Dragon Disciple

As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatures has long intrigued wizards who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerous bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession. All races who embrace their draconic heritage and learn to channel their abilities can become dragon disciples, fearsome warriors who possess not only the repertoire of an accomplished sorcerer but also the ability to unleash the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can learn to breathe fire, take flight on leathery wings, and at the pinnacle of their abilities—assume the form of a dragon. Although they are rare, dragon disciples can be found in any land where dragons interact with mortals.

Draconic Nature

Dragon Disciple’s inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a Dragon Disciples other Lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess. Before becoming a Dragon’s Disciple, initiate’s drink of the Dragon's blood. It is this blood that gives them their extraordinary features.

Ancient Ancestry

The most important question to consider when creating your Dragon Disciple is your ancestry. As a starting character, you'll choose an ancestry that ties you to a draconic bloodline. The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures. While the brass, bronze, copper, gold and silver metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. The ancestry you choose will shape your goals and ideals. Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.

Dragon Disciple


Level Proficiency Bonus Features Breath Weapon
1st +2 Dragon Ancestor, Draconic Scales, Dragon Breath 3d6
2nd +2 Dragonmark 3d6
3rd +2 Archetype Feature, Counter Claw 3d6
4th +2 Ability Score Improvement 3d6
5th +3 Dragon Bond, Extra attack 3d6
6th +3 Archetype Feature, Dragon Forged Metal 4d6
7th +3 Dragonscale Aura 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Dragon Bond 4d6
10th +4 Ferocious Willpower 4d6
11th +4 Archetype Feature 5d6
12th +4 Ability Score Improvement 5d6
13th +5 Dragon Bond 5d6
14th +5 Dragon Wings 5d6
15th +5 - 5d6
16th +5 Ability Score Improvement 6d6
17th +6 Archetype Feature 6d6
18th +6 Dragonscale Aura, Draconic Presence 6d6
19th +6 Ability Score Improvement 6d6
20th +6 True Dragon Manifestation 6d6

Class Features

As a Dragon Disciple, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dragon Disciple level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Dragon Disciple level after 1st

Proficiencies


  • Armor: Shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) a lance
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • a spear

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled.

You have resistance to the damage type associated with your draconic ancestry.

Draconic Ancestry
Dragon Variety Damage Type Resisted
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Draconic Scales

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your skin is covered by thick dragon- like scales hard as steel. When you aren’t wearing armor, your AC equals 10 + your Constitution modifier + your Strength modifier. You can use a shield and still gain this benefit.

Dragon Breath

At 1st level you can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. The shape and size of the breath weapon are given by the following table.

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 ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes half damage on a successful save. If you already have a breath weapon you can use both features. When first acquired, the breath weapon deals 3d6 points of damage. The damage increases based on your dragon disciple level to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level.

After you use this breath weapon you cannot use it again until you complete a short or long rest.

Breath Attack
Dragon Variety Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. Save)
Blue Lightning 5 by 30 ft. line (Dex. Save)
Brass Fire 5 by 30 ft. line (Dex. Save)
Bronze Lightning 5 by 30 ft. line (Dex. Save)
Copper Acid 5 by 30 ft. line (Dex. Save)
Gold Fire 15ft. cone (Dex. save)
Green Poison 15ft. cone (Con. save)
Red Fire 15ft. cone (Dex. save)
Silver Cold 15ft. cone (Con. save)
White Cold 15ft. cone (Con. save)

Dragonmark

At 2nd level you gain a magical mark that is a physical manifestations of the Draconic Prophecy. You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using Charisma as your spellcasting ability for each spell, since the power of your magic relies on your ability to project your will into the world. 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 spell you cast and when making an attack roll with one. You cast each spell at its lowest level.

Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:

  • When you first gain this feature you gain the least dragonmark. You learn the spells listed under the Least column.
  • At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
  • At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Dragonmark Benefits
Mark Least Lesser Greater
Death False life, gentle repose Ray of Enfeeblement Speak with dead
Detection Detect magic, mage hand Detect thoughts Clairvoyance
Finding Identify, mage hand Locate object Locate Creature
Handling Druidcraft, Animal friendship Beast sense Conjure animals
Healing Cure wounds, spare the dying Lesser restoration Revivify
Hospitality Friends, unseen servant Rope trick Leomund’s tiny hut
Making Tenser's Floating Disk, mending Magic weapon Fabricate
Passage Expeditious retreat, light Misty step Teleportation circle
Scribing Comprehend languages, message Sending Tongues
Sentinel Blade ward, Shield of faith Blur Protection from energy
Shadow Minor illusion, disguise self Darkness Major Image
Storm Fog cloud, shocking grasp Gust of wind Sleet storm
Warding Alarm, resistance Arcane lock Magic circle

Dragon Archetype

At 3rd level, you choose a lineage that you strive to emulate in your combat styles and techniques. Choose the Dovahkiin, Dragoon or Shadow Dragon detailed at the end of the class description. The lineage you choose grants you features at 3rd level and again at 6th, 11th and 17th level.

Dragon Claws

At 3rd level your body grows more draconic, growing powerful claws. You are proficient with your claws, they are considered light weapons and the damage of the claw attack is 1d4 + Strength modifier slashing damage.

Ability score improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, 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.

Dragon bond

At 5th level, you gain a small dragon companion that accompanies you on your adventures. The type and alignment of your dragon matches your dragon ancestry, with chromatic dragons being chaotic evil and metallic dragons, lawful good. The dragon obeys your commands as best as it can and acts on its own initiative count in combat. On your turn, you can verbally command the dragon if you aren't incapacitated (no action required by you). You decide what action the dragon takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the dragon dies, you can obtain another by spending 8 hours magically bonding with another dragon that isn't hostile to you.

At 9th, and 13th level your dragon companion grows in size to medium then large as your handling of larger dragons improves. The stat blocks for your dragon are listed at the end of the class description.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dragon Forged Metal

Starting at 6th level, you can transform one metallic weapon by performing a ritual while you hold the weapon. You perform the ritual by reforging or tempering the weapon over the course of 1 hour, which can be done during a short rest.

While you wield the weapon draconic magic flows through the metal causing it to deal the same type of damage as your breath attack instead of it's normal damage type.

Dragonscale aura

At 7th level you utterly dominate any space you occupy merely by being there. You have learned to harness the ferocity of the dragon into an aura that has a range of 10ft. The aura you gain based on your ancestry is listed below.

At 18th level, the range of this aura increases to 30 feet. Projecting an aura is a bonus action. An aura remains in effect continually until you use a bonus action to dismiss it.

Dragonscale Aura
Dragon Variety Aura Effect
Black All enemies within your aura take acid damage equal to your Charisma modifier at the start of your turn.
Blue You and allies within your aura add your Charisma modifier to all constitution saves and checks.
Brass You and your allies within your aura add your Charisma modifier to all charisma saves and checks.
Bronze You and allies within your aura add your Charisma modifier to all dexterity saves and checks.
Copper You and your allies within your aura add your Charisma modifier to all intelligence saves and checks.
Gold You and allies within your aura add your Charisma modifier bonus on any one roll per day. Once a particular ally chooses to use their bonus, they cannot use it again for 8 hours, but not for any other ally who has not yet used the bonus.
Green You and your allies within your aura add your Charisma modifier bonus to all wisdom saves and checks.
Red You and your allies within your aura add your Charisma modifier bonus to all strength saves and checks.
Silver You and allies within your aura add your Charisma modifier as a bonus to any healing.
White You and allies affected by your aura add your Charisma modifier bonus to melee weapon damage rolls.

Ferocious willpower

At 10th level the overwhelming dragon magic within you makes you immune to sleep and paralysis.

Dragon wings

At 14th level, you grow a permanent pair of wings. You have a flying speed equal to your current speed. You can’t use your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you spread them. To use this speed, you can’t be wearing heavy armor.

