Table of Contents

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TABLE OF CONTENTS

The Decendants of Deities

Halintar. A vast continent, deep in sea, sky & valley. A realm governed by the will of six Dragon-Gods, each with their own appearances, values, and agendas. Living on the Material Plane amongst their people, their countries are each unique and full of life and culture. While many “mortal” races are among these countries, one species takes to the physical visages and personalities of these deities more than any other- the dragons themselves, distant descendants of the gods. And being such a populous species, much moreso than in a typical Dungeons & Dragons setting, it makes sense that they would be amongst the ranks of all other adventurers, too!

About This Homebrew

This homebrew document is designed to allow players to create player characters that are full-blooded Dragons, not just a dragonborn or half-blood. They have base features that strengthen them, of course, but what truly allows them to grow to their full draconic might is the Dragon Class, a versatile “prestige class” that any dragon may take in order to train and empower their draconic abilities.

Though it was designed specifically for the realm of Halintar, this race and class can be taken and used in any D&D5e setting. Feel free to bend, break, and reforge the rulings in the document to fit your own worlds if need be. However, if you do wish to understand more about the world these dragons were built for, feel free to check out more information on its wiki page, listed in the Credits at the document’s beginning.

Children of Gods & Goddesses

Halintar’s dragons are an immensely privileged race, boasting not only a deific ancestry but also great power which comes alongside it. However, though some may be snootier about it than others, they do not have total power over the humanoid races that they share their homes with. In fact, humanoids maintain most control over their own countries, with dragons acting as high-ranking officials, advisors, or an outside force from any sort of government entirely. The control of the “mortal” races, as dragons often call humanoids, is prominent basically everywhere except for the two western-most countries, due to the lawful nature of the deities who live on that end of the territory.

Due to the intense length of time it takes for them to hatch and mature fully, dragons do not have as plentiful a population as humanoid races do. It also pays to note that about 2,000 years ago, there was a virulent pandemic, called Dragonsbane, which was so catastrophic in its effects that the god Dinante was forced to wipe out the dragon population to near extinction. If he had not, the frenzy-inducing effects of the disease would have transformed the continent into a barren wasteland.





Variety is the Spice of Life

Though all related through the blood of the First Dragon, Asgorath, and his two children the Metallic Deity Bahamut and the Chromatic Deity Tiamat, the six different bloodlines of dragon could not be more different in appearance. Amongst them are scales of all shapes and sizes, feathers, and even fur. Each bloodline also has their own unique breath weapon, encompassing the elemental fury most closely treasured by each deity.

Dragons & Dungeons (& Lairs)

Dragons typically have a first brood, created by their deity, within which the first of their kind were reared. After they grew up, they formed dens of their own nearby, creating families of varying sizes that ultimately became the first inhabitants of their respective country’s capitol. Eventually, they grew to form a symbiotic relationship with whichever humanoid races also inhabited the areas. The humanoids would build their cities and towns within range of the dragons, who would protect their civilizations in exchange for goods, services, or even just plain old loyalty. Dragons even evolved the ability to manifest their bodies in a humanoid form to better connect to and relate with their humanoid populations.

The only Dragon-God and bloodline to not have a trust-founded relationship with another is Balktan and yellow dragons. Breathing and expelling salt from their bodies, they live in the country-sized bay known as the Sea of Salt. Being historically hated and feared for their un-draconic appearance and chaotic evil tendencies, they did not share territory with any others until an event called the Insurrection. Ester Pyx, who once lived with dwarves, found that they had betrayed her, and so she and her brood allied herself with the then-nomadic humans to drive the dwarves to near extinction.

Those who survived fled into Balktan’s territory, using their advanced construction knowledge to create undersea homes and rudimentary submarines. This transformed them into Salt Dwarves, a people as brutally violent and self-serving as the deity they share a home with.

INTRODUCTION

INTRODUCTION - The Dragon-Gods

Dragons as a Playable Race & Class

Halintar is a vast continent, with six powerful Dragon-Gods that govern from the Material Plane rather than from an astral perch. As such, the dragon populations themselves are bountiful, not so much as humanoid races but to the point where it's not unusual for the average person to have met at least a few.

Playing a Dragon (Race)

All dragons have some similar features that transcend the six subspecies. Some of them, such as their size, change mostly with age, while others such as their bite attack and breath weapon improve with experience.

Size & Age

Dragons have an impressively long lifespan, up to 3,000 years if they take care of themselves. It takes an entire year to hatch and over 100 years to grow to full adulthood. Starting size is based on their age, though through adventuring and training their minds and bodies they can grow at an advanced pace.

Size Category by Age
Age Year Range Size Category
Wyrmling 0-5 years Medium
Adolescent 5-50 Medium
Young Adult 50-100 Large
Adult 100-1,000 Large
Ancient 1,000+ Huge

  • Wyrmlings. Draconic toddlers. Many dragons don’t stray far from their nests until they are far better equipped to defend themselves from danger. Your size is Medium.
  • Adolescents & Young Adults. Old enough to leave the nest, but young enough to be a bit immature, dragons of this age usually spend their days under a mentor or traveling. Adolescents are still Medium, but Young Adults are Large.
  • Adults. A dragon begins entering their prime after they reach 100 years of age, using their years of learning to their advantage. Your size is Large.
  • Ancient. When a dragon reaches it’s first millennium it’s considered ancient, the centuries culminating to epic proportions. Your size is Huge. Unless given a specific backstory, reason, or if your DM is just kooky, you should not begin as Ancient. It makes no sense, and yet I provide it as an option anyways.

Dragons =/= Humanoids!

Note that while in base form, a dragon is a non-humanoid creature. Spells meant to be used only on humanoids cannot be used on you, and likewise you cannot use equipment or weaponry built for human-sized creatures. You can, however, utilize humanoid equipment or self-targeting humanoid spells on yourself when in humanoid form.


Movement Speed

Dragons have base flight and land speeds that can change depending on their subspecies. They have a third special move speed as well.


  • Land Speed. Dragons have a base land speed of 30 ft, moving with paw, foot, or slithering tummy.
  • Fly Speed. You have a base fly speed of 15 ft, though you also require 10 ft of movement to get into the skies from the ground or sea without a running start.
  • Tertiary Speed. Depending on their bloodline, a dragon may have a Swim, Burrow, or Climb speed. These speeds may be impeded by the environment and require additional checks to be utilized, as ruled by the DM.

Visions & Senses


  • Darkvision. Dragons have incredibly sharp eyes, and can see deep into the darkest depths. You can see in dim light within 60 ft of you as if it were bright light, and in darkness as if it were dim light. You can discern basic colors as well.
  • Blindsense (blurry). Though not as effective unless honed, you can sense vague movements around you within 60 ft.

Dragons typically have other senses as well as improved darkvision, but these must be honed before being able to be used properly. You can obtain them through Draconic Talents

Languages

Any dragon begins speaking Draconic soon after hatching, and learn to speak Common as a wyrmling. As a Young Adult or older, they also learn one common language spoken near where they grew up.

Tooth & Claw (& Breath)

Breath Weapon

An iconic feature well-utilized by all of dragon-kind. It is expelled as an action once per short or long rest. The damage type/ range of your breath weapon is based on subspecies. To halve damage from the attack, foes in it's range must make a Dexterity saving throw with DC equal to 10 + your Constitution Modifier. Unless you have at least one level in Dragon, do not add your proficiency bonus to the DC.

Claws & Bite

Strength-based melee attacks. All dragons have a bite attack, and all but yellow have claws. You may use your natural attacks as a Multiattack if you have it through class levels, but a Bite attack can only be done once per round. Unless you have at least one level in Dragon or have unarmed proficiency, do not add your proficiency bonus.

Claw, Bite, & Breath Weapon Damage
Level
Claw
Bite
Breath
1st
1d4 slashing
1d8 piercing
2d10
5th
1d4
2d8
3d10
11th
2d4
3d8
5d10
17th
3d4
4d8
7d10


Note that your attacks and other abilities can be improved or altered through adopting certain Draconic Talents.

