Dragon What we have all been waiting for. In a game called dungeons and dragons, everyone would love to play the dragon themselves. I present to you the Playable Class: Dragon. The Dragon Race It is important to remember that as this class you are assumed to be the race Dragon. The Dragon race does not have normal bonuses applied to it in order to have the class encompass the entirety of the dragons ability. History of Dragons Dragons are ancient, they are filled with greed. As the smaller races have encompased the land dragons have found ways to play with the mortal beings. While not immortal dragons act as if they are. Living for millenia they often forget their age and consider themselves to be Gods among the mortals. Playing with Mortals For dragons to play with the mortals they have assumed smaller presences. Over many generations of watching the smaller races they worked on emulating the other races. They formulated new magics that allowed dragons to assume the identity of a humanoid of their choice. As dragons reach their teenage years they spend the next century until adulthood working on the perfect humanoid persona. Dragons select the race, height, weight, appearance, and voice. With enough determination dragons often become almost irresistably beautiful to the humanoids around them. Assumed Race When Dragons assume a race they do not get the racial benefits of that race. They will assume the races appearance, movement speed, and often spend time learning the language they are assuming. Imperfection of Form Dragons are creatures of anger. Their humanoid form magically holds their spirit, but when dragons are under extreme pressures they can in some cases shed their humanoid form temporarily. The Dragons power shoines through as they grow back into thier true form to destroy their enemies. Spell Casting Modifiers Spell save DC: 8 + your proficiency bonus +

your Charisma modifier Spell attack modifier: your proficiency bonus +

your Charisma modifier Hit Points Hit Dice: 1d10 per Dragon Level

Hit Points at 1st level: 10 + your Constitution Score

Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st Draconic Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft line (Dex save) Blue Lightening 5 by 30 ft line (Dex save) Brass Fire 5 by 30 ft line (Dex save) Bronze Lightening 5 by 30 ft line (Dex save) Copper Acid 5 by 30 ft line (Dex save) Gold Fire 15 ft cone (Dex save) Green Poison 15 ft cone (Con save) Magenta Poison 15 ft cone (Con save) Red Fire 15 ft cone (Dex save) Silver Cold 15 ft cone (Con save) White Cold 15 ft cone (Con save) Your experience in the humanoid form has evolved and part of your dragon heritage shows through. Based on your dragon heritage your breath weapon and resistance take effect. Refer to the Breath Weapon table to determine your breath weapon and resistance. The DC of your breath weapons is equal to 8 + Constitution Modifier + your proficiency bonus. The damage dealt is 2d6 on a failed save, half as much on a successful one. The damage is increased to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 16th level, and 6d6 at 20th level. You may use your breath weapon a number of times equal to your charisma modifier. Draconic Ability Score Increase. Your Charisma score increases by 2. and your Constitution score increases by 1. Proficiencies Armor: Light, Medium, and Shields

Weapons: Simple Weapons

Tools: None

Saving Throws: Constitution, Wisdom

Skills: Choose 3 from Arcana, History, Intimidation, Deception, persuassion Nature, Perception, and Insight.

The Dragon Level Proficiency Bonus Features Cantrips Known Spells Known Slot Level Spells Rage Damage Rages Rage Duration Dragon Strike 1st +2 Dragon Strike, Unarmored Defense, Spell Casting 2 2 1st 1 — — — 1d4 2nd +2 Breath Weapon (2d6), Dragon Prowess 2 3 1st 2 — — — 1d4 3rd +2 Dragon's Rage 2 4 2nd 2 +2 2 3 turns 1d4 4th +2 Ability Score Improvement 3 5 2nd 2 +2 2 4 turns 1d4 5th +3 Extra Attack 3 6 3rd 2 +2 2 4 turns 1d6 6th +3 Breath Weapon (3d6), Dragon Prowess 3 7 3rd 2 +2 3 5 turns 1d6 7th +3 Arcane Dragon Strike 3 8 4th 2 +2 3 5 turns 1d6 8th +3 Ability Score Improvement 3 9 4th 2 +2 3 6 turns 1d6 9th +4 Dragon's Focus 3 10 5th 3 +3 4 7 turns 1d6 10th +4 Breath Weapon (4d6) 4 10 5th 3 +3 4 8 turns 1d6 11th +4 Dragon Prowess 4 11 5th 3 +3 4 9 turns 1d8 12th +4 Ability Score Improvement 4 11 5th 3 +3 4 10 turns 1d8 13th +5 Dragon Shift 4 12 5th 3 +3 4 1 hr 1d8 14th +5 Dragon Prowess 4 12 5th 3 +3 4 2 hr 1d8 15th +5 Breath Weapon (5d6) 4 13 5th 3 +3 5 3 hr 1d8 16th +5 Ability Score Improvement 4 13 5th 4 +4 5 4 hr 1d8 17th +6 Dragon Prowess 4 14 5th 4 +4 5 5 hr 1d10 18th +6 Eternal Dragon Shift 4 14 5th 4 +4 ∞ ∞ 1d10 19th +6 Ability Score Improvement 4 15 5th 4 +4 ∞ ∞ 1d10 20th +6 Breath Weapon (6d6),Dragon Prowess 4 15 5th 4 +4 ∞ ∞ 1d10 Equipment You start with the following equipment, in addition to the equipment granted by your background.

- (a) any simple melee weapon and shortbow, or (b) any simple melee weapon and shield, or (c) short bow and 40 arrows.

- (a) a dungeoneers pack, or (b) an explorers pack.

- 4 daggers Unarmored Defense Beginning at 1st level, while you are wearing no armor and not weilding a shield, your AC equals 10 + your Charisma modifier + your Constitution modifier. Dragon Strike As a dragon you use your dragon instinct to make powerful attacks. Your unarmed strikes and simple melee weapon attacks are empowered by your instinct.

- You can use Charisma instead of Strength for the attack and damage rolls of your unarmed and simple melee weapon attacks.

- You can Roll a d4 in place of the normal damage of your unarmed strikes and simple melee weapon attacks this die changes with you dragon level, as shown in the dragon table.

- When you take the attack action using unarmed strike or simple melee wepons, you may make one unarmed strike as a bonus action.

Dragon's Rage Beginning at 3rd level battle brings forth your fury returning you to your dragon form. You can enter a rage as a bonus action or as a reaction after taking damage. While Raging you gain the following benefits. Your size is considered Large, and your movement speed equals 30 ft walking, 60 ft flying, 30 ft swimming.

You have advantage on Strength checks and Strength saving throws.

When you make a weapon attack you add rage damage based on the modifier on the dragon table.

While raging you cannot cast or concentrate on spells.

You may rage a number of times and for the durations shown on the dragon table Extra Attack Beginning at 5th level, you can attack twice, instead of once whenever you take the attack action on your turn. Arcane Dragon Strike Beginning at 7th level your attacks gain the benefit of your dragon's blood. Magic flowing in your veins allows your unarmed strikes to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage Dragon's Focus Beginning at level 9 through experience in combat you have developed keen focus. When concentrating on a spell you may maintain concentration while entering a Dragon's Rage state. For the purpose of maintaining concentration, add 2 to the DC of all constitution checks while in a Dragon's Rage. Dragon Shift Beginning at 13th level you Dragon's Rage is more practiced and refined. You may now enter your dragon form for longer periods of time. The benefits to you had gained during rage have grown with you size. You are now considered Huge, and your movement speeds are 40 ft walking, 80 ft flying, and 40 ft swimming.

You may enter a Dragon's Rage without shifting into Dragon Form for up to 1 minute. After 1 minute you will be unable to control the rage and will shift into your Dragon Form. Eternal Dragon Shift Beginning at 18th level you have reached the peak of your understanding of the shift between forms. You now may shift at any time.

You may maintain dragon state for any length of time.

You may now stay in Dragon's Rage in humanoid form for as long as you wish.

Your dragon state is now considered gargantuan. Dragon Prowess Your sense of dominion over mortals flows through the vision of perfection you have for one aspect of presence. As you developed your humanoid form you begin defining the powers which you will hone over the next several millenia. The Silver Tongue This type of dragon values its charismatic presence. It seeks power by controling those around it. It uses magic and manipulation to weave elegant phrases and make the puppets around them dance. Menacing You become fearsome to others, gaining the following benefits: You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

You may use your action to attempt to demoralize those around you. In a 30 ft radious of yourself make an intimidation check vs enemies Wisdom saving throw to frighten enemies for 1 minute out of combat. If in combat each round enemies may make another wisdom saving throw at the start of their turn if they are can no longer see you.

You may do this once per short rest. Silver-Tongued Beginning at 6th level you develop your conversational skill to better deceive others. You gain the following benefits: You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As an action, you attempt to influence those around you. In a 30ft radius of yourself you make a deception check vs the enemies insight. Those who fail are Charmed. Enemies who pass the initial check may attempt to release the charm by persuading their allies with a Persuasion check vs their allies Insight. Their check will be made at disadvantage.

You may do this once per short rest. Empathic Beginning at 11th level you possess keen insight into how other people think and feel. You gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20.

You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

You may take one of the following actions once per short rest. You can use your action to try to get uncanny insight about one humanoid you can see. Make an Insight check vs the targets deception. If successful all interactions with the person you make at advantage for 24 hours. You may also use this action to gain insight on a group of individuals. If you have met at least 3 individuals from an organization you may use insight vs the target with the highest Deception modifier. If successful you will know who the highest ranking individual of the group you have met is, and will have advantage to any check against that individual in reference to the group for 24 hours.



Liar's Gambit Beginning at 14th level you have mastered the tactful untruth. You may attempt to twist words of an individual so that those around them believe they are lying. By making a deception or persuasion check against the highest insight of anyone who can hear you, you have now turned the tables so that all people believe you are telling the truth and the target is the one telling lies. This may be done once per short rest. Diplomat Beginning at 17th level you master the arts of diplomacy, gaining the following benefits: You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.

When in a city you may study its governemt and/or nobles, This will take 1 week and 1000 GP. After your study is complete you understand the present climate of the city. When interacting socially with Governing bodies, or nobles in that city you gain +5 to all charisma checks for 1 week. Puppet Master Beginning at 20th level you master the art of influence. You may study an individual. This will take 1 week and 1000GP. Once you complete your study you understand this individual very thoroughly. You will know if this individual is hostile, nuetral, or friendly with you.

If the target is Hostile towards you, you may make a persuasion or deception check with -5 against their insight to become friendly with them for 1 week or until you give them reason to be unfriendly.

If the Target is nuetral towards you, you may make a persuasion or decetion check against the target's insight to become friendly with them for 1 month or until you give them a reason to be unfriendly.

If you are alone with the target and the target is friendly towards you, you may make a persuasion or deception roll against their insight. If successful you are the targets puppet master. Anything you tell, ask, or command them to do while alone with them they will do without question. If the commands are too far from the normal actions of the person those around them may attempt to break your influence. This effect will last for up to one month if you do not interact with them again. So long as they are under your influence you may return to extend your control for another month. This effect may only be active on person at a time. If you use this feature on another person the previous effected person will return to normal. The Elemental Dragon This Type of dragon Values its elemental presence. It seeks to empower its element and its control it. Advanced Breath Weapon Beginning at 2nd level you begin to master the elements increasing your control over the element of your breath weapon and resistance type.Your breath weapon increases in power by an amount equal to your level. Elemental Spell Collector Beginning at 6th level you are in tune with the elements and can learn to mimic the effects of any magical spell that would normally be out of your grasp. You may learn how to mimic elemental spells when able to study under a person who has mastered the spell. To learn a new elemental spell requires time and payment to your teacher. 200GP and 2 weeks Per spell level must be spent to study, spells learned must be of a level you can cast. After training, you have learned and may use the spell as if it were any other dragon spell. Spells learned this way do not count against your number of dragon spells known. Elemental Immunity Beginning at 11th level your resistance has developed and you now have immunity to the damage type of your draconic ancestry. Elemental Rage and Dragon Strike Beginning at 14th level you may choose to have your rage and dragon strike damage be the element of your draconic ancestry. When your rage and dragon strike are elemental add your proficiency bonus to your damage. Control Over the Elements Beginning at 17th level you may reshape any elemental spell to avoid damaging your party members. So long as a spell is elemental damage and an area of effect you are able to shape the spell to avoid your allies. Raw Elemental Power At 20th Level you are the master of elements, when using elemental spells your Spell save DC increases by 5. The Magical Dragon This type of dragon values its magical presence. It seeks to develop its magical power to shape the world around it by means of the arcane. 2 level (1. name) Beginning at 2nd level you train hard to be a master of all things magic. You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. 6 level (2. name) Beginning at 6th level you have developed a force of will method to casting spells, you may once per short rest cast a spell ignoring the Verbal and Somatic components.

Dragon Cast Beginning at 11th level your Dragon Focus evolves. You may now cast spells while in a Dragon's Rage. With improvement of your Dragon Focus you now make concentration checks as normal while in dragon state. You learn one 6th level spell from the dragons spell list. At 13th level you gain a 7th level spell, at 15th you gain a 8th level spell, at 17th you gain a 9th level spell each by the same means. Each of these Dragon Cast spells may only be cast once per long rest. 14th level (3. ability weak + name) Beginning at 14th level you 17th level (4. ability weak + name) Beginning at 17th level you 20th level (5. ability flex + name) Beginning at 20th level you The Legendary Dragon This type of dragon values its power. It seeks to develop powers only dragons could ever wield. 2nd level (6. ability flex + name) Beginning at 2nd level you 6th level (7. ability flex + name) Beginning at 6th level you Legendary Fortitude Beginning at 11th level you are the strongest person in the room and must set the example for the weaker beings. You are immune to Fear effects. Legendary Action (8. more legendary actions) Beginning at 14th level you gain the ability to use legendary actions. You may store up to 1 use of legendary actions at 14th level, 2 uses at 17th level, and 3 uses at 20th level. At the start of each day you gain 1 charge of your legendary action. Legendary actions may be used at any time and are at DMs discretion but will typically include: Attacking

Breath Weapon

Using your willpower to turn a failed save into a success

Wing Attack Dragons Roar As a legendary action you roar towards your enemies, shaking the ground and causing them to tremble in fear. All enemies in a 40 ft cube centered 10 feet infront of you make a wisdom saving throw or be frightened. This can only be used in Dragon state. Wing Attack The dragon beats its wings. Each creature within 15 ft. of the you must succeed on a Dexterity saving throw or take

2d6 + 8 bludgeoning damage and be knocked prone. You can then fly up to half your flying speed.