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Illustration indicates the exact shape of a Cone, Diamond or Line power according to the new shapes available to the Dragonborn Dragonbreath racial power.
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Breath of Arkhosia
The Theme is intended to provide an enhancement to your natural Dragonborn abilities, such as bonuses to your racial powers or extra mechanical abilities.
Building
You are a true Child of Arkhosia, the ancient dragon empire that once ruled most of the world. With your latent Arkhosian ancestry, you possess powers more normal Dragonkin can only dream of.
- Class Prerequisites
None
- Race Prerequisites
Dragonborn, Dragonbreath Racial Power
Background
Children of Arkhosia have incredible power, and share a heritage with their ancient Arkhosian Brethren. Those that know of their ancestry can learn to wield their inherent power with sufficient grace to grant them unimaginable power.
Associated Skill: History, Intimidate
Starting Feature
Arkhosian Dragonborn possess inherent, latent powers that modify their natural Dragonborn capabilities.
- Benefit
You replace your "Dragon breath" racial encounter power with the new text from the Theme power, which changes the features of your dragon breath power. The damage die increases from a D6 of damage to D10, and you may use your highest ability modifier when determining the attack roll and damage roll. You gain access to special burst features for your dragonborn "Dragon Breath" racial power, in addition other ongoing effects. Your power can instead use a close burst 2, area burst 2, or 5 x 5 close blast size instead of the ordinary burst size. When you use your dragonbreath racial power, you can modify it's shape to form a cone, line, or diamond. Your power can effect an area zone in a cone shape that increases to 3, 5, 7, 9 and 11, a line that covers a 3 x 10 area, or a diamond shape that produces an area 4 spaces in every direction. As well, you may expend an encounter power to regain the use of your Dragonborn Dragon Breath racial encounter power, and gain one extra use of the power per encounter character creation. You may also substitute the power with other Dragonborn racial encounter powers instead.
Additional Features
Level 5 Feature
- Benefit
When bloodied, you gain a scaling +2/3/4 bonus to damage on all damage rolls, which you can choose to deal the lightning, acid, cold, poison, or fire damage. Furthermore, you gain an extra use of your "Dragonbreath" racial power. When you use your "Dragonbreath" racial encounter power, you may choose to create a zone that lasts until the end of your next turn or with a sustain minor, that deals an ongoing effect associated with your Dragonbreath racial encounter power. When a creature is in the zone, it gains an ongoing effect based on the type of damage you used with the power. With cold each creature of your choice in the zone is slowed, grants combat advantage and takes a -1 penalty to attack rolls, with fire the target takes ongoing damage equal to your highest ability modifier, with lightning the target is pushed or slid 2 squares, deafened and knocked prone, with poison the target is blinded, and with acid the target takes a -3 penalty to all defenses.
Level 10 Feature
- Benefit
You gain a bonus to your healing surge value equal to your highest ability modifier. You also gain the "Instinctive Flight" Dragonborn racial feature (Dragon Magazine #421) and "Draconic Heritage" feature, even if you already chose another feature. When using your Dragon Breath power, you can utilize two types of damage at the same time associated with the power and their associated effects. In addition, when you choose your dragonborn elemental damage type, you gain an additional damage type associated with that type and can deal that type of damage in addition to the prior damage type. These new damage types are that you do lightning in addition thunder damage, acid with psychic, cold with shadow, fire with radiant and poison with necrotic. This effect applies to other powers that are determined by your dragonborn racial power's type as well.
Optional Powers
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By Kelli Cairns [1]
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Dragon Breath
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Dragonborn Attack 1
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As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
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Encounter Primal
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Minor Action
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Close blast 5, Area burst 2, Close Burst 2
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Target: All enemies in area
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Attack: Highest Ability Modifier + 3 Vs. Reflex
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Hit: 1d10 + Highest ability modifier damage.
In addition, based on your damage type, you cause an additional ongoing effect that a save can end. With cold the target is slowed, grants combat advantage and takes a -1 penalty to attack rolls, with fire the target takes ongoing damage equal to your highest ability modifier, with lightning the target is pushed or slid 2 squares, deafened and knocked prone, with poison the target is blinded, and with acid the target takes a -3 penalty to all defenses.
