Dragon Race and Class For Player Characters Race Hatchling Ability Score Increase: Your Strength score increases by 2.

Your Strength score increases by 2. Size: Your size is small

Your size is small Speed: Your speed is 30 ft, you also have a fly speed of 30 ft.

Your speed is 30 ft, you also have a fly speed of 30 ft. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. Bite: Your fangs are a natural weapon which you can use to make unarmed strikes. if you hit you deal 1d6 your Drength modifer Piercing damage.

Your fangs are a natural weapon which you can use to make unarmed strikes. if you hit you deal 1d6 your Drength modifer Piercing damage. Languages: You can speak, read and write Common and Draconic. Subraces: pick one of the following Green Dragon Ability Score Increase: Your Charisma score increases by 1.

Your Charisma score increases by 1. Draconic Resistance. you have resistance to Poison damage.

you have resistance to Poison damage. Amphibious: you can breathe air and water, you also gain a swim speed of 30 ft.

you can breathe air and water, you also gain a swim speed of 30 ft. Dragon Magic: you gain the Minor Illusion cantrip. At 3rd level, you can cast the Silent Image spell once per long rest; at 5th level, you can cast Invisibility once per long rest. Using Charisma as your spellcasting ability.

you gain the Minor Illusion cantrip. At 3rd level, you can cast the Silent Image spell once per long rest; at 5th level, you can cast Invisibility once per long rest. Using Charisma as your spellcasting ability. Breath Weapon. you can use your action to exhale destructive energy. you can use your action to breath deadly poison. when you do so, all creatures in a 15 foot cone originating from you must make a Constitution Saving Throw, the DC for this save is 8 + your proficiency bonus + you Constitution modifier, on a failure they take 2d6 Poison damage, on a success they take half damage. White Dragon Ability Score Increase: Your Constitution score increases by 1.

Your Constitution score increases by 1. Draconic Resistance. you have resistance to Cold damage.

you have resistance to Cold damage. Speed: You gain a swim speed of 30 ft. and a burrow speed of 15 ft.

You gain a swim speed of 30 ft. and a burrow speed of 15 ft. Breath Weapon. you can use your action to breath an icy blizzard. when you do so, all creatures in a 15 foot cone originating from you must make a Constitution Saving Throw, the DC for this save is 8 + your proficiency bonus + you Constitution modifier, on a failure they take 2d6 Cold damage, on a success they take half damage. Black Dragon Ability Score Increase: Your Constitution score increases by 1.

Your Constitution score increases by 1. Draconic Resistance. you have resistance to Acid damage.

you have resistance to Acid damage. Amphibious: you can breathe air and water, you also gain a swim speed of 30 ft.

you can breathe air and water, you also gain a swim speed of 30 ft. Breath Weapon. you can use your action to breath corrosive acid. when you do so, all creatures in a line 5 foot wide and 30 foot long originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + you Constitution modifier, on a failure they take 2d6 Acid damage, on a success they take half damage. Blue Dragon Ability Score Increase: Your Intelligence score increases by 1.

Your Intelligence score increases by 1. Draconic Resistance. you have resistance to Lightning damage.

you have resistance to Lightning damage. Speed: you gain a burrow speed of 15 ft.

you gain a burrow speed of 15 ft. Dragon Magic: you gain the Mold Earth cantrip. At 3rd level, you can cast the Earth Tremor spell once per long rest; at 5th level, you can cast Dust Devil once per long rest. Using Intelligence as your spellcasting ability.

you gain the Mold Earth cantrip. At 3rd level, you can cast the Earth Tremor spell once per long rest; at 5th level, you can cast Dust Devil once per long rest. Using Intelligence as your spellcasting ability. Breath Weapon. you can use your action to breath Lightning. when you do so, all creatures in a line 5 foot wide and 30 foot long originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + you Constitution modifier, on a failure they take 2d6 Lightning damage, on a success they take half damage. Red Dragon Ability Score Increase: Your Constitution score increases by 1.

Your Constitution score increases by 1. Draconic Resistance. you have resistance to Fire damage.

you have resistance to Fire damage. Speed: You gain a climb speed of 30 ft.

You gain a climb speed of 30 ft. Breath Weapon. you can use your action to breath an inferno. when you do so, all creatures in a 15 foot cone originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + your Constitution modifier, on a failure they take 2d6 Fire damage, on a success they take half damage. Silver Dragon Ability Score Increase: Your Intelligence score increases by 2.