Draconic presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, once a day you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you we’re casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

True dragon manifestation

At 20th level the Dragon Disciple gains the ability to fully manifest the power of their chosen dragon ancestry allowing them to change into the form of a young dragon of their chosen variety as an action. Once they assume this form they gain the strength, dexterity and constitution scores as well as temporary hit points of the dragon’s health while retaining their other scores. Anything you are carrying in your hands falls to the ground and anything on your person either merges into your body or also falls to the ground (your choice). You are still able to cast spells and utilize the other features of your class/archetype.

Once you assume this form you remain in it for one hour. However you may revert to your original form as a bonus action. Should your temporary hit points drop to zero in this form you return to your original form. After you return to your original form you gain one level of exhaustion.

You regain use of this feature after finishing a long rest.

Dragon Archetypes

Different Dragon Disciples choose different approaches to mastering their fighting style. The dragon archetype you choose to emulate reflects your approach.

Dovahkiin

Those who emulate the dragons with techniques told in legend. Using awe-inspiring abilities called Dragon Roars and revering dragons as majestic lords. A Dovahkiin is said to have been trained by dragons and were taken under the aegis of a dragon, given otherworldly skills and served as retainers and defenders.

Dragon Roars

Beginning at 3rd level, you learn a powerful form of ancient dragon magic. You can use the vocalization of specific "words of power" as an action to create powerful magical effects. You may choose one Dragon Roar from those listed below. You learn one additional Dragon Roar at 6th, 11th and 17th level. Additionally, when you gain a level in this class, you can choose one of the Dragon Roars you know and replace it with another Dragon Roar. Your saving throw DC and spell attack modifier for Dragon Roars is the same as your Dragonmarks. Dragon Roars emit a ground shaking boom audible out to 300 feet.

You can use this feature a number of times equal to your Charisma modifier (minimum of once) and you regain all expended uses of it when you finish a long rest

  • Acid Sludge (Aus-Joor-Slen). A glowing emerald ball streaks toward a target within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 4d8 + your Charisma modifier as acid damage and gains vulnerability to acid damage for 1 minute.

  • Dream World (Frul-Vaaz-Lun). One creature you can see within 60 feet of you must succeed on a Charisma saving throw or be banished to a dream plane, a different plane of existence you have imagined into being. At the end of each of it's turns the creature must use its action to make a Charisma check contested by yours to escape. If the creature wins, it escapes the dream plane. Otherwise, the creature remains in the dream plane. When the creature escapes, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

  • Frost Wind (Mul-Fo-Ven). Your roar creates a freezing cold wind that blows around you. Creature within 30 feet of you must succeed on a Constitution saving throw or take (2d8 + your Charisma modifier) cold damage and have their speed halved until the start of your next turn. On a successful save creatures receive half damage and their speed is not halved. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished.

  • Ice Barrier (Diin-liz-Nus). You create an opaque wall of ice on a solid surface you can see within 60 feet. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears after 10 minutes.

  • Magma Inferno (Yol-Dov-Toor). Magma erupts from a point on the ground you can see within 60 feet of you creating a 20-foot-high, 20-foot-radius geyser that spews lava into the air. Each creature in the geysey's area must make a Dexterity saving throw, taking (3d8 + your Charisma modifier) fire damage on a failed save, or half as much damage on a successful one.

  • Nature's Fury (Nahl-Koor-Nah). You roar in a 20-foot cone causing grasping roots and thorny vines to erupt. That area becomes difficult terrain for 1 minute, and each creature there must succeed on a Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a Strength check and succeeds. A creature that fails the save takes (1d8 + your Charisma modifier) piercing damage. When a creature moves into or within the area it takes 1d8 piercing damage for every 5 feet it travels.

  • Sand Burial (Gol-Klo-Dur). A pit of quicksand forms beneath one creature on the ground that you can see within 60 feet. The creature must succeed on a Dexterity saving throw or take (4d8 + your Charisma modifier) bludgeoning damage and be knocked prone, blinded and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a Strength check, ending the buried state on a success.
  • Sandstorm (Klo-Wuld-Strun). A cloud of sand swirls about in a 20-foot-radius sphere that follows you. The cloud spreads around corners. The cloud remains for 1 minute and its area is lightly obscured for creatures other than you. Any creature that starts its turn in the area other than you, must succeed on a Constitution saving throw or be blinded until the end of it's turn. A creature must also make this saving throw when it enters the sandstorms area for the first time on a turn.

