Dragon Speaker

Contents

You grew up with a closer relationship to a nearby dragon flight than others may believe, acting as brood guardian and ally to the flight while your patrons hunt or are otherwise away. As a reward for your reverence, you have been gifted with draconic power which allows you to better protect yourself and your flight.

What pulled you away from your dragon allies? Maybe their numbers were badly depleted in an attack, and now you seek revenge; or perhaps you have left in search of something the flight needs to maintain its place. You could even have seen the dragons as oppressors of your people and use their power in hopes of eventually breaking free of them. Your reason is your own, but your strength is drawn from them.

Key Ability

Wisdom

Hit Points

8 plus your Constitution Modifier. At 1st level, your class gives you an ability boost to Wisdom. You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters…

You activate a special set of auras that aid you and your allies. Your dragon speaker path helps you put emphasis on these auras, combat, or becoming a dragon yourself.

During Social Encounters…

Your interactions with dragonkind have taught you decorum and respect, making you a decent speaker for any, not just dragons. You are also attentive to subtle personality quirks and make for a good judge of character.

While Exploring…

Dragons aren’t exactly the most modern of creatures, so you have some experience living in hills, hunting, and gathering your own meals. Your skills naturally lend themselves to scouting, but you may or may not choose to focus on it.

In Downtime…

You seek good company while away from your flight, and you have likely adopted their preferences for entertainment and relaxation. If you are a craftsperson, you take pride in sharing your skills.

You Might…

  • Wish to help improve relations between dragons and the humanoid races.
  • Feel like an outsider among other members of your race.
  • Obsessively study all dragons, not just your own flight, as you attempt to become one yourself.

Others Probably…

  • Respect you for your status as speaker for a flight of dragons.
  • Fear drawing too much of your ire, lest you turn your dragons on them.
  • Hold some amount of envy that you have earned such a strong position with what could be seen as a threat to a kingdom or its people.
Table: Dragon Speaker Advancement
Your Level Class Features
1 Ancestry and background, initial proficiencies, dragon speaker feat, dragon flight, dragon speaker path, shield block
2 Dragon speaker feat, skill feat
3 Breath weapon 1d6, general feat, skill increase
4 Dragon speaker feat, skill feat
5 Ability boosts, ancestry feat, breath weapon 2d6, skill increase, weapon expertise
6 Dragon speaker feat, skill feat
7 Draconic expertise, dragon speaker path feature, general feat, skill increase, weapon specialization
8 Dragon speaker feat, skill feat
9 Ancestry feat, great fortitude, skill increase
10 Ability boosts, dragon speaker feat, skill feat
11 Alertness, breath weapon 3d6, general feat, medium armor expertise, skill increase
12 Dragon speaker feat, skill feat
13 Ancestry feat, dragon speaker path feature, resolve, skill increase, weapon mastery
14 Dragon speaker feat, skill feat
15 Ability boosts, draconic mastery, general feat, greater weapon specialization, skill increase
16 Dragon speaker feat, skill feat
17 Ancestry feat, breath weapon 4d6, evasion, medium armor mastery, skill increase
18 Dragon speaker feat, skill feat
19 Draconic legend, dragon speaker path feature, skill increase
20 Ability boosts, dragon speaker feat, skill feat

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

  • Trained in Perception

Saving Throws

  • Trained in Fortitude
  • Expert in Reflex
  • Expert in Will

Skills

  • Trained in your choice of Arcana or Nature
  • Trained in one or more skills determined by your dragon flight
  • Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

  • Trained in simple weapons
  • Trained in unarmed attacks

Defenses

  • Trained in light armor
  • Trained in medium armor
  • Trained in unarmored defense

Class DC

  • Trained in dragon speaker class DC

Class Features

You gain these abilities as a dragon speaker. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Dragon Speaker Feats

At 1st level and every even-numbered level, you gain a dragon speaker class feat.

Dragon Flight

As a dragon speaker, you select 1 dragon flight as a sponsor at 1st level. You are a member of that dragon flight first and foremost, though you may learn tricks from the other flights as well during your adventures. The flights presented in this book relate to chromatic and metallic dragons, but other flights can and do exist. You could even be part of a mixed flight of dragons founded to keep each other safe during the collapse of their shattered world.

Dragon Speaker Path

Choose a dragon speaker path that represents the journey you take as a member of your flight. This choice determines the features you gain at 1st, 7th, 13th, and 19th level.

Path of the Dragon Warrior

If you gain no more Hit Points per level than 10 + your Constitution modifier, you gain 2 additional Hit Points for each dragon speaker class feat you have. Otherwise, you gain the Toughness general feat. You also become trained in one martial weapon of your choice. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.

  • Beginning at 7th level, select one weapon when you make your daily preparations. In your hands, the weapon gains the effect of a property rune. Choose returning, striking, weapon potency, or wounding. You also gain the weapon’s critical specialization effect.
  • Beginning at 13th level when you choose the weapon for your path during your daily preparations, add the following property runes to the list of effects you can choose from: any elemental property (corrosive, flaming, frost, or shock) that matches your breath weapon, and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your alignment.
  • Beginning at 19th level, your proficiency rank increases to legendary with your chosen weapon.