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Special: You replace your Dragonborn "Dragon Breath" racial encounter power with this power instead. Before the attack, you can change the power’s damage type: acid, cold, fire, lightning, or poison, and this choice remains until you use the power again. For powers that depend on your Dragon Breath racial encounter damage type, you may change this power at will to any of these damage types. The power's range and area effect can be a close blast 5, Area Burst 2 (Ranged 10), or Close Burst 2. Alternatively, you can modify it's shape to form an area zone of a cone, line, or diamond. Your power can effect an area zone in a cone shape that increases to 3, 5, 7, 9 and 11, a line that covers a 3 x 10 area, or a diamond shape that produces an area 4 spaces in every direction (see illustration above for clarification of shape size). You may expend the use of any encounter attack power you know to to regain the use of your "Dragon breath" racial encounter power. At level 11 you gain an additional +4 bonus to attack rolls and do 2d10 damage, and at level 21 you gain an additional +6 bonus to attack rolls and do 3d10 damage.
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Hishou
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Dragonborn Racial Power
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You fly across the battlefield, astounding your opponents with your astonishing speed and grace.
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Encounter Martial, Weapon, Acid, Cold, Fire, Lightning, or Poison
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Standard Action
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Melee
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Effect: You may charge a target within range or move your speed and make a basic attack. Your speed increases by +2 during the movement. During the movement, you can ignore opportunity attacks, difficult terrain, and your movement qualifies as overland flight (you must land at the end of the movement if you cannot fly otherwise). In addition, you may change the damage type of the attack to the keyword of your dragon breath power. (Acid, Cold, Fire, Lightning, or Poison).
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Special: In situations in which "Dragon Breath" may be used, you may use this power in place of it instead. In addition, you may use the power as an immediate interrupt if an ally is targeted with an attack in range of the power.
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Potent saliva
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Dragonborn Racial Power
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You lick your weapon, coating it in your Dragon's Venom, a concoction of various deadly chemicals with different effects.
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Encounter, Weapon, Acid, Cold, Fire, Lightning, or Poison
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Minor Action
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Personal
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Target: Any weapon.
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Effect: Your next successful weapon attack with the target also deals 1d10 Acid, Cold, Fire, Lightning, or Poison damage and the target is lowed (save ends).
First Failed saving Throw: The target is instead immobilized (save ends).
Level 11: 2d10 damage.
Level 21: 3d10 damage.
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Special: In situations in which "Dragon Breath" may be used, you may use this power in place of it instead.
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Utility Powers
You may use Utility powers from the Dragonborne (4e Theme) or Arkhosian Warrior (4e Theme) themes, as well as other Arkhosian or Dragonborn based themes.
Dragon Fury
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Draconic Resistance Utility 2
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The thrill of battle invigorates you, with spilling blood only further increasing your determination to fight.
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Encounter
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Minor Action
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Personal
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Target: Self
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Effect: You spend a healing surge, and instead gain temporary hitpoints equal to your healing surge value in addition to your highest ability modifier.
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Dragonborn Weapon
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Dragonborn Utility 6
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You imbue your weapon with your inherent, latent dragonborn powers, infusing it with elemental power.
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Daily
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Minor Action
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Personal
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Target: Self
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Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra damage on a hit.
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Special: The attack also gains the keyword of either Acid, Cold, Fire, Lightning, or Poison based on the element of your Dragonbreath racial encounter power and the damage dealt by the attack is of this type. If you have access to using multiple elements, or can use other elements, you may choose which element you use for this power, or add that damage type in addition to the type listed for this power.
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Dragonborn Vitality
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Dragonborn Utility 10
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You dig deep, summoning the energy needed to expel your dragon breath once again.
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Encounter
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Free Action
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Personal
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Trigger: You use your "Dragon Breath" racial power.
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Target: Self
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Effect: You regain the use of your "Dragon Breath" racial encounter power, if you have already used it this encounter.
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Ancestral Heritage
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Dragonborn Utility 16
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You manifest your true form, that all Dragonborn carry latent within them, revealing your true Dragon form. You are massive and hulking in nature, able to breath fire and the elements, and can fly.
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Encounter Racial, Polymorph, Ancient Dragon
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Minor Action
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Personal
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Target: Self
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Effect: You enter the "Ancient Dragon" polymorph until the end of the encounter, or which you can dismiss as a free action to return to normal. While as an Ancient Dragon, you may not wield weapons other than what your polymorph form offers, however you may still use standard attacks using your unarmed attacks as weapons instead, and may wield any implements even if they are not in your hands. Your armor and other features are absorbed in to your form, and return to normal once you leave the polymorph form. Your unarmed attacks are treated as magic weapons of your level with a proficiency of +2 and that deal 1d12 damage. You gain a fly speed of 12, with an altitude of 50. You are treated as if a large creature, and take up a 2 x 2 four square area and increase your reach by 1. You increase the area of any Close burst, Area Burst, and Clost Blast attacks by 1, and deal 1d6 extra damage with them.
