The Dragonling (A Class/Race Combination)

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The Dragonling

Experience a taste of the power of the mythical dragons for yourself. Due to the massive differences between a normal, humanoid PC and what is essentially a small(er) dragon, roleplaying and fitting this into your table's worlds might be a significant challenge. Be sure you are prepared for it.

Lesser Dragons

Wandering Dragonlings are regularly confused with other draconic creatures. Most often, they are mistaken for drakes or wyverns. That they are few in number and thus largely unknown by people that do not live near one of their communities has not helped in that regard.

In truth, they have more in common with half-dragons than with drakes or other, more beastly creatures.

Just as half-dragons, they are the product of a union between a dragon and a humanoid; However, unlike half-dragons, dragonlings take mostly after their draconic parent in terms of appearance and physiology. They are also fertile, being able to mate with both dragons and dragonlings, 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.

They have inherited the innate shape-changing ability of the true dragons, though it is strictly limited to their size. Some still gain the ability, but not until they have become extremely powerful.

Children of Two Worlds

The mixture of draconic and humanoid essences has... interesting consequences.

Unlike their "true" bretheren, though, they have no fixed inner morality. Dragonlings 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 dragonling 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 dragonlings are a known quantity, but lone examples are often regarded with some suspicion by those who know of their kind, as would a tiefling or a half-orc.

In this regard, metallic dragonlings have an advantage. Though dragons are mythical creatures and most people go all their life without seeing one, it is well known that the hue of their scales denotes whether they are a potential potential ally or certain enemy.

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.

The Blood is Strong

Dragonlings have inherited many of the traits of their draconic ancestors.

Dragonlings often share the strong tendencies of their draconic parent or ancestor, though they tend to be muted in comparison. Still, you won't find a perfectly straight-laced Copper or mellow Red.

They also still crave material possessions and, as such, are comparatively easy to motivate by greed. When they settle down somewhere or at least somehow claim a piece of land for themselves, they immediately start building their hoard. Wanderers and roaming Adventurers usually opt for a more mobile versions by necessity.

Dragonling Society

While some sub-species of dragonling are not the most social of creatures, they still seek the company of others of their kind. This is mainly due to the fact that they cannot afford to be as solitary as their cousins. The average dragonling simply lacks the immense personal power that makes this possible.

Dragonling society is "organised" in Houses (also called "quellar" in Draconic). A House mostly comprised of members of a single lineage and their mates. They usually have Sub-Houses, which can be from any lineage, that they offer protection and support to, in return for their loyalty.

Houses can be anything from a loose collection of individuals to a strictly hierarchical organisation. The details depend on the subspecies that governs the house.

The official language is Draconic, though every dragonling is expected to be fluent in Common as well.

Dragonling is fairly subtly, but very deeply, militaristic. Every individual is expected to be at least a competent combatant and serve in the militia for a time. This is not very surprising, as they cannot hope to match others in terms of numbers.


Vakatow

At the heart of their society is Vakatow, the First City. Its location is a well kept secret, to provide a save haven if a dragonling should ever find itself in mortal danger.

The city is the first created by the dragonlings and has become sacred to them as no other. Only the most violent and selfish dare to cause substantial trouble, which never ends well for them.

There sits the Council of Three, a body made up from the leaders of the military, the commercial section, and the diplomats. With a few exceptions, they only have the authority to govern the city itself.

Regular Settlements

Outside of Vakatow, dragonlings only form smaller communities. Usually it is only a single House and its various Sub-Houses. They take the form of a unique mix of those dragonlings' usual lair form and the summer residence of a wealthy nobleman.

Diplomatic contact with other nearby settlements is kept to the necessary minimum, unless there is a very, very good reason to do otherwise. Armed conflict in the vicinity and major trade opportunities are the most common reasons.

Should a settlement aggrevate its neighbors too much, which means usually chromatic dragonlings that are closer to their roots than is necessarily healthy, the Council deals with it swiftly and decisively. This is one of the few occasions in which the Council can and will interfere outside of Vakatow.

Dragonlings and Dragons

The relationship between dragonlings and dragons is strange.

Most of the time, they keep a healthy distance from one another. Here and there a Blue Suzerain will find a couple of dragonlings in his territory and usually his "employ". Or some will find a place in the staff of a silver or gold dragon.

But aside from this, dragonlings almost revere older dragons. Not like deities, as the kobolds do, but as "elders". Because of this they will rarely act against even metallic dragons, which has not made them very popular with the other races.

