Wyrmfolk “After the smoke had cleared, a winged shadow landed in front of the befuddled Ragnor and the shocked Indina. ‘Dwarf, is that a dragonborn?’ the elf whispered to her smaller partner. ‘I ain’t seen any dragonborn that can fly, lassie. This is somethin' entirely different.’ They looked on as the figure emerged, appearing to be human woman. But she had bright brass scales dotting her body, teeth as sharp as knives in her smile, and glowing yellow eyes. But the most striking features of this woman was her two, large wings and long, scaly tail." —Otis Leonard, Draconic Heritage: An Endless Mystery

With awe-striking wings and a bloodline as ancient as their ancestors, Wyrmfolk are a very rare sight in the worlds they’re encountered in. They tend to occur in much the same way dragonborn do, either from a shapechanged dragon mating with a human, a blessing from a draconic protector, or a haphazard experiment made by morbidly curious wizards. Wyrmfolk lack the noble heritage and breath weapons of their dragonborn cousins, but have inherited two different traits from their bloodline instead. They have dragonlike wings and an innate magical ability taken straight from their ancestor. Wyrmfolk are anomalies, and many are afraid of them. Suffering cool receptions from both humankind and dragonborn alike, Wyrmfolk either adapt to live among these societies using their draconic talents and versatile nature, or retreat to the fringes to live in lairs of their own, just like the dragons they resemble. Dazzling Sights Wyrmfolk are striking to behold. They are covered in vibrant scales around their backs, knees, elbows, shoulders and other miscellaneous areas around their body that match the color of their respective dragon, and their eyes typically match the properties of them as well. Their teeth are sharper than the average human’s, and can cut like razors. And if that wasn’t distinguishing enough, they have large draconic wings and tails that sprout out from their bodies. To see a Wyrmfolk is a rare sight for anyone, and their appearances are often too brief to get a good glimpse. Percived Tyrants or Real Tyrants Wyrmfolk learn quickly the dangers of drawing attention to oneself, and they feel the sting of a life where most people are either scared or cautious around them. Their large wings and draconic appearance leave them outcast and shunned from most societies. Even dragonborn tend to shy away from letting a Wyrmfolk within their ranks, in spite of their common heritage. Some wyrmfolk adapt to this social pressure in different ways. Some wyrmfolk will slink off to the fringes of society or live out in the wilderness, making lairs just like their ancestors. Others may take this in stride and prove themselves worthy of love and acceptance in their societies. However, some wyrmfolk may become disenfranchised and forcefully insert themselves as tyrants in those societies, and can be every bit as horrendous and awful as any true dragon. Ancestral Variation Where Dragonborn have inherited a dragon’s breath weapon and innate elemental resistance, Wyrmfolk are able to fly at high speeds and may even be able to innately cast spells. This comes from inheriting different characteristics from dragons. This can inspire jealousy and fear in those they come across, and sometimes leads to them being hunted down for their scales and parts, since they tend to be seen as easier prey than a dragon. 1

Wyrmfolk Names Wyrmfolk tend to have human names, except under circumstances in which a dragon has raised them. Wyrmfolk heavily value individualism, and so have a very diverse selection of names.

Male Names: Daxio, Aldrin, Preston, Elton, Johnson, Grisgore, Leon, Javier

Female Names: Leona, Valterus, Adriana, Deidra, Kiki, Sun, Katriss, Nayeli

Draconic Titles: Stormcaller, The Stalwart, Acid Tongue, Eternal Flame, Shadowdweller, The Brass Knuckle Wyrmfolk Traits Your Wyrmfolk character has a slew of abilities that come from both their draconic heritage and their human sensibilities. Ability Score Increase. An ability score depending on the dragon you inherit from increases by 2, and you get another ability score of your choice increased by 1. Age. Wyrmfolk mature at a quicker rate than humans, reaching mature adulthood at around age 15. They tend to live far longer than humans, but not as long as dragons, averaging at around 500-600 years. Alignment. Wyrmfolk are self sufficient, and tend towards a chaotic alignment. Most are neutral as they tend to prioritize their survival, but they can be good or evil as well. Size. Wyrmfolk tend to be the same size as or taller than most humanoids, often around 5 - 6 feet tall, with their builds as varied as their human counterparts. Your size is Medium. Speed. Your base walking speed is 30 feet. Draconic Heritage. You get a unique cantrip based off your draconic heritage that you can cast at will. You also get either aganazzar's scorcher or burning hands at 3rd level, and can cast them once per long rest with the following changes: You can substitute the damage type of this spell for the damage type listed in your draconic heritage chart. Your spellcasting ability for these spells is also determined by your draconic heritage. Flight. You have a set of leathery wings and a tail inherited from dragons which give you a flying speed of 30 feet. You must use your movement to fly 15 feet in order to stay aloft or you fall towards the ground at the end of your turn. In order to take off, you must be in a space that accommodates your wingspan, which is equal to double your height. To use this movement, you cannot be wearing heavy armor or medium armor. Additionally, light armor you wear must be made to accommodate your wings in order for you to be able to fly. Human Talents. You gain proficiency in a single skill or tool proficiency. Treasure Sense. You have an uncanny nose for shiny baubles and wealth. You always know the exact count of gold in a treasure pile, as well as the exact worth of any object that isn’t coin. Additionally, once per short or long rest, you can spend 1 uninterrupted minute to attune to your innate draconic senses, after which you gain the knowledge of the general direction and distance in miles of any treasure, valuable item, or hoard of loot that’s worth more than 1,000 gp within 10 miles of you. Languages. Wyrmfolk can speak, read, and write Common, Draconic, and a single language of your choice.