Path of the Totem Bearer

If you gain no more Hit Points per level than 10 + your Constitution modifier, You gain 1 additional Hit Point for each dragon speaker class feat you have. Otherwise, you gain the Toughness general feat. The durations of all of your draconic auras increase to 24 hours, and you can activate your draconic auras using only 2 actions (focus, and either verbal or somatic).

  • Beginning at 7th level, you can have up to two auras active at the same time. Increase the number of Focus Points in your focus pool by 1.
  • Beginning at 13th level, you can activate your draconic auras using only 1 action (focus).
  • Beginning at 19th level, you can have up to three auras active at the same time. Increase the number of Focus Points in your focus pool by 1.

Path of the True-Form Devotee

Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of the same type as your breath weapon (see dragon flight). Your skin is also covered in small scales that glow with faint energy, giving you resistance 5 to the same damage type.

  • Beginning at 7th level, the extra damage increases to 2d6, and the resistance increases to 10.
  • Beginning at 13th level, you can cast dragon form once per day as an innate spell of the same magical tradition as your draconic auras, taking the same form as that of your dragon flight.
  • Beginning at 19th level, the extra damage from your claws increases to 3d6, the resistance increases to 15, and you can cast dragon form one additional time per day.

Shield Block

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Breath Weapon 3rd

At 3rd level, you can unleash a breath weapon used by your dragon flight. Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on your dragon flight. Regardless of the type, the breath weapon deals 1d6 damage, and each creature in the area must attempt a basic Reflex save against your class DC.

After you use your breath weapon, you can’t do so again for 1d4 rounds.

  • At 5th level, your breath weapon deals 2d6 damage instead.
  • At 11th level, it deals 3d6 damage, and at 17th level, it deals 4d6 damage.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

Weapon Expertise 5th

You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert. If you walk the path of the dragon warrior, your proficiency with your chosen weapon increases to expert as well.

Draconic Expertise 7th

Your proficiency rank for your dragon speaker class DC increases to expert. If you have draconic auras, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your draconic auras increases to expert.

Weapon Specialization 7th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Great Fortitude 9th

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Alertness 11th

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Medium Armor Expertise 11th

You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Resolve 13th

You’ve steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Weapon Mastery 13th

You fully understand the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to master. If you walk the path of the dragon warrior, your proficiency with your chosen weapon increases to master as well.

Draconic Mastery 15th

Your proficiency rank for your dragon speaker class DC increases to master. If you have draconic auras, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your draconic auras increases to master.

Greater Weapon Specialization 15th

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Evasion 17th

You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Medium Armor Mastery 17th

Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to master.

Draconic Legend 19th

Your proficiency rank for your dragon speaker class DC increases to legendary. If you have draconic auras, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your draconic auras increases to legendary.

Dragon Flights

Each of the following dragon flights are available to dragon speaker characters.

Black Dragon Flight

To be a dragon speaker of a flight of black dragons is to know and understand suffering. A tyrannical brood, you are either a slave given some measure of freedom to work the flight’s will, or you were born or reborn to the flight through magical ritual, raised to be their eyes and ears among the humanoids who rightly fear entering their swamps.

  • You are trained in Acrobatics and Stealth; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably chaotic evil, chaotic neutral, or neutral evil.
  • Your breath weapon is a 30-foot line of acid.

Blue Dragon Flight

As a dragon speaker who ventured from the lands of the blue dragon flights, you are a dogged diplomat who rarely takes no for an answer. You prefer action, and will spur others to it by just about any means necessary. While not necessarily evil, your methods might border on the illegal, and your attitude toward such activities probably draws looks from your more righteous companions.

  • You are trained in Deception and Society; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably lawful evil, lawful neutral, or neutral evil.
  • Your breath weapon is a 30-foot line of electricity.

Brass Dragon Flight

Whimsy and fun are the credo of your flight. You delight in traveling out to meet other people and learn about new, entertaining cultures. When nobody’s looking, you make a deal here, or sign an agreement there, all to keep the information moving and your stream of contacts growing. After all, if you can stay ahead of danger, maybe it won’t make its way back home.

  • You are trained in Diplomacy and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably chaotic good, chaotic neutral, or true neutral.
  • Your breath weapon is a 30-foot line of fire.

Bronze Dragon Flight

Aloof and stoic, principled and protective. These four words perfectly describe your outlook on the world and its people. Given the opportunity, you could lock yourself away in a library for days, only drawn out with the promise of raiding an ancient tomb for even more forgotten lore and history. On the rare occasion that you are roused to anger, you deal with your enemies swiftly so that you can return to your studies.

  • You are trained in two Lore skill subcategories of your choice.
  • You are probably lawful neutral, true neutral, or neutral good.
  • Your breath weapon is a 30-foot line of electricity.

