to ignite one flammable object within your aura that is not being worn or carried.<br />
<br />
==== Greed ====<br />
<br />
*'''''Aspect Focus: Duplicitous.''''' While focused on this aspect, you have proficiency in the Deception and Persuasion skills.<br />
<br />
*'''''Aspect Aura: Silver Tongued.''''' You and friendly creatures within your aura add your aura bonus to Charisma (Deception) and Charisma (Persuasion) skill checks. Additionally, magic such as the [[5e SRD:Zone of Truth|''zone of truth'']] spell cannot determine if you or friendly creatures within your aura are lying.<br />
<br />
*'''''Aspect Feature: Influence.''''' You can spend 3 resolve points to cast [[5e SRD:Suggestion|''suggestion'']], as a 2nd-level spell.<br />
<br />
*'''''Aspect Feature: False Contract.''''' You can spend 2 resolve points to cast [[5e SRD:Illusory Script|''illusory script'']].<br />
<br />
*'''''Aspect Feature: Mind Games.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a creature enters the area within your aura, you can impose them to make a Wisdom saving throw. The save DC for the saving throw is increased by your aura bonus. On a failed save, the creature becomes charmed to you for 1 minute or until it moves out of your aura. While the creature is charmed this way, it has disadvantage on all skill checks.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Hope ====<br />
<br />
*'''''Aspect Focus: Aspiring Beacon.''''' While focused on this aspect, you gain proficiency in the Medicine skill, and when you use a healer's kit to stabilize a dying creature, that creature also gains 1 hit point.<br />
<br />
*'''''Aspect Aura: Embodiment of Hope.''''' Whenever you or any friendly creatures within your aura restores hit points from a spell, the creature regains additional hit points equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Inner Fire.''''' You can spend 3 resolve points to give one creature other than you within your aura temporary hit points equal to 1d8 plus your aura bonus. The temporary hit points last for 10 minutes, or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Ray of Hope.''''' You can spend 5 resolve points to cast [[5e SRD:Daylight|''daylight'']].<br />
<br />
*'''''Aspect Feature: Soul of Purity.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''Whenever any friendly creatures within your aura make a death saving throw, they gain a bonus to the saving throw equal to your aura bonus.'' <br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Knowledge ====<br />
<br />
*'''''Aspect Focus: Awakened Mind.''''' While focused on this aspect, you gain proficiency with one skill of your choice. Each time you focus on this aspect, you can choose a different skill.<br />
<br />
*'''''Aspect Aura: Augumented Expertise.''''' When you or any friendly creatures within your aura makes an ability check using a skill proficiency, the creature gains a bonus to the check equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Collective Expertise.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''You and all friendly creatures within your aura gain proficiency with any skill that at least one of the friendly creatures in the aura has proficiency with.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
*'''''Aspect Feature: Bibliophilia's Delight.''''' You can spend 2 resolve points to cast [[5e SRD:Comprehend Languages|''comprehend languages'']].<br />
<br />
*'''''Aspect Feature: Omniglot.''''' You can spend 5 resolve points to cast [[5e SRD:Tongues|''tongues'']].<br />
<br />
==== Protection ====<br />
<br />
*'''''Aspect Focus: Guardian's Stance.''''' While focused on this aspect, you gain +1 bonus to AC as long as you are wearing armor.<br />
<br />
*'''''Aspect Aura: Protective Presence.''''' When you or a friendly creature within your aura are hit by an attack, the creature can use its reaction to gain bonus to AC equal to your aura bonus against that attack.<br />
<br />
*'''''Aspect Feature: Personal Haven.''''' You can spend 2 resolve points to cast [[5e SRD:Sanctuary|''sanctuary'']].<br />
<br />
*'''''Aspect Feature: Spell Shield.''''' You can spend 5 resolve points to cast [[5e SRD:Counterspell|''counterspell'']]. as a 3rd-level spell.<br />
<br />
*'''''Aspect Feature: Warding Protection.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''You and friendly creatures in your aura are under the effect of the following spells: [[5e SRD:Protection from Evil and Good|''protection from evil and good'']] and [[5e SRD:Protection from Poison|''protection from poison'']].'' <br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Storm ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Stormborne.''''' Each time you focus on this aspect, choose on of the following damage type: lightning or thunder. While focused on this aspect, you gain resistance to the chosen damage type.<br />
<br />
*'''''Aspect Aura: Vengeful Storm.''''' When you or any friendly creature takes damage from a melee attack, the attacker must make a Dexterity saving throw. On a failed save, the attacker takes damage equal to 1d8 plus your aura bonus. The damage type is equal to the damage type you chose when you focus on this aspect.<br />
<br />
*'''''Aspect Feature: Embrace of the Storm.''''' You can spend 5 resolve points to give resistance to all friendly creatures within your aura. The damage type of resistance is equal to the damage type you chose when you focus on this aspect. This effect lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Roaring Thunder.''''' You can spend 2 resolve points to cast [[5e SRD:Thunderwave|''thunderwave'']], as a 1st-level spell.<br />
<br />
*'''''Aspect Feature: Wrath of the Storm.''''' You can spend 5 resolve points to cast [[5e SRD:Lightning Bolt|''lightning bolt'']], as a 3rd-level spell.<br />
<br />
==== Strength ====<br />
<br />
*'''''Aspect Focus: Paragon of Bodily Virtues.''''' While focused on this aspect, you gain proficiency in Athletics skill. If you already have proficiency in Athletics skill, your proficiency bonus is doubled for any ability check you make that uses Athletics skill.<br />
<br />
*'''''Aspect Aura: Resolute Strength.''''' When you or any friendly creatures within your aura make a Strength saving throw, the creature gains a bonus to the saving throw equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: And It Shall Be Opened to You''''' You can spend 3 resolve points to cast [[5e SRD:Knock|''knock'']].<br />
<br />
