Dragon Knight

A heavily clad knight walks through the town. The townsfolk make way with fear in their eyes. She hears a scream in the middle of the town and she rushes to the source. A man, the governor, just executed another man for stumbling before him; eyes of rage burn behind her intimidating helmet. She leaps and strikes at the governor; he retracts and tries to cast his spells, to no avail. She grabs the man by the neck, and her cloak spreads out, shifting into wings as she launches into the air. She calls out to the wind, then throws the man downwards; as he falls his last sight is the maw of an ancient dragon. She lands upon her companion, then departs.

Atop a misty mountain, a group of refugees cower as the man before them, an elf, battles the blue dragon that has destroyed their town. He lunges and spews out a massive bolt of lightning, taking out the dragon's eye; He walks to the injured creature. The enslaved child of his enemy lands at his feet. He waves his hand commanding it to protect the villagers. It shields them with its body. In a last ditch effort, a crack of lightning is expelled from the downed foe, directly at the knight. He falls, and for a moment the dragon sees victory. The knight slowly rises. Renewed by the assault, he commands his subject to merge with himself; he crackles with lightning and flies at his foe, caught in a death embrace, as they both fall to their doom.

Among a horde of demons are a warrior and his trusted friend, a scarred silver dragon. He spins his lance around, hitting several of his enemies, to little avail, and as a last ditch effort he expels a wave of ice all around him, killing several of them; he then commands his dragon to brutally assault the remaining demons. Their destruction grants them a small reprieve. He pulls out his ax, takes a deep breath, soars up into the sky with his trusted steed, then jumps to what seems to be certain doom. As he lands, the earth shakes and his enemies fall to the ground. He rises up and looks to the army charging them; he looks back and sees his friend's nest: the last of the silver dragons, not yet even born. He looks to his friend once more, and smiles.

Envoy of the Dragon

Not many deserve to rule over dragons, and fewer still can ever accomplish such a feat, but those who do mostly become Dragon Knights, an ancient order who once devoted their lives to protecting the eggs of dragons. These warriors would lay down their lives in exchange for the dragon to watch over their race. Occasionally a wyrmling would see the devotion of these knights and would then devote their lives to protecting the one who they owed their chance at life to, but with the dwindling numbers of the dragons, this order simply faded into history. Occasionally a mortal might become a Dragon Knight by raising a dragon, although many have found ways to enslave dragons to their own ends. Neither good nor evil prevents a Dragon Knight from taking form, all it takes is devotion.

The Magic of Symbiosis

Many dragons possess powers that not even they are aware of. A Dragon Knight knows the ancient arts required in artificial aging and power extraction, and by forging a soul connection with the dragon, either willing or forced, creates a symbiotic relationship between the two, although the knight tends to take more than it gives in the terms of power. Those that act in the best interest of the dragon can benefit their companion to a great degree, accomplishing tasks that would be impossible by themselves alone. Naturally charismatic, Dragon Knights, although usually feared, are called upon to accomplish tasks that not even armies can perform, and are known as great saviors, or villains; it is rare for a Dragon Knight to not be known throughout the land. Their courage is boundless, their strength magnificent, and their leadership awe inspiring.

Creating a Dragon Knight

Quick Build

You can make a dragon knight quickly by following these suggestions. First, Strength should be your highest abillity score, folled by Constitution. Secound choose the sodier background. Your dragon's highest abillity score should be Strength followed by Constitution and then Inteligence.

The Dragon Knight
Level Proficiency Bonus Features
1st +2 Obtain Dragon, Fighting Style
2nd +2 Lord's Direction
3rd +2 Breath Attack, Dragon Lord
4th +2 Ability Score Improvement
5th +3 Heart Of The Dragon, Extra Attack
6th +3 Dragon Sense
7th +3 Dragon Lord Feature
8th +3 Ability Score Improvement
9th +4 Bellow Of Fear
10th +4 Dragon Lord Feature
11th +4 Draconic Fortitude
12th +4 Ability Score Improvement,Dragon's Legacy
13th +5 Art Of The Knight
14th +5 Dragon's Assault
15th +5 Dragon Lord Feature
16th +5 Ability Score Improvement, Extra Attack
17th +6 Legendary Resistance
18th +6 Dragon Lord Feature
19th +6 Ability Score Improvement
20th +6 Draconic Likeness

Class Features

As a Dragon Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, heavy armor, and shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Intimidation, Nature, Perception, Performance, or Survival.

