Abyssal Dragon Lord (Re-balanced) (5e Class)

From D&D Wiki

Jump to: navigation, search

The Abyssal Dragon Lord[edit]

A group of adventurers wanders the dark Abyss, seeking to slay the rulers within. However, they must first overcome hordes of demons, each one worth a dozen warriors at least. With almost insouciant courage, a human charges, only to be consumed by the flames of a balor. The demons before them were merely a diversion for the true warriors to appear. The balor crushes the remaining opposition, claiming their souls for the Abyss.

A terrible dragon ravages the countryside, incinerating those who dare to walk the roads it has claimed. Many have attempted to defeat it, but none have survived. Growing dissatisfied, the dragon approaches the nearby castle town, supposedly home to magnificent treasures and the finest knights in the realm. However, they are simply no match for the dragon's might, for one breath of fire is sufficient to destroy half of the town. The dragon destroys the castle, claims its treasures, and returns to its lair.

Combining the fearsome powers of the creatures above, an elf prepares to face the pack of hook horrors approaching her and her severely wounded party members. With one swift motion, she transforms into an angelic dragon and breathes on her companions. Once the breath is gone, they are all standing, ready to fight the oncoming horde.

Harbingers of Destruction[edit]

The abyssal dragon lord is discernible by its ability to transform into a dragon of darkness, known as an abyssal dragon, a demon dragon, or a drakith. This form combines the fearsome strength of a dragon with the faultless might of a demon, creating a truly formidable creature that the abyssal dragon lord can call upon the power of as they please. Although the powers they wield are quite evil in nature, some abyssal dragon lords achieve a balance of forces, utilizing the power of a metallic dragon and a demon in tandem. Regardless of their allegiance, an abyssal dragon lord is capable of utterly annihilating their opposition effortlessly, with speed and efficacy exceeding dragons or demons.

Creating an Abyssal Dragon Lord[edit]

Black-Dragon-Wallpapers-HD.jpg
by Ghostwalker2061

When creating an abyssal dragon lord, consider how you obtained such powers. Did you experiment upon the corpse of a dragon, combining its body with the essence received from a fallen demon? Perhaps you uncovered an ancient ritual crafted by cultists of old in an attempt to create the most evil creature of all? Is your power a result of pacts with multiple deities, culminating into an unopposable force? The power of an abyssal dragon lord is not one that can be developed by the typical mortal, so ensure that you elucidate the method with which you obtained your powers.

Quick Build

You can make an abyssal dragon lord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the acolyte background. Third, choose the longsword, the chain mail, and the explorer's pack.

Class Features

As a Abyssal Dragon Lord you gain the following class features.

Hit Points

Hit Dice: 1d10 per Abyssal Dragon Lord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Abyssal Dragon Lord level after 1st

Proficiencies

Armor: Light armor, medium armor, shields, heavy armor.
Weapons: All weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two of the following: Arcana, athletics, deception, insight, intimidation, perception, persuasion, stealth, and survival.

Equipment

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

Table: The Abyssal Dragon Lord

Level Proficiency
Bonus
Transformations Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1 Demon Dragon's Form
2nd +2 1 Drakith's Sustenance, Spellcasting 2 2
3rd +2 1 Dark Proclivity 3 3
4th +2 2 Ability Score Improvement 3 3
5th +3 2 Greater Form 4 4 2
6th +3 2 Dark Proclivity Feature 4 4 2
7th +3 2 Draconic Control, 5 4 3
8th +3 3 Ability Score Improvement 5 4 3
9th +4 3 6 4 3 2
10th +4 3 Superior Form 6 4 3 2
11th +4 3 Dark Proclivity Feature 7 4 3 3
12th +4 3 Ability Score Improvement 7 4 3 3
13th +5 3 8 4 3 3 1
14th +5 3 Exemplary Form, Dark Proclivity Feature 8 4 3 3 1
15th +5 4 Limitless Power 9 4 3 3 2
16th +5 4 Ability Score Improvement 9 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 4 Dark Proclivity Feature, Annihilation 10 4 3 3 3 1
19th +6 4 Ability Score Improvement 11 4 3 3 3 2
20th +6 5 Ultimate Form 11 4 3 3 3 2

