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.
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.
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. \pagebreakNum
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.
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. Additionally, your movement speed increases by 5 feet. ### Dust-off 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. ### Bloodline 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. ### Breath Weapon Starting at 3rd level, your body has sufficiently developed to allow you to breathe death onto your enemies and, occasionally, unsuspecting walls or furniture. ##### Breath Attack 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. ##### Saving Throw When a creature is forced to make a Saving throw in this context, the DC is calculated as follows:
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). ### Legendary Resistance 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. ### Ancestral Might 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.
On hit, you can do either of the following:
Additionally, while carrying a creature (such as by grappling it), you do not suffer a movement penalty. ### Empowered Onslaught Starting at 11th level, Onslaught is modified the following ways: - **Damage.** You now add your ability modifier to the damage roll. - **Hold.** In addition to being grappled, the creature is also restrained. It can still escape the same way as breaking a grapple. ### Adamant Hide 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. ### Apex Predator Starting at 17th level, your Strength score and Strength score maximum is increased by 4. \pagebreakNum ## Arcane Bloodline ### Spellcasting Starting at 2nd level, you unlock the magical abilities of your bloodline.
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. ##### Spell Slots
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. ##### Spells Known of 1st Level and Higher and Innate Spells
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. ##### Spellcasting Ability 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.
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. \pagebreakNum # 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. \pagebreakNum ### 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. \pagebreakNum ### 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. \pagebreakNum ### 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. \pagebreakNum ### 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