Dragon Bound

You belong to a martial tradition born out of service to great dragons, and your training reflects their magic and knowledge. Most often, dragon bound fighters trace their origin to an army in the service of a powerful, militaristic dragon. Others belong to orders that have long forsaken service to a tyrant but kept the traditions and practices alive within their ranks. Some of these corps are well regarded, but most are either obscure or feared. However, any given dragon bound could be the first of a new tradition. A dragon bound could seek out a dragon to serve, and as a reward receive mentoring and opportunity. Other exceptional dragon bound might learn the ways of dragons from diligent research, practice, and observation.

Draconic Tradition

At 3rd level, when you select this archetype, you choose one type of dragon from which your tradition stems. The type of draconic tradition you pick will determine which damage type is used by features you gain later, and greatly affects which spells you learn as seen in the Draconic Tradition table.

You are well-versed in draconic lore of your tradition. Whenever you make an Intelligence (History) or Intelligence (Nature) check relating to dragons, you double your proficiency bonus to the check. Additionally, you can speak, read, and write Draconic.

Draconic Magic

Your tradition has enabled you to cast a limited number of spells. This could be a result from an arcane rite performed by an ancient dragon, long exposure to a dragon’s lair, secret glyphs of your tradition carved into your body with a dragon’s claw, or some other infusion of the dragon’s innate magic into your being.

Cantrips. You learn two cantrips, one corresponding to your draconic tradition as per the Draconic Tradition table, and one from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Lesser Magics. You’ve mastered the ability to spontaneously cast a small number of spells. You know two spells: one from your draconic tradition listed on the Draconic Tradition table, and one 1st level spell of your choice from the sorcerer spell list. Whenever you gain a level in this c1ass, you can replace the sorcerer spell you chose with another spell from the sorcerer spell list. You can use this feature to cast these spells in any combination a total of two times. You regain expended uses of your Lesser Magics when you finish a long rest.

Spellcasting Ability. Charisma is your spellcasting ability for these spells; you channel draconic magic to manifest your will. You use your Charisma score whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer 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

Claw and Tail

Starting at 3rd level, you can use combat tactics that mimic those of a dragon.

If you take the Attack action and hit a creature with a melee weapon attack, you can follow up with another fast swipe. As a bonus action, you can make a melee weapon attack against the same creature. On a successful hit, you deal damage equal to the ability modifier the melee weapon attack used for damage.

Additionally, if you move at least 5 feet before attempting a shove, you have advantage on the contested roll. You plough into your foes with the force of a mighty tail sweep.

Once you use a benefit granted by this feature, you cannot do so again until you finish a short or long rest.

Tooth and Wing

By 7th level, you’ve mastered additional fighting techniques inspired by dragons in battle. As an action, you can move up to your speed in the process of making and landing a running jump. Your jump distance is doubled and you can make a melee weapon attack with advantage against any creature within your reach when you land. On a hit, roll an extra die for your weapon damage.

Once you use this leaping strike, you cannot do so again until you finish a short or long rest.

Draconic Tradition Table
Dragon Damage Type Cantrip Lesser Magic Greater Magic
Black Poison acid splash fog cloud fear
Blue Lightning shocking grasp silent image lightning bolt
Brass Fire produce flame absorb elements blink
Bronze Lightning shocking grasp speak with animals call lightning
Copper Acid minor illusion Hideous laughter hypnotic pattern
Gold Fire fire bolt bless daylight
Green Poison poison spray charm person stinking cloud
Red Fire fire bolt cause fear fireball
Silver Cold sacred flame detect evil and good wind wall
White Cold ray of frost fog cloud sleet storm

Elemental Aura

Starting at 10th level, elemental energy begins to flow in and around you. As a bonus action, you can create an aura corresponding to your draconic tradition. This aura lasts for 1 minute, or until you dismiss it as a bonus action. At the beginning of your turn, every creature within 5 feet of you must make a Dexterity saving throw. If your draconic tradition’s damage type is poison or cold, a creature makes a Constitution saving throw instead. On a failed save, the creature takes 1d6 damage corresponding to your draconic tradition, or half as much damage on a successful one.

Improved Draconic Magic

At 10th level, your magical ability increases. You learn one additional 1st level spell and two 2nd level spells from the sorcerer‘s spell list. These spells typically reflect the characteristics of the type of dragon revered in your tradition, but they may be any spells you choose.

You can now cast spells more often. You can cast the spells gained from this class a number of times equal to 1 plus your Charisma modifier (at a minimum of 3) and regain any expended uses when you finish a long rest.

Dragon Breath

At 15th level, you’ve mastered the secret of a dragon’s breath weapon. As an action, you can exhale magical energy in a fearsome display of power. Each creature in a 15-foot cone or 5 x 30-foot line (your choice) must make a saving throw against your spell save DC. If your tradition’s damage type is poison or cold, the saving throw uses Constitution, otherwise it uses Dexterity. On a failed save, a creature takes 3d6 damage of the type corresponding to your tradition and is burned, and half as much damage on a successful save and is not burned.

Greater Draconic Magic

When you reach 18th level, you can fly. As a bonus action, dragonlike wings made of magical force spring forth from your back, granting you a flying speed of 30 feet. If you already have wings, those are augmented with magical energy to resemble those of a dragon. These wings last for 1 minute, or until you dismiss them as a bonus action.

You also master a single 3rd level spell, as seen in the Draconic Tradition table. Unlike your other draconic magic spells, you can only cast this spell a single time before you must finish a long rest to do so again.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page