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Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) A martial weapon and a shield or (b) Two martial weapons
(a) Scale Mail or (b) Studded Leather
(a) Dungeoneer's pack or (b) Explorer's pack
(a) 2 javelins or (b) longbow and 20 arrows

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Stylish

When you attack with your weapon you tend to show off. When you strike at an enemy, you may make an intimidation or performance check against a foe within 30 feet of you opposed by a Wisdom saving throw. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you. You are also considered to have the feat Defensive Duelist.

Strategist

Your cunning in battle allows you to make an appropriate knowledge check (Arcana, History, Nature, or Religion) once per encounter against a particular type of foe. If you beat its amount of Hit Dice/Level (take the highest of the group if there is one of that type that is higher) with your check, you gain insight against that creature type (Aberation, Humanoid, Monstrosity, etc) and your AC, saves, attack, and damage rolls are increased by 1 against those creatures. You are also considered to have the feat Alert.

Brutal

You focus on hard, explosive blows in combat. When your physical attacks connect, you may force the target to make a Strength save with a DC equal to 10 + your strength modifier + your proficiency bonus; if they fail you may move the target 5 feet away from you in any direction. You are also considered to have the feat Great Weapon Master.

Dancer

You are always ready for an attack and constantly changing your foot work. When a melee attack misses against you, you may use your reaction to attack the target. You are also considered to have the feat Mobile.

Charger

You proficient with charging enemies in the heat of battle. When you make a Dash and Attack on the same turn or when you make an Attack after moving at least half your maxmimum move, you gain advantage to your attack roll. You are also considered to have the feat Charger.

Swift

You are always swinging your swords in readiness. While you have 2 melee weapons drawn, you gain +2 AC. You are also considered to have the feat Dual Wielder.

Distant

You prefer to fight at a distance compared to close range fighting. When using a ranged weapon, you gain a +2 bonus on attack and damage rolls. You are also considered to have the feat Sharpshooter.

Lord's Direction

At level 2 you may, as a bonus action, direct your dragon to make a single attack against a target within its range. If it has an Intelligence of 10 or more, it may self direct an attack as well. Additionally, if a creature would provoke an attack of opportunity from your dragon, you may use your reaction to attack them instead.

Breath Attack

Beginning at level 3, as a bonus action, you may command your dragon to use its breath attack. If your dragon has an intelligence of 12 or has been under your service for at least a year, it may perform its breath attack on its own. After having used breath weapon, at the start of each of the dragon's turns, roll 1d6 -- on a 6 it can use breath weapon again. This becomes 5-6 at level 7 and 4-6 at level 14, and 3-6 at level 20.

Breath Attack
Dragon Size Damage/Time/Distance Area
Tiny 4d6/1 round/5 feet Cone:5/Line:10
Small 7d6/2 round/15 feet Cone:10/Line:20
Medium 10d6/3 rounds/30 feet Cone:20/Line:40
Large 13d6/4 rounds/40 feet Cone:30/Line:60
Huge 16d6/5 rounds/60 feet Cone:40/Line:80
Gargantuan 19d6/6 rounds/60 feet Cone:50/Line:100

Special Breath Attacks

Some dragons have specialized breath attacks, these attacks do not deal damage, but cause different effects, these effects only take hold on a failed save. The specifics for time spent under a condition, or how far an enemy moves from Repulsion, is listed in the table.

