Pravian Imperium

Dragoncaller

It’s no secret that some people gain their powers thanks to a deal made with an otherworldly being. Those deals, however, have been known to be quite one-sided, the power coming at a cost of freedom exchanged for servitude. For some, that’s simply too much to give up, yet they continued to call out across the cosmos for something looking for not a servant, but a partner. And something answered. The overlooked spirits of many creatures and objects, and among them strongest, the draconic spirits. And they were willing to forge a pact that gave life to the dragoncallers.
The dragoncaller is a class that is centered on the synchrony and teamwork of a human and a spirit that they summon. With the spirit being able to fulfil many roles and the human not being left behind, it’s the power of them combined that makes a dragoncaller a sight to behold.

Passive
You gain a +1 DR.

Class level 1

1. – Draconic Companions (3 FP, restricted – time, spell-like)

You gain the ability to summon a draconic spirit. The spirit appears in the nearest unoccupied space within 5ft. of you. Your draconic spirit lasts until you release it as an action, it dies or for 1 hour before disappearing. You must then wait an hour before resummoning. You can only have one spirit summoned. The spirit is friendly to you and your companions, and it obeys your commands, however if it is mistreated or abused (GM decision) it will leave you early and you then cannot summon another draconic spirit for 1 week. In combat, the creature has its own initiative count. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take a different action. If you are incapacitated, the draconic spirit can take any action of its choice, not just Dodge. You have the choice between a drake or a pseudodragon.

General Traits

Magically Attuned – The draconic spirit has access to a limited number of draconic incantations. These incantations function similarly to spells, but are considered spell-like effects instead. The spirit can cast the incantation as long as it meets the prerequisites and pays the FP cost noted. The CL prerequisite refers to the CL of the summoner, not the spirit. When an incantation mentions any modifiers, they are the modifiers of the spirit, not the summoner. The spirit’s spellcasting modifier for the incantations is Intelligence.
Mount – The spirit can be ridden by a different creature. Spirits with this trait cannot be given commands without being mounted. It takes an action to mount or dismount. While riding the spirit, the rider’s movement speed(s) become(s) 0, however it moves along with the mount when it moves. While mounted, the rider can take the Ready action to prepare to attack as part of the mount’s movement.

Drake

AttributesOther game statsSkills and knowledgesEquipmentSpecial
STR: 1PL 1ClimbingBite (1d6)Blindvision 10 ft.
DEX: 1HP = 5 + 2*CLNavigationClaws (2d6)Charge
INT: -1FP 0RunningTail Swipe (1d8)Mount
CHA: -1AC 15Swimming
END: 0Size: 10x10 ft.
Speed 40 ft.

Charge – As an action, choose a target within 60 feet that is accessible by foot in a straight line. Move to the target and make a melee attack. On a hit deal 1d6 damage for every 20 feet you moved. Your speed becomes 0 until the start of your next turn. This action cannot be taken if you have already moved this turn.
If a rider has taken the Ready action to ready an attack, the mount does not make an attack and the damage is added to the rider’s attack instead. However, if the rider fails to hit the target while making said charge, you must make a Saving (Dexterity) throw with DC equal to your missed attack’s Attack roll. On a failure, you are thrown off the mount, landing prone within 5ft. of your target.

Pseudodragon

AttributesOther game statsSkills and knowledgesEquipmentSpecial
STR: -1PL 1FlyBite (1d4)Magical Conduit
DEX: -1HP = 5 + CLStealthMagically Attuned
INT: 1FP 10Appraisal
CHA: 1AC 10Arcana
END: 0Size: 5x5 ft.
Speed: 30 ft/10 fly

Magical Conduit – When the summoner casts a spell with a range no more than 30 ft., the pseudodragon can deliver the spell as if it had cast the spell. The pseudodragon must be within 120 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack or spellcasting roll, you use your modifier for the roll.

2. – Claw and Razor (2 FP, unrestricted)

Your nails on your hands and feet grow into short, razor sharp claws. You gain +2 damage to all your unarmed attacks.

Class level 2

3. – Aspect of the Dragon (10 FP, unrestricted)

As you continue to better embody the ideals of the mighty dragons, you start exerting a menacing aura around you. You gain advantage on Saving throws against effects that only deal fire damage and you gain a +2 to Strength or Charisma (Intimidation) rolls.

Class level 3

4. – Enlightened Despot (5 FP, restricted – charges, spell-like)

You can use an action to heal your draconic spirit for 1d10 health. You can use this ability a number of times equal to your CL before needing to finish a long rest.

5. – Court of Spirits (5 FP, unrestricted, spell-like)

In addition to draconic spirits you already know, you can now summon a wyvern or a lung.