Copper Dragon Flight

You are an itinerant lover of fine drinks, good food, and mirth; always happy to lend an ear to others’ troubles and giving them the benefit of the doubt. This has gotten you into trouble on more than once occasion, but you refuse to change your outward view of the world just because of a few bad eggs. You’re told that your willingness to turn a blind eye to victimless crimes makes you approachable, and you’re glad to hear it.

  • You are trained in Diplomacy and Society; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably chaotic good, chaotic neutral, or neutral good.
  • Your breath weapon is a 30-foot line of acid.

Gold Dragon Flight

You became a dragon speaker during a momentous meeting of gold dragons, whose long lifespans and preference for seclusion rarely brings them together to brood. During the event in question, you were chosen for a variety of reasons only you know and which you may or may not wish to share. The dragons saw something wonderful in you, and responded in kind, marking you as ally and protector of their kin.

  • You are trained in Medicine and Religion; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably lawful good, lawful neutral, or true neutral.
  • Your breath weapon is a 15-foot cone of fire.

Green Dragon Flight

If blue dragons are the outgoing politicians of the chromatic flights, green dragons are the reclusive scholars, and you’re no different. While you are willing to hold negotiations on topics such as what is considered dragon hunting grounds, your decisions in such matters are often final, with the greater portion going to your flight. For you, adventuring comes second to understanding the larger world and your flight’s place in it.

  • You are trained in Nature and Survival; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably lawful evil, lawful neutral, or true neutral.
  • Your breath weapon is a 15-foot cone of poison.

Red Dragon Flight

Being a dragon speaker for red dragons, Your flight treats you well; assuming you haven’t done anything to slight them, which try as you might you often do. You can never be sure if you’re a welcome part of the flight or an appetizer not quite ready to be served, but the sheer power you gain by acting on the reds’ behalf has been worth the daily threats on your life, so far.

  • You are trained in Athletics and Intimidation; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably chaotic evil, chaotic neutral, or neutral evil.
  • Your breath weapon is a 15-foot cone of fire.

Silver Dragon Flight

The pride of the silver dragons drew you to them, and you have sworn yourself to their righteous cause. You are a dutiful member of your flight, and their best representative when interacting with others. You denounce evil, and uphold what you believe is right in the world, acting as guardian to your brood and the allies with whom you choose to adventure.

  • You are trained in Religion and Survival; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably lawful good, lawful neutral, or neutral good.
  • Your breath weapon is a 15-foot cone of cold.

White Dragon Flight

Your adoption into a flight of white dragons was more coincidence than attempt on your part. You saved an ailing member of the flight, or protected their eggs from some other predator when it believed them unguarded. Now, you’ve been welcomed by the brutish lot, and their magic keeps you warm, even on the coldest nights.

  • You are trained in Athletics and Thievery; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
  • You are probably chaotic evil, neutral evil, or true neutral.
  • Your breath weapon is a 15-foot cone of cold.

Dragon Speaker Feats

At every level that you gain a dragon speaker feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level


Draconic Frenzy [one-action] Feat 1

Dragon Speaker Flourish

Choose one. As it has the flourish trait, you can use Draconic Frenzy only once per turn.

  • Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally.
  • Make one melee weapon Strike and use your breath weapon.

Draconic Presence Feat 1

Dragon Speaker

You learn the draconic presence draconic aura, which improves your chances of acting sooner during combat.

Draconic Resilience Feat 1

Dragon Speaker

You learn the draconic resilience draconic aura, which protects you and your allies from harm.

Draconic Senses Feat 1

Dragon Speaker

You learn the draconic senses draconic aura, which makes it easier for you and your allies to see in some situations.

Draconic Vigor Feat 1

Dragon Speaker

You learn the draconic vigor draconic aura, which grants you and your allies fast healing for a short time.

2nd Level


Acute Scent Feat 2

Dragon Speaker

Your sense of smell improves. You gain imprecise scent with a range of 30 feet.

Ensorcelled Strike [one-action] Feat 2

Dragon Speaker

Frequency once per 10 minutes

You draw in some of the inherent magic of dragons to enhance your weapons, natural or otherwise. Make a Strike or Draconic Frenzy (this doesn’t change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage is chosen each time you strike and can be of the same type as your breath weapon or one of your alignments. If you are true neutral, you can choose force instead.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency.

Ice Climb Feat 2

Dragon Speaker

You can climb on ice as though you had a climb Speed equal to your land Speed. You ignore difficult terrain and greater difficult terrain from ice and snow, and you don’t risk falling when crossing ice.

Wing Deflection [reaction] Feat 2

Dragon Speaker

Trigger You are targeted with an attack by an attacker you can see.

Requirement You have at least 1 hand free.

You swing your arm down in the same way a dragon uses its wing to deflect blows. You gain a +2 circumstance bonus to AC against the triggering attack.

4th Level


Deep Breath [one-action] Feat 4

Dragon Speaker

Prerequisites breath weapon

You can spend an additional action and a focus point to increase your breath weapon’s damage to 1d6 per level. If you don’t already have one, you gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don’t need to do anything specific to Refocus, as your connection to your dragon flight naturally replenishes your focus pool.