Draconic Heritage Chart Dragon Attribute Spellcasting Ability Cantrip Spell Damage Red Strength Charisma Gold Coating Fire Blue Intelligence Intelligence Instant Burial Lightning Green Charisma Charisma Foggy Mind Poison Black Constitution Wisdom Intimidating Glare Acid White Wisdom Wisdom Ice Stride Cold Pink Charisma Charisma Friends Thunder Gold Inteligence Intelligence Calming Incense Fire Silver Wisdom Wisdom Aurora Glow Cold Bronze Strength Wisdom Dazzling Gleam Lightning Copper Dexterity Charisma Jape Acid Brass Charisma Charisma Fluency Fire Electrum Dexterity Charisma Blink Step Force

Dragonborn Revision These dragonborn are being given a few different traits in order to make them as robust as the other PHB races, and thus be more desirable to pick for a reason other than "Breath Weapon" and "Elemental Resistance". Dragonborn Revision Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn. Ability Score Increase. Your Strength score Increases by 2, and your Charisma score increases by 1. Age. Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. Alignment Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. Size Dragonborn are taller and heavier than humans, standing up to 6 feet tall or higher and averaging almost 250 lbs. Your size is medium. Speed Your base walking speed is 30 feet. Draconic Ancestry You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type. Draconic Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. 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) Electrum Force 5 by 30 ft. line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Con. save) Red Fire 15 ft. cone (Dex. save) Pink Thunder 15 ft. cone (Con. save) Silver Cold 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. 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 equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Damage Resistance You have resistance to the damage type associated with your draconic ancestry. Claws. You have a set of long claws at the ends of your hands. You can make a melee attack with them, dealing 1d6 slashing damage on a hit. Magical Presence. You gain either the charm person or cause fear (found in WoTC's Starter Spell UA), and can cast it without using a spell slot once per long rest. Charisma is your spellcasting ability modifier for these spells. Menacing Diplomat. You gain proficiency in the Indimidation or Persuasion skill. Languages. Dragonborn can read, speak, and write Common and Draconic.

Humanoid Dragonborn Humanoid Dragonborn are a subspecies of dragonborn distinguished by their more human-like features when compared to their cousins. They have more human faces, but are still covered in scales, have sharp teeth, and bear dragon-like eyes. These Dragonborn differ only slightly from their Dragonborn cousins. They’re not as naturally strong, but they do tend to be more skilled, borrowing one aspect from their human origins. Humanoid Dragonborn traits Your draconic heritage manifests in a variety of traits you share with other dragonborn, as well as an aspect shared with humans. Ability Score Increase. Your Strength ability score goes up by 1, and two ability scores of your choice increase by 1. Age. Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. Alignment Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. Size Humanoid are about as tall and heavy as humans if maybe a bit bulkier. Your size is medium. Speed Your base walking speed is 30 feet. Draconic Ancestry You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type. Draconic Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. 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) Electrum Force 5 by 30 ft. line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Con. save) Red Fire 15 ft. cone (Dex. save) Pink Thunder 15 ft. cone (Con. save) Silver Cold 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. 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 equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Damage Resistance You have resistance to the damage type associated with your draconic ancestry. Magical Presence. You gain either the charm person or cause fear spell (found in WoTC's Starter Spell UA), and can cast it without using a spell slot once per long rest. Charisma is your spellcasting ability modifier for these spells. Naturally Skilled. You gain proficiency in a skill or tool of your choice. Languages. Humanoid Dragonborn can read, speak, and write Common, Draconic, and a language of their choosing.

