Karmic Dragons Long ago, a powerful clan of humans brought death and calamity across the land, raiding and pillaging to their hearts content. Until one day, divine judgement brought a curse upon their bodies, causing their bodies to shift draconic, increasing their physical abilities while destroying their minds. This caused them to fall into disrepair and their clan eventually crumbled to infighting. Years later, a decendant of these dragons, born of a pure heart, learned the secret of the curse, the heart of the individual determines the appearance of the individual. Those with lawful hearts were blessed with great intelligence, but little in the way of physical prowess, while those chaotic were cursed to follow the will of their lawful counterparts, being too dumb to make their own choices. These creatues, called "Karmic Dragons" by the god that cursed them, are a reminder that there is a bloodthirsty monster in every human. Karmic dragons work on a hierarchy where the lawful dragons govern and make decisions for the clans while the Chaotic serve as the warriors, these tribes work regardless of the good, neutrality, or evil in their ranks, some dragons choosing to create barbaric clans that rape, pillage, and plunder to the content of their darkened hearts, while the good strive to create calm and tranquility in their clans and the surrounding settlements. Neutral karmic dragons tend to just be peaceful settlers, keeping to themselves and trading when necessary. While the three Types of dragons will usually tolerate each other, they will not trade or deal with each other, even in dire circumstances, each clan believing themselves to be superior in strength or morality, this naturally makes them very competitive and rivalries between clans is common. Karmic dragons share a secret strength within their bodies, when put in a corner with no way out their bodies will rapidly adopt the physical appearance of their ancestors and raise their power massively as a result, this transformation, commonly referred to as primal reversion, sends the user into a fury, attacking everyone and anyone around them, including allies, though some dragons have been known to have the willpower to resist this rage and still be able to distinguish friend from foe Karmic dragons can tap into their element of birth regardless of their possession or lack of a draconic head, those with a draconic head share the breath ability from their ancestors, while those without utilize their element more effectively, this makes the human KDs tend to be wizards and magic users, while the draconic tend to be the frontline warriors. karmic dragon traits Ability Score Increase: Karmic dragons gain ability score increases based on their alignment in the Lawful, Neutral, and Chaotic. Lawful karmic dragons gain +2 to two of the following; WIS, INT, and CHA, while suffering a -1 to one of the following; STR, CON, DEX. Neutral Karmic Dragons can increase any 2 scores by 2, while decreasing any one score by 1. The scores increased and decreased should abide by the physical appearance of the character, for example, if a bonus is added to STR, the arms and/or legs of the karmic dragon should be draconic. Chaotic karmic dragons gain +2 to 2 of the following; STR, DEX, and CON. While suffering a -1 to one of the following; WIS, INT, and CHA. Age: Karmic Dragons usually live between 60-100 years Alignment: Varies, because of the history of the karmic dragons their hearts are equally inclined towards good and evil, and usually is left up to the parents to shape the hearts of their children, as such, a dragon born into a lawful family will likely end up lawful. Size: Karmic Dragons, Draconic or not, range between 5-7 feet tall. They weigh between 150 and 250 lbs, depending on the draconic makeup of their bodies Speed: Your base walking speed is 30 feet Moral Mutation: The appearance of a karmic dragon is based entirely upon their morality. Lawful karmic dragons are almost completely human while Chaotic ones are almost completely draconic. The key to spotting one from a human or dragonborn is to look at the eyes. Lawful KD’s will have draconic eyes, while their draconic counterparts will have human eyes. Neutral KD’s share traits of both human and dragon, such as a dragon tail and arms while having human legs, torso, and head. Darkvision you have 60 feet of darkvision. Elemental Attack: All karmic dragons can utilize their element, which they share with the other dragons, fire, lightning, acid, poison and ice. The ones that possess dragon heads can breathe their element like their dragonborn brothers. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. While the humanoids or those without draconic heads can cast the spell chromatic orb once with this feature and must finish a long rest before they can do so again. Charisma is their spellcasting ability for this. At 6th level, this chromatic orb is cast as if with a 2nd level slot, and the level increases again at 11th and 16th level. Once a karmic dragon has used this trait they cannot do so again until they finish a long rest. Damage Resistance: You gain resistance to the damage type associated with your draconic ancestry. Languages: Languages: You can read, write, and speak common and draconic. Breath Attack Dragon Damage Type Range Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Green Poison 15 ft cone (Con save) Red Fire 15 ft cone (Dex save) White Cold 15 ft cone (Con save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Gold Fire 15 ft cone (Dex save) Silver Cold 15 ft cone (Con save)

Primal Reversion Starting at level 3, when a karmic dragon is below 20% of their hit point maximum, they must make a con save (DC: 15) or revert to their primal form(The user can choose to fail this at will). The different Alignments have different forms that they take, but all 3 are considered large creatures. These transformations can only occur when the user is not under the effects of the Sapped Power status. Read the 'Aftermath' section for details on this effect. Chaotic Chaotic dragons grow into standard 4 legged dragons, adopting the features and traits typical of their draconic ancestry. While in this form, they cannot use class abilities (I.E. Second wind) or use any sort of melee weapon. Their walking speed increases to 40 feet and they gain a flying speed of 60 feet. Their STR, CON, and DEX scores increase by 3 to a maximum of 23. The dragon also regains hitpoints equal to their level times their constitution modifier. When they take the form, they must make an int saving throw (DC: 15) or their intelligence drops to 4 for the duration of the form and they fly into a blind rage, attacking anyone around them. While in the form, the dragon gains the following attacks and abilities: Natural Armor- While in this form, your AC is 10 + Dex modifier + Con modifier Multiattack- When it takes the attack action, The dragon can make one claw and one tail attack Superior Darkvision- Darkvision extends to 120 feet. Claws- STR/DEX mod + Proficiency to hit. The claws deal 2d6 slashing damage at level 3, 3d6 at level 6, 4d6 at level 11, and 5d6 at level 16 Tail- STR mod + Proficiency to hit. The tail deals 3d8 bludgeoning damage at level 3, 4d8 at level 6, 5d8 at level 11, and 6d8 at level 16. Breath weapon- abides by the same rules as the standard breath weapon, but doing an additional d8 damage. Similar to normal dragons, when you start your turn roll a d6. 