Dragon Spellcaster Devotion Feat 4

Dragon Speaker

Prerequisites Wisdom 14

You have studied the draconic magic of your flight, mastering a few simple spells. You gain a spell repertoire with 2 cantrips of the same magical tradition as your draconic auras. Choose from the following spells granted by your dragon flight.

Black dancing lights, detect magic, prestidigitation, read aura, tanglefoot
Blue detect magic, message, read aura, shield, sigil
Brass dancing lights, detect magic, mage hand, prestidigitation, read aura
Bronze detect magic, light, message, read aura, shield
Copper detect magic, ghost sound, message, read aura
Gold daze, detect magic, forbidding ward, prestidigitation, read aura
Green dancing lights, detect magic, ghost sound, read aura, shield
Red chill touch, daze, mage hand, message, sigil
Silver detect magic, light, message, read aura, stabilize
White detect magic, ghost sound, mage hand, ray of frost, read aura

Draconic Pride Feat 4

Dragon Speaker

You gain the draconic pride draconic aura, which fills you and your allies with courage.

Shape Ice [two-actions] Feat 4

Dragon Speaker

Requirement Your breath weapon deals cold damage.

You reshape a cube of ice or snow you touch, up to 10 feet across. Any creature standing atop the ice must succeed at a Reflex save or Acrobatics check against your class DC. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. At 10th level, you learn wall of ice as an innate spell of the same magical tradition as your draconic auras. You can cast that spell once per day.

Woodland Stride Feat 4

Dragon Speaker

You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress.

6th Level


Attack of Opportunity [reaction] Feat 6

Dragon Speaker

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Breath Resistance Feat 6

Dragon Speaker

You gain the breath resistance draconic aura, which grants you and your allies resistance to some area effects.

Draconic Momentum [reaction] Feat 6

Dragon Speaker

Trigger You score a critical hit with a Strike.

You Recharge your breath weapon.

Dragon Roar [one-action] Feat 6

Auditory Dragon Speaker Emotion Fear

You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.

After you use Dragon Roar, you can’t use it again for 1d4 rounds. Creatures in the area of your roar are then temporarily immune for 1 minute.

Frightful Presence Feat 6

Dragon Speaker

You gain the frightful presence draconic aura, which fills your enemies with dread.

Ground Slam [one-action] Feat 6

Dragon Speaker

Requirement You are on the ground or Flying within 10 feet of the ground.

You slam into the ground. Each creature on the ground within 10 feet of you must succeed at a Reflex save against your class DC or fall prone and take 1d6 bludgeoning damage per 3 levels. You can then Step. If you walk the path of the dragon warrior, you can target a single creature with Ground Slam instead.

Trackless Step Feat 6

Dragon Speaker

Prerequisites Woodland Stride

When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.

Young Dragon Spellcaster Feat 6

Dragon Speaker

Prerequisites Dragon Spellcaster Devotion

You gain a 1st-level spell slot and a 2nd-level spell slot of the same magical tradition as your draconic auras. Choose from the following spells granted by your dragon flight.

Special: At 8th level, you also gain a 3rd-level spell slot.

Black 1st—alarm, ray of enfeeblement, true strike; 2nd—blur, glitterdust, invisibility; 3rd—slow, stinking cloud, paralyze
Blue 1st—alarm, charm, unseen servant; 2nd—dispel magic, invisibility, mirror image; 3rd—dream message, hypnotic pattern, paralyze
Brass 1st—alarm, sleep, ventriloquism; 2nd—humanoid form, mirror image, resist energy; 3rd—earthbind, locate, paralyze
Bronze 1st—alarm, hydraulic push, true strike; 2nd—comprehend language, mirror image, resist energy; 3rd—dispel magic, mind reading, slow
Copper 1st—fleet step, illusory object, magic aura; 2nd—glitterdust, invisibility, see invisibility; 3rd—dispel magic, haste, meld into stone
Gold 1st—alarm, mending, protection, spirit link; 2nd—restoration, resist energy, see invisibility; 3rd—dispel magic, haste, heal
Green 1st—illusory object, true strike, ventriloquism; 2nd—humanoid form, mirror image, see invisibility; 3rd—dispel magic, locate, mind reading
Red 1st—charm, ray of enfeeblement, true strike; 2nd—comprehend language, resist energy, see invisibility; 3rd— grease, haste, mind reading
Silver 1st—alarm, bless, protection, true strike; 2nd—augury, calm emotions, restoration, see invisibility; 3rd—heal, paralyze, wall of wind
White 1st—ray of enfeeblement, true strike; 2nd—dispel magic, invisibility, resist energy; 3rd—earthbind, haste, vampiric touch

8th Level


Deadly Blood [reaction] Feat 8

Dragon Speaker

Frequency once per 10 minutes

Trigger An adjacent creature deals piercing or slashing damage to you.

Requirement Your breath weapon is recharged.