Your Intelligence score increases by 2. Draconic Resistance. you have resistance to Cold damage.

you have resistance to Cold damage. Dragon Magic: you gain the cantrip Dancing Lights. At 3rd level, you can cast the Fog Cloud spell once per long rest; at 5th level, you can cast Gust of Wind once per long rest. Using Intelligence as your spellcasting ability.

you gain the cantrip Dancing Lights. At 3rd level, you can cast the Fog Cloud spell once per long rest; at 5th level, you can cast Gust of Wind once per long rest. Using Intelligence as your spellcasting ability. Breath Weapon. you can use your action to breath an icy blizzard. when you do so, all creatures in a 15 foot cone originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + your Constitution modifier, on a failure they take 2d6 Cold damage, on a success they take half damage.

Brass Dragon Ability Score Increase: Your Intelligence score increases by 1.

Your Intelligence score increases by 1. Draconic Resistance. you have resistance to Fire damage.

you have resistance to Fire damage. Speed: you gain a burrow speed of 15 ft.

you gain a burrow speed of 15 ft. Breath Weapon. you can use your action to breath an inferno. when you do so, all creatures in a line 5 foot wide and 30 foot long originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + you Constitution modifier, on a failure they take 2d6 Fire damage, on a success they take half damage. Bronze Dragon Ability Score Increase: Your Intelligence score increases by 1.

Your Intelligence score increases by 1. Draconic Resistance. you have resistance to Lightning damage.

you have resistance to Lightning damage. Amphibious: you can breathe air and water, you also gain a swim speed of 30 ft.

you can breathe air and water, you also gain a swim speed of 30 ft. Dragon Magic: you gain the Shape Water the cantrip. At 3rd level, you can cast the Create or Destroy Water spell once per long rest; at 5th level, you can cast Misty Step once per long rest. Using Intelligence as your spellcasting ability.

you gain the Shape Water the cantrip. At 3rd level, you can cast the Create or Destroy Water spell once per long rest; at 5th level, you can cast Misty Step once per long rest. Using Intelligence as your spellcasting ability. Breath Weapon. you can use your action to breath Lightning. when you do so, all creatures in a line 5 foot wide and 30 foot long originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + you Constitution modifier, on a failure they take 2d6 Lightning damage, on a success they take half damage. Copper Dragon Ability Score Increase: Your Charisma score increases by 1.

Your Charisma score increases by 1. Draconic Resistance. you have resistance to Acid damage.

you have resistance to Acid damage. Speed: You gain a climb speed of 30 ft.

You gain a climb speed of 30 ft. Breath Weapon. you can use your action to breath corrosive acid. when you do so, all creatures in a line 5 foot wide and 30 foot long originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + you Constitution modifier, on a failure they take 2d6 Acid damage, on a success they take half damage. Gold Dragon Ability Score Increase: Your Wisdom score increases by 1.

Your Wisdom score increases by 1. Draconic Resistance. you have resistance to Fire damage.

you have resistance to Fire damage. Amphibious: you can breathe air and water, you also gain a swim speed of 30 ft.

you can breathe air and water, you also gain a swim speed of 30 ft. Dragon Magic: you gain the Control Flames the cantrip. At 3rd level, you can cast the Sanctuary spell once per long rest; at 5th level, you can cast Lesser Restoration once per long rest. Using Intelligence as your spellcasting ability.

you gain the Control Flames the cantrip. At 3rd level, you can cast the Sanctuary spell once per long rest; at 5th level, you can cast Lesser Restoration once per long rest. Using Intelligence as your spellcasting ability. Breath Weapon. you can use your action to breath an inferno. when you do so, all creatures in a 15 foot cone originating from you must make a Dexterity Saving Throw, the DC for this save is 8 + your proficiency bonus + your Constitution modifier, on a failure they take 2d6 Fire damage, on a success they take half damage.

