The Proto-Dragon
(Class/Race Combo)
Experience the power of these mythical beasts for yourself. This goal for this was to make it possible for players to play as what is essentially a dragon, but without causing too many problems.
Lesser Dragons
Proto-Dragons are often confused with what is commonly known as a "drake", a distant cousin to the wyvern with a strong elemental heritage.
In truth, they have more in common with half-dragons than with dragons. Just as half-dragons, they are the product of a union between a dragon and a humanoid; However, unlike half-dragons, proto-dragons take mostly after their draconic parent in terms of appearance. They are also fertile, which has allowed them to form their own functioning race.
Outwardly, they are almost identical to a true dragon of the same colour, though they do not grow beyond the size of a young dragon. At around 18 years of age they are matured and look about the same as a young dragon, though significantly smaller. As they grow older or gain significant power, they still develop the distinct characteristics of older dragons, such as the prominent frills of an adault or ancient silver dragon.
In terms of mental development, they follow the pattern and capacity of a humanoid.
They have inherited the innate shapechanging ability of the true dragons, though normally it is strictly limited to their size. Some bloodlines have retained the ability to change into other forms, though they have to be very powerful to use this ability.
Children of Two Worlds
The mixture of draconic and humanoid essences has... interesting consequences.
Proto-Dragons often share the strong tendencies of their draconic parent, though they are muted in comparison. They still crave material possessions and build haords, though their's tend to be more mobile by necessity.
Unlike their draconic ancestors, though, they have no fixed inner morality. Proto-Dragons with the blood of a metallic dragon are not automatically good and chromatic ones are not necessarily evil.
That is not to say that a Green Proto-Dragon will not lie and scheme to their heart's content, you just don't know if it is just harmless fun or will lead to your untimely death. That is until you have known them for a while, at which point you should have a decent idea.
Exactly this uncertainty has earned them a mixed reputation. Established communities of proto-dragons are a known quantity, but lone examples are often regarded with some suspicion, as would a tiefling or a half-orc.
To reduce potential animosity towards them, they often travel with groups of humanoids and turn into a smaller size when talking or visiting a town. A red dragon is not nearly as intimidating when it only comes up to your knee.
Draconic Form
As your draconic build and magical nature differs from regular adventurers, you have some things to keep in mind.
The Ritual of Arms
You learn a ritual that calls on the magic in your blood and its connection to material goods. Any armour or weapons of your choice that you are proficient with transforms to fit your form. For example, a sword could become coating for your claws or teeth.
You can wear armour this way, to full effect (as if a regular humanoid was wearing it). Armour itself, not counting magical effects on it, has no impact on your ability to fly.
When you choose to transform any weapon, only its magical properties are transferred and they are applied to all of your natural weapons. You can only have a single weapon transformed this way.
Any equipment that was transformed stays so as long as you want or until it has been at least 30 feet away from you for more than an hour.
This ritual takes one hour, during which you have to concentrate as if concentrating on a spell. This can be done during a short or long rest.
Interaction
Your body supports speaking, reading, writing and casting spells as would any regular humanoid. You can manipulate objects as normal, though keep in mind that you have substantial claws.
Mental Stat
This class allows you to select your "main" mental stat. This is because players tend to play characters that reflect their stat balance, and these stats represent a very different approach to problems and the use of your powers. Any of them would make sense, so play the character you want.
Once you have chosen your stat as your saving throw proficiency, it becomes the relevant stat for several features you get, such as your Breath Weapon. In the specific features this is indicated by the phrase "your chosen mental ability modifier". The choice is final.
