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Dragon (Class!?)

Preamble

So, obviously this is rather abnormal for classes in 5e so far, but given the raw power of older dragons and how clearly a dragon's power scales down and up with the different ages, it's easier than most creatures to adapt this way, and impossible to allow as a race.

Naturally, all dragons are usually both formidable melee combatants, and have powerful AoE effects only seen in spells in PCs.

So, even though some minor, uncommon mechanics don't line up with the general case, I'm using the Pact of the Blade Warlock as the base concept for the three more castery subclasses of dragon, and adapting a half-caster-ish version thereof for the two more mundane ones.

Obviously, level 1 PCs will not be fully powered dragons, but there should be enough of a base there to still feel like a dragon while everything builds up.

Now, everyone's first thought when they see this is: If someone's class is defining what species they are, then what're the race stat blocks?

All I'm going to say here is that, yes, I'm thinking about this and it actually plays a crucial role in the class's design.


I'm trying to aim at slightly underpowered, yet still viable, so that they can be carefully buffed up to scratch. Let me know how well I did on that.

Multiclassing:

This class is not designed to work with multiclassing, and it's archetypes, the Draconic Pursuits, are geared towards it becoming a draconic form of a represented class. This is not the perfect approach, of course, but it's the best I can think of.

I wanted characters to still pursue these various flavours of the different classes without having to give up on their progression towards becoming a dragon.

Dalliances offer a tiny amount more personalization, allowing a dragon to feel slightly like a sub-multiclass, but these had to be handled very carefully to ensure they're balanced against each other and everything else. In particular, the Caster dalliances don't help one quite fulfill the flavour of that archetype. I'd reccomend combining them with Ritual Caster, Magic Initiate, or both, in the desired class.

 

Design thoughts: General

This is designed to be purely single-classed, because really, the prestige class format simply doesn't function properly here, and multiclassing would delay the development of the "Dragon" identity, I decided to make each of it's archetypes represent an individual class.

The base for this is a half-caster conversion of a Warlock, who doesn't naturally regain their spell slots on a short rest. This does way more than halving their spell progression, but it's suitable as a base, particularly considering their full slot level progression.

The main thing I'm thinking about is the flight. What I give them at 2nd level is very limited, but flight still has a... colourful... reputation.

I'm hoping the limitation of needing to touch dirt so often early on (Not even being able to reach a 30' altitude until 6th, and even then, not being able to maintain that longer than a single round until MUCH later on) should be able to balance it. Additionally, if the rest of the class is just a little unerpowered, Flight should be enough to define it.

Design Thoughts: Martial.

This is then taken down a more martial path in the Combat Mastery and Knowledge pursuits, which focus on bringing the dragon's combat or skills up to par.

Combat Mastery is most comparable to a Valor Bard with less spellcasting and more martial ability. They cast an SCAG cantrip, adding their Charisma to damage, at level 6. Effectively Extra Attack, but slightly weaker. At level 10, their standard attack pattern is doing this and getting a third attack.

The Knowledge path, on the other hand, is in the awkward spot of kinda being a Rogue in mechanical identity, but not in name. So, I struggled to think of it's own mechanic and in the end just gave it a reduced sneak attack to work with it being a half caster. It's an inelegant solution I'm not proud of, but I don't know how else to handle representing skillful attacks......

Their spellcasting is then, starting at level 11, slowly converted into something more closely matching a Ranger's or Paladin's, leaving them as pretty much half-caster martials, albiet ones based purely in Green-Flame Blade style cantrips, not Extra Attack. Which is fun.

They ARE slightly behind those two classes until level 20, though, since they can't have the full suite of slots.

Design Thoughts: Spellcaster

The spellcasting trio, however, all function in a similar way; At level 2, they are given the full spellcasting list of their chosen class, Ritual Casting, and an additional 10 spells known (5 as per normal, 5 in a similar style to the Warlock). The additional 5 basic spells known are to make up for not having Invocations or Eldritch Blast, and Ritual Casting sweetens that deal a little.

