Dragon Soul

Brandishing a greatsword a burly human brings it down upon a gnoll threatening a family in an alleyway. The gnoll dodges and attempts to flee but is knocked down by the golden flash of a tail that then fades from the humans body. The gnoll dives for an attack on one of the family members but as they attack a shimering metalic shield apperates to block their attack and the gnoll is cut down.

An elf searches through their notes when suddenly their door is thrown off its hinges. Bandits file in to steal anything of worth. Without uttering a word the elf looks at their leader as they fall to the floor, blood dripping from their ears. Suddenly the elf apperates behind the bandits blocking their only exit.

A dwarf wreathed in arcs of electricity marches through the battlefield. They unleash a shock of lightning from their mouth singing their foes. They swing their axe which lands in another explosion of lightning. The axe is knocked out of their hands, but they swing regardless manifesting massive draconic claws to finish off their enemy.

All of these people contain the soul of a dragon. Dragon souls are incredibly rare and as they arent any different in appearance are often underestimated. Dragon souls are a diverse group whose abilites corespond with the type of dragon their soul belongs to.

Born with Power

Dragon souls hold within them the power fo a dragon from the moment the soul is chosen for the body. These abilites can manifest at any age but usually not until after adolecence. Even through they are born with this power many dragon souls dont know that they are special. Some can even go their entire lives without ever knowing they have the soul of a dragon.

Connected to Reality

Dragons hold a very special position within the world. Though their importance changes from setting to setting, dragons are usually creatures held with reverance or fear and the death of a dragon can be equally important. Dragons dont typically reincarnate as humanoids so when one does they are usually destined for great things.

Creating a Dragon Soul

When making a dragon soul consider what kind of dragon that you want to be. Dragons have stareotyical aspects to their personality such as metalic dragons being noble or chromatics being selfish. This can either guide your characters personality or you can choose to have them being different as groing up as a humanoid can do a lot to shape a personality.

Consider how your character feels about having the soul of a dragon. Are they proud? Do they hide it? Are they curious about the dragon they once were? If they do discover or know who the dragon they came from was how do they react to that? Many dragons have large roles in history, is your character arogant or shameful about it?

It is also possible that your character wasnʻt born maybe the dragonʻs soul was forced into a humanoid body retaining all its memories or maybe in order to survive a mortal wound a dragon transfered its soul into the body of another granting them its draconic abilites.

The possibilites are endless. As long as your character contains the soul of a dragon, you are a dragon soul.

Quick build

To build a dragon soul quickly, make Strength your highest ability score followed by constitution then intelligence. Then choose your dragon type based on what subclass you will want to take once you reach level 3.

Credit: Valve, DOTA 2

Dragon Soul
Level Proficiency Bonus Features Dragon Points
1st +2 Scaled Strength, Draconic, Dragon Type
2nd +2 Dragon Points, Draconic Manifestation 2
3rd +2 Subspecies 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Draconic Manifestation Improvement 6
7th +3 Subspecies Feature 7
8th +3 Ability Score Improvement 8
9th +4 Shape Change 9
10th +4 Draconic Manifestation Improvement 10
11th +4 Subspecies Feature 11
12th +4 Ability Score Improvement 12
13th +5 Diamond soul 13
14th +5 Draconic Manifestation Improvement 14
15th +5 Subspecies Feature 15
16th +5 Ability Score Improvement 16
17th +6 Draconic Fortification 17
18th +6 Wyrm Body 18
19th +6 Ability Score Improvement 19
20th +6 Freedom of Form 20

Creating a Dragon Soul

Dragon souls are people who somehow have a connection withe the soul of a dragon. They could be a reincarnated dragon, a dragon cursed to live as a humanoid or bound to a dragon soul by ritual, let your immagination run wild wen creating a dragon soul.

Class Features

As a dragon soul You gain the following class features

Hit Points


  • Hit Dice: 1d10 per (your class) level
  • Hit Points at 1st Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per (your class) level after 1st.