Proto-Dragon Leveling Table
| Level | Proficiency Bonus | Features | Breath Damage |
|---|---|---|---|
| 1st | +2 | Draconic Lineage, Draconic Weapons | — |
| 2nd | +2 | Bloodline, Gliding Wings, Dust-off | — |
| 3rd | +2 | Breath Weapon | 3d6 |
| 4th | +2 | Ability Score Improvement | 4d6 |
| 5th | +2 | Extra Attack | 5d6 |
| 6th | +3 | Heightened Intensity, Draconic Vision, Bloodline Features | 6d6 |
| 7th | +3 | Draconic Might, Frightening Presence | 7d6 |
| 8th | +3 | Ability Score Improvement | 8d6 |
| 9th | +4 | Take To The Skies | 9d6 |
| 10th | +4 | Mind of the Dragon | 10d6 |
| 11th | +4 | Bloodline Features | 11d6 |
| 12th | +4 | Ability Score Improvement | 12d6 |
| 13th | +5 | Superior Draconic Resilience | 13d6 |
| 14th | +5 | Majestic Mobility | 14d6 |
| 15th | +5 | Bloodline Features | 15d6 |
| 16th | +5 | Ability Score Improvement | 16d6 |
| 17th | +6 | Bloodline Features | 17d6 |
| 18th | +6 | Legendary Resistance | 18d6 |
| 19th | +6 | Ability Score Improvement | 19d6 |
| 20th | +6 | Ancestral MIght | 20d6 |
Class Features
As a Proto-Dragon, you gain the following class features:
Hit Points
- Hit Dice: 2d8 per proto-dragon level
- Hit Points at 1st Level: 16 + your Constitution modifier
- Hit Points at Higher Levels: 2d8 (or 9) + your Constitution modifier per proto-dragon level after the 1st
Proficiencies
- Armor: all armour
- Weapons: simple and martial weapons (drakes cannot use weapons with the ammunition property)
- Tools: none
- Saving Throws: Constitution and Wisdom, Intelligence or Charisma (your choice; see "Mental stat" in the box on the previous page)
- Skills: Perception and any three skills of your choice
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an explorer's pack or (b) a scholar's pack
- chainmail
- 50 gp in expendable currency
- the start of your hoard (treasure worth up to 100gp and of significant sentimental value to you)
Multiclassing
No.
Draconic Lineage
Starting at 1st level, as you are a naturally born proto-dragon, you gain the following traits:
Draconic Lineage. First, choose your Draconic Lineage, determining what type of drake (i.e. subrace) you are and gaining additional features to the ones listed below. Draconic Lineages are detailed later in this document.
Ability Score Increase. Your Strength score increases by 2. Your chosen mental ability score or your Constitution score increases by 1.
Size. Your Draconic Form is either Tiny, Small or Medium. You can change between available sizes with a bonus action.
Speed. Your base walking speed is 30ft.
Type. Your creature type is dragon, rather than humanoid.
Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of grey.
Draconic Element. Each type of Dragon is related to a singular element, and as such, proto-dragons are as well. See your Draconic Lineage for the specific element.
Draconic Resistance. You are resistant to damage from your Draconic Element.
Dragon Hide. The skin of a draconic creature is tough. Your natural armour AC equals 14 + your Constitution modifier.
Aspect Spellcasting. If you use a spell that deals elemental damage, the damage type is replaced by your Draconic Element (see your Draconic Lineage). The ability you have chosen as your saving throw proficiency is your spellcasting ability for both innate and learned spells.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Siege Monster. You deal double damage to objects and structures.
Languages. You can speak, read and write Common and Draconic.
Draconic Weapons
Starting at 1st level you have the following natural weapons. You are proficient with them.
Claws. You have long, razor sharp claws. They deal slashing damage equal to 1d12 + your Strength modifier and have a range of 5ft. Starting at 9th level, the range increases to 10ft.
Tail. Your tail is a sledgehammer made of muscle. It deals bludgeoning damage equal to 1d10 + your Strength modifier and has a range of 10ft. Starting at 9th level, the range increases to 15ft.
Bite. Your fanged maw can crush even boulders. Your bite deals piercing damage equal to 1d6 + your Strength modifier + 1d6 elemental damage (the damage type is that your Draconic Element). Starting at 9th level, the range increases to 10ft.
Gliding Wings
Starting at 2nd level, as a reaction while in the air, you can use your wings to glide.