You blood sprays on the creature, dealing 1d6 damage of the same type as your breath weapon, plus an additional effect.

  • A creature that takes acid, fire, or poison damage in this way also takes persistent damage of the same type equal to your Wisdom modifier for 1 round.
  • A creature that takes cold or electricity damage in this way is slowed 1 for 1 round.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency.

Silver Lining Feat 8

Dragon Speaker

Prerequisites non-evil alignment

You gain the champion’s tenets of good and a champion feat of your choice. You are also bound by the champion’s anathema and must follow the champion’s code and alignment requirements for your cause. For the purpose of meeting the feat’s prerequisites, your champion level is equal to your character level –4.

Special You can select this feat twice beginning at 14th level, and up to three times at 20th level.

Slowing Breath [two-actions] Feat 8

Abjuration Dragon Speaker Transmutation

Prerequisites breath weapon

Frequency once per 10 minutes

Requirement Your breath weapon is recharged.

You expend your breath weapon to breathe out a puff of rancid air. This has the same effect as a slow spell (using your class DC), but it targets each creature in a 30-foot line. A creature that fails its save is slowed 1 for a number of rounds equal to your Wisdom modifier (or slowed 2 on a critical failure).

Special If you have a focus pool, you can spend 1 Focus Point to ignore the requirements.

Tail Lash [reaction] Feat 8

Dragon Speaker

Trigger A creature within your reach takes an action to Strike or attempt a skill check.

Your heightened senses allow you to hamper your enemy’s actions taken in your presence. Make a melee Strike against the triggering creature with a –2 penalty. If your attack hits, the creature takes a –2 circumstance penalty to the triggering roll. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Twisting Tail [reaction] Feat 8

Dragon Speaker

Prerequisites Attack of Opportunity

Trigger A creature within your reach uses a move action or would leave a square as part of an action it’s using.

Your heightened senses allow you to stop even magical movement in your presence. Make a melee Strike against the triggering creature with a –4 penalty. If your attack hits, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. At 16th level, the penalty is –2.

10th Level


Acute Vision Feat 10

Dragon Speaker

You ignore the concealed condition from fog, smoke, and similar effects.

Camouflage Feat 10

Dragon Speaker

Prerequisites master in Stealth

You alter your appearance to blend in to the wilderness. In natural terrain, you can Sneak even if you’re observed.

Desert Thirst [two-actions] Feat 10

Dragon Speaker Transmutation

Frequency once per 10 minutes

You attempt to destroy up to 2 gallons of liquid, turning it into sand. This destroys liquid magic or alchemical items if they’re of a lower level than you (a creature can attempt a Will save against your class DC to protect all liquids in its possession). This doesn’t affect the liquids in a creature’s body.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency.

Detect Magic Feat 10

Dragon Speaker

You have learned the dragons’ secret of detecting magic around you. You can cast a 4th-level detect magic cantrip as an innate spell of the same magical tradition as your draconic auras. Increase the number of Focus Points in your focus pool by 1. If this would give you more than 3 focus points in your Focus Pool, you can spend an action to Refocus once per day instead.

Repulsive Breath [two-actions] Feat 10

Abjuration Dragon Speaker INCAPACITATION Mental

Prerequisites breath weapon

Frequency once per 10 minutes

Requirement Your breath weapon is recharged.

You expend your breath weapon to breathe out a puff of rancid air. This has the same effect as a stinking cloud spell (using your class DC), but in a 30-foot line. A creature that fails its save is also fleeing for 1 round instead of slowed (or for 2 rounds on a critical failure).

Special If you have a focus pool, you can spend 1 Focus Point to ignore the requirements.

Sound Imitation Feat 10

Dragon Speaker

You can mimic any sound you have heard within a number of minutes equal to your Wisdom modifier. You must succeed at a Deception check with a +4 circumstance bonus to do so. This allows you to parrot a creature’s exact words, but does not give you the ability to understand them if you do not know the language.

Special You can sustain one use of this ability at a time by successfully repeating the sounds to yourself before you forget them.

12th Level


Combat Reflexes Feat 12

Dragon Speaker

Prerequisites Attack of Opportunity

At the start of each of your turns, you gain an additional reaction that you can use only to make an Attack of Opportunity, Tail Lash, or Twisting Tail.

Desert Wind [two-actions] Feat 12

Dragon Speaker Morph Transmutation

Frequency once per 10 minutes

You call upon the cutting desert winds. This has the same effect as a gust of wind spell (using your class DC), but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency.

Dragon Wings Feat 12

Dragon Speaker Morph Transmutation

You sprout dragon wings from your back of the same color as your dragon flight. You gain a fly Speed equal to your land Speed. After flying for a number of rounds up to your Strength modifier (minimum 1) in the same day, you are fatigued and cannot fly. Resting or Refocusing for at least 10 minutes resets this limit. If you are flying when you become fatigued, you start to fall, but you take no damage from the fall and land standing up.

Elemental Scales Feat 12

Dragon Speaker

You gain the elemental scales draconic aura, which allows you and your allies to take retribution against nearby creatures that hit you.

