Dragonite
While Draconus sleeps, the Ancient Ones remain in the god’s grip, trapped there as they have been for thousands of years. So long has the Great Dragon slept that the whole world grew on his back, and there’s little to show of the deity’s slumbering form. You know better. You know the mountains grew where the Dragon’s spine thrust up from the depths, and the fire that sometimes vents from the peaks is the Dragon’s blood. You also know what’s at stake if Draconus wakes. Disaster. You joined the cult of the Dragon to make certain your god never stirs, never shakes off the doom Lord Death bestowed on it.
Level 7 Dragonite
Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: Oneiromancy, Spells: One expert
Chains of the Dragon (Magical): You can use an action to call forth spectral chains to bind your foes. Target up to five creatures all inside one Size 5 space within 15 yards. Each target becomes held (luck ends). Then, the ground inside a Size 10 space centered on you cracks open becoming challenging terrain and releases steam that fills the space with moderate obscurement that lasts for 1 minute. Once you use this talent, you lose access to it for 1 minute.
Dragon Senses: You have the Awareness 10 trait.
Level 8 Dragonite
Health: +12, Bonus Damage: +1d6
Spells: One expert
Dragon Claws: Your nails become thick claws. Your claws are natural weapons that deal 2d6 damage, or 3d6 at level 10, and have the Brutal and Slashing traits.
Dragon’s Slumber (Magical): You can use an action to cause your foes to become lethargic. Target up to five creatures all in one Size 5 space within 15 yards. Each target makes a Will roll with 1 boon. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target falls prone and goes to sleep (luck ends). If a target gets three failures on the luck rolls to end this effect, it sinks into the ground, never to be seen again. Once you use this talent, you lose access to it for 1 minute.
Level 10 Dragonite
Health: +12 Bonus Damage: +1d6
Spells: One master
Dragon Form: You assume the likeness of your god, becoming dragon-like. You gain the Fly trait, if you don’t have it already. If you have the Fly trait, you impose 1 bane on rolls to attack you while you are flying. In addition, when a creature gets a success on a roll to attack you using an ordinary weapon and the result of the roll is a success, but not a critical success, you take half damage from the attack.