You descend up to 60ft downwards and 10ft to any side. You take no falling damage until the start of your next turn or until you you have landed. At the start of each subsequent turn, you can immediately use your reaction to smoothly continue to glide until you have landed.
Also starting at 2nd level, as an action, you beat your wings mightily and lift off. Creatures within 10 ft of you that are Huge or smaller must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature is knocked prone. Directly after attacking this way, you can fly up to your movement speed without provoking attacks of opportunity. Should you stop your movement in the air, you immediately plummet to the ground. You can use this ability two times, regaining all charges when finishing a short or long rest. At 2nd level, you discover more benefits that your Bloodline provides you. Choose from either the Arcane Bloodline or Martial Bloodline. Your choice grants you features at 2nd level, 6th level, 11th level, 15th level and 17th level.
Starting at 3rd level, your body has sufficiently developed to allow you to breathe death onto your enemies and, occasionally, unsuspecting walls or furniture. As an action in your draconic form, you can expend one use of this feature to use your Breath Weapon. Any creature (or object) caught in the attack must make a saving throw. On a failed save, a target takes 3d6 damage, on a successful save they take half damage and suffer no additional effects. The damage type is that of your Draconic Element. This damage increases by 1d6 per level in this class, as seen in the leveling table. You can use this feature twice. This number increases by 1 each at 9th (3) and 14th level (4). You regain all uses when finishing a short or long rest.
When a creature is forced to make a Saving throw in this context, the DC is calculated as follows: Breath Save DC
Additionally, your movement speed increases by 5 feet.
Dust-off
Bloodline
Breath Weapon
Breath Attack
Saving Throw
Area of Effect
When you gain this feature, choose either a cone-style or line-style for the area of effect of your breath. Once you make this choice, it is final.
Cone style. Creatures make a Constitution saving throw (see some Draconic Lineages, e.g. Red and Gold Dragon, for exceptions). Affects all creatures in a 15ft cone.
At 9th level, the range of your Breath is increased to 20ft. At 15th level the range increases to 25ft.
Line style. Creatures make a Dexterity saving throw. Affects all creatures in a line that is 10ft wide and 30ft long.
At 9th level, the length of your Breath is increased to 50ft. At 15th level it increases to 75ft.
Ability Score Increase
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. You can't increase an ability score above 20 using this feature.
Extra Attack
Starting at 5th level, you can attack twice when using the attack action on your turn.
Heightened Intensity
Starting at 6th level, all of your effects (attacks, spells,..etc.) ignore resistance against your draconic lineage's element.
If your enemy has immunity to that element and said immunity is treated as resistance due to a feature granted by your Draconic Lineage (e.g. Turn up the Heat), you don't ignore that resistance and treat it as you would without this feature.
Draconic Vision
Also at 6th level, your body has become strong enough to gain the additional senses of true dragons. You gain Blindsight out to a range of 10 feet.
At 11th level, your the range of your Darkvision increases to 120ft.
At 14th level, the range of your Blindsight increases to 30ft.
Draconic Might
Starting at 7th level, you gain proficiency in Strength saving throws.
Frightening Presence
Also starting at 7th level, as an action, you can bring down the full weight of your supernatural presence on a creature.
All creatures of your choice that are within 30 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for up to 1 minute. If a creature ends its turn in a location where it does not have line of sight on you, it can make a Wisdom save. On a success, the effect ends for it.
Once you use this feature, you must finish a short or long rest before you do it again.
Take To The Skies
Starting at 9th level, your body has matured to nearly full adulthood. Your appearance now that of an adult dragon and you add Large to the list of sizes you can change into.
You also gain a flying speed equal to your movement speed. Your body has not yet grown used to the strain of flying, so you can't remain in the air between your turns. Should you do so, you fall.
Your movement speed increases by an additional 10 feet (+15ft total).
Mind of the Dragon
When reaching 10th level, the defenses of your mind have developed to offer a higher degree of protection.
