Wyrmbound

Unknown to most, many of the most potent Spirits are those of long-dead dragons. In their undying desire to influence the material plane, for good or ill, these Draconic Spirits attach to worthy Shamans, transforming them into the Wyrmbound.  

Draconic Conduit

2nd-Level Shaman (Wyrmbound) Feature   The Draconic Spirit bound to your soul grants you mystical power. You can speak, read, and write High Draconic. Whenever you make a Charisma check to interact with a Dragon, you add your Wisdom modifier to your roll.  

Totemic Wyrmshape

2nd-Level Shaman (Wyrmbound) Feature   As a bonus action, you can fuse with your Draconic Spirit to transform into a Spirit Dragon, using the rules below:   Stat Block. Your game statistics are replaced by those in the Spirit Dragon stat block below. It uses your Spell save DC and proficiency bonus (PB). While transformed you retain your alignment, personality, hit points, all skill and saving throw proficiencies, and your Intelligence, Wisdom, and Charisma scores. You also determine its appearance.   Temporary Hit Points. When you transform, you gain temporary hit points equal to your Shaman level, and they last for the duration of your current transformation.   Equipment. Any natural or unrefined equipment you are wearing or carrying, such as objects made of wood, animal parts, or other natural materials, can merge with your Spirit Dragon form. Metal or other highly processed equipment, such as metal weapons or armor, fall to the ground.   Features. You retain the benefits of all features from your class, player race, and other sources, and can still use them if the Spirit Dragon is physically capable of doing so. However, you lose any special senses, unless it also has that sense.   You can still use Totemic Assault and any abilities you gain from your Bound Totems while in your Spirit Dragon form.   Casting Spells. You can't cast spells in your Spirit Dragon form. However, you can maintain concentration on spells or other abilities used before you transformed.   Duration & Uses. You can remain in Spirit Dragon form for 1 minute. Your transformation ends early if you end it as a bonus action or if you are reduced to 0 hit points.   You can transform into a Spirit Dragon once between each Short or Long Rest. If you have no uses left, you can expend a Conduit Magic spell slot to transform again.

Spirit Dragon

Large dragon,
Armor Class: 14 + PR (Natural Armor)
Hit Points:
Speed: 10 ft , fly: 30 ft

STR

8 -1

DEX

18 +4

CON

12 +1

INT

-5

WIS

-5

CHA

-5

Senses: Blindsight 10 ft., Darkvision
Languages: High Draconic

Ethereal Agility. Whenever the Spirit Dragon makes an ability check or saving throw that uses Dexterity, it can add your Wisdom modifier to the result.   Serpentine. The thin, serpentine body of the Spirit Dragon counts as Medium for the purposes of its carrying capacity, the spaces it can move through, and all features except for the space it occupies.

Actions

Spectral Slash. Melee Spell Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 2d4 + your Wisdom modifier Force damage.   Spirit Breath. The Spirit Dragon forces creatures in a 30-foot line to make a Dexterity saving throw. They suffer the effects of Totemic Assault on a failure, and take half damage from Totemic Assault on a success but suffer no additional Totemic Assault effects.

 

Wyrmbound Spells

2nd-Level Shaman (Wyrmbound) Feature   You always have certain spells prepared at the Shaman levels in the table below. The spells count as Shaman spells for you, but they do not count against the spells you prepare each day:
Shaman LevelSpells
2ndChromatic Orb, Command
3rdDragon's Breath, Suggestion
5thFear, Spectral Passage
7thDominate Animal, Polymorph
9thGeas, Conjure Dragon

Ancient Fury

6th-Level Shaman (Wyrmbound) Feature   The ferocity of your Draconic Spirit has grown. Whenever you take the Attack action as a Spirit Dragon, you can make two Spectral Slash attacks instead of one. You can replace one of these attacks with your Spirit Breath.   Moreover, when you use your action in Spirit Dragon form to use Totemic Assault, you can make a single Spectral Slash attack as a bonus action on that turn.  

Serpentine Speed

10th-Level Shaman (Wyrmbound) Feature   Your movements are enhanced by the power of your Draconic Spirit. You can take the Dash action as a Bonus Action. When you do so, opportunity attacks against you have Disadvantage.  

Flawless Conduit

14th-Level Shaman (Wyrmbound) Feature   Your physical form can handle the full might of the Draconic Spirit you commune with. You can transform into your Spirit Dragon form at will. Though, you only gain the temporary hit points once per short or long rest, or if you expend a Conduit Magic spell slot to transform again.  

Exalted Spirit Dragon

14th-Level Shaman (Wyrmbound) Feature   You can draw on the full power of your Spirit Dragon, if only briefly. Once per Long Rest, you can transform into an Exalted Spirit Dragon for 1 minute, using the Exalted Spirit Dragon stat block below. Each time you transform, you choose if you become Large or Huge.   Finally, while you are in your Exalted Spirit Dragon form, you can cast Shaman spells as normal.

Exalted Spirit Dragon

Large to Huge dragon,
Armor Class: 15 + Shaman Power Reservoir (PR)
Hit Points:
Speed: 30 ft , fly: 60 ft

STR

12 +1

DEX

20 +5

CON

16 +3

INT

-5

WIS

-5

CHA

-5

Damage Resistances: Necrotic, Poison; Bludgeoning, Piercing, and Slashing from non-supernatural attacks
Senses: Blindsight 20 ft., Darkvision
Languages: High Draconic

Ethereal Agility. Whenever the Spirit Dragon makes an ability check or saving throw that uses Dexterity, it can add your Wisdom modifier to the result.   Serpentine. The thin, serpentine body of the Spirit Dragon counts as one size smaller for the purposes of carrying capacity, the spaces it can move through, and all features except for the space it occupies.

Actions

Spectral Slash. Melee Spell Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 4d4 + your Wisdom modifier Force damage.   Spirit Breath. The Spirit Dragon forces all creatures in a 60-foot line or a 30-foot cone to make a Dexterity saving throw. On a failed save, they suffer the effects of your Totemic Assault. On a success, targets suffer half the damage of Totemic Assault, but not effects.