I think they are still a bit behind mainline casters, but they do bring a combination of a d8 hit dice and medium armor, with the SCAG cantrips, so I'm not sure I want to push their power much.

Dragon

A golden beast lands with enough force to shake the earth, stares down the horde of undead in front of it, and unleashes a torrent of flame. The few surviving undead try to protect the cultists hiding behind them, but are swiftly destroyed by ferocious claws.

A slender girl with striking blue hair dances merrily through the streets, stolen coins clutched to her chest as she easily evades guard patrols. Murmuring a quick incantation once she no longer finds the game interesting, the girl fades from view. Moments later, townsfolk feel an unusual gust of wind, as the invisible beast flies overhead.

An elderly man with shimmering silver hair shows up at one of the leading academies on that continent, seemingly on a whim, and offers advice which seems silly to those who first hear it, but turns out insightful and crucial to the success of those who listened, driving the pursuits of knowledge in the region to new heights.

Dragons can be all of these things and more. They are the majestic powerhouses of the old world, and a sufficiently old dragon can do whatever it pleases. You are not yet of that age, and whether by force, or your own will, you have joined a group of mortals and travel with them.

Fantasy Classics

Dragons need no introduction, though the past paragraph was fun to write nevertheless. The great, winged beasts that have been such a core aspect of Dungeons and Dragons that they're included in the title.

Dragons in D&D have evolved slightly from these tales, too, incorporating their own gods, goddesses, history, lore, powers... and more humanoid kin, the Dragonborn.

However, this is here because, for some, Dragonborn just aren't Dragon enough.

 

Humanoid Disguises

All dragons using this class gain the ability to have a single humanoid form. Unlike the shapechange in the monster manual, this form is locked and does not change. However, their two forms are representative of each other. If they turn into a human and change the type of the armor they wear, that change will be reflected in their scales, and so on.

This kind of spiritual link between forms is used to abstract a lot of mechanics, enabling them to function mostly like normal PCs, and not need to spend extra money on barding to actually use armor.

Walking Legends

Dragonkind used to shape the earth itself, slowly receeding into the background of history as other races take to the fore. Now, a dragon having a central influence on the world is rare, and generally something reserved for older dragons.

 
Dragon
Level Proficiency Bonus Features Dragon Cantrips Known Dragon Spells Known Spell Slots Slot Level
1st +2 Draconic Hide, Innate Power, Twin Forms 1 1 1 1st
2nd +2 Draconic Pursuit, Vestigial Wings 1 2 2 1st
3rd +2 Draconic Dalliance 1 3 2 2nd
4th +2 Ability Score Improvement 2 4 2 2nd
5th +3 2 5 2 3rd
6th +3 Child Wings, Draconic Pursuit Feature 2 6 2 3rd
7th +3 2 7 2 4th
8th +3 Ability Score Improvement 2 8 2 4th
9th +4 2 9 2 5th
10th +4 Draconic Pursuit Feature, Partially Grown 3 10 2 5th
11th +4 Draconic Spellcasting Style (1) 3 10 3 5th
12th +4 Ability Score Improvement 3 11 3 5th
13th +5 Draconic Spellcasting Style (2) 3 11 3 5th
14th +5 Adult Wings 3 12 3 5th
15th +5 Draconic Spellcasting Style (3) 3 12 3 5th
16th +5 Ability Score Improvement 3 13 3 5th
17th +6 Draconic Spellcasting Style (4) 3 13 4 5th
18th +6 Draconic Pursuit Feature 3 14 4 5th
19th +6 Ability Score Improvement 3 14 4 5th
20th +6 Fully Grown, Inner Reserves 3 15 4 5th

Creating a Dragon

There are a lot of things to think about for one wanting to play as an actual dragon in D&D.

Dragons who're weak enough to have to rely on (usually) humanoid companions are uncommon to say the least, although the speed at which PC power level grows throws off the much slower progression which is normal for dragons.

Generally, an age range of human adults, which is still at the lower end of what dragons would classify as a "young" dragon, is the best approximation of roughly how old a dragon adventurer makes sense to be. They will start weaker than a Wyrmling, and end stronger than a Young dragon, and the speed of this development is incredibly unusual.

