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Friday Evelyn Kataran

Dragonflight

Friday Kataran was born to a Markham and Giezel Kataran. He appeared to be a tiefling, and she appeared to be an elf. Neither were what they seemed; her father was sired by an Archon and born to an Elf, and her mother was a full-blooded Silicon Dragon.

Friday was raised unaware of her draconic and archonic natures, but as she aged, they began to come forth in force; the dragon first, and the celestial later. This is Friday as she comes into the full measure of her draconic power, but before her celestial heritage begins to show itself properly.

Stats

Level 16 Dragon

Key Value Key Value
Race Amethyst Dragon* Alignment True Neutral? idk
Size Huge Age 240 years
Type Dragon Gender Female
Space 15ft Length  
Speed (Walk) 50ft Weight  
Speed (Fly) 120ft Body Type Wrym
Speed (Swim) 50ft    
Stat Score Modifier Saving Throw Prof
STR 21 +5 YES
DEX 24 +7 YES
CON 23 +6 YES
INT 24 +7  
WIS 25 +7 YES
CHA 26 +8 YES

Dragon Save DC: 8 + prof + DEX = 20
Armour Class: 19 + DEX = 25

Hit Dice: 2d12 per dragon level
HP at Level 1: 24 + 2*CON
HP at higher levels: (2d12 (or 13) + 2*CON) * dragon level - 1

Max HP: 576
Current HP: 576

Initiative: DEX

Proficiencies

Proficiency Bonus: +6

Abilities

Bite attack: 2d8 piercing + 2d6 force, 10ft range
Claw Attack: 2d8 slashing, 5ft range
Tail Attack: 2d8 bludgeoning, 15ft range

Breath Weapon: 75ft Cone; 13d10 force damage, DEX save half
Breath Weapon: 150ft Line; 13d10 force damage, CON save half

Traits

Ambition: Prowess/Respect

“I have found myself in a world without the prejudice I once suffered.
I will become great in this place. I will be both famous and infamous for my great deeds. I will create mighty works that, while they will surely be forgotten in time, will last thousands of years.
I will ply my trade, and become the greatest master gunsmith the world has ever seen. Mighty warriors, Kings, Emperors, and maybe even lesser gods will come to me, and I will forge for them mighty weapons; the very best of their kind.
I will go to the stars. I will blaze the trail, I will pave the way, and my people shall walk and fly among the stars, because of what I have done.
The name and deeds and works of Friday Kataran will ring through history, long, long after I am dead.”
- Friday Kataran

Obsession: The Works of Man

Friday will collect great works, but especially weaponry, armory, and tools of warfare.

Energy Type: Force

Damage Immunities

You are immune to the type(s) of damage your breath weapon deals (determined by your species).

Family Trait: Psionic Power: Telekinesis

You can telekinetically manipulate unattended objects within 300 ft. of you. To do so, you must use your action to seize control of the object, which cannot weigh more than you do. While manipulating an object in this manner, you can expend your movement to move the object a distance through the air equal to the movement expended. A creature within reach can attempt to free a telekinetically manipulated object from your influence by taking an action to succeed on a Strength (Athletics) check versus your dragon save DC. While you manipulate an object in this manner, you must concentrate (as though concentrating on a spell), and the effect ends if the object is ever more than 300 ft. from you.

Draconic Instinct: Cunning

You stalk your prey from the shadows, striking with frightening speed. While not wearing armor, your AC is equal to 13 + your Dexterity modifier, and your speed is calculated as though you were one size category larger than your normal size accord ing to the Speed column of the Features by Constitution table.

Additionally, your natural weapons are considered finesse weapons, and you are proficient in Dexterity saving throws. Finally, your dragon save DC is calculated as follows:

Hoard

A dragon’s hoard is essential to its growth and health, and you must maintain your hoard to advance as a dragon. The area where you keep your hoard is considered your lair, which you must safeguard against would-be thieves. Starting at 1st level you should work with the DM to determine the location of your lair. You may relocate your lair later. If you are playing in a dragonflight, you must decide where to house your collective, working together to amass a hoard larger than any of you could achieve alone. Your hoard is more than treasure—it is a part of you. As you advance in levels and grow in age, the area around it may gain special magical properties befitting your species. The details of these effects and their impact on you are detailed in chapter 4.

Age Category: Adult

At 13th level, you have attained the size and power of an adult dragon. As an adult dragon of your species, you gain the following features.

Natural Weapons

Your claws, bite, and tail are powerful natural weapons, which you can use to make attacks. The damage of these attacks is based on your size, as shown in the Features by Constitution table. You use your Strength modifier for attack and damage rolls with your natural weapons. You can choose to attack with one of your natural weapons each time you take the Attack action.

Senses

You have blindsight out to a range of 30 feet, and darkvision out to a range of 120 feet.

Ability Score Maximum

Your maximum for any ability score is 28.

Armor

While not wearing armor, your AC is equal to 19.

Frightful Presence

When you take the Attack action, you can forgo making one of your attacks to instead act in a fearsome manner that terrifies your enemies. When you do so, each creature of your choice within 120 feet of you that you are aware of must succeed on a Wisdom saving throw versus your dragon save DC or become frightened of you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

Dragonflight

If you are a part of a dragonflight or are creating an NPC as a part of a dragonflight, you gain the following benefits:

Dragonflight Formations

You coordinate with the other members of your dragonflight to choose two different formations, as detailed in the Dragonflight Formations section later in this chapter. These formations are shared between all the members of your dragonflight, and if you leave the dragonflight you cannot benefit from the formations until you rejoin or form a new dragonflight. If you form a new dragonflight, you may collaborate to select new formations for that dragonflight.

