# Dragon Disciple
December 7, 2016 | Author: Heath Wannemacher | Category: N/A
Short Description
dnd...
Description
Dragon Disciple
A
s some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatures has long intrigued wizards who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerous bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession. All races who embrace their draconic heritage and learn to channel their abilities can become dragon disciples, fearsome warriors who possess not only the repertoire of an accomplished sorcerer but also the ability to unleash the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can learn to breathe fire, take flight on leathery wings, and at the pinnacle of their abilities —assume the form of a dragon. Although they are rare, dragon disciples can be found in any land where dragons interact with mortals.
Draconic Nature Dragon Disciple’s inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a Dragon Disciples other Lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess. Before becoming a Dragon’s Disciple, initiate’s drink of the Dragon's blood. It is this blood that gives them their extraordinary features.
Ancient Ancestry The most important question to consider when creating your Dragon Disciple is your ancestry. As a starting character, you'll choose an ancestry that ties you to a draconic bloodline. The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures. While the brass, bronze, copper, gold and silver metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. The ancestry you choose will shape your goals and ideals. Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.
Dragon Disciple Proficiency Level Bonus Features
Equipment Breath Weapon
You start with the following equipment, in addition to the equipment granted by your background:
1st
+2
Dragon Ancestor, Draconic Scales, Dragon Breath
3d8
2nd
+2
Dragonmark
3d8
3rd
+2
Archetype Feature, Counter Claw
3d8
4th
+2
Ability Score Improvement
3d8
Dragon Ancestor
5th
+3
Dragon Bond, Extra attack
3d8
6th
+3
Archetype Feature, Blood of the dragon
4d8
7th
+3
Dragonscale Aura
4d8
8th
+3
Ability Score Improvement
4d8
9th
+4
Dragon Bond, Dragon Forged Metal
4d8
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled. You have resistance to the damage type associated with your draconic ancestry.
10th
+4
Ferocious Willpower
4d8
11th
+4
Archetype Feature
5d8
Dragon Variety
12th
+4
Ability Score Improvement
5d8
Black
Acid
13th
+5
Dragon Bond
5d8
Blue
Lightning
14th
+5
Dragon Wings
5d8
Brass
Fire
15th
+5
-
5d8
Bronze
Lightning
16th
+5
Ability Score Improvement
6d8
Copper
Acid
17th
+6
Archetype Feature
6d8
Gold
Fire
18th
+6
Dragonscale Aura, Draconic Presence
6d8
Green
Poison
19th
+6
Ability Score Improvement
6d8
20th
+6
True Dragon Manifestation
6d8
(a) a martial weapon and a shield or (b) two martial weapons (a) a shield, or (b) any simple weapon (a) a light crossbow and 20 bolts or (b) a lance (a) a dungeoneer’s pack or (b) an explorer’s pack
Draconic Ancestry Damage Type Resisted
Red
Fire
Silver
Cold
White
Cold
Draconic Scales
Class Features As a Dragon Disciple, you gain the following class features
Hit Points Hit Dice: 1d10 per Dragon Disciple level Hit Points at 1st Level: 10 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Dragon Disciple level after 1st
Proficiencies Armor: Shields Weapons: Simple weapons, Martial weapons Tools: None Saving Throws: Strength, Charisma Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception and Religion.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your skin is covered by thick dragon- like scales hard as steel. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Strength modifier. You can use a shield and still gain this benefit.
Dragon Breath At 1st level you can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. The shape and size of the breath weapon are given by the following table. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. If you already have a breath weapon you gain an additional use of this feature. When first acquired, the breath weapon deals 3d8 points of damage. The damage increases based on your dragon disciple level to 4d8 at 6th level, 5d8 at 11th level, and 6d8 at 16th level. A creature takes half damage on a successful save.
After you use this breath weapon you cannot use it again until you complete a short or long rest.
