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. \pagebreakNum
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. \pagebreakNum ### 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.
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. (feature continues on the next page) \pagebreakNum ##### 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.
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. \columnbreak ### 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:
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. \columnbreak \pagebreakNum
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. \columnbreak ### 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. \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 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. \columnbreak ### 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. \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 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. \columnbreak ### 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. \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 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. \columnbreak ### 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. \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 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. \columnbreak ### 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). \pagebreakNum > ## 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. \columnbreak 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.