Characteristics

Age and Appearance

At around 50 years of age a dragonling has reached their first stage of "maturity". They now look about the same as a young dragon, though significantly smaller.

As they grow older or gain significant power, they still grow to the size of a young dragon and develop the distinct characteristics of older dragons, such as the prominent frills of an adult or ancient silver dragon.

In terms of mental development, they mature at around the age of 50. Unlike true dragons, their natural mental development has finished by this point.

Size and Weight
Size Approximate Weight in lb
Tiny 5
Small 40
Medium 320
Large 2500

Dragonling Names

A dragonlings first name resembles that of a dragon, if usually a bit less grandiose. Their "last name" is always the name of their house. Some have chosen a second, common name as well, especially those that travel frequently.

First Names: Werferrodir, Kethenduhlar, Vargach, Nerjaxo, Vertichagix, Dosdianonic, Jilnpeldartakar

House Names: Uskdos, Thricgjahall, Mlasupanon, Vihagashochraos, Kilgultro

Example: Werferrodir Quella Uskdos (or Werferrodir of House Uskdos)

Dragonlings as Adventurers

The reasons for a dragonling to become adventurers are as varied as they are for humans. Some are on an important quest for their community. Others want to find a suitable cause or mate. And some just feel the need to see the world.

Members of a their party should beware that dragonlings hate to carry people on their backs. You are more likely to convince them to part with a piece of their hoard for free.

Some Basics and QoL Improvements

Due to your your draconic build and magical nature, you differ from many regular adventurers.

Here are some ideas that should give you a rough outline of what you are intended to be able to do, as well as some optional quality-of-life rules.

Interaction

Your body supports speaking, reading, writing and casting spells as would any regular humanoid.

You can manipulate objects mostly as normal, though keep in mind that you have substantial claws. Certain delicate work using regular instruments made for humanoid hands might be more difficult.

Grappling

When you try to grapple a target, choose one of your natural weapons to do so. While you are grappling the target, the selected weapon cannot be used.

Optional: The Ritual of Arms

You learn a ritual that calls on the magic in your blood and its connection to material goods. Any wearable items (except armour) or weapons (that you are proficient with) of your choice transform to fit your form. For example, a sword could become coating for your claws or teeth.

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 touch the item(s) and concentrate as if concentrating on a spell. This can be done during a short or long rest.

The purpose of this ritual is to allow for easier and smoother play, as it removes the need to custom-fit so many insignificant items to your body. For really important personal items, I recommend to not use this. Do the regular RP and everything related to it, it will be more interesting that way.

Dragonling Leveling Table
Level Proficiency Bonus Features Breath Damage Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Draconic Lineage, Draconic Weapons, Spellcasting, Dragon Hide (Unarmored Defense) 2 1 1
2nd +2 Bloodline, Gliding Wings, Dust-off 2 2 1
3rd +2 Breath Weapon, Arcane Recovery 2d6 2 3 2
4th +2 Ability Score Improvement 2d6 2 3 2
5th +2 Extra Attack 3d6 2 5 3
6th +3 Heightened Intensity, Draconic Vision, Bloodline Feature 3d6 2 6 3
7th +3 Frightening Presence 4d6 2 7 3 1
8th +3 Ability Score Improvement 4d6 2 8 3 1
9th +4 Take To The Skies 5d6 2 9 3 2
10th +4 Mind of the Dragon, Bloodline Feature 5d6 3 10 3 2
11th +4 Elemental Strikes 6d6 3 11 4 2
12th +4 Ability Score Improvement 6d6 3 12 3 2
13th +5 Superior Draconic Resilience 7d6 3 13 3 2 1
14th +5 Majestic Mobility 7d6 3 13 3 2 1
15th +5 Bloodline Feature 8d6 3 13 3 2 2
16th +5 Ability Score Improvement 8d6 3 13 3 2 2
17th +6 Supreme Intensity 9d6 3 13 3 2 2
18th +6 Lesser Legendary Resistance 9d6 3 13 3 2 2
19th +6 Ability Score Improvement 10d6 3 13 3 2 2
20th +6 Apex Predator 10d6 3 13 3 2 2 1

Class Features

As a Dragonling, you gain the following class features:

Hit Points


  • Hit Dice: 1d12 per dragonling level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per dragonling level after the 1st

Proficiencies


  • Armor: none
  • Weapons: simple and martial weapons (melee and thrown only; most have to be adjusted to fit your natural weapons)
  • Tools: none

  • Saving Throws: Constitution and Charisma
  • Skills: Perception and any two 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
  • 50 gp in expendable currency
  • the start of your hoard (treasure worth up to 100 gp and of very significant sentimental value to you)

Multiclassing

No.

