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- 1 Dragon
- 1.1 Creating a Dragon
- 1.2 Class Features
- 1.2.1 Table: The Dragon
- 1.2.2 Scales
- 1.2.3 Flight
- 1.2.4 Dragon Breath
- 1.2.5 Spellcasting
- 1.2.6 Multiattack
- 1.2.7 Dragon's Expertise
- 1.2.8 Lethal Strikes
- 1.2.9 Ability Score Improvement
- 1.2.10 Large Size
- 1.2.11 Alternate Form
- 1.2.12 Infused Strikes
- 1.2.13 Frightful Presence
- 1.2.14 Enhanced Breath
- 1.2.15 Draconic Vigor
- 1.2.16 Huge Size
- 1.2.17 Enhanced Senses
- 1.2.18 Arcane Inheritance
- 1.2.19 Draconic Durability
- 1.2.20 Gargantuan Size
- 1.2.21 Legendary Dragon
- 1.2.22 Ascendant Dragon
- 1.2.23 Levels Beyond
- 1.3 Multiclassing
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, Intelligence
Skills: Choose four from Athletics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- no starting equipment, you start with gold
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Features||Breath Damage||Bite Damage||Claw Damage||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Scales, Flight, Dragon Breath||—||1d8||1d4||2||—||—||—||—||—||—||—||—|
|3rd||+2||Dragon's Expertise, Lethal Strikes||2d10||1d10||1d4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||2d10||1d10||1d4||4||3||—||—||—||—||—||—||—|
|5th||+3||Multiattack, Large Size||3d10||1d10||1d6||4||3||2||—||—||—||—||—||—|
|6th||+3||Alternate Form, Infused Strikes||3d10||1d10||1d6||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3d10||1d10||1d6||4||3||3||2||—||—||—||—||—|
|11th||+4||Huge Size, Enhanced Senses||5d10||2d6||1d8||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||5d10||2d6||1d8||4||3||3||3||2||1||—||—||—|
|14th||+5||Ability Score Improvement||6d10||2d6||1d8||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||6d10||2d6||1d8||4||3||3||3||2||1||1||1||—|
|17th||+6||Multiattack, Gargantuan Size||7d10||2d8||1d10||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||7d10||2d8||1d10||4||3||3||3||3||2||1||1||1|
At 1st level, you gain a flying speed equal to your walking speed. This speed increases to twice your walking speed at level 11 and to 100 feet at level 17.
At 1st level, you gain access to the fabled breath attack of dragons. You can use your action to unleash this breath upon your enemies. Your Dragon Type 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 Dragon Type. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d10 damage on a failed save, and half as much damage on a successful one. This die changes as you gain dragon levels, as shown in the Breath Damage column of the Dragon table. You may use your breath weapon twice, and you regain all uses of this feature when you finish a short or long rest.
At 1st level, your innate draconic blood allows you to cast spells. You know all spells at all times, and do not need to prepare spells or record them. You do not need a focus to cast your spells.
- Your spellcasting modifier is Intelligence, and the spell save DC for your spells is 8+Intelligence modifier+Proficiency modifier.
- Your total spell slots are outlined in the Dragon feature table. Regain the spell slots after a long/short rest.
Beginning at 2nd level, whenever you take the Attack action on your turn, you may make a bite attack and a claw attack. Your claws deal 1d6 + your Strength modifier slashing damage and your bite deals 1d6 + your Strength modifier piercing damage damage. The die for your claw attack and bite attack changes as you gain dragon levels, as shown in the Claw Damage and Bite Damage columns of the Dragon table.
The number of attacks increases to two claw attacks and one bite attack when you reach 5th level in this class and to one use of Frightful Presence, one bite attack and two claw attacks when you reach 17th level in this class.
Additionally, while in your humanoid form, you gain additional attacks. At 2nd level, you take two attacks whenever you take the attack action. This increases to 3 at 5th level and 4 at 17th level.
Starting at 3rd level, you have started to master your draconic powers. You may gain proficiency in the Athletics, Deception, Intimidation, Investigation, or Persuasion skill. If you already have proficiency in the skill, your proficiency bonus is doubled for any check you make with that skill. Additionally, you gain proficiency in Constitution saving throws. At 11th level, you may choose another skill from above and gain proficiency in Wisdom saving throws.