DRAGON RACE








(Dragon-Gods from left to right: Tephra, Ester Pyx, Dinante, Balktan, Paradoxie, & Karomatzu. Click for closer look )

Six Deities, Six Subspecies


As six deities rule over Halintar, so too are there six draconic bloodlines that follow in their footsteps.

Orange Dragons


  • Alignment. As their deity fluctuates between Neutral Evil and True Neutral, so to do most orange dragons.
  • Ability Score Increase. Your Strength increases by 2.
  • Movement Speeds.No change in base land/flight speed. Gain a burrow speed of 20 ft in dirt or lava, which does not inflict damage to you.
  • Damage Resistances. You are resistant to fire damage.
  • Breath Weapon. The breath weapon of an orange dragon is an odd mixture of oily saliva combined with an explosive compound. It shoots out in a 5 ft x 30 ft line.

    Creatures in range must make a Dexterity saving throw as with any other breath. A failure coats them in the sticky substance, which is impossible to remove and halves their movement speed until detonation. After two rounds and on the start of your turn, the oil in the mixture dries up and the compound explodes, dealing fire damage equal to your breath weapon dice. These explosions burst outward in a 15 ft radius around each affected creature. Non-exploding targets within the radius of one of these blasts will take the same amount of damage as the exploding creature, though they may make a (Breath DC) Dexterity saving throw and take half damage if they succeed.

    You are immune to the sticky/slow effect of your breath, but can still take damage from the extended blast radius if too close to the explosions.

Silver Dragons


  • Alignment. Ester Pyx is a strictly Lawful Good deity, and so many of her kin strive to follow in her footsteps.
  • Ability Score Increase. Your Wisdom increases by 2.
  • Movement Speeds. No change in base land/flight speed. Gain a climb speed of 20 ft.
  • Damage Resistances. You are resistant to cold damage.
  • Breath Weapon. Your breath weapon deals cold damage, and shoots in a 15 ft cone.

Brass Dragons


  • Alignment. The brass deity is one who embraces chaos with a cause, so many of his brood are Chaotic Good.
  • Ability Score Increase. Your Constitution increases by 2.
  • Movement Speeds. No change in base land/flight speed. Gain a burrow speed of 20 ft in sand or dirt.
  • Damage Resistances. You are resistant to radiant damage.
  • Breath Weapon. Your breath weapon deals fire damage, and shoots in a 5ft x 30ft line.

Yellow Dragons


  • Alignment. Many call Balktan the embodiment of evil, and many of his Chaotic Evil brood try to embrace that.
  • Ability Score Increase. Your Dexterity increases by 2.
  • Movement Speeds. Your serpentine body is better equipped for the sky or sea then the land. You have a movement speed of 15 ft, and a fly and swim speed of 30 ft.
  • Damage Resistances. You are resistant to acid damage.
  • Breath Weapon. Your breath weapon spews out salt in a 15 ft cone. It deals acid damage to those you hit.
  • Amphibious. You can breathe air and water.
  • Universally Despised. Across Halintar, yellow dragons are notorious for their penchant for chaos and destruction and their thirst for blood. They’re used as a scapegoat for all sorts of problems across the continent, and even just seeing one is considered massive bad luck. If you reveal your true form to strangers, they automatically assume that you are here to kill them. Be careful out there!
  • Headbutt. To make up for your clawlessness, you can charge into your foes. By spending at least 10 ft of movement charging towards an enemy in a straight line, you can strike them with your skull. Roll as if you were making a Bite attack. On a hit you deal bludgeoning damage equal to your Bite damage. They must also make a Strength saving throw equal to your Breath DC- on a fail, they fall prone.

Bronze Dragons


  • Alignment. A creature of comfort, Paradoxie and her children are usually Neutral Good.
  • Ability Score Increase. Your Intelligence increases by 2.
  • Movement Speeds. No change in base land/flight speed. Gain a swim speed of 20 ft.
  • Amphibious. You can breathe air and water.
  • Damage Resistances. You are resistant to lightning damage.
  • Breath Weapon. Your breath weapon deals lightning damage, and shoots in a 5ft x 30ft line.

Purple Dragons


  • Alignment. Self-centered and egotistical, Karomatzu and his shimmering brood are often Lawful Evil.
  • Ability Score Increase. Your Charisma increases by 2.
  • Movement Speeds. No change in base land/flight speed. Gain a climb speed of 20 ft.
  • Damage Resistances. You are resistant to force damage.
  • Breath Weapon. Your breath weapon deals force damage, and shoots in a 15 ft cone.

DRAGON SUBSPECIES

Humanoid Form

Though it takes some time to master, all dragons have the innate ability to polymorph into a single humanoid form. This does not remain consistent between subspecies, alignments, or even hometowns, seemingly based on the individual personality and values of the dragon in question.

A Reflection of the Soul

You can take or roll for one humanoid form on the table below, though your species and appearance cannot change once selected. This form also reflects your age, meaning if you're a Wyrmling you appear as a young child, a Young Adult appears as ~18-25ish, etcetera.

What Abilities I Have Access To?

Regardless of the chosen humanoid species, you lose all movement speeds you have as well as your Natural Armor boost. Merfolk gives you a swim speed of 30 ft and land speed of 5 ft (as well as the Bubble Buddies racial feature while in this form) and all other races give you only a land speed of 30 ft. You also have no natural weapon attacks, even if the given race would have them by default. You can still use your breath weapon, but can only do so once per time you shift. The visions/senses you have, as well as your ability scores, remain intact.

Becoming Human(oid)

Shifting to or from humanoid form is a full-turn action, though you can move at half your movement speed before/after you shift. You may also appear with an illusory set of clothes. Physical gear or weaponry may be equipped in this form, though it phases into your body and is inaccessible when in your true form.

Mastering Your Form

Before reaching adulthood, young dragons (Wyrmling-Young Adult) may have difficulty maintaining a humanoid form.

When attempting to transform, or when you are hit by an attack, you must make a DC 17 Constitution saving throw or immediately shift back into your draconic form. On a critical failure, or if any dragon is knocked unconscious or killed, all equipment held or worn in humanoid form falls to the ground in the space next to where they were standing. Certain highly magical, cursed, or possessed artifacts may cause side effects when "morphing" between forms.

d100 Race
1-20
Human
21-30
Salt Dwarf
31-35
Orc (Orange)
36-40
Orc (Grey)
41-44
Orc (Green)
45-49
Tiefling (Ashstalker)
50-54
Tiefling (Hellrider)
55-58
Tiefling (other)
d100 Race
59-63
Merfolk (Photic)
64-68
Merfolk (Pelagic)
69-72
Merfolk (Sweetfish)
73-86
Sand Elf
87-90
Kobold (scales)
91-93
Kobold (scales + wings)
94-97
Kobold (feathered)
98-100
Kobold (feathered + wings)


Misc Rulings/Info

Constricting/Grapple "Targetting"

For dragons that are particularly serpentine, one may choose to attempt to target a particular part of the body of their foe while grappling. Only one body part out of what is listed should be targeted at a time, though this can vary based on DM ruling. PLEASE NOTE these rules are optional suggestions for DMs, and not official rulings!!! Pls ask your DM before building around these rulings.

Grappling Body Parts
Body Part
DC/Check Mod
Benefit
Eyes
Foe gets Advantage
Foe becomes Blinded as long as the grapple is maintained
Throat
Attacker gets Disadvantage
Foe is silenced, and if the grapple continues to be maintained begins being Choked (see below)
Hands
Foe gets +2
Foe cannot use Somatic components for spells or make attacks that require their hands
Feet/Legs
Foe gets +2
Foe is Restrained, and cannot make actions or attacks that require their feet/legs
Wings
Foe gets Advantage
Foe is Restrained, and cannot make actions or attacks that require their wings

Choked (Condition)

After being successfully grappled for one full round (passing both the Attacker and the Target's turns), the Choked condition is placed upon the target. When a creature is being Choked, they cannot speak, use somatic components, or otherwise take any attacks/actions that require use of their voice, throat, or mouth/teeth.