You have advantage on saving throws against effects that would impose the charmed condition. You also have advantage on saving throws and ability checks to see through illusions.
Superior Draconic Resilience
Starting at 13th level, you are now immune to your Draconic Lineage's element.
Additionally, you are immune to disease.
Majestic Mobility
Starting at 14th level, your body has reached full maturity. You can now stay in the air between turns and when using Dust-off.
Your movement speed increases by another 5 feet (20ft total).
Starting at 18th level, you gain the famed resistance of your ancestors. If you fail a saving throw, you can choose to succeed instead. You can use this feature up to three times, regaining all uses when finishing a long rest.
Starting at 20th level, you can briefly display the true power of your ancient ancestors. For one minute, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest. This class is intended to work with feats as normal.
[The credit for coming up with this goes to Dawnforgedcast!]
For example, a PC with a Strength modifier of +3 wielding a greatsword would deal 2d6+5 damage instead of the regular 2d6+3. Treat the natural weapons of this class as two-handed weapons.
Legendary Resistance
Ancestral Might
Feats
Variant Rule - Strength
Strength as an ability is vastly inferior to Dexterity in almost all circumstances. To even the scales a bit, your group, can adopt this rule.
If you are wielding a two-handed weapon or a versatile weapon using Strength, you add 1.5x your Strength modifier (rounded up) to damage rolls with that weapon.
Bloodlines
The blood of mythical beasts runs in your veins. Some bloodlines have evolved to focus more on their innate magical abilities, while others have exemplified physical prowess.
Martial Bloodline
Fighting Style
Starting at 2nd level, you choose one of the following fighting styles.
-
Tooth and Claw. When you roll a 1 or 2 on a damage die for an attack with one of your natural weapons, you can re-roll the die and must use the new result, even if the new roll is a 1 or 2.
-
Bastion. You gain a +1 bonus to AC. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Onslaught
Also starting at 2nd level, when you have taken the Attack action or used your Breath Weapon, you can use your bonus action to make a single weapon attack. You can do so at any point between taking the aforementioned action and the end of your turn.
On hit, you can do either of the following:
- Damage. You deal the regular damage of the weapon, but do not add your ability modifier.
- Hold. You grapple the target with the natural weapon you used for the attack (without making any additional checks or dealing any damage). The used weapon cannot be used for anything else as long as the target is still grappled. The target can use an action to try to escape the grapple as usual.
Supernatural Strength
Starting at 6th level, you gain advantage on Strength checks and saving throws.
Additionally, while carrying a creature (such as by grappling it), you do not suffer a movement penalty. Starting at 11th level, Onslaught is modified the following ways: Starting at 15th level, your hide has become harder than steel. Critical hits on you become normal hits instead. Additionally, your Constitution score and maximum increase by 2 respectively.
Starting at 17th level, your Strength score and Strength score maximum is increased by 4.
Empowered Onslaught
Adamant Hide
Apex Predator
Arcane Bloodline
Spellcasting
Starting at 2nd level, you unlock the magical abilities of your bloodline.
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 2nd | 2 | 2 | 2 | — | — | — | — |
| 3rd | 2 | 3 | 3 | — | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — | — |
| 5th | 3 | 5 | 4 | 2 | — | — | — |
| 6th | 3 | 6 | 4 | 2 | — | — | — |
| 7th | 3 | 7 | 4 | 3 | — | — | — |
| 8th | 3 | 8 | 4 | 3 | — | — | — |
| 9th | 3 | 9 | 4 | 3 | 2 | — | — |
| 10th | 4 | 10 | 4 | 3 | 2 | — | — |
| 11th | 4 | 11 | 4 | 3 | 3 | — | — |
| 12th | 4 | 12 | 4 | 3 | 3 | — | — |
| 13th | 4 | 13 | 4 | 3 | 3 | 1 | — |
| 14th | 4 | 14 | 4 | 3 | 3 | 1 | — |
| 15th | 4 | 15 | 4 | 3 | 3 | 2 | — |
| 16th | 4 | 15 | 4 | 3 | 3 | 2 | — |
| 17th | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Spell List
Your proto-dragon spell list contains all spells that are contained in the wizard spell list. You still only know a limited number of spells as seen above and explained below.