5-6 means your breath is recharged. Tremorsense- The dragon has 50ft of tremorsense Neutral Neutral dragons grow into massive, bipedal dragons and sprout wings from their back, adopting features similar to the base chaotic dragons. While in this form, they cannot use weapons or class abilities (I.E. Second wind) or use any sort of melee weapon. Their walking speed increases to 40 feet and they gain a flying speed of 60 feet. While in the form, the 3 highest stats of the base dragon are increased by 3 (Maximum of 20), and the 3 lowest are decreased by 1. Upon reversion, the dragon regains hitpoints equal to their level times their constitution modifier (Pre-Transformation) as temporary hitpoints. The dragon gains DR against all nonmagical damage as well as gaining immunity to the type associated with their draconic ancestry. <br> Image used: Draconic Fervor by koutanagamori : Draconic Fervor by koutanagamori When they take the form, they must make an int saving throw (DC: 15) or drop to 4 intelligence for the duration of the form and fly into a rage, blindly attacking everyone around them While in the form, the dragon gains the following attacks and abilities Natural Armor- While in this form, your AC is 12 + Con modifier + Dexterity modifier Multi attack- When it takes the attack action, the dragon makes one claw and one tail attack. Superior Darkvision- Darkvision extends to 120 feet. Claws- STR/DEX mod + Proficiency to hit. The claws deal 2d6 slashing damage at level 3, 3d6 at level 6, 4d6 at level 11, and 5d6 at level 16 Tail- STR/DEX mod + Proficiency to hit. The tail deals 2d8 bludgeoning damage at level 3, 3d8 at level 6, 4d8 at level 11, and 5d8 at level 16. Earthshatter- The user stomps the ground with the force of an earthquake. All creatures within 20 feet of the dragon must make a dex saving throw (DC: 8 + Strength modifier + Proficiency bonus) or be knocked prone. Frightening Presence- As an action, you can force all enemies within 30 feet of you to make a wisdom saving throw (DC: 8 + Charisma modifier + Proficiency) or become frightened of you for one minute. The creature may repeat this save each turn until it succeeds. Upon success, the creature is immune to frightening presence for 24 hours. Tremorsense- The dragon gains 50ft of tremorsense

Lawful Lawful dragons take the form of an eastern serpent dragon, growing to approximately 30 feet long and hovering in the air. While in this form, the user cannot use weapons or class abilities (I.E. Second wind). While in this form, their INT, WIS, and CHA scores increase by 3 points to a maximum of 23. Additionally, while in this form the user gains the hover ability, being able to hover 10ft off the ground, and a flight speed of 60 feet. Upon reversion, the dragon gains hitpoints equal to half of their constitution bonus, rounded down, times their level. They also gain DR against all magical damage and immunity to the type associated with their draconic ancestry. When they take the form, they must succeed an int saving throw (DC: 20) or their intelligence drops to 4 for the remainder of the form. If this happens, their spellcasting ability shifts from intelligence to charisma. While in the form, the dragon gains the following abilities and attacks Natural Armor Your AC while in this form is 10 + Wisdom modifier + Charisma modifier Innate spellcasting- You gain access to certian spells based on your draconic element. You always have these spells prepared and do not need materials or an arcane focus to cast them. You can cast any of these once per time you take the form Claws- INT/CHA modifier to hit, deals 1d6 damage associated with your draconic element. This increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Constrict- You can make an action to force a target to make a str/dex saving throw (Creature's Choice) (DC: 8 + Wis + Proficiency) or be restrained. Each turn they can repeat this save until they succeed or your form reverts. They take 4d8 damage equal to your draconic ancestry each time they begin their turn constricted. This increases to 5d8 at level 6, 6d8 at level 11, and 7d8 at level 16. Improved Breath Weapon- Your breath weapon now does an extra 2d8 damage and enemies roll disadvantage on saves to avoid your breath attack. Roll a d6 at the start of your turn, only a 6 will recharge your breath attack. Aftermath Each round you start your turn in this form you must succeed a DC 15 constitution saving throw or be reverted back to your normal state. After 5 turns the form expires automatically. Either way, you gain the sapped power status. This status lowers all of your bonuses by 1 point until you complete a short rest and succeed a DC 15 constitution saving throw, complete a long rest, or have lesser restoration or a higher spell of the same effect cast on you, at which point the effect ends. When the form ends you lose all temporary hitpoints that you gained upon the transformation. Whatever armor you were wearing when you took the form is broken upon reverting back, weapons are fine unless they were something like knuckles that wouldve broken upon your growth. After you revert from the form, make an insight check (DC: 15). Upon success, you gain one level of mastery over the form. Mastery levels One- you gain advantage on all saving throws associated with the transformation Two- You can grow your body in such a way that armor you are wearing slips off of you rather than breaking when you transform Five- You have mastered the transformation and no longer need to make the saving throws associated with the Transformation. Seven- Sapped Power No longer lowers your stats, but it still prevents you from transforming so long as you are afflicted by it. Ten- You have complete and total control over the form and can access its power at will. As an action, You can voluntarily take the form regardless of HP remaining, but you do not gain the temporary hitpoints you do by transforming normally. Once you have done this you cannot do so again until you finish a long rest.