Dragon Disciple The Dragon Disciple Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Breath Weapon Damage 1st +2 Dragon Ancestor, Dragon's Endurance (11+), Wyrm’s Claws (1d4), Spellcasting 2 2 1 1st — 2nd +2 Elemental Resistance 2 2 1 1st — 3rd +2 Dragon’s Maw (1/day) 2 3 2 1st 2d6 4th +2 Ability Score Improvement 2 3 2 2nd 3d6 5th +3 Dragon Ancestor feature 2 4 2 2nd 4d6 6th +3 Wyrm’s Claws (1d6), Wings 15ft , Dragon's Endurance (12+) 2 4 2 2nd 4d6 7th +3 Frightful Presence 2 5 2 3rd 5d6 8th +3 Ability Score Improvement 3 5 2 3rd 6d6 9th +4 Draconic Energy (Bite) 3 6 2 3rd 6d6 10th +4 Ability Score Improvement, Wings 30ft, Dragon’s Maw (2/day) 3 6 2 4th 7d6 11th +4 Dragon's Endurance (13+), Dragon Ancestor feature 3 7 3 4th 8d6 12th +4 Ability Score Improvement 3 7 3 4th 8d6 13th +5 Draconic Energy (Claws) 3 8 3 5th 9d6 14th +5 Wings 45ft 3 8 3 5th 10d6 15th +5 Form of the Dragon 4 9 3 5th 10d6 16th +5 Ability Score Improvement, Dragon's Endurance (14+) 4 9 3 5th 11d6 17th +6 Dragon Ancestor feature, Dragon’s Maw (3/day) 4 10 4 5th 12d6 18th +6 Wings 60ft 4 10 4 5th 12d6 19th +6 Ability Score Improvement 4 11 4 5th 13d6 20th +6 Power of Wyrms 4 11 4 5th 14d6 1

As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatures has long intrigued wizards and alchemists who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerous bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession. Spellcasters who embrace their draconic heritage and learn to channel their abilities can become dragon disciples, fearsome warriors who possess not only the repertoire of an accomplished sorcerer but also the ability to unleash the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can learn to breathe fire, take flight on leathery wings, and—at the pinnacle of their abilities—assume the form of a dragon. Although they are rare, dragon disciples can be found in any land where dragons interact with mortals. Quick Build You can make a dragon disciple quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Charisma, Strength, or Dexterity. Second, choose either the hermit or sage background. Class Features As a Dragon Disciple, you gain the following class features. Hitpoints Hit Dice : 1d8 per Dragon Disciple level.

: 1d8 per Dragon Disciple 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 Disciple level after 1st. Proficiencies Armor : None

: None Weapons : Simple Weapons

: Simple Weapons Tools: None Saving Throws : Constitution, Charisma

: Constitution, Charisma Skills: Choose three skills from Arcana, Perception, History, Athletics, Stealth, Intimidation, Deception, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: Arcane Focus

(a) Two daggers or (b) a Greatclub

(a) a Dungeoneer's Pack or (b) an Explorer's Pack Dragon Ancestor Choose a Dragon Ancestor, which defines the nature of your draconic powers: Chromatic, Metallic or Shadow. All three options are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 5th, 11th, and 17th level. Dragon's Endurance Beginning at 1st level, your Draconic Blood starts to manifest, granting you draconic features. You may use either your Dexterity modifier or your Constitution modifier for defining your AC, but not both. Your AC equals 11 + your Dexterity/Constitution modifier. As you continue to grow, so too do your dragon scales and resilience. At 6th level, your AC while unarmored is 12+ your Dex/Con mod. At 11th level, this increases to 13 + your Dex/Con mod, and at 16th level this increases one final time to 14 + your Dex/Con mod. Wyrm’s Claws At level 1 you gain a pair of dragon claws, which count as natural weapons you are proficient with, dealing 1d4 slashing damage on a hit, which may use either your Strength or Dexterity modifiers. Whenever you use your action to attack with one of your claws, you may attack a second time with your other claw, but you may only apply your Str/Dex modifier to the damage of the first successful attack. Upon reaching level 6, the damage of both attacks increases to 1d6 per attack. Spellcasting At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins, giving you the power of arcane magic. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Dragon Disciple spell list Although you may share blood with the fabled Draconic Sorcerers, your draconic manifestations are more feral. This means your spellcasting is less refined, but more brute, and not a bit less dangerous. Cantrips You know two Cantrips of your choice from the Dragon Disciple spell list. You learn additional Dragon Disciple Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Disciple table. 2

