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Postado em 19 de dezembro, 2020
When a dragon achieves the young age category, their limit increases to 22. 1: Races of Nature Unleashed (5e), Aegis of Empires 5: Race for Shataakh-Uulm (5E), Aegis of Empires 4: Legend of the Burning Star (5E). At adult age, it increases to 90 feet. After all, if a dragon cannot protect their possessions, do they deserve to have them? Cold Resistant. This eldritch, undead warlock was slain at the claws of Baraster, the gold dragon founder of Clan Baraster, many thousands of years ago. With the coming of dawn, the temperature rises sharply on the humid and volcanic Giantbane Archipelago. At ancient age, your acid breath has an 80-foot range. They are particularly adroit and cunning wyrms, inflicting savage bite attacks against the unwary and dismantling mechanisms with a flick of their talons. Make a single melee attack; on a hit, deal bludgeoning damage equal to your bite attack. The arid deserts and rocky badlands of the islands are the domain of the blue dragons. At adult age, it increases to 60 feet. The slashing component of this attack is treated as though it were dealt by a magical weapon for purposes of resistance and immunity. Whenever you make a bite attack, you deal additional damage of a type that is the same as your damaging breath weapon, of a value based on your age. Your size is Small. Even thousands of years later, they boil with hatred of the dragons and their manipulative creator, the Ninefold Dragon, who deceived them into being his tools and then abandoned them to suffering and undeath. When a creature enters a free fall, it plummets 600 feet per round on its turn. Victims who succeed at a Dexterity saving throw suffer only half damage. If it succeeds a saving throw, it is immune to your frightful presence for 24 hours. This kindred may be a relative of your previous one (there are dynastic families of kindredbond raised for this purpose) or any other suitable kindred you select. The dragons’ arrogance was their downfall once before. Ability Score Increase. Fire Breath. This attack gains your Strength modifier to damage. As such, the Starshine Principalities are stalwart proponents of the Council of Wyrms and have significant strength of arms to come to its defense should dangers or dissent arise. They are cunning and intelligent, knowing when to parley, when to fight, and when to flee. Dragons find themselves masters of most pursuits they focus on, and can excel in almost every class and archetype in the Player’s Handbook. Their champions are brutally swift and capable of moving between the trees quicker than dragons can track their movements, appearing from thickets to spear vassals and young wyrms on swords of shining, enchanted crystal. You possess resistance to an energy type in accordance with your breed, as listed in its respective entry. A list of dragon fighting styles is provided below. The brass dragon banks close and casts hold monster on the blue dragon, who fails its saving throw. These dragons are traditionally the most lithe and agile of dragonkind. Dryair and Pazus are more favorably inclined towards Clan Jadress than they are towards fellow gem dragon clans Majyst and Starratiel, not only because they needn’t endure the prattling of clerics, but also for Jadress’s unique services and discretion. Darkvision. A greater tragedy, and one that is of far more danger to the clans of Starshine Isle than lapsed devotion, is the existence of vile cabals that worship Faluzure, the dragons’ death god. Vassal troops learn combat formations that mitigate dragons’ aerial advantage, such as using turtle-shell formations with tower shields to provide cover against dragon breath. You have advantage on saving throws against effects that cause you to be frightened. Clans will frequently send eggs to be hatched as wards of the Council. The dragons typically serve the council until they reach the adult stage of their lives, at which time they are given the option to return to their clans or remain as a permanent servant of the Council of Wyrms. It neither includes nor attempts to reproduce unconverted copyrighted material, and requires maps and some NPC information available in the original Council of Wyrms campaign setting guide. If they succeed, a victim suffers only half damage from the attack. When Great Io created the dragons, he divided the dragons into three families, creating a balance of power and ideologies. Dragons may select any sorcerer archetype they desire. Actions Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The very idea of vassals opposing their lords is anathema, and should a group of vassals prove the equal or better of an adult or ancient dragon, the Council itself may step in to intervene -- usually to step on the impertinent vassals. Draconic natures replace backgrounds for player characters in the Council of Wyrms setting. At adult age, it increases to 60 feet. You can exhale a 15-foot cone of fire as your breath weapon. He inspired Starratiel the Amethyst to create the Council itself, where the wyrms could air grievances and reach solutions equitable for all the clans. Fire Breath. Additionally, whenever your accumulating hoard is greater than the value of your bonded hoard, you may use the identify spell as a ritual, regardless of whether or not your class allows you to use ritual magic. Dragons who pick certain archetypes may replace proficiency with disguise kits and poisoner’s kits with the following trait: You become inured to ingested poisons, and are no longer subject to their deleterious effects. Unfathomably powerful compared to most creatures, the ancient wyrms