|
Strike as One |
Rise of the Wyrmlord |
4th |
Dynamic Duo
- Passive
- You no longer have to command your Drake to take actions.
- Your drake's Infused Strikes apply to all attacks you make, without consuming the drake's reaction
|
Dragon Spirit's Knowledge
- Passive
- You gain +3 on intelligence ability checks while adjacent to your drake, and are considered proficient for the purposes of determining whether you can roll on ability checks related to dragons.
|
8th |
Go for the Eyes!
- Replaces one attack on your turn
- You make an attack against a single target. Then, your drake makes an attack against them. If the drake attack hits, the target must succeed on a Constitution saving throw or be blinded until the start of your next turn
- Recharge: 6
|
Presence of the Mighty Wyrm
- Speed: bonus action
- Your drake lashes out an enemy, making one attack against them. If the attack hits, all enemies adjacent to your drake are weakened until the start of your next turn
- Recharge: 6
|
12th |
Follow Up Blow
- Speed: bonus Action
- Ignoring movement requirements, your drake chases down and attacks each enemy that you have damaged this turn.
- Recharge: 6
|
Fear the Shadow Overhead
- Passive
- Your drake companion gains the frightful presence feature, which can be used whenever it attacks on its turn. The DC is equal to your spell save DC.
- Frightful Presence. Each creature of the drake's choice that is within 120 feet of the drake and aware of it must succeed on a 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 drake's Frightful Presence for the next 24 hours.
|
16th |
Aerial Bombardment
- Speed: 1 action
- Your drake launches into the air and unleashes a torrent of elemental energy, flattening everything in sight. Each enemy in a 25 ft. cone in front of your drake must succeed on a Dexterity saving throw or take (2d8 + your Wisdom modifier) damage of your drake's element and be knocked prone.
- You then make a single attack, with +2 to the attack roll for each enemy who succeeded on their save, and +5 to the damage roll for each enemy who failed.
- Recharge: Long Rest
|
Empowered Breath
- Passive
- Your drake's breath gains a secondary component based on your drake's element
- Lightning: Paralyzed until the start of your next turn on a failed save
|
19th |
Coordinated Takedown
- Replaces one attack on your turn
- You knock your opponent off their feet while your drake dive bombs them. On a hit, the attack deals an extra 5d8 damage and the target is knocked prone. The impact of your drake's takedown sends tremors, and at the start of the target's turn, all enemies within 30 ft. must succeed on a Dexterity saving throw or be knocked prone. When any creature knocked down in this way attempts to stand up, they take 3d8 damage from your drake
- Recharge: Short Rest
|
Closed Circuit
- Speed: 1 action
- Target: One creature within range
- Range: 150 ft.
- Lightning arcs between creatures on the battlefield indiscriminately, causing as much carnage as possible. The target must make a Dexterity saving throw. On a failed save they take 5d6 lightning damage, or half on a successful save. The lightning then jumps to the closest target within 15 ft. This effect repeats until it runs out of targets. If the next closest target is the same creature as the original target, the spell ends and all damage dealt is doubled.
- Recharge: Long Rest
|