DragonBlood

V1.7


A Playable Dragon Class for Dungeons and Dragons

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Dragonblood

Adorned with metallic scales like a crown, a older human in silk robes uses sorcerery and charisma to avoid the prying eyes of corrupt officials, while providing charity to the downtrodden

Chromatic flames wreathing their figure as blackened charcoal claws and a tail as red as a rising sun, a lively elf exhales a powerful wave of flames against a swarm of vile beasts that assail their allies.

Donning armor and finely crafted weapons along with their dangerous natural weapons, a powerful orc figure finds themselves single-handedly wrestling a full sized ogre to the ground.

Created through the blood of dragons, masters of all the power that the ancient heritage has to offer. Some appear no different than a dragon, with four legs and powerful wings, others appear as humanoid, adorned with signs of their powerful lineage. Those of this ancestry delve into the secrets offered by their draconic blood, to eventually attain all the power that lies within.

Creating A Dragonblood

To create a dragonblood, consult the following subsections, which give hitpoints, proficiencies, and starting equipment. Then look at the Dragonblood table, to see which features you get at which level.

Quick Build

You can make a Dragonblood quickly by following these suggestions. First, Strength should be your highest ability score, follwed by Charisma. Second, choose the Folk Hero background.

Multiclassing and the Dragonblood

If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose Dragonblood as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Strength or Charisma of 13 or higher to take a level in this class, or in another class if you are already a dragonblood.

Proficiencies Gained. If dragonblood isn’t your initial class, here are the proficiencies you gain from the first level of dragonblood: light armor, simple weapons.

The Dragonblood
Level Proficiency Bonus Features Elemental Wrath Breath Weapon Die Draconic Boons
1st +2 Breath Weapon, Draconic Scales, Draconic Heritage - 2d8 -
2nd +2 Elemental Wrath, Draconic Weaponry 1d4 2d8 -
3rd +2 Draconic Boon 1d4 2d8 1
4th +2 Ability Score Improvement 1d4 2d8 1
5th +3 Extra Attack 1d4 2d8 1
6th +3 Draconic Heritage Feature 1d4 3d8 1
7th +3 Draconic Boon 1d6 3d8 2
8th +3 Ability Score Improvement 1d6 3d8 2
9th +4 Flight 1d6 3d8 2
10th +4 Draconic Heritage Feature 1d8 3d8 2
11th +4 Draconic Boon, Legendary Actions 1d8 4d8 3
12th +4 Ability Score Improvement 1d8 4d8 3
13th +5 Legendary Resistance 1d8 4d8 3
14th +5 Draconic Heritage Feature 1d8 4d8 3
15th +5 Draconic Resilience 1d8 4d8 3
16th +5 Ability Score Improvement 1d8 5d8 3
17th +6 Draconic Boon 1d10 5d8 4
18th +6 Hoard Items 1d10 5d8 4
19th +6 Ability Score Improvement 1d10 5d8 4
20th +6 Draconic Form 1d10 5d8 4

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A Battle of Dragons

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Cover Art of Fizban’s Treasury of dragons

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Hit Points


Hit Points: 1d10 per dragonblood level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per dragonblood level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Persuasion, Intimidation, Insight, and Nature

Starting Equipment

You start with the following equipment, in addition to the equipment from your backgorund:

  • (a) chain shirt (if proficient) or (b) leather, light crossbow, and 20 bolts
  • (b) two simple melee weapons or (b) a martial weapon and a shield (if proficient)
  • Two daggers and (a) an explorer’s pack or (b) a scholar’s pack


If you forgo this starting equipment as well as the items offered by your background, you start with 3d4 x 10 gp to buy your own starting equipment.

Class Features

As a Dragonblood, you gain the following class features, which are summarized in the Dragonblood table.

Draconic Heritage

1st level dragonblood feature
Choose the type of lineage you have adopted: Chromatic, Gem, Half-Dragon, Metallic, or Shadow, each of which is detailed at the end of the class description. Your choice grants you features at 1st, 6th, 10th, and 14th level.


