Scale, Flame, and Spell- Dragons as Player Characters | GM Binder

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Scale, Flame, and Spell

Dragons as Player Characters (ver 1.1)

IMAGE BY JASON CHAN


© WIZARDS OF THE COAST

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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

BAT-LIKE WINGS, BUT SOME (BRASS AND GOLD) HAVE FIN-LIKE WINGS THAT RUN THE LENGTH OF THEIR BODY AND TAIL. THEIR TAIL MAKES UP ABOUT TARGET HUMANOID
HALF OF THEIR TOTAL LENGTH. ENERGY AFFIN
THOUGH THEY ALL HAVE SIMILARITIES, THEY POSSESS VIVID COLORATION AND BOLD HEAD ORNAMENTATION THAT MAKE EACH BREED EASILY DRACONIC ARM
IDENTIFIABLE. SPIKES TYPICALLY RUN DOWN THEIR BACKS, AND THEIR ENTIRE BODY IS COVERED IN AN INTERLOCKING COAT OF SCALES. THEY ARE THE YOUR BITE COUNTS
SIZE OF SMALL DOGS WHEN THEY ARE BORN, WITH FELINE POSTURE AND GRACE AND A SERPENTINE LENGTH. OTHER PROPERTIES
EQUALS 15.
Solitary Beasts EQUIPMENT L
DRAGONS BELONG TO NO UNITED KINGDOM. YOUNG DRAGONS ARE TYPICALLY SOLITARY, ADULT DRAGONS OFTEN LIVE IN MATED PAIRS, AND OLDER NOT WEAR ARMOR
DRAGONS ARE SOLITARY AGAIN. BUT DRAGONS ARE INTELLIGENT, AND SOME VALUE THE STRENGTH AND COMPANIONSHIP OF ALLIES, AND SEEK TO YOUR WINGS. BAR
BECOME A PART OF SOMETHING EVER SO SLIGHTLY LARGER THAN THEMSELVES. WHETHER IT’S TO AMASS A FORTUNE TO START A HORDE, TO FIGHT OFF LANGUAGES. Y
ONE’S ENEMIES AND MAKE THE WORLD A BETTER PLACE, OR TO TEST ONE’S MIGHT, SOME DRAGONS STRIKE OUT INTO THE WORLD AND BECOME DIPPING THEM IN
ADVENTURERS. WITH SERPENTINE

Dragon Names Black Drag


CRUEL AND VILE, B
DRAGONS BEAR ONE NAME, EITHER GIVEN TO THEM BY THEIR PARENTS OR PICKED FOR THEMSELVES. DRAGON NAMES ARE LONG AND POLYSYLLABIC, GLOSSY BLACK SCA
WITH A HARSH AND HISSING SOUNDS LIKE K, X, AND S. DRAGONS OFTEN GAIN TITLES, BUT THESE ARE USUALLY BESTOWED, OR BRANDED, UPON THEM PHALANGES OF THE
BY HUMANOIDS. BECAUSE OF A DRAGON’S PRIDE, THEIR NAMES ARE TYPICALLY UNIQUE; ONE WOULD BE ADMITTING THAT THEY AREN’T GOOD ENOUGH BONY HORNS CURL
ON THEIR OWN IF THEY WERE TO BEAR THE NAME OF ANOTHER. AND SKULL-LIKE. H
ENERGY AFFIN
Dragon Hatchling Traits AMPHIBIOUS.
YOUR DRAGON HATCHLING CHARACTER HAS THE FOLLOWING TRAITS AS A RESULT OF THEIR PHYSIOLOGY. SWIM. YOU HA
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 2, AND YOUR CHARISMA SCORE INCREASES BY 1. SKULKER. YOU
AGE. DRAGON HATCHLINGS LEARN VERY QUICKLY, AND ARE ABLE TO FEND FOR THEMSELVES WITHIN DAYS OF HATCHING. YOU ARE BETWEEN 0 AND 4
YEARS OLD. Blue Drago
ALIGNMENT. DRAGON HATCHLINGS RUN THE GAMUT OF ALIGNMENTS. THOSE OF METALLIC ANCESTRY LEAN TOWARDS GOOD ALIGNMENTS (BRONZE, THE MOST PROUD
GOLD, SILVER ARE LAWFUL GOOD, BRASS AND COPPER ARE CHAOTIC GOOD), WHILE THOSE OF CHROMATIC ANCESTRY LEAN TOWARDS EVIL ALIGNMENTS CLEAREST OF SKIES
(BLUE AND GREEN ARE LAWFUL EVIL, WHILE BLACK, RED, AND WHITE ARE CHAOTIC EVIL). BACKWARDS FACIN
SIZE. ONLY RECENTLY HATCHED, AND STANDING QUADRUPEDAL, A DRAGON HATCHLING STANDS NEARLY 2 FEET TALL AT THE SHOULDER, AND AROUND 4 FROM WHERE A HU
FEET LONG NOSE TO TIP OF THE TAIL (ABOUT HALF OF THAT TAIL). THEIR BONES ARE STRONG, YET LIGHT, SO THEY ONLY WEIGH AROUND 40 TO 50 POUNDS. NOSE, LIKE A RHIN
YOUR SIZE IS SMALL. THEMSELVES IN TH
SPEED. YOUR BASE WALKING SPEED IS 25 FEET. YOU GAIN AN ADDITIONAL MOVEMENT MODE FROM YOUR COLOR CHOICE; SEE BELOW. ENERGY AFFIN
DARKVISION. DRAGONS HAVE KEEN SENSES, AND WHILE YOURS HAVE YET TO FULLY DEVELOP, YOU HAVE SUPERIOR VISION IN DARK AND DIM BURROW. YOU
CONDITIONS. YOU CAN SEE IN DIM LIGHT WITHIN 60 FEET OF YOU AS IF IT WERE BRIGHT LIGHT, AND IN DARKNESS AS IF IT WERE DIM LIGHT. YOU CAN’T MOVE THROUGH S
DISCERN COLOR IN DARKNESS, ONLY SHADES OF GRAY. LIAR. YOU HAV
DRACONIC LINEAGE. YOU HAVE THE DRAGON TYPE, AND ARE NOT A HUMANOID FOR THE PURPOSE OF SPELLS AND OTHER EFFECTS WHICH
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