At the beginning of the Choked creature's turn, they must make a Constitution Saving throw with DC equal to (8 + Grappler's Proficiency + Grappler's Strength Modifier). If they succeed, they may continue to struggle against the grapple, remaining in the Choked condition until they break out. Each subsequent round of being Choked they must continue to make the Con save, with the DC increasing by 2 each round they fail to escape.

Upon failing the save, a Choked creature falls unconscious. If the grapple is still maintained the following round they may be brought to 0 and begin automatically failing death saves, OR begin taking heavy damage, depending on the size difference of the creatures, DM rulings, or other varying circumstances.

Armor Class Formulas

As written in the PHB, a PC may use 1 formula for calculating their AC. Ie, say you have a dragon with some levels in Dragon and some in Barbarian. They may chose to have their AC be 10 + Nat Armor + Dexmod (Dragon) OR 10 + Dexmod + Conmod (Barbarian), and cannot stack the bonuses. Ask a DM for further clarification if still confused.

Ranged Attacks made Underground

Ranged attacks made towards creatures on the surface when burrowing are made with Disadvantage unless the attacker has tremorsense that could reach the surface. After the attack, the spaces in the way of the attack are "opened up", forming a hole in the earth leading to the attacker.

HUMANOID FORM

Dragon (Class) Abilities


While all dragons have inherent abilities, it takes focused training to reach the iconic levels of power that dragons are so (in)famous for. All bonuses are static except talent points.

Talent Points cannot be "saved up" and must be spent as they are obtained. The amount listed is the number of points gained each level- you get 2 points to spend when you get your first level, then another 2 points to spend at second level, etcetera.

Dragon (Class)
Level PB Talent Points Natural Armor Base Fly Speed Size Category
1st +2 2 +2 +0 ft +0
2nd +2 2 +2 +0 ft +0
3rd +2 2 +3 +5 ft +0
4th +2 2 +3 +5 ft +1
5th +3 3 +4 +10 ft +1
6th +3 3 +4 +10 ft +1
7th +3 3 +5 +15 ft +1
8th +3 3 +5 +15 ft +2
9th +4 4 +6 +20 ft +2
10th +4 5 +6 +30 ft +2

Class Features

Hit Points


  • Hit Dice: 1d12 per Dragon level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 + your Constitution modifier per Dragon level after 1st

Proficiencies


  • Armor & Tools: None.
  • Weapons: Unarmed (Bite/Claw/Ram) & Breath Weapon
  • Saving Throws: Subspecies Ability Score & 1 of your choice
  • Skills: Choose two: Arcana, Stealth, Perception, & History.


Honing Your Natural Abilities

By training yourself in using your powers as a Dragon, you obtain boosts in your natural abilities. You learn to use your physiology to your advantage, boosting your natural armor and by extension your AC. Your fly speed also increases by a static amount (meaning the amount listed in the table is added to your base fly speed alone, not cumulatively!) Finally, the ability scores that you have saving throws for can be increased beyond 20, reaching a max of 22.

Draconic Talent Points

Aside from the aforementioned boosts, taking a level in Dragon is incredibly versatile. You obtain points each time you level up, which you can then spend to pick up certain Draconic Talents.

Size Category (& Its Benefits)

At levels 4 & 8 you may increase size category by 1. You obtain a number of useful benefits in doing so. Please note that this cannot extended your size past Gargantuan.


  • Natural Weapons. As you grow in size, your natural weapons grow more powerful, being able to hit harder and stretch farther than before. If you have obtained the Wing attack, this extends the range of your attack. If you have obtained the Tail attack, you may use your tail to hit more than one target at a time, sweeping through multiple people with a single blow. You only roll once per Tail attack.
  • Grappling. The larger you are, the more effective you are at grappling targets smaller than yourself. If you have at least one size category over a target, you have advantage on any Strength checks made to grapple them. However, you also get to add your Grapple Bonus to the check- a modifier added for each size category larger you are than the foe in question. For example, a Huge dragon gets advantage and +4 to grappling a Medium sized creature.
  • Passengers. Finally, the Passengers column details the minimum number of Medium-sized passengers you can carry on your back or in a dragon carriage with no issue. To carry more than the listed amount, one must make an initial Strength check with DC equal to 12 + the number of additional passengers, and a Constitution saving throw with the same DC every hour. For each additional hour beyond the first, add +2 to the DC as well.
Size Category Benefits
Size
Category
Min & Max
Height/ Length
Claws Bite Wings
Range
Tail
Targets
Natural
Attack Range
Grapple
Bonus
Passengers
Medium 4ft - 8ft - - - 1 - +0 2
Large 8ft - 16ft - - - 1 - +0 5
Huge 16ft - 30ft +2d4 +1d8 +10 ft 3 +5 ft +2 10
Gargantuan 30ft - 50ft +2d4 +2d8 +20 ft 5 +10 ft +4 15
Colossal☨☨ 50ft - 70ft♦︎ +3d4 +4d8 +30 ft 7 +15 ft +5 30

☨ Bonuses only apply if you have obtained the Wing Attack or Tail Attack Draconic Feats.
☨☨ Only attainable through temporary buffs or the Herculean Physique Draconic Talent. Permanently Colossal dragons cannot be enlarged further.
Ω Due to religious reasons, most Silver Dragons typically refuse to carry anyone on their back other than honored members of the Crusaders of the Sterling Serpent- and even then, only during ceremonies. Having a humanoid ride on their back any other time, even during battle, is considered blasphemous.
♦︎ No dragon can exceed the size of even the smallest Dragon-God, Karomatzu, who stands at 72 ft tall exactly.

DRAGON CLASS

Draconic Talents


Dragons can do all sorts of incredible actions or gain the most mysterious of abilities. Those that must be trained up to be used are represented in the form of Draconic Talents.

Obtaining Talents

Prerequisites

As silver dragons breathe cold and yellow dragons breathe salt, some dragons can only do so much with the body they are born with. On top of that, sometimes it takes more than just wanting an ability to just suddenly master it. Talents that require the list various prerequisites, such as a certain subspecies, that you must have chosen to obtain it. Others may require a different talent be selected first, or that you have a total character level at a certain value before selecting them. Be sure you fit all prerequisites before picking up a talent! (Side Note- TL = Total Level, which can include dragon levels or levels in any other class.) DL = Dragon Level.

Multiple Bloodlines?

Though dragons can breed between subspecies, it's very rare that hatchlings obtain the powers of both parents. A dragon must have a detailed backstory on how they came to obtain both bloodlines, and may only have one base subspecies. Multiple draconic bloodlines cannot be chosen without DM permission, and it's highly recommended that they only be allowed to have two bloodlines at most.

The dragon cannot obtain the abilities of their tertiary bloodline unless they specifically take levels in Dragon and spend their talent points appropriately.

Talent Points

Some skills are more difficult to master than others, illustrated through the existence of a Talent Point Cost. As you gain levels in Dragon, you obtain Talent Points to expend on these skills.

Tiered Talents

Some talents have multiple tiers, increasing in power or utility as they advance. Each tier can only be obtained once per Dragon level, and can only be obtained in order.

Draconic Talents as Feats

With explicit DM permission and given they have the required prerequisites, a Dragon player can forgo an ability score boost or feat obtained from getting levels in another class to pick up one Draconic Talent. It must have a Talent Point cost of 1. Alternatively, Talent Points may be used to improve your ability scores through the Ability Score Increase Talent up to three times, though you must meet the prerequisites to do so.

Base Talents

Draconic talents in this category can be obtained regardless of bloodline, though they may have other prerequisites.

Form Mastery (I, II, III)


  • Prerequisites: Varies (I. None, II. TL4+, III. TL8+)
  • Talent Point Cost: Varies (I. 1 or none*, II. 1, III. 1)

I. If you're a Young Adult or younger, this talent allows you to master switching forms. You no longer require Constitution saves to shift or maintain your form after being hit.

If obtained as an Adult, or if you age up, this talent allows you to blur the lines between what you can do in either form. You may morph your body in combat as a humanoid, allowing you to utilize your Claw or Ram attacks (if you have them). You can also use your breath weapons as you would in draconic form if they are rechargeable via other talents. Finally, you may maintain your form even when sleeping.