Class: Dragon Wyrmling Dragon Wyrmling Level Proficiency Bonus Bite Damage/Breath Weapon Damage Features 1st +2 1d6/2d6 Dragonscale, Innate Magic 2nd +2 1d6/3d6 Draconic Might 3rd +2 1d6/3d6 Dragon senses, Archetype 4th +2 1d6/4d6 Ability score Improvement 5th +3 1d10/4d6 Wyrmling, Extra attack 6th +3 1d10/5d6 Ability Score Improvement 7th +3 1d10/5d6 Archetype 8th +3 1d10/6d6 Ability Score Improvement 9th +4 1d10/6d6 Draconic Resilience 10th +4 1d10/7d6 Archetype 11th +4 2d10/7d6 Claws, extra attack (2), young dragon 12th +4 2d10/8d6 Ability Score Improvement 13th +5 2d10/8d6 Draconic Resilience (2) 14th +5 2d10/9d6 Ability Score Improvement 15th +5 2d10/9d6 Archetype 16th +5 2d10/10d6 Ability Score Improvement 17th +6 3d10/10d6 Draconic Resilience (3) 18th +6 3d10/11d6 Archetype 19th +6 3d10/11d6 Ability Score Improvement 20th +6 3d10/12d6 Tail, extra attack (3), Adult dragon Restriction: Dragon Hatchling Only Only a Dragon hatchling may choose the dragon wyrmling class. as the abilities require the resilience and strength that come from being a dragon. also keep in mind that a dragon cannot reasonably attune to magical items designed for humans items such as rings, cloaks and armor would not be wearable by a dragon and could not be attuned. When you decide to play this class, you also eschew the multiclassing option. Class Features Hit Points Hit Dice: 1d12 per level

1d12 per level Hit Points at 1st level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher levels: 1d12 (or 7) + your Constitution modifier per Dragon level after 1st Proficiencies Armour: None

None Weapons: None

None Tools: None

None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Survival and History Dragonscale At 1st level, While you are not wearing armour or a shield, your armour class equals 10 + your Strength Modifier + your Constitution Modifier. You do not gain the benefits of this class ability when you are in a humanoid form, such as when you use your Alter Self when in a town or city. Innate Magic At 1st level, this class gain the ability to cast Disguise self once per day, whe cast using this feature the duration increases to 12 hours , at 3rd level, this is replaced with the Alter self spell, which when cast using this ability lasts until dismissed and does not require concentration, once you use this ability you cannot use it again until you finish a long rest.

Dragon Senses A dragon's eyes cannot be decieved nor can their nose or ears. At 2nd level, You gain Blindsight 10 feet, this increases to 30 feet at 11th level, and increases to 60 feet at 20th level. At 11th level your darkvision increases to 120 ft. Draconic Might The strength of a dragon manifests and grows in your body. At 2nd level, Increase one ability score by 2, this also increases the max. for this ability score to 22. Once per short rest you can double the range of your breath weapon or fire multiple concentrated bursts of your breath to affect a number of 10 foot areas equal to your constitution modifier (minimum of 1). each of these bursts has the same effect as your standard breath weapon, however if a creature is in the area of effect of multiple bursts it is only affected by one. Draconic Archetype At 3rd level pick one of the following draconic archetype: Wyrm Sorcerer, Deceiver, Warrior you also gain a feature from your archetype at 7th, 10th, 15th and 18th level. In addition to the chosen archetypes, all dragons become proficient with light armour when they are in their humanoid form as per their Alter Self spell. Wyrmling You grow as your body becomes accustomed to its limits and you surpass them. At 5th level, Your size increases to Medium, the damage resistance you receive for being a dragon becomes immunity. the damage from your bite attack increases to 1d10 Piercing damage and whenever you hit with your bite attack you deal an additional 1d6 damage of the same type as your breath weapon. You can now use your breath weapon two times before taking a short or long rest. Your fly speed is increased to 60 ft. you become proficient with light armour when you are in humanoid form as per their Alter Self spell. 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 and to four when you reach 20th level in this class. Draconic Resilience Beginning at 9th Level, You can reroll a saving throw that you fail. If you do so you must use the new roll and you can't use this feature until you finish a long rest. You can use this feature twice between long rests at 13th level and three times between long rests at 17th level. Young Dragon At 11th level, Your size increases to Large, as a result you also increase your Strength and Constitution scores by 2, this also increases the maximum for these ability scores, your movement increases by 10ft. and your fly speed increases to 80 ft. Your breath weapon can now be used up to 3 times between short or long rests. You also now use your claws as natural weapons using your strength, which deal 2d6 + your strength modifier slashing damage. In Addition, the extra elemental damage when using your bite attack increases from 1d6 to 1d8. Adult Dragon At 20th level, Your size increases to Huge, as a result you also increase your Strength and Constitution scores by 2, this also increases the maximum for these ability scores to a maximum of 24, you gain an additional attack that can be used with your tail which deals 2d8 bludgeoning damage.also, as a bonus action, you may use Frightful Presence. when you use this ability, each creature of your choice that is within 120 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute, the DC for this save equal 8 + your Proficiency Bonus + your Charisma Modifier. each creature can repeat the saving throw at the end of its turn. If the creature succeeds on a saving throw or the effect ends then the creature is immune to your Frightful Presence ability for the next 24 hours. You can use your breath weapon 4 times between short and long rests. At the end of a creature's turn, the player may use any of the following as reactions: Tail Attack