Dragonmark Benefits
Breath Attack
Detection Detect magic, mage Detect hand thoughts
Dragon Variety Damage Type Breath Weapon
Mark
Least
Lesser
Identify,mage hand Locate object
Greater
Clairvoyance Clairvoyance
Black
Acid
5 by 30 ft. line (Dex. Save)
Finding
Blue
Lightning
5 by 30 ft. line (Dex. Save)
Brass
Fire
5 by 30 ft. line (Dex. Save)
Handling Druidcraft, speak with animals
Bronze
Lightning
5 by 30 ft. line (Dex. Save)
Healing
Copper
Acid
5 by 30 ft. line (Dex. Save)
Gold
Fire
15ft. cone (Dex. save)
Hospitality Friends, unseen servant
Green
Poison
15ft. cone (Con. save)
Making
Identify, mending
Red
Fire
15ft. cone (Dex. save)
Silver
Cold
15ft. cone (Con. save)
Passage
White
Cold
15ft. cone (Con. save)
Expeditious retreat, Misty step Teleportation light circle
Scribing
Comprehend Sending languages, message
Tongues
Sentinel
Blade ward, compelled duel
Blur
Protection from energy
Shadow
Dancing lights, disguise self
Darkness Nondetection
Storm
Fog cloud, shocking Gust of grasp wind
Sleet storm
Warding
Alarm, resistance
Magic circle
Dragonmark At 2nd level you gain a magical mark that is a physical manifestations of the Draconic Prophecy. You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using Charisma as your spellcasting ability for each spell, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: When you first gain this feature you gain the least dragonmark. You learn the spells listed under the Least column. At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column. At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Beast sense
Conjure animals
Cure wounds, spare Lesser Revivify the dying restoration Rope trick Leomund’s tiny hut Magic weapon
Arcane lock
Fabricate
Dragon Archetype At 3rd level, you choose a lineage that you strive to emulate in your combat styles and techniques. Choose the Dovahkiin, Dragoon or Shadow Dragon detailed at the end of the class description. The lineage you choose grants you features at 3rd level and again at 6th, 11th and 17th level.
Counter Claw At 3rd level your body grows more draconic, growing powerful claws. When a creature hits you with a melee attack, you can use your reaction to make a melee attack with your claws against the creature. You are proficient with your claws and the damage of the claw attack is 1d4 + Strength modifier slashing damage.
Ability score improvement When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can
increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Dragon bond At 5th level, you gain a small pseudodragon companion that accompanies you on your adventures. The color of your pseudodragon matches your dragon ancestry. The pseudodragon obeys your commands as best as it can and acts on its own initiative count in combat. On your turn, you can mentally command the pseudodragon if it is within 60 feet of you and you aren't incapacitated. You decide what action the pseudodragon takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the pseudodragon dies, you can obtain another by spending 24 hours magically bonding with another pseudodragon that isn't hostile to you. At 9th, and 13th level your pseudodragon companion grows in size to medium then large as your control over dragons improves. The stat blocks for your pseuodragon are listed at the end of the class description.
Dragonscale Aura Dragon Variety Black
All enemies within your aura take acid damage equal to your Charisma modifier at the start of your turn.
Blue
All enemies within your aura must make an intelligence saving throw (DC 8 + Proficiency + Charisma modifier) to manifest powers, cast spells or use spell-like abilities.
Brass
You and your allies within your aura add your Charisma modifier to all intelligence checks.
Bronze You and allies within your aura add your Charisma modifier to initiative checks. Copper You and allies within your aura add your Charisma modifier bonus on any one roll per day. Once a particular ally chooses to use their bonus, they cannot use it again for 1 hour, but not for any other ally who has not yet used the bonus. Gold
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blood of the Dragon At 6th level, your dragon blood beings to rapidly heal your body when injured. At the start of each of your turns you regain hit points equal to your Constitution modifier if you have less than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Dragonscale aura At 7th level you utterly dominate any space you occupy merely by being there. You have learned to harness the ferocity of the dragon into an aura that has a range of 10ft. The aura you gain based on your ancestry is listed below. At 18th level, the range of this aura increases to 30 feet. Projecting an aura is a bonus action. An aura remains in effect continually until you use a bonus action to dismiss it.
Aura Effect
You and allies within your aura add your Charisma modifier as a bonus to any healing, but it only affects allies at or below half their full normal hit points.
Green You and your allies within your aura add your Charisma modifier bonus to all strength checks. Red
You and allies within your aura receive a damage reduction to attacks that hit equal to your Charisma modifier bonus.
Silver
You and your allies within your aura add your Charisma modifier to all charisma checks.
White You and allies affected by your aura add your Charisma modifier bonus to weapon attack rolls to hit.
Dragon Forged Metal Starting at 9th level, you can transform one metallic weapon by performing a ritual while you hold the weapon. You perform the ritual by reforging or tempering the weapon over the course of 1 hour, which can be done during a short rest. While you wield the weapon draconic magic flows through the metal causing it to deal the same type of damage as your breath attack instead of it's normal damage type.
Ferocious willpower At 10th level the overwhelming dragon magic within you makes you immune to sleep and paralysis.
Dragon wings At 14th level, you grow a permanent pair of wings. You have a flying speed equal to your current speed. You can’t use your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you spread them. To use this speed, you can’t be wearing heavy armor.