Dragon Knight A dragonborn Lets out a roar of anger as he leaps down in the middle of a group of soldiers, lashing out with a flurry of blows with a spear imbued with his draconic power. He lets out a hiss as his enemies begin to fall in large numbers around him. A female wyrmfolk lifts her sword high, and as her hapless teammate is chased down by a cocky and arrogant dragon, leaps toward the assailant, letting out a challenging roar and striking out with her weapon before it can strike them down. An orc's warhammer readies to strike true on an unwary halfling, but just before the strike hits, a brave dwarf pushes her back and takes the hit full force, gritting his teeth as he barely manages to hold on. As the warhammer lifts, he lets out a battlecry and readies to retaliate. Mobile fortresses imbued with arcane magic, Dragon Knights leap across the battlefield, striking fast and hard with spell and sword alike. They've gained their mysterious abilities from cavorting with dragons, and utilize them to be the ultimate in battlefield control. Whether you need a stalwart defender to take punishment and dish it out or a mobile striker who weakens enemies with elemental blows, setting them up for the killing blow, Dragon Knights are allies you can trust your life to, no matter what. Deals, Blessings, or Curses A Dragon Knight is named as such because it is a knight whose powers and abilities come from the legendary beasts we call dragons. How they come across this power can vary. Some are taught their ways by dragons themselves, others accidentally come across a source of magic touched by a dragon. Some are even forced into a deal with a dragon who's "blessing" of power constitutes a contract on their life which the beast is definitely planning to collect. Whatever the source, Dragon Knights have trained their bodies and minds to sharpen their skills in sword and spell alike. Trained for Adventure Dragon Knights are called to adventure from their training with their abilities. Some hire out as mercenaries, trading coin for their battlefield services, others simply lust for travel, and go searching for treasure on their own merit, and some are even official knights in a king's court, offering a specialized cavalry unit to their liege's missions and expeditions. Dragon Knights will find adventure one way or another.

Creating a Dragon Knight When creating a Dragon Knight, consider how they got their abilities. This could give your DM interesting plot hooks towards adventures you're in. Did you train under a dragon's tutelage, where you gained your understanding of magic and weapons? Were you selected for favor by one of these great beasts or did you escape the forced servitude of them as they trained you to be one of their lieutenants? This background should be designed to give them a good basis for their powers and a solid reason to go out adventuring. A Dragon Knight should be as interested in casting spells as they are swinging around a weapon. Quick Build To quickly build a Dragon Knight, make Strength or Dexterity your highest ability score, followed by Charisma. Second, choose the Soldier Background.

The Dragon Knight Level Proficiency Bonus Features Arcane Leap Distance Spells Known 1st 2nd 3rd 4th 5th 1st +2 Draconic Discipline, Arcane Leap 10 feet - - — — — — 2nd +2 Fighting Style, Spellcasting, Dragon Boost 10 feet 2 2 — — — — 3rd +2 Lair Familiarity, Imposing Presence 10 feet 3 3 — — — — 4th +2 Ability Score Improvement 10 feet 3 3 — — — — 5th +3 Extra Attack 10 feet 4 4 2 — — — 6th +3 Dragon Senses 10 feet 4 4 2 — — 7th +3 Discipline improvement 20 feet 5 4 3 — — — 8th +3 Ability Score Improvement 20 feet 5 4 3 — — — 9th +4 — 20 feet 6 4 3 2 — — 10th +4 Protective Presence 20 feet 6 4 3 2 — 11th +4 Discipline Improvement 20 feet 7 4 3 3 — — 12th +4 Ability Score Improvement 20 feet 7 4 3 3 — — 13th +5 — 20 feet 8 4 3 3 — — 14th +5 Improved Dragon Boost 20 feet 8 4 3 3 1 — 15th +5 Discipline Improvement 30 feet 9 4 3 3 1 — 16th +5 Ability Score Improvement 30 feet 9 4 3 3 2 — 17th +6 — 30 feet 10 4 3 3 2 1 18th +6 Presence Improvements 30 feet 10 4 3 3 3 1 19th +6 Ability Score Improvement 30 feet 11 4 3 3 3 2 20th +6 Heart of the Dragon 30 feet 11 4 3 3 3 2 Class Features As a Dragon Knight, you gain the following class features. Hit Points Hit Dice: 1d10 per Dragon Knight level

Hit Points at 1st level: d10 + your Constitution modifier

Hit Points at Higher Levels: d10 or 6 + your Constitution modifier per Dragon Knight level after 1st Proficiencies Armor: All armor, shields

Weapons: Simple Weapons, Martial Weapons

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Acrobatics, Athletics, Deception, Investigation, Insight, Intimidation, Perception, Persuasion and Stealth