The Drake table shows how many spell slots you have to cast your drake spells of 1st level and higher.
To cast one of these drake spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You know two 1st-level spells of your choice from the proto-dragon spell list.
Spells gained by your Draconic Lineage count as proto-dragon spells for you, but don't count against your number of proto-dragon spells or cantrips known. You can still cast them once per long rest without expending a spell slot. The Spells Known column of the table above shows when you learn more proto-dragon spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the proto-dragon spells you know and replace it with another spell from the drake spell list, which also must be of a level for which you have spell slots. Your chosen mental ability modifier is your spellcasting ability for your proto-dragon spells. You use your it whenever a spell refers to your spellcasting ability. In addition, you use your chosen mental ability modifier when setting the saving throw DC for a proto-dragon you cast and when making an attack roll with one. Spell Save DC Spell Slots
Spells Known of 1st Level and Higher and Innate Spells
Spellcasting Ability
Spell attack modifier = your proficiency bonus +
Spellcasting Focus
You are innately magical and as such you do not require a spellcasting focus. You can cast spells without providing their material components, not including components that have a cost.
The latter have to either be provided as normal or you can substitute them with items of equivalent value from your hoard.
You still have to have those items from your hoard in your hand or in a component pouch to cast those spells.
Battle Hardened
Starting at 6th level, you have advantage on constitution saving throws.
Danger Close
Starting at 11th level, ranged attack spells you cast no longer have disadvantage when an enemy creature is within 5 feet of you.
Additionally, you add your spellcasting ability modifier to damage rolls of your spells.
This includes each individual attack roll, such as from spells like Scorching Ray (i.e. now 2d6+X for every attack roll).
[Placeholder]
Starting at 15th level,
Apex Mind
Starting at 17th level, the score of your chosen mental ability and the respective maximum are increased by 4.
Draconic Lineages
Black Dragon
You are descended from a line of Black Dragons.
As such, you are perfectly suited for your natural environment, swamps and marshes. You also have a bit of a temper.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is acid.
Natural Swimmer. You gain a swimming speed equal to your movement speed.
Amphibious. You can breathe both air and water.
Innate Spellcasting. You learn the Chill Touch Cantrip.
When you reach 3rd level, you learn Fog Cloud and can cast it as a 1st-level spell.
When you reach 5th level, you learn Invisibility and can cast it on yourself as a 2nd-level spell.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Swamp Predator. You can Hide as a bonus action. For this, one of the following conditions has to apply:
- You are at least lightly obscured by murky water, fog or a comparable alternative that can be found in a swampy environment.
- You are heavily obscured.
Hidden Tiger, BLOODY DRAGON. If you were hidden from your target before attacking and one of your melee attacks or your Breath Weapon reduce a creature to 0 hit points, you can choose to roar loudly. Any non-allied creatures within 30 feet of the creature you reduced to 0 hit points become frightened of you until the end of their next turn. You can do this once, regaining the ability to do so after finishing a short or long rest.
Breath. You cover an area in front of you in a torrent of acid. If a creature fails its saving throw against your breath weapon by 5 or more, its armour is damaged, reducing its AC by 1. This applies to both natural and worn armour.
Back in Black. You gain proficiency in the Stealth skill. If you make a Stealth check when at least lightly obscured by murky water, fog or a comparable alternative, you double your proficiency bonus when making the check.
Blue Dragon
You are descended from a line of Blue Dragons.
As such, you are perfectly suited for your natural environment, dry steppes, deserts and rocky coasts.
You are more territorial and vain than other drakes. You also really, really like gems.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is lightning.
Tunnel Rat. You gain a burrowing speed equal to half your movement speed. When moving this way, you stabilize the tunnels you create by crystallising the edges. Other creatures can use your tunnels.