Special Breath Attacks
Name Description
Sleep Causes a creature to fall unconscious, this effect ends if the creature takes damage or a creature uses an action to wake it up.
Repulsion Pushes the target from the dragon.
Slowing The creature can't use reactions, its speed is halved and can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. The creature can repeat the saving throw at the end of each of its turn, ending the effect on itself with a successful save.
Weakening Creature has disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws. The creature can repeat the save at the end of its turns, ending the effect on itself on a successful save.
Paralyzing Causes the creature to become paralyzed . A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.


Dragon Lord

At 3rd level you choose the type of dragon lord you shall become. Choose Blood Lord, Dragon Slayer, or Dragoon, detailed at the end of the class description. The Lord you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th. You also begin sharing hitpoints with your dragon. Halve all damage taken by either of you, and the other takes the other half.

Abillity Score Improvements

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 when using this feature.

Heart of the Dragon

Starting at level 5, you gain your dragon's damage immunity as a resistance (Necrotic for Shadow and Radiant for Platinum). If you already have resistance to your dragon's element you instead gain immunity.


Extra Attack

At 5th and 16th level you may attack one additional time per attack action.

Dragon Sense

At level 6 you gain advantage on Wisdom (Perception) checks. Additionally, you can add double your proficiency bonus when making perception checks against creatures related to dragons that are within your sight range.

Bellow of Fear

When you reach level 9, as an action, you may let out a fearsome roar that rivals those of dragons. Each creature within 120 feet of you must succeed on a Wisdom saving throw or become frightened of you for one minute; you may allow creatures friendly to you to succeed the save. At the end of a frightened creature's turn they may make another Wisdom saving throw; if they succeed they are no longer frightened and become immune to this ability for 24 hours. Against frightened enemies, you also gain advantage on attack rolls.

Draconic Fortitude

At 11th level you can choose to have advantage on any Strength or Constitution check or saving throw, you can only use this feature once per long or short rest.

Dragon's Legacy

Starting at level 12, you share a portion of the dragon's famed lifespan. For every 20 years passed, you will only age 1 year, and are immune to the effects of aging.

Art of The Knight

When you reach 13th level you may add an additional bonus to your attack and damage rolls equal to half your proficiency bonus (rounded down) for weapon attacks you are proficient with.

Dragon's Assault

Starting at level 14, you may, as a bonus action, allow your dragon to make an additional attack action; additionally, it may move without provoking attacks of opportunity. You may use this feature once per short rest.

Legendary Resistance

At level 17, when either you or your dragon fails a save, you may use a reaction to automatically succeed on the save. You may use this feature once per day.

Draconic Likeness

At 20th level you gain all the Minor Traits possessed by your dragon (you only can gain quick once) and an AC increase equal to quarter your dragon's natural AC.

Dragon Lords

Dragon Knights rule their dragons in very unique ways. Typically categorized by their connection with their subject, they are each able to channel the spirit of a dragon in powerful ways.

Blood Lord

A Blood Lord has mixed their blood with that of their dragon, granting them a deeper connection with the dragon and allowing them to take on some of their traits. Many sorcerers can trace their lineage to an ancient Blood Lord Dragon Knight.

Power Of Blood

At level 3, a Blood Lord gains an increased fortitude, gaining 3 more hit points. Every time you level past this, you gain 1 additional hit point. Additionally, your enhanced fortitude grants you double your proficiency on Constitution or Strength saves (you pick).

Strike Of Antimagic

Starting at 7th level, you can spend one hour to bless a weapon, the blessing lasts for one day, when you strike
a target that is a spell caster with this weapon, they
must make a Constitution save against a DC (8 + proficiency + strength or dexterity) or be unable to cast spells until the end of their next turn. Additionally, if they are concentrating on a spell they have to make a concentration check with disadvantage. You can bless a number of weapons equal to your Charisma modifier per long rest.

Dragon Scales

When you reach level 10 you begin growing scales over your back and arms that match your dragon's. Your AC increases by 1 and you gain immunity to your dragon's element.