Inspired Spirits

Your formation is thrilled at the prospect of battle.
Until the end of combat, whenever any member of your dragonflight makes an attack roll or ability check, but before the results are known, they may choose to give themselves advantage on that attack roll or check.
This benefit cannot affect a single member more than once per round.

Age Restricted

While you may grow in power through experience and adventuring, you cannot advance to 19th level until you advance your age category, becoming an ancient dragon of your species. To advance your age category, you must be 18th level and have a hoard with a value equivalent to the combined wealth of a small nation, the exact quantity of which is determined by the DM. When you have met both prerequisites, you must hibernate with your treasure hoard for a period of time determined by the DM, rapidly maturing your body. At the end of your hibernation, you awaken as an ancient dragon of your species.

Dragon Paradigm: Arcanist

All dragons are magical beings, but only some can tap into the tremendous reservoir of arcane energy flowing beneath their scales. These rare few are Arcanists and are among the most wondrous and mysterious of dragonkind, sculpting the world with their powerful magics. Capable of laying waste to an entire army without lifting a claw, Arcanists also use their magic to explore new worlds, safeguard their hoards, and influence lesser beings.

Arcanist Spellcasting

When you reach 2nd level, you add the ability to cast spells to your already formidable draconic abilities. Your spellcasting follows the standard 5th Edition rules, with a few exceptions.

Draconic Magic

Spells you cast using this spellcasting feature can be cast without the need for somatic components, nor material components without a listed gp cost. Your maximum reach for touch spells is the same as your reach for your Bite attack.
You have an Arcanist spell list from which you choose which spells you know.
The Arcanist Spellcasting table shows the number of cantrips you know, the number of spells of 1st level or higher you know, your maximum spell points, and the maximum level of spell you can cast, all based on your Arcanist level.

Cantrips

You know a number of cantrips of your choice, based on your Arcanist level.

Spell Points

The Arcanist Spell Point Cost table shows how many spell points you must spend to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of spell points according to the table.
Casting spells at a higher level requires an expenditure of additional spell points to match a spell of that level. You cannot increase the level of spell using spell points to a level higher than your maximum spell level. You regain all expended spell points when you finish a long rest.

Spells Known of 1st Level or Higher

You know a number of Arcanist spells of your choice, based on your Arcanist level. Whenever you gain a level in the dragon class, you can replace two of the Arcanist spells you know with other spells of your choice from the Arcanist spell list. The new spells must be of a level for which you have spell slots.

Spellcasting Ability: CHA

Charisma is your spellcasting ability for your Arcanist spells, as your magic flows from within your body, called forth by your force of personality. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Arcanist 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

Arcane Jaws

At 2nd level, when you score a hit with your Bite attack, you can expend a number of spell points up to your character level to deal bonus damage of your energy type to the target in addition to the attack’s normal damage. The extra damage is 1d6 for every 2 spell points you expend.

Spellflurry

When you cast a spell with a casting time of an action, you may take a bonus action and expend 3 spell points to cast a cantrip. You may do cast up to three cantrips in the same bonus action, paying the cost for each one.

Mystical Heritage

At 10th level, the latent magic within you becomes ever present, influencing creatures and the environment around you. You gain the Change Shape feature, and either the Beguiling Presence, Magical Senses, or Mysterious Stranger feature.

Change Shape

As an action, you can magically polymorph into a humanoid or beast with a challenge rating no higher than your character level or back into your true form. You revert to your true form if you die. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). In a new form, you retain your alignment, hit points, Hit Dice, ability to speak, proficiencies, Intelligence, Wisdom, and Charisma scores, and the Change Shape action. Additionally, if you have them, you retain your Legendary Resistance, lair actions, Beguiling Presence, Magical Senses, and Mysterious Stranger features. Your statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Additionally, while you are in the form of a humanoid, you retain your Spellcasting feature, regardless of the effect used to assume your new form.

Magical Senses

When you touch an object, you instantly learn about its nature as though you had cast the spell identify and targeted the object. Additionally, you can smell the presence of magic within 60 feet of you. If you smell magic in this way, you can use your action to learn the exact location of the source along with its school of magic, if any.

Spellbreath Weapon

At 16th level, you can imbue your breath weapon with your magic.
When you use your breath weapon, you may also cast a spell with a casting time of an action with an area of effect (cone, cube, cylinder, line, or sphere) and a duration of instantaneous. This spell’s area changes to become the area of your breath weapon, and you choose which effect (the breath weapon or the spell) occurs first.
After using your breath weapon in this manner, you cannot use your breath weapon again until you finish a short or long rest.

Multiattack

At 14th level, when you take the Attack action, you can make one attack with your Bite, two with your Claw, and one with your Tail.

Languages

Feats

Dragonsong

You are a student of the ancient and powerful magic of dragonsong which commands terrific power over non-dragons, granting you the following benefits.

Channel Breath

You can channel your breath weapon for extended periods of time, though at great personal cost.
When you use your breath weapon, you can choose to channel it. When you do so, you continue to exhale your breath weapon into the affected area for 1 minute or until you become incapacitated. On each of your turns while you exhale in this manner, you must use your action to continue the effect. When you do so, you cannot take any other actions.
Additionally, you can change the orientation of your breath weapon when you move on your turn, subjecting any creatures caught in the effect that have not been affected by your breath weapon that turn to the breath weapon’s effects.
Once you have used your breath weapon in this manner, you must finish a long rest before you can use it again.

Draconic Wanderer

You have learned to move through air, earth, and water with remarkable efficiency. You gain the following benefits.

Alert

Always on the lookout for danger, you gain the following benefits:

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Spells

Spell Point (SP) Maximum: 103

Cantrips

Eldritch Blast

Sacred Flame

Produce Flame

Mending

Dancing Lights

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9