Dragon, Variant (5e Class)
From D&D Wiki
This is a heavily modified version of the Dragon composite character page that has existed on the wiki since 2016. Most of the flavor text is kept, but a large portion of the mechanics are rearranged or redone to feel more in line with what it would actually be like to play a dragon, as well as to include more expansive types of dragons such as gem dragons. This composite character page breaks up the progression of a dragon's development from a wyrmling to an adult dragon into 20 levels through which a player character can progress. Even though a large attempt was made to keep things somewhat balanced, proceed with caution. At first level, you will be somewhat weaker than a wyrmling. At 20th level, you can expect to be almost as powerful as an adult dragon.
The dragon is a composite character. You do not select a separate race and class combination, nor a background. You begin play with the dragon racial features included on this page, as well as at least the first level of the dragon class. You may multiclass, however, it is not recommended.
Dragons are winged reptilians of ancient lineage and terrifying powers. They are known and feared for their predatory behavior, cunning, wit, and greed. The oldest dragons are regarded as some of the most powerful creatures in the world. Dragons are magical creatures whose innate power gives them many preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood, however, true dragons are made up of two categories: chromatic and metallic dragons. Blue, white, black, green and red dragons are selfish, evil and feared by everyone and everything. Bronze, copper, brass, gold, and silver are noble, benign and highly respected by the wise people of their race. Although their goals and ideals vary tremendously, all dragons covet riches and strive to accumulate piles of coins, gems, jewelry and magical items. Dragons with great mountains of treasure hate to leave them for a long time, only venturing out of their dens to patrol and feed themselves. They can live for thousands of years, and while aging, they grow ever stronger and their treasure hoards grow ever larger.
- Black Dragons
Black dragons are the most vile-tempered and cruel of all chromatic dragons and are very likely to avoid talking to others if there isn't a bargain to be made. These dragons are easily distinguished by their horns, which protrude from the sides of their heads, wrap around it, then protrude forward. A large frill adorns the upper part of their neck. They smell of rotting vegetation, foul water, or powerful acid which they can breathe. Considered ambush predators, these jungle or forest dragons revel in the decay and death of civilizations, often residing in the ruins of old cities, smugly relishing the fact that these individuals who lived here before died, and itself survived. Black dragons can control water which they use to grapple and tug the prey to their doom. Ambush predators by nature, it is unlikely for black dragons to engage in direct combat, so even when ambushing others, there is also no guarantee that the dragon is close by, as they can use their abilities to ensnarl its targets.
- Blue Dragons
Blue dragons have a single large horn protruding from their heads and large, frilled ears. Their tails are thick and bumpy, their wings are more pronounced than other dragon species wings, and they smell like ozone and sand. Blue dragons usually enjoy mocking and manipulative more than outwardly cruel actions, though they do like torturing and murdering lesser creatures, aided by their natural talents for hallucination. They are able to trick desert travelers into drinking sand or going miles away from their original path. Tactically obsessed and possessing the ability to fly for days on end, an adventure or group of adventurers who will find themselves facing a blue dragon will likely be pushed to their limits, seeing if they would manage to survive its pursuits for days on end. Shooting lightning bolts at a great distance and always keeping away, it isn't an easy target. If an ambushed and severely damage, a blue dragon will simply fly way and plan a different trap or ambush. Sudden encounters with a blue dragon are one of the most incessant and endless tactics, likely of the kind of being more fun to it than just outright attacking the party.
- Green Dragons
Green dragons posses a large, waving crest or fin that starts at their nose and runs the length of their body, as well as long, slender forked tongues. They have an unusual taste for treasure and love collecting individuals to enslave. Otherwise, these dragons love to corrupt powerful or influential individuals. They are also highly adept at scheming. For example: A green dragon may fly down, kill half of a group and leave the other half confused or frightened, wondering what happened. "Anyone can take something by force, but few have the cunning to take by wit" is the fundamental nature of these dragons.
Though they are nasty bunch, one of a green dragon’s redeeming qualities is that they love their family immensely. A male and a female mate until death, and if their children are ever threatened, both parents will do their upmost to protect them or in the worst case avenge them. However, don’t be fooled by a green dragon’s familial love, the parents will train their children to be manipulative, treacherous, and teach them how to use humanoids to get whatever they want.