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a)Scale Mail or (b) Chain Mail

(a) A Martial Melee Weapon and a Simple Melee Weapon or (b) Two Martial Weapons

(a) Two Shortswords or (b) Two Simple Melee Weapons

(a)Dungeoneer's Pack or (b)Explorer's Pack Draconic Discipline Right from the start, Dragon Knights have had training in blending their arcane arts into martial combat. They tend towards two disciplines. the Chromatic Discipline, which teaches the ways of the mobile striker, and the Metallic Discipline, which guides them along the path of being the ultimate mobile fortress. These disciplines grant you features at 1st level and again at 7th, 11th, and 15th level.

Arcane Leap When you choose this class at 1st level, you gain the ability to take flying leaps into the air using your arcane energy. You can make a long jump or a high jump without moving. You can jump additional feet as dictated on the Arcane Leap Distance section on the Dragon Knight class table. Your Arcane Leap distance also comes into play for other abilities as well. When an ability allows you to perform an Arcane Leap, you can move as far as it says on the Arcane Leap Distance column on the table. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While wearing armor, you gain +1 AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Lancer You get a +2 bonus to attack rolls when attacking using weapons with the reach property at creatures more than 5 feet away from you. You cannot use a shield and gain this benefit while mounted. Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Versatile Style You get a +1 to attack rolls with weapons that have the versatile property when wielding them in one hand with nothing else in your other hand. If you miss an attack while wielding a weapon with the versatile property in two hands, you can, once per turn, choose to make the attack roll again with one hand. Spellcasting By level 2, you have developed a bond to a pool of draconic and divine magic. See chapter 10 in the Players Handbook for the general rules of spellcasting. You may cast spells from the Dragon Knight Spell List. Spell Slots The Dragon Knight table shows how many spell slots you have to cast your 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. Spells Known of 1st Level and Higher You know two 1st levels of your choice from the Dragon Knight spell list. The Spells Known column of the Dragon Knight table shows when you learn more Dragon Knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 Knight spells you know and replace it with another spell from the Dragon Knight spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting modifier for your Dragon Knight spells, since your magic draws on either your connection with the draconic magic you were blessed with or your training in said magic. 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 Knight spell you cast and when making an attack roll with one, as well as other Dragon Knight abilities. Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier. = 8 + your proficiency bonus + your Charisma Modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier. Dragon Boost Once you get to 2nd level, your magic grants you special charges of magical force, known as Dragon Boost charges. You gain a number of these charges equal to your Charisma modifier. You can expend this charge on your turn in one of the following ways: When you deal damage, you can deal additional damage equal to half your Dragon Knight level (rounded down). This damage matches the damage type listed in your Draconic Discipline chart.

You can use a bonus action make a Persuasion check contested by the Insight check of a creature you can see within 30 feet of you. If you succeed, the target cannot take hostile actions against any creature other than you until the beginning of your next turn.

You can use a bonus action to make an Intimidation check contested by the Insight check of a creature you can see within 30 feet of you. If you succeed, the target cannot take hostile actions against you until the beginning of your next turn unless you take hostile actions towards them. You regain expended Dragon Boost charges when you finish a short or long rest. Lair Familiarity When you reach 3rd level in this class, you gain familiarity with terrain where dragons tend to reside. When in terrain that dragons could use as their lairs (see the Monster Manual for information on dragon's lairs), you ignore difficult terrain and cannot become lost, except by magical means. You can also travel through such areas in half the normal time, and you can move stealthily at a normal pace when you do.

Imposing Presence Starting at 3rd level, you exude a draconic aura around you that is awe inspiring and terrifying. If a creature within 10 feet of you hits you with an attack, you can use your reaction to force them to make a Wisdom saving throw. If they fail, they are frightened of you until the end of your next turn. When you reach 18th level, this distance increases to 30 feet, and you can use this feature when an ally gets hit with an attack. Ability Score Improvement When you reach 4th level, and again at 8th, 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 Extra Attack At 5th level, you can attack twice, instead of once, when you take the attack action on your turn. Dragon Senses At 6th level, you have become more attuned to their own inner draconic senses. You get blindsight out to 30 feet, as well as 60 feet of darkvision (or an extra 60 feet if you have darkvision already). You get proficiency in the Perception skill. If you are already proficient, your proficiency bonus is doubled for checks made with that skill. Protective Presence At 10th level, creatures friendly to you cannot be damaged by your Dragon Knight spells or abilities associated with your Arcane Leap unless you choose. Once you reach 18th level, when you are forced to make a saving throw to resist damage, you can use your reaction to leap in any direction, up to your Arcane Leap distance, without provoking opportunity attacks. If you do so, you take half damage if you fail the save, and no damage if you succeed. Once you use this feature, you cannot use it again until you complete a short or long rest. Improved Dragon Boost By 14th level, your draconic magic becomes far more enhanced, granting you new ways to make use of your Dragon Boost charges. You can expend a Dragon Knight spell slot on your turn as a bonus action. You regain a number of Dragon Boost charges equal to the level of the spell slot spent. You gain the following Dragon Boost abilities: You can reroll a failed Charisma or Perception check you make. You must use the new roll.

