Background
Background
Custom Background(Draconic Noble Family)
Background Knowledge: Choose two skills & One Language(Dwarf) to gain proficiency in.
Background Strength & Weakness: +2(Charisma) ASI, and a -1(Strength) ASI (Cannot be the same stat)
Background Boon; Aberrant Dragonmark
Voice of Nobility: Whenever you finish a long rest you gain 100gp within your sack as it magically appears, in addition you gain a 10% discount when buying and selling items to any business.
Once per long rest, you can cast command.
Boon of Luck
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.
Race
Race
Young Dragon
Young Dragons are stronger versions of Dragonlings due to their increased size, strength, and the full manifestation of their elemental breath weapons. These dragons, while not yet reaching the immense power of their adult counterparts, are formidable creatures in their own right. They are known for their insatiable hunger for knowledge, hoarding treasures, and establishing territories that reflect their individual personalities and ancestry.
The birth of Young Dragons from the Mother of Dragons and their evolution from Dragonlings are pivotal moments in the ever-turning cycle of draconic life. It is a cycle steeped in ancient magic that even the wisest elder dragons do not know of, as the Mother keeps her secrets.
ASI: +2 (Dexterity) and +1 (Charisma) ASI
Size: Large, Medium when under the alter self spell
Speed: 30ft walk, fly speed equal to walk speed
Age: They reach maturity when a dragonling and live up to 100 years old, upon death of old age they may roll a 1d100, on a 20 or lower they evolve into a Adult Dragon and regain all hp.
Dragon's Darkvision: You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You can discern colors in darkness. You also have 30ft blindsight, any source that gives you additional blindsight less than what you already have will give you an additional 10ft.
Dragon Ancestry: You have resistance to a specific damage type associated with your draconic ancestry (Thunder).
Dragon breath: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. On a failed save, the creature takes Xd10 damage of the type associated with your Dragon Ancestry. X equals double your proficiency. You can use your Dragon Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (DC = 8 + your Constitution modifier + your proficiency bonus)
Draconic Armour: While not wearing armour, your base AC is 18, and cannot go below regardless of what kind of armour you are wearing.
Draconic Spell-casting: Through your inherent connection to the tapestry of the draconic weave, you possess the knowledge of specific spells infused with draconic energy. You gain the ability to cast alter self at will, and at 1st level, you choose one 1st level spell. Upon reaching 3rd level, you can select one 2nd level spell, and at 5th level, you may choose one 3rd level spell. These chosen spells integrate into your draconic repertoire, allowing you to cast each of them once per day without expending a spell slot. Alternatively, you have the option to cast these spells using spell slots of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read, and write Common and Draconic.
(Refer to Dragonling Breath Weapon Table for damage type and effect)
Class
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard 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
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest (d6)
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Feats
Feat:
Abberant Dragonmark
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Horn Maestro
Thanks to extensive practice with the hunting horn, you gain the following benefits:
Your hunting horn's chord length is increased by 1.
You can now complete a hunting horn's melody as a bonus action.
Fortissimo! Your hunting horn's single note melody effect is doubled.
Subclass
3rd Level Features
Hunting Horn Mastery
Starting at 3rd level when you join the Harmony Hunter college, you gain the ability to summon a Hunting Horn through a 1-hour ritual. This ritual creates a magical bond between you and the Hunting Horn, allowing you to summon it to your hand at will, and gaining proficiency with it.
The summoned Hunting Horn can be of any design or material of creatures you have slain. You also gain proficiency with medium armour. For the purpose of martial weapons, the Hunting Horn counts as a Greataxe.
When you attack with the Hunting Horn, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.
Harmonic Inspiration
Also at 3rd level, you learn to weave the power of your music into your hunting horn. When you take the attack action with your Hunting Horn, you can choose expend a bardic inspiration to empower yourself or your ally, with the following options:
Attack Boost: The target adds the Bardic Inspiration die to their weapon damage on their next successful weapon attack.
Defense Boost: The target adds the Bardic Inspiration die to their AC until the start of their next turn.
Healing Boost: The target adds the Bardic Inspiration die to any healing they receive until the start of their next turn.