Additionally, some features will refer to your Draconic Presence save. The saving throw is calculated as follows: 8 + your proficiency bonus + your Charisma modifier.

Unarmored Defense

1st level dragonblood feature
You are clad in the scales of your kin. While not wearing any armor your Armor Class equals 8 + your proficiency modifier + your Charisma modifier. You can use a shield and still gain this benifit.

Breath Weapon

1st level dragonblood feature
You can exhale elemental force as an action. When you gain this feature, choose either a 15 foot cone or 5 foot wide 30 foot long line, this will be the area of effect of your breath weapon. The creatures in this area must succeed a saving throw against your Draconic Presence save, or take an amount of damage equal to 2d8, or half on a successful save. The saving throw and damage type is determined by your Draconic Heritage. Once you use this feature you cannot do so again until after a short rest. The number of times you can use this feature increases to two at 5th level, and 3 at 13th.

Additionally, the damage increases at the following levels, 3d8 at level 6, 4d8 at level 11, 5d8 at level 16, and the area of effect increases to a 30-foot cone, or a 5-foot wide 60-foot long line at level 7, and to a 60-foot cone, or a 10-foot wide 120-foot long line at level 15.

Draconic Weaponry

2nd level dragonblood feature
You grow claws and a tail, or learn how to use them if you have them already. You can make a claw attack as an unarmed strike, dealing an amount of slashing damage equal to 1d4 + your Strength modifier on a hit. Additionally, you can make a tail attack as an opportunity attack, or by using your reaction after making a claw attack, dealing an amount of bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you make a tail attack as a reaction after a claw attack, it must target a different creature than was targeted by your claw attack. Your tail attack is considered an unarmed strike.

Elemental Wrath

2nd level dragonblood feature
Attaining control over your innate draconic power, once per turn, when you hit with an unarmed strike, you can deal an additional 1d4 damage. The damage is determined by your Draconic Heritage
feature. This increases to 1d6 at level 7,
1d8 at level 10, 1d10 at level 17.

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Draconic Boon

3rd level dragonblood feature
You’ve begun to tap into the abilities that define yourself as a dragon. Choose one of the Draconic Boons, listed at the end of the class description. You gain additional features at 7th, 11th, and 17th level. Some boons specify a minimum dragonblood level. You can’t learn such a boon unless you are at that level.

Additionally, whenever you gain a Draconic Boon after 3rd level, you can choose a boon you have and replace it with another.

Ability Score Improvement

4th level dragonblood feature
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.

Extra Attack

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

Flight

9th level dragonblood feature
You grow or learn to control your draconic wings. You gain a flying speed equal to your movement speed. If your movement speed changes after you gain this feature, your flying speed changes along with it.

Legendary Actions

11th level dragonblood feature
Your awareness of your surroundings are heightened to a supernatural level. At the end of a hostile creature’s turn, you may take one of the following actions.

Tail Attack. You can make an attack with your tail.

Wing Attack. You force one creature within 5ft. of you to succeed on a Strength saving throw (DC 8 + your proficiency + your Strength modifier) or be knocked prone, after which you can fly up to half your movement speed without provoking opportunity attacks.

Once you take a legendary action, you can not do so again until the end of your next turn. You may use this feature three times, after which you must finish a long rest before using again.

Legendary Resistance

13th level dragonblood feature
Reaching the near legendary status of the dragons of which you draw your power, when you fail a saving throw, you may choose to succeed instead. You cannot do so again until after a long rest.

Variant Ancestry

While the base assumption of a typical character is that they are humanoid, some seeking to play this class may seek a more draconic form throughout a campaign. If you wish to use this Variant Ancestry, you choose a race and gain its features as normal, with following feature replacing your typical creature type:

Creature Type. Your creature type is Dragon.

If you choose this variant ancestry, instead of appearing as a typical member of your race, you instead base your true form’s appearance on the typical appearance of your dragon of choice from your draconic heritage.

Having a dragon roam with an adventuring party may be disruptive to some campaigns and settings, Additionally, or a story may simply find it more fitting for a character to be able to consistently take on a more humanoid form. With the approval of your DM, you may gain the following optional feature as a racial feature:

Change Shape. Determine an appearance that would fit a typical member of your race when you gain this feature. This appearance can bear visual indicators of your draconic heritage, even if it would be atypical for that race.