Proficiencies


  • Armor: All armor, shield
  • Weapons: Simple weapons, mertial weapons
  • Tools: None
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, History, Perception, Investigation, Persuasion, Athletics, Deception

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) 5 javelins or (b) any simple melee weapon
  • (a) a dungeoneers pack (b) an explorer's pack

Scaled Stregth

Dragon's strength flows through your body and aids in both your offence and defence. When you aren't wearing armor, your AC is 13 + your Constitution modifier as subdermal scales protect you from harm. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Additionally whenever you make an attack roll using strength you can choose to add 1d4 damage to the weapons damage roll. This can be acivated a number of times equal to your proficiency bonus and is recharged on a long rest.

Draconic

Your soul is tied to the ancient history and lore of dragons and as such can speak and read draconic innately. Additionally you are considered humanoid but you are also considered a dragon and anything that specifically affects dragons also affects you as well.

Dragon Type

At 1st level you must choose a dragon type from the Dragon Type Table. This choice will determine the type of elemental damage you deal as well as what shape your breath weapon takes, the associated saving trow, and other subclass abilities. This choice also chooses what subclass abilities you will take at level 3. Any colored dragon you choose will give you the Chromatic subclass, any gems will give you the Gem subclass and any metal will give you the Metallic subclass.

Dragon Type
Dragon Type Associated Element
Black Acid - Line - Dexterity
Blue Lightning - Line - Dexterity
Green Poison - Cone - Constitution
Red Fire - Cone- Dexterity
White Ice - Cone - Constitution
Amethyst Force - Cone - Strength
Crystal Radiant - Cone - Constitution
Emerald Psycic - Cone - Intelligence
Sapphire Thunder - Cone - Constitution
Topaz Necrotic - Cone - Constitution
Brass Fire - Cone - Dexterity
Bronze Lightning - Cone - Dexterity
Copper Acid - Line - Dexterity
Gold Fire - Cone- Dexterity
Silver Cold - Cone - Constitution

Dragon Points

Starting at 2nd level you have formed a connection with your dragon soul that allows you to use draconic abilities. This manifests as Dragon points. Your dragon soul level determins the number of points you have, as shown in the Dragon Points collumn of the Dragon Soul table.

You can spend these points to fuel various draconic abilities. You start knowing two such abilities: Claw and Tail. You learn more abilites as you gain levels in this class.

When you spend a dragon point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your dragon points back into yourself.

Some of your dragon abilites require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows.

Dragon Save DC = 8 + your proficiency bonus + your Constitution modifier

Draconic Manifestation

While you are locked in your humanoid form you can partially manifest parts of your draconic body. You can consume dragon points to manifest your tail, claws or bite. When you take the attack action, you can forgo one of the attacks to instead use one of these features unless it has an alternate casting time. This ability gets stronger when you reach dragon soul levels 6th, 10th, and 14th level. You can find the damage upgrades on the Damage Scaling table. Additionally, your dragonic manifestations are considered magical for the purposes of overcoming resistances.

  • Claw: You grow long claws you slash your foes. You can spend 1 dragon point to make a melee attack with a 5ft range, the attack is calculated as follows: Proficiency + Strength modifier to hit, 3d6 + Str modifier damage.

  • Tail: You can spend 1 dragon point to sweep your tail around you causing thing to fall over. Large or smaller creatures within 5 ft of you must make a dexterity saving throw against your DC or fall prone and take 1d8 damage or half on a succcess.

Subspecies

At 3rd level your dragon subspecies begins to make its self known. You gain a feature based on the subspecies that you chose with your race. It is assumed that you were always of this type and the powers are only now begining to manifest in a meaningful way now.

Ability score improvment

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

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

Draconic Manifestation Improvement

At 6th level you can now manifest your internal parts allowing you to use a breath weapon based on your dragon type and roar which allows you to use frightful pressence. You can take an action or replace one of your attack actions with one of these abilities.