II. You gain more control over your humanoid form, further blurring the lines between it and your true form. You can visually manifest and control your tail and wings, proportioned to your humanoid body, while in humanoid form. This allows you to utilize your Fly speed, as well as your Wing and Tail attacks, if you have them. Regardless of your size in draconic form, you can only trip one target with your tail when attacking with it in humanoid form.


III. You have deep understanding of the humanoids around you, allowing you to further adapt your humanoid form. You obtain a "secondary" humanoid form, partially your choice but also based upon the areas you have traveled through and the company you have kept on your adventures. Switching between humanoid forms is a bonus action, and switching from humanoid and your true forms is now a Standard action rather than a full-turn one.

* Experienced Young Dragons Caveat
Playing as a young dragon can be difficult, inflicting an involuntary "hard mode" for some players who wish to be young for RP reasons. If a DM wishes/provides permission, a young dragon may obtain Form Mastery for free if they have appropriate lore/backstory reasons, or otherwise reach Total Level 4 or higher (showing their experience as an adventurer). They must still "pay" for Form Mastery I with a talent point before they can take tiers II and III, though!

Empowered Breath Weapons (I, II, III)


  • Prerequisites: Varies (I. TL4+, II. TL8+, III. TL12+)
  • Talent Point Cost: 1

I. Your breath weapons are now rechargeable. At the start of each round, roll a d6. On a 6, your breath can be used again. They gain an additional 1 damage dice if they deal damage. Lastly, its range increases by 15 ft.


II. Your breath weapons recharge faster, now recharging fully on a 5 or 6. They gain an additional two damage dice if they deal damage, and the range increases by an additional 10 ft.


III. Your breath weapon’s range is maxed out, reaching 60 ft if magma breath and 90 ft otherwise. They also gain an additional two damage dice if they deal damage.

DRACONIC TALENTS

Base Talents (p2)

Wing Attack


  • Prerequisites: Must have wings
  • Talent Point Cost: 2

As an action you beat your wings, summoning powerful gusts which knock back foes. Each creature within 10 feet of you must make a Dexterity saving throw (DC equal to 8 + Proficiency + Strength Mod) or take bludgeoning damage equivalent to your Claw attack and be knocked prone. You may then fly into the air at up to half your fly speed.

Tail Attack (I, II)


  • Prerequisites: Must have a tail
  • Talent Point Cost: 2

I. You have learned to use your tail as a lethal weapon. Attack with it as a ranged weapon attack, using your Dexterity and Proficiency bonuses to hit. It has a range of 15 ft, and deals bludgeoning damage equivalent to your Bite attack. You can only attack with your tail once per round.


II. Your tail attack has become stronger through trial by combat. It now has an increased range of 30 ft, and those hit by it must make a Dexterity saving throw equal to your Breath DC or be knocked prone.

Frightful Presence


  • Prerequisites: None
  • Talent Point Cost: 1

Once a day as a bonus action, you may exude a powerful aura that can terrify all those around you. All creatures within 120 feet of you and are aware that you are there must make a Wisdom saving throw equivalent to your Breath DC. A failure renders a creature Frightened for 1 minute. Creatures affected by this fear can repeat the saving throw at the end of each of their turns. If a saving throw is successful or when the minute passes, the effect ends and those who witnessed it are immune to Frightful Presence for the next 24 hours.

Awe-Inspiring Presence


  • Prerequisites: None
  • Talent Point Cost: 2

Once a day as a bonus action, you may exude a powerful inspiring aura. All allies within 120 feet of you may, for one instance only, add an additional d4 to any attack roll or saving throw they make within the next minute. It may be used after the roll is made, but before the final result is known.

Increased Resistance


  • Prerequisites: None
  • Talent Point Cost: 1

You gain total immunity to the damage type you get resistance to through your subspecies. Alternatively, if you have multiple blood types, you may take this feat to gain resistance to the damage type your “non-primary” subspecies has. This feat can only be taken once, even if you could benefit from the latter option.



Finesse Claws


  • Prerequisites: Must have claws
  • Talent Point Cost: 1

Your claws are graceful as a rapier. Use your Dexterity instead of Strength to attack with them. Additionally, you may use your claws for a sneak attack, or as a pick for locks.

Improved Tertiary Movement


  • Prerequisites: TL 5+
  • Talent Point Cost: 1

All dragons have a third movement speed based on their race- climbing, swimming, or burrowing. By taking this talent, you double your base speed of that movement type.

Improved Flight (I, II)


  • Prerequisites: Varies (I. None; II. TL 5+)
  • Talent Point Cost: 1

I. Your base flight speed increases to the median flight speed of your race, seen in the table below.


II. Your base flight speed increases to the maximum base flight speed of your race, seen below. The true max flight speed of a subspecies can be obtained by gaining all 10 dragon levels as well as getting all possible flight boosts.

Dragon Flight Speeds
Dragon
Median
Maximum
True Max
(Lv 10 Dragon)
Silver
25 ft
50 ft
80 ft
Bronze
35 ft
70 ft
100 ft
Brass
30 ft
N/A
60 ft
Purple
30 ft
60 ft
90 ft
Orange
30 ft
N/A
60 ft
Yellow
60 ft
90 ft
120 ft

Legendary Actions (I, II, III)


  • Prerequisites: TL 10+
  • Talent Point Cost: Varies (3 pts for I, 1 for II and III)

I. You gain the ability to use a legendary action, which can be done at the end of any other creature's turn. Select one legendary action from the list below- this choice is permanent upon picking up this Talent. You can use 1 legendary action per round, which is regained at the start of your turn.


II. You obtain a second legendary action. This selection is permanent upon picking up this Talent.


III. You obtain a second legendary action. This selection is permanent upon picking up this Talent.

Name
Effect
Resist Effect
If you are under the effects of a spell or ability due to failing a saving throw, you may re-attempt the saving throw with advantage.
Flutter
You may make one attack against an enemy with your wings. This requires the Wing Attack talent to be used properly.
Elemental Shield
You use your breath weapon to form a small shield, giving you an additional +2 AC to the next direct attack made on you before your next turn.
Sharp Skills
You may make a Wisdom (Perception), Wisdom (Insight), or Intelligence (Investigation) check to examine your suroundings.
Shift
You may move up to half your movement speed, though you cannot move through any occupied spaces while doing so.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Base Talents (p3)

Improved Darkvision


  • Prerequisites: None
  • Talent Point Cost: 1

You have honed your sense of sight in the darkest of depths. Your Darkvision now extends up to 80 ft away, and you can see through magical darkness.

Improved Blindsight


  • Prerequisites: None
  • Talent Point Cost: 1

You feel the slightest tremor at your feet or lightest brush of wind in the breeze, alerting you to all movement around you. You have clear blindsight within 30 ft. When you reach total level 10 or higher, your range extends to 60 ft.

Multiattack


  • Prerequisites: Dragon Level 5+
  • Talent Point Cost: 1

The furious speed of your attacks knows no bounds. When you make the Attack action in your true form, you may make three attacks- one Bite attack followed by two Claws, or one Headbutt and two Bites for a Yellow Dragon. If used in humanoid form, this allows you to make two weapon attacks instead of just one (this does not stack with previously obtained multiattacks from non-Dragon levels)

When you reach Dragon Level 10 and have/obtain this ability, you may make another action alongside your bite and two claws. This action must be an attack or ability obtained through Draconic Talents, such as Frightful Presence or a single tail/wing attack. It cannot be a Breath Weapon attack or Innate Spellcasting spell. In humanoid form, you obtain a third weapon attack (again, this does not stack with previously obtained non-Dragon class level multiattacks).

Ability Score Increase (I, II, III)


  • Prerequisites: Varies (I. DL3+, II. DL6+, III. DL9+)
  • Talent Point Cost: 1
  • Special: This talent cannot be taken as a feat.

You grow in power, increasing one ability score by two or increasing two ability scores by 1 each. This cannot increase your ability scores beyond your allotted maximums, which are 22 for ability scores you have saving throws for via Dragon levels and 20 for other ability scores.