*'''''Aspect Feature: Bigger Is Better.''''' You can spend 3 resolve points to cast [[5e SRD:Enlarge/Reduce|''enlarge/reduce'']] on yourself. You can only enlarge with this spell. The spell cast this way does not require concentration, and lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Supernatural Strength.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When you or any friendly creatures within your aura make a Strength check, the creature gains a bonus to the check equal to your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Trickery ====<br />
<br />
*'''''Aspect Focus: Charlatan's Disillusion.''''' While focused on this aspect, you cannot be charmed.<br />
<br />
*'''''Aspect Aura: Countercharm.''''' Whenever any friendly creatures within your aura must make a saving throw against being charmed, the creature gains a bonus to the saving throw equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Appetite for Deception.''''' You can spend 2 resolve points to cast [[5e SRD:Disguise Self|''disguise self'']].<br />
<br />
*'''''Aspect Feature: Illusory Defense.''''' You can spend 3 resolve points to cast [[5e SRD:Mirror Image|''mirror image'']].<br />
<br />
*'''''Aspect Feature: Mesmerizing Presence.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When a hostile creature enters your aura for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. The save DC for the saving throw is increased by your aura bonus. On a failed save, the creature is incapaciatated and has a speed of 0 for 1 minute, until it is moved out of the aura, or until you lose focus on this aspect. Creatures immune to the charmed condition are immune to this feature.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Vigilance ====<br />
<br />
*'''''Aspect Focus: Semper Vigilans.''''' While focused on this aspect, you have advantage on the Wisdom (Perception) check.<br />
<br />
*'''''Aspect Aura: Night Patrol.''''' You and all creatures within your aura gain darkvision with a range of 60 feet if they do not have it already.<br />
<br />
*'''''Aspect Feature: Wild Agent.''''' You can spend 3 resolve points to cast [[5e SRD:Beast Sense|''beast sense'']].<br />
<br />
*'''''Aspect Feature: Sentinel's Strike.''''' When you hit a make an opportunity attack, you can spend 3 resolve points to gain a bonus to the attack roll equal to your aura bonus. On a hit, you add your aura bonus to the damage roll, and the target's speed is reduced to 0.<br />
<br />
*'''''Aspect Feature: Ready to Roll.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''You an all friendly creatures within your aura gain a bonus equal to your aura bonus to initiative rolls.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== War ====<br />
<br />
*'''''Aspect Focus: Thirst for Battle.''''' While focused on this aspect, you can use your bonus action to make one melee weapon attack on your turn.<br />
<br />
*'''''Aspect Aura: Controlled Rage.''''' When you or any friendly creatures within your aura makes a melee weapon attack using Strength, the creature gains a bonus to the damage roll equal to your aura bonus.<br />
<br />
*'''''Aspect Feature: Controlled Frenzy.''''' On your turn, when you make a melee weapon attack using Strength, you can spend 2 resolve points to gain advantage on that attack roll. If you use this feature, all attack rolls against you have advantage until your next turn.<br />
<br />
*'''''Aspect Feature: Powerful Blows.''''' On your turn, when you make a melee weapon attack using Strength, you can spend 3 resolve points to reroll the damage dice. You can choose either result.<br />
<br />
*'''''Aspect Feature: War Cry.''''' As a bonus action, you can spend 5 resolve points to replace your ''Aspect Aura'' feature with the following: ''When you or any friendly creatures within your aura makes a melee attack, the creature gains a bonus to the attack roll equal to your aura bonus.''<br />
<br />
:This effect lasts for 1 minute, or until you lose focus on this aspect or revert your ''Aspect Aura'' feature as a bonus action.<br />
<br />
==== Water ====<br />
<br />
''Exclusive to [[#Versatile Stance|Versatile Stance.]]''<br />
<br />
*'''''Aspect Focus: Oceanborne.''''' While focused on this aspect, you gain resistance to cold damage.<br />
<br />
*'''''Aspect Aura: Deep Sea Adjustment.''''' Whenever you start your turn, or a friendly creature starts its turn within your aura, the creature gains swimming speed equal to 5 feet plus 5 feet per your aura bonus, until the end of its turn. Additionally, you and all friendly creatures within your aura can breathe underwater and do not suffer the effects of extreme cold.<br />
<br />
*'''''Aspect Feature: Walking Fountain.''''' You can spend 2 resolve points to cast [[5e SRD:Create or Destroy Water|''create or destroy water'']], as a 1st-level spell. You can only create water with this spell.<br />
<br />
*'''''Aspect Feature: Embrace of the Tide.''''' You can spend 5 resolve points to give resistance to cold damage to all friendly creatures within your aura. This effect lasts for 1 minute or until you lose focus on this aspect.<br />
<br />
*'''''Aspect Feature: Frozen Blast.''''' You can spend 3 resolve points to cast [[5e SRD:Chromatic Orb|''chromatic orb'']] as a 2nd-level spell. You can only cause cold damage with this spell.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the aura guardian class, you must meet these prerequisites: ''Strength 13, Wisdom 13.''<br />
<br />
'''Proficiencies.''' When you multiclass into the aura guradian class, you gain the following proficiencies: ''Simple Weapons, Light Armor.''<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Talk:Robes_of_the_Fallen_(5e_Equipment)&diff=1011959Talk:Robes of the Fallen (5e Equipment)2018-02-23T03:06:11Z<p>Roteton Kin: </p>
<hr />
<div>This item appears to be an exact copy of 'The Shaed of Shadows' item or vice versa.{{Unsigned|Kingxl10}}<br />
:The two item's use many of the same effects, but there are significate differences between the two.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 05:47, 21 February 2018 (MST)<br />
::I am honestly really surprised that the item I made has similarities to another. I just came up with this for my lich wraith villain and wanted to put stats to paper, so to speak.--[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 20:06, 22 February 2018 (MST)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Call_of_Crusaders_(5e_Spell)&diff=1004356Call of Crusaders (5e Spell)2018-02-01T03:42:47Z<p>Roteton Kin: </p>
<hr />
<div>{{5e Spell<br />
|name=Call of Crusaders<br />
|school=conjuration<br />
|lvl=5th<br />
|casttime=1 action<br />
|range=Self (30-foot radius)<br />
|comp=V, S, M (a weapon in hand)<br />
|dur=1 minute<br />
|summary=Raise your weapon high as you call forth spectral Paladins from your deity.<br />
}}<br />
<br />
Raise your weapon high as you call forth a spectral paladin to aid you, graced to you from your deity. <br />
<br />