As an action, you magically polymorph into a humanoid or back into your true form. You revert into your true form if you die. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). Your statistics remain the same in your humanoid form, however you cannot use any Dragonblood features that you lack the appendages for in your humanoid form.

Draconic Resiliance

15th level dragonblood feature
Your mental forititude has reached the peaks of your draconic hertiage, you gain proficiency in Charisma or Intelligence saving throws (your choice). dragon_sidebar

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Hoard Items

18th level dragonblood feature
You have accumulated enough power to enchant items, similar to the items of a dragon’s hoard. Using an action, you can touch a mundane item and imbue it with a magical affect that lasts until you die, or end it as a bonus action. The effect depends on the type of item imbued. You can only imbue 2 items at a time this way, and can only place a single imbument on any given item. Any items made with this feature require attunement.

Weapon. This weapon is considered magical for the sake of overcoming resistances, gains a +2 to attack and damage rolls, and deals additional damage equal to your Elemental Wrath die, the damage type is determined by your Dragonic Heritage.

Armor. While wearing this armor, a creature gains resistance to a damage type, and gain a +1 bonus to AC. The damage type is determined by your Draconic Heritage.

Boots/Cloak While wearing this item, a creature is granted any unique movement speeds that you have gained from this class. If a creature already has one or more of those movement types, their speeds are increased by 10 feet.

Bracers. While wearing this item, a creature’s strength score is increased to match your own, if it isn’t already higher. If their strength is equal to or higher than yours, it increases by 2. If your strength is unaturally enhanced, such as through a magic effect, it is not taken into consideration when determining the bonus granted by this item.

Draconic Form

20th level dragonblood feature
You have achieved the height of your draconic potential. As an action you can shapeshift into your dragon form, or back into your humanoid form. While in dragon form, you take on an appearance of your choice, fitting your dragon type of choice from your draconic heritage feature. Fizban’s Treasury of Dragons has additional notes on creating draconic appearances. Additionally, you gain the following benifits:

  • Your size increases to huge
  • You gain immunity to the damage type associated with your Draconic Heritage.
  • If all uses of your breath weapon are expended, you may roll a d6 at the start of each of your turns, regaining a use of your breath weapon on a 5-6.
  • You now have unlimited uses of your legendary actions, and can take three legendary actions each round.
  • You gain an additional two uses of your legendary resistance. If you use one or more legendary resistances in your draconic form, you reduce the amount of legendary resistances you gain each time you enter this form by that amount until after a long rest.
  • Your unarmed strikes gain the reach property, and your Wing Attack legendary action now targets all creatures within 10 feet of you.

Dragon_Form

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Chromatic Heritage

Born to the power of the chromatic dragons, you hold the aggresive elemental power of your kin. While many chromatic dragons are chaotic or evil creatures, you are not bound to this normality, no more than any given chromatic dragon may be.

Prismatic Bloodline

1st level Prismatic Heritage feature
You wield the strength of a chromatic dragon of your choice. Choose one of the following options, which will determine the type of saving throw used for your breath weapon, and the damage type for any features that refer to your draconic heritage.

Draconic Heritage
Dragon Type Damage/Save
Red Fire/Dexterity
White Cold/Constituion
Blue Lightning/Dexterity
Green Poison/Constitution
Black Acid/Dexterity

Chromatic Resistance

1st level Prismatic Heritage feature
You gain resistance to the damage type from your Prismatic Bloodline feature.

Prismatic Assault

1st level Prismatic Heritage feature
You can use Charisma instead of Strength for the attack and damage rolls when using unarmed strikes.

Frightening Presence

6th level Prismatic Heritage feature
Your chromatic heritage is enough to frighten those around you. As an action you create a display of your draconic power, a number of creatures equal to
your Charisma modifier of your choice that
you can see within 15-feet must succeed a
Wisdom saving throw against your
Draconic Presence Save, or be
frightened for 1 minute. They
can make a Wisdom saving
throw at the end of each of
their turns, ending the effect
on a success.
Additionally, when you
use this feature, you can
make a claw attack
immediately after as a
bonus action. Once you use
this feature, you cannot do
so again until after a short rest.