As a bonus action, you can make a Deception check contested by the Insight check of a creature you can see within 30 feet of you. If you succeed, you have advantage on the next attack you make against that creature.

When you take damage, you reduce that damage by d10 + half your dragon knight level (rounded down).

You gain advantage on your initiative roll, and add your Charisma modifier to your Initiative bonus. Heart of the Dragon At 20th level, Dragon Knights have become so infused with supernatural power, that they are able to briefly take on the aspects of their emulated dragon. As an action, you can take on the traits and appearance of a true dragon, growing scales, sharp teeth, and serpentine eyes. For 1 minute, you gain the following benefits. The damage resistance you get from your Draconic Discipline is upgraded to an immunity.

You are resistant to all nonmagical piercing, bludgeoning and slashing damage.

Your movement speed increases by 10 feet, and you sprout wings if you do not have them already , getting a flying speed equal to your walking speed. You can fly instead of jump when abilities let you perform an Arcane Leap.

You can use a Dragon Boost ability once per round without expending a Dragon Boost charges.

You can use a breath weapon for the duration. The type of breath weapon has properties dependent on the dragon you chose in your Draconic Discipline chart. You can use an action to expel the breath weapon. Any creatures within the weapon's range must make a saving throw dictated by the type of breath weapon. They take 10d8 damage of the breath weapon's type on a failed save, and half as much damage on a success. Once you use the breath weapon, you must roll a d6 at the beginning of each of your turns. If you roll a 6, the breath weapon recharges. Once you use this feature, you cannot use it again until you complete a long rest.

Draconic Disciplines Dragon Knights lean toward one of two disciplines that determine their role in combat. Each one has it's own unique means of using their arcane power and skills. The two disciplines are Chromatic and Metallic. Discipline Restrictions Certain races are restricted in which Dragon Knight Discipline they can train in. Dragonborn and Wyrmborn can only take a discipline that matches the type of dragon they chose from their Draconic Ancestry chart. For example, a Silver Dragonborn can only take the Silver Metallic Discipline, and a Green Wyrmborn can only take the Green Chromatic Discipline. A DM can waive this restriction if it suits their game. Chromatic Discipline Dragon Knights that choose a chromatic dragon as a teacher or are imbued with the magic of the beasts seek to become the ultimate mobile strike force. You race across the battlefield, quickly closing the distance between foes and utilizing your innate draconic magic to get the most out of any attack you make. Those who fall under the Chromatic discipline are terrifying warriors that few trifle with, as they usually tend to emulate their masters a little too well. Draconic Emulation When you choose this discipline at 1st level, you can pick a dragon from the chart to emulate. This gives you several benefits that will come into play with certain abilities and features for your Dragon Knight class. Discipline chart Dragon Damage Type & Resistance Breath Weapon Red Fire 15 ft. cone (Dex. save) Blue Lighting 5 by 30 ft. line (Dex. save) Green Poison 15 ft. cone (Con. save) Black Acid 5 by 30 ft. line (Dex. save) Pink Thunder 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) Pursuit Also at 1st level, you can use your reaction to make an Arcane Leap towards any enemy that's taken an action during their turn or has moved further than half their movement speed. Chromatic Impact At 7th, your Arcane Leaps now release elemental energy when you hit the ground. Whenever you make an arcane leap, you can choose to release a blast from your point of impact impact. Any creature of within 5 feet of you must make a saving throw equal to your Spell save DC. The type of saving throw they must make depends on the dragon you chose on your Draconic Discipline chart. They take 1d4 + your Dragon Knight level damage of the type on your Draconic Discipline chart on a failed save, and half as much damage on a successful save. This distance increases to 10 feet at 11th level, and 15 feet at 15th level, and the damage increases by 1d4 at 11th level (2d4) and 15th level (3d4). Frenzied Pursuit Starting at 11th level, when you use the Pursuit feature, you can make a weapon attack roll if this puts you within reach of your weapon. You must be within 30 feet of the target to make a ranged weapon attack. Additionally, if this attack reduces a creature to 0 hit points, you can immediately make another weapon attack against a creature within range as part of that reaction (this range must be 30 feet or closer if you are making a ranged weapon attack). Unstoppable Might Once you reach 15th level, you become a relentless force of draconic might. When you make a long jump or use your Arcane Leap feature, creatures within your path must make a Strength or Dexterity saving throw (the creature's choice). They take damage equal to d10 + your Strength or Dexterity modifier and are knocked prone on a failed save, and half as much damage and are not knocked prone or pushed on a successful save. Additionally, you cannot be knocked prone, and creatures that attempt to do so must succeed a Wisdom saving throw. If they fail, they are frightened of you until the end of your next turn, and it must immediately use its reaction, if possible, to drop prone.