Until the spell ends, your deity sends down the soul of a devout [[Paladin (5e Creature)|paladin]] to aid you in battle. You summon 1 paladin within a radius of 30 feet of you. Equipment that the paladins are summoned with cannot be worn by another creature. If attempted, the equipment becomes spectral energy and goes back onto the paladin it was taken from. The paladin follows your commands and will follow the commands of those you choose. Otherwise, it will defend itself.<br />
<br />
----<br />
{{5e Paladin Spells Breadcrumb}}<!--repeat for every class which can cast this spell--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Conjuration School]]<br />
[[Category:Paladin 5]]<!--repeat for every class which can cast this spell--></div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Talk:Chimeran_(5e_Race)&diff=1001657Talk:Chimeran (5e Race)2018-01-25T00:47:38Z<p>Roteton Kin: </p>
<hr />
<div>{{Featured Article Nominee|09:09, 22 January 2018 (MST)}}<br />
<br />
Kydo, why do you believe that this race has incomplete categories? [[user:Roteton Kin|Roteton Kin]] 12:53, 1 Oct 2016<br />
<br />
: See the wiki markup at the bottom of the page? Those are categories. They are flexible, so you can put races into a variety of appropriate categories. The categories are used by the DPLs to sort races. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 05:54, 1 October 2016 (MDT)<br />
<br />
For the image, please can you provide attribution to the artist and a link to the source, thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:46, 1 October 2016 (MDT)<br />
<br />
== Musicus Rating ==<br />
<br />
{{Musicus|6}}<br />
<br />
[[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 04:34, 18 January 2018 (MST)<br />
<br />
== Featured Article Nominee ==<br />
<br />
This race has the potential to be a featured article. I am nominating this page as a featured article, with the reservation that it may need a little polishing work before it gets approved. This page needs to be supported, commented, or opposed from within our community, and double checked for conformation to featured article formatting and content standards by someone who will then let us know how well it meets these criteria. --[[User:Green Dragon|Green Dragon]] 09:09, 22 January 2018 (MST)<br />
<br />
*'''Comment''' - I've done a few touch-ups here and there but I think the physical description is lacking entirely and the image needs to be checked to see if it can be used and then credit if necessary. [[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 17:47, 23 January 2018 (MST)<br />
<br />
: Well, seeing as this was originally my design, I find it neat that it is being nominated as a featured article. Although, a few of features were taken away, such as Savage Attacker, I like the race modifications. I put more thought into the physical description and fleshed it out a bit more. As to the image being used to represent the race, I'm not sure how to go about giving credit for the image. --[[User:Roteton Kin|Roteton Kin]] ([[User talk:Roteton Kin|talk]]) 17:47, 24 January 2018 (MST)</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Chimeran_(5e_Race)&diff=1001649Chimeran (5e Race)2018-01-25T00:38:38Z<p>Roteton Kin: </p>
<hr />
<div>==Chimeran==<br />
<br />
<center><q>"I've seen many types of monsters in the world but the with the variety of Chimerans, it is hard to tell if it is a monster or just a cursed humanoid." -Axeus Kin, High Mage of the Kin Empire </q></center><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:40%;float:right"> {{5e Image|float:right|https://bigchrisartblizzard.files.wordpress.com/2011/09/dragonkin_firemaster_012.jpg| [https://bigchrisartblizzard.wordpress.com/2011/09/04/dragonkin-fire-master/ Dragon Chimeran]}}</div><br />
<br />
A monster in a humanoids skin, Chimerans are fierce battle-born warriors. Due to their origin, they vary in form and size. They tower over most races, save Goliaths for which they enjoy a good fight with. Their skin is tough and hardy, refusing to break to even the hardest steel. Lifting hundreds of pounds with veritable ease, they perform feats of strength that can put other races to shame. Many types of Chimerans exist, though the most prevalent are the following: the Lion, the brave; the Goat, the reckless; and the Dragon, the fierce. <br />
<br />
===Demonic Awakening===<br />
For every good wizard and evil wizard, there is a crazy one in the middle. A young wizard by the name of Randor Chin recently 'found' a scroll with regards of how druids perform the Awaken spell and was familiar with how Demogorgon created the first Chimera, so he had an idea. He would use this scroll detailing how to use the Awaken spell and find a Chimera to test it on. He found, much to his dismay, that Chimera's are difficult to find. So instead of finding one, he managed to strike a bargain with Demogorgon. He asked this demonic prince to give him the knowledge that allowed the two-headed behemoth to create the first Chimera. Demogorgon, being crafty and cruel, granted Randor's request and brought forth the closest Chimera to them. Randor was overjoyed and explained to Demogorgon what he wanted to do with the scroll he had. Demogorgon was intrigued but didn't show it and pondered for a minute, going over this proposal in his heads. His inner demons then told him, what better way to make an intelligent Chimera then to use the same spell that he used to make one in the first place. With a wave of his hand, Demogorgon smashed the Chimera and Randor together, and with the power of this demonic spell, Randor himself became what he desired to create. Randor found that he now had the humanoid form of a goat and he could not believe that Demogorgon would turn on one of his disciples but before he could object, Demogorgon vanished. Over time, Randor found that his magic was slipping away and he became more and more monstrous. He found himself gorging on beasts that he has slain with his hands and horns. He could not believe what he had become, he ventured off and found shelter in a cave. He had no provisions, so what little was left of his humanity was panicking. He saw that he had similar traits of the Chimera he was formed with. People like Randor made such a bargain with Demogorgon and he did the same to them. These creatures, regardless of who or what they were before, are now monsters and have the form to prove it.<br />
<br />
===Mistaken Identity===<br />