Spell Slots The Dragon Disciple table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Dragon Disciple Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. For example, when you are 7th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level Spells of your choice from the Dragon Disciple spell list. The Spells Known column of the Dragon Disciple table shows when you learn more Dragon Disciple spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Dragon Disciple spells you know and replace it with another spell from the Dragon Disciple spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your Dragon Disciple spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dragon Disciple spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Dragon Disciple spells. Elemental Resistance At level 2, your draconic blood grants you resistance to the damage type related to your dragon ancestor. Additionally, you may spend a spell slot to grant you immunity to that kind of damage for 3 turns for level of spell slot spent. Dragon’s Maw At level 3 your dragon blood begins to manifest long, sharp teeth. You gain a bite attack which counts as a natural weapon that deals 1d6 damage, which may use either your Strength or Dexterity modifier. Whenever you use your action to attack with your Wyrm’s Claws, you may use your bonus action to attack with your bite. In addition, you grow the elemental sacs that grant dragon's their most signature ability: the breath weapon. The shape and damage type of the breath weapon depends on your dragon type, as indicated in the Dragon Ancestor table. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw is the same as your spellcasting DC. Your breath weapon deals half your level * 1d8 damage on a failed throw, or half as much damage on a success. For example, a level 13 Red Dragon Disciple would deal 6d8 fire damage in a 25ft cone. At 4th you have one use of this ability. You gain additional uses in the 10th and 16th levels. You regain all uses of this ability after you finish a long rest. You may also use your breath weapon by spending spell slots. The damage by casting it this way equals 2d8 per spell slot level. If you have a breath weapon from another source, such as the Dragonborn’s Breath Weapon, you may exchange this ability for one additional use of the Dragon Disciple’s breath weapon per day. You may choose to use either abilities damage type. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Dragon Wings When you reach 6th level you grow a pair of small dragon wings, which grant you a flying speed of 15ft. This wings begin as small, uneffective wings, but as you grow in power, this wings grow as well, giving you more flight. Your wings improve, adding 15ft to your flying speed, in the 10th (30ft), 14th (45ft) and 18th (60ft) levels. You may manifest or retract these wings as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. When transitioning to a different kind of movement, as in flying to walking or reverse, you subtract the distance you've already traveled from the new speed. 3

Frightful Presence At 7th level, the dragon disciple gains the ability to emulate a Dragon's fear and might. Each creature of the player's choice within 30ft who's aware of him must succed on a Wisdom saving throw (Spellcasting CD) or be 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 disciple's Frightful Presence for the next 24 hours. You have a number of charges for this ability equal to your charisma modifier (minimum 1). You regain them after a Long Rest. Draconic Energy At 9th level, you are able to imbue your attacks with energy. Whenever you make a bite attack, you are able to add 1d6 energy damage to the attack. The damage type is the same as your Draconic Ancestry. At 13th level you may also add 1d6 energy damage to your claw attacks. Form of the Dragon When you reach 15th level, you’re able to channel your draconic power to a point where you are able to transform into a dragon for a limited amount of time. Starting at 15th level, you can use your action to magically assume the shape of a Young Dragon of your Dragon Ancestor type. You have one of this feature. You regain the use of this feature when you finish Long Rest. You can stay dragon form for up to 10 + twice your Con modifier turns (minimum 1). This turns do not need to be continuous. You can revert to your normal form by using an Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game Statistics are replaced by the Statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

When you transform, you assume the dragon's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. 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 dragon 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.

The damage you take in dragon form is retained for when you transform again. For example, if you change into a dragon, and get reduced from 178 hit points to 148, then transform back, when you transform into a dragon again, you will still have 148 hit points. You recover the transformation's hit points after a long rest.

You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

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. You may use your breath weapon once without spending charges while in dragon form, and may keep using it after this, spending charges as normal. When using your breath weapon in Young dragon form, you also gain a 10 ft bonus range in cone breaths and a 15 ft bonus range in line breath weapons. See the end of the document for the statistics for the dragons. Power of Wyrms At 20th level, you have full control over your Draconic ancestry, allowing you to better hone your transformations and your powers. You gain Invulnerability to your Dragon Ancestor damage type. Also, beginning at level 20, when you roll for initiative and have no breath weapon uses or no spell slots remaining, you regain 1 breath weapon use or one spell slot. You also regain a number of Form of the Dragon turns equal to your Constitution Modifier. Dragon Ancestor Metallic Your Dragon Ancestor was a great metallic dragon, who used his great sorcery to do outstanding feats and collect knowledge. Metallic Ancestor Somewhere in your family’s past, a metallic dragon decided to give one of your forefathers power. Whether this decision was made from love or for the good of society is unknown, but this left a permanent mark in your family. This is especially strong in you, as you begin to manifest powers related to your Dragon Ancestor. At 1st level, you must select one of the Metallic Dragons as your Ancestor. The damage type associated with each dragon is used by features you gain later. You may add the cantrip listed under your Draconic Ancestor in the table to your cantrips known list. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with metallic dragons, your proficiency bonus is doubled if it applies to the check. 4

Prized Treasures As your draconic senses grow more and more sharp, you metallic ancestor’s fondness of magic items begin to flourish. Beginning at level 5 you are able to Identify magic items as per the Identify spell as an action without spending a spell slot. You can use this ability twice between long rests. Cautious and Crafty Beginning at level 11, you gain a special non-lethal breath weapon based on your draconic ancestor, as defined in the draconic ancestor table. The DC for the saving throw is the same as your regular breath weapon DC. Brass- Sleep: 25-foot cone. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for 5 minutes

Bronze- Repulsion: 20-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 20 feet away.