are the greatest of dragonkind, for whom the passing centuries bring only greater might. Yet again, Great Io appeared before the mightiest of his progeny and gave them the key to their salvation -- unity of the dragon clans against the threat of the humans. These fey creatures are hostile to dragons, denying parley and assaulting parties of vassals sent to flush them out. The concierge has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Some things that you’ll find to be different if you’re familiar with the old rules include, but are not limited to, the following: Playing a dragon is in many ways like playing a character of a standard Player’s Handbook ancestry. You won't be playing a direct import from the Monster Manual. The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. More than that, though, a hoard is an integral part of its supernatural physiology, and a dragon that fails to accrue sufficient treasure for its hoard (or has its treasures stolen by thieves) finds itself stunted and weakened. Ability Score Increase. Victims who succeed at a Dexterity saving throw suffer only half damage. Dragons have special rules for Dexterity (Sleight of Hand) checks and other roguish skills, outlined later in this document. Dragons protect their hoards fiercely not only because it is a theft of their property, but because it can kill them. If your vassal parent is an elf, you gain the elf’s Fey Ancestry quality. The accrual of material wealth is tied with whatever your other goals may be, and you will rarely agree to perform a task without some form of compensation. You gain a tail attack that you can use as a bonus action. The dragon enters a final torpor, melding with their hoard over the course of time to create a natural feature of the player’s choice. Their land has its own dragons, of a sort -- degenerate drakes, sinuous linnorms, and inbred hybrids exiled from the Io’s Blood Isles centuries or millennia before. You are resistant to force damage. Vassals settle in the territory of an adult dragon, if they are permitted to do so, and consider that dragon their lord, second only to the clan leadership. The ancient grandmasters of the dragon slayers live on, however, as monstrous undead lords in crumbling Gothic citadels on the fringes of known lands -- cursed by Great Io for performing the very duty he charged them with in days of yore, hated and feared by the rest of humanity for leading their kind to disaster in a failed crusade. At young age, the range increases to 30 feet. Hit: 9 (1d10 + 4) piercing damage. Among the reserved gem dragons, sapphires are the most given to respond to aggression in kind. Current edition rules offer a much broader variety of classes, and combinations that were previously not possible or might be considered bizarre. Their primary advantage is in holding enchantments to allow the dragon to harm creatures immune to their normal attacks. Young dragons are most easily compared to an “adventurer” caste among vassal species, and frequently interact with them as they go about their duties. Finally, the Council has an impressive standing army of some of the mightiest vassal troops and dragons on the Isles. There are no restrictions or further considerations for dragon barbarians save those listed above. Introspective. Alliances with other clans are common, but often short-lived as Firebrand’s machinations do not allow them to remain allies for long before a scandal or small-scale raid (blamed on the other party, of course) drives them apart. The dragon exhales acid in a 15-foot cone. Red dragons in particular will clash with golds over any perceived slight, seeing them as challengers for supremacy among all dragons. Dragons who act as Council stewards may find themselves at the bargaining table or in complicated webs of intrigue more than they do on the battlefield. Good and evil in this version of the setting are not so clear cut, and hard choices must sometimes be made to ensure the survival of the clan -- or the destruction of another. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. If this attack hits, it is an automatic critical hit and the dragon slayer champion may expend remaining hit points to increase its damage by a similar amount. At young age and older, this damage increases to 2d10. Firstly, the divine mandate of Io hangs over the head of all dragons, and the Council remembers this fact. Ancient dragons face the greatest threats to their kind; dangers both terrestrial and cosmic, ranging from devious krakens in the deep seas to fierce giant kings and fey lords who compete for territory and influence on the world scale. An amused sapphire d… As with governments elsewhere, clan politics and motivations are just not that simple. Untrappable. The fierce chromatics consider emerald dragons to be difficult opponents, for the emeralds have an affinity for traps and misdirection. As relatively little is given as gospel, below is one vision of how the world may be fleshed out -- a sweeping tale of devious political maneuvering, of clandestine deals with the worst enemies of dragonkind, and the small beings that scamper underfoot. The warlord has advantage on saving throws against spells and other magical effects. Age is the deciding factor in the influence one can carry on the Council. Magic comes as easily to dragons as swimming does to fish, and so many dragons become wizards. Dwarfing some vassal cities in sheer size, the Aerie itself is lair to dozens of individual dragons. You can exhale a 15-foot cone of weakening gas as your breath weapon. Cold Breath. There are, however, options to avoid this grim fate. 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