Brass Dragon Copper Dra


EXTROVERTED AND GREGARIOUS, BRASS DRAGONS ENJOY COMPANY AND CONVERSATION. THEIR SCALES BEGIN A MUTED BROWN WITH WARM TINGES JOKERS, PRANKSTE
OF FIERY BRASS AND GREEN TARNISHED EDGES TO THE MEMBRANES OF THEIR WINGS. INSTEAD OF WINGS THAT RESEMBLE HANDS WITH ELONGATED AN ENEMY AS THE
FINGERS, THEIR WINGS ARE LEAD BY POWERFUL ARMS AND HELD OUTWARD BY ROWS OF SPINES RUNNING DOWN THEIR BACKS. THEIR HEADS ARE BY BROW PLATES T
FRAMED WITH LARGE SHIELD-LIKE PLATES, WITH A FACE LIKE A DINOSAUR’S. BRASS DRAGONS ENJOY HOT AND DRY CLIMATES, ESPECIALLY DESERTS. AND GREEN WITH
ENERGY AFFINITY. YOUR RACIAL ENERGY AFFINITY IS FIRE. CONFLICT THEY PRE
BURROW. YOU HAVE A BURROWING SPEED EQUAL TO HALF YOUR CURRENT LAND SPEED (ROUNDED DOWN TO THE NEAREST 5 FEET). YOU CANNOT ENERGY
MOVE THROUGH SOLID ROCK. YOU DO NOT LEAVE A TUNNEL BEHIND YOU. CLIMB.
TALE SPINNER. YOU HAVE PROFICIENCY IN THE DECEPTION SKILL. PRANKSTER.

Bronze Dragon Gold Drag


BRONZE DRAGONS ARE CALM AND CALCULATING, AND ARE CURIOUS OF HUMANOID CIVILIZATION AND WARFARE. THEIR SCALES BEGIN YELLOW WITH MAJESTIC AND GR
STRIPES OF GREEN, BUT DEEPEN AND DARKEN INTO A RUSTIC BRONZE AS THEY AGE. THEIR HEADS ARE DEFINED BY A FLUTED CREST BUILT UPON A FRILL THEIR HEADS ARE
OF BACKWARDS FACING SPINES, LIKE THAT OF A CERATOPSID. TO HELP THEM SWIM, THEY HAVE WEBBED FINGERS AND KARAT UPON THEIR
LIMBS, AND THEY USE THEIR WINGS FOR A POWERFUL BREAST-STROKE. BRONZE DRAGONS DWELL WITHIN SECLUDED COASTLINES AND LAIR IN CAVERNS SPINES RUNNING
BENEATH THE WAVES. FOR LIVING DISGUI
ENERGY AFFINITY. YOUR RACIAL ENERGY AFFINITY IS LIGHTNING. ENERGY
AMPHIBIOUS. YOU CAN BREATHE AIR AND WATER. AMPHIBIOUS.
SWIM. YOU HAVE A SWIMMING SPEED EQUAL TO YOUR LAND SPEED. SWIM.
NATURE'S FRIEND. YOU HAVE PROFICIENCY IN THE SURVIVAL SKILL. MEDIC.
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IMAGES BY TODD LOCKWOOD
© WIZARDS OF THE COAST

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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

Green Dragon
CUNNING AND TREACHEROUS, GREEN DRAGONS POSSESS SHORT TEMPERS AND OFTEN FIGHT TO GAIN POWER OVER OTHERS. GREEN DRAGONS HAVE
Dracon
SCALES OF VIVID GREEN THAT MATCH THOSE OF VEGETATION. THEIR FACES ARE VAGUELY CROCODILIAN, THIN AND NARROW WITH A CURVED JAWLINE. DRAGON CHARACT
THEY POSSESS A CREST THAT RUNS FROM BEHIND THEIR EYES AND RUNS DOWN THEIR SPINE, AND SPIKES ON THE SIDE OF THEIR HEAD THAT RUN HUMANOIDS, YOU
DOWN THE BACKS OF THEIR JAW. THEY HAVE LONGER LIMBS THAN MOST, AS WELL AS A LONGER NECK AND TAIL, WITH A RELATIVELY SMALLER BODY. YOUR DRAGON, SU
THEY DWELL IN THE FORESTS AND MARSHES, PREFERRING WETLANDS OR WOODED LAKES.
ENERGY AFFINITY. YOUR RACIAL ENERGY AFFINITY IS POISON. Chromat
AMPHIBIOUS. YOU CAN BREATHE AIR AND WATER.
YOU GREW UP ON
SWIM. YOU HAVE A SWIMMING SPEED EQUAL TO YOUR LAND SPEED.
COMPETED WITH
SKULKER. YOU HAVE PROFICIENCY IN THE STEALTH SKILL.
AT SOME TIME
KOBOLDS ADOPTED
Red Dragon
WHIMS.
THE EPITOME OF GREED AND VANITY, RED DRAGONS ARE THE TERRIBLE ICONS ALL THINK OF WHEN THEY HEAR “DRAGON”. THEIR SCALES START OUT A
VIBRANT SCARLET, LIKE SMOLDERING FLAME OR FRESH SPILLED BLOOD. THEY HAVE DISTINCTIVE SWEPT-BACK HORNS STARTING AT THEIR BROW AND A SKILL PROFICIEN
FRILL ALONG THEIR SPINES AND JAWS. THEIR BEAKED JAWS POSSESS A BEARD OF SPINES AND BRUTAL EXPOSED TEETH. THEIR WINGS ARE LARGE FOR LANGUAGES: TW
THEIR SIZE, AND THEIR EDGES ARE DARKENED AND PITTED LIKE BURNT METAL. RED DRAGONS COME FROM THE MOUNTAINS, AND HAVE A PREFERENCE EQUIPMENT: 40
FOR HIGH VANTAGE POINTS.
ENERGY AFFINITY. YOUR RACIAL ENERGY AFFINITY IS FIRE. Feature: T
CLIMB. YOU HAVE A CLIMBING SPEED EQUAL TO YOUR CURRENT LAND SPEED. THOUGH YOUNG,
LIAR. YOU HAVE PROFICIENCY IN THE DECEPTION SKILL. TENDED TO BY THR
YOUR TREASURE, H
Silver Dragon YOU INTO OBVIOUS
FRIENDLY AND SOCIAL, SILVER DRAGONS ARE CHEERFUL AND HELPFUL OF OTHERS. THEIR SCALES ARE SMOOTH, LOCKING SO TIGHT THAT THEY ALMOST REPLACED WITHIN
APPEAR TO BE MOLDED FROM A SINGLE PIECE OF SILVER. THEIR MOUTHS CURL LIKE LAUGHING SMILES, AND THEIR JAWS ARE LINED WITH BEARD-LIKE
SPINES. THEIR MOST STRIKING FEATURE IS THE TALL SPINY FRILL THAT RUNS ALONG THEIR HEAD LIKE A MOHAWK. SILVER DRAGONS PREFER CLOUD- Metallic
KISSED MOUNTAIN HOMES, FEARING NOTHING FROM THEIR BITTER WINDS AND CHILLING SNOW. YOU GREW UP SHE
ENERGY AFFINITY. YOUR RACIAL ENERGY AFFINITY IS COLD. WHAT IT TRULY ME
CLIMB. YOU HAVE A CLIMBING SPEED EQUAL TO YOUR CURRENT LAND SPEED. GOD BAHAMUT. Y
SECRETIVE. YOU HAVE PROFICIENCY IN THE DECEPTION SKILL.
SKILL PROFICIEN
White Dragon LANGUAGES: TW
BESTIAL AND FERAL, OTHER DRAGONS SEE WHITE DRAGONS AS NOTHING MORE THAN DRACONIC ANIMALS. THEY ARE VICIOUS AND CRUEL, COLD AND EQUIPMENT: 40
HEARTLESS. A WHITE DRAGON’S SCALES GLISTEN LIKE FRESH SNOW, AS IF COVERED IN A SPARKLING SHEEN OF FROST. THEIR FACES ARE AVIAN, WITH
JAWS THAT OPEN TO FRIGHTENING SIZE. THEY HAVE A SOLITARY BACKWARDS FACING HORN THAT GROWS OUT THE BACK OF THEIR HEAD, SPORTING A FRILL
Feature: D
MORE COOPERATIV
CONNECTING TO THE BACK OF THEIR SHORT NECK. WHITE DRAGONS COME FROM THE FROZEN WASTES, AND ARE AT HOME BURROWED INTO THE FRIGID
GENERATION. YOU
TUNDRA AND ICE.
A POWERFUL ALLY Y
ENERGY AFFINITY. YOUR RACIAL ENERGY AFFINITY IS COLD.
BEINGS OR THOSE
BURROW. YOU HAVE A BURROWING SPEED EQUAL TO HALF YOUR CURRENT LAND SPEED (ROUNDED DOWN TO THE NEAREST 5 FEET). YOU CANNOT
MOVE THROUGH SOLID ROCK. YOU DO NOT LEAVE A TUNNEL BEHIND YOU.
BRUTE. YOU HAVE PROFICIENCY IN THE ATHLETICS SKILL.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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IMAGE BY TODD LOCKWOOD
© WIZARDS OF THE COAST
Class: D
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