Hold Breath. You can hold your breath for up to an hour.
Innate Spellcasting. You learn the Lightning Lure Cantrip, its range is increased to 30ft and they take the damage when they fail the Strength saving throw (instead of only when pulled to within 5 ft of you).
When you reach 3rd level, you learn Hellish Rebuke and can cast it as a 2nd-level spell.
When you reach 5th level, you learn Heat Metal and can cast it as a 2nd-level spell.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Charged Hide. Whenever a creature hits you with a melee attack, you can use your reaction to deal 1d4 lightning damage to it. This damage increases at 7th level (1d6), 9th level ( 1d8) and 13th level (1d10).
Breath. You cover an area in front of you in arcs of lightning. When a creature that fails its save against your Breath Weapon by 5 or more, it can't take reactions this round.
Child of the Dunes. You gain proficiency in the Survival skill. If you make a Survival check related your natural environment, you double your proficiency bonus when making checks with it.
Brass Dragon
You are descended from a line of Brass Dragons. As such, you are perfectly suited for your natural environment, hot and dry places, such as deserts or steppes. You probably enjoy a good talk.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is fire.
Tunnel Rat. You gain a burrowing speed equal to half your movement speed. When moving this way, you stabilize the tunnels you create by crystallising the edges. Other creatures can use your tunnels.
Hold Breath. You can hold your breath for up to an hour.
Innate Spellcasting. You learn the Produce Flame Cantrip and you can choose the point where it appears on your body.
When you reach 3rd level, you learn Comprehend Languages.
When you reach 5th level, you learn Locate Object.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Turn up the Heat. You can use your bonus action to increase the temperature of your flames to unbearable levels. Until the start of your next turn, when you deal fire damage to any number of targets, you treat immunity to fire damage as resistance instead.
Breath. Your Breath Weapon can take two forms. You choose either one when using your Breath Weapon.
- Fire Breath. You cover an area in front of you in churning flame. Creatures make a Dexterity saving throw. Objects that are not worn or carried catch fire.
- Sleep Breath. Cover the ground in a cone (see cone-style) in sleeping gas that deals no damage. Each creature in the area must succeed a Constitution saving throw or fall unconscious for 3 rounds. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Treasure Sense. You gain proficiency in the Investigation skill. If you make an Investigation check related to finding hidden objects (not including traps or passage ways), you double your proficiency bonus for that check.
Bronze Dragon
You are descended from a line of Bronze Dragons. As such, you are perfectly suited for your natural environment, coasts.
You are more interested in war and justice than other drakes.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is lightning.
Natural Swimmer. You gain a swimming speed equal to your movement speed.
Hold Breath. You can hold your breath for up to an hour.
Innate Spellcasting. You learn the Lightning Lure Cantrip, its range is increased to 30ft and they take the damage when they fail the Strength saving throw (instead of only when pulled to within 5 ft of you).
When you reach 3rd level, you learn Heroism and can cast it as a 1st-level spell.
When you reach 5th level, you learn Aid and can cast it as a 2nd-level spell.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Charged Hide. Whenever a creature hits you with a melee attack, you can use your reaction to deal 1d4 lightning damage to it. This damage increases at 7th level (1d6), 9th level ( 1d8) and 13th level (1d10).
Breath. Your Breath Weapon can take two forms. You choose either one when using your Breath Weapon.
- Lightning Breath. An area in front of you is covered in arcs of lightning.
- Repulsion Breath. Exhale repulsion energy in a cone (see cone-style). Each creature in the area must succeed a Strength saving throw or be pushed 60ft directly away from you and knocked prone. If a creature hits a large object (such as a wall, cart or another creature), it takes 1d6 damage for every 10ft pushed until that point.
Truth Seer. You gain proficiency in the Insight skill. When you make an Insight check to determine the truthfulness of a creature's words, you double your proficiency bonus for that check.
Copper Dragon
You are descended from a line of Copper Dragons. As such, you are perfectly suited for your natural environment, rolling hills and rocky uplands.