Replacing Charisma as Mental Ability

If you want, you can replace all mentions of Charisma (including your saving throw proficiency, spellcasting ability and so on) with either Intelligence or Wisdom.

This is because players tend to play characters that reflect their stats, 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.



Draconic Lineage

From 1st level, as you are a naturally born dragonling, you gain the following traits:

Draconic Lineage. First, choose your Draconic Lineage, determining what type of dragonling (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. A different ability score your choice increases by 1.

Size. Your Draconic Form is either Tiny, Small or Medium. You can change between available sizes with an 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, dragonlings are as well. See your Draconic Lineage for the specific element.

Draconic Resistance. You are resistant to damage from your Draconic Element.

Aspect Spellcasting. If you use a spell that deals elemental damage (except thunder and force), the damage type is replaced by your Draconic Element (see your Draconic Lineage).

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.

Dragon's Voice. Dragonlings have inherited the tremendous control dragons have over the tone and pitch of their voice.

Languages. You can speak, read and write Common and Draconic.

Draconic Weapons

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 5 feet.

Tail. Your tail is a sledgehammer made of muscle. It deals bludgeoning damage equal to 1d10 + your Strength modifier and has a range of 10 feet.

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). The range is 5 feet.

Starting at 9th level, the range of all Draconic Weapons increases by 5 feet, as long as your size is Large.

Dragon Hide (Unarmored Defense)

Beginning at 1st level, you have

While not wearing armour, your Armour Class equals 10 + your Strength modifier + your Charisma modifier.

The maximum Armour Class provided by this feature is 20.

Spellcasting

At 1st level, you have recently gained access to your innate magic.

Cantrips - Low Intensity

You start with one cantrip granted by your Draconic Lineage and one cantrip of your choice from the sorcerer spell list. At 10th level, you learn an additional one from the sorcerer spell list.

The maximum range of any cantrip that deals damage is reduced to 30 feet.

Spell List

Your dragonling spell list contains all spells that are contained in the sorcerer spell list. You still only know a limited number of spells as seen above and explained below.

Spell Slots

The table above shows how many spell slots you have to cast your dragonling spells of 1st level and higher.

To cast one of these dragonling 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 one 1st-level spell of your choice from the dragonling spell list.

Spells gained by your Draconic Lineage count as dragonling spells for you, and count against your number of dragonling spells known.

The Spells Known column of the table above shows when you learn more dragonling 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 dragonling spells you know and replace it with another spell from the dragonling spell list, which also must be of a level for which you have spell slots.


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Spellcasting Ability

Charisma is your spellcasting ability for your dragonling spells. You use your it whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a dragonling 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
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.

Gliding Wings

Starting at 2nd level, your wings have become strong enough to allow you to fall with style and not be in danger of damaging your body in the process.

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.

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, 10th level and 15th 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 Dexterity saving throw (for the Green Dragon Lineage, it is a Constitution 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 as you gain levels in this class, as seen in the leveling table.

You can use this feature twice. You regain all uses when finishing a short or long rest.

At 13th level, you gain an additional use of this feature, for a total of 3.

Saving Throw

When a creature is forced to make a Saving throw in this context, the DC is calculated as follows:

Breath Save DC = 8 + your proficiency bonus +

your Charisma modifier
Area of Effect

Whenever you use your regular breath attack, choose one of the following styles for the area of effect. Some Draconic Lineages have a special form of breath weapon with a fixed style, as detailed there.

Cone style. 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. Affects all creatures in a line that is 5ft wide and 30ft long.

At 9th level, the length of your Breath is increased to 50ft. At 15th level it increases to 75ft.

When your size is Large, the width of the line increases to 10ft.

Arcane Recovery

Starting at 3rd level, your body can use your innate magical abilities to mend itself.

As a bonus action, you can spend a spell slot to regain hit points equal to 1d8 per level of the spell slot expended plus your spellcasting modifier.

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

When reaching 6th level, the element that suffuses your attacks has become more potent.

Damage you deal that is of the same type as your Draconic Element ignores resistance to that element.

If your enemy has immunity to that element and said immunity is treated as resistance due to the Elemental Superiority feature of the Martial Bloodline, 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.