Mythical Flight

At 15th level your connection with your dragon allows you to enchant a cloak and transform it into dragon wings. Transforming it requires a bonus action. The cloak still retains its features and is still somewhat recognizable from its original form. You may only have 1 enchanted cloak at a time. If it sustains too much direct damage it becomes unusable as wings. You may create these wings with a ritual lasting 4 hours. Your flight speed equals your walking speed, but you may only fly for 1 hour before retracting your wings for 10 minutes.

Dragon Blade

Starting at 18th level, You imbue your weapon with the elemental power of your dragon, When dealing damage add 3d6 extra damage of your dragons elemental power.

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Dragon Slayer

A Dragon Slayer is not born, it is made. Slayers forcefully control the magic of their subject to grant them abilities specifically crafted to desolate dragons. There is only one creature a dragon fears, and that is a Dragon Slayer.

Fuel Of The Slayer

At level 3, when you are affected by an elemental ability, spell of first level or higher, or a breath attack based on your element or the opposite element that neither you nor your dragon caused, you become immune to the damage and you gain an amount of temporary health equal to the damage. If hit by an attack that dealt damage, you gain a bonus to hit equal to your proficiency bonus to your next attack roll against the attacker. If dropped to less than half health, you gain a hate bonus to attack rolls equal to your Strength modifier but must pass a Wisdom save every turn to not be forced to attack with DC 8 + nearest enemy's Charisma modifier + their proficiency bonus. Allies can persuade you to think clearer with a persuasion once per turn.

Draconic Expulsion

Starting at 7th level you are capable of using your dragon's breath attack as an action. You retain the same cool down and breath pool, but the recharge rate is separate.

Unequaled Intensity

When you reach 10th level, your breath attack ignores resistance and treats immunity as resistance. Legendary Interference[edit] Starting at level 15, when a creature within 5 feet of you uses a legendary action or its resistance comes into effect, you may use a reaction to cancel it out. You may use this ability once per short or long rest. Additionally, you may use this to cause a creature to reroll a saving throw, taking the lower of the two rolls.

Dragon Fury

At 18th level you may use an action to merge your dragon's spirit with yourself; while merged, you crackle with elemental energy, all your attacks gain an extra 2d10 damage of your dragon's element, you gain an extra attack when you take the attack action (which stacks with extra attack), and you ignore resistance and immunities to your physical attacks. This lasts for 1 minute and you may use this only once per long rest. While in this form, you gain temporary hit points equal to your dragon's health; if it is reduced to 0, the merge ends and your dragon falls unconscious. When you revert back, the dragon's health becomes the same as the temporary health was.

Dragoon

A Dragoon commands the power of a dragon and focuses on the ancient spellcasting abilities of dragons. Dragoons typically seek the power of dragons or are granted a dragon's strength if it deems them worthy to rule over dragons.

Art Of War

Starting at level 3 you gain training in 2 of the weapons from the table below, and you may utilize a single fighting specialization when you make an attack, based on your current weapon. Additionally, you gain the feat Martial Adept.

Crush Dance (Swords/Hammers): When you take the attack action and your attack(s) connect, you may make a secondary attack against the same target with the same weapon; you do not add your modifier to the damage of this attack.

Cross Slash (Swords/Axes): When you take the attack action, your attack connects, and there is another target within your reach, you may add 2 to the secondary target's AC. If your original attack would also connect, you also attack them, you do not add your modifier to this damage.

Spinning Cane (Staffs): You may make two additional attacks when you use the attack action; you do not add your modifier to these attack or damage rolls and you must move at least 5 feet between each attack.

Pinning Shot (Ranged): When you take the attack action you may take a penalty to your attack roll of 2; if the attack connects they make a Dexterity save against your attack. If they fail, then you pin the target (if possible) to the floor, forcing them to take a bonus action and half their movement to remove the projectile safely.

Flurry Of Styx (Unarmed): When you make an unarmed strike you may make 2 attacks; if both attacks connect, you may push the target of the second attack 5 feet from you.

