Dragon Aspect Dragon Aspect Level Proficiency Bonus Features Dragon Forms Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Draconic Armour, Spellcasting 2 2 2 2 — — — — 2nd +2 Dragon Form 2 2 3 2 — — — — 3rd +2 Draconic Bloodline, Prehensile Tail 3 2 4 3 — — — — 4th +2 Ability Score Improvement 3 2 4 3 — — — — 5th +3 Extra Attack, Bite 3 2 4 3 2 — — — 6th +3 Bloodline Feature 3 2 5 4 2 — — — 7th +3 Claws of Bahamut 3 3 6 4 2 — — — 8th +3 Ability Score Improvement 4 3 6 4 2 — — — 9th +4 Draconic Armour Improvement 4 3 7 4 2 2 — — 10th +4 Bloodline Feature 4 3 8 4 3 2 — — 11th +4 Titanic Growth 4 3 8 4 3 2 — — 12th +4 Ability Score Improvement 5 3 9 4 3 2 — — 13th +5 Bestial Mind 5 3 10 4 3 2 2 — 14th +5 Bloodline Feature 5 3 10 4 3 2 2 — 15th +5 Gift of Flight 6 3 11 4 3 3 2 — 16th +5 Ability Score Improvement 6 4 11 4 4 3 2 — 17th +6 ─ 6 4 12 4 4 3 3 1 18th +6 Titanic Growth Improvement 6 4 13 4 4 3 3 1 19th +6 Ability Score Improvement 6 4 13 4 4 3 3 1 20th +6 Chromatic Scales Unlimited 4 13 4 4 3 3 2 Class Features As a dragon aspect you gain the following class features. Hit Points Hit Dice: 1d8 per dragon aspect level

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

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 + your Constitution modifier per dragon aspect level after 1st Proficiencies Armour: Shields

Shields Weapons: Longswords, Simple weapons

Longswords, Simple weapons Tools: Jeweler’s tools

Jeweler’s tools Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Arcana, Nature, History, Survival, Religion, Survival Equipment (a) A Longsword and shield or (b) any 2 simple weapons or (c) a light crossbow and 20 bolts

an arcane focus

(a) a scholar's pack or (b) a dungeoneer's pack Draconic Ancestry Your connection with the world of the draconic is grounded in one of the types of dragon. Select a type fo dragon from the dragon element table. The associated colour will tinge your scales and shape your appearance. The Draconic element will be used to determine damage types and resistances in your Dragon form. Dragon Element Dragon Draconic Element Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold 1

Draconic Armour Scales appear on your body, protecting you from harm. While you are not wearing any armour, your Armour Class equals 12 + your Constitution modifier. You can use a shield and still gain its benefits. This feature improves to 14 + your Constitution modifier at 9th level. Spellcasting Your alignment with draconic magic grants you the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Aspect tab1e. Spells Known of 1st Level or Higher You know two lst level spells of your choice from the Wizard spell list. The Spells known column of the Dragon Aspect table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots and must be of the evocation school. For instance, when you reach 5th level in this class, you can learn one new spell of lst or 2nd level. Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Wisdom is your spellcasting ability for your dragon aspect spells, since the power of your magic relies on your ancient knowledge shared by those of draconic ancestry. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Wizard spell you cast and when making an attack roll with one. Spell save DC: 8 + your proficiency bonus + your Wisdom modifier

8 + your proficiency bonus + your Wisdom modifier Spell attack modifier: your proficiency bonus + your Wisdom modifier

Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Wizard spells

Dragon Form At 2nd level you can enter Dragon Form. As a bonus action you can enter Dragon form. When in dragon form you gain the following benefits: You gain darkvision effective up to 60 ft, if you already have darkvision, its range is extended by 60 ft

Claws extend from your fingers. If you hit with an unarmed strike, you deal slashing damage equal to 2d4 + your strength modifier instead of the normal damage for an unarmed strike.

You have advantage on intimidate checks

You become immune to damage of your draconic element If you are able to cast spells, you can't cast them or concentrate on them while in Dragon Form. When you take on your dragon form, all of your possessions are drawn into your body, they will re-appear once you revert back to your normal form. you can maintain it for an hour, before the physical fatigue of holding the form causes you to revert. As a bonus action you can transform back to your normal form. Once you have transformed the number of times shown for your dragon aspect level in the dragon forms column of the dragon aspect table, you must finish a long rest before you can transform again. Draconic Bloodline At 3rd level, you choose to adopt the traits of one of a draconic bloodline, the Guardians or the Evokers both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th and 14th level Prehensile Tail When you reach 3rd level, your body begins to show signs of draconic origin, a prehensile tail grows from the bottom of your spine giving you advantage on acrobatics checks. The tail is capable of complex movement and can carry a weight of 10 lbs. 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 2