- Red Dragons
Red dragons have two swept-back horns on their heads and smell of smoke and sulfur. The biggest, mightiest, and the quickest to anger out of all dragons, these guys are not to be messed with. Being bulky, red dragons prefer to fight on the ground. There will be no dialogue with a red dragon and those it comes across, it will see you, and it will pounce on you. Arrogant, believing its kind to be the pinnacle of all creation, a fight with a red dragon is a fight to the death. Red dragons also believe that those who can't protect what they have do not deserve to have it, and those with the power to take something deserve to have it. Red dragons are typically considered tyrants and the only thing a red dragon cares about is reputation. They will tell other dragons of its feats and downplay the feats of others. It will try to never be outdone and if another dragon’s feats surpass their own, they will do everything in their power to outdo them. If a red dragon cannot outdo its competitor’s fame, it will go into an uncontrolled rage, lasting for days.
The mating of red dragons is quite unique in that around every hundred years, females lay four to six unfertile or fertile eggs. During the period before the eggs are laid, male red dragons go into a frenzy to earn prestige among their kind. When a female is ready to lay her eggs, whichever male red dragon has the most reputation will get the change to reproduce with the female red dragon. After fertile eggs are laid, females will often have help from other female red dragons, often ones too old to be fertile, and they will raise the wyrmlings for hundreds of years or until the babies old enough to become rivals.
Red dragons typically choose to live on tall mountains where everything nearby to the mountain is considered its territory. Even snow-covered mountains work as the bigger the mountain, the larger the territory of a red dragon.
- White Dragons
White dragons are the most feral of the classic chromatic dragons. Their heads and necks blend seamlessly into one another, and their wings are frayed along the edges. They have a flap of skin (dewlap) lined with spines beneath their chin and have a high crest atop a streamlined head and have a crisp, blue odor. Though less intelligent than other dragons, they are still smarter than most of sentient creatures and powerful enough to overwhelm most humanoids. White dragons prefer to not interact with others of its kind except during mating, and will actively go out of their way to avoid dragons of other types.
- Brass Dragons
Brass dragons are known to be quite sociable for dragons and tend to have a strong mercenary streak, often agreeing to serve as guardians or battle champions for anyone willing to pay suitably well. Although they usually don't kill adventures or travelers who come upon them, they often will try to force them to stay with them for some time and regale the dragon in their adventures and life's story. Those the dragon isn't interested in or those who don't mean well are likely get buried up until their head in sand.
Brass dragons tend to not like being anywhere near other copper or brass dragons. This is because brass dragons are particullary prideful. They might not think they are the best at everything, but each brass dragon usually has a few things it believes it is the best at. In addition, when forced to talk to copper dragons, brass dragons tend to be aggravated at the way copper dragons tend to joke and not take things seriously.
- Bronze Dragons
Duty-bound and honorable to a fault, bronze dragons commit themselves to order and are among the most devout champions of that ideal. As order's sworn servants, bronze dragons can seem arrogant and haughty with an inflated sense of self. A tendency that can put them at odds with those they meet. In rare cases, this self-righteousness grows into something far more sinister, and the bronze dragon takes over what it sees as lesser races, ruling as a cruel tyrant to its subjects. Bronze dragons claim coastlines, inlets, and islands as their own, constructing lairs in coastal caves that have access to the sea. More aggressive bronze dragons purposely choose lairs near shipping lanes so they can claim tribute from merchant vessels as those craft pass by. All bronze dragons share a deep and abiding hatred for blue dragons, and they are vigilant in protecting their homes from these interlopers.
- Copper Dragons
Copper dragons are born tricksters and jokesters. They tend to be quite devious and clever, but their intent is purely benign. They do not seek to harm others, but merely wish to impress or fool others with clever pranks. A copper dragon will take interest in those who can provide intrigue, interesting information, or the few who manage to trick a copper dragon itself.
Copper dragons tend to live in places with rocky hills, often nearby to other settlements (to a dragon), but never close by. Like all dragons, copper dragons accumulate a number of riches in their hoards, however, copper dragons also tend to collect items that may not contain a lot of value. Often things like artwork, books, and other strange and curious objects can also be found in their hoard.