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 (DC= 8+ your proficiency bonus + your Strength modifier) 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 reached the second stage of maturity and you are now a full adult.

Your appearance (not including size) is 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 of 50ft. 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 (45ft 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.

Elemental Strikes

When reaching 11th level, now your every blow carries your element within it.

When you hit a creature with a melee attack, you deal an additional 1d8 elemental damage. The damage is of the same type as your Draconic Element

Superior Draconic Resilience

Starting at 13th level, you have taken a big step towards perfection.

You are now immune to your Draconic 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 flying speed increases by 10 feet (60 feet total).

Lesser Legendary Resistance

Starting at 17th 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 twice, regaining all uses when finishing a long rest.

Supreme Intensity

When reaching 15th level, the element suffusing your body has reached its maximum concentration. It will now even damage foes that foolishly believe themselves to be immune to it.

Elemental damage you deal, that is of the same type as your Draconic Element, treats immunity to that damage type as resistance to that damage type.

Apex Predator

Starting at 20th level, you come close to the power of a true dragon. Few can stand against you.

Your Strength and Constitution scores increase by 4. The maximum for these scores is now 24.

When you kill a creature of significant threat, roll a d6. On 3 - 6, you gain an additional use of your Breath Weapon. All additional charges are lost on a long rest.

Bloodlines

The blood of mythical beasts runs in your veins. After centuries, it has become clear that bloodlines can be sorted into certain categories, depending on what aspects of the true dragons are most prominent in them. These aspects become more pronounced as as dragonling becomes older and more powerful.

Vis Bloodline

Descendants of a vis bloodline display more of the true physical prowess and resilience of the dragons. They appear bulkier than other dragonlings and make up most of the main-line troops of dragonling forces.

Supernatural Strength

When selecting this Bloodline at 2nd level, first signs of the raw physical power of the mighty beasts manifests within you.

You gain proficiency in Strength saving throws and the Athletics skill. If you are already proficient in Athletics, you instead double your proficiency modifier when making checks with it.

Additionally, while carrying a creature (such as by grappling it), you do not suffer a movement penalty.

Improved Supernatural Strength

Starting at 6th level, your physical capabilities increase even further, making you a terrifying enemy up close.

You gain advantage on Strength checks.

When making a Strength (Athletics) check to grapple a target, you can forego your advantage on that check to also restrain the target on a success. If the creature breaks the grapple, it is no longer restrained.

Adamant Hide

Starting at 10th level, your hide has become so impenetrable that it no longer has any weakpoints.

Critical hits on you become normal hits instead.

In addition, bludgeoning, piercing or slashing damage you take from non-magical weapons is reduced by 3.

Deep Breath

Starting at 15th level, your trachea has fully developed, allowing for a more even spread of your exhalant.

When rolling the damage for your breath attack, you can re-roll any 1s or 2s and most use the new roll.

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 have a swimming speed equal to your movement speed.

Amphibious. You can breathe both air and water.

Lineage Spells. You learn the Chill Touch Cantrip.

When you reach 3rd level, you learn Fog Cloud.

When you reach 7th level, you learn Pass without Trace.

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.

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 dragonlings. You also really, really like gems, especially blue ones.

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.

Burrower. You have a burrowing speed equal to half your movement speed.

Hold Breath. You can hold your breath for up to an hour.

Desert Born. You are acclimated to extremely hot climates.

Lineage Spells. 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.

When you reach 7th level, you learn Heat Metal.

Brilliant. You have advantage on ability checks to determine the origin and type of gemstones.

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 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.

Burrower. You have a burrowing speed equal to half your movement speed.

Hold Breath. You can hold your breath for up to an hour.

Desert Born. You are acclimated to extremely hot climates.

Lineage Spells. 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 7th level, you learn Locate Object.

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. 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 1 minute. 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 prefer temperate or tropical climates.

You are more interested in war and justice than other dragonlings.

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 have a swimming speed equal to your movement speed.

Amphibious. You can breathe both air and water.

Lineage Spells. 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.

When you reach 7th level, you learn Aid.

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. When a creature that fails its save against your Breath Weapon by 5 or more, it can't take reactions this round
  • 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 or sincerity of its actions, 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 dragonlings. 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 have a climbing speed equal to your movement speed.

Lineage Spells. You learn the Minor Illusion Cantrip.

When you reach 3rd level, you learn Faerie Fire.

When you reach 7th level, you learn Knock.


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 60ft of its current location. 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 3 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 have a swimming speed equal to your movement speed.

