Dragon Clan Traits in Sjonderwold | World Anvil
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Dragon Clan Traits

The Dragon Clan society and history have imbued them with access to magic and guile far beyond what is available to most of the Sjonderwold; but their shadowy past also means they can seem a bit paranoid at times.  

Clan Trait

All members of the Dragon clan have the following trait:   Uncanny Knack. You learn two cantrips from any combination of the bard or sorcerer spell lists. Your spellcasting ability for these spells is Charisma.  

Basic Traits

  Hoard Bauble. You gain a Common magic item. Your DM decides what is an appropriate magic item for your character and campaign, and decides how it comes into your possession.   Paranoia. You can cast divination as a reaction without using a spell slot or components. There is a 50 percent chance the result is random. Once you cast the spell in this way, you cannot cast it again until you finish a long rest. You cannot complete a long rest until you use this feature.   Masked Manners. You gain proficiency in either Deception or Insight.   Skysailor's Expertise. You gain proficiency in water vehicles. Climbing no longer costs you extra movement, and the maximum distance you can long jump increases by a number of feet equal to twice your proficiency bonus.   Uncanny Gift. You learn a 1st-level spell from either the bard or sorcerer spell list. You can cast the spell once without requiring a spell slot or material components. Once you cast the spell this way, you can't cast it again until you finish a long rest.   Vigilance. In the first round of combat, you may use a bonus action to either Dodge or move up to half your speed. You may use this bonus action even if you are surprised.  

Advanced Traits

  Frightful Mien. While wearing your mask, you gain proficiency in Intimidation, and most creatures you meet find you unsettling to look at. As a bonus action, you can grant yourself advantage on Intimidation checks for 1 minute. Once you use this ability, you can't use it again until you finish a long rest.   Hoard Prize. You gain an Uncommon magic item. Your DM decides what is an appropriate magic item for your character and campaign, and decides how it comes into your possession.   Inscrutable. Insight checks against you are made with disadvantage. If you are wearing your mask, you have advantage on Deception checks.   Just Connecting Dots (Requires Paranoia). You no longer have a percent chance to receive a random result when you cast divination using Paranoia. You can now cast the spell again using this feature after you complete a short rest, and you cannot complete a short rest until you use this feature.   Practiced Vigilance (Requires Vigilance). You can move up to your full speed using the bonus action granted by Vigilance, and you do not provoke opportunity attacks for that movement.   Skysailor's Leap. You gain a flying speed equal to your walking speed, but you fall if you end your turn in the air and nothing else is holding you aloft. The bonus distance to your long jump from Skysailor's Expertise does not count against your Movement.  

Exemplary Traits

  Fast Friends. While wearing your mask, you can cast the spell alter self without expending a spell slot or using components, and if you take the form of another race you can speak and understand a language common to that race for the duration of the spell. Once you cast the spell in this way, you cannot use it again until you finish a long rest.   Hoard Marvel. You gain a Rare magic item. Your DM decides what is an appropriate magic item for your character and campaign, and decides how it comes into your possession.   It's All Coming Together (Requires Paranoia). You can cast divination using the Paranoia feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short rest. You cannot complete a long rest until you cast divination using this ability a number of times equal to your proficiency bonus.   Predator's Vigilance (Requires Vigilance). You can Attack using the bonus action granted by Vigilance.   Star-Raider's Jaunt (Requires Skysailor's Leap). You can increase the flying speed granted to you to twice your walking speed for a number of minutes equal to your proficiency bonus. You do not have to use all of this time at once, but it must be expended in one minute intervals. You have advantage on checks made to reorient your body and motion in physical space.   Soothing Visage. While wearing your mask, you can use a bonus action to make the mask take the shape and form of a face of your choosing. The mask subtly shifts its assumed features to match the ideal form for its viewers, granting you a bonus to Persuasion checks equal to your proficiency bonus.   Unseeable. You add your proficiency bonus to saving throws against spells of the Divination school if you do not already, and you have advantage on those saving throws.

Legendary Traits

  And They Called Me Mad. You do not roll for a random result when you cast divination until you have cast the spell a number of times equal to your proficiency bonus.   Astral Sojourner (Requires Skysailor's Leap). Your flying speed doubles, or you gain a flying speed of four times your walking speed. You no longer need to breathe, and you can go twice as long before needing to eat or drink. If you are travelling in the Astral Plane, you can treat yourself as a spelljamming ship whose helm you are attuned to for the purposes of movement.   Hoard Wonder. You gain a Very Rare magic item. Your DM decides what is an appropriate magic item for your character and campaign, and decides how it comes into your possession.   Unknowable. You are immune to the effects of spells of the Divination school unless you choose to be affected by them.

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