Draconic presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, once a day you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you we’re casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
True dragon manifestation At 20th level the Dragon Disciple gains the ability to fully manifest the power of their chosen dragon ancestry allowing them to change into the form of a young dragon of their chosen variety as an action. Once they assume this form they gain the strength, dexterity and constitution scores as well as temporary hit points of the dragon’s health while retaining their other scores. Anything you are carrying in your hands falls to the ground and anything on your person either merges into your body or also falls to the ground (your choice). You are still able to cast spells and utilize the other features of your class/archetype. Once you assume this form you remain in it for one minute. However you may revert to your original form as a bonus action. Should your temporary hit points drop to zero in this form you return to your original form. After you return to your original form you gain one level of exhaustion. You regain use of this feature after a long rest.
Dragon Archetypes Different Dragon Disciples choose different approaches to mastering their fighting style. The dragon archetype you choose to emulate reflects your approach.
Dovahkiin Those who emulate the dragons with techniques told in legend. Using awe-inspiring abilities called Dragonrend and revering dragons as majestic lords. A Dovahkiin is said to have been trained by dragons and were taken under the aegis of a dragon, given otherworldly skills and served as retainers and defenders.
Dragonrend
Beginning at 3rd level, you learn a powerful form of ancient dragon magic. You may choose one Dragonrend from those listed below. You learn one additional Dragonrend at 6th, 11th and 17th level. Additionally, when you gain a level in this class, you can choose one of the Dragonrends you know and replace it with another Dragonrend. After using a Dragonrend you cannot use another Dragonrend until you finish a long rest.
Fo-Krah-Diin. As an action Freezing fog fills a 20-footradius sphere centered on a point the you can see within 120 feet of you. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a Constitution saving throw, taking (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog lasts for 1 minute. Lo-Sah-Ven. As an action magical darkness spreads from a point you choose within 60 feet of you, filling a 20-footradius sphere for 1 minute. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagicallight can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Gol-Klo-Dur. As an action a pit of quicksand forms beneath one creature that you can see within 120 feet. The creature must succeed on a Dexterity saving throw or take (3d6) bludgeoning damage and be knocked prone, blinded and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a Strength check, ending the buried state on a success. Frul-Vaaz-Lun. As an action one creature you can see within 120 feet of you must succeed on a Charisma saving throw or be banished to a dream plane, a different plane of existence you have imagined into being. To escape, the creature must use its action to make a Charisma check contested by yours. If the creature wins, it escapes the dream plane. Otherwise, the effect ends after 1 minute. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. Fus-Ro-Dah. As an action you exhale repulsion energy in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet away from you and knocked prone. Tiid-Neh-Ul. You exhale energy in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute.
Aberrant Dragonmarks
At 6th level an additional mark appears on your body and you may choose a second Dragonmark. You gain all the benefits of a second Dragonmark in addition to the first.
Siberys Dragonmark
At 11th level you gain the final and most powerful form of your Dragonmarks. You gain the ability to cast additional spells based upon your mark as summarized in the table below.
Dragonmark Benefits Mark
Siberys
Detection
Arcane Eye
Finding
Divination
Handling
Dominate Beast
Healing
Aura of Life
Hospitality
Mordenkaine's Private Sanctum
Making
Creation
Passage
Arcane Gate
Scribing
Contact Other Plane
Sentinel
Globe of Invulnerability
Shadow
Scrying
Storm
Control Winds
Warding
Mordenkainen's Faithful Hound
Mark of Death
By 17th level the rarest and most mysterious dragonmark appears on your body. This dragonmark grants you the ability to innately cast the following spells in addition to the effects of your other dragonmarks; False life, gentle repose,Speak with dead, blight and raise dead.
After using this feature, you cannot use it again until you finish a short or long rest.
Tactical Jumps
At 11th level, you have learned how to augment your jumps. Choose one of the following features: Double Jump. After hitting an enemy with your Jump feature, you can use a bonus action to repeat the Jump against another creature within 15 feet of the first creature. Doing so counts as expending another use of the of the Jump feature. Earthshaker. As an action when you fall, you can expend a use of your Jump feature to strike the earth with immense force. Each creature in contact with the ground within 15 feet of where you land must succeed a Dexterity saving throw with a Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 4d6 bludgeoning damage and be knocked prone. On a successful save, a creature takes half this damage and is not knocked prone. Passenger. When you make a leap into the air, you can expend a use of your Jump feature to carry one willing creature of your size or smaller to your destination.
Meteor jump
Masters of spears, lances and polearms and adorned in uniquely crafted armor, Dragoon's have become legendary for their grace and power. Their intense training, said to have been passed down by the dragon riders of old, allows these warriors to leap unnaturally high into the air and strike their foes with deadly force from above. Sometimes the enemy is unaware of the Dragoon's presence until they see the shadow around them growing larger.