You are more sociable but less serious than other drakes. You particularly covet things found beneath the surface, such as precious stones or metals.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is acid.
Natural Climber. You gain a climbing speed equal to your movement speed.
Innate Spellcasting. You learn the Minor Illusion Cantrip.
When you reach 3rd level, you learn Faerie Fire.
When you reach 5th level, you learn Knock.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
High Born. You are acclimated to high altitude.
Major Distraction. As a bonus action, you can relocate a sound or object you created with your Minor Illusion Cantrip to anywhere within 120ft of the location it had been cast at originally. You can make the relocation instantaneous or gradual (i.e. the object or sound moves at a certain speed to the destination).
Breath. Your Breath Weapon can take two forms. You choose either one when using your Breath Weapon.
- Acid Breath. You cover an area in highly corrosive acid.
- Slowing Breath. Exhale invasive gas in a cone (see cone-style). Each creature in the area must succeed a Constitution saving throw or be unable to use its reaction, have its speed halved and be unable to attack more than once per turn. This effect lasts up to 5 rounds. At the end of each turn, a creature can repeat its saving throw, ending the effect on a success.
Trickster. You gain proficiency in the Sleight of Hands skill. If you make a Sleight of Hand check to hide an object, you double the proficiency bonus for that check.
Gold Dragon
You are descended from a line of Gold Dragons. As such, you are at home close to wherever civilisation is to be found, but still on the outside of it.
You have a strong sense of justice, but tend to be more secretive.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is fire.
Natural Swimmer. You gain a swimming speed equal to your movement speed.
Devourer of Wealth. Instead of food and water, you can consume valuable goods to sustain yourself.
Innate Spellcasting. You learn the Guidance Cantrip.
When you reach 3rd level, you learn Bless and can cast it as a 1st-level spell.
When you reach 5th level, you learn Arcane Lock.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Turn up the Heat. You can use your bonus action to increase the temperature of your flames to unbearable levels. Until the start of your next turn, when you deal fire damage to any number of targets, you treat immunity to fire damage as resistance instead.
Breath. Your Breath Weapon can take two forms. You choose either one when using your Breath Weapon.
- Fire Breath. You cover an area in front of you in a wave of fire. Creatures make a Dexterity saving throw. Objects that are not worn or carried catch fire.
- Weakening Breath. Exhale weakening gas in a cone (see cone-style). Each creature in the area must succeed a Constitution saving throw or have disadvantage on Strength-based attack rolls, Strength checks and Strength saving throws for up to 3 rounds. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Peacekeeper. You gain proficiency in the Persuasion skill. When making a Persuasion check to convince a sentient creature to refrain from violence, you double your proficiency bonus for that roll.
Green Dragon
You are descended from a line of Green Dragons. As such, you are perfectly suited for your natural environment, deep forests.
You are also more tempted by easy power and wealth than other drakes. Lies and schemes are in your blood.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is poison.
Long Limbs. Your movement speed is increased by 5ft. When using the Dash action, you ignore difficult terrain created by natural obstacles or magical plants.
Natural Swimmer. You gain a swimming speed equal to your movement speed.
Amphibious. You can breathe both air and water.
Innate Spellcasting. You learn the Poison Spray Cantrip, its range is increased to 30ft.
When you reach 3rd level, you learn Expeditious Retreat.
When you reach 5th level, you learn Suggestion.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Deadly Poison. Using your bonus action, you increase the deadliness of your poison. Until the start of your next turn, when you deal poison damage to any number of targets, you treat immunity to poison damage as resistance instead.
Breath. When a creature that fails its save against your Breath Weapon by 5 or more, it is poisoned until the end of their next round.
Smooth Operator. You gain proficiency in the Deception skill. If you make a Deception check while bartering or trying to influence the less mentally gifted, you double the proficiency bonus for that check.
Red Dragon
You are descended from a line of Red Dragons. As such, you are perfectly suited for your natural environment, the mountains of the world.