Class F
The Dragon AS A DRAGON, YOU

Level Proficiency Bonus Breath Weapon Features Hit Points


1st +2 — Draconic Lineage, Draconic Senses, Dragon Wings HIT DICE: 1D12
HIT POINTS AT 1
2nd +2 3d6 Dragon Breath, Energy Immunity HIT POINTS AT H
3rd +2 3d6 Draconic Archetype, Alternate Form
Proficienc
4th +2 4d6 Ability Score Improvement ARMOR: NONE
5th +3 5d6 Age Category (Wyrmling) WEAPONS: NONE
TOOLS: NONE
6th +3 5d6 Dragon Wings (Short flight)
SAVING THROWS
7th +3 6d6 Archetype Feature SKILLS: CHOOSE
8th +3 7d6 Ability Score Improvement Equipment
9th +4 7d6 Dragon Magic YOU START WITH TH
10th +4 8d6 Draconic Resilience (A) A DUNGEO
11th +4 9d6 Age Category (Young) 50 GP WORTH

12th +4 9d6 Ability Score Improvement Draconic


13th +5 10d6 Archetype Feature YOUR DRACONIC LI
14th +5 11d6 Dragon Wings (True Flight) WHITE. YOUR CHO
AS WELL AS YOUR D
15th +5 11d6 Dragon Magic THIS ELEMENT
16th +5 12d6 Ability Score Improvement POINTS OF DAMAG
17th +6 13d6 Recharge Breath
Draconic
18th +6 13d6 Frightful Presence, Archetype Feature
A DRAGON’S SENS
19th +6 14d6 Ability Score Improvement GAIN BLINDSIGHT
SPECIFIED RADIUS
20th +6 15d6 Living Legend
NEED TO MAKE W
BUT THEY MAY US
AT 11TH LEVEL,

Dragon W
WHILE YOU WERE
REPRESENTED IN V
Optional Rule: Multiclassing
IF YOUR GROUP USES THE OPTIONAL RULE ON MULTICLASSING, HERE'S WHAT YOU NEED TO KNOW IF YOU CHOOSE DRAGON AS ONE OF YOUR CLASSES.
FIRST CLASS. MEMBERS OF THE TRUE DRAGON RACE MUST TAKE THEIR FIRST CLASS LEVEL IN THE DRAGON CLASS. DISCUSS WITH YOUR DM HOW
AGING AND LEVELING WILL BE HANDLED.
ABILITY SCORE MINIMUM. AS A MULTICLASS CHARACTER, YOU MUST HAVE AT LEAST A STRENGTH SCORE OF 13 TO TAKE A LEVEL IN ANOTHER CLASS.
SPELL SLOTS. IF YOUR DRAGON ARCHETYPE GRANTS SPELL SLOTS (LIKE THE SERPENT ARCHETYPE), ADD ONE THIRD YOUR LEVELS (ROUNDED UP) IN
THE DRAGON CLASS TO THE APPROPRIATE LEVELS FROM OTHER CLASSES TO DETERMINE YOUR AVAILABLE SPELL SLOTS.
:
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

WHEN YOU TAK


Aided Leap ALWAYS TRANSFORM
WHILE YOUR WINGS ARE NOT STRONG ENOUGH YET TO ALLOW YOU TO FLY, YOU CAN USE THEM TO PROPEL YOU. YOU CAN USE THE DASH ACTION AS A INDIVIDUAL, AND C
BONUS ACTION ON YOUR TURN, AND YOUR JUMP DISTANCE IS BOTH DOUBLED AND NOT PENALIZED IF YOU MAKE A STANDING JUMP. EACH FOOT OF THOSE FAMILIAR W
DISTANCE YOU CLEAR WITH YOUR JUMP COSTS A FOOT OF MOVEMENT, AS USUAL. WHILE NOT RECOG
YOUR ALTERNATE FO
Shielding Wings HINTING AT YOUR D
YOU ARE ABLE TO USE YOUR WINGS TO BLOCK AND INTERFERE WITH YOUR OPPONENT’S ATTACKS. AS A BONUS ACTION, YOU CAN GAIN A +2 BONUS TO SUCH AS EYES OR
YOUR ARMOR CLASS UNTIL THE START OF YOUR NEXT TURN. MATCHING YOUR
DRAGON COLOR.
Slowed Descent
IF YOU FALL, AS A REACTION, YOUR RATE OF DESCENT SLOWS TO 60 FEET PER ROUND UNTIL YOU LAND AS YOU OPEN YOUR WINGS AND HOLD THEM RIGID.
WHEN YOU USE THIS ABILITY, YOU TAKE NO FALLING DAMAGE AND LAND ON YOUR FEET.