  • Shadow Terror (Lo-Ru-Maar). Magical darkness spreads from a point you choose within 60 feet of you, filling a 15-foot-radius sphere for 1 minute. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and non-magical light can't illuminate it. Each creature that starts its turn in the darkness or that enters it during its turn must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened by this feature, a creature must take the Dash action and move away from the sphere by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn outside the sphere, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.

  • Sonic Boom (Gar-Far-Zul). You bellow with such might that each creature in a 10-foot radius around you must make a Wisdom saving throw. On a failed save, that creature takes (2d8 + your Charisma modifier) thunder damage, and is deafened and under the effects of the spell confusion for 1 minute.

  • Storm Aspect (Qo-Qah-Kest). Electrical sparks wreathe your body for 1 minute. Whenever a creature that’s within 5 feet of you hits you with a melee attack, the creature takes (1d8 + your Charisma modifier) lightning damage. If the creature is wearing metal armor, it must make a Constitution saving throw. On a failed save it is knocked prone.

  • Time Tear (Tiid-Neh-Ul). You roar in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute.

  • Unrelenting Force (Fus-Ro-Dah). You roar in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 50 feet away from you, knocked prone, deafened and stunned until the start of it's next turn.

Aberrant Dragonmarks

At 6th level an additional mark appears on your body and you may choose a second Dragonmark. You gain all the benefits of a second Dragonmark in addition to the first.

Siberys Dragonmark

At 11th level you gain the final and most powerful form of your Dragonmarks. You gain the ability to cast additional spells based upon your mark as summarized in the Dragonmark table.

Dragonmark Benefits
Mark Siberys
Death Blight
Detection Arcane Eye
Finding Divination
Handling Dominate Beast
Healing Aura of Life
Hospitality Mordenkaine's Private Sanctum
Making Creation
Passage Arcane Gate
Scribing Contact Other Plane
Sentinel Globe of Invulnerability
Shadow Scrying
Storm Control Winds
Warding Mordenkainen's Faithful Hound

Enhanced Dragon Magic

By 17th level, you have gained complete control over your ancient dragon magic. You regain use of your Dragon Roar and Dragonmark features upon finishing a short rest.

Dragoon

Masters of spears, lances and polearms and adorned in uniquely crafted clothing, Dragoon's have become legendary for their grace and power. Their intense training, said to have been passed down by the dragon riders of old, allows these warriors to leap unnaturally high into the air and strike their foes with deadly force from above. Sometimes the enemy is unaware of the Dragoon's presence until they see the shadow around them growing larger.

Lance specialty

Beginning when you select this archetype at 3rd level, when you wield a Lance, you do not suffer disadvantage when attacking creatures within 5 feet of you. However, you must still wield a lance two handed when not mounted.

Jump

Beginning at 3rd level, you can leap to incredible heights.

When you make a long or high jump, the distance you can travel increases by a number of feet equal to your Strength score. When falling at least 10 feet through the air, you may use your action to strike a target beneath you.

On a hit, the target takes an additional 1d6 damage of the same type as your weapon for every 10 feet you fell. Additionally, if you hit, you take no falling damage.

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain expended uses when you finish a long rest.

Lancet

Starting at 6th level, you gain the ability to drain a creature's energy with your strike. As a bonus action, when you hit a creature with a melee weapon attack you can choose to gain temporary hit points equal to half the damage dealt.

After using this feature, you cannot use it again until you finish a short or long rest.

Tactical Jumps

At 11th level, you have learned how to augment your jumps. Choose one of the following features:

Double Jump. After hitting an enemy with your Jump feature, you can use a bonus action to repeat the Jump against another creature within 15 feet of the first creature. Doing so counts as expending another use of the of the Jump feature.

Earthshaker. As an action when you fall, you can expend a use of your Jump feature to strike the earth with immense force. Each creature in contact with the ground within 15 feet of where you land must succeed a Dexterity saving throw with a Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 4d6 bludgeoning damage and be knocked prone. On a successful save, a creature takes half this damage and is not knocked prone.

