Soul And the Giant (The Adventures of Soul the Sylvan Cat)
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The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to Whisper primal secrets in Druidic.
PDF Soul And the Giant (The Adventures of Soul the Sylvan Cat)
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level rounded up , and none of the slots can be 6th level or higher. For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots.
You can recover either a 2nd-level slot or two 1st-level slots. Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell. When you reach 14th level, creatures of the natural world sense your connection to Nature and become hesitant to Attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the Attack automatically misses.
On a successful save, the creature is immune to this effect for 24 hours. During your journey, you have come into contact with a newborn dragon wyrmling. The moment you touched this dragon, a special bond was formed between the two and bound the two souls together. This is a rarity in the world of Thera; there are only a handful of tales of a bond being formed between a dragon or a humanoid. When a player decides to play as a Dragon Rider, the DM or a fellow player controls the dragon that has bounded with the rider.
The dragon is a True Dragon class, have their own stats, personality, flaws, and abilities depending on the dragon type. Choose or roll on the table below to see which dragon type you develop a bond with. The dragon you choose should be within one step of your alignment.
Character conflicts between dragon and rider can be interesting, but not if you end up killing each other before you reach 2nd level. Due to your bond, you and your dragon companion have the same level, regardless if you or dragon are together or separated during events throughout the campaign, or if you multiclass into another class.
Throughout the campaign, your dragon will grow in size. Follow the size chart for the True Dragon class. At 1st level, your soul is inseparably connected to your dragon companion's. If you die, so does your dragon companion, and if your companion dies, so do you. In order to be resurrected or otherwise returned to life, both you and your companion must be resurrected simultaneously.
Otherwise, the resurrection attempt fails and neither are returned. Once you have reached physical maturity, you cease aging and cannot die of old age.
Classics / Ska
When you reach 1st level, you and your dragon companion have a strong enough bond that one can innately sense the soul of the other. If you are on the same plane of existence as your dragon, you can feel when it is in danger. You can also use a bonus action to sense your companion's emotions and surface thoughts, unless it is unwilling. Your companion can do the same to you, sensing when you are in danger, and can use a bonus action to sense your emotions and surface thoughts, unless you are unwilling.
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In addition, you can speak telepathically, but only to each other, as long as you are within 60 feet of each other. At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
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When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. When you reach 2nd level, you discover the innate ability to cast spells because of your draconic bond. See the 5th Edition Player's Handbook for the general rules of spellcasting and for the dragon rider spell list.
The Dragon Rider table shows how many spell slots you have to cast your dragon rider spells of 1st level and higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 Dragon Rider spells you know and replace it with another spell from the Dragon Rider spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your Dragon Rider spells, since your magic draws on your attunement from your dragon. 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 dragon rider spell you cast and when making an attack roll with one. Sometimes, the bond between a rider and their dragon become so close, the immense magical energies of the dragon seep into their rider and enhance their magical capabilities. Riders that become Mages often become court mages or powerful leaders.
At 3rd level, you tap into a deep wellspring of magic within yourself. Disques Festival. Diva Records. DMI Records. DOL Vinylogy. Domino Records. Double Scoop Records. Dub Store Records. Dug Out.
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