Short Flight
STARTING AT 6TH LEVEL, YOUR WINGS HAVE BECOME STRONG ENOUGH TO ALLOW YOU TO FLY TO A LIMITED DEGREE. AS A BONUS ACTION, YOU GAIN A
FLY SPEED EQUAL TO YOUR LAND SPEED FOR ONE ROUND, BUT YOU AUTOMATICALLY FALL AT THE END OF YOUR TURN IF YOU DO NOT END YOUR TURN ON
SOLID GROUND. WHEN YOU USE THIS BONUS ACTION TO FLY, YOUR SPACE INCREASES BY 5 FEET ON EACH SIDE, AND YOU CANNOT FLY IF YOU WOULD
NEED TO SQUEEZE TO FIT IN YOUR SPACE. FOR INSTANCE, A 6TH LEVEL DRAGON’S SPACE INCREASES TO 10 BY 10 FT.

True Flight
STARTING AT 14TH LEVEL, YOU BECOME FAR MORE ADEPT FLIER, AND NO LONGER NEED TO LAND. YOU GAIN A FLY SPEED EQUAL TO YOUR LAND SPEED
(YOU CAN STILL USE YOUR BONUS ACTION FOR AIDED LEAP TO DASH AND INCREASE YOUR SPEED). WHILE YOU FLY, YOUR SPACE INCREASES BY 5 FEET
ON EACH SIZE, AND YOU CANNOT FLY IF YOU WOULD NEED TO SQUEEZE TO FIT IN YOUR SPACE. FOR INSTANCE, A 14TH LEVEL DRAGON’S SPACE
INCREASES TO 15 BY 15 FT. THIS REPLACES YOUR SHORT FLIGHT ABILITY.

Dragon Breath
STARTING AT 2ND LEVEL, YOUR DRACONIC POWER HAS GROWN, AND YOU CAN NOW MANIFEST THE DRAGON’S CHIEF ABILITY; YOUR BREATH WEAPON.
YOU CAN USE AN ACTION TO EXHALE DESTRUCTIVE ENERGY. YOUR ENERGY AFFINITY DETERMINES THE DAMAGE TYPE, AND YOUR SUBRACE DETERMINES
THE SIZE AND SHAPE OF THE EXHALATION: IT IS A 30 FT LINE FOR BLACK, BLUE, BRASS, BRONZE, AND COPPER DRAGONS, AND A 15 FT CONE FOR GOLD,
GREEN, RED, SILVER, AND WHITE DRAGONS. THIS SIZE INCREASES AS YOU GAIN LEVELS (SEE AGE CATEGORY BELOW).
WHEN YOU USE YOUR BREATH WEAPON, EACH CREATURE IN THE AREA OF THE EXHALATION MUST MAKE A SAVING THROW, THE TYPE OF WHICH IS
DETERMINED BY YOUR DRACONIC LINEAGE: DEXTERITY FOR BLACK, BLUE, BRASS, BRONZE, COPPER, GOLD, RED, AND CONSTITUTION FOR GREEN,
SILVER, AND WHITE. YOU USE YOUR CONSTITUTION MODIFIER WHEN SETTING THE SAVING THROW DC FOR YOUR DRAGON BREATH.

Breath Weapon Save DC = 8 + your proficiency


bonus + your Constitution modifier

A CREATURE TAKES 3D6 DAMAGE OF YOUR LINEAGE’S ENERGY TYPE ON A FAILED SAVE, OR HALF AS MUCH ON A SUCCESSFUL SAVE. AS YOU GAIN
LEVELS, YOUR BREATH WEAPON’S DAMAGE INCREASES, AS SHOWN ON THE DRAGON TABLE.
ONCE YOU USE YOUR BREATH WEAPON, YOU MUST COMPLETE A SHORT OR LONG REST BEFORE YOU CAN USE IT AGAIN.

Energy Immunity
STARTING AT 2ND LEVEL, THE ELEMENTAL POWER OF YOUR BREATH WEAPON ENHANCES YOUR ENERGY RESISTANCE. YOU GAIN IMMUNITY TO DAMAGE
FROM YOUR ENERGY AFFINITY: ACID FOR BLACK AND COPPER, COLD FOR SILVER AND WHITE, FIRE FOR BRASS, GOLD, AND RED, LIGHTNING FOR BLUE AND
BRONZE, AND POISON FOR GREEN. THIS IMMUNITY REPLACES YOUR RACIAL ENERGY RESISTANCE. MOST INTELLIGENT CREATURES KNOW OF A DRAGON’S
ENERGY RESISTANCE, BUT IT WILL PROTECT YOU FROM YOUR OWN BREATH.

Draconic Archetypes
AT 3RD LEVEL, YOU CHOOSE WHICH DRACONIC ARCHETYPE YOU WISH TO FOLLOW. CHOOSE DRAKE, SERPENT, OR WYRM, WHICH ARE DETAILED AT THE
END OF THE CLASS DESCRIPTION. THE ARCHETYPE YOU CHOOSE GRANTS YOU FEATURES AT 3RD, 7TH, 13TH, AND 17TH LEVELS.
:
END OF THE CLASS DESCRIPTION. THE ARCHETYPE YOU CHOOSE GRANTS YOU FEATURES AT 3RD, 7TH, 13TH, AND 17TH LEVELS.

Alternate Form
AT 3RD LEVEL, YOU LEARN TO HIDE YOUR DRACONIC FORM UNDER A HUMANOID FORM, AND BACK AGAIN, AS AN ACTION. THIS IS A TRANSMUTATION
EFFECT, SIMILAR TO THE ALTER SELF SPELL, EXCEPT IT HAS NO DURATION AND DOES NOT REQUIRE CONCENTRATION. WHEN YOU FIRST TRANSMUTE TO YOUR
ALTERNATE FORM, CHOOSE A HUMANOID RACE (MOST COMMONLY DWARF, ELF, HALFLING,
OR HUMAN). ONCE THIS CHOICE HAS BEEN MADE, IT
CANNOT BE CHANGED.