  • Breath Weapon: You can spend 2 dragon points and an action to use a breath weapon with a range of a 20ft cone or 60ft line based on your dragon subspecies each creature must make an associated saving throw or take 5d6 (Dragon type) damage or half on a success.
  • Frightful Presence: You can spend 2 dragon points and all enemies within 30ft of you must make a wisdom saving throw or become frightend of you for 1 minute or until they succeed the saving throw at the end of their turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Damage Scaling
Attack Type 2nd 6th 10th 14th
Claws 3d6 4d6 5d6 6d6
Tail 1d8 2d8 3d8 4d8
Breath Weapon 5d6 6d6 7d6

Shape Change

At 9th level you are able to change the appearance of your form to what you see fit. You can take an action to assume the psycical form of a creature or humanoid of a CR equal to or lower that your level. While in this from all of your stasticics stay the same. To transform into a creature you must consume a number dragon points determined by the Dragon Point CR table.

If you are in humanoid form you can cast spells and use draconic manifestations as normal. If you are in creature form you can still talk as well as make the sounds of the creature. You can still cast and concentrate on spells while in a creature form but you can only cast a spell if it doesnt have material or somatic components. You may still use your draconic manifestations as normal but cannot use any of the creatures special abilities.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

If you would transform into a creature that has a fly or swim speed, if that speed is faster than your walking speed then it is instead replaced to be equal to your walking speed. You also gain temporary hit points equal to double the CR of the creature.

This transformation ends if you are reduced to 0 hit points or use a bonus action to end it. You can use this feature twice. You regain expended uses when you take a short or long rest.

Dragon Point CR
CR Dragon Point Cost
1-2 1
3-6 2
7-11 3
12-16 4
16-20 5

Draconic Manifestation Improvement

At 10th level you are able to manifest your wings and draconic sight allowing you temporary fly speed and blindsight.

  • Wings: As a bonus action you can spend 3 dragon points to grow wings to gain a flying speed equal to double your walking speed for 10 minute with concentration.
  • Eyes: As a bonus action you can spend 3 dragon points to heighten your senses giving you 60ft blindsight for 10 minute with concentration.

Strengthed Soul

At 13th level you gain proficiency in dexterity and charisma throws and can use 2 dragon points to re-rolled a failed save.

Draconic Manifestation Improvement

At 14th level you can manifest the maw of the dragon to bite your foes into subission. You can take an action or replace one of your attack actions with this ability.

  • Bite: You can spend 4 dragon points to bite a creature within 5 feet of you makeing a strength based melee attack which you are proficient in. This deals 4d10 + Strength modifier slashing damage + 4d6 elemental damage. When you bite a large or smaller creature you can choose to restrain them until the end of your next turn by spending an additional 2 Dragon Points. You can extend this duration by 1 round by consuming 1 more Dragon Point during your turns.

    The creature can attempt to excape on their turn by taking an action. If you use your breath weapon while a creature is restrained by your bite they automaically fail the saving throw but the range for your breath weapon is halved.

Draconic fortification

At 17th level your body adapts to its draconic hardiness. Your natural armor hardens granting instead, 15 + Consitution bonus

Wyrm Body

At 18th level you now age at the rate of a dragon, meaning you have a lifespan of 2500 years. If your character is of old age, their body slowly slowly returns to their prime form or the form appropriate for where they are in their new lifespan.

Freedom of Form

At 20th level you finally are able to take your full dragon form you may take an action to assume your dragon form using the stat block below. You keep your Intelligence, Wisdom, and Charisma scores while in dragon form and can still benifit from granted resistances, immunity, and different types of movement. You stay in this form for a number of hours equal to your intelligence modifier (minumum of 1). You may use this feature once until it recharges during a long rest.

This transformation ends if you are reduced to 0 hit points or use a bonus action to end it. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You cannot use draconic manifestations in this form and while in this form you can still cast spells as long as they dont have a material component.

Subspecies

Your dragon soul is drawn towards a specific type of dragon. Typically this is based on the type of person you are. metallic dragons are noble, gem dragons are witty and mysterious, and chromatic dragons are headstrong and spontanious. Of course your character doesnt have to match these traits in order to be a compelling character.

Gem Dragon

Gem dragons are creature of immence psionic abilities. Being of a gem dragons soul grants you pieces of these abilities.