Speaker’s Focus Feat 12

Dragon Speaker

Your focus as a dragon speaker is uncanny. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Weakening Breath [two-actions] Feat 12

Abjuration Dragon Speaker INCAPACITATION Mental

Prerequisites breath weapon

Frequency once per 10 minutes

Requirement Your breath weapon is recharged.

You expend your breath weapon to breathe out a puff of hot, dry air. This has the same effect as a ray of enfeeblement spell (using your class DC), but in a 15-foot cone.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the requirements.

14th Level


Adult Dragon Spellcaster Feat 14

Dragon Speaker

Prerequisites Young Dragon Spellcaster

You gain a 4th-level spell slot and a 5th-level spell slot of the same magical tradition as your draconic auras. Choose from the following spells granted by your dragon flight.

Special: At 16th level, you also gain a 6th-level spell slot.

Black 4th—clairvoyance, dimension door, suggestion; 5th— black tentacles, mariner’s curse, prying eye; 6th—dominate, true seeing, wall of force
Blue 4th—clairvoyance, dimension door, hallucinatory terrain; 5th—chromatic wall, false vision, illusory scene; 6th—baleful polymorph, feeblemind, mislead
Brass 4th—confusion, dimensional anchor, dimension door; 5th—hallucination, mind probe, tongues; 6th—dominate, teleport, true seeing
Bronze 4th—suggestion; 5th—control water, illusory scene, tongues; 6th—mislead, true seeing, teleport
Copper 4th—confusion, creation, stoneskin; 5th—false vision, hallucination, tongues; 6th—mislead, phantasmal calamity, teleport
Gold 4th—discern lies; 5th—banishment, breath of life, sending; 6th—blade barrier, true seeing
Green 4th—clairvoyance, dimension door, stoneskin; 5th—cloudkill, dispel magic, tongues; 6th—feeblemind, teleport, true seeing
Red 4th—crushing despair, invisibility, stoneskin; 5th—cloak of colors, command, tongues; 6th—dispel magic, teleport, wall of force
Silver 4th—freedom of movement, read omens, restoration; 5th—banishment, sending; 6th—repulsion, true seeing, zealous conviction
White 4th—charm, dimension door, freedom of movement; 5th—chromatic wall, passwall, tongues; 6th—baleful polymorph, dominate, true seeing

Gift of Freedom [one-action] Feat 14

Dragon Speaker

You can attempt to counteract a sleep effect or an effect imposing the paralyzed condition on a target within 30 feet of you. If you are the target, this is a reaction, requiring only the use of your mind.

Greater Draconic Frenzy [one-action] Feat 14

Dragon Speaker Flourish Open

Prerequisites Draconic Frenzy

You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

Vortex Breath [two-actions] Feat 14

Dragon Speaker Evocation Water

Prerequisites breath weapon

Frequency once per 10 minutes

Requirement Your breath weapon is recharged.

You expend your breath weapon to breathe out a powerful blast of water that swirls and draws up those within its area. This has the same effect as a reverse gravity spell, but the range is 30 feet and the duration is sustained up to 1 minute. Creatures and objects in the area float and must hold their breath to avoid drowning. Creatures can attempt an Athletics check against your class DC to swim in the area.

When you sustain the effect, you create a current that attempts to Shove creatures back to the center of the area with an Athletics modifier of +20, unless your own modifier is higher.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the requirements.

16th Level


Golden Luck [reaction] Feat 16

Dragon Speaker Fortune

Frequency once per 10 minutes

Trigger You fail a saving throw.

Improve your result by one degree of success, turning a failure into a success or a critical failure into a normal failure. You can’t use this ability again for 1d4 rounds.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency, but you must still wait 1d4 rounds to use Golden Luck again.

Redirect Fire [reaction] Feat 16

Abjuration Dragon Speaker

Frequency once per 10 minutes

Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet.

Requirement Your breath weapon deals fire damage.

You make all the choices to determine the targets, destination, or other effects of the spell, as though you were the caster.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency.

Manipulate Energy [one-action] Feat 16

Concentration Dragon Speaker Transmutation

Frequency once per 10 minutes

You attempt to take control of a magical effect or spell within 100 feet that shares an energy type with your breath weapon. If you succeed at a counteract check, the original caster loses control of the spell or magic effect, control is transferred to you, and you count as having Sustained the Spell with this action (if applicable). You can choose to end the spell instead of taking control.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency.

Masterful Reflexes Feat 16

Dragon Speaker

Prerequisites master in Acrobatics, Combat Reflexes

Requirement Your breath weapon is recharging.

Using your breath weapon raises your adrenaline and sharpens your attention to enemies’ actions. You gain 2 reactions at the start of your turn each round.

Note: While presented as dragon speaker and midnight legate feats here, Masterful Reflexes (Feat 16) and Legendary Reflexes (Feat 20) are also available to fighters, monks, rangers, and rogues. For these classes, Masterful Reflexes has the requirement that you used no more than 1 reaction on your last turn, and Legendary Reflexes ignores that requirement.