Devourer of Wealth. Instead of food and water, you can consume valuable goods to sustain yourself.

Lineage Spells. You learn the Guidance Cantrip.

When you reach 3rd level, you learn Bless.

When you reach 7th level, you learn Arcane Lock.


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. 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 1 minute. 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 dragonlings. 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 have a swimming speed equal to your movement speed.

Amphibious. You can breathe both air and water.

Lineage Spells. You learn the Poison Spray Cantrip, its range is increased to 30ft.

When you reach 3rd level, you learn Expeditious Retreat.

When you reach 7th level, you learn Suggestion.

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 dragonlings. 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 have a climbing speed equal to your movement speed.

Lineage Spells. 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 Command.

When you reach 7th level, you learn Shatter.

High Born. You are acclimated to high altitude.

Superior Wingspan. Starting when you gain it at 9th level, your flying speed is increased by 5 feet.

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. You cover an area in front of you in a wave of fire. 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 scent- or sight-based Perception checks for 1 hour.

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 dragonlings.

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 have a climbing speed equal to your movement speed.

Mountain Born. You are acclimated to high altitude and cold climates.

Lineage Spells. You learn the Spare the Dying Cantrip and its range is increased to 30 feet.

When you reach 3rd level, learn Healing Elixir.

When you reach 7th level, you learn Lesser Restoration.

Helping Hand. As an action, you can touch a creature to restore hit points equal to your level. Once you have used this feature, you must finish a long rest before you can use it 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 dragonlings.

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 have a burrowing speed equal to half your movement speed, but only in ice and snow.

Natural Swimmer. You have a swimming speed equal to your movement speed.

Ice Born. You are acclimated to cold environments.

Hold Breath. You can hold your breath for up to an hour.

Lineage Spells. You learn the Frostbite Cantrip and its damage dice is increased to a d8.

When you reach 3rd level, you learn Hunter's Mark.

When you reach 7th level, you learn Pass without Trace.

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

Thanks to WotC for the cover picture

Design Notes

Combining Race and Class

It is a definite break with 5E design, but a necessary one in my opinion.

Not only is this more comfortable to balance, it also fits the flavour I wanted to create much, much better. Separating the "dragon" and its mostly innate abilities (which is what this is supposed to be) just didn't make a whole lot of sense.

Breath Weapon

This one is - to nobody's surprise - the hardest part to get right.

It has to be powerful enough and be useable often enough to be the core class feature you are excited to use. On the other hand it can't be too powerful and thus overshadow everyone else.

I think I got reasonably close to a decent balance.

A "roll to recharge" system would have been cool, but neither balanced nor particularly fun (you would usually either have it not often enough at the right time or too often)

Spellcasting

This is mainly to pay respect to a dragon's spellcasting ability and add some utility. It is not intended to make you a primary or even a secondary spellcaster, which is why I have decided to heavily limit the number of spell slots the class gets.

Unarmored Defense

You will be in melee most of the time and for that you will need protection. The stats were chosen for the sake of balance rather than logic, as much as I would have liked to have both.

(Mostly) Sub-optimal Ranged Options and Flying

Beyond your breath weapon, you don't really have any tools to deals substantial damage at range. That is very much intentional.

Flying is a very powerful tool and giving this class strong ranged options would allow you to simply blast many enemies in the game with absolute impunity. This, in turn, would force your DM to counter your flying rather hard, making the feature basically useless. And that is no fun for anyone.

General Survivability

This class is designed to have decent, but not amazing survivability. You are pretty healthy, have decent AC and Arcane Recovery provides fairly minor emergency healing.

But you won't be "tanking" much, atleast not like a fighter, paladin or barbarian. In particular, will have a problem with Dexterity saves. Use your mobility!

I would have loved to make this class a monster of a tank, just because dragon, but it just didn't feel fair with the amount of other stuff you are getting.

Role

Out of combat, you be like any battler, except the rogue, but with some small potential for magical shenanigans.

In combat, you fulfill the role of a mobile brawler/bruiser. Protect your squishy allies when they need it and strike at poorly positioned enemies. Your breath attack gives you some potential in shutting down hordes as well, though you will need support from your casters.

On the topic of your flying speed - use it to relocate quickly to where you need to be, but be careful. 50 or 60 feet might sound like a lot, but to not provoke attacks of opportunity, you will usually need to fly fairly high up, which costs a lot of movement.

The closest equivalent to you will be monks, some fighters and rogues.

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