Tremor Stomp


  • Prerequisites: Huge or larger, Strength 13+
  • Talent Point Cost: 2

You use your mass and strength to shake the earth around you, causing smaller beings to fall in your wake. As a full turn action, you land (if in the air) or stomp upon the earth beneath you. Creatures within 15 feet of you must make a Strength saving throw equal to your Breath Weapon DC to hold their ground or fall prone around you, stuck on the ground until the end of your next turn. Note that doing such an attack on an unstable surface, such as on a cliffside, may cause the cliff to crumble and fall apart by DM discretion.



Rip and Tear


  • Prerequisites: TLv 3+
  • Talent Point Cost: 1

Combat training has allowed you to improve the efficiency of grabbing foes and ripping them to shreds. When grappling an opponent, you may use your bonus action to make an additional two claw attacks, one bite attack, or one Constrict attack (if you have the Constrict bloodline talent).

Alternatively, you may use a bonus action to attempt to grapple an opponent, using your standard action to rip into them on the same turn. You also have advantage on attacking foes that you have grappled.

Noble Steed


  • Prerequisites: None
  • Talent Point Cost: 1

When being ridden, or when ferrying allies in a carriage, you may use your reaction to provide one of three benefits listed bellow. Regardless of the number of reactions you can take, you may only use this talent once per round.

  • Give passengers Advantage on one attack roll
  • Inflict Disadvantage on an attack on your passengers
  • Redirect attacks from one foe from your passengers/carriage to yourself for one round

Wings of Steel


  • Prerequisites: TLv 5+
  • Talent Point Cost: 2

Intense endurance training has allowed you fly far longer than possible by standard dragon means. You may fly as long as you are conscious and have no levels of exhaustion, only having to stop to sleep 8 hours a day. Note that you cannot take a short or long rest while flying.

Air Dash


  • Prerequisites: Athletics proficiency
  • Talent Point Cost: 1

You have learned to accelerate your body beyond your normal flight speed. As an action, you may fly up to 4 times your fly speed in one direction. This may be used once per long rest with no repercussions- however, if you wish to do so you may air dash additional times afterwords, accumulating one point of exhaustion for each time used beyond the first.

When you run into an opponent or structure when using this talent, you may make an Athletics check against the obstacle’s AC. On a failure you stop moving and take bludgeoning damage as if you “fell” the distance you dashed, but on a success you deal that amount of damage in bludgeoning to the structure/creature and continue moving forward past them, if physically possible.

If you don’t have it already through Expertise or similar class features, you may double your proficiency bonus on Athletics checks.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Base Talents (p4)

Spiral Technique


  • Prerequisites: Acrobatics proficiency
  • Talent Point Cost: 1

Spinning and spiraling and barrel-rolling through the air allows you to baffle and discombobulate your foes. When using this talent, you use your action to move 10 feet or more (up to your fly speed) in the air. This may be used once per long rest with no repurcussions- however, if you wish to do so you may use the spiral technique additional times afterwords, accumulating one point of exhaustion for each time used beyond the first.

When used against a single airborne opponent, you make contesting Acrobatics checks. If the opponent fails they become Stunned until the end of your next turn, faltering in the air and losing track of their surroundings. If they were within 10 feet of the ground or a wall, they may make a Dexterity saving throw to stop before hitting it or take bludgeoning damage equal to if they “fell” the distance between where you used your technique and where the wall was.

When used against foes on the ground or a distance away from you, you gain +5 to your AC until the end of your next turn, as if you had 3/4 cover.

If you don’t have it already through Expertise or other class features, you may double your proficiency bonus on Acrobatics checks.

Honed Power


  • Prerequisites: Empowered Breath Weapon I
  • Talent Point Cost: 2

By focusing your attention solely on your breathing, you may increase the efficiency in which you expel your breath weapon from your body. If you spend your whole turn only using your breath weapon (meaning you do not move, use a bonus action, or use a reaction), you may reroll any breath weapon damage dice that landed on a one.

Follow Me


  • Prerequisites: Performance proficiency
  • Talent Point Cost: 1

You use your draconic presence to distract and enthrall those around you. As an action, make a Performance check against all enemies within line of sight that can be charmed. They must make an opposing Insight check; on a failure, they feel compelled to focus solely on you. Any attacks or spells (beneficial or aggressive) will instead target you until the end of your next turn. You may spend your action on following turns to maintain this performance, though taking damage or otherwise being shaken from their stupor by allies will allow the target to retry their Insight check once per turn.

If you don’t already have it through Expertise or similar class features, you may also double your Proficiency bonus on Performance checks.






Ambush


  • Prerequisites: Stealth Proficiency
  • Talent Point Cost: 1

You’ve mastered the art of surprise attacks, hiding yourself and waiting for your prey to approach before pouncing out like a crocodile out of water. You have advantage on Dexterity (Stealth) checks to remain hidden from foes in order to surprise them, and when attacking surprised creatures on the first round of combat you may double the damage you deal with your natural attacks. Additionally, surprised foes have disadvantage on saving throws made against your breath weapon and spells you cast on the first round of combat.

High Dive


  • Prerequisites: Improved Flight I; must have wings
  • Talent Point Cost: 2

Gliding above your prey, you dive bomb from the sky like a falcon to strike at them before pulling out of the dive and into flight again. While flying in your true form, select a single target on the ground within 30 feet of you. They must be either directly underneath you or within 5 feet of being directly underneath you. As a bonus action, you may throw yourself into a risky dive towards them. You may then make a claw attack against them- on a success, you deal double your claw damage dice and propel back into the sky where you had been previously. If you miss, you instead crash into the closest open space next to them, taking 3d10 bludgeoning damage as you do so.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Bloodline Talents

These talents require specific training & a certain bloodline.

Silver Bloodline Talents

Paralysis Breath


  • Prerequisites: Silver Dragon
  • Talent Point Cost: 2

The alternative breath weapon used often by silver dragons. This breath weapon has the same range and save DC as your primary breath, but rather than dealing damage you expel a dense fog that can paralyze your foes. Those in range who fail the save are paralyzed for 1 minute, though they may repeat the saving throw at the end of each of their turns and shake the effect off when they succeed.

Bronze Bloodline Talents

Repulsion Breath


  • Prerequisites: Bronze Dragon
  • Talent Point Cost: 2

The alternative breath weapon used often by bronze dragons. This breath weapon has the same range and save DC as your primary breath, but rather than dealing damage you expel a dense fog that can paralyze your foes. Those in range who fail the save are paralyzed for 1 minute, though they may repeat the saving throw at the end of each of their turns and shake the effect off when they succeed.

Brass Bloodline Talents

Sleep Breath


  • Prerequisites: Brass Dragon
  • Talent Point Cost: 2

The alternative breath weapon used often by brass dragons. This breath weapon has the save DC as your primary breath, though it has half the length and is a cone instead of a line. Rather than dealing damage you emit a hypnotizing vibration using a unique set of vocal chords in the back of your throat. Anyone in range of these vibrations who fails the DC falls asleep for 1 minute per Dragon level you have, though the effect ends immediately if they take damage or an ally uses an action to wake them.

Those who are subjected to a Brass Dragon’s sleep breath multiple times a day find it less effective on subsequent uses. If a target is hit by a sleep breath from a Brass dragon and previously failed their save, they have advantage against future ones. This advantage resets after 24 hours.













Radiant Breath


  • Prerequisites: Brass Dragon
  • Talent Point Cost: 1

The white-hot fire breath of brass dragons is only a few steps away from becoming blinding radiant light. By taking this talent, when you use your Fire Breath you may choose instead to have it deal radiant damage.

Horn Padrone


  • Prerequisites: Brass Dragon, Strength 13+
  • Talent Point Cost: 1

All brass dragons have large moose-like horns which, when trained to use properly, can have a number of useful abilities.


