Dragon A tall albino human outlander strides through a blizzard, draped in soft cloths and hefting his axe. He chuckles softly as he walks toward the frost giant who dared poach from his elk herd. A hoard of kobolds stops nervously at the words of the imperious elf as she grow horns and wings, revealing her true form. They begin to bow their heads and beg for forgiveness at the sight of the dark tyrant before them. Flying across the grassy plains around his hometown, a silver dragon lets out a roar at the invading orc army. They begin to retreat as blasts of icy wind spew from the dragon's maw, freezing many of their warriors. All of these dragons know that they are at the top of the food chain, and use that fact to protect what is rightfully theirs and rule benevolently over their domain. Apex Predators Dragons were created to be lethal hunters with a strong force of personality. Their natural weapons: claws, teeth, tail, and breath are all legendarily effective on the field of battle. Dragons are not born massive and indomitable however, and the story of how a dragon learns and grows defines each of the legendary dragons that in turn define the world. Shapeshifted dragons usually take their natural combat talents and apply it to their humanoid forms, becoming fearsome warriors even when not in their full majesty. Innate Shapeshifters Not all dragons are shapeshifters. Those that are able to shapeshift at a young age tend to innately enjoy the company of the smaller races and are far more socialable and humble. A sort of proud humility involved in reducing such a grand form and treating the smaller races as equals. In rare cases where a wyrmling is able to shapeshift, they actually often tend to look up to the more experienced people they travel with, seeing them both as mentors and family to be protected. Creating A Dragon When creating a dragon it is important to think both about why you are wandering the world, as well as where you came from. What about your dragon has led them to innately develop the ability to shapeshift so early? What does your dragon collect in their hoard? Is it something valuable or something rare but inconsequential? Are your parents alive and lording over distant lands or have they been slain by a group of heroes or villains? What did they want for you to grow up doing? Read through your selected Dragon Type's entry in the monster manual, and check with you DM to learn what dragons are in your game and their place in the world.

Class Features As a dragon, you gain the following class features. Hit Points Hit Dice: 1d8 per dragon level

1d8 per dragon level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: none Saving Throws: Charisma, Constitution

Charisma, Constitution Skills: Stealth and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two martial weapons or (b) a longbow and a quiver of 20 arrows

(a) a scholar's pack or (b) an explorer's pack

A pouch containing 100 gp Multiclassing Prerequisistes. To qualify for multicasting out of the Dragon class, you must meet these prerequisites: Strength 13 and Charisma 13. You cannot multiclass into the Dragon class.

True Nature At 1st level, your draconic nature manifests. You have two creature types: humanoid and dragon. You can be affected by a game effect if it works on either of your creature types. In addition, regardless of the armor you are wearing, your AC cannot be reduced below 14+your proficiency modifier. You can speak, read, and write Draconic. Draconic Form Starting at 1st level, you assume your true form as a dragon whenever you end your turn without temporary hit points.

While you are in your Draconic Form, you gain the following properties: You no longer count as a humanoid creature.

Your Strength and Constitution scores increase by 3, to a maximum of 23, without affecting your current or maximum hit points.

You gain a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

You gain razor sharp claws, which are natural melee weapons, with which you’re proficient. When you hit with them, the target takes slashing damage equal to 2d6 + your Strength modifier. You also lose proficiency with simple and martial weapons.

Your Draconic Form counts as your original form for purposes such as Truesight and Antimagic Field. If any effect forces you into your Draconic Form, you immediately lose all of your temporary hit points. You choose whether your Equipment falls to the ground in your space, merges into your Draconic Form, or is worn by it. Equipment that merges with your Draconic Form has no effect. Your DM decides whether it is practical for your Draconic Form to wear a piece of equipment. If you die, all the equipment merged into your Draconic Form falls to the ground in your space. On your turn, you can use your action to lose all your temporary hit points. Whenever you gain temporary hit points, you return to your humanoid form. False Form Starting at 2nd level, you can gain temporary hit points equal to your level plus twice your Charisma modifier as a bonus action. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. Predatory Senses At 2nd level, you gain significantly heightened senses. You gain Darkvision out to a range of 60 feet, as described in chapter 8. In addition, you gain Blindsight out to a range of 10 feet, letting you perceive your surroundings without relying on sight within that radius. At 14th level, the range of your Darkvision increases to 120ft, and the range of your Blindsight increases to 30ft. Draconic Weapons At 3rd level, you gain access to different methods of attack while in your Draconic Form. You can use the following melee weapon attacks up to once per turn each. Bite Attack. Your fanged maw is a natural melee weapon, with which you’re proficient. When you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier + 1d8 damage of your draconic ancestry’s relevant damage type. This damage increases to 2d8 at 9th level, and 3d8 at 14th level. Tail Attack. Your tail whips out as an extension of your body. You can shove or grapple a target within 10 feet. The reach of this attack increases by 5 feet at 9th level, and an additional 5 feet at 14th level. Wing Attack. You beat your wings. Creatures your size or smaller within 10 feet of you must make a Strength saving throw, with the DC being equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is knocked prone. After attacking this way, you can immediately move up to half your flying speed. Dragon Type At 3rd level, you choose your Dragon Type, which describes your Draconic Ancestry. While you are in your Draconic Form, you have immunity to the damage type specified in the Breath Weapon table below, and resistance to it while not in your Draconic Form. Breath Weapon Dragon Type Element Breath Shape and Save Damage Dice Black Acid 5 by 30 ft line (Dexterity) d10 Blue Lightning 5 by 30 ft line (Dexterity) d10 Green Poison 15 ft cone (Constitution) d8 Red Fire 15 ft cone (Constitution) d8 White Cold 15 ft cone (Dexterity) d8 Brass Fire 5 by 30 ft line (Dexterity) d8 Bronze Lightning 5 by 30 ft line (Dexterity) d8 Copper Acid 5 by 30 ft line (Dexterity) d8 Gold Fire 15 ft cone (Dexterity) d6 Silver Cold 15 ft cone (Constitution) d6