The reasons for this anomaly are up to the PCs themselves to decide, but some possible ones range from something as mundane as an erratic puberty, to the magical, such as some kind of curse that the dragon is recovering from.

It's important to consider how your dragon's interactions with other races are coloured by their very nature. Do they look down upon the human races with an arrogant sneer, or consider them potential equals to be encouraged to grow?

Regardless, your dragon needs some reason to travel with this group of humanoids, which could still range from you wanting to shelter and protect these people, to you using them as a convenience, free protection while your power grows.

Your dragon will be at least partially a spellcaster because spellcasting was the best way to approximate a dragon's breath and other supernatural properties, like Fear, in simple terms which function for PCs.

Otherwise, players would have to track a multitude of resources, with separate amounts of uses for each, which is a nightmare both to balance and to play. Pursuits take this further and allow the more spellcasting-oriented dragons more options.

This might lead to your dragon, even one not focused on magic, having a few tricks up it's sleeve that it's peers don't, and it could be interesting to explore why you can do that.

Quick Build

You can make a dragon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Constitution. Second, choose the outlander background. Third, choose the Rending Slash and Booming Blade cantrips, along with the 1st-level spells Burning Hands and Detect Magic. Fourth, choose a colour of dragon and apply changes to your spells where necessary.

Class Features

Hit Points

Hit Dice: 1d8 per dragon level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st

Proficiencies

Armor: Light armor, Medium armor, Shields

Weapons: Simple weapons, scimitars.

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two skills from Arcana, Athletics, History, Intimidation, Insight, Perception, and Survival.

Equipment

You start with the following equipment, in addition to equipment granted by your background;

  • (a) scale mail or (b) leather armor
  • (a) a scimitar or (b) any simple weapon
  • (a) an arcane focus, (b) a druidic focus, (c) a holy symbol, or (d) any martial weapon (if proficient).
  • (a) an Explorer's pack or (b) a Scholar's pack

Draconic Hide

At 1st level, select a colour of dragon from the table below.

Dragon Types
Colour Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You gain resistance to the damage type that corresponds to your chosen colour, and some other class abilities refer to this chosen colour as well.

Additionally, your AC while not wearing armor is equal to 13 + your Constitution Modifier.

Innate Power

See the PHB chapter 10 for the general rules of spellcasting, and the end of the class description, after the Draconic Pursuits, for the Draconic Spell list.

Cantrips

You know two cantrips of your choice from the draconic spell list. You learn additional draconic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon table.

When you learn a draconic cantrip, if that spell deals acid, poison, thunder, lightning, or cold damage, that damage type is changed to match the type of damage tied to your colour.

Spell Slots

The Dragon table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your draconic spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the draconic spell list. The Spells Known column of the Dragon table shows when you learn more draconic spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new draconcic spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the draconic spells you know and replace it with another spell from the draconic spell list, which also must be of a level for which you have spell slots.

When you learn a draconic spell, if that spell deals fire, acid, poison, thunder, lightning, or cold damage, that damage type is changed to match the type of damage tied to your colour.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so 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 draconic spell you cast, and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Charisma modifier


Spell attack modifier = your proficiency bonus + your Charisma modifier

Innate Spellcasting

Your Draconic spells are part of your very blood and soul, and thus, do not need material components, unless the components have a GP cost written in the spell's description.

Twinned Form

Finally, at 1st level, your preparations to walk among humankind have resulted in the ability to shapeshift between two specific forms as a bonus action.

One is your mortal disguise, a single humanoid of the race you chose at 1st level. You design their appearance as you would a normal member of your race, although, most dragons either intentionally or accidentally leave clues to their true identity in this form, such as impossibly coloured hair or eyes.

The second is your natural draconic form. You can only use your wings in your draconic form, however, that form is towards the larger end of medium, and you struggle in narrow corridors. If you're passing through an area 5' wide or less in your dragon form, your movement speed is reduced by 5' and you cannot use any flight speed gained from this class.