Lung

AttributesOther game statsSkills and knowledgesEquipmentSpecial
STR: 0PL 3AlchemyBite (1d8)Blindvision 60 ft.
DEX: 1HP = 5 + 2*CL InsightDarkvision 130 ft.
INT: 2FP 35NegotiationMagically Attuned
CHA: 1AC 10Arcana
END: 1Size 5x5 ft.Ettique
Speed: 30 ftEntertainment

Wywern

AttributesOther game statsSkills and knowledgesEquipmentSpecial
STR: 2PL 3Fly Bite (1d8)Darkvision 140 ft.
DEX: 1HP = 20 + 2*CLPerceptionClaws (2d4)Dive Bomb (CL 7)
INT: -1FP 0SearchTail Swipe (1d6)Mount
CHA: 0AC 17TrackingWing Strike (2d6*)Tail Sting
END: 3Size 10x10 ft.Creatures (summoner’s choosing)
Speed: 30 ft./40 flyFragmen (summoner’s choosing)

Dive Bomb – As an action, choose a target that is at least 20 ft. below you and within 120 ft. that is accessible in a straight line. Move to the target and make two attacks – a Tail Sting attack or a Tail Swipe attack and a Wing Strike attack. Your speed becomes 0 until the start of your next turn. A rider may choose to make a readied melee attack with a +3 bonus to the Attack and damage rolls. This action cannot be taken if you have already moved this turn.
Tail Sting – The wywern makes a melee attack against a creature in range, using the Dexterity modifier. On a hit, the target takes 2d10 toxic damage and must make a DC 15 Saving throw against being poisoned for 1 minute.
Wing Strike – The wing strike attack cannot be used if the spirit is flying.

Class level 5

6. – Trained Retainers (10 FP, unrestricted)

Draconic spirits with the mount trait no longer require to be ridden in order to receive commands. Draconic spirits without the mount trait gain an additional +20 maximum FP.

7. – Blood Bond (15 FP, restricted – charges, spell-like)

As an action, choose one creature to be bonded with. The bond lasts until you bond to a different creature. While bonded to a creature, it cannot be banished or otherwise unwillingly removed from the plane you are on by any methods other than its death. If the creature is a draconic spirit, it will stay until dismissed or killed. Both bonded creatures gain +5 to their current and maximum HP. In addition, either bonded creature can use their action to see and hear through the other’s senses. During this time, they are blind and deaf to their own surroundings. Should one of the bonded creatures die, the other must make a DC 30 Saving throw. On a failure, they die as well. Once you use this ability, you may not create a new bond before finishing a long rest.

Class level 7

8. – Lords and Ladies of the Sky (15 FP, unrestricted, spell-like)

In addition to draconic spirits you already know, you can now summon an amphithere.

Amphithere

AttributesOther game statsSkills and knowledgesEquipmentSpecial
STR: 5PL 7FlyBite (1d6)Darkvision 180 ft.
DEX: 6HP = 40 + 3*CLInsightClaws (2d4)Magically Attuned
INT: 9FP 100InstructionTail Swipe (1d8)Mount
CHA: 8AC 19MedicineWing Strike (2d6)*
END: 7Size 15x15 ft.Appraisal
Speed: 30 ft/ 60 flyArcana
Architecture
Occultism

Wing Strike – The wing strike attack cannot be used if the spirit is flying.

9. – Cloud Dominion (20 FP, unrestricted)

As an action, you sprout a pair of leathery, brightly colored wings. The wings cannot appear and be used if you aren’t wearing clothes or armor designed to accommodate them. You gain a flying speed of 60 ft. While flying, you have disadvantage on any Attack rolls unless you have the Fly skill, as your form is not meant for aerial combat. The wings last until dismissed as an action.

Class level 9

10. – The Elemental Masters (15 FP, unrestricted, spell-like)

Choose one of the colors from the table below. You grow scales of this color all over your body, giving you resistance to an associated damage type. In addition, you can also now summon a dragon of your color as a draconic spirit.

Dragon typeBlackBlueYellowGreenRedWhiteShadow
Resistance SonicElectricityHolyToxicFireIceWithering

Dragon

AttributesOther game statsSkills and knowledgesEquipmentSpecial
STR: 11PL 9FlyBite (1d8)Breath Weapon
DEX: 8HP = 60 + 3*CLInsightClaws (2d8)Darkvision 180 ft.
INT: 7FP 45IntimidationTail Swipe (1d6)Fear Aura
CHA: 8AC 22ArchitectureWing Strike (2d6)*Magically Attuned
END: 10Size 15x15 ft.DestructionMount
Speed: 30 ft/ 70 flyHistoryResistance to associated damage type
Planar Geography

Breath Weapon – You breathe out a volume of elemental energy. All creatures within either a 60 ft. line or 15 ft. cone (your choice) must make a Saving (Dexterity) throw. On a failure, the creature takes 5d8 damage associated with the dragon’s color type or half as much on a success. Once the dragon uses this, it cannot be used for the next 3d4 rounds.
Fear Aura
– As a bonus action, each creature of the dragon’s choice within a 60 foot radius must make a DC 20 Saving (Charisma) throw, becoming frightened for 1 minute on a fail. A creature can repeat the throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s check is successful or the effect ends for it, the creature is immune to the dragon’s Fear Aura for the next 24 hours.

Wing Strike
– The wing strike attack cannot be used if the spirit is flying.

11. – Breath of the Dragon (10 FP, restricted – charges, spell-like)

You can now breathe out a dangerous breath attack. Choose a creature within 30 ft, which must make a Saving (Dexterity) throw (DC equal to 10 + your Dexterity modifier). On a failure they take 3d10 damage, the damage type being the damage type you have resistance to from the Elemental Lords ability. You can use this ability a number of times equal to your Endurance modifier divided by two, rounded down (minimum of one) before needing to finish a long rest.