  • Fling. You scoop a foe up in your horns and fling it in one fell swoop. Make a melee attack against a creature of Medium size or smaller. On a success you send the target flying, throwing them a distance up to your breath weapon range in a direction of your choice, landing prone. If the target strikes a solid surface, they take 1d6 bludgeoning damage for every 10 feet they were thrown. If thrown at another creature, that creature must succeed on a Dexterity saving throw equal to your breath DC or take the same damage and be knocked prone.
  • Shovel. You use your horns as a shovel, quickly digging up dirt or sand. As an action, you may make a Strength (Athletics) check against a 5x5 square of terrain in front of you, with DCs listed in the chart below. On a success, you shovel 5x5 ft cube of material out of the ground, discarding the material on a different space within 5 ft of you.
  • Carry. Your horns are fortified thanks to their frequent use, and can be used to carry two additional creatures of Medium size or below. This increases to four additional creatures if you are Gargantuan or larger.
Shovel Terrain DCs
Terrain Type Strength DC
Sand 5
Mud/ Soft Earth 10
Standard Soil 15
Rocky Soil, Clay 20
Solid Rock 25+

These DCs are a general guideline, and a DM may choose to raise or lower them based on context.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Bloodline Talents (con')

Purple Bloodline Talents

Dazzling Gleam (Breath)


  • Prerequisites: Purple Dragon
  • Talent Point Cost: 3

By suspending yourself 10 feet in the air and expelling a sudden, fast burst of breath, you release a vicious shockwave that shakes the minds of those within its grasp. All creatures within a radius surrounding you equal to your breath weapon’s range must make a Constitution saving throw with DC equal to your breath weapon’s DC. Those who fail the save are Blinded for 1d4 minutes, though they may attempt the save again at the end of each of their subsequent turns.

If you use this breath weapon on a creature again while they are still affected by the first wave of blindness and they fail their save, they become permanently Blinded.

Bladed Breath


  • Prerequisites: Purple Dragon
  • Talent Point Cost: 2

Using your innate arcane abilities, you hone your breath weapon into focused blades of energy, even phasing through walls to slice up your enemies. You may use these blades to attack a number of times equal to half your Dragon level rounded down, minimum one. Add your proficiency and Charisma modifier to the attack. It has a range equal to half your breath weapon range. On a hit, a blade deals force damage equal to your Bite dice. This breath can go through any structure, only dealing damage to the target you intend to hit. The blades you shoot dissipate at the end of your turn.

Orange Bloodline Talents

Oil Trap (Breath)


  • Prerequisites: Orange Dragon
  • Talent Point Cost: 2

You use the sticky part of your breath weapon as a "fly trap", leaving a sticky space that can trap foes in place. Your breath is expelled as normal, coating creatures in your breath weapon range as well as all open spaces contained in it. Those who are caught in the breath or walk on a coated space must make a (Breach DC) Strength saving throw, or their movement speed is reduced to 0. Those who succeed the save may treat the ground as difficult terrain, though they must make it again if they attempt another move action while still in the coated space. As an action, you may then ignite the coated space, dealing Breath Weapon damage to all creatures trapped in it and dissolving the trap itself.

If left unignited, the space stays sticky for 1d4 hours, leaving oil stains on any stain-able surface (such as wood or ceramic tiles) that take quite a bit of elbow grease to clean.








Scheduled Detonation


  • Prerequisites: Orange Dragon
  • Talent Point Cost: 1

You’ve learned technique that allows you to speed up or further delay the detonation time of your breath weapon. As you’re about to use your breath weapon, choose if you’d like the delay to be shorter or longer than the standard time of 2 turns. If shorter, the blast will happen after only 1 turn. If longer, you may delay the blast for up to 5 turns, though you must decide the length as you expell the breath.

Lava Bomb (Breath)


  • Prerequisites: Orange Dragon
  • Talent Point Cost: 1

Instead of spewing your explosive breath out in a line, you may concentrate it into a large globule that you can aim and spit out. You may spit this ball out at any point within range of your breath weapon, where it lands and spreads out in a 20 ft radius sphere. Aside from this change in radius/location, you may manipulate and change this attack as you would your standard breath weapon.

Shed Embers


  • Prerequisites: Orange Dragon
  • Talent Point Cost: 2

You’ve learned to manipulate your fiery blood with the beating of your wings to create a fine, ashen substance, which can be scattered to obscure the vision of those below you. You thrash in the air as an action, sending ashes and hot embers below you in a 10 ft radius cylinder surrounding one point on your body. It can extend up to 50 feet vertically. Creatures within range of the ashes must make a Dexterity saving throw equal to your Breath Weapon DC. Those who fail the check take your Claw dice in fire damage and are Blinded for 1d4 rounds.

Hardening Magma (Breath)


  • Prerequisites: Orange Dragon
  • Talent Point Cost: 2

You use your magma breath on yourself or an ally within your breath weapon range to strengthen their physical defense, though the weight of the hardening rock slows movement. As a bonus action or reaction, you shoot magma out onto your back or coat one ally in the substance, which is hot to the touch but does not do physical damage. It cools immediately, adding +4 AC on top of any current buffs to the wearer’s defense. While equipped in the magma, the wearer’s movement speed is halved, and they cannot fly, swim, or burrow. It lasts for 1d4 turns before falling off, or until the wearer breaks it off early as a bonus action.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Yellow Bloodline Talents

Salt Burial (Breath)


  • Prerequisites: Yellow Dragon
  • Talent Point Cost: 2

Rather than using your salt as a direct damaging force, you instead pile it onto targets, overwhelming them. You spew salt in a range and with a save DC equal to your standard breath weapon. Those who fail the save are Blinded and Restrained by the salt pile pinning them in place. They may make a Strength save with DC equivalent to your Breath DC to break free of the salt and remove their Blinded condition.


If a creature is caught in a second blast before breaking free and fail to make the save again, they become so salt-covered that they become Paralyzed on top of being blinded and restrained. They may continue to attempt Strength saving throws each turn, but as they make successful saves they only remove one effect at a time, in this order: Paralyzed, Blinded, Restrained. Allies of afflicted targets may spend their Help action removing some of their salt shell, granting them advantage on their next saving throw.

Salt in the Wounds (Breath)


  • Prerequisites: Yellow Dragon
  • Talent Point Cost: 3

You take advantage of the weakened state of your enemies, using your salt breath to target their fresh wounds. As a breath weapon attack, you shimmy salt across creatures within breath weapon range. They may make a Constitution saving throw against your Breath Weapon DC. On a failure, the salt falls into their open wounds, dealing double your breath weapon dice in acid damage. This attack can only affect creatures who have taken piercing or slashing damage within the past hour, and after being hit by it and failing the DC a creature is immune to this breath attack for the next 24 hours. Plantfolk, Warforged, Salt Dwarves, and other Yellow Dragons are immune to this attack entirely.

Smelling Salts (Breath)


  • Prerequisites: Yellow Dragon
  • Talent Point Cost: 3

Salt is not only a damaging agent, but can be used to invigorate as well. You blast smelling salts out in a circle centered around yourself, with radius equal to your breath weapon range. Allies within this range are cured of paralysis and sleep effects brought on by magic or breath weapons. Additionally, a number of allies within range equal to your Dragon Level divided by 2 (minimum one) are buffed similar to the haste spell for the next minute.












Draining Haze (Breath)


  • Prerequisites: Yellow Dragon, TL5+
  • Talent Point Cost: 2

You scatter a haze of salt that drains the energy of those around you. A cloud of salt is released centered on yourself, with radius equal to half your breath weapon range. Creatures within range must make a Constitution saving throw against your breath weapon DC, taking 1d4 + 1 damage directly to their Constitution score on a failure. In taking such damage, their Constitution modifier is lowered, reducing their hit point maximum and related saving throw. Ability score damage dealt this way is regained on a long rest. When used in the water, or when used against a merfolk, it instead deals 1d6 + 1 damage to their Constitution score.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Multi-Bloodline Talents

These talents may be picked up multiple different subspecies, or only be picked if they specifically have multiple bloodlines.