In addition, as a standard action, you may use the "Ancient Dragon's Breath" attack, either as a Close blast 3, Area burst 1, Close Burst 1 (after the polymorph feature is already used), with the attack roll using your highest ability modifier + 3, which deals 1d10 damage + your highest ability modifier as extra damage.
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Ancient Dragon's Breath
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Dragonborn Attack Theme
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As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
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At-Will Primal, Polymorph, Ancient Dragon, Implement, Dragonborn
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Minor Action
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Close blast 3, Area burst 1, Close Burst 1
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Target: All enemies in area
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Attack: Highest Ability Modifier + 3 Vs. Reflex
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Hit: 1d10 + Highest ability modifier damage.
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Special: You may only use this power while in your "Ancient Dragon" polymorph form. The power's range and area effect can be a close blast 3, Area Burst 1 (Ranged 10), or Close Burst 1. At level 11 you gain an additional +4 bonus to attack rolls and do 2d10 damage, and at level 21 you gain an additional +6 bonus to attack rolls and do 3d10 damage. You may choose for the damage type and keyword to become Acid, Cold, Fire, Lightning, or Poison before you make the attack.
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Theme Attack Powers
Breath of Arkhosia
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Theme Attack 3
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You unleash your inner Arhkosian breath, hurling a powerful attack at your opponent.
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Encounter Implement, Arcane, Acid, Cold, Fire, Lightning, or Poison, Racial
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Standard Action
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Close burst 1, Close blast 3, or Area Burst 1 Ranged 10
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Target: Each creature in burst.
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Attack: Highest ability modifier + 3 Vs. Reflex
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Hit: 2d10 + Highest ability modifier damage. In addition, each creature is slowed until the end of their next turn.
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Special: You may choose for the attack to the gain the keyword and change it's damage type to either Acid, Cold, Fire, Lightning, or Poison. In addition, you may choose for the attack to be a Close burst 1, Close blast 3, or an Area burst 1 with a range of 10 squares for the attack.
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Empowered Breath
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Theme Attack 7
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You empower your breath with the magic of your ancestors.
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Encounter Implement, Arcane, Acid, Cold, Fire, Lightning, or Poison, Racial
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Free Action
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'
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Trigger: You hit with a Blast, Close burst or Area Burst attack.
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Target: Each creature hit by the attack.
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Effect: You may deal an extra 1d10 damage to the targets of the attack. In addition, the targets take 5 ongoing damage, a -2 penalty to all defenses, and are stunned (save ends).
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Special: You may choose for the attack to the gain the keyword and change it's damage type to either Acid, Cold, Fire, Lightning, or Poison.
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Artic Blast
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Theme Attack 13
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You unleash an artic blast, releasing a cold freeze on your enemy.
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Encounter Implement, Arcane, Cold, Racial, Weapon
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Standard Action
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Close Blast 3
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Target: Each creature in blast.
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Attack: Highest ability modifier + 3 Vs. Reflex
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Hit: You deal 3[W] or 3d10 cold damage to each target, and you may push them up to 2 squares.
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Fire of Arkhosia
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Theme Attack 5
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You unleash a blast of radiant fire, summoning a cleansing fire to annihilate your opponents.
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Daily Implement, Arcane, Fire, Racial, Weapon
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Standard Action
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Close Blast 5
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Target: Each creature in blast.
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Attack: Highest ability modifier + 3 Vs. Reflex
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Hit: You deal 2[W] or 2d10 fire and radiant damage to each target, and each target takes 5 ongoing fire and radiant damage (save ends).
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Effect: Allies in the blast are immune to damage and may instead regain hitpoints equal to the damage they would otherwise be inflicted.
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Arhkosian Breath Weapon
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Theme Attack 9
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You unleash a blast of radiant fire, summoning a cleansing fire to annihilate your opponents.
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Daily Implement, Arcane, Acid, Cold, Fire, Lightning, or Poison, Racial, Weapon
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Standard Action
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Melee
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Target: One creature.
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Attack: Highest Ability Modifier Vs. Fortitude
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Hit: You deal 4[W] + Your Highest Ability Modifier damage to the target.
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Effect: Until the end of the encounter, you may choose for your melee weapon attacks to target the fortitude defense and deal 1d6 extra damage.
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Special: You may choose for the attack to the gain the keyword and change it's damage type to either Acid, Cold, Fire, Lightning, or Poison.
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