Chromatic Flames

10th level Prismatic Heritage feature
When you use your breath weapon, you can choose to exhale multicolored flames in a 60-foot cone, or a 10-foot wide 120-foot long line. Each creature in the area must succeed on a Dexterity or Constitution saving throw (your choice) against your Draconic Presence DC or take damage equal to 3d8 + your level, or half on a successful save, of a damage type of your choosing; acid, cold, fire, lightning, or poison. Once you use this feature, you cannot do so again until after a long rest.

Additionally, the damage increases to 4d8 + your level at level 11, and to 5d8 + your level at level 16.

Chromatic Wrath

14th level Prismatic Heritage feature
You now have the fabled durability of the greatest of dragons. If you would be reduced to 0 hit points, you instead are reset to a number of hit points equal to 10 + 5 times your charisma modifier. Additionally, you regain any expended uses of your breath weapon, and any expended uses of your legendary actions. Once you use this feature you cannot do so again until after a long rest.

Chromatic_Dragon

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Gem_Dragon

Gem Dragon

With powerful psionic capabilities, gem dragons find themselves with abilities that are seen as strange an unnerving to those unfamiliar. While many gem dragons are neutral creatures, you are not bound to this normality, no more than any given gem dragon may be.

Gem Bloodline

1st-level Gem Dragon feature
You harbor the psionic abilities of a gem dragon of your choice. Choose one of the following options, which will determine the type of saving throw used for your breath weapon, and the damage type for any features that refer to your draconic heritage.

Draconic Heritage
Dragon Type Damage/Save
Amethyst Force/Strength
Crystal Radiant/Constitution
Emerald Psychic/Intelligence
Sapphire Thunder/Constitution
Topaz Necrotic/Constitution

Bejewled Resistance

1st- level Gem Dragon feature
You gain a resistance to the damage type from your Gem Bloodline feature.

Psionic Sorcerery

1st-level Gem Dragon feature
You learn two cantrips from a spell list of your choice. Both spells must be from the same spell list. Your spellcasting ability for these spells is Charisma or Intelligence (your choice). You can cast these spells, as well as any spells gained from daconic boons without components.

Additionally, you can use Intelligence instead of Charisma as your spellcasting modifier for any spells learned from Draconic Boons, as well as for your  Draconic Presence save.

     Psychic Step

    6th-level Gem Dragon feature
   As a bonus action, you can magically teleport to

  an unoccupied location that you can see within 60    feet of yourself. Once you use this feature you   cannot do so until after a short rest.

Brilliant Breath

10th-level Gem Dragon feature
Your breath weapon is now bolstered by your psionics. when you use your breath weapon you may choose one of the following benifits to add to your breath weapon:

  • All creatures within the area of effect that fail their saving throw have their speed reduced to 0 until the start of your next turn.
  • You gain 15 temporary hitpoints that lasts until the start of your next turn.
  • Until the end of their next turn, the next time any creature within the area of effect that failed their saving throw makes an attack roll or ability check, it must roll a d4 and reduce the total by the number rolled.
  • Select one creature of your choice within the area of effect that failed their saving throw. That creature is incapacitated until the end of its next turn.

You can choose to not inflict the additional affect when you use your breath weapon.

Psionic Action

14th-level Gem Dragon feature
You gain one of the following additional options for your legendary actions, which you choose when you gain this feature:

  • Choose a point within 60 feet of yourself, each creature within 10 feet of this point must succeed on a Dexterity saving throw against your Draconic Presence save or be knocked prone.
  • Choose a creature within 60 feet of yourself that you can see. That target must succeed on a Dexterity saving throw against your Draconic Presence save or take 2d8 damage. The damage type is determined by your draconic heritage.
  • Choose a Medium or smaller creature that you can see within 60 feet of yourself. The target must succeed a Strength saving throw against your Draconic Presence save, or be moved 10 feet in a direction of your choice including upwards. If the creature is moved 10 feet and collides with a solid surface or another creature, it takes 1d6 bludgeoning damage.
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Half Dragon

You don’t bear the full blooded strength of a typical dragon. You either were born to a dragon and humanoid parentage, or were apart of some form of arcane ritual giving you the strength of draconids.

