You are a DRACONIC DISCIPLE — a martial artist who has chosen to devote themselves to the Path of the Dragon, styling your fighting after the great winged beasts.
Art by Filip Burburan |
Start with: patterned robes (as leather), a staff, memorised poetry and scripture, scaled skin
Skills (1d4): ancient history, religion, acrobatics, cartography
A: Talented Warrior, Path of the Dragon, +1 MD
B: Maw of Fire, +1 MD
C: Flurry of Blows, +1 MD
D: Drakeform, Agamid Alacrity, +1 MD
Talented Warrior: You're a competent fighter, getting +1HP and +1 to-hit for each DISCIPLE template you take. You can make unarmed attacks with any body part, even while restrained, and they deal damage 1 set of dice higher than a regular unarmed attack, to a minimum of 1d6.
Path of the Dragon: You can speak, read, and understand the language of all lizards and dragons, summon a non-harmful flame with a snap of your fingers, and have advantage on saves against fire. You begin with 1 Mysticism Die (MD), gaining another each time you level. You can expend MD to add [sum] to a successful hit’s damage, or reduce the damage of an incoming attack by [dice]. They vanish on a 4-6, returning the next morning.
Maw of Flame: You can spend MD to ignite your breath, dealing [sum] damage to everything in a narrow arc that fails a save. You can eat fires to restore lost MD.
Flurry of Blows: You can now make two attacks in a round without penalty.
Drakeform: You can spend MD to temporarily take on the shape of a (small) dragon. It lasts for [dice] rounds, during which you can fly, deal the higher of [dice] or [best] damage instead of anything else, and refresh to 4 MD each round. When you revert to squishy human form, you return to the amount of MD you had before becoming a dragon, minus the [dice] you spent on the ability.
Agamid Alacrity: You no longer need to sleep while resting, have advantage against stunning and paralysis, and always go first in initiative, regardless of surprise.
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