You are also more arrogant, competitive and impulsive than other drakes. You also tend to carry a grudge.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is fire.
Natural Climber. You gain a climbing speed equal to your movement speed.
Innate Spellcasting. You learn the Fire Bolt Cantrip.
When you reach 3rd level, you learn Command and can cast it as a 1st-level spell.
When you reach 5th level, you learn Shatter and can cast it as a 3rd-level spell.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
High Born. You are acclimated to high altitude.
Superior Wingspan. Starting when you gain it at 9th level, your flying speed is increased by 5ft.
Turn up the Heat. You can use your bonus action to increase the temperature of your flames to unbearable levels. Until the start of your next turn, when you deal fire damage to any number of targets, you treat immunity to fire damage as resistance instead.
Eye for Detail. You have advantage on rolls to determine the value of objects. You can remember the exact location of anything in your possession at any moment.
Breath. Creatures make a Dexterity saving throw. Objects that are not worn or carried catch fire. A creature that fails its save against your Breath Weapon by 5 or more has disadvantage on perception checks until the end of their next turn, as the heat has temporarily dulled their senses.
Tyrant. You gain proficiency in the Intimidation skill. If you make an Intimidation check against a physically weaker creature or a creature that you know is hiding an object from you, you double the proficiency bonus for that check.
Silver Dragon
You are descended from a line of Silver Dragons. As such, you are perfectly suited for your natural environment, high, icy mountains.
You are more open and friendly than other drakes.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is cold.
Ice Walk. You can move across and climb icy surfaces without needing an ability check.
Additionally, you ignore movement penalties caused by difficult terrain composed of ice or snow.
Natural Climber. You gain a climbing speed equal to your movement speed.
Mountain Born. You are acclimated to high altitude and cold climates.
Innate Spellcasting. You learn the Ray of Frost Cantrip.
When you reach 3rd level, learn Healing Elixir.
When you reach 5th level, you learn Lesser Restoration.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Helping Hand. As a bonus action, you can touch a creature to restore hit points equal to your level. A creature has to finish a long rest before it can be healed this way again.
Breath. A creature that fails its save against your Breath Weapon by 5 or more has its movement speed halved until the end of its next turn. If you kill a creature with your Breath, it becomes a frozen statue.
This Belongs in a Museum. You gain proficiency in the History skill. If you make a History check related to the origin of objects older than 20 years, you double the proficiency bonus for that check.
White Dragon
You are descended from a line of White Dragons. As such, you are perfectly suited for your natural environment, frigid places like the arctic or icy mountains.
You are closer to nature and your instincts than other drakes.
When selecting this lineage at 1st level, you gain the following traits in addition to those of the Draconic Lineage feature:
Draconic Element. Your element is cold.
Ice Walk. You can move across and climb icy surfaces without needing an ability check. Additionally, you ignore movement penalties caused by difficult terrain composed of ice or snow.
Death from Below. You gain a burrowing speed equal to half your movement speed, but only in ice and snow.
Ice Born. You are acclimated to cold environments.
Natural Swimmer. You gain a swimming speed equal to your movement speed.
Hold Breath. You can hold your breath for up to an hour.
Innate Spellcasting. You learn the Frostbite Cantrip.
When you reach 3rd level, you learn Hunter's Mark and can cast it as a 1st-level spell.
When you reach 5th level, you learn Pass without Trace.
You can cast each of these spells once without expending a spell slot and without providing material components, regaining the ability to do so after finishing a long rest.
Hunter's Senses. As a bonus action, you can make a Perception check to detect hidden creatures.
Breath. A creature that fails its save against your Breath Weapon by 5 or more has its movement speed halved until the end of its next turn. If you kill a creature with your Breath, it becomes a frozen statue.
Tundra Stalker. You gain proficiency in the survival skill. Your proficiency is doubled for any ability check you make using this proficiency if it is related to cold environments (including things like phenomenons or animals that inhabit it).
Made by Karmagator