Hybrid Bloodline

1st level Half-Dragon feature
Your abilities can come from any of the various dragons of the world. Choose one of the following options, which will determine the type of saving throw used for your breath weapon, and the damage type for any features that refer to your draconic heritage.

Draconic Heritage
Dragon Type Damage/Save
Red, Brass, Gold Fire/Dexterity
White, Silver Cold/Constituion
Blue, Bronze Lightning/Dexterity
Green Poison/Constitution
Black, Copper Acid/Dexterity
Amethyst Force/Strength
Crystal Radiant/Constitution
Emerald Psychic/Intelligence
Sapphire Thunder/Constitution
Topaz Necrotic/Constitution

Martial Capabilties

1st level Half-Dragon feature
You’ve learned to combine your draconic heritage with martial prowess. You gain proficiency in medium armor, shields, and martial weapons. Starting at 2nd level, when you make a melee weapon attack with a weapon you are proficient with, you can make a tail attack against a different target as a reaction.

Draconic Resistance

1st level Half-Dragon feature
You gain resistance to the damage type granted by your Hybrid Bloodline feature.

Reliable Assault

6th level Half-Dragon feature
When you roll for damage with your Elemental Wrath, after the dice has been rolled but before the damage has been dealt, you may choose to roll damage again, and take the higher roll. You may do so a number of times equal to your Charisma modifier, after which you can’t do so again until after a long rest.

Additionally, You’ve learned to integrate your draconic abilities with your martial capabilities, you can use your Elemental Wrath on ranged and melee weapon attacks.

    Hybrid Capability

  10th level Half-Dragon feature
   When you make an attack, you can choose to
   replace it with your breath weapon.

Additionally, when you attack a creature, on a hit or miss you can cause your breath weapon to erupt from the target, using the targeted creature as the point of origin (with the target creature being included in the area of effect). Once you do so, you cannot do so again until after a short rest.

Best of Both Worlds

14th level Half-Dragon feature
As an action you can enter a draconic surge. While in this state you gain the following benifits:

  • Your size increases to large.
  • You gain temporary hitpoints equal to half your level in dragonblood when you enter this state, and at the start of each of your turns.
  • Your elemental wrath is no longer limited to once per round.
  • When you roll damage for your breath weapon, you can roll your elemental wrath die, and add the total to the damage.

This form lasts for one minute, or until you fall unconscious, are killed, or choose to end it as an action. Once you use this feature, you cannot do so again until after a long rest.

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Metallic Heritage

Born to the power of the metallic dragons, you hold the ellusive nature of your kin. While many metallic dragons tend to be lawful and good, you are not bound to this sense of morality, no more than any other metallic dragon may be.

Platinum Bloodline

1st level Metallic Heritage feature
You wield the strength of a metallic dragon of your choice. Choose one of the following options, which will determine the type of saving throw used for your breath weapon, and the damage type for any features that refer to your draconic heritage.

Draconic Heritage
Dragon Type Damage/Save
Brass, Gold Fire/Dexterity
Silver Cold/Constituion
Bronze Lightning/Dexterity
Copper Acid/Dexterity

Metallic Resistance

1st level Metallic Heritage feature
You gain resistance to the damage type from your Metallic Bloodline feature.

Blessing of Bahamut

1st level Metallic Heritage feature
You learn two 1st level spells of of your choice from one of the following spell lists: cleric, sorcerer, wizard. The spell must be of the evocation, abjuration, or enchantment school.

You can cast these spells without material components, so long as the material components don’t have an indicated cost, in which case you must provide the material components as normal. Your spellcasting ability for this spell is Charisma. Once you cast it, you cannot do so again until after a long rest.