- Gold Dragons
Of all the metallic dragons, gold dragons are the most dedicated to defeating evil. They spend most of their lives shapeshifted as humanoids, and will often travel outside of their lair for periods of time, where their shapeshifting comes in particularly handy when interacting with others. While traveling, gold dragons enjoy learning new knowledge and teaching others on their travels. While often gone from their lairs, gold dragons do not neglect its upkeep. They will often have magical traps, righteous and trustworthy guards, or other measures in place to prevent looting.
- Silver Dragons
Silver dragons are true friends to all. Silver dragons enjoy the company of humanoids so much that it will often take the form of one and live among them for the majority of its life. In fact, it is said that silver dragons love humanoids because they believe they are lesser creatures. Silver dragons also love the diversity of human cooking and culture, and are especially interested in items created through human ingenuity such as watches.
Unlike some other metallic dragons, silver dragons believe that just being evil doesn't mean that evil creatures don't have a right to live. They believe that as long a creature does not commit or plan to do evil, they will overlook the fact that a creature is evil.
For periods of time, silver dragons may transform into their true dragon form and purposely be seen by other humanoids in order to attract the attention of other silver dragons to mate.
Male: Gahlmal, Dalagh, Othim, Bahor, Quirin, Tezar, Vorekag, Kholek, Mezar, Arag
Female: Galad, Othor, Palax, Othim, Alaerth, Angkar, Nyth, Zundae, Vaeros
Dragon Racial Traits
Large, winged, reptilian creatures with a lust for treasure.
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. Dragons reach adulthood around 100 and it is said that they can live up to 2,000 years.
Alignment. A dragon's alignment strongly depends on what type of dragon it is, but this is not always reliable.
Size. Dragon wyrmlings are around the same size as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dragon. Your creature type is considered dragon.
Dragon Shaped. You cannot wield weapons or use armor unless they have been specifically made for you. 4 times the gold cost of a piece of armor must be spent to modify it. For every size above medium, the cost doubles.
Eye for Money. Whenever you make a Intelligence (Investigation) check related to gold, magical items, or gemstones, you are considered proficient in the Investigation skill and if you already proficient in the Investigation skill, your proficiency bonus is doubled for to the check.
Poot Poot. You have a breath weapon that you're still figuring out how to use. As an action, you can make a special attack against a target within 5 feet. You are proficient with this attack and it uses your Constitution modifier to hit. On a hit, you deal an amount of damage equal to your Constitution modifier (minimum of 1) of a type determined by your dragon type.
Languages. You can speak, read, and write Common, Draconic, and one extra language of your choice.
Random Height and Weight
|6′ 4''||+3d8||680 lb.||× (2d10) lb.|
*Height = base height + height modifier
Creating a dragon
When creating a dragon think about your origin and history. Also, when creating a dragon ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, gain immense wealth, be at peace with nature or something else?
- Quick Build
You can make a dragon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution then Dexterity then Charisma. Second, you do not choose a background.
As a dragon you gain the following class features.
- Hit Points
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Deception, History, History, Investigation, Nature, Perception, Persuasion, Stealth and Survival
- Starting Items
You start with the following items:
- (a) any simple weapon or (b) 5 gp worth of assorted coins
- (a) a gemstone worth no more than 10 gp or (b) 10 gp worth of assorted coins
- (a) two trinkets, one of your choice and the other randomly determined or (b) a collection of silverware worth no more than 1 gp or (c) a bell
- (a) an empty pouch, (b) sack, (c) backpack, (d) bucket, or (e) chest
Alternatively, you may start with 1d4 x 5 + 5 gp to buy items.
Table: The Dragon
Choose a dragon type. You gain additional benefits at certain levels based on the type of dragon you are. This also determines the scaling of certain abilities you have.
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
You posses two natural weapons, a bite and a claw, which you can use to make unarmed strikes with. They use your Strength modifier and deal piercing and slashing damage respectively. Refer to the tables provided by your dragon type for the damage they deal.
You have begun to master the breath weapon iconic to all dragons. The properties of your breath weapon is determined by the type of dragon you are, and you can unleash it as an action. Whatever form your breath weapon takes, you may only use it twice before having to finish a short or long rest to use it again.
Your breath weapon becomes enhanced as you gain levels in the dragon class. Refer to various tables somewhere.