Chimerans are monsters, no denying that, but they are monsters out of necessity rather than by choice. The appearance of being a Chimera frightens many people so they often stick to themselves or live with other monsters. Chimerans come in many forms, but the most prevalent are the Lion, Goat and Dragon. The Dragon variant of the Chimera are physically similar to that of Dragonborn however, they lack a breath weapon and have a tail. The Lion and the Goat variants are a bit more distinguishable but even the Lion-like Chimerans get mistaken for Lion-folk. The Goat Chimeran's are often the most solitary but those seen in communities are found to be the most stubborn of the variants. This often mistaken identity causes them to need to learn on how to act like the race they are being mistaken for so that they may better blend in and not become an outcast or worse, to embrace their savage nature. Other variants of Chimerans exist, likely thanks to Demogorgon or monstrous breeding habits and try their best to be found outside of normal society. All Chimerans are strong and hardy and those that are in communities find work that best uses these traits. They can be found as laborers, athletes but seldom a job that makes them do combat unless the society they are in call of it.<br />
<br />
===Outcasts===<br />
Chimerans that are discovered living in communities are shunned and thrown out. Sometimes, Chimerans start a family and even they are forced to turn against them from the pressure of their communities. Even so, the families are often exiled for having relations with a monster. Despite this being the typical case, some races enjoy having Chimerans around. Dragonborn and other dragonic races enjoy having Chimerans as warriors that can match them in battle, Lionfolk have grown to trust Chimerans that have embraced their way of life and Satyrs being friends to all liked them from the start holding no prejudice towards them. Elves, in particular, hate Chimerans to the point of not letting them within the city walls and would sooner aim an arrow at their head than give them shelter.<br />
<br />
===Enslavement===<br />
Those who know of Chimerans often enslave wild ones and use them as shock troops, the most prevalent of the races that do so are Goblinoids. As a result, Chimerans have a natural distaste for Goblinoids and would sooner kill them than befriend them. Wild Chimeran's are slaves to their savagery and can be seen ransacking small settlements when game is scarce. They are often misunderstood due to their monstrous nature but even monsters have feelings and a desire to be something more. <br />
<br />
===Chimeran Names===<br />
Chimerans often take names that go with the race they look similar to. Lion Chimerans take Lion Folk names, Goat Chimerans take Satyr names and Dragon Chimerans take Dragonborn names. <br />
<br />
'''Male:''' <br />
*Lion: Any human name, as well as Claw, Tooth, Leo, or Mane; <br />
*Goat: Nessus, Pholus, Sajacks, Elatus, Eurytion, Hylaeus, Latreus, Oreus, Rhaecus, Cyllerus, Polkan, Magorian, Ronan, Apis, Dantares, Gadfort, Jaro, Kashing, Pelle, Vankar, Varios, Grover, Pan<br />
*Dragon: Arjhan, Balasar, Bharash, Donaar, Ghesh. Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn <br />
<br />
'''Female:'''<br />
*Lion: Any human name, as well as Paw and Fur <br />
*Goat: Endeis, Hippe, Melanippe, Euippe, Ocyrhoe, Carystus, Hylonome, Cybel, Dawn, Mae<br />
*Dragon: Akra, Biri, Daar, Farideh, Harann, Flavilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit<br />
<br />
===Chimeran Traits=== <!-- Musicus: 6 --><br />
{{5e Racial Traits<br />
|summary=Chimerans are tough and strong, with their natural weapons and fierceness they will overcome any obstacle<br />
|abilities=You {{5a|str}} score increases by 2. <!-- 2 --><br />
|age=Chimerans mature quickly, reaching adulthood at 10 but due to their monstrous blood mixed with humanoid blood, they live an average of 70 years.<br />
|alignment=Tending towards chaotic natures since their monstrous mind compels them to do so but they have been seen doing good things in some of the communities they are apart of.<br />
|size=Chimerans stand between 7 and 8 feet tall. They weigh an average of 250-380 lbs. and are often well built. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Powerful Build <!-- 0.5 --><br />
|description1= Chimerans are seen lifting nigh impossible amounts of weight given their size. Chimerans count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
|trait2=Natural Athlete <!-- 0.5 --><br />
|description2=You have proficiency in the {{5s|Athletics}} skill.<br />
|trait3=Toughness <!-- 1.5 --><br />
|description3=Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<br />
|trait4=Monstrosity <!-- 0 --><br />
|description4=Your creature type is both monsterosity and humanoid.<br />
|languages=You can read, write and speak Common and Draconic. They often use Draconic words when they speak in Common but try their best to avoid doing so.<br />
|subrace=Chimerans come in a variety of forms, the most common of them being the Lion, the Goat and the Dragon.<br />
}}<br />
<br />
====Lion Chimeran====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|trait1=Brave <!-- 0.5 --><br />
|description1=Lion Chimerans often defend creatures and throw themselves into danger. Lion Chimerans have advantage on saving throws against being {{5c|frightened}}.<br />
}}<br />
<br />
====Goat Chimeran====<br />
{{5e Subrace Traits<br />
|abilities=You {{5a|dex}} score increases by 1. <!-- 1 --><br />
|trait1=Goat's Charge <!-- 0.5 --><br />
|description1=Goat Chimerans often rush into battle and trying to convince them otherwise is foolhardy. Immediately after taking the Dash action and ending adjacent to a creature, you may use a bonus action to ram that creature with your horns. This attack deals 1d6 bludgeoning damage plus your {{5a|str}} modifier.<br />
}}<br />
<br />
====Dragon Chimeran====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1. <!-- 1 --><br />
|trait1=Draconic Resistance <!-- 0.5 --><br />
|description1=Dragon Chimerans are more in tune with the dragon blood of a Chimera. Dragon Chimerans have resistance to a damage type that pertains to the color of their scales, as shown in the table.<br />
}}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Scale Color || Damage Resistance<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Black || Acid<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| White || Cold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Red || Fire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Blue || Lightning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Green || Poison<br />
|}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Chimeran Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 6′ 11″ || +2d6 inches || 260 lb. || &times; (2d10) lbs.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Monstrosity Type]]<br />
[[Category:Humanoid Type]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Arcanum_Spellbook_(5e_Equipment)&diff=985389Arcanum Spellbook (5e Equipment)2017-12-12T14:09:29Z<p>Roteton Kin: Undo revision 985369 by 2600:1:92CF:AC4C:3869:4074:4256:7217 (talk)</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Arcanum Spellbook<br />
|type=Wondrous Item<br />
|rarity=very rare<br />
|attunement=requires attunement by a [[5e SRD:Wizard|wizard]]<br />
|description=The spellbook to replace all spellbooks<br />
}}<br />
<br />
An ''arcanum spellbook'' is a collective source of any and all wizards spells; past, present and future. The spellbook allows wizards to have any spells that they can muster within the tomb expanding their already vast knowledge. <br />
<br />
'''''Ink and Quill.''''' When preparing or copying new spells, an ''arcanum spellbook'' provides 1,000 gp worth of magical ink which can be replenished. The magical quill that the spellbook provides is so efficient that instead of the normal price and time to prepare or copy spells, it reduces them both by half. The price is reduced to a minimum of 10 gp per spell level and the time is reduced to a minimum of 30 minutes per spell level. <br />
<br />
'''''Limitless Scrolls.''''' Within an ''arcanum spellbook's'' pages are scrolls that appear to be without end. A wizard attuned to this item is able to prepare spells equal to double their wizard level plus their Intelligence modifier. In addition, when copying spells from [[5e SRD:Spell Scroll|spell scrolls]] and the like, the wizard is able to copy these spells into this book by simply placing the scroll into the book as it takes the new scroll and magically sews the item into the books binding. The wizard must still spend the required time practicing any spells copied in this way as described in the [[5e SRD:Wizard#Your Spellbook|wizard]] class on copying spells into your spellbook.<br />
<br />
'''''Superior Rituals.''''' ''Arcanum spellbooks'' are able to assist in the ritual casting process to where it no longer takes 10 minutes to cast a ritual spell. Instead, it now takes the normal casting time to cast a ritual spell as a ritual.<br />
<br />
'''''Arcane Security.''''' ''Arcanum spellbooks'' are enchanted with the following spells: [[5e SRD:Alarm|''alarm'']], [[5e SRD:Arcane Lock|''arcane lock'']], [[5e SRD:Illusory Script|''illusory script'']] and [[5e SRD:Magic Mouth|''magic mouth'']]. The ''alarm'' only triggers if someone that you do not allow touches or reads your spellbook. The ''arcane lock'' is not suppressed with the use of the [[5e SRD:Knock|''knock'']] spell. The ''illusory script'' makes it to where if someone were to read your spellbook it would just be utter nonsense. The ''magic mouth'' states a message, within the limits of the spell, of your choice when the book is opened.<br />
<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Wondrous Items Breadcrumb}}[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Venomous_Bow_(5e_Equipment)&diff=962394Venomous Bow (5e Equipment)2017-11-10T06:04:40Z<p>Roteton Kin: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Venomous Bow<br />
|type=Weapon<br />
|subtype=any bow or crossbow<br />
|rarity=very rare<br />
|attunement=requires attunement<br />
|description=Poison is flying in the air causing even the hardiest of foes to bend to its will. May your foes take caution when fighting one with the power of poison in ones hand.<br />
<br />
'''''Magic Weapon.''''' This venomous weapon is considered to be magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. <br />
<br />
'''''Poison Generation.''''' This weapon creates a mild poison that can be applied to ammunition fired. A creature hit with ammunition applied with this poison must make a DC 14 {{5a|con}} saving throw at the end of your turn. On failure, they take 5d6 poison damage and are {{5c|Poisoned}} for 10 minutes. On success, they take half that damage and are not poisoned. If poison is applied to ammunition, it lasts for 1 hour, after which it is harmless. The poison is automatically applied to the ammunition fired unless the creature attuned to this weapon spends 1 hour with a Poisoner's Kit to stop the generation. <br />
<br />
'''''Potent Poison.''''' [[5e_SRD:Poisons|Poisons]] applied to ammunition fired from this bow cause the target to make the saving throw against the poison at disadvantage.<br />
<br />
'''''Thick Blood.''''' Upon attuning to this weapon, you have immunity to poison damage and proficiency when using Poisoner's Kits. If you already have proficiency in Poisoner's Kits, you may double your proficiency bonus.<br />
<br />
'''''Compartmental.''''' This weapon has small compartments, large enough for a vial, to fit. It can fit as many as 4 vials at a time.<br />
<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Vampire_Lord_(5e_Creature)&diff=959031Vampire Lord (5e Creature)2017-11-03T05:13:12Z<p>Roteton Kin: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Vampire Lord==<br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|race=shapechanger<br />
|alignment=lawful evil<br />
|ac=20<br />
|armor=natural armour<br />
|hp=345<br />
|hpdice=30d10 + 180<br />
|speed=50 ft., fly 80 ft.<br />
|str=22<br />
|dex=22<br />
|con=22<br />
|int=20<br />
|wis=18<br />
|cha=25<br />
|strmod=+6<br />
|dexmod=+6<br />
|conmod=+6<br />
|intmod=+5<br />
|wismod=+4<br />
|chamod=+7<br />
|saves={{5e|Dexterity|Dex}} +14, {{5e|Wisdom|Wis}} +12, {{5e|Charisma|Cha}} +15<br />
|skills={{5s|Deception}} +15, {{5s|Intimidation}} +15, {{5s|Perception}} +12, {{5s|Persuasion}} +15, {{5s|Stealth}} +14<br />
|di=necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dr=bludgeoning, piercing and slashing from nonmagical attacks that are silvered<br />
|dv=radiant<br />
|senses={{5e|Truesight}} 120 ft., passive {{5s|Perception}} 22<br />
|languages=the languages it knew in life, telepathy 120 ft.<br />
|cr=25<br />
|xp=75,000<br />
|features=<br />
'''''Shapechanger.''''' The vampire can use an action to polymorph into a [[Nightwing Bat (5e Creature)|nightwing bat]], a Large cloud of mist, its humanoid form before becoming a vampire lord, or back into its true form.<br/><br />
While in bat form, the vampire can't speak, its walking speed is 10 feet, and it has a flying speed of 90 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.<br/><br />
While in mist form, the vampire can't take any actions, speak or manipulate objects. It is weightless, has a flying speed of 45 feet, can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has {{5e|Advantage}} on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and it is immune to all nonmagical damage.<br/><br />
While in its humanoid form, the vampire cannot use its Vampiric Touch, Bite, Soul Drain, Children of the Night actions or any of its legendary actions except Move and Unarmed Strike. In addition, it cannot fly. While in humanoid form, the vampire typically moves slower and refrains from using its innate spellcasting as to not attract attention to itself.<br />
<br />
'''''Legendary Resistance (3/Day).''''' If the vampire fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Misty Escape.''''' When the vampire drops to 0 {{5e|Hit Points|hit points}} outside of its resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {{5c|Unconscious}}, provided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its vampire form. It is then forced to remain in its resting place until it regains at least 1 {{5e|Hit Points|hit point}}. After spending 1 minute in its resting place with 0 {{5e|Hit Points|hit points}}, it regains 1 {{5e|Hit Points|hit point}}.<br />
<br />
'''''Regeneration.''''' The vampire lord regains 30 {{5e|Hit Points|hit points}} at the start of its turn if it has at least 1 {{5e|Hit Points|hit point}} and isn't in sunlight. If the vampire takes radiant damage or damage from {{5e|Holy Water (vial)|holy water}}, this trait doesn't function at the start of the vampire lord's next turn.<br />
<br />
'''''Spider Climb.''''' The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br />
<br />
'''''Death Warden.''''' When casting the [[5e SRD:Animate Dead|''animate dead'']] or [[5e SRD:Create Undead|''create undead'']] spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting [[5e SRD:Animate Dead|''animate dead'']] or [[5e SRD:Create Undead|''create undead'']] once on creatures, it no longer needs to be cast on those creatures to retain its control over them. <br />
<br />
'''''Turn Immunity.''''' The vampire is immune to effects that turn undead.<br />
<br />
'''''Marshal Undead.''''' Undead creatures within 60 feet of the vampire have {{5e|Advantage}} on saving throws against effects that turn undead. <br />
<br />
'''''Magic Resistance.''''' The vampire has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Enhanced Attacks.''''' The vampire's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.<br />
<br />
'''''Innate Spellcasting.''''' The vampire's innate spellcasting ability is {{5a|cha}} (spell save DC 23, +15 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:<br />
<br />
At will: [[5e SRD:Animate Dead|''animate dead'']], [[5e SRD:Blight|''blight'']], [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Darkness|''darkness'']], [[5e SRD:Disguise Self|''disguise self'']], [[5e SRD:Greater Invisibility|''greater invisibility'']], [[5e SRD:Levitate|''levitate'']], [[5e SRD:Telekinesis|''telekinesis'']]<br/><br />
5/day each: [[5e SRD:Create Undead|''create undead'']], [[5e SRD:Eyebite|''eyebite'']], [[5e SRD:Dominate Person|''dominate person'']], [[5e SRD:Fear|''fear'']]<br/><br />
3/day each: [[5e SRD:Finger of Death|''finger of death'']], [[5e SRD:Circle of Death|''circle of death'']] (cast using a 7th level spell slot), [[Waves of Exhaustion (5e Spell)|''waves of exhaustion'']]<br/><br />
1/day each: [[5e SRD:Dominate Monster|''dominate monster'']] (cast using a 9th level spell slot), [[5e SRD:Power Word Kill|''power word kill'']]<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack (Humanoid or Vampire Form Only).''''' The vampire makes three attacks, only one of which can be a bite attack.<br />
<br />
'''''Unarmed Strike (Humanoid or Vampire Form Only).''''' ''Melee Weapon Attack:'' +14 to hit, reach 5 ft. (10 ft. in vampire form), one creature. ''Hit:'' 11 (1d10 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 22). <br />
<br />
'''''Vampiric Touch (Vampire Form Only).''''' ''Melee Spell Attack:'' +15 to hit, reach 10 ft., one creature. ''Hit:'' 28 (6d6 + 7) necrotic damage. The vampire regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is {{5c|Grappled}} (escape DC 22). The vampire lord can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a [[5e SRD:Zombie|zombie]] after 1 hour under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Bite (Bat or Vampire Form Only).''''' ''Melee Weapon Attack:'' +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control.<br />
<br />
'''''Soul Drain (Vampire Form Only; Recharge 5-6).''''' ''Ranged Spell Attack:'' +15 to hit, range 60 ft., one creature. ''Hit:'' 42 (10d6 + 7) necrotic damage. The target makes a DC 23 {{5a|con}} saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire lord to its hit point maximum, it gains the excess as temporary hit points. A humanoid slain in this way and then buried in the ground rises the following night as a [[5e SRD:Vampire Spawn|vampire spawn]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
'''''Charm.''''' The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire lord, the target must succeed on a DC 23 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire lord's bite attack. Each time the vampire or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect<br />
<br />
'''''Children of the Night (3/Day).''''' The vampire magically calls 4d6 [[5e SRD:Giant Bat|giant bats]] or [[5e SRD:Giant Rat|rats]], provided that the sun isn't up. While outdoors, the vampire can call 3d6 [[5e SRD:Dire Wolf|dire wolves]] instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire lord dies, or until the vampire lord dismisses them as a bonus action. <br />
<br />
|legendary={{Legendary Actions|name=vampire|actions=3}}<!--Delete if unused--><br />
<br />
'''Move.''' The vampire moves up to its speed without provoking opportunity attacks.<br/><br />
'''Vampiric Touch or Unarmed Strike.''' The vampire makes one Vampiric Touch attack or one unarmed strike.<br/><br />
'''Bite (Costs 2 Actions).''' The vampire makes one bite attack.<br/><br />
'''Cast a Spell (Costs 2 Actions).''' The vampire casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.<br/><br />
'''Absorb Life (Costs 3 Actions).''' Every non-undead creature within a 30-foot radius of the vampire lord must make a DC 23 {{5a|con}} saving throw. On a failed save, creatures take 35 (10d6) necrotic damage and have their hit point maximum reduced by that amount until the [[5e SRD:Greater Restoration|''greater restoration'']] spell or similar magic is cast on them. On success, creature take half damage and do not have their hit point maximum reduced. The vampire regains the amount of necrotic damage dealt as hit points. If the amount of hit points the vampire gains restores the vampire to its hit point maximum, the vampire lord gains the excess as temporary hit points. A humanoid slain in this way becomes a [[5e SRD:Wraith|wraith]] under the vampire's control. The vampire cannot use this action when it is in direct sunlight.<br />
<br />
|description=<br />
{{5e Image|center|http://img13.deviantart.net/a9e3/i/2012/133/c/6/vampire_the_blood_lord_by_pamansazz-d4zo27o.jpg|"I always wondered what it was like to be superior to all those around me...now I know"}}<br />