Bone Crusher (Two-handed): When you take the attack action you place a large amount of force with your attack, adding a 1d6 of weapon damage, and if you roll a 6 on the extra die they are knocked proneand if you roll a 6 on the extra die they are knocked prone.

Dragon Magic

When you reach 7th level, you can access ancestral dragon magic based on your dragon type. You may use an action to cast your spell once after a short or long rest. When you reach 7th level, you can access ancestral dragon magic based on your dragon type. You may use an action to cast your spell once after a short or long rest.

Flameshot (Red/Brass/Gold): You swirl fire into a concentrated ball then hurl it in a 5 foot wide line 120 feet long, you deal 5d6 + Charisma modifier fire damage to all creatures in the line and an additional 3d6 force damage to the first target, dexterity save for half damage.

Astral Drain (Shadow): Shadows surround your weapon; you then make an attack (you may throw a weapon without the thrown property at a range of 20/60), and if your attack connects the target takes damage as normal, then takes 4d6 necrotic damage, and you heal a number of hit points equal to the necrotic damage.

Moonlight (Platinum): Moonlight shines directly on you and radiates with a radius of 30 feet (must be in a dark area or at night to use this). Every creature you choose heals 3d10 + your Charisma modifier damage, and if any undead are within the moonlight, they take 2d10 + your Charisma modifier radiant damage.

Thunder God (Blue/Bronze): Lightning strikes you from out of nowhere several times; your body glows with lightning energy, your movement speed doubles, and you may make 6 melee attacks. Each attack that connects deals 1d6 lightning + your Strength modifier + your Charisma modifier damage, and you may move your speed without provoking attacks of opportunity.

Diamond Dust (White/Silver): The air in the area becomes frigid and extinguishes all flames. Ice builds up around you and you throw out a wave of cold: each creature within a 30-foot radius of you makes a Constitution save (off your charisma). If they fail they take 3d10 + your Charisma modifier cold damage and are slowed until the start of your next turn; if they succeed they take half damage and are not slowed.

Rainbow Breath (Black/Green/Copper): You breathe in deeply, then exhale in a 60-foot cone: each creature within the cone must make a Dexterity save or take 3d8 + your Charisma modifier acid damage; they take half damage on a successful save. They must then make a Constitution save or take 2d10 poison damage and become poisoned for 1 minute; if they succeed they take half damage and are not poisoned.

Armor Of Yore

At level 10 you may spend 8 hours infusing your armor with ancient dragon magic. While you wear this armor you become immune to poison and fear effects, and cannot be stunned. You may only have 1 set of this armor; if you enchant another the original loses this property. Other heroes who wear the armor are not affected.

Channel Dragon's Might

Beginning at 15th level, as an action, you may channel your dragon's strength through your body: for the next minute, you may add your dragon's Charisma modifier to all of your attacks' damage (even if it would already be added); you may do this a number of times per long rest equal to your Charisma modifier.

Dragoon's Calling

When you reach level 18, you may use your dragon's magical spells, major, and minor skills (those that pertain only to the dragon) a number of times equal to your Charisma modifier after you take a short or long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Str or Dex: 13 and Chr: 13 Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light armor, medium armor, and shields

Creating your Dragon

Your dragon levels with you, as though it had a class. The dragon starts with the following ability scores (ordered in any way you like) 12, 12, 11, 10, 10, 8. Your dragon cannot wield weapons, it is considered proficient with its own attacks. Custom armor can be tailored to the dragon's size and shape, which due to its specialized nature, will cost 3 times as much as the base armor. If your dragon dies (same rules as a player death) you are unable to regain a different dragon, but instead must resurrect or reincarnate your original dragon, either through magic or a quest given by the DM. Your dragon is proficient with 2 skills of your choice and is proficient in one save, choose 1 between Dexterity, Constitution, or Wisdom. It gains an additional 2 skills and saves at every 7 level, 14 level, and 20th level. Your dragon improves as you level, as shown on the table below. The dragon has the following ability score restrictions: Medium and smaller: Max of 24, Large: 26, Huge: 28, Gargantuan: 30