Your wings are strong enough to support limited flight, although you are not quite as experienced with them yet. When you move, you can use your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall.
Additionally, as long as you are not incapacitated or restrained, you can use your wings to slow your descent when you fall. When you do so, you descend at a rate of 100 feet per round and have resistance to falling damage.
like eldritch invocations, pick some
You can spend 12 hours claiming a specific location no larger than 300 square feet as your lair. The claimed area must include at least 25 gp combined worth of valuable items such as coins, art objects, or treasure. Once you have a claimed a location as your lair, you gain the following benefits while within it:
- When you expend hit dice to regain hit points, the amount of hit points regained by the hit dice are doubled.
- You need only sleep for 4 hours to gain the benefits of a long rest.
- You receive a mental alert when a creature enters within the area of your lair, unless that creature is under the effects of a nondetection spell or similar magic.
You may gain additional benefits based on your dragon type. You may only have one lair claimed at a time. If you claim another location as your lair, all benefits of your previous lair cease to be active. Your lair also ceases to be active if the combined value of all items contained within your lair drops below 25 gp.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You can't increase an ability score above 20 using this feature until 10th level.
4th-level optional feature (replaces Ability Score Improvement)
Instead of taking an Ability Score Improvement or a feat, you may instead choose a class that you fit the mulitclassing prerequisites for. The first time you pick a class using this feature, you gain all proficiencies of that class as if you would have multiclassed into it. Choose a level of that class that is less than or equal to half your current total level. You gain all features of that class granted at that current level, with the exception of Ability Score Improvements. If you take a level that grants improvements to a existing feature, such as a fighter's extra uses of indomitable or additional spell slots from spellcasting, you do not gain improvements to that feature unless you already possess it.
4th-level optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can choose to do one of the following:
- Replace one of the draconic enhancements you posess with another draconic enhancement available to you.
- If you have Draconic Magic, you may replace one of the spells you can innately cast with another spell of a level you are allowed.
- If you have used Monstrous Versatility to gain features from another class, you can utilize the "Versatility" feature granted at 4th level in that class.
These changes reflect how your focus is shifting and refining as you explore your nature as a developing dragon.
When you take the Attack action on your turn, you can make one bite attack and one claw attack.
You gain a flight speed equal to twice your walking speed.
You have mastered all senses available to you as a dragon, not just your sense of sight. You gain blindsight out to 10 feet.
Your blindsight radius increases to 30 feet at 11th level, then to 60 feet at 15th level.
The radius of your darkvision increases to 120 feet at 11th level as well.
Improved Natural Weapons
The reach of your bite attack increases by 5 feet.
You also gain access to an attack made with your tail, which has a reach of 15 feet.
Young Dragon's Lair
You can spend 24 hours claiming a specific location no larger than 1,000 square feet as your lair. The claimed area must include at least 250 gp combined worth of valuable items such as coins, art objects, or treasure. Once you have claimed a location as a young dragon's lair, you gain the following benefits while within it:
- You gain all the previously mentioned benefits of a wyrmling's lair.
- After finishing a short or long rest, you gain an amount of temporary hit points equal to the square root of the combined gp value of your lair's contents.
- You can enter a special restorative rest. While in this rest, you are unconscious and unaware of your surroundings, but you gain the following benefits for every 12 hours you spend in this state:
- Any reduction your maximum hit points is lessened by 5.
- Any reduction to your ability scores is lessened by 1.
- Any levels of exhaustion you have are decreased by 1.
You may gain additional benefits based on your dragon type. You may only have one lair claimed at a time. If you claim another location as your lair, all benefits of your previous lair cease to be active. Your lair also ceases to be active if the combined value of all items contained within your lair drops below 250 gp.
Your size is now large. Your speed increases by 10 feet.
Two ability scores of your choice increase by 1. Your maximum for your ability scores increases to 24.
When you take the Attack action on your turn, you can make one bite attack and two claw attacks.
Increased Draconic Potential
Your maximum for your ability scores increases to 27.
When you fail a saving throw, you can choose to succeed instead. You may use this ability once, and then you must finish a long rest before you can use it again.