Miscellaneous Talents

Constrict


  • Prerequisites: Bronze or Yellow Dragon, Strength 13+
  • Talent Point Cost: 1

Your long, slender body can be used to constrict foes, squeezing the life out of them. You gain proficiency in Strength (Athletics) if you haven’t already, and have advantage when using it to grapple or maintain a grapple.


Additionally, you now have the Constrict attack. It has the same range, attack roll, and damage roll as your Bite, instead dealing bludgeoning damage. It also allows you to grapple your foe in one fell swoop. While they are constricted in this way, they are also considered restrained. You may continuously constrict them as individual attacks, doing so as many times as you may attack in a round. While constricting a creature of your size or larger, your movement speed is 0.

Siege Dragon


  • Prerequisites: Orange or Silver Dragon, Strength 13+
  • Talent Point Cost: 1

As the bulkiest breed of dragon, you’re incredibly good at destroying buildings and other manmade objects. You deal double damage to objects and structures.

Prehensile Tail


  • Prerequisites: Brass, Bronze, Yellow, or Purple Dragon
  • Talent Point Cost: 1

You’ve trained the muscles in your tail to be able to easily curl and grip onto things. After taking this talent, you may use your tail like an extra hand. It can be used to grapple opponents (at a -5 penalty), hold and wield a dragon-sized weapon, etcetera. You may also choose to have your tail visible in your humanoid form, wherein it can hold an additional non-two-handed weapon or other miscellaneous equipment.

Traveller Talents

These feats require the Improved Tertiary Movement (ITM) and a certain subspecies to pick up. Regardless of if you have multiple bloodlines, you may only pick up one of these three talents, and they can only boost your score to a maximum of 20 (or 22 if that is your maximum via Dragon class levels).

Deep-Sea Traveller


  • Prerequisites: Bronze or Yellow Dragon, ITM
  • Talent Point Cost: 1

Your kind are the masters of the seas, living as comfortably underwater as you do above it. Your Constitution score is increased by 1. Additionally, your swim speed is increased to 60 ft, and you have advantage and +5 to Dexterity (Stealth) checks made to hide underwater.



Deep-Earth Traveller


  • Prerequisites: Brass or Orange Dragon, ITM
  • Talent Point Cost: 1

Your kind are the masters of the earth, comfortable even in deep magma- or sand-filled burrows. Your Constitution score is increased by 1. Additionally, your burrow speed is increased to 60 ft, and you obtain tremorsense with range 60 ft as well.

Sky-High Traveller


  • Prerequisites: Silver or Purple Dragon, ITM
  • Talent Point Cost: 1

Your kind can climb the highest peaks, using their wings and claws to reach heights unheard of by any other. Your Constitution score is increased by 1. Additionally, your climb speed is increased to 60 ft, and you have advantage and +5 to Dexterity (Stealth) checks to hide in mountainous areas.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Spellcasting Talents

These talents grant their users a spell or series of spells.

Innate Spellcasting (I, II, III)

Depending on your subspecies, you can learn certain spells. Other than cantrips, these spells can be cast once per day per unique spell, and do not require a spellcasting foci or consumable materials. If you have a spellcasting class, you may use that class' Spell Attack modifier and Save DC. Alternatively, or if you do not have a spellcasting class, your Spell Attack modifier is your Proficiency Bonus plus your subspecies' primary ability score modifier, ie Strength for orange dragons. The Save DC is equal to your Spell Attack modifier plus 8. The spells you have access to are also determined by your total level, unlocked as listed below.

Innate Spellcasting I


  • Prerequisites: None
  • Talent Point Cost: 2

You unlock Cantrips, Level 1, and Level 2 spells, though they are not fully obtained until you reach the total level required.

Innate Spellcasting II


  • Prerequisites: Innate Spellcasting I, Total Level 5+
  • Talent Point Cost: 2

You unlock Level 4, 5, & 6 spells, though they are not fully obtained until you reach the total level required.

Innate Spellcasting III


  • Prerequisites: Innate Spellcasting I & II, Dragon Level 10, Spellcasting-specific class levels ONLY
  • Talent Point Cost: 1

Legends tell of the ultimate Dragon spell, an innate ability all dragons have if they train to their full arcane potential. You unlock all spells Level 1-6 if you have not already when you take this Talent. Additionally, when you reach Total Level 18, you obtain the Ultimate Dragon Spell.

Spells Unlock Level
Level
Spells Unlocked
Base
Cantrips, Lv 1 spells
5th
Lv 2 spells
8th
Lv 4 spells
10th
Lv 5 spells
15th
Lv 6 spell
18th
Lv 8 "Ultimate" spell
Innate Silver Dragon Spells
Total Level
Spells
Cantrips
mending, thaumaturgy, word of radiance
1st
detect evil and good, protection from evil and good
2nd
lesser restoration, zone of truth
4th
ice storm, guardian of faith
5th
holy weapon, mass cure wounds
6th
wall of ice
8th
holy aura
Innate Bronze Dragon Spells
Total Level
Spells
Cantrips
shape water, mage hand, prestidigitation
1st
create and destroy water, speak with animals
2nd
locate object, calm emotions
4th
watery sphere, polymorph
5th
scrying, skill empowerment
6th
mass suggestion
8th
control weather
Innate Brass Dragon Spells
Total Level
Spells
Cantrips
friends, resistance, message
1st
bless, cure wounds
2nd
suggestion, enthrall
4th
wall of fire, fabricate
5th
scrying, control winds
6th
heroes' feast
8th
sunburst
Innate Purple Dragon Spells
Total Level
Spells
Cantrips
minor illusion, prestidigitation, vicious mockery
1st
charm person, dissonant whispers
2nd
cloud of daggers, invisibility
4th
shadow of moil, arcane eye
5th
geas, circle of power
6th
power word pain
8th
glibness
Innate Orange Dragon Spells
Total Level
Spells
Cantrips
mold earth, druidcraft, spare the dying
1st
cause fear, earth tremor
2nd
lesser restoration, enhance ability
4th
dominate beast, fire shield
5th
commune with nature, raise dead
6th
heal
8th
earthquake
Innate Yellow Dragon Spells
Total Level
Spells
Cantrips
shape water, fire bolt, resistance
1st
create and destroy water, ray of sickness
2nd
blindness/deafness, hold person
4th
control water, blight
5th
conjure elemental, maelstrom
6th
forbiddance
8th
tsunami

☨ flavored as scalding water, so does damage but does not combust

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Spellcasting Talents (p2)

Other spellcasting talents can be obtained for certain individual spells or spell-like abilities.

General Spellcasting Talents

Breath Weapon Shaping


  • Prerequisites: Dragon Lv 2+ OR 3 spell-casting class levels
  • Talent Point Cost: 1

Your breath weapon is magical, and like all spells it can be shaped to avoid damaging those you care about. This talent allows you to designate friend from foe, only damaging your enemies with your breath weapons even if your allies are within their range.

Summon Terrain


  • Prerequisites: Chromatic Dragon, TL 10+
  • Talent Point Cost: 2

Once per day, you may manipulate the terrain around you through the use of your respective element, warping it to your benefit and others’ detriment: energy ryfts for purple, lava flows for orange, and salt flats for yellow. Dragons who aren’t of your own subspecies who attempt to brave the landscape have their land, burrowing, and swim movement speeds halved and have disadvantage on all checks within it’s bounds. Dragons of your own subspecies may add +3 to their breath weapon DCs that are used within the terrain’s bounds.

It takes 10 minutes to warp the landscape to your liking, and lasts for a number of hours equal to your total level divided by 2 rounded down. After being summoned, the terrain stays warped even if you are knocked unconscious or killed. Even after the magical effects of the terrain fade the landscape remains marked, fading after 1d4 days. It covers a swath of earth or sea in a 50 ft x 50 ft cube centered on your location at the end of the summoning ritual.

Summon Weather


  • Prerequisites: Metallic Dragon, TL 10+
  • Talent Point Cost: 2

Once per day, you may summon a storm of whose element is beloved by your respective deity: snowstorm for silver, thunderstorm for bronze, and sandstorm for brass. Those who do brave the storm who aren't the same subspecies as you have disadvantage on all ability/skill checks while within its bounds, and their land and fly speeds are halved. You and dragons of the same subspecies get 3/4 cover inside of it.