Your equipment mostly just melds into your form, with some exceptions;

Your Armor symbolically represents your scales, and so, when you transform into your dragon form, your AC remains consistent between both forms, and you retain any additional effects of that armor.

Similarly, in humanoid forms, the weaponry you wield merely represents your claws and teeth when you return to your true form, and you can harness the power from magical weapons and channel them through your claws, but that has an odd effect when it comes to ranged weapons. When you return to your draconic form, including a ranged weapon into yourself, your tail represents this shift by growing a large number of sharp spines which can be launched, consuming ammunition and functioning as per the original ranged weapon.

Regardless of which form you are in, you still count as a Dragon, as well as a Humanoid. Certain spells now affect you that didn't previously, both positively and negatively, and some magic weapons are more dangerous to you.

Vestigial Wings

Once you reach second level, your wings have matured enough to sustain you for short bursts of flight.

You have a flight speed of 20', which you can only use while the total weight of items you are carrying is less than half of your carrying capacity. If you do not end your turn on the ground, you fall the remaining distance.

Once you have flown a total number of feet equal to ten times your constitution score, you must finish a long rest before you can fly again.

Draconic Pursuits

Also at 2nd level, you've begun to develop skills based on your own personal interests. You can choose to focus on Combat Mastery, Mundane Knowledge, or you can study Arcane Magic, Divinity, or forge a Connection with Nature, each of which is detailed at the end of the class description.

These pursuits grant you features at 2nd level, 6th level, 10th level, and 18th level, and affect which feature you gain at 11th level.

 

Draconic Dalliance

Not all dragons focus their efforts in one area. At 3rd level, you can choose one of the following options. These Dalliances share the same names as the Pursuits, but are entirely unrelated. You can choose the dalliance with the same name as your pursuit, or a different one.

Magic

You gain proficiency in the Arcana skill, and learn a Wizard cantrip of your choice. This cantrip remains a wizard spell for you, but you use your Charisma to cast it.

Divinity

You gain proficiency in the Religion skill, and learn a Cleric cantrip of your choice. This cantrip remains a cleric spell for you, but you use your Charisma to cast it.

Natural Connection

You gain proficiency in the Nature skill, and learn a Druid cantrip of your choice. This cantrip remains a druid spell for you, but you use your Charisma to cast it.

Knowledge

Choose one skill you are proficient in. You add double your proficiency modifier to that skill.

Additionally, when making a skill check, after seeing the result of the dice, but before knowing whether you succeed or fail, you can substitute the result of a dice roll for a 10. You can use this ability once, and regain the ability to do so when you finish a long rest.

Combat Mastery

You gain one of the fighting styles the Fighter class gains at level 1, and proficiency in one martial weapon of your choice.

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.

Child Wings

Once you reach 6th level, your wings have matured slightly and you no longer have a limit on how far you can fly before needing a Long Rest, although you still can't fly if you are carrying too much equipment.

Additionally, you can end your turn while you are flying and remain in midair once. You must touch the ground before you can use this ability again.

Partially Grown

Beginning at 10th level, you count as a large creature for the purposes of calculating your carrying capacity and which creatures you can grapple.

Draconic Spellcasting Style

At 11th level, you gain an ability which depends on your chosen Draconic Pursuit. If you chose Combat Mastery or Knowledge, you receive Martial Spellcasting Style. If you chose Magic, Divinity, or Natural Connection, you receive Nova Spellcasting Style.

Martial Spellcasting Style

At 11th level, you gain the ability to spend one minute to expend a 5th level spell slot. If you do so, you gain 4 1st-level spell slots.

At 13th level, you can use this feature to spend 2 5th-level spell slots, and gain an additional 3 2nd-level slots.

At 15th level, you can use this feature to spend 3 5th-level spell slots, and gain an additional 3 3rd-level slots.

At 17th level, you can use this feature to spend 4 5th-level spell slots, and gain an additional 2 4th-level slots.

This means, if you spent all your spell slots on lower leveled ones, at 17, you would have;

  • 4 1st level slots
  • 3 2nd level slots
  • 3 3rd level slots
  • 2 4th level slots

You can use this feature once, and regain the ability to do so when you finish a long rest.