Copper- Slow: 25-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. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save

Gold- Weakening: 25-foot cone. Each creature in that area mu st 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.

Silver- Paralyzing: 25-foot Cone. Each creature in that area must succeed on a Constitution saving throw or be paralyzed 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. When you gain Form of the Dragon at level 15 you may use these special breath weapons in dragon form. King of Good Dragons At level 17, you gain access to Bahamut’s, the metallic dragon’s god, blessing. Whenever you cast a spell, you can add your charisma modifier to the spell’s DC, attack throw, duration (in turns) or double your Cha modifier to it's damage (Minimum 1). You can do this a number of times equal to your Charisma modifier, and regain all spent charges after a long rest. Your Charisma score also increases by 2, and your maximum for this score is now 22 Chromatic Your Dragon Ancestor was a ruthless chromatic dragon, who used his might to rule and crush those who opposed his will and his greed. Chromatic Ancestor Somewhere in your family’s past, a chromatic dragon decided to give one of your forefathers power. Whether this decision was made from lust or for greed is unknown, but this left a permanent stain in your family. This is especially strong in you, as you begin to manifest powers related to your Dragon Ancestor. At 1st level, you must select one of the Chromatic Dragons as your Ancestor. The damage type associated with each dragon is used by features you gain later. You may add the cantrip listed under your Draconic Ancestor in the table to your cantrips known list. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with chromatic dragons, your proficiency bonus is doubled if it applies to the check. Vain and Deadly Your ties to the Chromatic Dragons grants you some of their might and malice in different areas. Choose two of the following skills: Intimidation, Athletics, Perception, Deception, and Arcana. You gain proficiency in these two skills if you didn't before have it before, and your proficiency bonus is doubled in these skills. Driven By Greed As your draconic connection deepens, you gain a deep understanding of treasures and precious stones. Starting from level 5 you are able to identify instantly the value of any gold or gem based treasure, and when selling these treasures, you’re able to gain 2d10% more gold. 5

Primal Movement Beginning at level 11 you gain a special movement speed depending on your draconic ancestor Black- Swim 20 feet