Metallic Discipline Dragon Knights of the metallic discipline are masters of mobile defense, stalwartly putting themselves between their allies and danger. You will often find yourself leaping right in the path of damage in order to take one for the team, and forcing enemies to face you down in a fight they surely cannot win. Dragon Knights of the metallic discipline are respected as much as paladins due to them often emulating their source's kind heart and compassion for others. Draconic Emulation When you choose this discipline at 1st level, you can pick a dragon from the chart to emulate. This gives you several benefits that will come into play with certain abilities and features for your Dragon Knight class. Discipline chart Dragon Damage Type & Resistance Breath Weapon Gold Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cone (Con. save) Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Electrum Force 5 by 30 ft. line (Dex. save) Safeguard Also at 1st level, you can use your reaction to make an Arcane Leap towards any ally that's taken damage or negative effects. You push the ally 5 feet away from you and take the damage or effects instead. If the source of damage is a creature, that creature must succeed a Charisma saving throw. If they fail, they cannot attack any creature other than you until the end of your next turn. Draconic Ward At 7th level, your leaps can surround nearby allies in a protective field that shields them against incoming damage. When you make an Arcane Leap, any allied creature within 5 feet of you gets a protective ward around them. The next time they take damage, they become resistant to that damage until the beginning of their next turn. At 11th level, this distance increases to 10 feet, and the ally becomes resistant to nonmagical bludgeoning, piercing and slashing damage as well. At 15th level, the distance increases to 15 feet, and they become resistant to the damage type you chose from your Draconic Discipline chart for 1 minute after they gain the ward. Stalwart Safeguard At 11th level, when you use the Safeguard feature, you gain resistance to the damage dealt to you until the beginning of your next turn. If you would be affected by a condition, you can remake the saving throw against that condition. In addition, if damage you took from using Safeguard would reduce you to 0 HP, you are reduced to 1 HP instead. Unbreakable Vigor Once you reach 15th level, you are an immovable wall, standing against the tides of impending doom. When start your turn within a damaging area, or when enter its area for the first time, you can use your reaction to make an arcane leap, taking no damage from that effect. Your naturally protective nature keeps you safe from ailments. You are immune to disease. Additionally, you cannot be forced to move, and creatures that attempt to do so must succeed a Wisdom saving throw against your spell save DC. If they fail, they are frightened of you until the end of their next turn, and must immediately use its reaction, if possible, to move up to half their speed away from you in a direction of their choosing.

Dragon Knight Spell List 1st Level Absorb Elements

Compelled Duel

Immolating Burst

Shield

Thunder Burst

Quake Burst 2nd Level Debilitating Burst

Earthbind

Gale Burst

Lesser Restoration

Locking Burst 3rd Level Counterspell

Crashing Burst

Elemental Burst

Remove Curse 4th Level Corrosive Burst

Fire Shield

Storm Sphere

Vitriolic Sphere 5th Level Destructive Burst

Greater Restoration

Draconic Burst Dragon Knight Spells Immolating Burst 1st-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M(A weapon)

V, M(A weapon) Duration: Instantaneous A wave of sticky flame streaks out from your weapon. Anyone within a 10 foot cone of you must make a Dexterity saving throw. They take 1d6 fire damage and are set alight on a failed save, and half as much damage and are not set alight on a failed save. If they fail their saving throw, they take 1d6 fire damage at the end of each of their turns unless they or another creature spend an action to put the flame out. When you cast this spell at a level of 2 or higher, increase the damage dealt from the initial burst by 1d6 for every level higher than 1st. Thunder Burst 1st-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M(your weapon)

V, M(your weapon) Duration: Instantaneous A crack of thunder goes off that's audible from 300 feet away, generated from your weapon. Any creature within 20 feet in front of you must succeed a Constitution Saving Throw or take 1d6 thunder damage and become deafened for 1 minute. At the end of each of the creature's turns, it may make its saving throw again to attempt to end this spell's effect. Quake Burst 1st-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M(your weapon.