IMAGE BY DAVID MARTIN


© WIZARDS OF THE COAST

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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

Age Categories
Age Age Claws Breath Weapon
Level Category Equivalent Size Bite Damage (Reach) Damage AC Speed Size
1d6 piercing + 1d4 energy (5 30 ft. line or 15 ft
1st Hatchling 0 to 4 years Small (5 by 5 ft) — 15 25 ft
ft) cone
Medium (5 by 5 1d10 piercing + 1d8 energy (5 1d6 30 ft line or 15 ft
5th Wyrmling 5 to 15 years 16 30 ft
ft) ft) slashing cone
16 to 100 Large (10 by 10 2d10 piercing + 1d12 energy 2d6 60 ft line or 30 ft
11th Young 17 40 ft
years ft) (10 ft) slashing cone

THE FORM MATCHES YOUR SEX, AND ITS SIZE IS DETERMINED BY ITS RACE, BUT IT’S AGE AND OTHER FEATURES ARE DETERMINED BY YOU WHEN YOU
FIRST TAKE ON THE FORM. AS YOU AGE AND GROW, YOU CAN CHOOSE TO HAVE YOUR ALTERNATE FORM AGE RELATIVELY WITH YOU, OR YOU CAN CHOOSE
TO LEAVE IT AGELESS.
WHEN YOU ADOPT YOUR ALTERNATE FORM, YOUR STATISTICS REMAIN THE SAME, EXCEPT YOU DO NOT HAVE ACCESS TO YOUR DRACONIC
ARMAMENTS (EXCEPT YOUR ARMOR CLASS), BREATH WEAPON, OR DRAGON WINGS, YOUR SIZE IS THAT OF THE RACE YOU CHOSE, AND YOUR SPEED IS
YOU DO NOT NE
30 FT. WHEN YOU ADOPT YOUR ALTERNATE FORM, EQUIPMENT THAT YOU ARE WEARING CHANGES SIZE TO ACCOMMODATE YOUR HUMANOID SIZE AND
THEM.
SHAPE, EXCEPT FOR MUNDANE BARDING. WHEN YOU TRANSFORM BACK INTO YOUR DRACONIC FORM, WEAPONS CARRIED AND ARMOR AND CLOTHING
WORN BY YOUR HUMANOID FORM MERGE WITH YOU AND BECOMES NONFUNCTIONAL, EXCEPT YOU DO STILL RETAIN ACCESS TO THEIR MAGICAL
Black Drag
BONUSES AND FEATURES; AN ARMOR’S MAGICAL AC BONUS IS ADDED TO YOURS, AND A WEAPON’S FEATURES ARE ADDED TO YOUR DRACONIC
9TH LEVEL: ENTAN
ARMAMENT ATTACKS.
15TH LEVEL: DAR
YOU ALSO GAIN PROFICIENCY IN SIMPLE WEAPONS. YOUR NATURAL FORM’S CLAWS LACK THE ABILITY TO WIELD WEAPONS, BUT YOUR ALTERNATE FORM
DOESN’T HAVE THIS SHORTCOMING.

Ability Score Improvement


WHEN YOU REACH 4TH LEVEL, AND AGAIN AT 8TH, 12TH, 16TH, AND 19TH, YOU CAN INCREASE ONE ABILITY SCORE OF YOUR CHOICE BY 2, OR YOU CAN
INCREASE TWO ABILITY SCORES OF YOUR CHOICE BY 1. AS NORMAL, YOU CAN’T INCREASE AN ABILITY SCORE ABOVE 20 USING THIS FEATURE.

Age Category
WHILE THERE ARE SKILLS AND TALENTS YOU CAN LEARN, THE BULK OF A DRAGON’S POWER COMES FROM ITS AGE. UNDER NORMAL CIRCUMSTANCES, A
DRAGON MUST LET THE YEARS PASS TO AGE, BUT SOME ARE ABLE TO FOCUS ON THEIR INNER POWER AND FORCE THEIR AGING EARLY. EARNING
EXPERIENCE AND LEVELING UP AS A DRAGON REPRESENTS THIS MAGICAL AGING, RATHER THAN MULTICLASSING TO FOCUS ON OTHER SKILLS AND ALLOW
AGING TO PROGRESS AS NORMAL.
STARTING AT 5TH LEVEL, YOU ARE A WYRMLING. AT 11TH LEVEL, YOU ARE NOW A YOUNG DRAGON. YOUR GROWTH IS SMOOTH AND CONTINUOUS;
THESE POINTS JUST MARK WHEN YOU REACH NEW CATEGORIES. YOU GAIN THE FOLLOWING BENEFITS (SUMMARIZED IN THE DRAGON AGE CATEGORIES
TABLE BELOW):
NATURAL ARMOR: YOUR SCALES HARDEN AND YOUR DEFENSE IMPROVES. AT 5TH LEVEL, YOUR AC WHILE UNARMORED INCREASES TO 15. AT 11TH
LEVEL, THIS INCREASES TO 16.
SIZE AND SPEED: AS YOU AGE, YOU GROW IN SIZE. YOU ARE CONSTANTLY GROWING LEVEL BY LEVEL, BUT AT EACH THRESHOLD YOU PASS THE INTO A
NEW CATEGORY. AT 5TH LEVEL, YOU BECOME MEDIUM SIZED, WITH A SPACE OF 5 FT BY 5 FT. YOUR SPEED INCREASES TO 30 FT, WHICH APPLIES TO
YOUR RACIAL SPEEDS AND FLIGHT SPEEDS AS WELL. AT 11TH LEVEL, YOU BECOME LARGE SIZED, WITH A SPACE OF 10 FT BY 10 FT. YOUR SPEED
INCREASES TO 40 FT., WHICH APPLIES TO YOUR RACIAL SPEEDS AND FLIGHT SPEEDS AS WELL.
BITE: AS YOU GROW, YOUR JAW GROWS LARGER AND MORE POWERFUL. ADDITIONALLY, THE ELEMENTAL ENERGY OF YOUR BREATH LEAKS MORE WITH
EVERY BITE. AT 5TH LEVEL, YOUR BITE DAMAGE INCREASES TO 1D10 PIERCING DAMAGE AND 1D8 DAMAGE OF YOUR LINEAGE’S ENERGY TYPE. AT 10TH
LEVEL, YOUR BITE DAMAGE INCREASES TO 2D10 PIERCING DAMAGE AND 1D12 DAMAGE OF YOUR LINEAGE’S ENERGY TYPE, AND IT’S REACH ALSO
INCREASES TO 10 FT.
CLAWS: YOUR CLAWS GROW MORE ROBUST, ENOUGH TO FUNCTION AS A WEAPON. AT 5TH LEVEL, YOU GAIN AN ATTACK WITH YOUR CLAWS.
:
CLAWS: YOUR CLAWS GROW MORE ROBUST, ENOUGH TO FUNCTION AS A WEAPON. AT 5TH LEVEL, YOU GAIN AN ATTACK WITH YOUR CLAWS.
WHENEVER YOU TAKE THE ATTACK ACTION ON YOUR TURN AND ATTACK WITH YOUR BITE ATTACK, YOU MAY ALSO MAKE AN ATTACK WITH YOUR CLAWS.
YOUR CLAWS DEALS 1D6 DAMAGE, AND ADDS EITHER STRENGTH OR DEXTERITY TO ITS ATTACK AND DAMAGE ROLLS. IT IS A FINESSE WEAPON WITH A
REACH OF 5 FT. AT 11TH LEVEL, YOUR CLAW ATTACK’S DAMAGE INCREASES TO 2D6.