Wing Attack You beat your wings furiously, each creature within 10 ft. of you must succeed a Dex. Save with a DC equal to 8 + your Proficiency Bonus + your Strength Modifier or take 2d6 bludgeoning damage and be knocked prone,on a success, they take no damage and are not knocked prone. after making this attack, you can also move up to half of your flight speed. Draconic Archetypes Deceiver Some Dragons will spend decades planning events that will shape the world to their will, these are typically masters of deception and persuasion, capable of manipulating individuals of importance and insignificance to aid their own selfish goals. Manipulator At 3rd level, you gain proficiency in Deception and Persuasion,in addition to this you also gain proficiency with a set of tools of your choice. Manipulation Expertise At 7th level, you double your proficiency bonus for Deception and Persuasion skill checks. As a reaction you can impose disadvantage on an attack roll against you, as you weave a deceptive movement pattern that is difficult to determine where you will be.

Duplicate Specialist You have learned to create strong illusions that allow you to stay in a safe location. At 10th level, you can as an action you create a illusory duplicate of yourself, you can see and hear through this duplicate as well as cast spells through it. This duplicate lasts until you lose concentration or dismiss its effects. Influential At 15th level, you gain an aura of 30 ft, you gain advantage on all Charisma checks against creatures in this area and all creatures in this area have disadvantage on all Insight checks against you. You also increase your Charisma by 2, this increases the maximum by this amount as well. Master of Lies At 18th level, you have mastered the art of manipulation to a fine needle edge. You gain advantage on all Charisma checks as well as gaining a following of individuals whom you have manipulated to aid you. The number of individuals you have to command are equal to your level + Charisma modifier, these individuals will aid in in whatever way they are able to. Minions Work with your DM to determine the types of individuals you have that will follow you and aid you, as well as the boundaries for what they are willing to do that will be risky. E.g. a desperate man who seeks to cure his daughter from a debilitating illness will likely do whatever it takes to see her again. Whilst a rich noble who wants to experience new pleasures will likely not risk his life so long as he gets what he wants. Wyrm Sorcerer Old Magic At 3rd level, you have the ability to harness your blood to further your innate casting potential, you are able to cast spells from the sorcerer's spell list as per a level 1 sorcerer. You also gain proficiency with Arcana. Wyrm Sorcerer Spellcasting Dragon level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 3rd 4 2 2 4th 4 3 3 5th 4 4 4 2 6th 5 5 4 3 7th 5 5 4 3 8th 5 6 4 3 2 9th 5 7 4 3 3 10th 5 7 4 3 3 11th 5 8 4 3 3 1 12th 5 9 4 3 3 2 13th 5 9 4 3 3 2 14th 5 10 4 3 3 3 1 15th 5 10 4 3 3 3 2 16th 5 10 4 3 3 3 2 17th 5 10 4 3 3 3 2 1 18th 5 10 4 3 3 3 2 1 19th 5 10 4 3 3 3 2 1 20th 5 10 4 3 3 3 2 1 Magic of Yore At 3rd level, you double your proficiency bonus for Intelligence (Arcana) and you gain a number of sorcery points equal to your level plus your Charisma modifier and gain access to all the metamagic options listed in the Sorcerer Metamagic feature.additionally you gain the ability to magicallly embed a rune on a surface. as an action, you can create a rune that fills a 10 foot square, this rune causes certain effects depending on the type of rune you create. The runes take effect when a creature touches the rune and after a rune has affected a creature, the rune dissipates.You can only have one rune effect active at a time. The Runes you can choose are Described Below. Runes The Runes are Presented in alphabetical order Charming Rune. by spending 2 Sorcery points, you create a Rune imbued with Enchantment magic. When a creature steps on this rune they must make a Wisdon Saving Throw against your Spell Save DC or become Charmed as if you had cast a Charm Person spell on the creature Cursing Rune. by spending 2 Sorcery points, you create a rune that pulses with shadow. When you create this rune you choose one ability. when a creature steps on this rune, for the next hour, they gain disadvantage on all ability checks made with the chosen ability. Domain Rune by spending 13 Sorcery Points, you cause an area equal to a circle centered on the rune with a radius equal to 5 feet times your dragon level to become your Lair. while an area is your lair you may use the Lair actions appropriate to your dragon type. the effects of this rune only last a number of hours equal to 1d4 + your dragon level.