Sleep Breath [two-actions] Feat 16

Dragon Speaker Enchantment Sleep

Prerequisites breath weapon

Frequency once per 10 minutes

Requirement Your breath weapon is recharged.

You expend your breath weapon to breathe out a puff of stifling gas. This has the same effect as a sleep spell (using your class DC), but in a 15-foot cone. A creature that fails its save falls unconscious for 1d6 rounds (or for 1 minute on a critical failure).

Special If you have a focus pool, you can spend 1 Focus Point to ignore the requirements.

18th Level


Mass Laughter [two-actions] Feat 18

Dragon Speaker Emotion Enchantment Mental

You tell a fantastic joke. Each enemy within 100 feet of you able to hear and understand you must succeed at a Will save against your class DC or suffer the effects of a 9th-level hideous laughter spell for 1 minute.

Storm Breath [free-action] Feat 18

Dragon Speaker

Prerequisites breath weapon

Frequency once per 10 minutes

Trigger You use your breath weapon.

Requirement Your breath weapon deals electricity damage.

A 20-foot-radius storm cloud appears 80 feet above a point of your choosing along your breath weapon’s path. The cloud lasts for 10 minutes and allows you spend an action to call down a bolt of lightning from the cloud once per round that deals 6d12 electricity damage to all enemies in its path. Those creatures must attempt a basic Reflex save.

Special If you have a focus pool, you can spend 1 Focus Point to ignore the frequency.

Strengthened Wings Feat 18

Dragon Speaker

Prerequisites Dragon Wings

You can use your dragon wings to fly without becoming fatigued or requiring rest.

Wake of Power Feat 18

Dragon Speaker

You learn the wake of power draconic aura, which allows you to create a cloud of dangerous energy around you.

20th Level


Ancient Dragon Spellcaster Feat 20

Dragon Speaker

Prerequisites Adult Dragon Spellcaster

You gain a 7th-level spell slot and an 8th-level spell slot of the same magical tradition as your draconic auras. Choose from the following spells granted by your dragon flight.

Black 7th—finger of death, mask of terror, reverse gravity; 8th—disappearance, mind blank
Blue 7th—paralyze, prismatic spray, spell turning; 8th—disappearance, maze, mind blank
Brass 7th—power word blind, project image, reverse gravity; 8th—disappearance, maze
Bronze 7th—prismatic spray, spell turning, suggestion; 8th—disappearance, mind blank, polar ray
Copper 7th—prismatic spray, project image, reverse gravity; 8th—maze, prismatic wall
Gold 7th—dimensional lock, energy aegis, spell turning; 8th—discern location, divine aura
Green 7th—contingency, prismatic spray, spell turning; 8th—mind blank, prismatic wall
Red 7th—prismatic spray, resist energy, reverse gravity; 8th—discern location, mind blank, prismatic wall
Silver 7th—divine decree, energy aegis, plane shift; 8th—discern location, divine decree
White 7th—paralyze, resist energy; 8th—discern location, polar ray

Dragon Champion Feat 20

Dragon Speaker

Prerequisites path of the dragon warrior

Your path has transformed your chosen weapon into a paragon of its type. When you choose the weapon for your path of the dragon warrior during your preparations, add the following property runes to the list of effects you can choose from: dancing, grievous, keen, and any greater elemental property (corrosive, flaming, frost, or shock) that matches your breath weapon.

Legendary Reflexes Feat 20

Dragon Speaker

Prerequisites legendary in Acrobatics, Masterful Reflexes

You are always attentive to your enemies’ actions. You gain 2 reactions at the start of your turn each round whether or not your breath weapon is recharging.

Totem Champion [one-action] Feat 20

Dragon Speaker

Prerequisites path of the totem bearer

You spend 1 focus point and immediately activate up to 3 draconic auras you know. If you haven’t used Totem Champion since you last made your daily preparations, you do not spend any focus points.

True-Form Champion [one-action] Feat 20

Dragon Speaker

Prerequisites path of the true-form devotee

When you cast your dragon form innate spell, it is an 8thlevel spell. When you rest or Refocus for at least 10 minutes, you regain 1 use of that spell.

Dragon Speaker Focus Spells

Breath Resistance Focus 3

Uncommon Abjuration Dragon Speaker

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 hour

Your aura protects against destructive energies and dragons’ breath. You and all allies within 30 feet gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level.

Draconic Pride Focus 2

Uncommon Abjuration Dragon Speaker

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 minute

You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 30 feet.

Draconic Presence Focus 1

Uncommon Dragon Speaker

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 hour

Just being near your allies at the start of a battle raises their spirits and pushes you to react faster. You gain a +1 circumstance bonus to initiative rolls. Your allies within the area also gain this bonus.

Heightened (5th) The bonus increases to +2.

Draconic Resilience Focus 1

Uncommon Abjuration Dragon Speaker

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 minute

A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 1 to all damage. Your allies also gain this resistance while they are within the area.

Heightened (+2) The resistance increases by 1.