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20. This range increases to an 18-20 at 13th level and a 17-20 at 20th level.
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. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, your size becomes Large. You can carry, push, drag, or lift double the amount of a Medium sized creature.
Starting at 6th level, you can assume the form of any humanoid of Large size or smaller as a bonus action. This ability functions as a polymorph spell cast on yourself except you keep the items you currently have on you, lose access to your natural attacks and breath weapon, retain your ability scores, and you gain none of the abilities of the form you take. You can remain in this humanoid form until you choose another form or return to your natural form as a bonus action.
Starting at 6th level, your natural attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 7th level, you can destabilize enemies with your mere presence. As an action, you can let out a fearsome roar to scare any creatures of your choice within 60 feet of you. They must make a DC 8 + your proficiency bonus + your Charisma modifier Wisdom saving throw. On a failure, they are frightened of you for 1 minute. If they succeed, they are immune to your Frightful Presence for 24 hours. Creatures may repeat this save at the start of each of their turns.
Starting at 9th level, your Dragon Breath doubles in range, ignores creatures’ resistance to the damage type dealt and immunity to the damage type dealt becomes resistance. Starting at 20th level, the power of your breath has reached new heights. You may now use your breath weapon 4 times, regaining all uses at the end of a short or long rest. However, if you use all four breath weapon usages and attempt to use your breath weapon for a fifth time before finishing a short or long rest, roll a percentile die. A roll of 25 or lower allows for a fifth and final unabated use of the breath weapon. A roll of 26-50 allows for a fifth and final breath weapon usage and two levels of exhaustion. A roll of 51-99 means a failure to use the breath weapon another time. A roll of 100 results in a backfire and you deal your full breath weapon damage to yourself.
Starting at 10th level, you can harness the raw power of magical items by simply consuming them. By eating a magical item, you gain the effects of that magical item for 24 hours. By consuming 5 of the same magical item within a 30-day period, you permanently gain the effects of that item. Additionally, you roll two hit dice and add your Constitution modifier whenever you gain hit points.
Starting at 11th level, your size becomes Huge. You can carry, push, drag, or lift double the amount of a Large sized creature.
Starting at 11th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Additionally, your Darkvision is increased to 120 feet and you gain Blindsight of 60 feet.
Starting at 13th level, you gain the ability to enhance your attacks with your innate magical strength. As a bonus action, you can infuse your draconic power with your next attack, including spells, causing it to deal an additional damage die of damage with element reflecting your dragon color.
Starting at 15th level, you gain immunity to the damage type associated with your dragon color and resistance to one other type of elemental damage associated with another color dragon.
Starting at 17th level, your size becomes Gargantuan. You can carry, push, drag, or lift double the amount of a Huge sized creature.
Starting at 18th level, you become a legendary creature of myth and folklore. You gain a single Legendary Action. You can take this Legendary Action only at the end of another creature’s turn. You regain your spent Legendary Action at the start of your turn. Your Legendary Action can be spent on any of the following:
- Frightful Presence. You may use your Frightful Presence feature.
- Flight. You may fly up to half your flight speed. Doing so ignores opportunity attacks.
- Cantrip. You may cast a cantrip.
Starting at 20th level, you have ascended into the final stage any mortal dragon can hope to achieve: a state of quasi-godhood. Your natural attacks deal an additional 1d12 elemental damage, with the element depending on your dragon color, and using a spell of 3rd level or lower has a 50% chance not to consume the slot. Additionally, your size becomes Colossal. You can carry, push, drag, or lift double the amount of a Gargantuan sized creature, and using a magic item with charges has a 50% chance not to consume the charge. Also, you gain the following spells at-will: fireball, dimension door, lightning bolt, ice storm, phantasmal killer.
At regular experience intervals equal to the one between 19th level and 20th level (or at your DM’s given intervals) you may grow your Draconic power even further. Each time you gain a level beyond 20, gain additional hit points as if you gained a level, and choose one of the following benefits:
- You learn any spell as an at-will spell at your DM’s discretion.
- The amount of magic items it takes for you to permanently gain an effect from Draconic Vigor is reduced by 2, but not below 2.
- You gain a feat or epic boon.
- Your flight speed increases by 10 feet.
- Your Ascendant Dragon feature’s spell slot negation level increases by 1.
- You natural attacks deal an additional die of damage.
You cannot multiclass into the Dragon class.