V, M(your weapon. Duration: Instantaneous You cause a tremor in the ground. Any creature within 5 feet of you must succeed a Dexterity saving throw or be knocked prone. When you cast this spell at 3rd level, the distance of this spell increases to 10 feet. Debilitating Burst 2nd-level necromancy Casting Time: 1 bonus action.

1 bonus action. Range: 10 feet

10 feet Components: V, M(Your weapon)

V, M(Your weapon) Duration: Instantaneous Debilitating energy streaks forth from your weapon towards a creature within range. The creature must make a Constitution saving throw They 2d4 necrotic energy and can only deal half damage with weapons that require Strength to use, as well as having disadvantage on any Athletics checks they make for 1 minute if they fail. They can make a Constitution saving throw at the end of each of their turns in order to remove this spell's effect. If they succeed the saving throw, they take half damage and do not suffer any of the spell's penalties. When you cast this spell at a level of 3 or higher, increase the damage dealt by 1d4 for every level higher than 3rd. Gale Burst 2nd-level evocation Casting Time: 1 Bonus Action

1 Bonus Action Range: Self

Self Components: V, M(Your weapon)

V, M(Your weapon) Duration: Instantaneous A strong gust of wind flies forth from your weapon in a 15 foot cone. Anyone within it must make a Constitution Saving throw. If they fail, they're pushed 5 feet away from you. When you cast this spell, creatures are pushed 10 feet away from you on a failed save, and 5 feet on a successful save.

Locking Burst 2nd-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M(Your weapon)

V, M(Your weapon) Duration: Instantaneous You send forth a wave of paralysis through your weapon. Creatures within 5 feet of you must succeed a Dexterity saving throw. If they fail, they take 2d6 lightning damage and are Stunned until the end of their next turn. If they succeed, the damage is halved and they are not stunned. If this spell is cast at a level higher than 2, the damage of this spell increases by 1d6 for every level higher than 2nd. Hindering Burst 3rd-level evocation Casting Time: 1 bonus action

1 bonus action Range: 10 feet

10 feet Components: V, M(Your weapon)

V, M(Your weapon) Duration: Instantaneous You send forth a wave of disorienting energy forth from your weapon at a creature within range. The must succeed a Constitution saving throw or get disadvantage on their attacks, ability checks and saving throws for 1 minute. They can make a Constitution saving throw again at the end of each of their turns in order to remove this effect. Elemental Burst 3rd-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M(Your weapon)

V, M(Your weapon) Duration: Instantaneous You send forth a wave of either acid, cold, fire, lightning, poison, or thunder damage from your weapon out in a 15 foot one. Creatures within the cone must make a Dexterity saving throw. They take 3d8 damage of the type of damage picked on a failed save, and half as much damage on a successful save. When you cast this spell at 4th level or higher, increase the damage dealt by 1d8 for every level higher than 3rd. Corrosive Burst 4th-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M(Your weapon)

V, M(Your weapon) Duration: Instantaneous You send forth a spray of highly corrosive acid from your weapon in a 15 foot cone. Creatures within the cone must make a Dexterity saving throw. On a failed save, take 3d6 acid damage, and take 1d6 acid damage at the end of their turn. On a successful save, they take half damage and do not take damage at the end of their turn. When you cast this spell at a level higher than 4th, increase the damage of the initial attack and the damage at the end of their turn by 1d6 for every level higher than 4th. Destructive Burst 5th-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M(Your weapon)

V, M(Your weapon) Duration: Instantaneous You let out an extremely powerful burst of destruction from your weapon that surges out in a 30 foot cone in front of you. Creatures within the cone must succeed a Constitution Saving throw. On a failed save, they take 5d6 force damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. Draconic Burst 5th-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, M(Your weapon)

S, M(Your weapon) Duration: Instantaneous You conjure up an a image in the shape of a huge dragon from your weapon. This dragon can be any metallic or chromatic dragon of your choosing. This projection moves in a 30 foot line that is 15 feet wide before disappearing. Any creature within the line must succeed a Strength saving throw. They take 5d10 damage of the type that matches the dragon chosen if they fail, and half that damage if they succeed.