Beginning at 17th level, as an action, you can leap up to 500 feet into the air, only to strike moments later with the force of a meteor. Until the start of your next turn, you are high in the air and immune to effects on the ground. On your next turn choose a single creature within 60 feet of the point you left to make a Dexterity saving throw with a Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice. If no such creature exists, you fall safely back to your original location. The creature takes 10d10 damage of the same type as your weapon on a failed save and half as much on a successful one. You then land safely in a space adjacent to the target. After using this feature, you cannot do so again until you finish a long rest.
Lance specialty
Shadow dragon
Dragoon
Beginning when you select this archetype at 3rd level, when you wield a Lance, you do not suffer disadvantage when attacking creatures within 5 feet of you. However, you must still wield a lance two handed when not mounted.
Jump
Beginning at 3rd level, you can leap to incredible heights. When you make a long or high jump, the distance you can travel increases by a number of feet equal to your Strength score. When falling at least 10 feet through the air, you may use your action to strike a target beneath you. On a hit, the target takes an additional 1d6 damage of the same type as your weapon for every 10 feet you fell. Additionally, if you hit, you take no falling damage. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain expended uses when you finish a long rest.
Lancet
Starting at 6th level, you gain the ability to drain a creature's energy with your strike. As a bonus action, when you hit a creature with a melee weapon attack you can choose to gain temporary hit points equal to half the damage dealt.
The Shadow dragons are Dragon Disciples that were either trained in the Shadowfell, transformed by years spent within its dismal confines or by some other magical means. Some shadow dragon disciples embrace the Shadowfell for its bleak landscapes and desolation. Others seek spread the darkness and evil of the Plane of Shadow.
Shadowfell mark
Starting at 3rd level you have learned to call the shadows to you. Before you attack a humanoid in melee, you may choose to mark that target for the shadow fell. If you reduced a marked target to 0 hit points a shadow (MM pg. 269) rises from its corpse and acts immediately after you in the initiative count. You may summon only one shadow at a time and have complete telepathic control up to a range of 60 feet. The shadow lasts until killed or dismissed as a bonus action. This mark may be used a number of times equal to your Charisma Modifier (minimum one). You regain all expended uses when you finish a long rest.
Shadow ancestry
At 3rd level your dragon's scales lose their luster and fade to a charcoal black hue and your eyes pale to pools of opalescent gray. Any damage-dealing breath weapon you use becomes necrotic damage instead of its original damage type and the dragon resistance granted by your ancestry changes to necrotic damage.
Shadow Stealth
At 6th level while in dim light or darkness, you can take the Hide action as a bonus action.
Shadow step
At 11th level, you gain the ability to move to your shadow. As a reaction when an attack is made or a spell affects you, you can fade into darkness. You teleport to your shadow up to 60 feet away. The attack or spell instead targets your shadow if possible, otherwise a different target is selected.
Living shadow
At 17th level while in darkness, you have resistance to all damage that is not force, psychic, or radiant.
Small Pseudodragon small dragon, same alignment as player Armor Class 13 (natural armor) Hit Points 15 (3d8 + 2) Speed 15ft., fly 60ft. STR
DEX
CON
INT
WIS
CHA
9 (-1) 14 (+2) 11 (+1) 10 (0) 12 (+1) 10 (0) Skills Perception +4, Stealth +5 Senses blindsight 10ft., darkvision 60ft., passive Perception 13 Languages understands Common and Draconic but can't speak Challenge 1/2 (100 XP) Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Multiclass: Requires Strength 13+ and Charisma 13+.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
Medium Pseudodragon
Large Pseudodragon
medium dragon, same alignment as player
large dragon, same alignment as player
Armor Class 14 (natural armor) Hit Points 27 (5d6 + 10) Speed 15ft., fly 60ft.
Armor Class 15 (natural armor) Hit Points 42(6d12 + 3) Speed 15ft., fly 60ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1) 16 (+3) 14 (+2) 10 (0) 14 (+2) 10 (0)
STR
DEX
CON
INT
WIS
CHA
12 (+1) 16 (+3) 14 (+2) 10 (0) 16 (+3) 10 (0)
Skills Perception +5, Stealth +6 Senses blindsight 10ft., darkvision 60ft., passive Perception 14 Languages understands Common and Draconic but can't speak Challenge 1 (200 XP)
Skills Perception +5, Stealth +6 Senses blindsight 10ft., darkvision 60ft., passive Perception 14 Languages understands Common and Draconic but can't speak Challenge 2 (400 XP)
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language
Actions
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit. reach 5 ft, one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Claw. Melee Weapon Attack: +5 to hit. reach 5 ft., one target. Hit 7 (2d4 + 2) slashing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower. the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
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