Nova Spellcasting Style

At 11th level, you discover spells previously exclusive to humanoids practicing your chosen pursuit, known as your Nova spells. Choose one 6th- level spell, from the spell list you gained when you begun your Pursuit, as your first Nova spell. You can cast each of your Nova spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more spells of your choice, from the spell list granted by your Pursuit, that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Nova Spells when you finish a long rest.

Adult Wings

When you reach 15th level, your wings have fully matured. From now on, your flight speed is increased to 30', you can continuously fly freely without needing to touch the ground, and you count as a large creature for the purposes of deciding which creatures may ride you.

Fully Grown

When you reach 20th level, your carrying capacity is doubled, and your reach with all weapons is increased by 5'.

Inner Reserves.

At 20th level, you can draw on your inner reserve of mystical power to regain expended spell slots. You can spend 1 minute resting and focusing to regain up to 2 of your expended spell slots from your Innate Power feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

 

Draconic Pursuits

Your Draconic Pursuit is the thing you've begun devoting your long, long life to. Some Dragons find joy in filling that time with study, others get out and explore the world, get into fights, or even rediscover a connection with a natural world long thought lost to them.

Your Pursuit is not the sole focus of your dragon's life, but it's been the area where most of their skill and expertise has accumulated.

The Draconic Pursuit options begin on the next page.

Combat Mastery

For want of a better term, you are the "Standard Dragon", you haven't devoted yourself to study or magic, there's no need when your claws and fire breath do such a damn fine job of it.

Thickened Scales, Toughened Claws

When you first begin your Pursuit of these skills at 2nd level, you gain proficiency in Martial Weapons and Heavy Armor.

You also gain 2 additional hit points, and your hit point maximum further increases by 1 every time you take a level in this class.

Basic Technique

Also at 2nd level, you can select a Fighting Style of your choice from the list available to the Fighter.

Tooth & Flame

Once you reach 6th level, you've learned to charge your melee attacks with your elemental power.

Your melee weapon attacks deal additional damage matching the type associated with your colour, equal to your Charisma Modifier

Whirlwind of Death

Beginning at 10th level, your draconic abilities and melee strikes line up at the perfect timing, allowing you to get both off together so much more efficiently.

When you use your action to cast a Draconic spell, you can use your bonus action to make a melee weapon attack.

Titan of War

Dragons have a reputation for being invincible monsters in combat. Once you've reached level 18, your skill and power makes even that look like an understatement.

  • You gain immunity to the damage type associated with your colour.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • When you finish a short or long rest, you gain temporary hit points equal to your Charisma modifier.

Divinity

Whether to Bahamut, Tiamat, or some other divine, Draconic or otherwise, the heavens and their contents have caught your attention over any earthly pursuits. Whether a devout servant, or a leech trying to supplant one of these deities yourself, you have tapped into the power of the divines.

Divine Spellcasting

The first hints of this begin at 2nd level;

You gain proficiency in the Religion skill if you weren't already proficient. Additionally at this level, and as you learn more spells according to the Dragon table, you can choose from the Cleric's list in addition to the Draconic list.

Cleric spells learned in this way remain cleric spells for you, and as such, require material components as per usual, but you still use Charisma as your spellcasting ability modifier for them.

Finally, you learn additional spells of your choice from either list at levels 2, 4, 6, 8 and 10. These do not count against your spells known.

Wellspring of Power

Also at 2nd level, your pursuit grants you more magical power than most other dragonkind know.

Your spell slots restore fully on every short rest, and you can cast any spells you know which have the ritual tag, as rituals.

Icon

When you reach level 6, the divine power flowing through you has wrought physical changes, reflecting your inner self impeccably, whether that results in a twisted and horrific monstrosity, or a shining bastion of hope.

Choose either Persuasion or Intimidation. You can add your wisdom modifier to checks made using that skill, in addition to the stat which would normally be tied to that roll.