Blue- Burrow 20 feet

Green- Swim 10 feet/Climb 10 feet

Red- Climb 20 feet

White- Burrow 10 feet/Swim 10 feet When you gain Form of the Dragon at level 15, you may add this bonus to your dragon form. Queen of Evil Dragons Upon reaching level 17, Tiamat's blessing falls upon the Dragon Disciple granting him several bonuses. The dragon disciple may choose another chromatic dragon as her blessing, gaining resistance to its damage type. Furthermore, whenever the Dragon Disciple uses his breath weapon, he may cast, as a bonus action, a minor breath weapon using his blessing’s damage type. This secondary breath weapon deals half damage and does not consume any uses of the breath weapon feature. Additionally, whenever you use your Form of the Dragon, you grow a smaller, secondary head that matches your blessing’s dragon. Your Strength score also increases by 2, and your maximum for this score is now 22 Shadow Your Dragon Ancestor was an elusive shadow dragon, who, after spending countless eras in the Shadow Plane, came back to the world to spread its darkness. Shadow Ancestor Somewhere in your family’s past, a shadow dragon decided to give one of your forefathers power. Whether this decision was made as an attempt to spread the shadow plane’s darkness or for loneliness is unknown, but this left a permanent darkness in your family. This is especially strong in you, as you begin to manifest powers related to your Dragon Ancestor. At 1st level, you receive the Shadow Dragon as your Ancestor. The damage type associated with the Shadow Dragon is used by features you gain later. You may add the cantrip listed under your Draconic Ancestor in the table to your cantrips known list. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with shadow dragons or other monsters from the shadow plane, your proficiency bonus is doubled if it applies to the check. Dark Subtlety Your ties to the Shadow Dragons grants you some of their skills and abilities in different areas. Choose two of the following skills: Stealth, Sleight of Hands, Perception, Deception, and Insight. You gain proficiency in these two skills if you didn't have it before, and your proficiency bonus is doubled in these skills. You also gain Darkvision in a range of 60 feet. Shadow Stealth As your connection to the shadow realm expands, you start to blend into the shadows. Beginning at 5th level you gain advantage to Stealth and Sleight of Hand checks made in partial or total darkness. Also, while in dim light or darkness, you can take the Hide action as a bonus action. Hidden Umbra At level 11 you may add the spell Darkness to your spell knowns list if you didn't know it already. Whenever you cast this spell with a spell slot above 2nd it gains a +5ft area of effect bonus per level of spell slot beyond the 2nd. You also lose the concentration requirement of the spell, and can maintain it without concentration. You also gain the ability to see normally in magical darkness to a distance of 30 feet. Shadowfell Darkness At 17th level, your connection to the Shadows grows so strong, you are constantly surrounded by them. You gain an aura that generates dim light in a range of 5 feet around the player. As a bonus action, you may spend a spell slot to expand this aura to 10 feet and turn the dim light into darkness, for a number of turns equal to 2 times the spell slot level. You may pick a number of creatures equal to your charisma modifier (minimum 1) to be able to see through this darkness. You may activate or dismiss this aura as a bonus action. Your Dexterity score also increases by 2, and your maximum for this score is now 22 Dragon Ancestor Table Dragon Damage Type Breath Weapon (Save) Cantrip Black Acid 5 by 40 ft. line (Dex. save) Acid Splash Blue Lightning 5 by 40 ft. line (Dex. save) Lightning Lure Brass Fire 5 by 40 ft. line (Dex. save) Fire Bolt Bronze Lightning 5 by 40 ft. line (Dex. save) Lightning Lure Copper Acid 5 by 40 ft. line (Dex. save) Acid Splash Gold Fire 25 ft. cone (Dex. save) Fire Bolt Green Posion 25 ft. cone (Con. save) Poison Spray Red Fire 25 ft. cone (Dex. save) Fire Bolt Silver Cold 25 ft. cone (Con. save) Ray of Frost White Cold 25 ft. cone (Con. save) Ray of Frost Shadow Necrotic 25 ft. cone (Dex. save) Toll The Dead 6

Young Dragon Large Dragon, any alignment Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 178(17d10 + 85)

178(17d10 + 85) Speed 40ft, fly 80ft, [if Chromatic, instert Primal Movment bonus] STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 16 (+3) 12 (+1) 20 (+5) Damage Immunities [DraconicAncestor damage type]

[DraconicAncestor damage type] Senses Blindsight 30ft, Darkvision 120ft, passive Perception 18

Blindsight 30ft, Darkvision 120ft, passive Perception 18 Languages Al langauges the user knew before transforming

Al langauges the user knew before transforming Challenge 10 (5900 XP) Actions Multiattack The dragon makes three attacks: One with its bite and two with its claw. Bite Melee Weapon Attack: +6 + Proficiency Bonus to hit, reach 10ft., one target. Hit 17 (2d10 + 6) piercing damage plus 3 (1d6) [Draconic ancestor damage type] damage. Claw Melee Weapon Attack: +6 + Proficiency Bonus to hit, reach 5ft., one target. Hit 13 (2d6 + 6) piercing damage plus 3 (1d6) [Draconic ancestor damage type] damage. Breath Weapon You may use your breath weapon once without spending charges while in dragon form, and may keep using it after this, spending charges as normal. When using your breath weapon in dragon form your breath weapons gain increased range. Cone weapons gain an additional 10ft and Line weapons gain 15 ft. Dragon Disciple Spells Cantrips (0 Level) Acid Splash Blade Ward Booming Blade Chill Touch Control Flames Create Bonfire Fire Bolt Frostbite Green-Flame Blade Gust Infestation Lightning Lure Mold Earth Poison Spray Prestidigitation Ray of Frost Shape Water Shocking Grasp Sword Burst Thunderclap True Strike 1st level Burning Hands Catapult Chaos Bolt Chromatic Orb Color Spray Detect Magic Disguise Self Earth Tremor Expeditious Retreat False Life Feather Fall Fog Cloud Ice Knife Jump Mage Armor Magic Missile Ray of Sickness Shield Sleep Thunderwave Witch Bolt 2nd level Aganazzar's Scorcher Alter Self Blindness/Deafness Blur Cloud of Daggers Darkness Darkvision Dust Devil Earthbind Enhance Ability Enlarge/Reduce Gust of Wind Invisibility Levitate Maximillian's Earthen Grasp Mirror Image Misty Step Phantasmal Force Pyrotechnics Scorching Ray Shatter Snilloc's Snowball Swarm Spider Climb 3rd level Blink Dispel Magic Erupting Earth Fear Fireball Flame Arrows Fly Gaseous Form Haste Lightning Bolt Melf's Minute Meteors Protection from Energy Sleet Storm Slow Stinking Cloud Wall of Water Water Breathing Water Walk 7