Dragon Magic
AT 9TH LEVEL, AND AGAIN AT 15TH LEVEL, YOUR INNER POWER MANIFESTS AS INNATE MAGIC. WHILE ONLY SOME DRAGONS FOCUS ON CASTING SPELLS,
ALL GAIN SOME MAGICAL ABILITIES AS THEY GROW IN POWER. THE ABILITY YOU GAIN IS BASED ON YOUR DRACONIC LINEAGE. UNLESS OTHERWISE
NOTED, YOU RECOVER ALL USES OF THESE ABILITIES AFTER A LONG REST.
YOU USE YOUR CHARISMA TO DETERMINE THE SAVE DCS OF YOUR DRAGON MAGIC ABILITIES.

Spell Save DC = 8 + your proficiency bonus +

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Blue Dragon Silver Dra


9TH LEVEL: CREATE/CESTROY WATER 3 TIMES 9TH LEVEL:
15TH LEVEL: SOUND IMITATION: YOU CAN MIMIC ANY VOICE OR SOUND YOU HAVE HEARD, ANYTIME YOU WANT. LISTENERS MUST SUCCEED ON A 15TH LEVEL:
WISDOM SAVE AGAINST YOUR SPELL SAVE DC TO TELL IT IS FAKE, AND THEY SUFFER DISADVANTAGE ON THEIR SAVE.
White Drag
Brass Dragon 9TH LEVEL:
9TH LEVEL: SPEAK WITH ANIMALS 3 TIMES 15TH LEVEL:
15TH LEVEL: SUGGESTION 3 TIMES
Draconic
Bronze Dragon
AT 10TH LEVEL, YO
9TH LEVEL: FOG CLOUD 3 TIMES
15TH LEVEL: CREATE FOOD AND WATER 1 TIME
Recharge
Copper Dragon STARTING AT 17TH
9TH LEVEL: TASHA’S HIDEOUS LAUGHTER 3 TIMES YOU.
15TH LEVEL: STONE SHAPE 1 TIME

Gold Dragon
Frightful
9TH LEVEL: BLESS 3 TIMES AT 18TH LEVEL, YO
15TH LEVEL: LUCKSTONE 1 TIME: YOU CAN USE AN ACTION TO TOUCH A GEM, USUALLY ONE EMBEDDED IN YOUR HIDE, AND FILL IT WITH GOOD LUCK. YOUR ENEMIES.
THE GEM BECOMES A LUCKSTONE (STONE OF GOOD LUCK; DMG 205). THE HOLDER GAINS A +1 BONUS TO ABILITY CHECKS AND SAVING THROW OR BECOM
THROWS. YOU CAN GIVE IT TO ANOTHER CREATURE. THE BONUS REMAINS UNTIL YOU TAKE A LONG REST. FRIGHTFUL PRESEN

Green Dragon
9TH LEVEL: CHARM PERSON 3 TIMES
15TH LEVEL: SUGGESTION 3 TIMES

Red Dragon A CREATURE CAN


9TH LEVEL: LOCATE OBJECT 1 TIME SAVING THROW IS
15TH LEVEL: SUGGESTION 3 TIMES MAY USE THIS AB

Living Le
AT 20TH LEVEL, YO
MAXIMUM FOR TH
:
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Feral Insti
Draconic Archetypes AT 7TH LEVEL, YOU
DOUBLE YOUR PRO
IN ADDITION TO DIFFERENCES FROM THEIR COLOR, DRAGONS DIFFER IN THEIR APPROACH AND WHICH SKILLS THEY CHOOSE TO DEVELOP. YOUR CHOICE OF
YOU ALSO GAIN
DRACONIC ARCHETYPE SHOWS THIS FOCUS.
ALWAYS PRIMED.
Drake Vice Grip
A DRAKE IS A DRAGON WHO HAS GIVEN INTO THEIR FERAL, BESTIAL NATURE. THEY REVEL IN MELEE COMBAT, WHERE THEY SAVOR THE BLOOD OF THEIR STARTING AT 13TH
FOES AND THE FEEL OF THEIR FINAL BREATHS. INITIATE A GRAB.
GRABBED, YOUR B
Feast BREATH WEAPON
STARTING AT 3RD LEVEL, YOUR BESTIAL NATURE GIVES YOU AN UNQUENCHABLE APPETITE FOR BATTLE, AND FLESH. AS A BONUS ACTION, YOU CAN IN YOUR DRACONIC
CONSUME A DEAD OR DYING CREATURE WITHIN 5 FEET OF YOU THAT IS AT LEAST SMALL SIZE (OR A SMALL-SIZED PORTION THERE OF), REGAINING 1D12 IF YOU USE THIS
HIT POINTS, PLUS A NUMBER OF HIT POINTS EQUAL TO YOUR DRAGON LEVEL. THE CREATURE MUST HAVE A PHYSICAL BODY AND NOT BE OF THE GRAB (UNLESS IT C
CONSTRUCT, ELEMENTAL, OOZE, OR UNDEAD TYPES (UNLESS IT IS OTHERWISE SIMILAR TO A FLESH AND BLOOD CREATURE). YOU REGAIN THIS ABILITY MOVES WHILE YOU
AFTER A SHORT REST; IT TAKES TIME TO DIGEST AND BUILD UP AN APPETITE AGAIN. YOU MUST BE IN YOUR DRACONIC FORM TO USE THIS ABILITY.
METALLIC DRAGONS HAVE QUALMS AGAINST EATING INTELLIGENT CREATURES, ESPECIALLY HUMANOIDS, AND PREFER TO ONLY EAT DEAD PREY. Wing Attac
CHROMATIC DRAGONS LACK THESE QUALMS, AND SOME PARTICULARLY SADISTIC ONES MAY PREFER THEM. STARTING AT 18TH
ATTACK.
BLUDGEONING DA
MODIFIER + YOUR