It takes 10 minutes to summon the storm, and it lasts for a number of hours equal to your total level divided by 2 rounded down, remaining even if you're knocked unconscious or killed. The storm covers a swath of sky in a 100 ft x 100 ft cube centered on your location when the ritual is completed.









Combat Ready


  • Prerequisites: TLv 5+, Innate Spellcasting
  • Talent Point Cost: 2

Even as a spellcaster, your body is well-trained to react to an unexpected battle. If you begin a combat encounter (in which you roll initiative) with no spell slots, you regain one use of an Innate Spellcasting spell of your choice. This spell can be decided at any point in the battle, but can only be used while the threat is still active. You can only use this talent once per long rest.

Arcane Expert


  • Prerequisites: Innate Spellcasting, Purple or Bronze Dragon
  • Talent Point Cost: 3

Your innate magical prowess manifests itself in your training. You may count Dragon levels as a spellcaster levels for the sake of multiclass spell slots. Additionally, you may use your spell slots to cast spells learned through Innate Spellcasting.

Inherent Foci


  • Prerequisites: 1+ levels in a spellcasting class OR Innate Spellcasting
  • Talent Point Cost: 1

Being a creature of magical origin, you may use your body as a foci for spells, allowing you to free your hands for other tasks. If playing a wizard, you still need a spell book in order to catalog your spells and change which ones are prepared, but you do not need to hold the book itself to cast what you do have prepared.

Though Innate Spellcasting is only available as a part of the Dragon class, you may choose to take Innate Spellcasting as a feat if you have Inherent Foci and at least 10 levels dedicated solely to a non-draconic spellcasting class.

Enchant Weapon


  • Prerequisites: None
  • Talent Point Cost: 1

Through experimentation or through the tutelage of a fellow dragon, you’ve learned to use your blood to enchant a weapon for use in your humanoid or true form. By spending a day (at least 8 hours straight, which do not count as a long rest) and accumulating two levels of exhaustion through draining your blood, you enchant one weapon of your choice. This weapon can then be summoned or un-summoned from an extradimentional space similar to a warlock’s Pact of the Blade class feature, though it can be any weapon you could reasonably use in either form. It magically resizes to fit your own dimensions, though it does not gain any additional damage dice through doing so. You can only bond one weapon to yourself this way, as the enchantment fades from the previous weapon if you repeat the ritual. If done on a ranged weapon, you still need ammunition, though the weapon will magically resize the ammunition to fit it properly.

DRACONIC TALENTS
(DL = Dragon Level, TL = Total Level)

Spellcasting Talents (p3)

Magical Reinforcement


  • Prerequisites: At least 1 spell slot from a non-Dragon class
  • Talent Point Cost: 1

You may use your quintessence to further empower your breath weapon. By expending a spell slot when you use your breath weapon, you may add a number of extra damage dice to the attack equal to the spell slot expended. This decision can be made after you choose to use your breath, but must be done before knowing the results of the target creature(s) saving throws.

For example, say you’re a silver dragon that’s a level 11 Wizard. Typically, your breath deals 5d10 cold damage, or half on a successful save. If you expend a 5th level spell slot for Magical Reinforcement, you may deal an additional 4d10 cold damage (for a total of 9d10 cold damage).

DRACONIC TALENTS

Variant Race: Crossbreed Dragons

Though rare, dragons with parents from different subspecies may display the features, traits, and abilities of both parents. Such a mixture is incredibly rare, and may come with unwarranted side effects or even defects. Additionally, other dragons may judge a dragon or their parents negatively and arbitrarily.

Shared Features


All multi-blooded dragons have these features:


  • Alignment. Multi-blooded dragons' alignment are more heavily skewed towards the parent that raised them, rather than by one society of dragons or another.
  • Bad Reputation. Many dragons are quick to judge multi-bloods, rejecting them from their circles. It takes time, effort, connections, or a mix of the three to be truly accepted by monoblood populations.
  • Movement Speed. You have the default movement and fly speed of the slower of your two parents. Your tertiary speed (swim, burrow, or climb) varies from case to case.

Unique Breath Weapon


Breath weapon description

Metallic Multibloods

Chromatic Multibloods

Asphalt (Orange/Yellow)


  • Appearance. WIP!!!
  • Ability Score Increase. Your Strength and Dexterity scores both increase by 1.
  • Damage Resistances. You are resistant to fire damage.
  • Tertiary Movement Speeds. You have the default burrow speed of an Orange dragon, but no swim speed.
  • Breath Weapon. Your unique breath weapon is called Tarmacadam, using thick tar to trap and damage foes.

Tarmacadam (Breath)


Orange and yellow blood combine to create a dense, sticky tar, flowing out of you and trapping your foes in sludge. In a radius centered on yourself equal to half your breath weapon range, you spew out a dense tar. Creatures in range must make a (Breath DC) Dexterity saving throw or be trapped in it, and are affected similarly to the slow spell, remaining effectively sticky for 1d4 minutes. Rather than a Wisdom save, trapped creatures may make a Strength saving throw to escape. This tar is also flammable, igniting when touched by a source of fire or if a tar-coated creature takes fire damage. It burns for 1d6 rounds unless stamped out as an action, and deals your claw attack dice in fire damage each turn to anyone trapped within it. After it finishes burning, the burned spaces of tar fizzle out.


Additionally, when you burrow you may choose to leak the tar out behind you, preventing others from following and creating an artificial petroleum seep. The hole takes up the same amount of space as your size category does, and remains filled with tar for 1d4 days or until you drain out or burn it. You can navigate through non-hardened tar similar to lava, and do not take damage from it when it is ignited. Hardened tar breath acts like tarmac, sturdy and great for paving/reinforcing roads and bridges.

Cross-Scale Multibloods

Stained Glass (Brass/Yellow)


  • Appearance. Your body is long and serpentine, with miniscule flakey scales on the top half and soft fur on your jawline and underbelly. Frilled quills form a "mane" on the back of your head, framed by brass fins. You have two vestigal arms at the front of your body. You can make claw attacks with them, but they only deal half your claw dice in damage, minimum one. You also have disadvantage when attempting to grapple or carry items with said front limbs.
  • Ability Score Increase. Your Constitution and Dexterity are both increased by 1.
  • Damage Resistances. You are resistant against fire, acid, and poison damage.
  • Damage Vulnerability. You are vulnerable to bludgeoning damage, which shatters your glassy bones and skin.
  • Movement Speeds. You have both a burrow speed and a swim speed, both of which start at a base 20 ft.
  • Breath Weapon. Your unique breath weapon is called Silicosis, and uses glass in various forms.

Silicosis (Breath)


Through the mix of brass and yellow blood, your salt breath has been converted to a soft sand. By combining it with the fiery heat in your lungs, you may convert this into a beautiful, but very dangerous glassy substance. Outside of combat, you can use this ability to sculpt beautiful glass creations, but within the bounds of battle it can have one of two effects:


  • Shards. You sculpt a rudimentary shape out of glass in your mouth, shattering it into large splinters and spitting them out at high speeds in your breath weapon range. Creatures in range must make a Dexterity saving throw, taking breath weapon dice in piercing damage on a failure and half your breath weapon dice on a save. The hastily-crafted glass shards are brittle, shattering into dust on your next turn or when they are moved.
  • Powder. You “chew” up the glass into a fine powder and breath it out as a weakening agent. It spreads in breath weapon range, wherein creatures in range must make a Constitution saving throw equal to your breath DC. Those who fail take (Bite dice) poison damage and become Poisoned for 1d4 minutes. They may attempt to make the save again at the end of each of their turns, ending the status condition on a success.

VARIANT RACE - CROSSBREEDS

Backgrounds & Equipment

In order to keep this document from getting too long, I've moved Backgrounds and Equipment to separate documents. This way, they will be easier to find and navigate through, rather than having to scroll all the way down a 20 page document just to find one piece of equipment or one small detail in a background.

Backgrounds


Equipment

BACKGROUNDS AND EQUIPMENT