Dragon Scion

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ClassesScionDragon

This page or section is incomplete, and will eventually be expanded with more information.


Dragon is one of several possible progenitors you can inherit as a scion.

Your progenitor affects which spells you can learn as a scion. Your progenitor grants features when you first inherit it at 1st level, then grants more features at 2nd, 3rd, 6th, 8th, 11th, 15th, and 20th levels. See Scion#Dragon for an integrated list that combines Dragon features with those of the base scion class.


Dragon Affinity

As a dragon scion, you have an affinity for dragons. Your affinity affects several of your spells and class features you may gain at later levels, including Intuition.

Progenitor Proficiencies

Your progenitor's power instills your mind and body with supernatural talents that feel natural, granting you several proficiencies.

You gain proficiency in one skill from Animal Handling, Arcana, Athletics, and Intimidation.

You can read, write, and speak the Lizal language. If you already knew this language, you instead learn another language of your choice.

You gain proficiency with medium armor.

Raw Power

At 1st level, the bestial power of dragons enhances your physical and magical prowess with two benefits.

When you hit with an unarmed strike, you can deal damage bludgeoning equal to 1d6 + your Strength modifier. If both hands are free, the 1d6 is instead a 1d8.

When casting any scion cantrip, you may use Strength in place of your normal spellcasting ability.

Dragon Senses

At 2nd level, your eyes take on a bold glow. You gain darkvision out to a range of 60 feet. If you already have darkvision due to race, its radius increases by 60 feet.

You gain proficiency in the Perception skill. If you are already proficient, you can instead gain proficiency in any other skill of your choice.

Dragon Rage

Although many dragons can be graceful or even serene, pity those who incur their wrath. Starting at 3rd level, you learn to supernaturally bolster your defenses in the throes of battle. Whenever you damage another creature with a powered scion spell (a scion spell that isn't a cantrip), you gain resistance to bludgeoning, piercing, and slashing damage from the damaged creature(s) until the start of your next turn.

You can maintain continuous resistance by causing damage every turn with powered scion spells.

Altered Body

By 7th level, your body has undergone deep physiological changes. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect dragons.

If you choose, your appearance becomes significantly more draconian from now on: sharp eyes, fangs, small horns, or even some scaled body parts, among other possibilities your DM permits. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

Swift Dash

Starting from 7th level, when you use your action to cast a powered scion spell, you can use your bonus action to Dash.

Dragon Shape

By 10th level, you've learned to transform parts of your body into those of a dragon. At the start of each of your turns, you can grow one of the following adaptions:

  • Fangs. Claws, fangs, and tail—or any combination thereof—grow from your body. While at least some of these are grown, your unarmed strike can deal slashing damage equal to 1d12 + your Strength modifier.
  • Wings. A pair of draconic wings emerge from your back. While present these wings grant you a fly speed of 40 feet. If while flying you are knocked prone, have your speed reduced to 0, or are otherwise deprived of the ability to move, you immediately fall.
  • Gills. You grow aquatic adaptations such as gills and fins. While present these grant a swim speed of 60 feet and allow you to breathe underwater as well as on land.
  • Legs. Four dragon limbs replace your legs, turning you into something of a draconic centaur. While present these give you a walking speed of 50 feet.
  • Eyes. A pair of keen, glowing dragon eyes replace your own. While present you can use your action to gain truesight to a range of 10 feet until the end of your next turn.
  • Lungs. A powerful pair of lungs fill your chest, surging with supernatural energy. While present, you can hold you breath for up to 1 hour. A creature that fails a saving throw against your breath of dragons spell takes half the spell's damage. Once per turn, when you cast a scion spell with breath in its name, add a d6 bonus die to the damage roll.

You can only have one of these adaptions at a time, but you can change which one at the start of each of your turns.

Starting at 15th level, you can maintain two of these adaptations at once, but can still change only one of them at the start of each of your turns.

Great Dragon

You learn to take the greatest form of dragon conceivable, likely far surpassing any dragon that could have served as your own progenitor. At 20th level, you can briefly assume the shape of a Gargantuan dragon at the start of your turn if you are able to take actions, lasting until the start of your next turn. Within this duration:

  • You gain the benefits of all your Dragon Shape adaptions at once, and each adaption with a speed has double its normal speed.
  • You are immune to all damage other than poison and psychic, and have advantage on all saving throws.
  • Your attack rolls all have advantage, and any creature that makes a saving throw against one of your scion spells has disadvantage on the save.
  • Any scion spell you cast costs 0 magic points (and does not consume a spell slot), and its damage dice are maximized.
  • If you make a Strength (Athletics) check or a Charisma (Intimidation) check, you roll a 20 on the d20 automatically.

Once you use this feature, you must finish a long rest before you can do so again.

Dragon Scion Spell List

The following spells are available to all dragon scions.


Cantrips (0-point)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Breath of Dragons You exhale a gout of elemental energy in a 10-foot cone.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Ice Shard You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Lightning Field An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.
Produce Flame You hurl a mote of fire at a creature or object within range.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Igniting Impact Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.


2-point

Disguise Self Cause yourself to appear different for the duration.
Dragon Claws Grow draconic claws on yourself or a creature you touch, granting a powerful unarmed strike.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke Your touch engulfs a creature in a burst of flames and knocks it prone.
Fog Cloud You create a sphere of fog within range.
Ganon's Fist You unleash a single, supernaturally-powerful punch that sends foes flying.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Wizzkick Perform a magically-enhanced flying kick through your enemies.


3-point

Darkvision A creature you touch gains darkvision for 8 hours.
Dragon Rend You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes.
Elemental Barrier
Flame Charge Your body is launched forward with fiery force up to 30 feet, and you can strike every creature in your path.
Flaming Sphere You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Ice Barricade You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Illumination Create daylight out to a wide radius for 10 minutes or longer.


4-point

Magic Touch Your touch restores magic points or stamina points to another creature.
Roaring Breath Your tremendous roar deals thunder damage to creatures in a 15-foot cone, frightening them.


5-point

Breath of Dinraal A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.


6-point

Breath of Naydra A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Daruk's Magmatic Smite Your next melee attack blasts away the target with an explosion of magma.
Fire Shield For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Polymorph Transform a creature in range into a beast for up to 1 hour.
Wall of Fire Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.


7-point

Breath of Farosh A stroke of lightning-breath tears through a 30-foot line in front of you, potentially causing momentarily paralysis.
Din's Fire A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Wizzbolt Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.


8-point

Breath of Malice You blast a cone-shaped detonation of pure hatred in a 60-foot cone to deal damage.
Dragon Punch With the greatest draconic power, you send a creature flying with a devastatingly awesome blow.
Incinerating Impacts Your bonus action enhances a weapons with fiery magic.