Breath Weapon When you choose your Dragon Type, you aslo gain a Breath Weapon, as you develop glands to shoot raw, destructive elements from your maw. You can use an action on your turn while you are in your Draconic Form to use your Breath Weapon. The saving throw is calculated as follows: Breath Save DC = 8 + your proficiency bonus + your Draconic Form’s Constitution modifier. You deal a number of dice worth of damage equal to half your level, rounded down. The shape of the breath weapon, damage dice, and the required saving throw are all based on your Dragon Type, as shown in the Breath Weapon table. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. At 9th level, the range of your breath weapon doubles. At 14th level, it doubles again. Ability Score Improvement When you reach 4th level, and again at 8th, 12, 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. Enormous Appetite Also at 4th level, you require twice the amount of rations usually needed for normal humanoid. This increases to three times at 8th level, five times at 12th level, and 10 times at 16th level. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class. Freedom of Flight Also at 5th level, your wings grow stronger. Your Draconic Form’s flying speed increases by 25 feet, and you no longer fall to the ground if you end your turn in the air. Wings of the Land and Sea At 6th level, you learn how to better traverse your natural environment. You gain an additional features, including a movement speed while in your Draconic Form, as shown in the table below. As normal, Breath Weapons listed can only be used in your Draconic Form, and any ability score increases listed cannot increase your ability scores above 20. Burrowing. You are able to rapidly dig through thin ice, or loosely packed dirt and sand. Amphibious. You are able to breathe air and water. Ice Walk. You 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 you extra movement. Sleep Breath. You expend two uses of your Breath Weapon to exhale sleep gas in an area the shape of your Breath Weapon as an action on your turn. Each creature in that area must make a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Repulsion Breath. You expend a use of your Breath Weapon to exhale repulsion energy in an area the shape of your Breath Weapon as an action on your turn. Each creature in that area must make a Strength saving throw. On a failed save, the creature is pushed a number of feet equal to half the length of your Breath Weapon. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. Slowing Breath. You expend a use of your Breath Weapon to exhale gas in an area the shape of your Breath Weapon as an action on your turn. Each creature in that area must make a Constitution saving throw. On a failed save, that creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last until the end of your next turn. Weakening Breath. You expend a use of your Breath Weapon to exhale gas in an area the shape of your Breath Weapon as an action on your turn. Each creature in that area must make a Strength saving throw. On a failed save, that creature has disadvantage on Strength-based attack rolls, ability checks, and saving throws until the end of your next turn. Paralyzing Breath. You expend two uses of your Breath Weapon to exhale paralyzing gas in an area the shape of your Breath Weapon as an action on your turn. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is Paralyzed until the start of your next turn. Dragon Type Draconic Movement Other Features Black Swim 30 ft Amphibious, +2 Dexterity Blue Burrow 10 ft +2 Charisma Green Swim 30 ft Amphibious, Proficiency in Deception, +2 Intelligence Red Climb 30ft +2 Strength White Burrow 10 ft, Swim 30ft Ice Walk, -2 Intelligence, -2 Charisma Brass Burrow 10ft Sleep Breath, Proficiency in Insight Bronze Swim 30ft Amphibious, Repulsion Breath, Proficiency in Insight Copper Climb 30ft Slowing Breath, Proficiency in Deception Gold Swim 30ft Amphibious, Weakening Breath, Proficiency in Persuasion Silver None Paralyzing Breath, Proficiency in History and Arcana