Demon Dragon's Form[edit]

You are capable of transforming into an abyssal dragon by harnessing the unbridled darkness of demons and the fearsome strength of dragons. As an action, you can take the form of an abyssal dragon wyrmling to acquire new abilities and become stronger. Your equipment merges into your new body upon transforming and cannot be utilized until you revert. Whilst transformed, you gain the following benefits:

  • Your get 2 ability score points, able to raise an ability score to a maximum of 20.
  • Your size becomes medium
  • Your Armor Class becomes 13 + your Dexterity modifier.
  • Your walking speed increases by 10 feet
  • You require all four of your limbs to walk, and you cannot wield weapons, wear armor, or utilize items that require manipulation, such as tools or spellcasting foci.
  • You gain darkvision up to 120 feet. You can perceive dim light as bright light, and darkness as dim light. You cannot discern color within darkness, only shades of grey.
  • As an abyssal dragon, you can breathe a destructive cone of dark energy as an action. Creatures within a 30-foot cone centered in front of you must make a Dexterity saving throw. The DC for your breath weapon equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, they suffer 1d8 necrotic damage and become blinded for 1 minute, or half as much damage and no additional effects on a successful save. Furthermore, you gain a natural weapon: your bite attack, which inflicts 1d10 + your Strength modifier piercing damage. At the end of each of the creature's turns, they can make a Constitution saving throw to end the blinded condition..

You remain transformed until your hit points are reduced to 0, or until you revert to your standard form as a bonus action. The number of times you can transform is contingent upon your abyssal dragon lord level, as displayed under the Transformations column of the Abyssal Dragon Lord table. You regain all expended uses upon finishing a long rest.

Spellcasting[edit]

A dragon's strength and majesty is matched only by its magical capabilities. A demon is only as powerful as their greatest spell. Ascribable to your possession of the drakith's power, you are capable of casting magic; the arcane might of the dragon plus the infernal powers of the demon, and on rare occasions, the celestial power of angels.

Spell Slots

The Abyssal Dragon Lord table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Abyssal Dragon Lord spell list.

The Spells Known column of the Abyssal Dragon Lord table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Abyssal Dragon Lord spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your abyssal dragon lord spells, for your magic is derived from drawing upon your dark powers through force of will alone. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an abyssal dragon lord spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your abyssal dragon lord spells. Whilst transformed, you can not cast spells.

Drakith's Sustenance[edit]

Your body and blood are satisfied only when you have consumed the remains of your adversaries, be they organic or inorganic.

Beginning at 2nd level, whilst transformed, you can consume the body of a deceased creature. The time required to do so is contingent upon their size in parallel to your own; a creature with a size equal to or less than your size requires only 1 minute to fully consume. A creature of one size greater requires 5 minutes. A creature of two sizes greater requires 10 minutes. A creature of three sizes greater requires 20 minutes. A creature of four sizes greater requires 40 minutes. A creature of five sizes greater requires 2 hours.

Upon consuming the body completely, you restore a number of hit points equal to your abyssal dragon lord level, which is then multiplied by a number based on the size of the creature (Tiny = ×1, Small = ×1.5, Medium = ×2, Large = ×2.5, Huge = ×3, Gargantuan = ×3.5), rounded up. Additionally, following the utter consumption of the body, you no longer require food or water for a number of days that is contingent upon the size of the creature (Tiny = 3 days, Small = 7 days, Medium = 14 days, Large = 30 days, Huge = 60 days, Gargantuan = 120 days). Despite the components of an abyssal dragon, they are easily sustained, enabling them to wreak havoc for extended periods of time.

Dark Proclivity[edit]

Your propensities are becoming more easily defined. Will you walk the path of a dragon, the path of a fiend, or the path of redemption? Beginning at 3rd level, you select a path. Choose between the Path of Wyrms, the Path of Fiends, and the Path of Absolution, all detailed at the end of the class description here: Dark Proclivities. Your choice grants you features at 3rd level, and again at 6th, 11th, 14th, and 18th level.