Incarnation of Light or Dark

When you reach level 10, these changes seep deep into your very soul. Choose either Radiant or Necrotic, and you gain the following benefits;

Your Dragon spells use this damage type instead of your original one, you gain resistance to this damage type, and when you cast a spell using this damage type, you can add your charisma modifier to the damage result once.

Valkyrie

When you reach 18th level, you learn to unleash the divine power in your soul. You can use your action to become a shining beacon of divine sunlight. You emit bright light in a 60 foot radius, and dim light for another 30 feet. This lasts for up to a minute, or until you use a bonus action to end it.

Once on each of your turns while this light is active, you can use your bonus action for one of the following things;

  • Granting Temporary Hit Points equal to half your Dragon level to a creature within the light.
  • Granting yourself or an ally within the bright light additional Radiant or Necrotic damage on their next melee weapon attack, equal to your charisma modifier.
  • Using your movement to teleport to a creature within the light who is currently on 0 hit points, and restore 1 hit point to that creature.

Knowledge

Your interests lie, not in the wealth of arcane power, nor in crushing your foes underclaw, but in the simple use of your long life to truly master skills and abilities that catch your interest.

Humble Beginnings

When you begin this Pursuit at 2nd level, you gain proficiency in two skills of your choice, one tool or musical instrument of your choice, and learn one additional language.

You may then choose one of the skills, tools, or instruments you are proficient in. You add double your proficiency bonus to checks involving that skill, tool, or instrument.

You gain this bonus to an additional skill, tool, or instrument you are proficient in at 6th level and 10th level.

Tactical Combat

Also at 2nd level, you've tried to make up for your lack of direct, overwhelming power, with skill and cleverness.

Once per turn, while making a weapon attack against an enemy, using a weapon that does not have the heavy property, if you have advantage on the attack roll, or an ally is within 5' of the enemy, you can add 1d6 damage, of the type associated with your colour. This increases to 2d6 at 6th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 15th level, and 6d6 at 18th level

Self-Defense Style

Once you reach 6th level, you've mastered a technique to hold your own in combat, even if it's not your forte.

Quick Grasp

You can make an attempt to grapple another creature up to one size larger than you as a bonus action.

Attacks against grappled creatures also apply the damage bonus of Tactical Combat.

Shifting Scales

You figure out how to slightly shift the colouration of your scales, allowing you to hide when you're only lightly obscured, if your surroundings are of a roughly similar colour.

Additionally, you can use your bonus action to disorient a creature of your choice within 30' with these colours.

A creature is disoriented in this manner until the start of your next turn.

Attacks against disoriented creatures, using weapons that do not have the heavy property, apply your bonus damage from Tactical Combat.

Extra Ability Score Improvement

When you reach 10th 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.

Talent Mastery

By 18th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Magic

Your innate power is similar to magic, as is the means you attain flight, and this gives you an advantage at studying the arcane arts, but the new perspective you've learned through studying the research humans have made into them has yielded surprising results.

Arcane Spellcasting

Your first breakthrough comes at 2nd level.

You gain proficiency in the Arcana skill if you weren't already proficient. Additionally at this level, and as you learn more spells according to the Dragon table, you can choose from the Wizard's list in addition to the Draconic list.

Wizard spells learned in this way remain Wizard spells for you, and as such, require material components as per usual, but you still use Charisma as your spellcasting ability modifier for them.

Finally, you learn additional spells of your choice from either list at levels 2, 4, 6, 8 and 10. These do not count against your spells known.

Wellspring of Power

Also at 2nd level, your pursuit grants you more magical power than most other dragonkind know.

Your spell slots restore fully on every short rest, and you can cast any spells you know which have the ritual tag, as rituals.

Use Magic Device

By 6th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. you ignore all class, race, and level requirements on the use of magic items.

There is one exception to this; You cannot attune to or use any magic item which specifically targets creatures of the Dragon type with negative effects.

Mixed Power

Beginning at 10th level, if you cast a Wizard spell as a bonus action, you can still use your action to cast any Draconic spell, and likewise, using a Draconic spell with your bonus action doesn't prevent you from using your Wizard spells.