Draconic Senses Focus 1

Uncommon Dragon Speaker Transmutation

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 minute

You temporarily develop a dragon’s keen senses. You gain darkvision, and allies within the area gain low-light vision or darkvision if they already have low-light vision.

Heightened (6th) You gain greater darkvision, and allies gain darkvision or greater darkvision instead.

Draconic Vigor Focus 1

Uncommon Dragon Speaker Healing Transmutation

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 minute

You can embolden yourself and allies with the fervor of your flight. You and all allies within 30 feet gain fast healing 1 for up to 1 minute. You are each then temporarily immune to draconic vigor until the next time you make your daily preparations. If you walk the path of the totem bearer, you are each temporarily immune for 1 hour instead.

Heightened (+3) The fast healing increases by 1.

Elemental Scales Focus 6

Uncommon Dragon Speaker Transmutation

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 minute

A thin coating of magical scales appear on you and your allies. Adjacent creatures that hit you or one of your allies within 30 feet with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 1d6 damage of the same type as your breath weapon each time they do.

Heightened (+2) The damage increases by 1d6.

Frightful Presence Focus 3

Uncommon AURA Dragon Speaker Emotion Fear Mental

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Saving Throw Will; Duration 1 minute

An enemy that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to your Frightful Presence for 1 minute.

  • Critical Success The creature is unaffected by the presence.
  • Success The creature is frightened 1.
  • Failure The creature is frightened 2.
  • Critical Failure The creature is frightened 4.

Wake of Power Focus 9

Uncommon AURA Dragon Speaker Evocation

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Saving Throw Fortitude; Duration sustained up to 1 minute

Requirement You can use your breath weapon.

You use your breath weapon. This spell gains the traits of your breath weapon. Afterward, a cloud of energy continues to emanate from your body for the duration. Any creature that ends its turn in the cloud takes 4d6 damage of the same type as your breath weapon. Any creature in the cloud is concealed and treats other creatures as concealed. You can see through this concealment.

Water Mastery Focus 3

Uncommon Dragon Speaker Evocation

Cast [three-actions] focus, somatic, verbal

Area 30-foot emanation

Duration 1 hour

You gain a swim Speed equal to your land Speed. Your allies within the area also gain swim Speeds equal to their land Speeds.

Heightened (5th) You, along with allied creatures and vessels within the area, can move at double your normal Speed in water.

Dragon Speaker Multiclass Archetype

Your life took you on a different path initially, leading you to become something you thought was true to your nature at the time. Now that you’ve established your place within a dragon flight, you oft wonder what could have been different. Still, you accept that your life before was but a preamble to the new one you now live among those with whom you truly belong.

Multiclass Dragon speaker Characters

The dragon speaker archetype allows you to represent a closer connection to a dragon flight than you might otherwise have. By adopting—or being adopted by—such a flight, you can begin to learn more about their ways, and mark yourself as representative of their kind.

Dragon Speaker Dedication Feat 2

Archetype Dedication Multiclass

Prerequisites Wisdom 14

You become trained in light armor. You become trained in your choice of Arcana and Nature; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.

Choose a dragon flight and dragon speaker path as you would if you were a dragon speaker. You have that flight and path for all purposes, allowing you to take feats that use them as a prerequisite, but you don’t gain any of the other abilities they grant.

Special You cannot select another dedication feat until you have gained two other feats from the dragon speaker archetype.

Basic Draconic Training Feat 4

Archetype

Prerequisites Dragon Speaker Dedication

You gain a 1st- or 2nd-level dragon speaker feat of your choice.

Dragon Speaker Resiliency Feat 4

Archetype

Prerequisites Dragon Speaker Dedication, class granting no more Hit Points per level than 10 + your Constitution modifier.

You gain 3 additional Hit Points for each dragon speaker archetype class feat you have. As you continue selecting dragon speaker archetype class feats, you continue to gain additional Hit Points in this way.

Advanced Draconic Training Feat 6

Archetype

Prerequisites Basic Draconic Training

You gain one dragon speaker feat. For the purpose of meeting its prerequisites, your dragon speaker level is equal to half your character level.

Special You can select this feat more than once. Each time you select it, you gain another dragon speaker feat.

Dragon Speaker Breath Weapon Feat 6

Archetype

Prerequisites Dragon Speaker Dedication

You gain the breath weapon ability for the dragon flight you chose for Dragon Speaker Dedication. For the purpose of improving your breath weapon, your dragon speaker level is equal to half your character level +1.

Dragon Speaker Path Feature Feat 6

Archetype

Prerequisites Dragon Speaker Dedication

You gain the 1st-level benefits of the dragon speaker path you chose for Dragon Speaker Dedication.

Greater Dragon Speaker Path Feature Feat 12

Archetype

Prerequisites Dragon Speaker Path Feature

You gain the 7th-level benefits of the dragon speaker path you chose for Dragon Speaker Dedication.

Section 15: Copyright Notice
The Faithful Few © 2019, Samurai Sheepdog; Author: Kevin Glusing.