Ability Score Improvement[edit]

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.

Greater Form[edit]

Your control over the darkness within you has enabled you to utilize the form of the young demon dragon. Beginning at 5th level, whilst transformed, you gain the following benefits:

  • Your get 2 ability score points, able to raise an ability score to a maximum of 20.
  • Your size becomes Large, your Armor Class equals 13 + your Dexterity modifier.
  • You gain a fly speed of 20 feet, but must end your flight on land.
  • Your walking speed increases by 20 feet
  • The damage of your breath weapon increases to 2d8, and creatures who fail the saving throw become deafened for 1 minute as well.
  • The radius of your breath weapon increases to 60 feet.
  • The damage of your bite attack increases to 2d10 + your Strength modifier.

Limitless Power[edit]

The power of dragons flows through you. Beginning at 15th level, when you fail a saving throw whilst transformed, you can choose to succeed instead.

You can use this feature a once, regaining use upon finishing a long rest.

Superior Form[edit]

You have unlocked a hidden reservoir of dark energy within you, unleashing the power of the adult drakith. Beginning at 10th level, whilst transformed, you gain the following benefits:

  • Your get 4 ability score points, able to raise an ability score to a maximum of 21.
  • Your size becomes Huge
  • Your Armor Class equals 15 + your Dexterity modifier
  • Your flying speed increases to 30 feet.
  • Your walking speed increases by 15 feet
  • Additionally, the damage of your breath weapon increases to 3d8, and creatures who fail the saving throw become poisoned for 1 minute as well.
  • The radius of your breath weapon increases to 90 feet.
  • The damage of your bite attack increases to 3d10 + your Strength modifier, and it inflicts an additional 1d8 necrotic damage.
  • You can see normally in magical and non-magical darkness up to 120 feet.
  • You gain a claw attack. Your claws inflict 2d8 slashing damage, as well as 1d8 necrotic damage. You can make two attacks with your claws.
  • You gain a tail attack. Your tail attack has a range of 10 feet and inflicts 3d12 bludgeoning damage, as well as 1d10 necrotic damage. Creatures within 5 feet of the target of your tail suffer the same damage on a hit.
  • You gain wings. Your wings can be utilized as a reaction to a creature within 15 feet's attack, inflicting 2d6 bludgeoning damage and 1d8 necrotic damage to any creatures within 15 feet of you, as well as knocking them prone. You may only wing attack twice

Draconic Control[edit]

Lesser dragons shall bow before your might, whether they wish to or not. Beginning at 7th level, as an action, you can attempt to seize the mind of a wyrmling dragon that you can see. They must make a Wisdom saving throw against your spell save DC. On a failed save, they are charmed by you, falling under your control until you release them as an action. They may make a Wisdom saving throw every 24 hours, freeing themselves on a success. They act immediately after you conclude your turn, regardless of the initiative order, and you can command them with no action required. If you do not issue any commands, they act at the DM's discretion. While they are under your control, they retain their personality and will act independently, should you allow them. However, they are subservient to you and will not knowingly take any actions that may harm you in any manner without permission. A dragon that passes the saving throw is unaffected and cannot be affected by this feature again.

Once the dragon is free, it will be cognizant of everything that occurred whilst it was controlled, and it may attempt to harm, kill, or sabotage you in some way.

Exemplary Form[edit]

You are capable of harnessing the dark powers of the ancient abyssal dragon, renowned as one of the most powerful dragons of all. Beginning at 14th level, whilst transformed, you gain the following benefits:

  • Your get 6 ability score points, able to raise an ability score to a maximum of 22.
  • Your size becomes Gargantuan
  • Your Armor Class equals 16 + your Dexterity modifier
  • Your flying speed increases to 40 feet, and you no longer need to end your flight on land.
  • Your walking speed increases by 40 feet
  • The damage of your breath weapon increases to 4d8, and creatures who fail the saving throw become frightened of you for 1 minute as well.
  • The damage of your bite attack increases to 4d10 piercing damage + 2d8 necrotic damage
  • The damage of your claw attack increases to 4d8 slashing damage + 2d8 necrotic damage
  • The damage of your wing attack increases to 4d6 bludgeoning damage + 2d8 necrotic damage, and the radius increases to 20 feet.
  • Once per turn, you can attempt to instill fear in creatures of your choice within 300 feet that can see or hear you, forcing them to make a Wisdom saving throw. On a failed save, they become frightened of you for 1 hour. On a successful save, they are unaffected and cannot be affected by this feature for 24 hours.

Annihilation[edit]

A deep exhalation of your breath is sufficient to deliver the mightiest of creatures to the Abyss. Beginning at 18th level, when you utilize your breath weapon, you can choose to unleash an exceedingly powerful wave of destructive energy, tripling the total damage taken by any affected creatures.

Upon utilizing this feature, you cannot use your breath weapon again until you finish a long rest.


Ultimate Form[edit]

You have become truly powerful; your power has unlocked the final seal upon the darkness of the abyssal dragon, awakening the eternal abyssal dragon, the most powerful abyssal dragon. At 20th level, whilst transformed, you gain the following benefits:

  • Your get 10 ability score points, able to raise an ability score to a maximum of 24.
  • Your Armor Class equals 17 + your Dexterity modifier
  • Your flying speed increases to 50 feet. Your walking speed increases by 50 feet.
  • The damage of your breath weapon increases to 5d10, and creatures who fail the saving throw become paralyzed until the end of their next turn.
  • The radius increases to 120 feet.
  • The damage of your bite attack increases to 5d10 piercing damage + 3d8 necrotic damage.
  • The damage of your claw attack increases to 5d8 slashing damage + 3d8 necrotic damage
  • The damage of your wing attack increases to 5d6 bludgeoning damage + 3d8 necrotic damage, and the radius increases to 30 feet.
  • You stop aging and cannot be magically aged.

Dark Proclivities[edit]

Path of Wyrms[edit]

You have chosen the path of the dragon: a path of conquest and strength. Your draconic powers shall grow truly formidable, enabling you to decimate any and all opposition, regardless of their strength or numbers.

Chromatic Form

You are capable of harnessing the power of other dragons to alter your body. Beginning at 3rd level, whilst transformed, you can change the damage type of your features that inflict necrotic damage to acid, cold, fire, lightning, or poison damage as a bonus action. This remains until you revert to your standard form, you end the effect as a bonus action, or you change to a different damage type.

Whilst this effect is active, your body changes color. Should you select acid damage, your body becomes a solid black. Should you select cold damage, your body becomes a pure white. Should you select fire damage, your body becomes a vibrant red. Should you select lightning damage, your body becomes a saturated blue. Should you select poison damage, your body becomes a deep green.

Dragon Arcana

The magic of dragons flows through your blood. Beginning at 6th level, as a bonus action, you can expend a use of your transformation to restore one spell slot of any level that you are capable of utilizing. You may do so again after finishing a long rest.

11th Level Feature
Dire Expiration

The dragon's breath is fearsome, but your breath is truly cataclysmic. Beginning at 14th level, when you utilize your breath weapon, you can choose to force all creatures within the radius to automatically fail their saving throws. Following this, the damage of your breath weapon is maximized. You must finish a long rest before you can use it regain.

Additionally, creatures that are reduced to 0 hit points by your breath weapon must make a DC 15 Constitution saving throw, or be disintegrated.

18th Level Feature

You charge your Chromatic Dragon breath into a much more focused form, it creates what appears to be a 1 foot in diameter beam and manifests as eight multicolored rays of light extending from your dragons mouth and stretching directly forward 150 feet. Wherever you point your head, the stream points in that direction, allowing you to redirect it. You may turn the beam up to 45 degrees in any one direction with a move action. Passing the beam over a creature multiple times in the same round has no effect. The beam lasts 1 round / 2 levels of charge rounded down, While charging and firing the beam, you cannot fall out of dragon form from the 1 minute timer, however you can from other means. Creatures must make their Constitution save at the time of being touched by the beam as well as at the beginning of their turn if they are still in the beam. each creature also rolls a d8 to see which color ray affects them, however depending on your chromatic form, you may decide what damage they take before they roll the d8:

1. Red. The target takes fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The target takes acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. The target takes lightning damage on a failed save, or half as much damage on a successful one.