Powerful Presence

Once you've reached level 18, your existence itself distorts the weave, drawing magical power in to you. When a creature within 60 feet of you attempts to cast a spell, you can use your reaction to attempt to drain away the very magical power fuelling their spells.

You make an Intelligence (Arcana) check, opposed by your foe's. If you succeed, you can choose to impose one of the following penalties on that spell, as you sap it's essence.

  • Disadvantage on all attack rolls which are part of that spell.
  • The spell deals half damage on a failed save, and no damage on a successful one.
  • Creatures that are targeted by the spell have advantage on their saving throws against that spell.
  • The other creature must choose to either expend a spell slot one level higher than the spell they are attempting to cast, without increasing that spell's level, or cast the spell one level lower than they are currently trying to.

Connection with Nature

You're an oddball, in that, your interest was captures, not by the humans, not by treasure, but rather, the beauty and horror of the natural world. You've set out to maybe rediscover a connection between yourself and this natural world.

Natural Spellcasting

And, your pursuit first bears fruit at 2nd level.

You gain proficiency in the Nature skill if you weren't already proficient. Additionally at this level, and as you learn more spells according to the Dragon table, you can choose from the Druid's list in addition to the Draconic list.

Druid spells learned in this way remain druid spells for you, and as such, require material components as per usual, but you still use Charisma as your spellcasting ability modifier for them.

Finally, you learn additional spells of your choice from either list at levels 2, 4, 6, 8 and 10. These do not count against your spells known.

Wellspring of Power

Also at 2nd level, your pursuit grants you more magical power than most other dragonkind know.

Your spell slots restore fully on every short rest, and you can cast any spells you know which have the ritual tag, as rituals.

Kind Heart

Once you've reached 6th level, you've made real progress in connecting with the hearts of others.

Unless you do something obviously aggressive towards them, creatures, particularly humanoids and beasts, find themselves eerily calm about your presence, even in your true draconic form.

Additionally, you have advantage on persuasion or deception checks to convince people you're not a threat.

Trees aflame

Beginning at 10th level, you've learned to restrain your more innate abilities so as to not damage the world around you.

Unless you are intentionally trying to damage an object or plant, spells you cast which affect an area will not affect any such non-magical objects or plants within the area.

Additionally, you can select a number of creatures in the area of effect equal to your charisma modifier to be left unaffected by the spell.

Guardian Soul

Starting at 18th level, you gain the ability to use your bonus action to transform in a different way, one which represents your tie to nature. Your scales are coated with vines, and you undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 10 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns, equal to half your dragon level. When the form ends, you lose any temporary hit points you have from it.
You can end your Guardian Form as a bonus action, reversing all of these effects.

Draconic Spell list:

Cantrips

  • Booming Blade SCAG
  • Rending Slash
  • Firebolt
  • Frostbite Xanathar's
  • Light
  • Primal Savagery Xanathar's
  • Thaumaturgy
  • True Strike

1st level:

  • Absorb Elements Xanathar's
  • Bane
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor Xanathar's
  • Fog Cloud
  • Ice Knife Xanathar's
  • Mage Armor
  • Sleep
  • Thunderwave
  • Wrathful Smite
  • Witch Bolt

2nd Level

  • Darkvision
  • Dragon's Breath Xanathar's
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Suggestion
  • Snilloc's Snowball Swarm Xanathar's
  • Warding Wind Xanathar's

3rd level

  • Counterspell
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Lightning Bolt
  • Protection from Energy
  • Water Breathing

4th level

  • Charm Monster Xanathar's
  • Elemental Bane Xanathar's
  • Ice Storm
  • Storm Sphere Xanathar's
  • Vitrolic Sphere Xanathar's
  • Wall of Fire
 

5th level

  • Cone of Cold
  • Control Winds Xanathar's
  • Dominate Person
  • Hold Monster
  • Immolation Xanathar's

"New" Spell

Rending Slash

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you can tear your claws through them and into a different creature of your choice that you can see within 5 feet of it. The second creature takes Slashing damage equal to your spellcasting modifier.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 slashing damage to the target, and the slashing damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.