Explosive Rune. you create a rune that explodes with elemental energy on impact, as an action you can expend between 1 to 5 Sorcery points to create a rune that deals damage of the same type as your breath weapon, when a creature activates this rune they must make a Dexterity Saving Throw agaisnt your Spell Save DC, on a Failure they take 1d8 of damage for every sorcery point spent to create the rune. on a success, the damage is halved. Illusory Rune. By spending 2 Sorcery Poinnt, you create a rune that summons an illusion of your choice, the illusion is the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube, the chosen image will not create sound smell or orther sensory effects. when a creature steps on the rune the illusion will appear in an area within 60 feet of the Rune and will remain for up to a minute or until dispelled. Shielding Rune. By spending 2 Sorcery Points, you create a rune suffused with abjuration magic. When a creature steps on this rune they become protected by a sanctuary spell. Font of Magic At 7th level, you have advantage on all saving throws made against spells and spell effects. Additionally you may choose one spell from any class and add it to your spells known, the spell you choose must be of a level that you can cast. At 11th level and 15th level you may choose another spell. Greater Innate Magic You have mastered the very magic flowing through you which has improved your innate abilities. At 10th level, you gain the shape change ability, this ability allows you to magically polymorph into a humanoid or beast that has a challenge rating no higher than half your level, or back into its true form as an action. you revert to your true form if you reach 0 hit points. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). In a new form, you retain your alignment, hit points, Hit Dice, ability to speak, proficiencies, Draconic Resilience, lair actions (if any), spellcasting and Intelligence, Wisdom, and Charisma scores, as well as this action. your statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. This replaces the Alter self spell. You also have access to the following runes: Binding Rune. by spending 3 Sorcery Points you create a rune that paralyzes a creature, when a creature steps on this rune they nust make a Wisdom Saving Throw against your Spell Save DC or be Paralyzed, at the end of each of the creatures turns they can repeat the savign throw. the effects ends on a success. Commanding Rune. By spending 3 Sorcery Points you create a rune imbued with a one word command. When a creature steps on this rune, they must make a Wisdom Saving Throw against your spell save DC of follow this command on their next turn Vanishing Rune. by spending 3 Sorcery Points you create a rune that causes the target to vanish, when a creature steps on this rune they, and anything they are wearing or carrying, becomes invisible for 1 hour or until they cast a spell or attack. Warding Rune. by spending 5 Sorcery points you choose a type of damage from Acid, Cold, Fire, Lightning or Poison. when a creature steps on this rune they gain resistance to that damage type for an hour. whirlwind Rune by spending 5 Sorcery Points to create a rune (as per wind wall spell) Conjuring Rune by spending 5 sorcery points you create a rune that conjures draconic creatures, when a creature steps on this rune 2d4+2 Winged Kobolds appear in random spots within 30 feet of the rune, these Kobolds are loyal to you and will follow your commands, after 1 minutem the kobolds vanish. Magic Melder You are now capable of manipulating the very magic around you. At 15th level if you pass a saving throw against a spell or a spell attack misses you, as a reaction you may expend 5 sorcery points to not take any effects from the spell and cast the same spell at the original caster using your Spell Attack Bonus or Spell Save DC as appropriate. You may only use this ability if the spell is only targeting you. Sorceress Dragon At 18th level, you have mastered the power to shape magic. As an action you may expend 10 sorcery points and become immune to all spells of 3rd level or lower for the next minute. You can also use an action to expend 5 sorcery points to gain resistance to non-magical bludgeoning, piercing and slashing damage for the next minute. Additionally all your attacks are considered magical, you may also choose a single 7th level spell from the sorcerer's spell list, you can cast this spell once per long rest. At 20th level you may also choose a single 8th level spell from the sorcerer's spells list, you can cast this spell once per long rest. Warrior Combat Master At 3rd level, you gain a pool of action points that allow you to push the limits, you have a number of action points equal to your level + your Constitution modifier, you regain all expended Action Points when you finish a long rest. As a bonus action you can spend 3 points to heal 2d6 + your Constitution modifier worth of hit points. when you make the Attack action. You can also spend 1 Action Point to make one additional attack, you can only use this ability once a round. At 7th level, you gain proficiency with medium armour, at 10th level, you gain proficiency with heavy armour. however you can still only wear armor when you are in the humanoid form granted by your Innate Magic ability. Empowered Attacks At 7th level, you can expend 1 action point to bypass resistances against non-magical damage. At level 11, spending the action point instead makes all of your attacks for that round magical for the purpose of resistances and immunities. When you land an attack with your natural weapons, You can spend up to 3 action points to deal an additional d10 per action point spent. Additionally, you regain 1 action point on a critical hit or whenever you kill a creature.