4. Green. The target takes poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The target takes cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the target is restrained. It must then make a con saving throw at the end of each of its turns. If it successfully saves, the restrain ends. This attack does half thunder damage.

7. Violet. On a failed save, the target is blinded. It must then make a wis saving throw at the start of the dragon's next turn. A successful save ends the blindness. This attack does psychic damage, or half as much on a successful save.

8. White. The target takes radiant damage on a failed save, or half as much damage on a successful one.

You may fire the on your turn as a full round action but may not move or use other abilities until then. The beam may hold up to 10 levels of charge (10 Rounds of charging), each level doing proportional damage. A creature must make a con saving throw or take half damage. Rounded down.

1. (1d6 / Abyssal Dragon Lord Level)

2. (1d6 / Abyssal Dragon Lord Level) * 1.05

3. (1d6 / Abyssal Dragon Lord Level) * 1.10

4. (1d6 / Abyssal Dragon Lord Level) * 1.15

5. (1d6 / Abyssal Dragon Lord Level) * 1.20

6. (1d6 / Abyssal Dragon Lord Level) * 1.30

7. (1d6 / Abyssal Dragon Lord Level) * 1.40

8. (1d6 / Abyssal Dragon Lord Level) * 1.50

9. (1d6 / Abyssal Dragon Lord Level) * 1.65

10. (1d6 / Abyssal Dragon Lord Level) * 2

This attack can only be used once every short or long rest.

Path of Fiends[edit]

You have chosen the path of the demon; a path of destruction and power. Your fiendish powers shall begin to truly develop, allowing you to punish your adversaries with the unstoppable forces of darkness.

Abyssal Might

Awakening the power of the demon enhances your strength substantially. Beginning at 3rd level, your hit point maximum increases by 9. Each time your level increases, your hit point maximum increases by 3. Additionally, whilst in your standard form, your melee weapon attacks inflict xd4 additional weapon damage, x being equal to your Strength modifier, and you gain resistance to fire, necrotic, and poison damage.

Furthermore, starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action in your standard form.

Expulsion of Sin

The sins of the fiends surround you. Rather than capitulating to them, however, you utilize them to your advantage. Beginning at 6th level, as an action, you can force creatures of your choice within a 120-foot radius centered on yourself to make a Wisdom saving throw. On a failed save, you afflict each creature with a sin of your choice, as enumerated below:

Greed. The creature becomes avaricious, causing them to lose their actions if they are carrying any treasure or currency, as they become focused on hoarding it. If they are not, they must expend their turns attempting to find or steal valuables from the creature closest to them.

Gluttony. The creature becomes voracious, causing them to squander their actions by attempting to consume anything edible. If they are exhausted of edible items, they attempt to bite and consume the nearest creature.

Lust. The creature becomes charmed by you and cannot concentrate on any actions. If they are within 5 feet, they attempt to doff your equipment with a Strength-based ability check.

Envy. The creature becomes envious of you, causing them to suffer disadvantage on all rolls whilst they can see you. They will not target any creatures other than yourself amidst this duration.

Pride. The creature becomes exceptionally conceited, causing them to squander their actions by admiring their form. If they are attacked, they expend their action by charging at the assailant and attempting to kill them. During this movement, they do not heed any dangers, such as traps and ledges.

Wrath. The creature is filled with bloodthirsty ire, causing them to expend their actions by attacking the nearest creature. If no creatures are present, they will destroy any nearby objects and structures, with preference for objects that they are larger than.

Sloth. The creature becomes languid, causing them to rest and fall unconscious. If they are awakened, they will simply attempt to slumber once again.