Adult Dragon's Lair
You can spend 24 hours claiming a specific location no larger than 2,500 square feet as your lair. The claimed area must include at least 1,000 gp combined worth of valuable items such as coins, art objects, or treasure. Once you have claimed a location as an adult dragon's lair, you gain the following benefits while within it:
- You gain all the previously mentioned benefits of a young dragon's lair.
- Get some cool lair actions yo.
You may gain additional benefits based on your dragon type. You may only have one lair claimed at a time. If you claim another location as your lair, all benefits of your previous lair cease to be active. Your lair also ceases to be active if the combined value of all items contained within your lair drops below 1,000 gp.
You can now use your breath weapon 4 times before needing to finish a short or long rest to use it again. Additionally, if you roll initiative and have no uses of your breath weapon remaining, you regain one use.
Two ability scores of your choice increase by 3. Your maximum for those scores is now 30. In addition, your size is now Huge.
|Table: Amethyst Dragon|
|7||Amethyst Affinity Improvement, Infused Bite Improvement||5d8||1d10||1d6|
|18||Infused Bite Improvement||9d8||2d10||1d8|
1st-level amethyst dragon feature
You have a swim speed equal to your walking speed and you can breath both air and water. You also gain resistance to one damage type of your choice between force and psychic.
At 7th level you gain resistance to the remaining damage type.
2nd-level amethyst dragon feature
Your breath weapon channels gravitational energy to crush and immobilize enemies. When you use your breath weapon in this way, all creatures in a 15-foot cone must make a Strength saving throw against your breath weapon DC. On a failed save, a creature takes 2d8 force damage and its speed becomes 0 until the start of your next turn. On a successful save, the creature takes half as much damage and its speed isn't reduced.
Your breath weapon scales as you gain levels in the dragon class, as shown on the Amethyst Dragon table.
3rd-level amethyst dragon feature
Your bite attack is infused with gravitational energy, dealing an additional 1d6 force damage when you hit with it.
This die increases to a d8 at 7th level, and becomes 2d8 at 18th level.
5th-level amethyst dragon feature
You use your power over gravity to enhance your flight. You can hover while flying, and you cannot be knocked prone unless you choose to.
Unique Draconic Enhancements
You have inherited the insatiable curiosity intrinsic to amethyst dragons, a drive so strong it even overpowers fear. You have advantage on saving throws made against the frightened condition.
At 7th level, you gain immunity to the frightened condition.
Hardened Amethyst Scales
Prerequisite: 5th level
When calculating your Armor Class, you can choose for it to be 17.
At 11th level it becomes 18, and at 17th level it becomes 19.
Prerequisite: 13th level
As a bonus action, you may magically teleport to an unoccupied space you can see within 60 feet. You may use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses once you finish a short or long rest.
At 20th level you may use this feature an unlimited amount of times.
|Table: Black Dragon|
|7||Black Affinity Improvement, Infused Bite Improvement||5d8||1d10||1d6|
1st-level black dragon feature
You have a swim speed equal to your walking speed and you can breath both air and water. You also have resistance to acid damage.
At 7th level you have immunity to acid damage.
2nd-level black dragon feature
Your breath weapon channels vicious acid to melt away your foes. When you use your breath weapon, all creatures in a 15-foot line must make a Dexterity saving throw against your breath weapon DC. A creature takes 2d8 acid damage on a failed save and half as much on a successful one.
Your breath weapon scales as you gain levels in the dragon class, as shown on the Black Dragon table.
3rd-level amethyst dragon feature
Your bite attack is infused with acid, dealing an additional 1d4 acid damage when you hit with it.
This die increases to a d8 at 7th level.
List of Draconic Enhancements
You gain proficiency or fluency in any combination of three skills, tools, or languages of your choice.
You may gain proficiency in the Athletics, Deception, Intimidation, Investigation, Persuasion, or Stealth skill. Furthermore, you may choose one of your skills in which you have proficiency. You gain expertise in the skill, which means your proficiency bonus is doubled for any check you make with it. The skill you choose must be one that isn't already benefitting from a feature, such as Expertise, that doubles your proficiency bonus.
Attacks made with your natural weapons score a critical hit on a roll of 19 or 20.
Infused Natural Weapons
Attacks made with your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Prerequisite: 10th level
Prerequisite: 10th level
Whenever you score a critical hit against a hostile creature, you regain a usage of your breath weapon.