Passenger. When you make a leap into the air, you can expend a use of your Jump feature to carry one willing creature of your size or smaller to your destination.

Meteor jump

Beginning at 17th level, as an action, you can leap up to 500 feet into the air, only to strike moments later with the force of a meteor. Until the start of your next turn, you are high in the air and immune to effects on the ground. On your next turn choose a single creature within 60 feet of the point you left to make a Dexterity saving throw with a Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice. If no such creature exists, you fall safely back to your original location. The creature takes 10d10 damage of the same type as your weapon on a failed save and half as much on a successful one. You then land safely in a space adjacent to the target. After using this feature, you cannot do so again until you finish a long rest.

Shadow dragon

The Shadow dragons are Dragon Disciples that were either trained in the Shadowfell, transformed by years spent within its dismal confines or by some other magical means. Some shadow dragon disciples embrace the Shadowfell for its bleak landscapes and desolation. Others seek spread the darkness and evil of the Plane of Shadow.

Shadowfell mark

Starting at 3rd level you have learned to call the shadows to you. As a bonus action you may choose to mark a target for the shadow fell for 1 minute. When a marked target is reduced to 0 hit points a shadow (MM pg. 269) rises from its corpse and acts immediately after you in the initiative count. You may summon only one shadow at a time and have complete telepathic control up to a range of 60 feet.

The shadow lasts until killed or dismissed as a bonus action. After using this feature, you cannot use it again until you finish a long rest.

Shadow ancestry

At 3rd level your dragon's scales lose their luster and fade to a charcoal black hue and your eyes pale to pools of opalescent gray. Any damage-dealing breath weapon you use becomes necrotic damage instead of its original damage type and the dragon resistance granted by your ancestry changes to necrotic damage.

Shadow Stealth

At 6th level while in dim light or darkness, you can take the Hide action as a bonus action.

Shadow Siphon

Starting at 11th level you pull your enemies into the shadowfell with each blow. As a bonus action, each time you hit a creature that is in dim light or darkness with a melee weapon attack this turn roll 1d4. All of that creatures damage dealt is reduced by that amount and yours melee damage is increased by the same amount. The increase and reduction lasts until the start of your next turn.

Living shadow

At 17th level while in darkness, you have resistance to all damage that is not force, psychic, or radiant.


Small Dragon

Small dragon, alignment based on ancestry


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 15ft., fly 60ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 10 (0) 12 (+1) 10 (0)

  • Skills Perception +3, Stealth +3
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 13
  • Languages Common and Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Breath Weapon (Recharges after a Short or Long Rest). The dragon exhales destructive energy, the type, size and saving throw is determined by your dragon ancestry and shown in the breath attack table. Each creature in the area of the exhalation must make a saving throw. The DC for this save is 12, dealing 7 (2d6) damage on a failed save, or half as much damage on a successful one.


Medium Dragon

medium dragon, alignment based on ancestry


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 15ft., fly 60ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 10 (0) 14 (+2) 10 (0)

  • Skills Perception +4, Stealth +4
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 14
  • Languages Common and Draconic
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Breath Weapon (Recharges after a Short or Long Rest). The dragon exhales destructive energy, the type, size and saving throw is determined by your dragon ancestry and shown in the breath attack table. Each creature in the area of the exhalation must make a saving throw. The DC for this save is 13, dealing 10 (3d6) damage on a failed save, or half as much damage on a successful one.


Large Dragon

large dragon, alignment based on ancestry


  • Armor Class 15 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 15ft., fly 60ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 10 (0) 16 (+3) 10 (0)

  • Skills Perception +5, Stealth +5
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 15
  • Languages Common and Draconic
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +7 to hit. reach 5 ft, one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapon (Recharges after a Short or Long Rest). The dragon exhales destructive energy, the type, size and saving throw is determined by your dragon ancestry and shown in the breath attack table. Each creature in the area of the exhalation must make a saving throw. The DC for this save is 14, dealing 14 (4d6) damage on a failed save, or half as much damage on a successful one.

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