Shapechange

6th level Metallic Heritage feature
You learn to alter your form into new shapes. As an action you can magically polymorph into a small or medium humanoid or beast form, or back into your true form. You can choose the appearance of the form, and can have the form bear signs of your draconic nature, but it must otherwise appear as a typical example of its race or animal species. Your statistics, other than size (which you choose each time you enter a new humanoid or beast form), are the same in each form, with the following limitations; if your new form lacks the appendages to utilize features granted to you by this class, such as your breath weapon, claws or tail, you cannot use them in this form. All of your equipment remains on the new form so long as the anatomy of the form allows it, if not your equipment falls to the ground. You return to your true form if you fall unconscious or die.

Metallic Breath

10th level Metallic Heritage feature
When you use your breath weapon, you can choose to exhale a non-damaging magical force or cloud in a 30-foot cone, or a 5-foot wide 60-foot long line. You may choose one of the following effects for you breath weapon to inflict instead of its typical effect:

Weakening Breath. All creatures within the area of effect must succeed a Strength save against your Draconic Presence DC, or have disadvantage on ability checks, attack rolls, and saving throws that rely on Strength. This effect lasts for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, a creature that succeeds their saving throw is immune to this effect for 1 hour.

Repulsing Breath. All creatures within the area of effect must make a Strength saving throw or be pushed back 20 feet from you.

Slowing Breath. All creatures must succeed a Constitution save against your Draconic Presence DC. On a failed save they cannot take reactions, and their speed is halved. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Additionally, a creature that succeeds their saving throw is immune to this effect for 1 hour.

The area of affect increases to a 60-foot cone or a 10-foot wide 120-foot long line at level 15.

Breath of Bahamut

14th level Metallic Heritage feature
When you use your breath weapon, you may forgo its typical effect, and instead use the following effect.

Exalted Breath. Creatures of your choice within the area of effect regain 4d8 hit points. At level 16 the number of hitpoints regained is increased to 5d8.

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Shadow Heritage

You were born in the shadowfell, or spent a number of years in it’s dismal clutches, and have slowly changed over the years to represent the plane that you once rose from. While many dragons transformed by the dour realm tend towards ideals of evil and hold a desire to spread the influence of the shadowfell, you are not necessarily bound by this desire or morality.

Shadow Bloodline

1st level Shadow Heritage Feature
You wield the dark powers of the realm that you rose from. Choose one of the following options, which will determine the type of saving throw used for your breath weapon, and the damage type for any features that refer to your draconic heritage.

Draconic Heritage
Dragon Type Damage/Save
Red, Brass, Gold Fire/Dexterity
White, Silver Cold/Constituion
Blue, Bronze Lightning/Dexterity
Green Poison/Constitution
Black, Copper Acid/Dexterity

Umbral Resistance

1st level Shadow Heritage feature
You gain resistance to necrotic damage, as well
as the damage type from your Shadow Bloodline feature.

Claws in The Dark

1st level Shadow Dragon feature
Whenever you would deal damage with a
feature that uses your draconic heritage,
you can choose to deal necrotic damage,
instead of the damage type it would typically
deal.

Additionally, you gain proficiency in stealth
if you aren’t already proficient.

Shadow Walker

6th level Shadow Dragon feature
Whenever you make a Dexterity (Stealth) check
in dim light or darkness, your proficiency bonus is doubled.

Additionally, when in dim light or darkness,
you can use the Hide action as a bonus action.

Shadow Surge

10th level Shadow Dragon feature
When you kill one or more creatures with your
breath weapon, you can choose a number of
their corpses equal to your Charisma modifier.
An undead shadow (MM, 2014) rises from
each of the corpses and acts immediately
after your turn, but shares your initiative.

The shadows are under your control, and exist until after you finish a long rest. Once you raise one or more shadows under your control, you cannot do so again until after a long rest. A shadow raised this way cannot raise their own shadows.

Eminence of The Gloom

14th level Shadow Dragon feature
While in dim light or darkness, you are resistance to all damage types except for force, psychic, and radiant.

Additionally, when you use your shadow surge feature, you may choose any number of creatures killed by your breath weapon to raise as undead shadows.

Whenever you kill a creature with your elemental wrath, you may raise an undead shadow from their corpse. This shadow shares your initiative, but acts at the end of your turn. The shadow is under your control, and lasts for an hour. Once you raise a shadow this way, you cannot do so until after a short rest. A shadow raised this way cannot raise other shadows.

Shadow Dragon

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Draconic Boons

Dragons are as varied as they are powerful. Being natural sorcerers, skilled melee combatants, and masters of the elemental forces they wield, abilities you will learn through your journey.
Some boons specify a minimum dragonblood level. You can’t learn such a boon unless you are at that level. Additionally, when you gain a level in this class, you can choose one of the draconic boons you know and replace it with another, which you must also meet the mininimum dragonblood level for.

Draconic Sorcery

Choose a cantrip and two first level spells from the sorcerer spell list to learn. You may cast each first level spell once, and cannot do so again until after a long rest. You can cast these spells without material components. Your spellcasting ability for these spells is Charisma.

Draconian Traversal

You gain a climb, burrowing, or swim speed equal to your movement. If you choose to gain a swim speed, you can breath both air and water.

Invigorated Breath

As a bonus action, you can regain a use of your breath weapon. You cannot do so again until after a long rest.

Primal Weapons

Your claws now deal 1d6 slashing damage, and
your tail attacks now deal 1d8 bludgeoning
damage.

Bolstered Breath

Prerequisite: Level 7
When you use your breath weapon, you can choose whether its area of effect is a 30-foot cone or a 5-foot wide 60-foot long line. This increases to a 60-foot cone or a 10-foot wide 120-foot long line at level 15. You cannot do so again until the end of a long rest.

Additionally, you can reroll any 1’s on breath weapon damage dice, and must keep the new roll, even if it is another 1.

Enhanced Senses

Prerequisite: Level 7
You gain blind sight out to 20 feet, and if you don’t already, darkvision out to 60 feet. If you already have darkvision, its distance increases by 60 feet out to a maximum of 120 feet.

Draconic Mysticism

Prerequisite: Level 7
Choose two sorcerer spells of 2rd level or lower, as well as a cantrip from the sorcerer spell list. After casting each spell of 1st level or higher this way, you cannot do so again until after a long rest. You can cast these spells without material components. Your spellcasting ability for these spells is Charisma.

Improved Draconic Weapons

Prerequisite: Level 7
When you take the Attack action, you may use your bonus action to make a bite attack, which is considered an unarmed strike, dealing 1d10 piercing damage on a hit. Additionally, you unarmed strikes are now
  considered magical for the sake of overcoming
   resistances.

Green_Dragon

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Animated Breath

Prerequisite: Level 11
You may expend a use of your breath weapon to make an Animated Breath (FTD, 2021) for 1 minute, however its maximum hit points is equal to 5 times your level. It has its own initiative but takes its turns directly after your own. You can use a bonus action to issue commands to it. If you issue no command it takes the Dodge action. You may only have one Animated Breath at a time. Once you use this feature you cannot do so again until after a short rest.

Elemental Assault

Prerequisite: Level 11
When you use your Elemental Wrath feature, the additional damage is equal to 2d8 instead of 1d8. This increases to 2d10 at level 17. Additionally, whenever you roll a 1 on your damage dice for unarmed strikes, or elemental damage, it’s considered a 2.

Legendary Focus

Prerequisite: Level 11
When you have no more uses of your legendary actions available, or have already used a legendary action this round, you may use a reaction to make an additional legendary action. Once you have used this feature you cannot do so again until after a short rest.

Mind of The Dragon

Prerequisite: Level 11
You learn two spells of 3th level or lower from the sorcerer spell list, and use Charisma and your spellcasting ability for them. Once you cast either spell, you can not do so again until after a long rest. You can cast this spell without material components.

Lair Actions

Prerequisite: Level 17
On initiative count 20 (losing initiative ties) you can expend one of your legendary actions for one of the following effects:

  • Choose two creatures within 120 feet that you can see. They must succeed a Dexterity saving throw against your Draconic Presence DC, or take 3d6 damage as your inherited elemental power erupts from beneath them. The damage type is determined by your Draconic Heritage.