Prerequisite: 7th level"
You gain a +5 bonus to initiative and may take the Search action as a reaction.
Prerequisite: 5th level
As an action, you can magically polymorph into a humanoid or beast with a challenge rating no higher than your level divided by four (rounded down). While in this form, you retain your alignment, hit points, hit dice, ability to speak, proficiencies, lair actions and uses of legendary resistance (if you have any), and your Intelligence, Wisdom, and Charisma scores. Otherwise, your statisitics and capabilities are entirely replaced by those of the new form, with the exception of this ability, which you retain, and any class features or legendary actions of the new form, which you do not receive.
Any equipment you are wearing or carrying is absorbed into or borne by the new form (your choice). If you die while in this form, your form reverts back to its true nature. You may use this feature a number of times equal to half your proficiency bonus (rounded down) before you must finish a long rest to use it again.
Prerequisite: 5th level
You have tapped into your innate draconic powers to exercise control over the magic around you. You gain the ability to innately cast certain spells. Your spellcasting ability is Charisma. If you are a gem dragon, you have the option of using Intelligence instead due to your connection to psionic magic.
Choose a spellcasting class, and choose a number of spells from its spellcasting list equal to your spellcasting modifier. Each spell can be no higher than 2nd level. Each chosen spell can be cast once, and then you must finish a long rest to cast it again.
You can take this feature again at 11th level, and again at 18th level. When you do so at 11th level, you can choose up to 3rd level spells to innately cast. When you do so at 17th level, you can choose up to 4th level spells. Each time you take this enhancement, you can change your list of innate spells.
Sweeping Tail Attack
Prerequisite: 13th level, Strength 13 or higher
You can use your tail to perform a disabling maneuver. As a bonus action, you can attempt to knock up to two Medium size creatures, or one Large creature prone, so long as they are within 5 feet of you and aligned appropriately. The targets of this feature must make either a Strength or Dexterity saving throw(their choice), with a DC equal to 8 + your proficiency bonus + your Strength modifier. A creature falls prone on a failed save, and remains standing on a successful one. If your targets are in front of you, you must turn your back to them to use this feature. You can use this feature a number of times equal to your Strength modifier. You regain all uses of this feature when you finish a short or long rest.
Prerequisite: 15th level As an action, you can beat your wings. Each creature within 10 feet of you must succeed on a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or take ? bludgeoning damage and be knocked prone.
If you take this action not during your turn, you can move up half your flying speed.
Prerequisite: 7th level, Charisma 13 or higher
As an action, you can focus your ire on one creature within 30 feet of you that is aware of you. The targeted creature must succeed on a Wisdom saving throw (DC 8 + your Charisma modifer + your proficiency bonus) or be frightened of you for one minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature successfully saves or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
At 13th level, the range increases to 60 feet and you can target any amount of creatures that are aware of you within that range.
At 18th level, the range increases to 120 feet.
You gain proficiency in a saving throw of your choice.
You gain your choice of a swimming, climbing, or burrowing speed equal to your walking speed.
This enhancement may be taken multiple times, each time selecting a different type of movement.
Prerequisite: 10th level
Damage dealt by your breath weapon ignores resistance to the damage type dealt by the breath weapon. In addition, whenever you roll the damage for your breath weapon, you can choose to reroll the breath weapon's dice and use either total.
The amount of lairs you can claim increases by 1. You must abide by all other restrictions of the lair, however.
You may take this enhancement multiple times.
Aerial Assault Wyrm
Prerequisite: 5th level
Opportunity attacks made against you when you leave an enemy's reach while flying have disadvantage.
At 15th level, you no longer provoke opportunity attacks when flying out of an enemy's reach.
Prerequisites: 13th level
Your senses are especially heightened. As a bonus action, you can gain truesight out to the radius of your blindsight. This lasts for 1 minute, or until you end it early (no action required). You can use this feature a number of times equal to half your proficiency bonus (rounded down), and regain all uses once you finish a long rest.
At 20th level, your truesight lasts indefinitely.
You have a knack for being able to replicate sounds and voices you have heard nearly flawlessly. A creature that hears the sounds you make using this feature can tell if they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus (if you are proficient in deception) + your charisma modifier.
Proficiency. When you multiclass into the dragon class, you gain the following proficiencies: one dragon skill.