Subspecies Spellcasting

At 3rd level you gain the spell prowess of a gem dragon granting you limited spellcasting.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips You learn two cantrips of your choice from the Gem Dragon spell list. You learn an additional Gem Dragon cantrip of your choice at 10th level.

Spell Slots The Gem Dragon Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher The Spells Known column of the Gem Dragon Spellcasting table shows when you learn more Gem Dragon spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the gem dragon spells you know with another spell of your choice from the gem dragon spell list. The new spell must be of a level for which you have spell slots.


Dragon Form

Huge Dragon, your allignment


  • Armor Class 20
  • Hit Points 250
  • Speed 40ft, fly 60ft.

STR DEX CON INT WIS CHA
27(+8) 10(+0) 26(+8)

  • Senses blindslght 60ft, darkvision 120ft.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage

Breath Weapon (Recharge 5–6). The dragon exhales an elemental blast in a 90-foot cone or line based on your dragon type. Each creature in that area must make a saving throw determinded by your dragon type against your DC, or take (12d10) elemental damage on a failed save, or half as much damage on a successful one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Ability Intelligence is your spellcasting ability for your gem dragon spells, since you learn your spells through your psionic mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gem dragon spell you cast and when making an attack roll with one.

Psionic Mind

At 3rd level your mind opens to the realm of thoughts. You learn to speak telepathically to creatures within 60 feet of you. You must share a language with a creature in order for it to understand your telepathic utterances

Psycic Step

At 7th level your psionic prowess allows you to relocate yourself in the blink of an eye. As a bonus action you can magically teleport to an unoccupied space you can see within 30 feet of you. you can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dragon Casting

At 7th level you gain the ability to speed up the casting of your spells using dragon points. When you cast a spell with a casting time one action you can spend a number of dragon points equal to the spells level to make the casting time 1 bonus action.

Magical Thoughts

At 11th level your Psionic Mind develops further extending the range to 120 feet. Additionally it allows you to cast spells purely in your mind. When you cast a spell you can choose to cast it without verbal, somatic or material (without a gold cost) components. Casting a spell in this way consumes 1 Dragon point.

Gem Magic

At 15th level you have become so attuned with your dragon soul you can create a new type of magical effect on the world around you in a new way. Doing this takes an action and can be used a number of times equal to half your intelligence modifier rounded down (minimum of 1), recharging on a long rest. You can find which action you get on the Gem Action table based on your dragon type.

Gem Action
Dragon Action
Amethyst Explosive Crystal
Crystal Starlight Strike
Emerald Emerald Embers
Sapphire Telekenetic Fling
Topaz Essential Reduction
Explosive Crystal

You summon an amethyst that that explodes at a point it can see within 60 feet of you. Each creature within a 20-foot-radius sphere centered on that point must succeed a Dexterity saving throw or take (10d8) force damage and be knocked prone.

Starlight Strike

You release a searing beam of starlight at a creature that you can see within 60 feet of you. The target must succeed on a Dexterity saving throw or take (14d6) radiant damage or half as much on a success.

Emerald Embers

You create a dancing mote of green flame around a creature you can see within 60 feet of you. The target must succeed on a Dexterity saving throw or take (15d6) fire damage or half as much on a success.

Telekenetic Fling

You choose one Small or smaller object that isn't being worn or carried that you can see within 60 feet of you, and magically hurl the object at a creature it can see within 60 feet of the object. The target must succeed on a Dexterity saving throw or take (15d6) bludgeoning damage or half as much on a success.

Essential Reduction

You target a creature or an object not being worn or carried that you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take (11d6) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.

Gem Dragon Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 4
4th 2 4 4
5th 2 4 4
6th 2 4 4
7th 2 5 5 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Metallic Dragon

Metallic dragons are noble creatures who protect their allies and those of good heart. They are very attuned of truth and ward away lies.

Innate Spellcasting

At 3rd level your metallic dragon nature begins to manifest granting you innate spellcasting. Choose two spells from, cure wounds, bless, shield of faith, calm emotions, protection from evil and good. You can cast those two spells in any combination twice per day. For example you could cast cure wounds twice in a day or cast cure wounds and bless once each in a day. This ability recharges on a long rest. Choose either Wisdom or Charisma for your spellcasting modifer for this ability.

Insightful Intuition

Your metallic dragon soul is very attuned with what true and what is a lie. You gain proficiency in insight if you did not already. Additionally you gain advantage on insight checks to determine whether you are being lied to.

Metallic Manifestations

At 7th level your unique metallic self starts to be able to manifest externally. You gain two additional Draconic manifestations, a new breath weapon based on your dragon type and an ability that allows you to protect those in need.

  • Protector of Those in Need: As a reaction to a creature failing a saving throw within 30 feet of you, your sense of justice and fairness can influence the world around you allowing you to spend 2 Dragon Points to have that creature add your intelligence modifier to their saving throw potentially turing that failure into a success.

  • Metallic Breath Weapon: Metallic dragons dont always want to kill their targets so they developed a non leathal breath weapon. You gain a new breath weapon you can choose to use instead of your normal one. You can find which breath weapon you get on the Metallic Breath Weapon table. You can spend 2 dragon points and an action to use this ability.

Metallic Breath Weapons
Dragon type Breath Weapon
Brass Sleep Breath
Bronze Repulsion Breath
Copper Slowing Breath
Gold Weakening Breath
Silver Paralyzing Breath
Sleep Breath

You exhale sleep gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for 1 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Creatures who are immune to being charmed are immune to this effect.

Repulsion Breath

You exhale repulsion energy in a 20-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet away from you.

Slowing Breath

You exhale gas in a 20-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. This effect last until the end of your next turn. but you can extend its duration by spending an aditional dragon point at the end of your turn.

Weakening Breath

You exhale gas in a 20-foot cone. Each creature in that area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Breath

You exhale paralyzing gas in a 20-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed. This effect last until the end of your next turn. but you can extend its duration by spending an aditional dragon point at the end of your turn.

Liar's Revalation

At 11th level you can compel the truth from liars. As an action you can emminate an aura of truth within 15 feet of you for 10 minutes. Whenever a creature within the aura tells a lie they must make a charisma saving thow against your dragon DC or they find themselves accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for the next 24 hours. you can use this ability a number of times equal to your intelligence modifier (minumum of 1).

Aura of the Guardian Dragon

At 15th level your mastery over justice can protect those you deem just. In a burst of light, your wings appear for but a moment as each creature you choose within 30 feet of you gains a +3 to their AC with a metallic sheen washing over them. This effect lasts for 1 minute and requires concentration. You can use this ability a number of times equal to half your intelligence modifer rounded up (minimum of 1). This ability recharges on a long rest.

Chromatic Dragon

Chromatic dragons are tied to the element they represent on a level that goes to the very fabric of the universe. With a chromatic dragon's soul it allows you to harness that elemental fury and chaos.

Draconic Resistence

At 3rd level your draconic nature is attuned to the elements because of this it grants you protection againt them. You are resistant against a type of damage associated with the chromatic dragon you chose.

Chromatic Resistence
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Elemental Strikes

At 3th level your dragon soul allows you to infuse your attacks with elemental energy. When you hit a creature with a melee attack you can choose to deal an aditional 2d6 elemental damage based on your dragon type. You can only use this ability once per turn and has a number of uses equal to your proficincy bonus. Elemental strikes reagins its uses on a long rest.

This damage increases to 3d6 at 6th level, 4d6 at 10th and 5d6 at 14th.

Environmental Aptitude

At 7th your body has begun to adapt to the native environment of your dragon soul. You gain a new type of movement based on your dragon type as shown on the Dragon Movement table.

Dragon movement
Dragon Movement Type
Black Swim 30 ft.
Blue Burrow* 20 ft.
Green Swim 30 ft.
Red Cimbing 30 ft.
White Burrow 20* ft. or Swim 30 ft.

*for burrow speeds it is assumed that the ground is filled in behind you and leaves no structural instability.