Serpent
A SERPENT IS A D
MAGICAL ABILITIES

Spellcastin
AT 3RD LEVEL, YOU
IN THEIR VEINS, AN
FORMIDABLE DRAC
CANTRIPS:
CHOICE AT 10TH L
SPELL
THESE SORCERER S
LONG REST.
FOR EXAMPLE,
LIFE USING EITHER
:
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Serpent Spellcasting Spell Resis


STARTING AT 13TH
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 — — — Scales like
UPON REACHING
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 12 4 3 3 1

SPELLS KNOWN OF 1ST LEVEL AND HIGHER: STARTING AT 3RD LEVEL, YOU KNOW THREE 1ST-LEVEL SPELLS OF YOUR CHOICE FROM THE SORCERER
SPELL LIST.
THE SPELLS KNOWN COLUMN OF THE SERPENT TABLE SHOWS WHEN YOU LEARN MORE SORCERER SPELLS OF YOUR CHOICE. EACH OF THESE SPELLS
MUST BE OF A LEVEL FOR WHICH YOU HAVE SPELL SLOTS. FOR INSTANCE, WHEN YOU REACH 4TH 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 SORCERER SPELLS YOU KNOW AND REPLACE IT WITH ANOTHER
SPELL FROM THE SORCERER SPELL LIST, WHICH ALSO MUST BE OF A LEVEL FOR WHICH YOU HAVE SPELL SLOTS.
SPELLCASTING ABILITY: CHARISMA IS YOUR SPELLCASTING ABILITY FOR YOUR SORCERER SPELLS, SINCE YOUR POWER IS DRAWN FROM YOUR FORCE OF
WILL. 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 SORCERER SPELL YOU CAST AND WHEN MAKING AN ATTACK ROLL WITH ONE.

Spell Save DC = 8 + your proficiency bonus +


your Charisma modifier
:
your Charisma modifier

Spell attack modifier = your proficiency bonus +


your Charisma modifier
Innate Magic
YOUR MAGIC IS INNATE, TRULY COMING FROM WITHIN. STARTING AT 3RD LEVEL, YOU MAY IGNORE ANY MATERIAL COMPONENTS THAT DO NOT HAVE A
LISTED PRICE, AS IF YOU WERE CASTING WITH AN ARCANE FOCUS. YOU STILL MUST PROVIDE THE SPELL’S VERBAL AND SOMATIC COMPONENTS.
WHILE YOU DO NOT REQUIRE THE USE OF A FOCUS, YOU ARE ABLE TO USE AN ARCANE FOCUS AS LONG AS IT IS ON YOUR BODY. ADDITIONALLY, YOU
MAY EMPLOY EXPENSIVE MATERIAL COMPONENTS AS LONG AS THEY ARE ON YOUR BODY. MOST SERPENTS EMBED THESE COMPONENTS INTO THEIR
SCALES.
IF YOU MULTICLASS AS A SORCERER, THIS ABILITY APPLIES TO YOUR SORCERER SPELL SLOTS AS WELL. IT DOES NOT APPLY TO ANY OTHER SPELL SLOTS
GAINED THROUGH ANY OTHER MEANS.

Channel Arcana
STARTING AT 7TH LEVEL, YOU LEARN TO CHANNEL YOUR ARCANE POWER INTO DESTRUCTIVE ENERGY TO ENHANCE YOUR ATTACKS. WHEN YOU HIT A
CREATURE WITH YOUR BITE ATTACK, YOU CAN EXPEND ONE SPELL SLOT TO DEAL DAMAGE TO THE TARGET OF YOUR LINEAGE ENERGY TYPE, IN ADDITION TO
YOUR BITE’S DAMAGE. THE EXTRA DAMAGE IS 2D8 FOR A 1ST-LEVEL SPELL SLOT, PLUS 1D8 FOR EACH SPELL LEVEL HIGHER THAN 1ST, TO A MAXIMUM
OF 5D8.
YOU ALSO GAIN A BONUS TO DAMAGE WITH YOUR CANTRIPS EQUAL TO YOUR CHARISMA MODIFIER.
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Wyrm BLACK
DAMAGE AT THE S
A WYRM IS A DRAGON WHO FOCUSES UPON THE POWER OF THEIR BREATH WEAPON. A DRAGON’S BREATH WEAPON IS WHAT SEPARATES IT FROM OTHER HAVE ONE OF THES
DRACONIC BEINGS, LIKE WYVERNS. IT IS THE HEART OF THEIR POWER, AND A WYRM’S BREATH IS UNLIKE ANY OTHER. BLUE
REACTIONS.
Elemental Spit THAN YOUR STAND
:
Elemental Spit THAN YOUR STAND
STARTING AT 3RD LEVEL, YOU GAIN THE ABILITY TO QUICKLY SPIT A SMALL AMOUNT OF YOUR ELEMENTAL ENERGY AT WILL. WHILE YOUR BREATH WEAPON BRASS
STILL HAS TO TAKE TIME TO RECHARGE, THIS ALLOWS YOU TO FIGHT AT RANGE CONSTANTLY. CATEGORY.
AS AN ACTION, YOU CAN MAKE A RANGED SPELL ATTACK, USING YOUR CONSTITUTION MODIFIER AND PROFICIENCY BONUS FOR THE ATTACK BONUS. IT EFFECT ALSO ENDS
HAS A RANGE OF 120 FEET. ON A HIT, THE TARGET TAKES 2D6 PLUS YOUR CONSTITUTION MODIFIER DAMAGE OF YOUR LINEAGE ELEMENT. BRONZE
AS YOU GAIN LEVELS, YOUR SPIT’S DAMAGE INCREASES. IT BECOMES 3D6 AT 5TH LEVEL, 4D6 AT 7TH, 5D6 AT 9TH, 6D6 AT 11TH, 7D6 AT 13TH, AGE CATEGORY.
8D6 AT 15TH, 9D6 AT 17TH, AND 10D6 AT 19TH. FROM YOU.
COPPER
Enhanced Breath
AT 7TH LEVEL, YOU GAIN A NEW BREATH WEAPON OPTION. WHEN YOU USE YOUR BREATH WEAPON, YOU CHOOSE WHICH OPTION TO USE. ALL SAVING
THROW DCS ARE YOUR BREATH WEAPON DC.