Types of Dragons

Type Alignment Breath Weapon Saving Throw
Black Chaotic Evil Acid Dexterity
Blue Lawful Evil Lightning Dexterity
Green Lawful Evil Lightning Constitution
Red Chaotic Evil Fire Dexterity
Shadow Lawful Evil Necrotic Dexterity
White Chaotic Evil Cold Constitution
Brass Chaotic Good Fire Dexterity
Bronze Lawful Good Lightning Decterity
Copper Chaotic Good Acid Constitution
Gold Lawful Good Fire Dexterity
Platinum Chaotic Good Radiant Dexterity
Silver Lawful Good Cold Consitution

Minor Traits

Echoing Voice

The dragon's voice bellows out and can be heard up to a mile away, must be at least large sized.

Proficient

Your dragon may choose 1 skill of your choice to gain proficiency, it may only select this trait a maximum of 4 times

Language

Your dragon learns a new language, you may select this trait multiple times.




Sight

The first time your dragon chooses this it gains darkvision out to 60 feet, the second time they gain blindsight out to 10 feet.

Amphibious

Your dragon can breathe in water.

Ice Walk

The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost extra movement.

Quick

Your dragon's walking speed increases by 10 feet, you may select this trait multiple times.

Swimmer

Your dragon gains a swim speed equal to your walking speed.

Immunity

Choose charmed, exhaustion, frightened, or paralyzed, your dragon gains immunity to your chosen condition. You may select this trait multiple times.

Finesse

Your dragon's attacks becomes finesse weapons. It must be at least small sized to select this trait.

Hypnotic Speech

Your dragon may speak to a non-hostile creature, do a persuasion check, the target makes a wisdom saving throw against your check, if they fail they become charmed by you for 1 day, then become immune to this effect for 24 hours, if a creature succeeds their saving throw they also become immune for 24 hours. Your dragon must be at least small size to select this trait.

Greater Capacity

Your dragon gains one more use of its breath attack before needing to recharge. It cannot recharge while it has uses remaining unless it is at least large size. It must be at least medium size to select this trait.


Major Traits

Feat

Your dragon gains a feat of that it qualifies for, you may select this trait multiple times selecting a different Feat each time it does.

Ability Score Increase

Your dragon gains an ability score increase, you cannot use this on your highest ability score unless tied, you may select this trait multiple times.

Saves

Your dragon gains proficiency in 2 of the following saves, Strength, Intelligence, or Charisma.

Additional Breath Attack

You may choose any breath that a different dragon would know; your dragon may now use it in place of its own breath attack, each recharging individually. You may select this trait multiple times.

Overcome Resistance

Your dragons attacks ignore resistances, it
must be at least huge sized to choose this
trait.

Skilled

Your dragon may choose 2 minor traits to gain, you may select this trait multiple times.

Flight

Your dragon gains the ability to fly at a speed equal to
twice its walking speed. You may select this trait
multiple times, each time adding 20ft.

Burrow

Your dragon gains a burrow speed equal to your walking speed.

Specialty

Choose fly, burrow, or swim: your dragons speed is double your walking speed for the movement you choose.

Caster

Your dragon learn's one spell upon this feat's selection from the sorcerer spell list. At every other level after the level this feat was selected at, your dragon may learn a new spell from the sorcerer spell list. These spells may be cast once per day and are recharged after a long rest. Your dragon must be small or larger to select this feat. Every size category increase gains access to the next level spell. Small 0 level, Medium 1st level, etc. Your dragon uses its charisma as the spell casting modifier and cast spells by using the knight's bonus action.