These effects remain for 1 minute. You may utilize this feature once, regaining use upon finishing a long rest.

11th Level Feature
Shadow Sacrifice

You can forgo your dragon form to bolster your body's capabilities. Beginning at 14th level, you can choose to become unable to transform in exchange for superior power. Until you finish a long rest, you gain the following benefits:

  • When you damage a creature with a melee weapon attack, roll double the damage dice.

Upon utilizing this feature, you cannot do so again until you finish a long rest. You regain the ability to transform again upon the conclusion of the aforementioned rest.

Stygian Paradigm

The darkness within you rages, and at your hand, it shall eviscerate all opposition. Beginning at 18th level, whilst in your standard form, your melee weapon attacks inflict additional necrotic damage equal to twice the amount of dice used in the standard attack. Additionally, you add an amount of necrotic damage equal to 2 times your Charisma modifier.

Path of Absolution[edit]

You have chosen the path of redemption; the path to release the darkness within you, and enable the light to enter. By wielding the powers of demon, dragon, and celestial, you purge evil from the world without fail.

Purification

The darkness within you has become a shining light of judgement. Beginning at 3rd level, whenever an abyssal dragon lord feature refers to necrotic damage, you substitute the damage type with radiant damage, but the die size goes down one, to a minimum of d4. (d12 becomes d10, d10 becomes d8, d8 becomes d6, and d6 becomes d4.)

Additionally, you have access to all cleric spells that heal, revive, stabilize, and/or protect, so long as you have spell slots less than or equal to the spell's level. Examples include healing word, gentle repose, shield of faith, and lesser restoration. You also learn the cantrip spare the dying.

Celestial Aura

You emanate the essence of the divines. Beginning at 6th level, you and friendly creatures within 30 feet gain a bonus to all rolls equal to your Charisma modifier. Additionally, they gain advantage on saving throws, and they gain resistance to necrotic damage.

11th Level Feature
Breath of Life

Your breath, although typically destructive, can bestow vitality upon your allies. Beginning at 14th level, when you utilize your breath weapon, you can choose to restore hit points with such instead. The saving throw is removed, and you roll damage as normal. Creatures within the radius restore hit points, rather than suffering damage, however. Should they restore more hit points than their hit point maximum, any leftover hit points become temporary hit points.

Magic of the Heavens

The divines have granted their magic to you. Now, your capabilities have exceeded mortal potential. Beginning at 18th level, you can cast two spells in one action, and you can cast multiple non-cantrip spells on your turn. Additionally, your total number of Spells Known is doubled, and creatures suffer disadvantage on saving throws against your spells.

Abyssal Dragon Lord Spell List[edit]

1st Level

Absorb elements, arms of Hadar, burning hands, cause fear, charm person, color spray, comprehend languages, detect magic, earth tremor, expeditious retreat, feather fall, fog cloud, hellish rebuke, ice knife, jump, ray of sickness, Tasha's caustic brew, thunderwave, witch bolt

2nd Level

Aganazzar's scorcher, blindness/deafness, cloud of daggers, darkvision, detect thoughts, dragon's breath, dust devil, enhance ability, enlarge/reduce, enthrall, gust of wind, hold person, levitate, mind spike, misty step, ray of enfeeblement, scorching ray, see invisibility, shatter, Snilloc's snowball swarm, suggestion, Tasha's Mind Whip

3rd Level

Clairvoyance, counterspell, dispel magic, enemies abound, fear, fireball, fly, haste, hunger of Hadar, hypnotic pattern, lightning bolt, magic circle, Melf's minute meteors, sleet storm, spirit shroud, summon lesser demon, thunder step, water breathing

4th Level

Blight, charm monster, confusion, dominate beast, ice storm, polymorph, shadow of moil, Storm Sphere, summon greater demon, wall of fire

5th Level

Cone of cold, dominate person, enervation, hold monster, immolation, infernal calling, negative energy flood, skill empowerment

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the abyssal dragon lord class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the abyssal dragon lord class, you gain the following proficiencies: Light armor, medium armor, shields.

5.00
(2 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: