[[],[],[],[],[{"id":6042,"name":"Dual-Focused ","type":"General","prerequisite":"The ability to cast at least one spell.","normal":"At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you\u2019ve been concentrating on two spells). On a failure, you lose concentration for both spells. You can drop concentration on one of your spells during your turn as a free action to avoid this saving throw.","special":"Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both spells\u2019 levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both spells.","benefit":"\u2022 If you attempt to cast a spell that requires concen- tration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously. You must spend a standard action each subsequent round on maintaining this concentration, or lose concentration for both spells.","full_text":"<div><h2>Dual-Focused [General]<\/h2><div><p><b>Prerequisite:<\/b> The ability to cast at least one spell.<\/p><\/div><div><p><b>Benefit:<\/b> &bull; If you attempt to cast a spell that requires concen- tration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously. You must spend a standard action each subsequent round on maintaining this concentration, or lose concentration for both spells.<\/p><\/div><div><p><b>Normal:<\/b> At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you&rsquo;ve been concentrating on two spells). On a failure, you lose concentration for both spells. You can drop concentration on one of your spells during your turn as a free action to avoid this saving throw.<\/p><\/div><div><p><b>Special:<\/b> Any timeyouwouldbeforcedtomakeaConstitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both spells&rsquo; levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both spells.<\/p><\/div><br \/><br \/><b>Reference: Tal&rsquo;dorai&nbsp;<\/b><\/div>","reference":"Usergen"},{"id":6154,"name":"Heal drone","type":"Racial Trait","prerequisite":"Quasi-Elf","normal":"","special":"","benefit":"Drone: Targeted ally heals 1d8 per round for three rounds. Can be used once per short rest. Drone has AC 10 15 hp if killed takes d6 hours the \u201cgrow\u201d an new drone. Drone is a living ceature and must be fed. User takes 1d4 psychic damage if killed.","full_text":"<div><h2>Heal drone [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b> Quasi-Elf<\/p><\/div><div><p><b>Benefit:<\/b> Drone: Targeted ally heals 1d8 per round for three rounds. Can be used once per short rest. Drone has AC 10 15 hp if killed takes d6 hours the &ldquo;grow&rdquo; an new drone. Drone is a living ceature and must be fed. User takes 1d4 psychic damage if killed.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6155,"name":"Heal burst","type":"Racial Trait","prerequisite":"Quas-Elf race","normal":"","special":"","benefit":"Healing burst: As a bonus action you release pheromones in a 20ft radius that heals a number of hp equal to Character level + con. This abilty can only be used once per long rest.","full_text":"<div><h2>Heal burst [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b> Quas-Elf race<\/p><\/div><div><p><b>Benefit:<\/b> Healing burst: As a bonus action you release pheromones in a 20ft radius that heals a number of hp equal to Character level + con. This abilty can only be used once per long rest.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6178,"name":"Totem Dragon ","type":"Class Feat","prerequisite":"Dragonshaman","normal":"","special":"","benefit":"","full_text":"<div><h2>Totem Dragon [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Dragonshaman<\/p><\/div>You channel the powers of the mighty dragon to enhance key attributes that you possess. Choose one dragon type from the Dragon Types table. You gain additional class skills based on the dragon you select as your totem.<br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6179,"name":"Might","type":"Class Feat","prerequisite":"Dragonshaman","normal":"","special":"","benefit":"","full_text":"<div><h2>Might [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Dragonshaman<\/p><\/div>At 1st level, the titanic power of ancient wyrms eliminates your burdens and enables you to power through physical attacks with ease. You can choose to utilize your Strength modifier in place of your Dexterity modifier for calculating your AC while wearing armor. Additionally, you double your carrying capacity.<br \/>Starting at 20th level, your body is granted supernatural might like the dragons you embody. Your Strength is increased by +4 and can go up to a maximum of 24.<br \/><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6180,"name":"Mark of the Dragon","type":"Class Feat","prerequisite":"Dragonshaman ","normal":"","special":"","benefit":"","full_text":"<div><h2>Mark of the Dragon [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Dragonshaman<\/p><\/div>Mark of the Dragon<br \/>At 2nd level, the powerful life-force of dragonkind permeates through your veins. Your touch can deal elemental damage to creatures. The amount of damage your character can do to creatures is equal to your class level times five. This damage can be spent all at once or in concentrated bursts. When you use this feature, the target creature must make a Constitution&nbsp;DC save equal to your spellcasting ability save. On a successful save, the creature only takes half damage. See the Damage\/Immunity column in the dragon types table for the type of damage dealt.<br \/>Mark of the Dragon damage points regenerate after a long rest.<br \/>Beginning at 11th level, the elemental power that you exude is so potent that it is channeled through every blow. Whenever you hit with an unarmed strike or melee\/thrown weapon, you deal an additional 1d8 elemental damage. The damage type of this ability is determined by your totem dragon. See the Damage\/Immunity column in the Dragon Types table.<br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6181,"name":"Influence Environment ","type":"Class Feat","prerequisite":"Dragonshaman ","normal":"","special":"","benefit":"","full_text":"<div><h2>Influence Environment [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Dragonshaman<\/p><\/div>Influence Environment<br \/>At 3rd level, you begin to gain specific magical abilities determined by your totem dragon that shapes the area around you to your will. The first ability is a minor effect. At 9th level, you gain a moderate effect. At 15th level, you gain a major effect. Theses spells do not count towards your spell slots that you have for the day. Each of these spells can only be used once before requiring a long rest to restore their power.<br \/>\uf0b7 Minor: Entangle (Brass\/Green), Create or Destroy Water (Bronze\/Blue), Grease (Copper\/Black), Faerie Fire (Gold\/Red), Fog Cloud (Silver\/White)<br \/>\uf0b7 Moderate: Wall of Thorns (Brass\/Green), Control Water (Bronze\/Blue), Wall of Stone (Copper\/Black), Wall of Fire (Gold\/Red), Wall of Ice (Silver\/White)<br \/>\uf0b7 Major: Control Plants (Brass\/Green), Tsunami (Bronze\/Blue), Earthquake (Copper\/Black), Sunburst (Gold\/Red), Control Weather (Silver\/White)<br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6182,"name":"Fast Movement","type":"Class Feat","prerequisite":"Dragonshaman ","normal":"","special":"","benefit":"","full_text":"<div><h2>Fast Movement [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Dragonshaman<\/p><\/div>Fast Movement<br \/>Starting at 5th level, your speed increases by 10 feet while you are not wearing heavy armor.<br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6183,"name":"Frightening Presence","type":"Class Feat","prerequisite":"Dragonshaman ","normal":"","special":"","benefit":"","full_text":"<div><h2>Frightening Presence [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Dragonshaman<\/p><\/div>Frightening Presence<br \/>At 10th level, the frightful essence of dragonkind fuses with your soul. Your body emits an aura of fear that shakes the courage of all enemies that come close to you. All opponents within a radius of 10 feet become shaken for 1 minute. The effect is negated by a Wisdom save (DC is equal to 8 + your proficiency bonus + your Charisma modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours.<br \/>At 20th level, this aura&rsquo;s radius increases to 30 ft.<br \/><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":6184,"name":"Draconic Trait","type":"Class Feat","prerequisite":"Dragonshaman ","normal":"","special":"","benefit":"","full_text":"<div><h2>Draconic Trait [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Dragonshaman<\/p><\/div><br \/>Draconic Traits<br \/>You channel the powers of mighty dragons to enhance key attributes that you possess.<br \/>At 1st level, the unshakable will of dragonkind pushes all terror away from you mind and makes you Fearless. You become immune to fear of all kinds: normal or magical.<br \/>At 4th level, the awe-inspiring Presence of dragonkind flows outward through your words. You gain advantage on Intimidation or Persuasion checks. You must choose one or the other when you obtain this ability.<br \/>At 7th level, the inherent Adaptation to the very force of nature your totem dragon exemplifies forever alters your place in the world. You gain resistance to the energy type associated with your Totem Dragon. See the Damage\/Immunity column in the Dragon Types table. If you have resistance to that damage type already, choose one other energy from the other damage types listed.<br \/>Additionally, you gain a special ability associated with your totem dragon. All special abilities are permanent and can be utilized at will. See the Adaptation column in the Dragon Types table.<br \/>At 11th level, the unyielding Resolve that exists within all dragonkind fills your spirit. You gain immunity to paralysis and sleep effects.<br \/>At 15th level, the unassailable Immunity to Energy that varies between dragons envelopes your body. You gain immunity to the energy type associated with your totem dragon. See the Damage\/Immunity column in the Dragon Types table.<br \/>At 17th level, the unearthly Vigor that all dragonkind bask in keeps your physical shell uncracked. Your aging slows down dramatically, increasing your lifespan by 1,000 years.<br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"}],[],[],[],[],[],[]]