New Spells Aurora Glow illusion cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, M (A jar of fireflies which you release as part of casting the spell)

S, M (A jar of fireflies which you release as part of casting the spell) Duration: 1 minute For the duration, you glow softly with neon colors, and project an aura of magnetism. You shed dim light out to 5 feet. Creatures within 10 feet of you are naturally drawn to you, and will take what you say with thought and consideration if they are not hostile towards you. However, once the spell ends, they must make an Intelligence saving throw. If they fail, they believe your glowing presence had nothing to do with you, but recognize it as the source of their being drawn to you, and will react accordingly if they see it again. If they succeed, they realized you used an illusion to charm them and will react accordingly, even becoming hostile if they were neutral or on the fence about you, depending on the nature of your interaction. Blink Step enchantment cantrip Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S

S Duration: Instantaneous You quickly blink out with a flash of light and teleport 5 feet to an unoccupied space that you can see. Calming Incense enchantment cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (A pinch of herbal incense)

V, S, M (A pinch of herbal incense) Duration: Instantaneous You throw a puff of soothing incense towards a creature within range. That creature must make a Wisdom saving throw or have disadvantage on the next attack roll it makes, or creatures it forces to make a saving throw are granted advantage on that save before the end of your next turn. Dazzling Gleam evocation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: M (a piece of flint and steel)

M (a piece of flint and steel) Duration: Instantaneous You shoot a blinding beam directed at a single creature of your choice within range. That creature must succeed a Constitution saving throw or be blinded until the end of your next turn. Fluency divination cantrip Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: Concentration, 1 hour You must talk to a creature that is speaking a language you are not proficient in as part of casting this spell. For the duration, you understand the literal meaning of the language being spoken to you and can communicate on a standard level in that language, but you cannot write or read the language. Once this spell ends, the knowledge of this language is stricken from your mind until you next complete a short or long rest. Foggy Mind enchantment cantrip Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, M (a pinch of opioid powder)

V, M (a pinch of opioid powder) Duration: Concentration, 1 minute Choose a creature within range. For the duration, that creature has disadvantage on all Wisdom based checks directed at you, as long as it isn't hostile towards you. When the spell ends, the creature realizes that you used magic to cloud its judgment and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion.), depending on the nature of your interaction with it. Fool's Gold transmutation cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M(a pile of yellow powder)

S, M(a pile of yellow powder) Duration: Concentration, 1 minute Choose a nonmagical object with dimensions no larger than 1 foot in radius or 2 feet on each side. That object adopts a dazzling, gleaming coat of gold on it for the duration. This coat is easily scratched off, however, which reveals it to be false. A creature can also succeed an Investigation check against your spell save DC to figure out the gold coating isn't real, in which case it looks like a cheap gold film. Ice Stride transmutation cantrip Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, M (a drop of black tar)

S, M (a drop of black tar) Duration: 1 round For the duration, 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 extra movement.

Instant Burial transmutation cantrip Casting Time: 1 action

1 action Range: Self

Self Components: V, M (A handful of sand, dirt or natural terrain)

V, M (A handful of sand, dirt or natural terrain) Duration: Concentration, up to 1 minute You instantly bury yourself underground. For the duration, you cannot move or take actions, but cannot suffocate and are in full cover. When this spell ends, either because you chose to end your concentration on the spell or because its duration runs out, you pop up out of the ground, leaving no hole in your wake. Creatures occupying your square when you pop up are moved to the closest unoccupied square when you pop up, and creatures within 5 feet of you when you pop up must succeed a Strength saving throw or be pushed 5 feet away from you. Jape conjuration cantrip Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S

V, S Duration: Until Dispelled or Triggered You conjure up a silly trap in a 5 foot square at the point you touch. The trap is invisible, save for a trigger that can be spotted with a successful Perception check against your spell save DC, which appears to be a small, silver dot. If a creature enters the space the trap is set in, it goes off, causing one of the following effects to occur: A banana peel or similarly slippery object is summoned, causing the creature to fall prone if they fail a Dexterity saving throw.

A colorful spray flies at the creature's eyes. It must succeed a Constitution saving throw or be blinded until the end of their next turn.

A humorous sound, such as a fart or a silly jingle, emanates in such a way as if it was originating from the creature. The creature must succeed a Charisma saving throw or have disadvantage on the next Charisma based check it makes, or until 1 minute has passed.

A silly image flashes in front of the creature's eyes. It must succeed a Wisdom saving throw or fall into a laughing fit, reducing its movement speed by 10 until the beginning of its next turn. Talk to your DM about other forms of harmless pranks you can pull with this spell. You can only have one trap active at one time when casting this spell, and if you cast it twice, the first trap you summoned disappears. Art Credits Brass Dragon Girl: Barbariank

Dragon Man: Found Here.

Dragon Girl 1: YZ. X

Dragon Girl 2: Found Here

Dragonborn: Wizards of The Coast

D&D Dragon Lair: Ned Rogers