  • Choose a creature within 120 feet that you can see, they must succeed a Constitution saving throw against your Draconic Presence DC or suffer one of the following conditions of your choice; Blindness, Restrained, or Charmed. This effect ends at the end of the creature’s turn.

Mastered Sorcery

Prerequisite: Level 17
Choose a spell of 5th level or lower from the sorcerer spell list. You cast this spell using your Charisma as your spellcasting modifier. You can cast this spell without material components. You cannot cast this spell again until after a long rest.

Perfected Breath Weapon

Prerequisite: Level 17
When you would roll for damage for your breath weapon, you can roll for the damage twice and add the second roll to your damage. Once you do so, you cannot do so again until after a long rest.

Additionally, at the start of initiative, if you no remaining uses of your breath weapon, you regain the use of your breath weapon.

Perfected Draconic Weapons

Prerequisite: Level 17
When you would roll a damage die for your unarmed strikes, you roll twice and add the second roll to your damage. Additionally, when you make an attack with your tail, your reach with it is 5 feet greater than normal.

Copper_Dragon

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Art Credits

Cover Art – Kieran Yanner 2021, Meeting of Dragons, Fizban’s Treasury of Dragons Bestiary, Fizban’s Treasury of Dragons, WoTC, Accessed 19 April 2023, http://thecampaign20xx.blogspot.com/2021/12/fizbans-treasury-of-dragons-review.html

Page 1 Splash Art – Chris Rahn 2021, Fizban’s Treasury of Dragons Cover Art, Fizban’s Treasury of Dragons, WoTC, Accessed 3 April 2023, https://www.inprnt.com/gallery/chrisrahnart/fizbans-treasury-of-dragons-cover/

Page 2 Splash Art – Kieran Yanner 2021, Adventures in The Forgotten Realms, WoTC, Accessed 19 Arpil 2023, https://www.kieranyanner.com/giclee-prints/323blh60jqzlsh481gzwmvir0otukw-6f7h7-jwmf7

Page 3 Splash Art – Vargasni 2021, Old Gnawbone, Adventures in The Forgotten Realms, WoTC, Accessed 19 April 2023, https://vargasni.com

Page 4 Splash Art – Ralph Horsley 2014, Ancient Blue Dragon, Monster Manual, WoTC, Accessed 19 April 2023, https://oneinchsquare.net/2017/02/21/cataloguing-the-art-of-the-monster-manual

Chromatic Heritage – Craig J Spearing 2014, Ancient Black Dragon, Monster Manual, WoTC, Accessed 19 April 2023, https://oneinchsquare.net/2017/02/21/cataloguing-the-art-of-the-monster-manual/

Gem Heritage – Alex Stone 2021, Pudgey Amethyst Dragon, Fizban’s Treasury of Dragons, WoTC, Accessed 19 April 2023, https://twitter.com/AlexStoneArt/media

Half Dragon – Unknown 2021, Death of a dragon, Fizban’s Treasury of Dragons, WoTC, Accessed 19 April 2023, https://www.nerdsandscoundrels.com/fizbans-treasury-of-dragons-magic-items/

Metallic Heritage – Chris Rahn 2021, Adult Gold Dragon, Adventures in The Forgotten Realms, WoTC, Accessed 3 April 2023, https://www.artofmtg.com/art/adult-gold-dragon/

Shadow Heritage – Craig J Spearing 2014, Young Red Shadow Dragon, Monster Manual, WoTC, Accessed 19 April 2023, https://oneinchsquare.net/2017/02/21/cataloguing-the-art-of-the-monster-manual/

Page 10 Splash Art – Daren Vader 2014, Ancient Green Dragon, Monster Manual, WoTC, Accessed 19 April 2023, https://www.pinterest.com/pin/576953402235423943/

Page 11 Splash Art – Vance Kovacs 2014, Ancient Copper Dragon, Monster Manual, WoTC, Accessed 19 April 2023, https://oneinchsquare.net/2017/02/21/cataloguing-the-art-of-the-monster-manual/

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