Vampire lords often have numerous undead beside it, usually freshly killed and animated and bent to its will. They usually fly above the battlefield using their impressive wingspan to soar above the battlefield unleashing spells of death upon its foes often unbeknownst to those below with its innate ability to become invisible. <br />
<br />
When that fails, the vampire lord is no slouch when it comes to hand to hand combat as their very touch can kill a creature where it stands only to have it serve its new master when it falls. With its dealings with necromancy and its natural undeath, it uses these innate necromantic abilities to further its vitality and siphon the very life energy of those around them making if difficult for any to even get close to it.<br />
<br />
Very few vampires live the millennia it takes to become a vampire lord and even fewer master their new found abilities. Though rumors say that the process to become a vampire lord is within the pages of the Book of Vile Darkness. Even so, one must be a vampire to do anything with the ritual, all others will only become lifeless shells of their former selves. Be wary when facing this master of death as it may be the last time you are truly alive of your own free will.<br />
<br />
In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred. <br />
<br />
Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call. <br />
<br />
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal. <br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Desert_Elf_(5e_Subrace)&diff=955863Desert Elf (5e Subrace)2017-10-26T06:15:28Z<p>Roteton Kin: </p>
<hr />
<div>{{stub|WIP}}<br />
<br />
===Desert Elf Subrace===<br />
<!--Description--><br />
<br />
{{5e Subrace Traits<br />
|abilities=Desert Elves are, by their nature, perceptive in their surroundings. Your Wisdom score increases by 1.<br />
|trait1=Desert Elf Weapon Training<br />
|description1=Metal is not a common material found in the deserts and as it takes time to cultivate and smith, it is not widely used for weapons. As a result, desert elves find new weapons to train in. You are proficient in: whips, blowguns, short bows and longbows.<br />
|trait2=Desert Adaption<br />
|description2=Due to being born and raised within the harsh deserts, you have acclimated to the heat. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide and are not hindered by difficult terrain when in sandy environments.<br />
|trait3=Survivalist<br />
|description3=Deserts are harsh and unforgiving, you must know how to survive. You have proficiency in the Survival skill.<br />
<!--etc, up to 5 traits--><br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Elf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Roteton Kinhttps://www.dandwiki.com/w/index.php?title=Iggwilv,_the_Witch_Queen_(5e_Creature)&diff=955825Iggwilv, the Witch Queen (5e Creature)2017-10-26T04:28:12Z<p>Roteton Kin: </p>
<hr />
<div>==Iggwilv, the Witch Queen==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=human<br />
|alignment=chaotic evil<br />
|ac=25<br />
|armor=[[Cloak of the Witch Queen (5e Equipment)|cloak of the witch queen]]<br />
|hp=405 (411 with [[5e SRD:False Life|''false life'']])<br />
|hpdice=30d8 + 210<br />
|speed=30 ft., fly 60 ft.<br />
|str=10<br />
|dex=22<br />
|con=24<br />
|int=28<br />
|wis=16<br />
|cha=28<br />
|strmod=+0<br />
|dexmod=+6<br />
|conmod=+7<br />
|intmod=+9<br />
|wismod=+3<br />
|chamod=+9<br />
|saves=Dex +16, Con +16, Wis +12<br />
|skills=Acrobatics +16, Athletics +9, Arcana +18, History +18, Insight +12, Nature +18, Perception +12, Religion +18<br />
|di=lightning, poison<br />
|ci=charmed, frightened, poisoned<br />
|dr=acid, cold, fire<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=darkvision 60 ft., truesight 60 ft., passive Perception 22<br />
|languages=Common, Abyssal, Celestial, Draconic, Infernal <br />
|cr=30<br />
|xp=155,000<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If Iggwilv fails a saving throw, she can choose to succeed instead. <br />
<br />
'''''Permanency Spells.''''' Iggwilv has the following spells always in effect unless she chooses them not to be: [[5e SRD:Darkvision (Spell)|''darkvision'']], [[5e SRD:True Seeing|''true seeing'']], [[Arcane Sight (5e Spell)|''arcane sight'']], [[5e SRD:Fly|''fly'']], and [[5e SRD:Tongues|''tongues'']].<br />
<br />
'''''Gift from Death.''''' Iggwilv is able to cast spells from the cleric spell list in addition to the wizard spell list.<br />
<br />
'''''Greater Contingency.''''' Iggwilv has the following spell in effect through [[Greater Contingency (5e Spell)|''greater contingency'']]: [[5e SRD:Resurrection|''resurrection'']].<br />
<br />
'''''Contingency.''''' Iggwilv has the following spell in effect through [[5e SRD:Contingency|''contingency'']]: [[5e SRD:Greater Restoration|''greater restoration'']].<br />
<br />
'''''Worn Equipment.''''' Iggwilv has the following pieces of equipment attuned to her: [[Cloak of the Witch Queen (5e Equipment)|cloak of the witch queen]], [[Belt of Battle (5e Equipment)|belt of battle]], [[Robe of the Abyss (5e Equipment)|robe of the abyss]] and [[Boots of Swiftness (5e Equipment)|boots of swiftness]].<br />
<br />
'''''Cloak of the Witch Queen.''''' The cloak of the witch queen has the following properties:<br />
<br />
*Magic Item. The ''cloak of the witch queen'' is a magic item that grants a +3 bonus to AC while worn. The cloak also functions as a [[5e SRD:Ring of Protection|''ring of protection'']], [[5e SRD:Ring of Spell Storing|''ring of spell storing'']], [[5e SRD:Ring of Djinni Summoning|''ring of djinni summoning'']], [[Ring of Arcanum (5e Equipment)|''ring of arcanum'']] (very rare version; 6th level), [[5e SRD:Robe of the Archmagi|''robe of the archmagi'']] [[5e SRD:Amulet of the Planes|''amulet of the planes'']] and [[5e SRD:Ring of Free Action|''ring of free action'']]. When Iggwilv the Witch Queen is attuned to this item, she is allowed to make an additional attunement to another magic item. <br/><br />
*Power of Mind and Will. While attuned and wearing to this item, your Intelligence and Charisma scores are each increased by 4 to a maximum of 24. When Iggwilv the Witch Queen is attuned and wearing her cloak, her Intelligence and Charisma scores are each increased by 6 to a maximum of 28 and cannot be lower than 25. <br/><br />
*Vitality. While wearing this cloak, you are immune to effects that reduce your hit point maximum. In addition, you have an additional 2 hit points per hit die (included in the hit points). <br/><br />
*Random Properties. <br/> <br />
**2 minor beneficial properties <br/> <br />
**1 major beneficial property <br/><br />
**2 minor detrimental properties <br/><br />
**1 major detrimental property <br/><br />
<br />