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YOUR AGE CATEGORY. EACH CREATURE WITHIN THE CONE MUST SUCCEED A CONSTITUTION SAVE OR BE SLOWED FOR UP TO 1 MINUTE. WHILE UNDER
ITS EFFECT, A CREATURE’S SPEED IS HALVED, IT CAN’T USE REACTIONS. ON ITS TURN, IT CAN USE EITHER AN ACTION OR A BONUS ACTION, NOT BOTH. Credits
REGARDLESS OF THE CREATURE’S ABILITIES OR MAGIC ITEMS, IT CAN’T MAKE MORE THAN ONE MELEE OR RANGED ATTACK DURING ITS TURN. IF THE
Written by:
CREATURE ATTEMPTS TO CAST A SPELL WITH A CASTING TIME OF 1 ACTION, ROLL A D20. ON AN 11 OR HIGHER, THE SPELL DOESN’T TAKE EFFECT UNTIL THE
CREATURE’S NEXT TURN, AND THE CREATURE MUST USE ITS ACTION ON THAT TURN TO COMPLETE THE SPELL. IF IT CAN’T, THE SPELL IS WASTED. THE Art Work:
CREATURE CAN REPEAT THE SAVING THROW AT THE END OF EACH OF ITS TURNS, ENDING THE EFFECT ON ITSELF WITH A SUCCESSFUL SAVE. ©Wizards of th
GOLD DRAGON; WEAKENING BREATH: YOU GAIN AN ADDITIONAL BREATH WEAPON, A CONE OF WEAKENING GAS. IT IS A CONE SIZED FOR YOUR Playtesters:
AGE CATEGORY. CREATURES IN THAT AREA MUST SUCCEED ON A STRENGTH SAVING THROW OR HAVE DISADVANTAGE ON ATTACK ROLLS, STRENGTH Special Thanks:
CHECKS, AND STRENGTH SAVING THROWS FOR 1 MINUTE. A CREATURE CAN REPEAT THE SAVING THROW AT THE END OF EACH OF ITS TURNS, ENDING THE
EFFECT ON ITSELF ON A SUCCESS.
GREEN DRAGON; TOXIC BREATH: IF A CREATURE FAILS ITS CONSTITUTION SAVE AGAINST YOUR BREATH WEAPON, IT BECOMES POISONED
(DISADVANTAGE ON ATTACKS AND CHECKS). AT THE END OF EACH TURN, IT MAY MAKE A CONSTITUTIONS SAVE TO END THIS EFFECT. THIS BREATH
WEAPON DEALS 2D6 DAMAGE LESS THAN YOUR STANDARD BREATH WEAPON.
RED DRAGON; SEARING BREATH: IF A CREATURE FAILS ITS DEXTERITY SAVE AGAINST YOUR BREATH WEAPON, IT CONTINUES TO TAKE 5 FIRE
DAMAGE AT THE START OF EACH TURN. AT THE END OF EACH TURN, IT MAY MAKE A DEXTERITY SAVE TO PUT OUT THE FLAMES AND END THIS EFFECT. A
CREATURE CAN ONLY HAVE ONE OF THESE EFFECTS ON IT AT ANY ONE TIME. THIS BREATH WEAPON DEALS 2D6 DAMAGE LESS THAN YOUR STANDARD
BREATH WEAPON.
SILVER DRAGON; PARALYTIC BREATH: YOU GAIN AN ADDITIONAL BREATH WEAPON, A CONE OF PARALYZING GAS. IT IS A CONE SIZED FOR YOUR AGE
CATEGORY. EACH CREATURE IN THE AREA MUST SUCCEED ON A CONSTITUTION SAVING THROW OR BE PARALYZED FOR 1 MINUTE. A CREATURE CAN
REPEAT THE SAVING THROW AT THE END OF EACH OF ITS TURNS, ENDING THE EFFECT ON ITSELF ON A SUCCESS.
WHITE DRAGON; FRIGID BREATH: IF A CREATURE FAILS ITS CONSTITUTION SAVE AGAINST YOUR BREATH WEAPON, ITS SPEED IS REDUCED BY HALF
FOR 1 MINUTE. AT THE END OF EACH TURN, IT MAY MAKE A CONSTITUTIONS SAVE TO END THIS EFFECT. THIS BREATH WEAPON DEALS 2D6 DAMAGE
LESS THAN YOUR STANDARD BREATH WEAPON.

Ignore Resistance
AT 7TH LEVEL, YOUR ELEMENTAL POWER BURNS, FREEZES, AND SHOCKS STRONGER THAN OTHERS’. YOU IGNORE RESISTANCE TO DAMAGE OF YOUR
LINEAGE'S ENERGY TYPE.

Elemental Expulsion
AT 13TH LEVEL, YOUR ELEMENTAL POWER HAS BEGUN TO BOIL FORTH, AND YOUR BODY IS BARELY ABLE TO CONTAIN IT. AS AN ACTION, YOU CAN ATTACK
WITH A BURST OF ENERGY AROUND YOU. EACH CREATURE OTHER THAN YOU WITHIN 10 FEET OF YOU MUST MAKE A SAVING THROW (DEXTERITY FOR
BLACK, BLUE, BRASS, BRONZE, COPPER, GOLD, AND RED; CONSTITUTION FOR GREEN, SILVER, AND WHITE) AGAINST YOUR BREATH WEAPON SAVE DC. A
CREATURE TAKES 3D10 PLUS YOUR CONSTITUTION MODIFIER DAMAGE OF YOUR LINEAGE ELEMENTAL TYPE ON A FAILED SAVE, OR HALF AS MUCH ON A
SUCCESSFUL ONE.
THIS DAMAGE INCREASES TO 4D10 AT 17TH LEVEL.

Elemental Rebuke
AT 17TH LEVEL, YOU ARE BRIMMING WITH SO MUCH ELEMENTAL ENERGY THAT IT ONLY NEEDS THE SLIGHTEST PROVOCATION TO COME FORTH. WHEN
YOU ARE HIT WITH A MELEE ATTACK, YOU CAN USE YOUR REACTION TO LASH OUT AT YOUR ATTACKER WITH ELEMENTAL ENERGY. YOUR ATTACKER MUST
:
MAKE A SAVING THROW (DEXTERITY FOR BLACK, BLUE, BRASS, BRONZE, COPPER, GOLD, AND RED; CONSTITUTION FOR GREEN, SILVER, AND WHITE)
AGAINST YOUR BREATH WEAPON SAVE DC. IT TAKES 2D10 PLUS YOUR CONSTITUTION MODIFIER DAMAGE OF YOUR LINEAGE ELEMENT ON A FAILED
SAVE, OR HALF AS MUCH ON A SUCCESSFUL SAVE.

Ignore Immunity
AT 17TH LEVEL, YOUR ELEMENTAL POWER BECOMES SO DESTRUCTIVE, ALMOST NOTHING CAN IGNORE IT. AGAINST YOUR LINEAGE’S DAMAGE TYPE, YOU
TREAT DAMAGE IMMUNITY AS DAMAGE RESISTANCE (THIS IS NOT FURTHER IGNORED BY YOUR IGNORE RESISTANCE).

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