Change Shape

Once per long rest, your dragon may transform into a humanoid of a level or challenge rating equal to the amount of Dragon Knight levels that your lord has, the dragon may maintain this form for a number of hours equal to your charisma modifier. The dragon reverts to its true form if it dies, and at Dungeon Master discretion, choose if any equipment the dragon is carrying gets absorbed or borne by the new form. The dragon keeps its alignment, hit points, Hit Dice, proficiencies, spellcasting, Overcome Resistance trait, Feats it may have taken that the new form qualifies for, Intelligence, Wisdom, and Charisma scores, as well as the ability to revert back to Dragon form. Your dragons stats and capabilities are otherwise replaced with those of the new form, except any class features or Legendary actions they may have. In addition, this can be used to shrink your dragons size to whatever you please. Your dragon must be at least large sized to select this trait.

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Dragon

Dragon, alignment based off type


  • Armor Class 13 + Dexterity Modifier + Bonus + Armor
  • Hit Points 8 + Con Mod + Level(1d8 + Con Mod)
  • Base Speed 30ft.
  • Stat Spread: 12, 12, 11, 10, 10, 8

Bite. Piercing, reach 5ft
The range increases to 10 feet at level 7 and again to 15 feet at level 20.
Claw. Slashing, reach 5ft
This range increases to 10 feet at level 20,Finesse. Tail Sweep. Bludgeoning, 15ft radius on self, Dexterity save to avoid damage, Radius increases to 20 ft at lv 20.


>| Level | Proficiency Bonus | Size | Attacks| AC Bonus| Features| |:---:|:---:|:---:|:---|:---:|:---| | 1st | +2 |Tiny|None|1|Minor/Major Trait| | 2nd | +2 | Tiny|Bite: 1d4+Str|1|Ability Score Increase, Minor Trait| | 3rd | +2 | Small|Bite: 1d4+Str|1|Major Trait | | 4th | +2 |Small|Bite: 1d4+Str|1|Ability Score Increase, Minor Trait| | 5th | +3 |Small|Bite: 1d4+Str|1|Major Trait | | 6th | +3 |Small|Bite: 1d6+Str|1|Ability Score Increase, Minor Trait| | 7th | +3 |Small|Bite: 1d6+Str|2|Major Trait | | 8th | +3 |Medium|Bite: 1d6+Str|2|Ability Score Increase, Minor Trait| | 9th | +4 |Medium|Bite: 1d6+Str|2|Major Trait | | 10th | +4 |Medium|Bite: 1d8+Str Claw: 1d6+Str/Dex|2|Ability Score Increase, Minor Trait| | 11th | +4 |Medium|Bite: 1d8+Str Claw: 1d6+Str/Dex|2|Major Trait | | 12th | +4 |Medium|Bite: 1d8+Str Claw: 1d6+Str/Dex|3|Ability Score Increase, Minor Trait| | 13th | +5 |Large|Bite: 1d8+Str Claw: 1d6+Str/Dex Tail: 1d4+Str|3|Major Trait | | 14th | +5 |Large|Bite: 1d8+Str Claw: 1d6+Str/Dex Tail: 1d4+Str|3|Ability Score Increase, Minor Trait| | 15th | +5 |Large|Bite: 2d6+Str Claw: 1d6+Str/Dex Tail: 1d6+Str|3|Major Trait | | 16th | +5 |Large|Bite: 2d6+Str Claw: 1d6+Str/Dex Tail: 1d6+Str|3|Ability Score Increase, Minor Trait| | 17th | +6 |Large |Bite: 2d6+Str Claw: 1d6+Str/Dex Tail: 1d6+Str|4|Major Trait | | 18th | +6 |Huge|Bite: 2d8+Str Claw: 2d6+Str/Dex Tail: 1d8+Str|4|Ability Score Increase, Minor Trait| | 19th | +6 |Huge|Bite: 2d8+Str Claw: 2d6+Str/Dex Tail: 1d8+Str|4|Major Trait | | 20th | +6 |Gargantuan|Bite: 2d10+Str Claw: 2d8+Str/Dex Tail: 1d12+Str|5|Ability Score Increase, Minor Trait|