'''''Belt of Battle.''''' The belt of battle has the following properties:<br />
<br />
*Take the Initiative. While attuned and wearing the belt, you have advantage on initiative rolls. <br/><br />
*Exertion. The belt of battle has 3 charges and regains 1d4-1 expended charges daily at dawn. While wearing the belt you can use a bonus action and expend 1 or more charges to cause any of the following effects to take place: <br/><br />
**Move (1 charge): you can take an additional 15 feet of movement on the turn you use this feature. <br/><br />
**Reaction (2 charges): you can take an additional reaction this round but it must be taken before the start of your next turn. <br/><br />
**Action (3 charges): you can take an additional action. The additional action can be any of the following: Hide, Dodge, Move, Dash or one additional attack. If the additional attack is a ranged attack, the ranged weapon must either be loaded and/or you must have the ammunition to use it. If the additional attack is a spell attack, the spell attack must be a cantrip. This additional action must be taken the turn you use this feature. <br/><br />
<br />
'''''Boots of Swiftness.''''' The boots of swiftness have the following properties:<br />
<br />
*Dexterous. While wearing these boots, you have advantage on Dexterity saving throws.<br/> <br />
*Quick Footed. While wearing these boots, your walking speed is doubled. <br/><br />
*Evasive. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage while wearing these boots, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br/> <br />
*Peak Condition. While wearing these boots, you have proficiency in the following skills: Athletics and Acrobatics. <br/><br />
*Haste. As an action, you can be under the effect of the [[5e SRD:Haste|''haste'']] spell. While under the effect of the ''haste'' spell from this item, your walking speed is not doubled again but all other speeds are as normal. You must maintain concentration for this effect to remain active and it lasts up to the duration of the spell. You can use this feature again after 8 hours. <br/><br />
<br />
'''''Robe of the Abyss.''''' The robe of the abyss has the following properties:<br />
<br />
*Demon Blood Shielding. When wearing this robe, you have immunity to lightning and poison damage as well as the poisoned condition. In addition, you have resistance to acid, cold and fire damage.<br/><br />
*Veil of Evil. While wearing this robe, you are permanently under the effect of the [[5e SRD:Protection from Evil and Good|''protection from evil and good'']] spell. In addition, you understand Abyssal and Infernal.<br/><br />
*Familiar. As long as you wear this robe, you have a [[5e SRD:Quasit|quasit]] familiar. His name is Black Comet. <br/><br />
<br />
'''''Spellcasting.''''' Iggwilv is a 20th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 28, +20 to hit with spell attacks). Iggwilv can cast [[5e SRD:False Life|''false life''*]] and [[5e SRD:Misty Step|''misty step'']] at will and has the following wizard spells prepared.<br />
<br />
Cantrips (At will): [[5e SRD:Mage Hand|''mage hand'']], [[5e SRD:Mending|''mending'']], [[5e SRD:Prestidigitation|''prestidigitation'']], [[5e SRD:True Strike|''true strike'']], [[5e SRD:Ray of Frost|''ray of frost'']]<br/><br />
1st level (4 slots): [[5e SRD:Grease|''grease'']], [[5e SRD:Magic Missile|''magic missile'']], [[5e SRD:Shield|''shield'']]<br/> <br />
2nd level (3 slots): [[5e SRD:Blindness/Deafness|''blindness/deafness'']], [[5e SRD:Hideous Laughter|''tasha’s hideous laughter'']]<br/><br />
3rd level (3 slots): [[5e SRD:Magic Circle|''magic circle'']], [[5e SRD:Fear|''fear'']], [[5e SRD:Counterspell|''counterspell'']]<br/><br />
4th level (3 slots): [[Dimensional Anchor (5e Spell)|''dimensional anchor''*]], [[5e SRD:Greater Invisibility|''greater invisibility'']], [[5e SRD:Stoneskin|''stoneskin''*]], [[5e SRD:Banishment|''banishment'']]<br/><br />
5th level (3 slots): [[5e SRD:Dominate Person|''dominate person'']], [[5e SRD:Mislead|''mislead'']], [[5e SRD:Greater Restoration|''greater restoration'']]<br/><br />
6th level (4 slots): [[5e SRD:Chain Lightning|''chain lightning'']], [[5e SRD:Disintegrate|''disintegrate'']], [[5e SRD:Flesh to Stone|''flesh to stone'']], [[5e SRD:Contingency|''contingency'']]<br/> <br />
7th level (2 slots): [[5e SRD:Forcecage|''forcecage'']], [[5e SRD:Finger of Death|''finger of death'']], [[5e SRD:Resurrection|''resurrection'']]<br/> <br />
8th level (1 slot): [[5e SRD:Maze|''maze'']], [[5e SRD:Mind Blank|''mind blank''*]], [[Greater Contingency (5e Spell)|''greater contingency'']]<br/> <br />
9th level (1 slot): [[5e SRD:Gate|''gate'']], [[5e SRD:Shapechange|''shapechange'']], [[5e SRD:Time Stop|''time stop'']], [[5e SRD:Wish|''wish'']]<br/><br />
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<nowiki>*</nowiki>''Iggwilv casts these spells on herself before combat.''<br />
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|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' Iggwilv makes 2 Arcane Fire attacks and casts a spell of 1st level or higher from her spellcasting feature.<br />
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'''''Arcane Fire.''''' ''Ranged Spell Attack:'' +20 to hit, 60 ft. range, one creature. ''Hit:'' 23 (4d6 + 9) fire damage. This attack ignores fire resistance and immunity.<br />
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|legendary={{Legendary Actions|name=Witch Queen|actions=3}}<!--Delete if unused--><br/><br />
'''''Cantrip.''''' Iggwilv casts a cantrip.<br/><br />
'''''Check (Costs 2 Actions).''''' Iggwilv casts a spell of 5th level or lower.<br/><br />
'''''Checkmate (Costs 3 Actions).''''' Iggwilv casts a spell of 6th level or higher.<br/><br />
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|description=<br />
{{5e Image|center|https://4.bp.blogspot.com/-hig1fwZWrNw/V3LCtcL63LI/AAAAAAAAH0U/H1yAmwknCushKJp7YrJcXe4D_XiEDj6qgCLcB/s1600/334iggsavagetide.jpg|Iggwilv, planning her domination of evil[[http://thecampaign20xx.blogspot.com/2016/06/dungeons-dragons-guide-to-iggwilv-witch.html|1]]}}<br />
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Beloved and hated of Graz'zt, Matriarch of Diabolists, Mother of Iuz, Daughter of Baba Yaga, Apprentice of Zagig, the Witch-Queen of Perrenland and author of the ''Demononmicon'', Iggwilv currently dwells with her apprentices in the Grey Wastes of Hades. Iggwilv is an archmage, her apprentices, arcanaloths, and her guard dogs linnorms, so her privacy is impressive.<br />
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}}<br />
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{{5e Creatures Breadcrumb}}[[Category:User]]</div>Roteton Kin