Chromatic Manifestation

At 7th level you gain the ability to not only manifest your draconic body but your elemental one as well allowing you to pull the elements to your aid.

  • Elemental Aura: You can wreath your self in your attuned element causing harm to your enemies. You can consume 2 Dragon Points to emit a 15 foot radius aura centered on yourself that moves with you and lasts for 1 minute. Whenever an enemy starts its turn within the radius or enters it for the first time on their turn they must make the saving throw based on the elemental aura saving throw table or take 2d8 elemental damage, or half on a success.
Elemental Aura Saving Throw
Dragon Damage Type
Black Dexterity
Blue Dexterity
Green Constitution
Red Dexterity
White Constitution

Draconic Immunity

At 11th level your body has fully adapted to its element now granting you immunity to the damage assiciated with your dragon type.

Potent Element

At 11th level your mastery with your element has allowed you to affect those who are normally immune to it to feel its wrath. When you deal elemental damage to a creature from a dragon soul ability you ignore resistance to that type of damage and you treat immunity to that element as resistance instead, dealing half damage.

Aspect of the elements

At 15th level you can pull your inner elemental essence into reality to punish your foes. This transformation lasts for 1 minute and can be used twice, recovering lost charges on a long rest.

While Aspect of the Elements is active whenever someone hits you while within 5 feet of you they take 1d8 elemental damage, and whenever you hit a creature with an attack, that attack deals an additional 2d6 elemental damage. Finally, you gain another effect based on your dragon type.

  • Black: You can make a melee attack against a creature within 5 feet to splash them with acid. If that creature is wearing metal armor or is made of metal their AC is decreased by 1 and deals 3d8 acid damage. This effect is stackable up to 5 times. If you put 5 stacks on a single creature when the combat ends their armor breaks and is no longer useable.
  • Blue: You gain the ability to jump across the land like lightning. As a bonus action you can teleport up to 15ft to a place you can see.
  • Green: If you have done poision damage on your turn you can spend a bonus action to activate the poision in the body of a creature within 60 feet of you. They must make a constitution saving throw or become poisioned for 1 minute. While poisioned in this way the creature cannot be be healed.
  • Red: You can spend an action to erupt the ground beneath someones feet. Choose a 10 foot square on the ground you can see within 120 feet. If a creature is standing on a square in the area they must make a dexterity saving throw, on a failure they take 2d8 bludgening damage and 4d6 fire damage or half on a success.
  • White: You have a freezing arua that you can worsen for your enemies. Freezing winds buffet a 20ft radius around you causing it to be lightly obscured and difficult terrain. When you deal cold damage to a creature their speed is reduced by 10

Credit: Wizards of the Coast

Gem Dragon Spell List

Cantrips
  • Acid Splash
  • Blade ward
  • Firebolt
  • Frostbite
  • Lightning Lure
  • Poison Spray
  • Primal Savegry
  • Ray of Frost
  • Sapping Sting
  • Sword Burst
  • Thaumaturgy
  • Thunderclap
1st Level
  • Absorb Elements
  • Chaos Bolt
  • Charm Person
  • Chromatic Orb
  • Command
  • Dissonant Whispers
  • Faerie Fire
  • Identify
  • Jump
  • Longstrider
  • Magic Missile
  • Nathair's Mischief
  • Protection from Evil and Good
  • Shield
  • Tasha's Hideous Laughter
2nd Level
  • Blur
  • Detect Thoughts
  • Earthbind
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Mind Spike
  • Misty Step
  • Ray of Enfeeblement
  • See Invisibiliy
  • Tasha's Mind Whip
  • Vortex Warp -
3rd Level
  • Ashardalon's Stride
  • Blink
  • Counterspell
  • Dispel Magic
  • Fly
  • Intellect Fortress
  • Protection from Energy
  • Sending
  • Slow
  • Tounges
4th Level
  • Arcane Eye
  • Compulsion
  • Control Water
  • Greater Invisibility
  • Phantasmal Killer
  • Raulothim's Psycic Lance
  • Stoneskin