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When in dragon form you now have access to a bite attack with your newly found fangs. Bite: Unarmed strike, 1d10 + Strength Modifier piercing damage Claws of Bahamut Starting at 7th level, your claw and bite count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. Titanic Growth When you reach 11th level, your size when in your Dragon Form increases to large, and the damage of your claw and bite increase by 1d4. At 18th level the damage increases by a further 1d4 and your size in Dragon Form becomes Huge. Bestial Mind Your time spent in your draconic form has allowed you to understand the minds of beasts. You can now tap into the thoughts of beasts at will. At 13th level you can cast beast bond at any time without expending a spell slot Gift of Flight The line between you and your draconic form has been blurred as wings sprout from your back. With this gift you can take to the skies and hunt your prey from above. At 15 th level you gain a fly speed of 50feet. Chromatic Scales You gain this feature at 20th level. A magical sheen covers your scales, protecting you from magical assaults. If you are the only target of a spell, you can use your reaction to cause the spell to rebound at the creature that cast the spell. The spell is reflected at the same level it was cast, and once reflected the DC of the spell becomes your spell save DC. If the spell required an attack roll, you make the attack roll for the reflected spell. The attack roll has modifier equal to your spell attack modifier. Once you use this feature you cannot use it again until you have completed a long rest. Draconic Bloodline The bloodlines of dragons are the heritage they follow. As ancient beings they have seen civilizations rise and fall, some see the small people that come with these civilizations as exactly that, small. These are the dragons who hoard their gold, are fearsome spell slinging gods atop mountains. Others see these 'small' people as sheep that must be guided towards their destiny, and it is their purpose to shepherd them towards it. However their goals may align with the other creatures of their realm, they are surely fearsome, strong, and devastatingly powerful. Guardian Guardian dragons are those that would see the shape of the world be molded by others, lending their strength to those they deem worthy. They protect their allies dutifully, and would lay down their lives to see their allies goals met. Toughened Carapace When you select this Bloodline at 3rd level you gain resistance to slashing, piercing and bludgeoning damage while in your dragon form Barbed Tail starting at 3rd level, you have adapted to ensuring the safety of others from all angles. When you use your reaction to make an opportunity attack against a creature, you have advantage on the attack roll. Elemental Aura When you reach 6th level, you can channel your draconic element around you as a bonus action on each of your turns. The appearance and effect of your Elemental aura is dependant on your Draconic Element: Acid. Each creature in a 10 foot cube originating from you takes 1d4 acid damage, this damage increases to 1d6 at 10th level, and 1d8 at 14th.

Each creature in a 10 foot cube originating from you takes 1d4 acid damage, this damage increases to 1d6 at 10th level, and 1d8 at 14th. Lightning. One creature within 5ft of you takes 1d6 Lightning damage, if a creature is within 10ft of the initial target, it takes 1d4 lightning damage. The initial target damage increases to 1d8, and the secondary to 1d6 at 10th level. The initial damage further increases to 1d10, and secondary to 1d8 at 14th level

One creature within 5ft of you takes 1d6 Lightning damage, if a creature is within 10ft of the initial target, it takes 1d4 lightning damage. The initial target damage increases to 1d8, and the secondary to 1d6 at 10th level. The initial damage further increases to 1d10, and secondary to 1d8 at 14th level Fire. Each creature in a 15 ft line originating from you takes 1d4 fire damage, this damage increases to 1d6 at 10th level, and 1d8 at 14th.

Each creature in a 15 ft line originating from you takes 1d4 fire damage, this damage increases to 1d6 at 10th level, and 1d8 at 14th. Poison. Each creature within 5 ft of you takes poison damage equal to 2 + your Dragon Aspect level divided by four

Each creature within 5 ft of you takes poison damage equal to 2 + your Dragon Aspect level divided by four Cold. The land within 5ft of you is considered difficult terrain. Dragons Enchantment When you reach 10th level, you can bestow a blessing on one weapon of your choice. You can only have one weapon blessed by you at any time. The blessed weapon is treated as a +1 magical weapon, but all damage done by the weapon is treated as damage of your Draconic Element. This blessing requires you to spend 8 hours uninterrupted with the weapon to imbue your powers into it. Defensive Cover At 14th level, the size of your body has improved your ability to defend your allies, allowing you to cover them from ranged attacks. Allies within 5 feet of you are considered to be in three quarters cover for the purpose of ranged attacks 3 Evoker Unlike the Guardians, Evokers seek glory for themselves, they will use their magic to further their own goals, they have mastered other forms of the arcane, and are able to channel their magics while in their draconic form. Arcane Knowledge When you select this Bloodline at 3rd level you gain access to a second school of magic, you may choose from Abjuration, Conjuration, Enchantment, Illusion or Transmutation. The spells must be from the Wizard spell list, and any spells you have already learned may be exchanged for those of the new school when you gain a new level as detailed in the "Spells Known of 1st Level or Higher" Section.